I interpret superior senses as a permanent +1 accuracy stage boost, and -1 energy cost on all moves.Battle type: 3v3 NFE Singles
DQ time: 3 days
Restrictions: 2 recoveries/5 chills, weather moves
Music: Pokemon Heart Gold and Soul Silver - Cave theme 2
Arena: Cave
The battle takes place deep within a subterranean cave, not unlike Mt. Moon and Union Cave of Pokemon lore. Being an enclosed environment, all weather moves will have no effect. Attacks that require solar/lunar power such as Solarbeam, Moonlight, etc. will still work, however their effects will be harshly reduced (akin to using them in the Rain or Sandstorm). Despite this, there is sufficient, if a bit dim, lighting due to the various iridescent vegetation and gemstones throughout the cave. The cave is also very spacious allowing for free movement, although the various stone structures give plentiful cover should the need arise. Furthermore, it is very sturdy and can withstand strong seismic forces. However, the cave is not indestructible and repeated attempts can cause various levels of structural damage. Should the cave completely collapse, the battle will end and whoever side has more Pokemon left than the other (or which Pokemon have a greater health % at the end of the match) will be declared victor.
As a result of being an subterranean environment, Ground Pokemon are most comfortable here and gain a bonus. What kind of bonus this is up to interpretation to the referee. Also, there are several deep pools of water that can be used for Water attacks and can hold any Pokemon up a size class of 5. In addition, sound attacks such as Supersonic and Bug Buzz echo and gain an additional +30% accuracy and +30% effect chance.
Summary: Sturdy arena yet repeated seismic assaults will cause cave in; plenty of rocks for Rock attacks; pools of water for Water attacks and can hold Pokemon up to 5 Size Class; sound attacks echo (+30% accuracy and +30% effect chance); weather moves will have no effect; solar-based attacks will have reduced effect; Ground Pokemon have superior senses.
TheWolfe:Items=Nope
Abilities=All
Switch=OK
Jennie June - Kirlia (F)
Nature: Calm (Add one rank to Special Defense; Subtract one rank to Attack)
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.
KOs: 5
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.
Syncronize: (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.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 4/5
Attacks:
-Growl
-Confusion
-Double Team
-Teleport
-Lucky Chant
-Magical Leaf
-Heal Pulse
-Calm Mind
-Hypnosis
-Dream Eater
-Disable
-Encore
-Memento
-Signal Beam
-Pain Split
-Psychic
-Shadow Ball
-Toxic
-Trick Room
-Thunderbolt
-Will-o-Wisp
-Taunt
Total Moves: 23
Chugga - Koffing (M)
Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: 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.
KOs: 0
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 30 - 10 evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/6
MC: 0
Attacks:
-Poison Gas
-Tackle
-Smog
-Smokescreen
-Assurance
-Clear Smog
-Selfdestruct
-Sludge
-Psybeam
-Pain Split
-Spite
-Sludge Bomb
-Thunderbolt
-Flamethrower
-Toxic
Total Moves: 15
Serenity - Togetic (F)
Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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.
KOs: 3
Original Trainer: rickheg
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Stats:
HP: 90
Atk: Rank 1
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 7/9
MC: 0
DC: 3/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Extrasensory
Nasty Plot
Psycho Shift
Morning Sun
Tri Attack
Shadow Ball
Flamethrower
Grass Knot
Toxic
Reflect
Light Screen
Sunny Day
Total Moves: 21
Solstice:
Phanpy (M) Thu'um
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Ground
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.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpAtk: Rank 2
SpDef: Rank 3 (+)
Spe: 34 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
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.
Sand Veil (DW Locked/Innate): 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.
Attacks:
Odor Sleuth
Tackle
Growl
Defence Curl
Flail
Take Down
Rollout
Natural Gift
Slam
Counter
Head Smash
Ice Shard
Earthquake
Rock Slide
Roar
Total Moves: 15
Dratini (F) Dovahkiin
Nature: Rash (+1 SpAtk, -1 SpDef)
Type: Dragon
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 3 (+)
SpDef: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 1
Base Rank Total: 13
Abilities:
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.
Marvel Scale (DW Locked/Innate):
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Extremespeed
Dragon Pulse
Dragon Dance
Ice Beam
Thunderbolt
Surf
Total Moves: 13
Remoraid (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 4 (+1)
SpDef: Rank 2
Speed: 57 (-10 Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 2/6
MC: 0
DC: 3/5
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 (Dream World/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:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Octazooka
Acid Spray
Water Spout
Signal Beam
Flamethrower
Charge Beam
Smack Down
Protect
Total Moves: 16
Wolfe, send out your mon first