Welcome one and all to a match of the century! EngineerPikachu vs. Dogfish44.
Let's look at the teams!
Engineer's Team:
Togetic (Tamama) (M)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (LOCKED): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Stats: 55 / 40 / 85 / 80 / 105 / 40
HP: 90
Atk-: * (1)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe: 40
Evolution Counter: 4 / 9
Move Counter: 0
Dream Counter: 1 / 5
Attacks:
Charm
Growl
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Magical Leaf
Morning Sun
Nasty Plot
Psycho Shift
Tri Attack
Flamethrower
Reflect
Substitute
Shadow Ball
Ralts (Samurai) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)
Type: 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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Command: (Ability: Trace (Target Ability) )
Telepathy (LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: 28 / 25 / 25 / 45 / 35 / 40
HP: 90
Atk: * (1)
Def: * (1)
SpA+: *** (3)
SpD: ** (2)
Spe-: 34 (40 / 1.15)
Evolution Counter: 3 / 9
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Confuse Ray
Disable
Shadow Sneak
Thunderbolt
Will-o-Wisp
Substitute
Riolu (Toshi) (F)
Nature: Naughty (Atk increased by *, SpD decreased by *)
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 (LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats: 40 / 70 / 40 / 35 / 40 / 60
HP: 90
Atk+: **** (4)
Def: ** (2)
SpA: ** (2)
SpD-: * (1)
Spe: 60
Evolution Counter: 0 / 6
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Agility
Blaze Kick
Vacuum Wave
Magic Coat
Magnet Rise
ThunderPunch
Ice Punch
Earthquake
Shadow Claw
Rock Slide
Dogfish's Team:
Deino [Teresa] (F)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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.
Abilities:
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:
Deino
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
EC: 0/9
MC: 0
DC: N/A
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Earth Power
Head Smash
Fire Fang
Taunt
Substitute
Protect
Nosepass [Noro] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
Nosepass
HP: 90
Atk: Rank 3 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Stealth Rock
Explosion
Head Smash
Earthquake
Rock Slide
Thunderbolt
Porygon [Data] (N/A)
Nature: Timid (+15% Speed, +7% Accuracy, -1 Atk)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Trace (Can be activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )
Download (Innate): At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW) (Can be enabled): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
Porygon
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 46 (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Discharge
Ice Beam
Shadow Ball
Hyper Beam
Magic Coat
And now the rules:
Switch=N/A
Items=Off
Abilities=All
All mons are automatically released, and Engineer moves first.
Let's look at the teams!
Engineer's Team:

Togetic (Tamama) (M)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (LOCKED): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Stats: 55 / 40 / 85 / 80 / 105 / 40
HP: 90
Atk-: * (1)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe: 40
Evolution Counter: 4 / 9
Move Counter: 0
Dream Counter: 1 / 5
Attacks:
Charm
Growl
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Magical Leaf
Morning Sun
Nasty Plot
Psycho Shift
Tri Attack
Flamethrower
Reflect
Substitute
Shadow Ball

Ralts (Samurai) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)
Type: 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:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Command: (Ability: Trace (Target Ability) )
Telepathy (LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: 28 / 25 / 25 / 45 / 35 / 40
HP: 90
Atk: * (1)
Def: * (1)
SpA+: *** (3)
SpD: ** (2)
Spe-: 34 (40 / 1.15)
Evolution Counter: 3 / 9
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Confuse Ray
Disable
Shadow Sneak
Thunderbolt
Will-o-Wisp
Substitute

Riolu (Toshi) (F)
Nature: Naughty (Atk increased by *, SpD decreased by *)
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 (LOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats: 40 / 70 / 40 / 35 / 40 / 60
HP: 90
Atk+: **** (4)
Def: ** (2)
SpA: ** (2)
SpD-: * (1)
Spe: 60
Evolution Counter: 0 / 6
Move Counter: 0
Dream Counter: 0 / 5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Agility
Blaze Kick
Vacuum Wave
Magic Coat
Magnet Rise
ThunderPunch
Ice Punch
Earthquake
Shadow Claw
Rock Slide
Dogfish's Team:

Deino [Teresa] (F)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Def)
Type: Dark/Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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.
Abilities:
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:
Deino
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
EC: 0/9
MC: 0
DC: N/A
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Earth Power
Head Smash
Fire Fang
Taunt
Substitute
Protect

Nosepass [Noro] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) (Innate): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
Nosepass
HP: 90
Atk: Rank 3 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Stealth Rock
Explosion
Head Smash
Earthquake
Rock Slide
Thunderbolt

Porygon [Data] (N/A)
Nature: Timid (+15% Speed, +7% Accuracy, -1 Atk)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Trace (Can be activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )
Download (Innate): At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW) (Can be enabled): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
Porygon
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 46 (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Discharge
Ice Beam
Shadow Ball
Hyper Beam
Magic Coat
And now the rules:
Originally Posted by Fat Dogfish44
Challenge 1 - NFEs Please! TAKEN BY ENGINEER PIKACHU
3 v 3 Triples
DQ: 1 Week
Restricted Moves: Bide (Banned) ; Non-Damaging moves which cause Sleep (Banned) ; Unlimited Chills/Recovers
Arena: Forest within a Tree. A gargantuam tree, larger than any Baobab, it is actually hollow. The wooden trunk is still incredibly firm, with small leafy branches extending inside the trunk. There are leaves covering the top of the hollow trunk, and these block a large portion of sunlight. The only light sources available are a glowing form of fungi, which grow on the trunk, giving twilight conditions. The bottom of the tree is made of fertile soil, which is good at absorbing impacts and shaking. There is a small abount of moisture in the air which will prevent the tree from burning after an ember, but 3 or 4 shots will burn the tree down. The moisture cannot power the water moves like Surf though. Digging is difficuly in this arena, since the roots from the tree will happily stop you, causing 10 damage per action spent underground.
Are there any refs available? Please?
Switch=N/A
Items=Off
Abilities=All
All mons are automatically released, and Engineer moves first.