C$FP's 3K! vs..... MRL!!!! Ranger97 Refs.

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slightly late 3k:
NFE Doubles (acceptor chooses from 4 to 30ish, the bigger the better)
1 substitution per mon
1 recovery/2 chills per mon
1 day DQ preferably
items on
switch=ok
all abilities
at:
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Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:

pokemonstadium-rock.jpg

Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).

pokemonstadium-grass.jpg

Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).

pokemonstadium-water.jpg

Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.

pokemonstadium-fire.jpg

Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).

pokemonstadium2-electric.jpg

Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).

pokemonstadium2-flying.jpg

Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.

pokemonstadium2-ground.jpg

Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.

pokemonstadium2-ice.jpg

Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.

I'm taking 2 of C$FP's Challenges!

First, a 8v8 Match versus Typhon77. Everything that C$FP laid out, though typhon requests switch=KO.

Second, a 13v13 Match versus the happy 3k himself. Again, exactly what C$FP set.

Team C$FP:

C$FP said:
Duohm.png

Duclohm [Zeus] (Male)
Nature: Modest (+ to Special Attack; - from Attack)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Ability 1: Shield Dust
Type: Innate
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Ability 2: Static
Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Ability 3 (DW) [unlocked]: Overcoat
Type: 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).

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 5/9
MC: 0
DC: 5/5

Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Weather Ball

Hydro Pump
Signal Beam
Power Gem
Draco Meteor
Heal Bell

Thunder
Fire Blast
Double Team

Moves: 19
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Klang [Gears] (Genderless)
Nature: Quiet (+ to Special Attack; - 15% from Speed; -10% flat evasion)
Type: Steel
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Plus
Type: Innate
This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Ability 2: Minus
Type: Innate
This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Ability 3 (DW) [unlocked]: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 4
Base Rank Total: 16

EC: 7/9
MC: 0
DC: 5/5

Attacks:
Vicegrip
Charge
Thundershock
Gear Grind
Bind
Lock-On
Zap Cannon
Hyper Beam
Discharge
Shift Gear
Metal Sound
Charge Beam
Autotomize
Mirror Shot
Screech

Thunderbolt
Thunder Wave
Flash Cannon
Protect
Substitute
Toxic
Volt Switch
Rest

Moves: 23
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Nidoran♂ (Male)
Nature: Quiet (+ to Special Attack; -15% from Speed; -10% Evasion)
Type: Poison
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:
Ability 1: Poison Point
Type: Can be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Ability 2: Rivalry
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Ability 3 (DW): Hustle
Type: 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand

Counter
Disable
Endure

Ice Beam
Thunderbolt
Sludge Bomb

Moves: 15
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Gastly (Male)
Nature: Timid (+ to Speed; +29% Accuracy; - from Attack)
Type: Poison/Ghost
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.
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.

Abilities:
Ability 1: Levitate
Type: Trait
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 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 0/9
MC: 0
DC: N/A

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Clear Smog
Disable
Perish Song

Thunderbolt
Shadow Ball
Sludge Bomb

Moves: 14
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Rhyhorn (Male)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Lightningrod
Type: 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.

Ability 2: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 3 (DW): Reckless
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 25
Size Class: 3
Weight Class: 5
Base Rank Total: 14

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast

Counter
Crunch
Ice Fang

Earthquake
Sandstorm
Rock Slide

Moves: 12
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Magby (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Fire
Fire: Fire STAB; immune to burn, 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.

Abilities:
Ability 1: Flame Body
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Ability 2 (DW): Vital Spirit
Type: 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray

Flare Blitz
Mach Punch
Thunder Punch

Psychic
Flamethrower
Will-o-Wisp

Moves: 14
446.png

Munchlax (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Pickup
Type: 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.

Ability 2: Thick Fat
Type: 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.)

Ability 3 (DW): Gluttony
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Counter
Double-Edge
Zen Headbutt

Ice Beam
Thunderbolt
Earthquake

Moves: 16
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Duskull (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Ghost
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.

Abilities:
Ability 1: Levitate
Type: Trait
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: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 21 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/9
MC: 0
DC: N/A

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Destiny Bond
Imprison
Pain Split

Ice Beam
Shadow Ball
Will-o-Wisp

Moves: 14
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Timburr (Male)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Ability 1: Guts
Type: 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.

