Rules:
Pokemon: 3v3
Format: Singles
DQ: 3 days
Items: None
Abilities: All
Switch: Ok
Recovery: 2
Partial Recovery: 5
Chills: 3
Arena:
That Awesome Hallway from Inception. If you haven't seen the movie, A. shame on you, and B., this may be tough to ref/battle in. The hallway appears just as it does in the film -- there are 3 doors on either side of the hall that lead into hotel rooms. They're locked shut, but a strong enough attack could break any one of them down. At the ref's discretion, the 'Dreamer' will cause the gravity in the room to shift, causing the Pokemon to loose their footing, gain momentum, etc; it's really up to the ref, which makes it fun.
Ducklett Stare's Team:
Bagon(*) Bellamy (M)
Nature: Naughty
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: **
SpD: *(-)
Spe: 50
EC: 2/9
MC: 0
DC: 1/5
Abilities:
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.
Sheer Force (DW): 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.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Dragon Dance(*)
Hydro Pump(*)
Fire Fang(*)
Shadow Claw(*)
Rock Slide(*)
Roar(*)
Eevee(*) Victoire (F)
Nature: Mild
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: *(-)
SpA: ***(+)
SpD: ***
Spe: 55
EC: 2/6
MC: 1
DC: 1/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (Dream World): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion. (Locked)
Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Detect(*)
Wish(*)
Fake Tears(*)
Shadow Ball(*)
Dig(*)
Attract(*)
Greebo(*) Scraggy (M)
Nature: Adamant
Type: Dark/Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 2/6
MC: 0
DC: 1/5
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.
Intimidate (DW): (Can be enabled) 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 thier 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.
Attacks:
Leer(*)
Low Kick(*)
Sand Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)
Crunch
Dragon Dance(*)
Drain Punch(*)
Thunder Punch(*)
Dragon Claw(*)
Stone Edge(*)
Poison Jab(*)
Midou's Team:
Poliwag(*) Apollo (M)
Nature: Hardy (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Water Absorb (innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Doubleslap (*)
Rain Dance (*)
Body Slam (*)
Bubblebeam (*)
Encore (*)
Ice Ball (*)
Haze (*)
Psychic (*)
Dig (*)
Scald (*)
Eevee(*) Teresa (F)
Nature: Adamant (Raises Atk by *, Lowers SpAtk by *)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: ***
Speed: 55
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Wish (*)
Detect (*)
Yawn (*)
Return (*)
Dig (*)
Rest (*)
Growlithe (*) Red (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
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: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 x 1.15^)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate (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 thier 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.
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).
Justified (DW) (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 will be maintained at the end of each round.
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Flare Blitz (*)
Morning Sun (*)
Flamethrower (*)
Flame Charge (*)
Wild Charge (*)
Turn Order:
Ducklett Stare sends out his 1 Pokemon.
Midou sends out his 1 Pokemon and issues actions.
Ducklett Stare issues actions.
REFEREE
I will post the next round's turn order in my referee post. Good luck to the participants!
Pokemon: 3v3
Format: Singles
DQ: 3 days
Items: None
Abilities: All
Switch: Ok
Recovery: 2
Partial Recovery: 5
Chills: 3
Arena:
That Awesome Hallway from Inception. If you haven't seen the movie, A. shame on you, and B., this may be tough to ref/battle in. The hallway appears just as it does in the film -- there are 3 doors on either side of the hall that lead into hotel rooms. They're locked shut, but a strong enough attack could break any one of them down. At the ref's discretion, the 'Dreamer' will cause the gravity in the room to shift, causing the Pokemon to loose their footing, gain momentum, etc; it's really up to the ref, which makes it fun.
Ducklett Stare's Team:

Bagon(*) Bellamy (M)
Nature: Naughty
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: **
SpD: *(-)
Spe: 50
EC: 2/9
MC: 0
DC: 1/5
Abilities:
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.
Sheer Force (DW): 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.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Dragon Dance(*)
Hydro Pump(*)
Fire Fang(*)
Shadow Claw(*)
Rock Slide(*)
Roar(*)

Eevee(*) Victoire (F)
Nature: Mild
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: *(-)
SpA: ***(+)
SpD: ***
Spe: 55
EC: 2/6
MC: 1
DC: 1/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (Dream World): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion. (Locked)
Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Detect(*)
Wish(*)
Fake Tears(*)
Shadow Ball(*)
Dig(*)
Attract(*)

Greebo(*) Scraggy (M)
Nature: Adamant
Type: Dark/Fighting
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 48
EC: 2/6
MC: 0
DC: 1/5
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.
Intimidate (DW): (Can be enabled) 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 thier 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.
Attacks:
Leer(*)
Low Kick(*)
Sand Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)
Crunch
Dragon Dance(*)
Drain Punch(*)
Thunder Punch(*)
Dragon Claw(*)
Stone Edge(*)
Poison Jab(*)

Poliwag(*) Apollo (M)
Nature: Hardy (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Water Absorb (innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Doubleslap (*)
Rain Dance (*)
Body Slam (*)
Bubblebeam (*)
Encore (*)
Ice Ball (*)
Haze (*)
Psychic (*)
Dig (*)
Scald (*)

Eevee(*) Teresa (F)
Nature: Adamant (Raises Atk by *, Lowers SpAtk by *)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: ***
Speed: 55
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Wish (*)
Detect (*)
Yawn (*)
Return (*)
Dig (*)
Rest (*)

Growlithe (*) Red (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
Type: Fire
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: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 x 1.15^)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate (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 thier 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.
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).
Justified (DW) (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 will be maintained at the end of each round.
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Flare Blitz (*)
Morning Sun (*)
Flamethrower (*)
Flame Charge (*)
Wild Charge (*)
Ducklett Stare sends out his 1 Pokemon.
Midou sends out his 1 Pokemon and issues actions.
Ducklett Stare issues actions.
REFEREE
I will post the next round's turn order in my referee post. Good luck to the participants!