Ladies and gentlemen, welcome to the ASB arena! The victims of this noob ref will be DA8828 and Lightwolf, rules and teams stated below, let's get this battle started!
Rules:
3v3 doubles training
5 chills, 2 recoveries
2 day DQ players, 3 day DQ ref
All abilities
No items
Switch is on!
Arena: ASB (ref decision)
Here, we have DA's team, all mean looking FEs.
And on the other end of the field, we have lightwolf, who has brought two middle stage mons and reuniclus. Will he be able to overcome this mon disadvantage?
*ignore the asterixs. Stupid iPhone.
Rules:
3v3 doubles training
5 chills, 2 recoveries
2 day DQ players, 3 day DQ ref
All abilities
No items
Switch is on!
Arena: ASB (ref decision)
Here, we have DA's team, all mean looking FEs.
Darkamber8828 said:![]()
Krilowatt Shiny (Female)
Nature: Mild: +1 Special Attack, -1 Defense
*
Typing:*
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.
Water: Water STAB; Can breathe and have excellent mobility when *underwater, are less capable on land unless they are entirely *amphibious.
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful *psycho-electric energy that makes it immune to damage from Hail, *Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still *attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
*
Stats:
*
HP: 125
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21
*
EC 6/6
MC: 0
DW 5/5
*
Moves:
*
Bubble*
Charge
Tackle
Thundershock
Detect
Ice Shard*
Confuse Ray*
Imprison*
Hydro Pump
Thunder
Heart Swap
Discharge
Copycat
Counter
Mirror Coat
Me First
Sleep Talk
*
Scald*
Thunderbolt*
Ice Beam
Surf
Hidden Power Grass
Substitute
Volt Switch
Substitute*
Rest *
Toxic*
Earthquake *
Moves: 28
![]()
Salamence [Rathian] (F)
*
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
*
Type: Dragon / Flying
*
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
*
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22
*
EC: 9/9
MC: 0
DC: 3/5
*
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 their 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. Command: (Ability: Intimidate)
Sheer Force (DW): (Innate) 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:
*
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Fire Fang
Thunder Fang
*
Dragon Dance
Dragon Pulse
Hydro Pump
*
Fire Blast
Dragon Claw
Brick Break
Roost
![]()
Azumarill [Lazuli] (Female)
*
Nature: Adamant (+1 to Attack, -1 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. Splash and Ice Moves have Energy Cost reduced by one (1).
*
Stats:
*
HP: 110
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 19
*
(+1 to Attack, -1 to Special Attack)
*
EC: 9/9
MC: 0
DC: 5/5
*
Abilities
*
Huge Power: (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
*
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
*
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
*
Attacks
*
Splash
Charm
Tail Whip
Bubble
Slam
Water Gun
Tackle
Defense Curl
Rollout
Bubblebeam
Aqua Ring
Aqua Tail
*
Refresh
Encore
Tickle
Ice Punch
*
Waterfall
Return
Toxic
Brick Break
Moves: 20
And on the other end of the field, we have lightwolf, who has brought two middle stage mons and reuniclus. Will he be able to overcome this mon disadvantage?
So DA sends out mons, lightwolf then sends out and orders, and DA orders. And then I fail my reffing. Rinse, reverse, repeat.*LightWolf said:![]()
Reuniclus [Greed] (M)
Nature: Quiet (+SpA -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:
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Regenerator: (Innate) (DW) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Evasion: -10%
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Psywave (*)
Reflect (*)
Rollout (*)
Snatch (*)
Hidden Power (Fire, 7) (*)
Light Screen (*)
Charm (*)
Recover (*)
Psyshock (*)
Psychic
Pain Split
Skill Swap
Heal Block
Imprison (*)
Secret Power (*)
Confuse Ray (*)
Trick
Toxic (*)
Energy Ball (*)
Shadow Ball (*)
Thunder
Telekinesis
Double Team
Protect
Focus Blast
Grass Knot
![]()
Monferno [Ace] (M)
Nature: Hasty (+15% Speed, +15% Acc, -Def)
Type:
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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)
Iron Fist: (Innate) (DW) 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: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 94 (+)
Size Class: 2
Weight Class: 2
Acc: +15%
EC: 6/9
MC: 0
DC: 5/5
Attacks:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)
Mach Punch
Acrobatics
Slack Off
Feint
Close Combat
Flare Blitz
ThunderPunch (*)
Heat Wave (*)
Fake Out (*)
Counter
Encore
Assist
Dig (*)
Brick Break (*)
Shadow Claw (*)
Fire Blast
Will-O-Wisp
Focus Blast
Sunny Day
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Marshtomp [MUDS] [Female]
Nature: Relaxed
Type: Water Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Hydro Pump
Mud Bomb
Mud Shot
Earthquake
Muddy Water
Protect
Counter
Mirror Coat
Avalanche
Yawn
Earth Power
Waterfall
Rock Slide
Scald
Sludge Wave
*ignore the asterixs. Stupid iPhone.