Ability 2: Sheer Force
Type: 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.

Ability 3 (DW): Iron Fist
Type: Innate
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 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away

Drain Punch
Endure
Mach Punch

Taunt
Brick Break
Rock Slide

Moves: 14
Syclar.png

Syclar (Male)
Nature: Serious (no effect)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Ability 1: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability 2: Mountaineer
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Ability 3 (DW): Technician
Type: 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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear

Earth Power
Counter
Water Pulse

Taunt
Blizzard
Dig

Moves: 15
nautacur2.png

Privatyke (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Ability 1: Unaware
Type: Innate
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Ability 2 (DW): Klutz
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Bubble
Smokescreen
Yawn
Chip Away
Wrap
Arm Thrust
Aqua Jet

Circle Throw
Recover
Rock Blast

Taunt
Earthquake
Rock Slide

Moves: 13
coloshale3.png

Colosshale (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Water/Dark
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Ability 1: Rebound
Type: Can be Activated
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).

Ability 2: Storm Drain
Type: Innate
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its 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.

Ability 3 (DW): Flare Boost
Type: 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 1 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Leer
Tackle
Mud Shot
Rapid Spin
Bubblebeam
Mud Bomb
Pursuit

Encore
Fake Out
Water Spout

Taunt
Earthquake
Rock Slide

Moves: 13
ScratchetM.png

Scratchet (Male)
Nature: Modest (+ to Special Attack; - from Attack)
Type: Fighting/Normal
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Scrappy
Type: 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
Type: 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 (DW): Vital Spirit
Type: 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Confuse Ray
Roost
Yawn

Toxic
Taunt
Focus Blast

Moves: 11

and...​
TEAM MRL!!!
Mr.L said:
052.png

Meowth (*) [Jingle] (Male)
Nature: Rash (+1 SpA , -1 SpD)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pickup: (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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 4/6
MC: 0
DC: 4/5

Attacks:
-Scratch (*)
-Growl (*)
-Bite (*)
-Pay Day (*)
-Fake Out (*)
-Fury Swipes (*)
-Screech (*)
-Faint Attack (*)
-Taunt (*)
-Nasty Plot

-Hypnosis (*)
-Flail (*)
-Odor Sleuth (*)
-Snatch

-Endure
-Icy Wind
-Bide

-Thunderbolt (*)
-Substitute (*)
-Aerial Ace (*)
-Round
-Water Pulse
-Torment
-Protect
-Dig
-Hidden Power (Fighting 6)

Total Move: 26

524.png

Roggenrola [Amethyst] (Female)
Nature: Careful (+1 Sp.D, -1 Sp.A)
Type: Rock
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sand Force (DW LOCKED): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2 (+)
Spe: 15
Size Class: 1
Weight Class: 2
Base Rank Total: 11

EC: 1/9
MC: 0
DC: 2/5

Moves:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud Slap
Iron Defence
Smack Down

Heavy Slam
Gravity
Lock-On

Sandstorm
Rock Slide
Toxic
Earthquake

Total Moves: 15

ElgyemASB.png

Elgyem [Dexter] (Male)
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Psychic
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (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.
Telepathy: This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Analytic (DW UNLOCKED): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 25 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/6
MC: 0
DC: 5/5

Moves:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power (Fire 7)
Imprison
Psychic
Recover

Disable
Nasty Plot
Skill Swap

Trick Room
Energy Ball
Shadow Ball
Thunderbolt
Psyshock

Total Moves: 18

MonohmASB.png

Monohm [Blitzkreig] (Male)
Nature: Modest (+1 Sp.A, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW Locked): (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).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 3/9
MC: 0
DC: 1/5

Moves:
-Tackle
-Growl
-Leer
-Dragon Rage
-Charge
-Thundershock
-Rain Dance
-Twister
-Sonicboom
-Dragon Pulse
-Weather Ball
-Hurricane

-Heal Bell
-Dragonbreath
-Magnet Rise
-Spark

-Flamethrower
-Thunderbolt
-Protect
-Round

Total Moves: 20

390.png

Chimchar [Scorchfoot] (Female)
Nature: Serious (No Change)
Type: Fire
Fire: Fire STAB; immune to burn, 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.

