Galladiator said:Thank you so much for reffing this Mat. I don't know about blob, but I won't mind too much if you can't constantly be able to ref, given how much you've got on your plate now. (Seriously, dude. Six matches at once? Christ.)
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Cupra [Klaus] (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Bug/Psychic
Bug: Bug STAB: more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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:
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.)
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent's evasion and the Pokemon's own accuracy.
Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Bug Buzz
Close Combat
Disable
Protect
Psychic
Will-o-Wisp
Magic Coat
Total Moves: 12
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Feebas [Adeline] (F)
Nature: Calm (+Sp. Def, -Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Adaptability (DW): (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 3 (+)
Spe: 80
Size Class: 1
Weight Class: 1
Base Rank Total: 9
EC: 1/6
MC: 0
DC: 2/5
Moves:
Splash
Tackle
Confuse Ray
Dragon Pulse
Hypnosis
Ice Beam
Scald
Surf
Toxic
Rain Dance
Total Moves: 10
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Scyther [Lloyd] (M)
Nature: Jolly (+15% Speed, +30% Accuracy, -1 SpA)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
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)
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.
Steadfast (DW): (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.
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 2/6
MC: 0
DC: 1/5
Moves:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Feint
Swords Dance
Counter
Night Slash
Reversal
Brick Break
Aerial Ace
U-Turn
Toxic
Light Screen
Bug Bite
Roost
Total Moves: 20
Thanks for the patience, Galla. At least i am actually reffing 5, so it isnt so bad.....right?
inanimate blob said:![]()
Munchlax [Chubs] (M) (*)
Chubs is a very laid back kind of Pokémon - a perfect companion starter to Samurshell. He tends to sit back, eat, and occasionally throw an attack towards the other Pokémon during training sessions. But typically, he is very chill and relaxed. Even in battle, it's hard for him to lose his composure, able to shrug off attacks by simply not caring. He tends to live life to its slowest.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pickup: 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 occurring hold items in arenas. (Innate)
Thick Fat: 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.) (Innate)
Gluttony (DW LOCKED): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). (Innate)
Stats:
HP: 120
Atk: Rank 3
Def: Rank 3 (1)
SpA: Rank 2
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Level Up
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Rollout
Egg Moves
Curse
Double-Edge
Zen Headbutt
TMs/HMs
Thunder
Flamethrower
Earthquake
Blizzard![]()
Duskull [Minion] (M)
...sometimes I wake up, and he's calmly floating there, watching me sleep...
Nature: Impish (+Def, -SpAtk)
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:
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.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 25
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
Attacks:
Level Up
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Egg Moves
Destiny Bond
Pain Split
Skill Swap
TMs/HMs
Protect
Will-o-Wisp
Trick Room![]()
Magby [Panzershrek] (M)
Literally, all Panzershrek does is practice super-powerful Fire-type moves off into the distance. If he can use it, he does. We're gonna have to work on that for battles.
Nature: Hasty (-1 Def, +15% Spd, +21% Acc)
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 bushfire areas.
Abilities:
Flame Body: 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.
Vital Spirit (DW LOCKED):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 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 96 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Level Up
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Confuse Ray
Fire Punch
Egg
Flare Blitz
Mach Punch
Thunder Punch
TMs/HMs
Psychic
Flame Charge
Will-o-Wisp
Rules!
Open arena testing challenge time...
3v3 LC Training Singles
2 Rec/5 Chill
Switch=KO
Training Items
All Abilities
2 Substitutions
1 Day DQ
Arena:
This arena is similar to the ASB Arena, with the exception that the battling surface is completely clear, with a wheel underneath marked with each of the seventeen types. Before the beginning of the match, the wheel is spun, and the type the wheel lands on is affected in two ways: 1) all moves of that type will cost 3 more EN to use in the following round, and 2) any Pokemon of that type in the Trainers' teams--regardless of whether they are active--receive a flat unblockable ten (10) HP damage.
At the end of each round, the wheel is spun again to select a new type, and the damage (if applicable) is dealt before the Trainers issue their actions. After every two rounds, an extra type will be spun, meaning that after Round 2, two types will be selected, and after Round 4, three types will be chosen. The maximum number of types to be spun is three. The damage received also stacks; for example, if at any point after Round 2 the Ice and Dark types are selected, a Weavile would receive 20 damage, whereas an Absol or Snorunt would take the normal 10 damage.
Summary:
-All moves allowed; functions as a normal ASB Arena
-At beginning of match, a random type is RNGed by the ref; all Pokemon of this type on a Trainer's team (active or otherwise) take 10 damage, and all moves of the type cost an additional 3 EN to use
-At end of round, ref RNGs type again, and same rules apply
-After Round 2, ref RNGs two types instead of one, and after Round 3, ref RNGs three types (three max RNGed types)
-All damage dealt by wheel stacks if a Pokemon is of two of the RNGed types
Any takers?
Galladiator sends out his first pokemon.
Blob sends out and orders.
Galladiator orders.
I ref