DFrog said:Beginner Battle
3v3 singles
DQ time: 1 week (7 days)
5 chills/ 2 recovers
No Items
All Abilities
Switch = KO
Arena:
An abandoned football field. Therefore the grass has grown long and the stadium is easier to collapse. Open top, completely circular with small holes in the walls. Stands are somewhat intact. Sand cannot get get in. Rain makes everything slippery. Standard dimensions of a football field.
Son_of_Shadoo said:I'll take this. But I decide items and stuff, that's what I do as acceptor.
No items
One ability
Switch = KO
DFrog sends out a pokemon
Son of Shadoo sends out a pokemon, and orders
DFrog orders
me - DFrog - Son of Shadoo - me - etc
Son of Shadoo sends out a pokemon, and orders
DFrog orders
me - DFrog - Son of Shadoo - me - etc
DFrog's team:
Scraggy* (Frank) M
Nature: Brave
Type: Dark/Fight
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
Abilities:
Shed Skin (innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie (innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
DW:
Intimidate (can be activated):When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Drain Punch*
Dragon Dance*
Detect*
Dig*
Double Team*
Focus Blast*
EC: 0/6
DW: 0/5
Nature: Brave
Type: Dark/Fight
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
Abilities:
Shed Skin (innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie (innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
DW:
Intimidate (can be activated):When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Drain Punch*
Dragon Dance*
Detect*
Dig*
Double Team*
Focus Blast*
EC: 0/6
DW: 0/5
Totodile* (Steve) M
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP:90
Atk (+*): ****
Def: ***
SpA:**
SpD (-*): *
Spe: 43
Abilities:
Torrent (innate): When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
DW:
Sheer Force (can be enabled): 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.
Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Hydro Pump*
Crunch*
Aqua Jet*
Dig*
Protect*
Ice Beam*
EC: 0/9
DW: 0/5
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP:90
Atk (+*): ****
Def: ***
SpA:**
SpD (-*): *
Spe: 43
Abilities:
Torrent (innate): When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
DW:
Sheer Force (can be enabled): 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.
Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Hydro Pump*
Crunch*
Aqua Jet*
Dig*
Protect*
Ice Beam*
EC: 0/9
DW: 0/5
Eevee* (Cody) M
Nature: Hasty
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
HP: 90
Atk: Rank 2
Def (-*): Rank 1
SpA: Rank 2
SpD: Rank 3
Spe: 63 (nature factored in)
Abilities
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
DW:
Anticipation (innate):This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Moves
Tail whip*
Tackle*
Helping hand*
Sand-attack*
Quick Attack*
Growl*
Quick Attack*
Curse*
Detect*
Yawn*
Return*
Dig*
Rain Dance*
EC: 0/6
DW: 0/5
Nature: Hasty
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
HP: 90
Atk: Rank 2
Def (-*): Rank 1
SpA: Rank 2
SpD: Rank 3
Spe: 63 (nature factored in)
Abilities
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
DW:
Anticipation (innate):This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Moves
Tail whip*
Tackle*
Helping hand*
Sand-attack*
Quick Attack*
Growl*
Quick Attack*
Curse*
Detect*
Yawn*
Return*
Dig*
Rain Dance*
EC: 0/6
DW: 0/5
Son_of_Shadoo's team:
Nature: Bashful - no effect
Type: Fire/Grass
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. Solarbeam has Energy Cost reduced by one (1).
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).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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:
Levelup:
Pound
Sweet Scent
Growth
Ember
Leech Seed
Bullet Seed
Flame Wheel
TM:
Flamethrower
Will-O-Wisp
Protect
Egg:
Aromatherapy
Seed Bomb
Earth Power
Elekid "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Static: This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (Innate)
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. (Innate, DW)
Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
BW TM:
Substitute
Thunderbolt
Thunder Wave
Egg:
Cross Chop
Fire Punch
Ice Punch
Feebas "Marle" (F)
Nature: Bold - adds rank to Defence, subtracts rank from attack
Type: Water
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 80
Atk: Rank 0(-)
Def: Rank 2(+)
SpA: Rank 1
SpD: Rank 2
Spe: 80
EC: 5/6
MC: 0
DC: 0/5
Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain. (Innate)
Adaptability: The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Attacks:
Levelup:
Splash
Tackle
BW TM:
Scald
Ice Beam
Toxic
Egg:
Hypnosis
Mirror Coat
Confuse Ray
Good luck both of you, and have fun!