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 (DW LOCKED): 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: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: 1/9
MC: 0
DC: 1/5

Moves:
-Scratch
-Leer
-Ember
-Taunt
-Fury Swipes
-Flame Wheel
-Nasty Plot
-Torment

-Thunderpunch
-Encore
-Fake Out

-Acrobatics
-Overheat
-Dig
-Toxic

Total Moves: 15

502.png

Dewott [Shoals] (Male)
Nature: Brave (+1 Atk, -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.

Abilities:
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)
Shell Armor (DW LOCKED): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 15

EC: 4/9
MC: 0
DC: 4/5

Moves:
-Tackle
-Tail Whip
-Water Gun
-Water Sport
-Focus Energy
-Razor Shell
-Fury Cutter
-Water Pulse
-Revenge
-Hydro Pump
-Encore
-Aqua Jet

-Air Slash
-Night Slash
-Brine

-Water Pledge

-Ice Beam
-Grass Knot
-Facade
-Substitute
-Protect

Total Moves: 19

328.png

Trapinch [Devin] (Male)
Nature: Brave (+1 Atk, -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.

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW LOCKED): (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.

Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 8 (-) (-10% Evasion Flat)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 0
DC: 1/5

Moves:
-Bite
-Sand Attack
-Faint Attack
-Sand Tomb
-Dig
-Feint

-Endure
-Bug Bite
-Flail

-Earthquake
-Rock Slide
-Protect

Total Moves: 10

375.png

Metang [Mecha] (Genderless)
Nature: Careful (+1 SpD, -1 SpA)
Type: Steel/Psychic
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Steel:Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal [DW LOCKED]: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 6 (202.5 kg)
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 2/5

Attacks:
-Take Down
-Magnet Rise
-Confusion
-Metal Claw
-Scary Face
-Bullet Punch

-Zen Headbutt
-Iron Head
-Headbutt
-Iron Defense
-Ice Punch

Total Moves: 11

355.png

Duskull [Reaper] (Male)
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
Type: Ghost
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.

Abilities:
Levitate:
(Trait) 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: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 21 (25/1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 2/9
MC: 0
DC: N/A

Attacks:
-Leer
-Night Shade
-Disable
-Foresight
-Astonish
-Confuse Ray
-Shadow Sneak
-Pursuit
-Will-o-Wisp

-Pain Split
-Faint Attack
-Destiny Bond

-Shadow Ball
-Toxic
-Double Team
-Protect
-Substitute

Total Moves: 17

Syclar.png

Syclar [Frostbite] (Female)
Nature: Rash (+1 Sp.A, -1 Sp.D)
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician [DW LOCKED]: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 91
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
-Leer
-Leech Life
-Ice Shard
-Focus Energy
-Scratch
-Slash
-Icy Wind
-Bug Bite
-Icicle Spear

-Earth Power
-Counter
-Tail Glow

-Protect
-Taunt
-Solarbeam

Total Moves: 15

ScratchetM.png

Scratchet [Hiawatha] (Male)
Nature: Modest (+1 Sp.A, -1 Atk)
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:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit [DW LOCKED]: (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:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/6
MC: 0
DC: 0/5

Attacks:
-Fury Swipes
-Harden
-Focus Energy
-Rock Smash
-Roar

-Yawn
-Roost
-Nature Power

-Toxic
-Double Team
-Substitute

Total Moves: 11

559.png

Scraggy [Thrash] (Male)
Nature: Adamant (+1 Atk , -1 SpA)
Type: Dark/Fighting
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate [DW LOCKED]: (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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
-Leer
-Low Kick
-Sand-Attack
-Faint Attack
-Headbutt
-Swagger
-Brick Break
-Payback

-Drain Punch
-Ice Punch
-Thunderpunch

-Rock Slide
-Torment
-Taunt

Total Moves: 14

366.png

Clamperl [Grip] (Male)
Nature: Quiet (+1 Sp.A , -15% Spe , -10% Evasion)
Type: Water
Dark: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Shell Armor: This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Rattled (DW LOCKED): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 27 (-)
Size Class: 1
Weight Class: 4
Base Rank Total: 15

EC: 0/6
MC: 0
DC: 0/5

Attacks:
-Clamp
-Water Gun
-Whirlpool
-Iron Defense
-Shell Smash

-Endure
-Body Slam
-Confuse Ray

-Ice Beam
-Hidden Power (Grass 7)
-Scald
-Rain Dance

Total Moves: 10

Thanks again!

