Anyways, let's see about our own challenge...
3v3 Triples (note: Please bring not-much-trained FE's, 2nd stage NFE's, or mons that will evolve upon being sent out. PReferably the latter category)
2 recoveries/5 chills
2 days DQ, 3 days ref DQ (please hurry...)
Arena: The City of Gold
A city made entirely out of well...24 karat gold! It's incredibly soft, and you'll leave footprints with every step, but it's incredibly reflective, so moves that are light-based have an additional 30% accuracy, doubled stat change effects, and 1.5x damage. The floor, strangely enough to those who don't realize this is pure, 24 karat gold, is malleable enough for Ground-types to dig through! However, nobody else can dig through the metal. It conducts electricity VERY well, preventing Electric-type attacks from being used-it simply acts as a giant grounding device. If a Fire-type move that has more than 12 base power or inflicts burn more than 30% of the time strikes the gold, it will melt, creating a pool of molten gold that burns anyone who steps in it-even Fire-types-and deals 5 damage on contact.
Sure thing.
Switch = Forget about it!
Items = Forget about it!
Abilities =Forget about it!All
So I'm strolling into this town. Like a boss. Rocking my shades, because if i didnt I wouldnt be able to see. You know those pink floyde laser shows. Imagine if a crackhead and guy on shrooms got together with those lasers. ya that bright. So anyway. I'm here to ref this epic battle of epic proportions. Now for the main feature of the battle, the teams
Team Danmantincan
Soutland (M) - Tauroneo
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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) at the cost of two (2) Energy. 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.
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Scrappy (DW Unlocked): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
Moves:
Leer
Tackle
Odor Sleuth
Bite
Helping Hand
Take Down
Work Up
Crunch
Revenge
Giga Impact
Ice Fang
Fire Fang
Thunder Fang
Roar
Howl
Pursuit
Yawn
Dig
Facade
Wild Charge
Thunder Wave
Substitute
Strength
Remoraid (M) - Shinon
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
EC: 5/6
MC: 2
DC: 4/5
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
Scald
Charge Beam
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Types: Fire/Ground
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.
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.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)
EC: 6/6
MC: 0
DC: 3/5
Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower
Lava Plume
Yawn
Ancient Power
Howl
Dig
Rock Slide
Substitute
Toxic
Explosion
And Team Tortferngatr
]
Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +8% (58^2/435) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)
Type: Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Stats: 50/50-/50/50/50/50+
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
EC: 5/6
MC: 1
DC: 4/5
Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: 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.
Ability 3: Moody (DW, not yet unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Disable
Weather Ball
Fake tears
Bide
Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Light Screen
Cranidos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats: 67/125/40-/30+/30/58
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 58
EC: 5/6
MC: 2
DC: 4/5
Ability:
Ability 1: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: 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.
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash
Crunch
Hammer Arm
Iron Head
Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt
Scratchet (Flight) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/435 rounded up), -1 attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Scrappy: (innate)This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Ability 3: Vital Spirit (DW, not yet unlocked): (innate) 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.
Stats: 55/85-/80/20/70/40+
HP: 90
Attack: Rank 2 (-)
Defense: Rank 3
Special Attack: Rank 1
Special Defense: Rank 3
Speed: 46 (+)
EC: 5/6
MC: 2
DC: 4/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Rest
Roost
Yawn
Haze
Confuse Ray
Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Reflect
So Tort sends first
Then danman sends w/ actions
Tort gives actions
I ref.
etc.
Goodluck and Have fun guys.