1v1 singles/2v2 doubles/3v3 triples (accepters choice)
training
NFE
2 day DQ
0 recoveries/3 chills
Ref gets to choose the arena.
Anything I've missed assume standard.
Arena: The Treadmills of DOOOOOOOOOOOOOOOM! (here's some nice music to add atmosphere)I will take yu on with doubles, mb.
Switch = Lawl
Items = No
Abilities = One
This is an indoors arena, so any weather moves and moves that require an outdoors arena (eg, SolarBeam, Thunder) cannot be used. There is no external water source and no external grass. This is an artificial environment, so Energy Ball's BAP is reduced by 2. Digging and seismic moves are also not usable on this arena.
This arena is made of several treadmills in two rows. Each pokemon starts in the center of the arena on one of these treadmills. There is only 49ft of treadmill between the pokemon and a spike pit. At the end of each action, the treadmills pull each pokemon 1ft away from the center of the arena and they all expend 1 energy trying to keep up. Flying and levitating pokemon are not exempt from this. If a pokemon is pulled into the spike pit, it is immediately KO'd.
A pokemon can spend an action and 5 energy on either the Run forward command, which will move the pokemon toward the opposing team, or the Run backward command, which will move the pokemon away from the opposing team. In both cases, the pokemon will move a number of feet equal to 10% of its speed, rounded normally but with a minimum of 1ft. However, a pokemon will stop if it gets closer than 1ft to an opposing pokemon or just before it reaches the end of the treadmill. These two commands cannot be Encored or prevented by any moves and are not subject to the consecutive move penalty.
All direct damaging moves have a knockback component. The knockback of such a move in feet is equal to the BAP of the move (before STAB and other adjustments except for Technician, the *0.75 for multi-target moves, and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. For example, an Adamant Gyarados' Aqua Tail against a Charizard will knock him back (9+6-4*2)=7ft. Moves that hit allies will not knock them back at all, though they will still do damage as normal. Protect and Detect also eliminate knockback, while Endure halves knockback, rounding halves up. Also, a particularly heavy pokemon may not be knocked back at all by a particularly weak move.
Contact moves can only be used if the target is within running distance + 1ft (for example, a neutral-natured Hariyama can only use Brick Break on an opponent that is within (50/10)+1=6ft), and, if necessary, the user runs up to 1ft away from the target before hitting. In the case of U-Turn, the user then returns to its previous position. If a pokemon is too far away to land the blow, it automatically uses the appropriate running command instead.
Any time a pokemon chills or fails to act for any reason (eg, sleep, full paralysis, flinch, combo cooldown), the pokemon is moved 5ft by the treadmills at the end of the action instead of 1ft. A pokemon under the effects of Ingrain is also moved 5ft instead of 1ft and cannot run to use contact attacks (so can only use them on opponents 1ft away) or use either of the two running commands. In all these cases, however, the pokemon does not expend 1 energy at the end of the action.
This arena is made of several treadmills in two rows. Each pokemon starts in the center of the arena on one of these treadmills. There is only 49ft of treadmill between the pokemon and a spike pit. At the end of each action, the treadmills pull each pokemon 1ft away from the center of the arena and they all expend 1 energy trying to keep up. Flying and levitating pokemon are not exempt from this. If a pokemon is pulled into the spike pit, it is immediately KO'd.
A pokemon can spend an action and 5 energy on either the Run forward command, which will move the pokemon toward the opposing team, or the Run backward command, which will move the pokemon away from the opposing team. In both cases, the pokemon will move a number of feet equal to 10% of its speed, rounded normally but with a minimum of 1ft. However, a pokemon will stop if it gets closer than 1ft to an opposing pokemon or just before it reaches the end of the treadmill. These two commands cannot be Encored or prevented by any moves and are not subject to the consecutive move penalty.
All direct damaging moves have a knockback component. The knockback of such a move in feet is equal to the BAP of the move (before STAB and other adjustments except for Technician, the *0.75 for multi-target moves, and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. For example, an Adamant Gyarados' Aqua Tail against a Charizard will knock him back (9+6-4*2)=7ft. Moves that hit allies will not knock them back at all, though they will still do damage as normal. Protect and Detect also eliminate knockback, while Endure halves knockback, rounding halves up. Also, a particularly heavy pokemon may not be knocked back at all by a particularly weak move.
Contact moves can only be used if the target is within running distance + 1ft (for example, a neutral-natured Hariyama can only use Brick Break on an opponent that is within (50/10)+1=6ft), and, if necessary, the user runs up to 1ft away from the target before hitting. In the case of U-Turn, the user then returns to its previous position. If a pokemon is too far away to land the blow, it automatically uses the appropriate running command instead.
Any time a pokemon chills or fails to act for any reason (eg, sleep, full paralysis, flinch, combo cooldown), the pokemon is moved 5ft by the treadmills at the end of the action instead of 1ft. A pokemon under the effects of Ingrain is also moved 5ft instead of 1ft and cannot run to use contact attacks (so can only use them on opponents 1ft away) or use either of the two running commands. In all these cases, however, the pokemon does not expend 1 energy at the end of the action.
Team Metal Bagon
Larvitar - Bart (M)
Nature: Adamant (+1 Rank to Attack, -1 Rank to Sp. Atk)
Type: Rock/Ground
Rock: Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: 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:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Veil (DW): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 41
Size Class: 1
Weight Class: 4
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves (14):
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Outrage
Iron Defense
Pursuit
Earthquake
Dig
Stone Edge
Horsea(*) Charles the Water King Dragon (M)
Nature: Quiet, +1 Special Attack /1.15 speed
Type: Water
Water STAB: Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Damp (DW Locked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 1
Spe: 52 (-) (60/1.15=52.17=52)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Attacks (15):
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Brine
Dragon Pulse
Ice Beam
Surf
Waterfall
Outrage
Disable
Signal Beam
Meowth - $$$
Nature: Naughty +1 in attack -1 in Sp.Def
Type: Normal
Normal STAB: adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Unnerve (DW) (Locked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hyponisis
Foul Play
Assist
Thunderbolt
Work Up
Return
Dig
Team UllarWarlord
<Bulbassaur> [Floros] (Male)
Nature: Rash (+Sp.Attack, -Sp. Def.)
Type: Grass/Poison
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.
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Overgrow (Type: Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (Type: Innate) [DW, Locked]
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Total Moves: 16
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
Poisonpowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Curse
Giga Drain
Safeguard
Sludge Bomb
Grass Knot
Flash
<Dratini> [Charos] (Male)
Nature: Relaxed (+Def. -Speed)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shed Skin: (Type: 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.
Marvel Scale: (Type: Innate) [DW, Locked]
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-, 10% decrease in evasion)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
Total Moves: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Dance
Aqua Jet
Dragon Pulse
Sunny Day
Flamethrower
Safeguard
How it's gonna go down
Metal Bagon chooses his two pokemon and their abilities
UllarWarlord chooses the abilities for his pokemon (not that he has much choice) and orders
Metal Bagon orders
I have some good old-fashioned sadistic fun with the reffing