Rules
Pokemon: 3v3 (B3P3 for Challenger, B6P3 for Leader)
Format: Singles
DQ: 3 Days
Switch: OK
Items: ON
Abilities: ALL
Substitutions: TWO
2 Recovers / 5 Chills
Arena
Soviet Russia; Explosive weaponry testing facility
Leader C$FP
Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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.
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: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier
Mirror Shot
Swift
Electro Ball
Gyro Ball
Screech
Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam
Magic Coat
Shock Wave
Thunder
Bide
Charge Beam
Light Screen
Reflect
Hyper Beam
Rain Dance
Rest
Protect
Teleport
Iron Defense
Roleplay
Endure
Flash
Volt Switch
Double Team
Swagger
Sleep Talk
Gravity
Psych Up
Headbutt
Iron Head
Rollout
Snore
Double-Edge
Mimic
Wild Charge
Sunny Day
Frustration
Return
Facade
Secret Power
Round
Giga Impact
Agility
Natural Gift
Curse
Take Down
Rage
Electroweb
Moves: 69; complete
Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 2: Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Ability 3: Justified (DW) [unlocked]
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Aura Sphere
Extremespeed
Swords Dance
Nasty Plot
Me First
Agility
Dragon Pulse
Heal Pulse
Calm Mind
Close Combat
Final Gambit
Copycat
Quick Guard
Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Ice Punch
Thunder Punch
Bullet Punch
Magnet Rise
Zen Headbutt
Sky Uppercut
Circle Throw
Cross Chop
Follow Me
Mind Reader
Detect
Iron Defense
Low Kick
Magic Coat
Swift
Bite
Helping Hand
Mud-Slap
Fury Cutter
Dual Chop
Earthquake
Focus Blast
Work Up
Drain Punch
Psychic
Flash Cannon
Protect
Dig
Stone Edge
Bulk Up
Low Sweep
Shadow Ball
Shadow Claw
Double Team
Hidden Power (Grass 7)
Substitute
Toxic
Focus Punch
Iron Tail
Rock Slide
Brick Break
Giga Impact
Hone Claws
Stone Edge
Hyper Beam
Roar
Rest
Water Pulse
Secret Power
Bulldoze
Rain Dance
Sleep Talk
Swagger
Payback
Sunny Day
Natural Gift
Moves: 85
Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
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.
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: Frisk
Type: Innate
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Ability 2: Limber
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Ability 3: Cursed Body (DW) [unlocked]
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Fake Out
Shadow Claw
Metal Claw
Revenge
Iron Head
Memento
Metal Burst
Copycat
Imprison
Hex
Tail Whip
Yawn
Meteor Mash
Foul Play
Pain Split
Super Fang
Magic Coat
Spite
Sucker Punch
Ice Punch
Thunder Punch
Endeavor
Superpower
Trick
Last Resort
Knock Off
Low Kick
Icy Wind
Flail
Toxic
Will-o-Wisp
Gyro Ball
U-Turn
Dig
Taunt
Torment
Earthquake
Substitute
Aerial Ace
Protect
Double Team
Trick Room
Facade
Psycho Shift
Roar
Thief
Bulldoze
Rock Slide
Rest
Snatch
Sleep Talk
Swagger
Hone Claws
Iron Tail
Payback
Giga Impact
Safeguard
Embargo
Hidden Power Fire 7
Defog
Psych Up
Shadow Ball
Rain Dance
Secret Power
Sunny Day
Dark Pulse
Attract
Fling
Moves: 78
Steelix [Boulder] (Male)
Nature: Brave (+ to Attack, - from Speed; -10% Evasion)
Type: Ground/Steel
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.
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: 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 2: Sturdy
Type: 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.
Ability 3: Sheer Force (DW) [unlocked]
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15=26.09)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Ice Fang
Fire Fang
Thunder Fang
Iron Tail
Crunch
Double Edge
Stone Edge
Sand Tomb
Rock Polish
Stealth Rock
Curse
Dragonbreath
Autotomize
Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure
Body Slam
Flail
Sleep Talk
Mimic
Selfdestruct
Block
Rollout
Defense Curl
Mud-Slap
Take Down
Earth Power
Ancientpower
Rock Slide
Earthquake
Torment
Gyro Ball
Dig
Payback
Bide
Taunt
Dragon Tail
Double Team
Protect
Substitute
Toxic
Endure
Roar
Rest
Giga Impact
Bulldoze
Swagger
Fissure
Skull Bash
Flash Cannon
Moves: 65
Bronzong [Bronzong] (Genderless)
Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion)
Type: Steel/Psychic
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.
