One day, as I was training my Pokemon at the local tournament arena and trying to draft a feasible Gravity team, I got a message from Its A Random saying it was time to practice my reffing, I just needed to find a match.
Great. Where was I going to find a match at this hour of the night?
It was then that I heard a loud noise. Apparently the two trainers I noticed while walking in here were having some heated argument or another. Me, being a paranoid person, was worried that things might get ugly, so I called them and said:
Maxim: Hey guys, how about we settle...whatever you guys are arguing about with a Pokemon battle.
Both: Sure
At this point, I read them the rules.
Ok, I know this is nEsp's first battle, so I'll go over how this works.
nEsp's Team
Cottonee(*) (M)
Nature: Bold (Defense increased by *; Attack reduced by *)
Type: Grass
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.
Abilities:
Prankster: Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 66
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb(*)
Growth(*)
Leach Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
PoisonPowder(*)
Encore(*)
Memento(*)
Worry Seed(*)
Substitute(*)
Taunt(*)
Hidden Power (Fire, 7)(*)
Riolu(*) Aura (F)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: 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: Type: 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): Type: 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 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Cross Chop(*)
Blaze Kick(*)
Detect(*)
Rock Slide(*)
Frustration(*)
Earthquake(*)
Chimchar(*) Inferno (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a 15% flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from 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: 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)
Iron Fist (DW): Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 71 (61 x 1.15^) (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch(*)
Leer(*)
Ember(*)
Taunt(*)
Fury Swipes(*)
Flame Wheel(*)
Nasty Plot(*)
Torment(*)
Thunderpunch(*)
Focus Punch(*)
Double Kick(*)
Protect(*)
Grass Knot(*)
Fire Blast(*)
Pippy's Team:
(Eevee)*Surprises (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 64 (55X1.15^)
EC:3/6
MC:4
DC:2/5
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.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two.
Attacks:
Helping Hand*
Tackle*
Tail Whip*
Sand-Attack*
Growl*
Quick Attack*
Covet*
Detect*
Natural Gift*
Retaliate*
Attract*
Dig*
(Pikachu)* Ukelele (M)
Nature:Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)
Type:
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 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spd: 104 (90X1.15^)
EC:5/9
MC:2
DC:4/5
Abilities:
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.
Lightning Rod (DW): (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 stage. This boost is maintained at the end of each round.
Attacks:
Charm*
ThunderShock*
Tail Whip*
Thunder Wave*
Sweet Kiss*
Nasty Plot*
Charge*
Fake Out*
Wish*
Thunderbolt*
Volt Switch*
Grass Knot*
Thunder
Volt Tackle
(Onix) Rocky (M)
Nature: Careful (Adds One Rank to Special Defense; Subtracts One Rank From Special Attack)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
EC:3/6
MC:2
DC:2/5
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one. The effect is amplified on OHKO Moves, which are reduced by ten Base Attack Power.
Weak Armor (DW): (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one stage for each hit.
Attacks:
Bind
Harden
Mud Sport
Tackle
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Stealth Rock
Flail
Rock Climb
Roar
Earthquake
Stone Edge
Dig
A Good luck and have fun for the competitors!
Great. Where was I going to find a match at this hour of the night?
It was then that I heard a loud noise. Apparently the two trainers I noticed while walking in here were having some heated argument or another. Me, being a paranoid person, was worried that things might get ugly, so I called them and said:
Maxim: Hey guys, how about we settle...whatever you guys are arguing about with a Pokemon battle.
Both: Sure
At this point, I read them the rules.
Da Rules said:3v3 Singles
2 Recoveries / 5 Chills
2 Days DQ
ASB Tournament Arena
Switch=OK
Items=No
All abilities
Ok, I know this is nEsp's first battle, so I'll go over how this works.
- First, nEsp will send out his pokemon
- Second, Pippy will send out his pokemon and give them his orders
- Third, nEsp will order his pokemon
- Fourth, after approval from Its A Random, I will post the reffing.
- After that, we alternate orders (i.e. round 2 nEsp orders first and then Pippy.)
nEsp's Team

Cottonee(*) (M)
Nature: Bold (Defense increased by *; Attack reduced by *)
Type: Grass
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.
Abilities:
Prankster: Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: Type: Innate
Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 66
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb(*)
Growth(*)
Leach Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
PoisonPowder(*)
Encore(*)
Memento(*)
Worry Seed(*)
Substitute(*)
Taunt(*)
Hidden Power (Fire, 7)(*)

Riolu(*) Aura (F)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: Type: 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: Type: 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): Type: 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 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Cross Chop(*)
Blaze Kick(*)
Detect(*)
Rock Slide(*)
Frustration(*)
Earthquake(*)

Chimchar(*) Inferno (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a 15% flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from 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: 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)
Iron Fist (DW): Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 71 (61 x 1.15^) (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Scratch(*)
Leer(*)
Ember(*)
Taunt(*)
Fury Swipes(*)
Flame Wheel(*)
Nasty Plot(*)
Torment(*)
Thunderpunch(*)
Focus Punch(*)
Double Kick(*)
Protect(*)
Grass Knot(*)
Fire Blast(*)
Pippy's Team:

(Eevee)*Surprises (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 64 (55X1.15^)
EC:3/6
MC:4
DC:2/5
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.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two.
Attacks:
Helping Hand*
Tackle*
Tail Whip*
Sand-Attack*
Growl*
Quick Attack*
Covet*
Detect*
Natural Gift*
Retaliate*
Attract*
Dig*

(Pikachu)* Ukelele (M)
Nature:Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)
Type:
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 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spd: 104 (90X1.15^)
EC:5/9
MC:2
DC:4/5
Abilities:
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.
Lightning Rod (DW): (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 stage. This boost is maintained at the end of each round.
Attacks:
Charm*
ThunderShock*
Tail Whip*
Thunder Wave*
Sweet Kiss*
Nasty Plot*
Charge*
Fake Out*
Wish*
Thunderbolt*
Volt Switch*
Grass Knot*
Thunder
Volt Tackle

(Onix) Rocky (M)
Nature: Careful (Adds One Rank to Special Defense; Subtracts One Rank From Special Attack)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 70
EC:3/6
MC:2
DC:2/5
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one. The effect is amplified on OHKO Moves, which are reduced by ten Base Attack Power.
Weak Armor (DW): (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one stage for each hit.
Attacks:
Bind
Harden
Mud Sport
Tackle
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Stealth Rock
Flail
Rock Climb
Roar
Earthquake
Stone Edge
Dig
A Good luck and have fun for the competitors!