Rules
Pokemon: 3v3
Format: Doubles
DQ: 2 days
Items: None
Switch: KO
Abilities: None
2 Recoveries/5 Chills
Arena
Weather test arena
A simple building about the size of a pokemon gym (100x50x50) with solid un-diggable flooring. Earthquake is usable, surf is not. However, the interesting thing is how at the begging of each round ,the weather will randomly change. Equal chances of sun, rain, sand, or hail. The weather will always change (as in not be same for 2 rounds straight). All weather moves and abilities are not allowed.
Arena Effects
- Weather in the arena will change at the end of each round, with Sun, Rain, Hail and Sandstorm all having a 25% chance of occurring.
- No two consecutive rounds can have the same weather, so any duplicates will be re rolled.
- Moves that attempt to change the weather conditions will fail.
Leethoof's Team
Shieldon (Vanguard) (M)
Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof (DW): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: **
Def: *****(+)
SpA: **
SpD: ***
Spe: 25 (30/1.15 = 25)
EC:4/6
MC:0
DC:3/5
Attacks:
Tackle*
Protect*
Taunt*
Metal Sound*
Take Down*
Iron Defense*
Swagger*
Stealth Rock*
Wide Guard*
Screech*
Earthquake*
Smack Down*
Sandstorm*
Heavy Slam
Metal Burst
Rock Blast
Thunderbolt
Swablu (Wooly)
Modest (Adds * to Special Attack; Subtracts * From Attack)
HP: 90
Atk: *(-)
Def: **
SpA: ***(+)
SpD: ***
Spe: 50
Type
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Ability
Natural Cure:This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Cloud Nine (DW):This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.
Attacks
Peck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist
Dragon Pulse
Perish Song
Ice Beam
Hidden Power [Electric]
Double Team
Hyper Voice
Roost
Agility
EC: 2/6
MC: 0
DC: 1/5
Castform[Polarity] (genderless)
Nature: Timid (+speed, -attack)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Forecast: Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 81 (70x1.15=80.5)
EC: ...
MC: 0
DC: ...
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Thunderbolt
Solarbeam
Fire Blast
Blizzard
Weather Ball
Hydro Pump
Flora's Team
Deerling (Blossom) (F)
Nature: Adamant (+Atk, -SpA).
Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75
EC: 5/6
MC: 0
DC: 0/5
Ability:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Tackle
Camouflage
Growl
Sand-attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Double-edge
Nature Power
Wild Charge
Safeguard
Return
Agility
Synthesis
Odor Sleuth
Chimchar (Dahlia) (F)
Nature: Mild (+SpA, -Def).
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 61
EC: 0/9
MC: 0
DC: 0/5
Ability:
Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Acrobatics
Encore
Counter
ThunderPunch
Flamethrower
Dig
Grass Knot
Overheat
Flarelm (Ginger) (F)
Nature: Quiet (+SpA, -Spe).
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 47 (-)
EC: 8/9
MC: 3
DC: 1/5
Ability:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Leaf Blade
Pound
Sweet Scent
Growth
Ember
Leech Seed
Giga Drain
Bullet Seed
Flame Wheel
Synthesis
Sunny Day
Flamethrower
SolarBeam
Will-O-Wisp
Light Screen
Revenge
Counter
Earth Power
Just a quick clarification, Leethoof intended the 'no abilities' part of the arena description to cover only those which change weather (Drizzle, Snow Warning, Cloud Nine, etc) so Flora, if you want to change the rules in regards to abilities when you send out your pokemon then feel free too, otherwise the match will proceed with no abilities. Also neither of you mentioned anything about recoveries and chills in the battle tower, so I'm just giving you the usual. And round 1's weather will be.. (drumroll)...
Round 1 Weather
Hail!