So...
CMFP's mons
MrL's mons and actions
CMFP's actions
and I ref!

glhf and happy 3k to you C$FP!
 
Let's start off strong! Go, Duclohm and Munchlax! Duclohm will take a Magnet and Munchlax will take some Leftovers.
 
MrLASB-1.png

"I don't exactly have THAT many items...in fact, only one. Let's go, Thrash and Frostbite!"

559.png
/
Syclar.png

@Exp. Share / @Nothing

559.png

Swagger (Duclohm) -> Low Kick (Munchlax) -> Brick Break (Munchlax)
IF Duclohm orders Heal Bell at all in its order set, replace A1 with Torment (Duclohm)

Syclar.png

Icicle Spear (Duclohm) -> Earth Power (Duclohm) -> Icicle Spear (Duclohm)
IF Duclohm orders Fire Blast against Syclar, replace that action with Protect, but not on consecutive actions.
 
Duclohm: Thundershock (Scraggy), Fire Blast (Syclar), Fire Blast (Syclar)

Munchlax: Chip Away (Scraggy), Counter, Counter
 
Duohm.png

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 14
446.png

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

vs.

559.png

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Syclar.png

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 91
Size Class: 1
Weight Class: 2
Base Rank Total: 15


Round 1: Off to a Rough Start

Hello folks, I'm your official Pokemon referee today, Argetlam! I'm taking a break from defending the land as a Rider to referee this Pokemon match here on the Pokemon Stadium! Trainer CMFP starts off with his Duoclohm and a Munchlax! While Trainer Mr.L choose to start with his Scraggy and Syclar! The latter, Syclar, seems to be starting this match off, sporting the highest speed of all the Pokemon present! It fires off an Icicle Spear at Duoclohm, which inflects super effective damage on it! Scraggy decides to show off it's Swagger to Duoclohm, which frustrates it, and he becomes Severely Confused and get's a +2 Attack Boost. Duoclohm goes for a quick shock of thunder, but while charging up, he seems to slam his head into a wall, hurting himself in confusion. Seeing is partner hurt, Munchlax begins to Chip Away at Scraggy, causing some damage, but not a horrible amount. Syclar throws up a protective wall as Scraggy Low Kicks Munchlax. Lucky for Syclar she threw up that barrier, because a incredibly powerful and hot Fire Blast is shot at her from Duoclohm, Munchlax begins to glow as he Counters Scraggy's Low Kick, dealing a good sum of damage! Syclar decides that you shouldn't stop what you've got going for you, and puts the hurt on Duoclohm with another batch of Icicle Spears! Scraggy doesn't stop his attacks either, using Brick Break on Munchlax, that just looks really painful to watch! Duoclohm tries to launch another Fire Blast, this time missing Syclar by like a foot! Munchlax finishes this round off with a second Counter to Scraggy's attacks. This battle is off to a very fast start! Let's hope it stays that way folks, cause we've got quite a few Pokemon to get through.




Action 1

Syclar used Icicle Spear
RNG roll for hits= 5+1(Bug description)= 6
RNG roll for Crit= 2012, no
RNG roll for Crit= 7668, no
RNG roll for Crit= 2500, no
RNG roll for Crit= 4965, no
RNG roll for Crit= 5766, no
RNG roll for Crit= 5255, no

32 Damage, 6 energy

Scraggy used Swagger
-7 energy, +2 Atk(Duoclohm), Confusion(Duoclohm)
RNG roll for confusion turns= 4403, Severe confusion(3)

