Well, not every battle can be fought in some amazingly complex arena with weirdo rules...
OH NO YOU DI-IN'T! Just for that, you order first.
Galladiator sends out his first mon with items
Jas sends out his first mon with items and orders
Galladiator perfectly counter-orders Jas
I laugh as Jas loses this match for his insolent comment
In other news, I'd like to issue two identical open challenges. For both of them:
3v3 LC Singles
2 Day DQ
5 Rec/5 Chill
2 Substitutions per round
Training Items Only
ASB Arena
And now, our teams (which actually have some originality in them!):I'll take one of those Galladiator.
switch = ko
all abilities.
Galladiator said:
Horsea [Draco] (M)
Nature: Naughty (+Atk, -Sp. Def)
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 in 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): (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 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 0 (-)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves:
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Octazooka
Outrage
Signal Beam
Ice Beam
Rain Dance
Scald
Total Moves: 13
Feebas [Adeline] (F)
Nature: Calm (+Sp. Def, -Atk)
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 in slick, rainy conditions, doubling (x2) its Speed in the rain.
Adaptability (DW): (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 3 (+)
Spe: 80
Size Class: 1
Weight Class: 1
Base Rank Total: 9
EC: 0/6
MC: 0
DC: 0/5
Moves:
Splash
Tackle
Confuse Ray
Dragon Pulse
Hypnosis
Ice Beam
Scald
Surf
Total Moves: 8
Petilil [Lily] (F)
Nature: Modest (+ Sp. Atk, - Attack)
Type:
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.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard (DW) (Locked): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Bide
Charm
Ingrain
Protect
Grass Knot
Substitute
Total Moves: 14
Oh, and one more thing:jas61292 said:
Drifloon (Floodrin) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Ghost/Flying
Ghost: 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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Aftermath: (Innate)If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60 (70/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 5/6
MC: 1
DC: 2/5
Attacks (14 Moves):
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Shadow Ball
Disable
Hypnosis
Weather Ball
Toxic
Will-O-Wisp
Thunder Wave
Thunderbolt
Goldeen (Matthew) (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Water
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 in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Lightning Rod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 63
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 1/5
Attacks (13 Moves):
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Water Pulse
Flail
Waterfall
Megahorn
Aqua Tail
Hydro Pump
Skull Bash
Ice Beam
Poison Jab
Dive
Oddish (Trixie) (F)
Nature: Relaxed (+1 Def, -15% Spe, -10% Evas)
Type: Grass
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.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (DW): (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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
MC: 2
DC: 1/5
Attacks (14 Moves):
Absorb
Sweet Scent
Acid
Poison Powder
Stun Spore
Sleep Powder
Mega Drain
Lucky Chant
Flail
Synthesis
Teeter Dance
Venoshock
Sunny Day
SolarBeam
That bastard Jas said:But you will never beat me in the hipster race, no matter how many UC you get!!
OH NO YOU DI-IN'T! Just for that, you order first.
Galladiator sends out his first mon with items
Jas sends out his first mon with items and orders
Galladiator perfectly counter-orders Jas
I laugh as Jas loses this match for his insolent comment