Turn Order
Leethoof sends out his two pokemon
Flora sends out here two pokemon and issues their actions
Leethoof issues his actions
I referee
Pokemon: 3v3
Format: Doubles
DQ: 2 days
Items: None
Switch: KO
Abilities: None
2 Recoveries/5 Chills
Arena
Weather test arena
A simple building about the size of a pokemon gym (100x50x50) with solid un-diggable flooring. Earthquake is usable, surf is not. However, the interesting thing is how at the begging of each round ,the weather will randomly change. Equal chances of sun, rain, sand, or hail. The weather will always change (as in not be same for 2 rounds straight). All weather moves and abilities are not allowed.
Arena Effects
- Weather in the arena will change at the end of each round, with Sun, Rain, Hail and Sandstorm all having a 25% chance of occurring.
- No two consecutive rounds can have the same weather, so any duplicates will be re rolled.
- Moves that attempt to change the weather conditions will fail.
Leethoof's Team
Shieldon (Vanguard) (M)
Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Soundproof (DW): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Stats:
HP: 90
Atk: **
Def: *****(+)
SpA: **
SpD: ***
Spe: 25 (30/1.15 = 25)
EC:4/6
MC:0
DC:3/5
Attacks:
Tackle*
Protect*
Taunt*
Metal Sound*
Take Down*
Iron Defense*
Swagger*
Stealth Rock*
Wide Guard*
Screech*
Earthquake*
Smack Down*
Sandstorm*
Heavy Slam
Metal Burst
Rock Blast
Thunderbolt
Swablu (Wooly)
Modest (Adds * to Special Attack; Subtracts * From Attack)
HP: 90
Atk: *(-)
Def: **
SpA: ***(+)
SpD: ***
Spe: 50
Type
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Ability
Natural Cure:This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Cloud Nine (DW):This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.
Attacks
Peck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist
Dragon Pulse
Perish Song
Ice Beam
Hidden Power [Electric]
Double Team
Hyper Voice
Roost
Agility
EC: 2/6
MC: 0
DC: 1/5
Castform[Polarity] (genderless)
Nature: Timid (+speed, -attack)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Forecast: Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 81 (70x1.15=80.5)
EC: ...
MC: 0
DC: ...
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Thunderbolt
Solarbeam
Fire Blast
Blizzard
Weather Ball
Hydro Pump
Flora's Team
Deerling (Blossom) (F)
Nature: Adamant (+Atk, -SpA).
Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75
EC: 5/6
MC: 0
DC: 0/5
Ability:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Tackle
Camouflage
Growl
Sand-attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Double-edge
Nature Power
Wild Charge
Safeguard
Return
Agility
Synthesis
Odor Sleuth
Chimchar (Dahlia) (F)
Nature: Mild (+SpA, -Def).
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 61
EC: 0/9
MC: 0
DC: 0/5
Ability:
Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Acrobatics
Encore
Counter
ThunderPunch
Flamethrower
Dig
Grass Knot
Overheat
Flarelm (Ginger) (F)
Nature: Quiet (+SpA, -Spe).
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 47 (-)
EC: 8/9
MC: 3
DC: 1/5
Ability:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Leaf Blade
Pound
Sweet Scent
Growth
Ember
Leech Seed
Giga Drain
Bullet Seed
Flame Wheel
Synthesis
Sunny Day
Flamethrower
SolarBeam
Will-O-Wisp
Light Screen
Revenge
Counter
Earth Power
Just a quick clarification, Leethoof intended the 'no abilities' part of the arena description to cover only those which change weather (Drizzle, Snow Warning, Cloud Nine, etc) so Flora, if you want to change the rules in regards to abilities when you send out your pokemon then feel free too, otherwise the match will proceed with no abilities. Also neither of you mentioned anything about recoveries and chills in the battle tower, so I'm just giving you the usual. And round 1's weather will be.. (drumroll)...
Round 1 Weather
Hail!
Turn Order
Leethoof sends out his two pokemon
Flora sends out here two pokemon and issues their actions
Leethoof issues his actions
I referee