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 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:
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.
Ability 2: Heatproof
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Ability 3 (DW): Heavy Metal
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg) [8, 374 kg]
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Gyro Ball
Heavy Slam
Payback
Heal Block
Block
Safeguard
Future Sight
Faint Attack
Iron Defense
Iron Head
Zen Headbutt
Trick
Ancientpower
Signal Beam
Rollout
Snore
Wonder Room
Toxic
Psychic
Earthquake
Endure
Skill Swap
Light Screen
Reflect
Double Team
Trick Room
Gravity
Protect
Rest
Solarbeam
Giga Impact
Substitute
Rock Slide
Psyshock
Hyper Beam
Shadow Ball
Sandstorm
Explosion
Recycle
Rock Polish
Stealth Rock
Bulldoze
Sleep Talk
Dream Eater
Grass Knot
Swagger
Flash Cannon
Calm Mind
Telekinesis
Rock Tomb
Charge Beam
Flash
Psych Up
Hidden Power (Ice 7)
Frustration
Return
Facade
Secret Power
Natural Gift
Strength
Round
Rock Smash
Moves: 70; complete
Empoleon [Pimpoleon] (Male)
Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion)
Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW) [unlocked]: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 52 (60/1.15=52.17)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Brine
Hydro Pump
Metal Claw
Swords Dance
Tackle
Swagger
Whirlpool
Mist
Aqua Jet
Drill Peck
Agility
Icy Wind
Yawn
Hydro Cannon
Aqua Ring
Dive
Signal Beam
Mud Sport
Knock Off
Ice Beam
Scald
Surf
Double Team
Protect
Rain Dance
Substitute
Grass Knot
Endure
Roar
Toxic
Blizzard
Hyper Beam
Rest
Stealth Rock
Sleep Talk
Flash Cannon
Moves: 44
Challenger Rediamond
Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
Endure
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
Fire Blast
Calm Mind
Hyper Beam
# of moves: 40
Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)
Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.
Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flame Body: (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.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
[DreamWorld]
Attacks: 55/71
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Silver Wind
Flame Wheel
Double Edge
Flare Blitz
Thrash
Bug Bite
Endure
Magnet Rise
Morning Sun
String Shot
Giga Drain
Roost
Tailwind
Signal Beam
Sleep Talk
Snore
SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly
Round
Calm Mind
Frustration
Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)
Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19
MC: 1
DC: 5/5
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.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
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. [DreamLocked]
Attacks: 58/77
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint
Take Down
Chip Away
Bide
Revenge
Flail
Double Edge
Focus Punch
Pursuit
Seismic Toss
Vaccum Wave
Bug Bite
Iron Defense
Helping Hand
Knock Off
Body Slam
Low Kick
Sleep Talk
Snore
Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute
Protect
Pokemon: 3v3 (B3P3 for Challenger, B6P3 for Leader)
Format: Singles
DQ: 3 Days
Switch: OK
Items: ON
Abilities: ALL
Substitutions: TWO
2 Recovers / 5 Chills
Arena
Soviet Russia; Explosive weaponry testing facility
Date: December, 1969.
Location: Somewhere in the Ural Mountains
The Cold War is taking place at the time, and the U.S.S.R is trying to become the powerhouse of the world. Desperate to stay in check with America and their production of nuclear weapons, a large Factory in the heart of the motherland has been raised and is fuel-bent on one thing: to produce weapons of mass destruction.
