Welcome ladies, gentlemen and Pokemon!
Here we are in a random, nondescript plain in the middle of the night. Let's see just why these two trainers, myself and the audience are here.
Oh, a 3v3 match is it? A classic choice, of course!
Let's see the battlers' teams.
Zorua (*) Zorroa (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Dark
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:
Illusion: (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. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 75 (65 * 1.15 = 74.75, which rounds up to 75.) (+)
EC: 0/6
MC: 0
Attacks:
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Hone Claws (*)
Shadow Ball (*)
Snarl (if Valid) (*)
Embargo (if Snarl would be invalid) (*)
BTW, Illusion will be Auralia the Riolu
Oshawott (*) Oshawatt (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
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): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Lonely
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Riolu(*) Arualia (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Stradfast: (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.
Inner Focus: (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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 69 (60 * 1.15 = 69.) (+)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Brick Break (*)
Work Up (*)
Swords Dance (*)
The only information given to me is that the area is:
1.) A grassy plain
2.) At night
3.) Surf and (I assume) Dig and Earthquake are usable
So, don't be to offended if I take a few "creative liberties" in order to spice up the battle if it gets dull.
And.. Let the battle begin!
Lyris sends out her Pokemon
Bane sends out his and his actions
Lyris' actions
I ref
Lyris' actions
Bane's
etc.
Here we are in a random, nondescript plain in the middle of the night. Let's see just why these two trainers, myself and the audience are here.
@Lyris: I already accepted your seek.
Does anyone want to ref this?
Me vs. Lyris
3v3 singles
2 day DQ
1 recover, 3 chills
Abilities: All
Switch: KO
Items: No
Arena: Grassy Plain at night, underground water for moves like surf.
Oh, a 3v3 match is it? A classic choice, of course!
Let's see the battlers' teams.
Zorua (*) Zorroa (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Dark
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:
Illusion: (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. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 75 (65 * 1.15 = 74.75, which rounds up to 75.) (+)
EC: 0/6
MC: 0
Attacks:
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Hone Claws (*)
Shadow Ball (*)
Snarl (if Valid) (*)
Embargo (if Snarl would be invalid) (*)
BTW, Illusion will be Auralia the Riolu
Oshawott (*) Oshawatt (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
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): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Lonely
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Riolu(*) Arualia (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Stradfast: (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.
Inner Focus: (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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 69 (60 * 1.15 = 69.) (+)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Brick Break (*)
Work Up (*)
Swords Dance (*)
Zubat(*) Zippy; inducer of seizures (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Inner Focus: (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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 64 (55 * 1.15)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Leech Life(*)
Supersonic(*)
Astonish(*)
Bite(*)
Wing Attack(*)
Confuse Ray(*)
Air Cutter(*)
Brave Bird(*)
Hypnosis(*)
Quick Attack(*)
Toxic(*)
Sludge Bomb(*)
Acrobatics(*)
Machop(*) Machop (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
Bullet Punch(*)
Close Combat(*)
Rock Slide(*)
Earthquake(*)
Bulk Up(*)
Payback(*)
Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
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.
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. Superior senses in volcanic or brushfire areas.
Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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).
Unnerve (DW): (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 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)
Fire Blast(*)
Solarbeam(*)
Sunny Day(*)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Inner Focus: (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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 64 (55 * 1.15)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Leech Life(*)
Supersonic(*)
Astonish(*)
Bite(*)
Wing Attack(*)
Confuse Ray(*)
Air Cutter(*)
Brave Bird(*)
Hypnosis(*)
Quick Attack(*)
Toxic(*)
Sludge Bomb(*)
Acrobatics(*)
Machop(*) Machop (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
Bullet Punch(*)
Close Combat(*)
Rock Slide(*)
Earthquake(*)
Bulk Up(*)
Payback(*)
Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
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.
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. Superior senses in volcanic or brushfire areas.
Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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).
Unnerve (DW): (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 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)
Fire Blast(*)
Solarbeam(*)
Sunny Day(*)
The only information given to me is that the area is:
1.) A grassy plain
2.) At night
3.) Surf and (I assume) Dig and Earthquake are usable
So, don't be to offended if I take a few "creative liberties" in order to spice up the battle if it gets dull.
And.. Let the battle begin!
Lyris sends out her Pokemon
Bane sends out his and his actions
Lyris' actions
I ref
Lyris' actions
Bane's
etc.