Flora
Yep, that tasted purple!
Need a ref for myself vs Cartoons! He ain't got nothin' on me.
3v3 Singles
DQ time: 4 days
2 recovers, 5 chills
No items
One ability
Switch = OK
Arena: United Center Hockey Rink
No players, nets, etc. The ground is slippery but not wet. Melting the areans can create a little bit of water, but not much. The walls are sturdy and have been made taller to protect the audience. Obviously weather will not be able to get in, but the air is cold.
If Toons would like to change a rule or few, that's alright!
Nah, I'm good. Who's reffing this?
Shroomish* (Brady) (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Counters:
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Worry Seed (*)
Bullet Seed (*)
Drain Punch (*)
Swords Dance (*)
Substitute (*)
Façade (*)
Staryu* [Reginarate] (F)
Nature: Timid
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).
Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round])
Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Counters:
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Barrier (*)
Supersonic (*)
Scald (*)
Psychic (*)
Thunderbolt (*)
Bagon(*) Silly (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, Defense reduced by *)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 57 (+)
Counters:
EC: 0/9
MC: 0
DC: 0/5
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): (Innate) 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 Dance (*)
Dragon Pulse (*)
Hydro Pump (*)
Flamethrower (*)
Dragon Claw (*)
Brick Break (*)
Wingull [Lunchbox] Female
Nature: Calm (Adds * to Special Defense; Subtracts * From Attack)
Type: Water/Flying
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).
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 85
EC: 5/6
MC: 0
DC: 3/5
Abilities:
Keen Eye (Innate):
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Rain Dish (DW) (Innate):
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
Growl
Water Gun
Supersonic
Wing Attack
Mist
Water Pulse
Quick Attack
Air Slash
Roost
Hurricane
Ice Beam
Rain Dance
Scald
Fly
Twister
Brine
Aqua Ring
Numel [Erupto] Male
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Fire/Ground
Fire STAB; 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).
Ground STAB; Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Ground
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
EC: 4/6
MC: 0
DC: 2/5
Abilities:
Oblivious (Innate):
This Pokemon is incapable of being effected by Attract or Cute Charm.
Simple (Innate):
This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW) (Innate):
This Pokemon moves at its own pace and cannot be confused by any method.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Lava Plume
Amnesia
Rock Slide
Flamethrower
Overheat
Sunny Day
Stockpile
Endure
Yawn
Voltorb [Orby]
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: 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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 100
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Soundproof:
Type: 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: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.
Static:
Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Aftermath (DW):
Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Attacks:
Charge
Tackle
Sonic Boom
Spark
Rollout
Screech
Charge Beam
Taunt
Rain Dance
Thunder
Signal Beam
Magic Coat
Roleplay
Mmkay, Xaq sends out first mon and its ability (no actions), then Cartoons! sends out first mon, its ability, and its actions! After that, Xaq attempts to counterattack! GL HF!
sorry about that, so tired