The factory is not just one factory, but a combination of around 15, a massive area indeed, and is located on a tall chain of mountains in the urals. the location of the battle is in the Explosive Weaponry testing facility, which is nestled into the side of the highest peak in the chain. the ground has been leveled, so the battle arena is a flat 300x300 feet surrounded by tall gaping mountains, dotted with large iron building that plume out choking black smoke.
here is where the smaller proto types are tested out, and if they succeed with their purpose, then the blueprints are taken to the mass production factory and created to help the U.S.S.R bulk up in case of an American Onslaught. the whole area is mottled with mute colors; the white of snow, blotted by the black of ash and the gray of shrapnel. no trees or water sources can be found here in this "valley"; this was made for war, not nature appreciation. The arena is tested 24/7, always being used for experimentation of different weapons, ergo, shrapnel is flying constantly. this means your pokemon will slowly lose health- the metal bits are sharp!
The Facility is in open air, but is very odd, needing intense detail to get the picture. the ground, underneath all the ash, snow, ans shrapnel, is very hard. the ground here is permafrosted, so non-Ground and Steel type Pokémon have greater difficulty digging underground, costing 3 extra energy to do so. Also, the ground is magnetized, to test some special weapons the Soviets have concocted. therefore, all Steel pokemon can be positively charge, and float, giving them the magnet rise status as long as they are on the battlefield. The sky is a thick gray brew of clouds, and no sunshine can be called upon. Rain is rare in these parts, but a clever and talented pokemon can whip up a mighty deluge. Hail cannot occur here because, but it does snow a lot, dropping the temperature drastically (this is russia in the middle of winter in the mountains after all). Sandstorms oddly can be generated.
The air is sharp as the shrapnel flying through it.
In general this is a rough and rugged place to battle in. the condition are tough, and only an iron-thick hide can get you through safely. Watch out for the incoming missles and test bombs!
In the case of any inconsistencies between the flavor and the summary, the summary trumps the flavor.
In summary:
Steel types have constant Magnet Rise effect
Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun
Dig costs 3 extra energy (inc. digging/staying under) unless the user is a Ground or Steel type
Whoever sends out his/her Pokemon first will be determined by a coin toss
Location: Somewhere in the Ural Mountains
The Cold War is taking place at the time, and the U.S.S.R is trying to become the powerhouse of the world. Desperate to stay in check with America and their production of nuclear weapons, a large Factory in the heart of the motherland has been raised and is fuel-bent on one thing: to produce weapons of mass destruction.
The factory is not just one factory, but a combination of around 15, a massive area indeed, and is located on a tall chain of mountains in the urals. the location of the battle is in the Explosive Weaponry testing facility, which is nestled into the side of the highest peak in the chain. the ground has been leveled, so the battle arena is a flat 300x300 feet surrounded by tall gaping mountains, dotted with large iron building that plume out choking black smoke.
here is where the smaller proto types are tested out, and if they succeed with their purpose, then the blueprints are taken to the mass production factory and created to help the U.S.S.R bulk up in case of an American Onslaught. the whole area is mottled with mute colors; the white of snow, blotted by the black of ash and the gray of shrapnel. no trees or water sources can be found here in this "valley"; this was made for war, not nature appreciation. The arena is tested 24/7, always being used for experimentation of different weapons, ergo, shrapnel is flying constantly. this means your pokemon will slowly lose health- the metal bits are sharp!
The Facility is in open air, but is very odd, needing intense detail to get the picture. the ground, underneath all the ash, snow, ans shrapnel, is very hard. the ground here is permafrosted, so non-Ground and Steel type Pokémon have greater difficulty digging underground, costing 3 extra energy to do so. Also, the ground is magnetized, to test some special weapons the Soviets have concocted. therefore, all Steel pokemon can be positively charge, and float, giving them the magnet rise status as long as they are on the battlefield. The sky is a thick gray brew of clouds, and no sunshine can be called upon. Rain is rare in these parts, but a clever and talented pokemon can whip up a mighty deluge. Hail cannot occur here because, but it does snow a lot, dropping the temperature drastically (this is russia in the middle of winter in the mountains after all). Sandstorms oddly can be generated.
The air is sharp as the shrapnel flying through it.
In general this is a rough and rugged place to battle in. the condition are tough, and only an iron-thick hide can get you through safely. Watch out for the incoming missles and test bombs!
In the case of any inconsistencies between the flavor and the summary, the summary trumps the flavor.
