Red looked out across the bridge leading towards the glowing symbol. "So, it's more than a myth," he said in awe. The pattern of triangles was glowing brightly, emitting an orange glow across the Realm. "Maybe I shouldn't be doing this," he mused allowed. Almost immediately he shook his head and dismissed the idea. It was needed for his plans. It was a shame that this beautiful world would have to die though.
"Hey, you,' Red looked up to see a familiar face walking his way. He went by "pimpgangster," for reasons that Red had never understood. Probably another crime syndicate boss wannabe, he assumed. They had battled once for training, and Red had won as he usually did. Of course, Red had a bit more than a Grimer on him this time.
"Let me guess, "YOU SHALL NOT PASS," or something, right?"
Pimpgangster glared at him, and nodded. "I'm sorry, but if anyone is stealing the Triforce, it's going to be me." Actually, it would have been Gannon. Too bad Gardevoir already disposed of him.
Red sighed, glancing out across the bridge as the evening gaurd prepared to go on thier march. "I don't have time for this."
"What?" Pimpgangster practically screamed, a mix of shock and rage on his face.
"I said I don't have time to battle you," Red replied evenly. "I'll leave a minion of mine to dispose of you, and trust that you'll both play by the rules with three goddesses watching. Fair enough?"
Red didn't wait for a reply, and simply dropped a sheet of paper on the ground as he walked on.
Alright, I'm going to issue a challenge that may seem a bit...unusual (although I have seen similar challenges before), and I am waiting on approval for new moves for my mons I plan to use, but I figured I'll put this out here now since I'm not in any matches at the moment.
3v3 Triples, Beginner
DQ Time; 3 Days
Arena; The Sacred Realm of Hyrule
The Sacred Realm, thought to be only a legend of the land of Hyrule. In order to not cause any damage to this holy ground, only beginner pokemon are allowed. Since the world of Hyrule has just been created, there are plenty of sources of water and rocks laying around for any moves that need them, but seismic activity is strictly forbidden, as it could disrupt the Triforce. The three Goddesses will watch over this battle, and they just hate to see pokemon sustain injury. Therefore, the first team each pokemon faints, the goddesses will revive it at full health and energy, just once each.
Summary: After you KO a pokemon the first time, it will be fully restored to max health/energy, no status. Each pokemon must be KO'ed twice before it is removed from the battle. All pokemon involved earn twice the standard set of counters, and the winning team earns a total of 6 KOC. No seismic attacks (EQ, etc.)
No idea what the other rules were, but I'm assuming Switch=KO, No items, All abilities. Onto teams:
Pimpgangster:
Monohm [Trinity] (Female)
Nature: Quiet: (+1 SpA, -15% Speed, -10% Evasion)
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. Superior senses in power plant environments.
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:
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): (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.
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52 (60/1.15 -)
EC: 0/6
MC: 0
DC: 0/5
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Hydro Pump
Shock Wave
Dragon Dance
Thunder
Light Screen
Toxic
Scraggy [Pants] (Male)
Nature: Brave: (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Fighting
Dark: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
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.
Intimidate (DW): (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 as an Action, and will affect all opponents.
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (48/1.15 -)
EC: 0/6
MC: 0
DC: 0/5
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Drain Punch
Dragon Dance
Ice Punch
Taunt
Low Sweep
Stone Edge
Voodoll [Polonski] (M)
Nature: Hasty (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 stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be deactivated) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats: 60 / 55 / 50 / 65 / 50 / 70
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 81 (13 acc boost +)
EC: 3/6
MC: 0
DC: 3/5
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Acupressure
Substitute
Beat Up
Shock Wave
Snatch
Mach Punch
Psychic
Return
Rock Slide
Taunt
Torment
rickheg:
Duskull [Cyclost] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ghost
Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 21(-)
EC: 3/9
MC: 4
DC: n/a
Abilities
Levtitate: 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Imprison
Pain Split
Destiny Bond
Payback
Return
Psych Up
Eevee- Thorn (F)
Nature: Adamant (Adds 1 to Attack, Subtracts 1 from Special Attack)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: Dream World Locked
Type: 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).
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 55
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Tackle
Leer
Tail Whip
Helping Hand
Sand Attack
Growl
Quick Attack
Bite
Take Down
Wish
Tickle
Yawn
Dig
Double Team
Facade
Eevee- Psyjump (M)
Nature: Modest (Adds 1 to Special Attack, Subtracts 1 from Attack)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: Dream World Locked
Type: 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).
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 55
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Tackle
Leer
Tail Whip
Helping Hand
Sand Attack
Growl
Quick Attack
Trump Card
Fake Tears
Wish
Yawn
Shadow Ball
Substitute
Toxic
Rickheg sends out team (done, no post needed).
