Challenging Xaqwais!
3v3 Singles
2 Day DQ
2 Recovers, 5 Chills
Arena: Pokemon Stadium 2. The first two rounds are in the Basic mode, then the next two rounds are in a randomly chosen mode other then Basic mode, the next two rounds are Basic mode, etc.
Xaqwais :Accepting!
Switch = KO
Abilities = One
No items.

Shroomish* (Brady) (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Counters:
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Worry Seed (*)
Bullet Seed (*)
Drain Punch (*)
Swords Dance (*)
Substitute (*)
Façade (*)

Staryu* [Reginarate] (F)
Nature: Timid
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Natural Cure: (Innate) 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.
Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round])
Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Counters:
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Barrier (*)
Supersonic (*)
Scald (*)
Psychic (*)
Thunderbolt (*)

Bagon(*) Silly (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 57 (+)
Counters:
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Innate) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Dragon Dance (*)
Dragon Pulse (*)
Hydro Pump (*)
Flamethrower (*)
Dragon Claw (*)
Brick Break (*)
auramaster:

Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Crunch(*)
Detect(*)
Hi Jump Kick(*)
Earthquake(*)
Rock Slide(*)
Swords Dance(*)

Mantyke(*) Flying Fish (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type 1: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Type 2: Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Stats:
HP: 90
Atk: Rank 0 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 4
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Mirror Coat(*)
Signal Beam(*)
Twister(*)
Ice Beam(*)
Rain Dance(*)
Surf(*)

Baltoy(*) Top (Genderless)
Nature: Serious (No Effect on Stats)
Type 1: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Type 2: Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC: 0/6
MC: 0
Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
AncientPower(*)
Earth Power(*)
Extrasensory(*)
Charge Beam(*)
Grass Knot(*)
Shadow Ball(*)
Welcome one and all to the Pokemon Stadium! This state of the art battleground well test our players skills in controlling their environment and using creativity to fight for a victory! Looks like our challengers are all prepared to fight, so let's begin shall we?
Battle Order:
auramaster sends out a pokemon
Xaqwais sends out a pokemon and orders
auramaster orders
I ref