In summary:
Steel types have constant Magnet Rise effect
Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun
Dig costs 3 extra energy (inc. digging/staying under) unless the user is a Ground or Steel type
Whoever sends out his/her Pokemon first will be determined by a coin toss
Leader C$FP
Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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.
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: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier
Mirror Shot
Swift
Electro Ball
Gyro Ball
Screech
Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam
Magic Coat
Shock Wave
Thunder
Bide
Charge Beam
Light Screen
Reflect
Hyper Beam
Rain Dance
Rest
Protect
Teleport
Iron Defense
Roleplay
Endure
Flash
Volt Switch
Double Team
Swagger
Sleep Talk
Gravity
Psych Up
Headbutt
Iron Head
Rollout
Snore
Double-Edge
Mimic
Wild Charge
Sunny Day
Frustration
Return
Facade
Secret Power
Round
Giga Impact
Agility
Natural Gift
Curse
Take Down
Rage
Electroweb
Moves: 69; complete
Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 2: Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Ability 3: Justified (DW) [unlocked]
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Aura Sphere
Extremespeed
Swords Dance
Nasty Plot
Me First
Agility
Dragon Pulse
Heal Pulse
Calm Mind
Close Combat
Final Gambit
Copycat
Quick Guard
Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Ice Punch
Thunder Punch
Bullet Punch
Magnet Rise
Zen Headbutt
Sky Uppercut
Circle Throw
Cross Chop
Follow Me
Mind Reader
Detect
Iron Defense
Low Kick
Magic Coat
Swift
Bite
Helping Hand
Mud-Slap
Fury Cutter
Dual Chop
Earthquake
Focus Blast
Work Up
Drain Punch
Psychic
Flash Cannon
Protect
Dig
Stone Edge
Bulk Up
Low Sweep
Shadow Ball
Shadow Claw
Double Team
Hidden Power (Grass 7)
Substitute
Toxic
Focus Punch
Iron Tail
Rock Slide
Brick Break
Giga Impact
Hone Claws
Stone Edge
Hyper Beam
Roar
Rest
Water Pulse
Secret Power
Bulldoze
Rain Dance
Sleep Talk
Swagger
Payback
Sunny Day
Natural Gift
Moves: 85
Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
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.
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: Frisk
Type: Innate
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Ability 2: Limber
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Ability 3: Cursed Body (DW) [unlocked]
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Fake Out
Shadow Claw
Metal Claw
Revenge
Iron Head
Memento
Metal Burst
Copycat
Imprison
Hex
Tail Whip
Yawn
Meteor Mash
Foul Play
Pain Split
Super Fang
Magic Coat
Spite
Sucker Punch
Ice Punch
Thunder Punch
Endeavor
Superpower
Trick
Last Resort
Knock Off
Low Kick
Icy Wind
Flail
Toxic
Will-o-Wisp
Gyro Ball
U-Turn
Dig
Taunt
Torment
Earthquake
Substitute
Aerial Ace
Protect
Double Team
Trick Room
Facade
Psycho Shift
Roar
Thief
Bulldoze
Rock Slide
Rest
Snatch
Sleep Talk
Swagger
Hone Claws
Iron Tail
Payback
Giga Impact
Safeguard
Embargo
Hidden Power Fire 7
Defog
Psych Up
Shadow Ball
Rain Dance
Secret Power
Sunny Day
Dark Pulse
Attract
Fling
Moves: 78
Steelix [Boulder] (Male)
Nature: Brave (+ to Attack, - from Speed; -10% Evasion)
Type: Ground/Steel
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.
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: 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 2: Sturdy
Type: 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.
Ability 3: Sheer Force (DW) [unlocked]
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15=26.09)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Ice Fang
Fire Fang
Thunder Fang
Iron Tail
Crunch
Double Edge
Stone Edge
Sand Tomb
Rock Polish
Stealth Rock
Curse
Dragonbreath
Autotomize
Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure
Body Slam
Flail
Sleep Talk
Mimic
Selfdestruct
Block
Rollout
Defense Curl
Mud-Slap
Take Down
Earth Power
Ancientpower
Rock Slide
Earthquake
Torment
Gyro Ball
Dig
Payback
Bide
Taunt
Dragon Tail
Double Team
Protect
Substitute
Toxic
Endure
Roar
Rest
Giga Impact
Bulldoze
Swagger
Fissure
Skull Bash
Flash Cannon
Moves: 65
Bronzong [Bronzong] (Genderless)
Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion)
Type: Steel/Psychic
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.