Duoclohm used Thundershock
RNG roll for Confusion= 911, confusion hit
6 damage

Munchlax used Chip Away
RNG roll for Crit= 2204, no
10 damage, 4 energy


Action 2

Syclar used Protect
-23 energy

Scraggy used Low Kick
RNG roll for Crit= 8424, no
24 damage, 6 energy

Duoclohm used Fire Blast
RNG roll for Confusion= 5467, no
RNG roll for Hit= 2454, yes
RNG roll for Crit= 361, yes
RNG roll for Burn= 339, yes
41 damage, 8 energy

Munchlax used Counter
36 damage, 18 energy

Action 3

Syclar used Icicle Spear
RNG roll for # of hits= 3+1=4
RNG roll for Crit= 3532
RNG roll for Crit= 9215
RNG roll for Crit= 6111
RNG roll for Crit= 1517
25 damage, 6 energy

Scraggy used Brick Break
RNG roll for crit: 9435
21 damage, 5 energy

Duoclohm used Fire Blast
RNG roll for Hit= 8609, miss
-12

Munchlax used Counter
32 damage, 17 energy


Duohm.png

HP: 43
Energy: 74
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 14
446.png

HP: 75
Energy: 39
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

vs.
559.png

HP:18
Energy: 82
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

Syclar.png

HP: 90
Energy: 65
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 91
Size Class: 1
Weight Class: 2
Base Rank Total: 15


Please check to make sure these are right, thank you, flavor when I get home from school tomorrow, promise!
 
I'm sorry, I don't mean to be rude but it's the truth: especially right now since I'm tired, I really don't want to check through the entire reffing each round to make sure you get it right. However, since you are absurdly new (9 posts!), I'm afraid that it is guaranteed that there will be mistakes. In all honesty, you should make your first reffing something much simpler (for example, preferably not a somewhat complex arena like this one, which reminds me, it seems you forgot to say which arena we will battle in next round), and also a much smaller match than 13 vs. 13. You probably shouldn't be reffing at all at this point; you should really get the hang of ASB through battling first.

AlchEdit: This was rude. Argetlam, admittedly, should have chosen something more simple to ref as his first try, but ASB is supposed to be a supportive community -- better a new ref than none at all. I'm putting this down to your tiredness I think, but just chill out.
 
CMFP, I've been helping him. I'll do the check on the ref post if needed, but in reality...he was eager to help out with this battle, and we're hard-pressed for a ref as it is. He knows what questions to ask, etc.

I'm running a check on the post now, should be finished before I leave for school. I say give him a chance to do this until he proves otherwise. Innocent until proven guilty, after all.


Flaws I've found:
-Rounding is done at the end of round, not end of every attack. Just a note.
-When hitting yourself in confusion, it's a 4-BAP physical attack that takes 3 energy. The attack itself isn't fired back.
-Fire Blast does 43.875 Damage, not close to 41. This subsequently makes protect cost approximately one more energy than you have listed. (I think you just forgot to include the crit)
-The second Icicle Spear is only 22.5 Damage, not 25
-Run the RNG for the stage.
-Final Stats should be as follows:
Duclohm: 42 HP / 77 energy
Munchlax: 96 HP / 61 energy

Syclar: 90 HP / 63 energy
Scraggy: 12 HP / 82 energy

Other than these, you got it dude!
 
Sorry for the dick move, dude, but I'm calling DQ on you. First, you go and criticize Argetlam, then don't even post. I need to train my mons, not sit here in an inactive match.

Sorry.
 
Yeah, I'm sorry for saying that stuff, but I was waiting for next round's arena to be said before posting.

EDIT: also, hasn't Argetlem not fixed the flaws Mr.L posted?
 
Oh...That makes sense. Sorry about accusing you.

But I still initiated a match after calling that DQ, so I don't think i can go back on this. Sorry, CMFP.
 
Um. Sorry I was gone the last 3 days... Um, no I never fixed it, I didn't even see this until today. I apologize, but as of Mr.L's post this battle is over? By the way. I forgive you. I'll admit this was stupid. But whatever. Sorry for screwing up your match.
 
I really don't care whether we continue this or not. Mr.L, if you want, you can look for a new ref. And Argetlam, don't worry about it.
 
Sorry, CMFP. I'ma just call this off.

Maybe when we get a few more active refs who aren't scared of the Arena...we can rechallenge (and with better mons from my side =P).
 
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