Pimpgangster orders.
Rickheg orders.
I take over the world... er, ref.
After every KO, I will do a brief RP thing of my own. If you want to in your post, it makes the battle more interesting.
"Hey, you,' Red looked up to see a familiar face walking his way. He went by "pimpgangster," for reasons that Red had never understood. Probably another crime syndicate boss wannabe, he assumed. They had battled once for training, and Red had won as he usually did. Of course, Red had a bit more than a Grimer on him this time.
"Let me guess, "YOU SHALL NOT PASS," or something, right?"
Pimpgangster glared at him, and nodded. "I'm sorry, but if anyone is stealing the Triforce, it's going to be me." Actually, it would have been Gannon. Too bad Gardevoir already disposed of him.
Red sighed, glancing out across the bridge as the evening gaurd prepared to go on thier march. "I don't have time for this."
"What?" Pimpgangster practically screamed, a mix of shock and rage on his face.
"I said I don't have time to battle you," Red replied evenly. "I'll leave a minion of mine to dispose of you, and trust that you'll both play by the rules with three goddesses watching. Fair enough?"
Red didn't wait for a reply, and simply dropped a sheet of paper on the ground as he walked on.
Alright, I'm going to issue a challenge that may seem a bit...unusual (although I have seen similar challenges before), and I am waiting on approval for new moves for my mons I plan to use, but I figured I'll put this out here now since I'm not in any matches at the moment.
3v3 Triples, Beginner
DQ Time; 3 Days
Arena; The Sacred Realm of Hyrule
The Sacred Realm, thought to be only a legend of the land of Hyrule. In order to not cause any damage to this holy ground, only beginner pokemon are allowed. Since the world of Hyrule has just been created, there are plenty of sources of water and rocks laying around for any moves that need them, but seismic activity is strictly forbidden, as it could disrupt the Triforce. The three Goddesses will watch over this battle, and they just hate to see pokemon sustain injury. Therefore, the first team each pokemon faints, the goddesses will revive it at full health and energy, just once each.
Summary: After you KO a pokemon the first time, it will be fully restored to max health/energy, no status. Each pokemon must be KO'ed twice before it is removed from the battle. All pokemon involved earn twice the standard set of counters, and the winning team earns a total of 6 KOC. No seismic attacks (EQ, etc.)
No idea what the other rules were, but I'm assuming Switch=KO, No items, All abilities. Onto teams:
Pimpgangster:
Monohm [Trinity] (Female)
Nature: Quiet: (+1 SpA, -15% Speed, -10% Evasion)
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. Superior senses in power plant environments.
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:
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.
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52 (60/1.15 -)
EC: 0/6
MC: 0
DC: 0/5
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Hydro Pump
Shock Wave
Dragon Dance
Thunder
Light Screen
Toxic
Scraggy [Pants] (Male)
Nature: Brave: (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Fighting
Dark: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
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.
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (48/1.15 -)
EC: 0/6
MC: 0
DC: 0/5
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Drain Punch
Dragon Dance
Ice Punch
Taunt
Low Sweep
Stone Edge
Voodoll [Polonski] (M)
Nature: Hasty (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 stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be deactivated) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Stats: 60 / 55 / 50 / 65 / 50 / 70
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 81 (13 acc boost +)
EC: 3/6
MC: 0
DC: 3/5
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Acupressure
Substitute
Beat Up
Shock Wave
Snatch
Mach Punch
Psychic
Return
Rock Slide
Taunt
Torment
rickheg:
Duskull [Cyclost] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ghost
Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 21(-)
EC: 3/9
MC: 4
DC: n/a
Abilities
Levtitate: 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Imprison
Pain Split
Destiny Bond
Payback
Return
Psych Up
Eevee- Thorn (F)
Nature: Adamant (Adds 1 to Attack, Subtracts 1 from Special Attack)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: Dream World Locked
Type: 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).
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 55
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Tackle
Leer
Tail Whip
Helping Hand
Sand Attack
Growl
Quick Attack
Bite
Take Down
Wish
Tickle
Yawn
Dig
Double Team
Facade
Eevee- Psyjump (M)
Nature: Modest (Adds 1 to Special Attack, Subtracts 1 from Attack)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation: Dream World Locked
Type: 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).
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 55
EC: 2/6
MC: 1
DC: 1/5
Attacks:
Tackle
Leer
Tail Whip
Helping Hand
Sand Attack
Growl
Quick Attack
Trump Card
Fake Tears
Wish
Yawn
Shadow Ball
Substitute
Toxic
Rickheg sends out team (done, no post needed).
Pimpgangster orders.
Rickheg orders.
I take over the world... er, ref.
After every KO, I will do a brief RP thing of my own. If you want to in your post, it makes the battle more interesting.