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 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:
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.
Ability 2: Heatproof
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Ability 3 (DW): Heavy Metal
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg) [8, 374 kg]
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Gyro Ball
Heavy Slam
Payback
Heal Block
Block
Safeguard
Future Sight
Faint Attack
Iron Defense
Iron Head
Zen Headbutt
Trick
Ancientpower
Signal Beam
Rollout
Snore
Wonder Room
Toxic
Psychic
Earthquake
Endure
Skill Swap
Light Screen
Reflect
Double Team
Trick Room
Gravity
Protect
Rest
Solarbeam
Giga Impact
Substitute
Rock Slide
Psyshock
Hyper Beam
Shadow Ball
Sandstorm
Explosion
Recycle
Rock Polish
Stealth Rock
Bulldoze
Sleep Talk
Dream Eater
Grass Knot
Swagger
Flash Cannon
Calm Mind
Telekinesis
Rock Tomb
Charge Beam
Flash
Psych Up
Hidden Power (Ice 7)
Frustration
Return
Facade
Secret Power
Natural Gift
Strength
Round
Rock Smash
Moves: 70; complete
Empoleon [Pimpoleon] (Male)
Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion)
Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW) [unlocked]: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 52 (60/1.15=52.17)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Brine
Hydro Pump
Metal Claw
Swords Dance
Tackle
Swagger
Whirlpool
Mist
Aqua Jet
Drill Peck
Agility
Icy Wind
Yawn
Hydro Cannon
Aqua Ring
Dive
Signal Beam
Mud Sport
Knock Off
Ice Beam
Scald
Surf
Double Team
Protect
Rain Dance
Substitute
Grass Knot
Endure
Roar
Toxic
Blizzard
Hyper Beam
Rest
Stealth Rock
Sleep Talk
Flash Cannon
Moves: 44
Challenger Rediamond
Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)
Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno
Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex
Heat Wave
Magic Coat
Endure
HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
Fire Blast
Calm Mind
Hyper Beam
# of moves: 40
Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)
Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.
Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Flame Body: (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.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
[DreamWorld]
Attacks: 55/71
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia
Silver Wind
Flame Wheel
Double Edge
Flare Blitz
Thrash
Bug Bite
Endure
Magnet Rise
Morning Sun
String Shot
Giga Drain
Roost
Tailwind
Signal Beam
Sleep Talk
Snore
SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly
Round
Calm Mind
Frustration
Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)
Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19
MC: 1
DC: 5/5
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.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
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. [DreamLocked]
Attacks: 58/77
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint
Take Down
Chip Away
Bide
Revenge
Flail
Double Edge
Focus Punch
Pursuit
Seismic Toss
Vaccum Wave
Bug Bite
Iron Defense
Helping Hand
Knock Off
Body Slam
Low Kick
Sleep Talk
Snore
Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute
Protect
How come I seem to be the only ref stuck in desolate Russia? At least the shrapnel isn't as harsh these days.. Anyway here we have Rediamond taking his turn to challenge the yet unbeaten Steel leader. C$FP finds the powers that be reducing his team size advantage ever so slightly but I don't think the metal man is bothered. Rediamond has brought along a strong mix of Fire and Fighting, of course with that underlying aura of Bug he always has about him. Enough preamble, its time we got down to this. The coin is in the air and as always the leader sends out firsts on heads with the challenger getting tails...
And heads is how it falls! Leader C$FP, it's all on you.
Turn Order
Leader C$FP sends out first Pokemon and selects item.
Rediamond sends out first Pokemon, selecting item and issuing actions.
Leader C$FP issues actions.
deadfox081 referees.
And heads is how it falls! Leader C$FP, it's all on you.
Turn Order
Leader C$FP sends out first Pokemon and selects item.
Rediamond sends out first Pokemon, selecting item and issuing actions.
Leader C$FP issues actions.
deadfox081 referees.