Heellllooooo people, welcome today to a very exicting match between Korski and Frosty, first off lets see what the rules are!
Now lets see what the teams look like here today!
ooh a shiny one!
Magikarp(*) Topsy (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash(*)
Tackle(*)
Bubble(*)
Reversal(*)
Bounce(*)
Deino(*) Turvy (F)
Nature: Hasty (A 15% increase in Base Speed [Rounded Up] and a +5.28% on this Pokemon's attacks; Defense reduced by *)
Type: Dark/Dragon
Dark: 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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Hustle
Hustle: (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (38x1.15^) (+)
EC: 0/9
MC: 0
Attacks:
Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dark Pulse(*)
Earth Power(*)
Screech(*)
Taunt(*)
Thunder Wave(*)
Work Up(*)
Rhyhorn(*) Crumbles (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Ground/Rock
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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Rock Head
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
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.
Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Counter(*)
Crush Claw(*)
Swords Dance(*)
Dig(*)
Rock Polish(*)
Toxic(*)
Torchic Yonderwear (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Fire
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.
Abilities: Blaze
Blaze: (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).
Speed Boost (LOCKED): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch(*)
Growl(*)
Focus Energy(*)
Ember(*)
Peck(*)
Sand-Attack(*)
Fire Spin(*)
Counter(*)
Baton Pass(*)
Rock Slide(*)
Protect(*)
Will-o-Wisp(*)
Flamethrower(*)
And heres Frosty's!
I believe it goes,
Frosty releases a pokemon
Korski then sends out his pokemon and abilities w/actions
Next Frosty will choose actions
I'll ref
Then Frosty goes first
Korski next
SO on and so forth. GOod luck to both battlers,
3 vs 3 singles
2 day DQ
1 Recover/ 5 Chills
Location: The hyperbolic time chamber from DBZ. An infinite white space (not infinite...more like the size of the Earth) with absolutely no trees or lakes or anything other than the floor (not-diggable BTW). The gravity is intensified (aka, the effects of the move "gravity" occur permanently and can't be driven away) and Ground-types pokes have even more difficulty moving around, resulting in +2 energy for each move. Since its a closed space, all weather-changing moves are rendered useless, as well as moves that require big masses of water. Everything else is good to go. The battle is happening far away from the entrance, so we don't get stuck in the chamber in case someone decides to destroy it.
In other words:
- Permanent Gravity
- non-diggable floor
- Ground-type pokes waste +2 energy per action
- Weather changing moves/abilities or attacks that rely on masses of water are useless.
No items
All abilities
Switch=KO
1 Recover/ 5 Chills
Location: The hyperbolic time chamber from DBZ. An infinite white space (not infinite...more like the size of the Earth) with absolutely no trees or lakes or anything other than the floor (not-diggable BTW). The gravity is intensified (aka, the effects of the move "gravity" occur permanently and can't be driven away) and Ground-types pokes have even more difficulty moving around, resulting in +2 energy for each move. Since its a closed space, all weather-changing moves are rendered useless, as well as moves that require big masses of water. Everything else is good to go. The battle is happening far away from the entrance, so we don't get stuck in the chamber in case someone decides to destroy it.
In other words:
- Permanent Gravity
- non-diggable floor
- Ground-type pokes waste +2 energy per action
- Weather changing moves/abilities or attacks that rely on masses of water are useless.
No items
All abilities
Switch=KO
Now lets see what the teams look like here today!

Magikarp(*) Topsy (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Stats:
HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash(*)
Tackle(*)
Bubble(*)
Reversal(*)
Bounce(*)

Deino(*) Turvy (F)
Nature: Hasty (A 15% increase in Base Speed [Rounded Up] and a +5.28% on this Pokemon's attacks; Defense reduced by *)
Type: Dark/Dragon
Dark: 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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Hustle
Hustle: (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (38x1.15^) (+)
EC: 0/9
MC: 0
Attacks:
Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dark Pulse(*)
Earth Power(*)
Screech(*)
Taunt(*)
Thunder Wave(*)
Work Up(*)

Rhyhorn(*) Crumbles (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Ground/Rock
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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Rock Head
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
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.
Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn
Counter(*)
Crush Claw(*)
Swords Dance(*)
Dig(*)
Rock Polish(*)
Toxic(*)

Torchic Yonderwear (M)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Fire
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.
Abilities: Blaze
Blaze: (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).
Speed Boost (LOCKED): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch(*)
Growl(*)
Focus Energy(*)
Ember(*)
Peck(*)
Sand-Attack(*)
Fire Spin(*)
Counter(*)
Baton Pass(*)
Rock Slide(*)
Protect(*)
Will-o-Wisp(*)
Flamethrower(*)
And heres Frosty's!
Monohm [Thor] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) 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.
Sheer Force (DW): [LOCKED](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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 43(+)
SpD: Rank 2
Spe: 51 (60 x 0.85v) (-)
EC: 2/9
MC: 4
DC: 2/5
Attacks:
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom
Hydro Pump
Magnet Rise
Heal Bell
Thunderbolt
Flamethrower
Dragon Pulse
Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).
Stats:
Duskull
HP: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 21 (25x0.85v)
EC: 3/9
MC: 2
DC: 1/5
Abilities:
Levitate:(Innate)This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Destiny Bond (*)
Pain Split (*)
Imprison (*)
Trick Room (*)
Will-o-Wisp (*)
Return (*)
Zorua * (Canas) M
Nature: Hasty (Speed +; Defense -, +5 accuracy)
Type:
DarkDark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
Zorua
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65 x 1.5^) (+)
EC: 0/6
MC: 0
DC: Nah
Abilities:
Illusion:Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Extrasensory
Snarl
Protect
Grass Knot
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) 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.
Sheer Force (DW): [LOCKED](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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 43(+)
SpD: Rank 2
Spe: 51 (60 x 0.85v) (-)
EC: 2/9
MC: 4
DC: 2/5
Attacks:
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom
Hydro Pump
Magnet Rise
Heal Bell
Thunderbolt
Flamethrower
Dragon Pulse
Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).
Stats:
Duskull
HP: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 21 (25x0.85v)
EC: 3/9
MC: 2
DC: 1/5
Abilities:
Levitate:(Innate)This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Destiny Bond (*)
Pain Split (*)
Imprison (*)
Trick Room (*)
Will-o-Wisp (*)
Return (*)
Zorua * (Canas) M
Nature: Hasty (Speed +; Defense -, +5 accuracy)
Type:
DarkDark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
Zorua
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65 x 1.5^) (+)
EC: 0/6
MC: 0
DC: Nah
Abilities:
Illusion:Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Extrasensory
Snarl
Protect
Grass Knot
I believe it goes,
Frosty releases a pokemon
Korski then sends out his pokemon and abilities w/actions
Next Frosty will choose actions
I'll ref
Then Frosty goes first
Korski next
SO on and so forth. GOod luck to both battlers,