
This looks to be fun...one veteran to this arena, battling a newcomer...ehehehe...
Rules of MAGIC said:3vs3 LC triples
1 Day DQ
Training items
Switch = Piano falling on your head.
All Abilities
2 Recovers/mon
5 Chills/mon
Someoneelse said:![]()
Aron [TM28 TOMBSTONER] (M)
Nature: Brave (+Atk, -Speed)
Type:
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.
Rock: Rock STAB; reduced 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.
Rock Head:
Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW, locked):
Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)
-10% Evasion
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 15
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Body Slam
Earthquake
Harden
Headbutt
Head Smash
Iron Defense
Iron Head
Metal Claw
Mud-Slap
Roar
Rock Slide
Superpower
Tackle
Take Down
Toxic![]()
Numel [Vesuvius] (M)
Nature: Brave
Type:
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.
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:
Oblivious (Innate):
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple (Innate):
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo (DW, locked):
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
-10% Evasion
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 1/5
Attacks:
Amnesia
Dig
Earthquake
Ember
Flame Burst
Flamethrower
Focus Energy
Growl
Heat Wave
Iron Head
Lava Plume
Magnitude
Stealth Rock
Tackle
Take Down
Yawn![]()
Horsea [King] (M)
Nature: Hasty
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper (Innate):
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (Innate) (DW, locked):
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 1
Spe: 69 (+)
+16% Accuracy
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Agility
Bubble
BubbleBeam
Clear Smog
Disable
Dragon Pulse
Focus Energy
Hidden Power (Fire, 7)
Hydro Pump
Ice Beam
Leer
Signal Beam
SmokeScreen
Surf
Water Gun
Canis Majoris said:![]()
Petilil [Lily] (Female)
Nature: Timid (+15% Speed, +5% Accuracy, -1 Atk)
Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard: (DW)(Locked)(Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 35 (+5% Acc)
Size Class: 1
Weight Class: 1
EC:1/6
MC: 0
DC:1/5
Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Helping Hand
Leaf Storm
Worry Seed (Egg)
Ingrain (Egg)
Endure (Egg)
Sunny Day (TM)
Energy Ball (TM)
Protect (TM)
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Skitty [Eden] (Female)
Nature: Adamant (+Atk, -SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power.
Wonder Skin: (DW) (Locked) (Innate) The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Fake Out
Growl
Tail Whip
Tackle
Foresight
Attract
Sing
Copycat
Doubleslap
Assist
Charm
Wish (Egg)
Simple Beam (Egg)
Sucker Punch (Egg)
Dig (TM)
Protect (TM)
Frustration (TM)
Return (TM)
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Mime Jr. [Mime (pronounced mee-meh)] (Male)
Nature: Bold (+Atk, -Def)
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:
Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Technician: (DW) (Locked) (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 3(+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam
Confuse Ray (Egg)
Hypnosis (Egg)
Icy Wind (Egg)
Thunderbolt (TM)
Shadow Ball (TM)
Thunder Wave (TM)
Arena:
The ASB Arena is covered by a black storm. Two tall pedestals have been erected on each side of the arena, one for each of the Trainers. These pillars seem...different. The truth is, they have been imbued with magical powers...allowing the Trainers to do more than just command their Pokemon...
Arena Summary:
-All moves are successful, just like the normal ASB Arena
-At the beginning of each round, the trainer who is not moving first may cast a spell on either their team or the opposing team
-All status, major and minor (including Reflect, Light Screen, Safeguard, Wish and the like), as well as stat boosts and decreases, all vanish at the end of a round. This includes those inflicted by spells
Spells that can be cast:
-Infernal Fire: Team is burned for the round
-Deadly Plague: Team suffers 3DPA Toxic for the round
-Utter Disorientation: Team suffers confusion for entire round
-Binding Electricity: Team suffers 25% Paralysis for entire round
-Eastern Wind: Team is under effect of Tailwind for the round
-Crippling of Defenses: Team suffers -2 Def and SpD for the round
-Protective Barrier: Team is under both Light Screen and Reflect for the round
-Enchanted Spirit: Team is under Safeguard for the round
-Fearful Presence: Team gains the effects of Pressure for the round
-Dimension Distortion: Trick Room is in place for the round
Arena Summary:
-All moves are successful, just like the normal ASB Arena
-At the beginning of each round, the trainer who is not moving first may cast a spell on either their team or the opposing team
-All status, major and minor (including Reflect, Light Screen, Safeguard, Wish and the like), as well as stat boosts and decreases, all vanish at the end of a round. This includes those inflicted by spells
Spells that can be cast:
-Infernal Fire: Team is burned for the round
-Deadly Plague: Team suffers 3DPA Toxic for the round
-Utter Disorientation: Team suffers confusion for entire round
-Binding Electricity: Team suffers 25% Paralysis for entire round
-Eastern Wind: Team is under effect of Tailwind for the round
-Crippling of Defenses: Team suffers -2 Def and SpD for the round
-Protective Barrier: Team is under both Light Screen and Reflect for the round
-Enchanted Spirit: Team is under Safeguard for the round
-Fearful Presence: Team gains the effects of Pressure for the round
-Dimension Distortion: Trick Room is in place for the round

Begin!
Someoneelse casts a spell and equips
Canis orders and equips
Someoneelse orders