Its_A_Random
A distant memory
Only Complications, TheWolfe, Its_A_Random, & any required sub-referees, may post in this thread until the completion of this battle. All other posts made will be deleted, & possibly subjected to moderation. Thank you.
... One round completed, many more to go. Round Two of the Factory sees nearly everyone entered still left participate, with some users fighting in round one, & some having a round one bye. This match sees two users who played in the first round, but both surviving due to DQ. One one hand, we have Complications: A user lucky to even be here after his first round opponent was ban-hammered within sight of victory. On the other hand, we have TheWolfe: A user who was winning before his opponent was disqualified for inactivity. So with that out of the way, it is time to bring up the rules for the battle.
RULES & REGULATIONS
3v3 Singles
Player DQ Time: 48 Hours [Strict]
Referee DQ Time: 72 Hours [Strict]
Max Recoveries per Pokémon: ∞
Max Chills per Pokémon: ∞
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: OK
# Abilities: ONE
Items: ON
Now then, to the competitors. As I mentioned, he is lucky to be here after his first opponent was disqualified. He has made a second round before, but will he make the most of his second chance? Let us find out. Introducing Complications!
TEAM COMPLICATIONS
Scrafty (F) Lillith
Nature: Adamant
+1 Atk, -1 SpAtk
Type: Dark / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Shed Skin
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 1
DC: 5/5
Attacks:
#Level Up#
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Focus Punch
Head Smash
#Egg#
Zen Headbutt
Fake Out
Counter
Dragon Dance
#TM/HM#
Protect
Substitute
Toxic
Taunt
Dig
Torment
Low Sweep
Stone Edge
Dragon Tail
Bulk Up
Incinerate
#Event/Tutor#
Drain Punch
Fire Punch
Ice Punch
Thunder Punch
Dual Chop
Outrage
Super Fang
Snatch
Knock Off
Lapras (M) Behemoth
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Shell Armor
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 120
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: N/A
MC: 0
DC: 5/5
Attacks:
#Level Up#
Sing
Water Gun
Growl
Mist
Confuse Ray
Ice Shard
Water Pulse
Body Slam
Rain Dance
Perish Song
Ice Beam
Brine
Safeguard
Sheer Cold
Hydro Pump
#Egg#
Dragon Dance
Future Sight
Avalanche
Refresh
#TM/HM#
Protect
Substitute
Toxic
Thunderbolt
Reflect
Psychic
Giga Impact
Surf
Hail
Blizzard
Waterfall
Hyper Beam
Hidden Power Ground (7)
Frost Breath
Bide
Endure
Scald
Psychic
#Event/Tutor#
Drill Run
Heal Bell
Alakazam (F)
Nature: Timid
+15% Speed, +22% Accurracy, -1 Attack
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.
Ability: Inner Focus
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.damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 5
SpD: 3
Spe: 138
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Psychic
Trick
#Egg#
Encore
Light Screen
Skill Swap
Barrier
#TM/HM#
Protect
Substitute
Taunt
Hyper Beam
Double Team
Shadow Ball
Torment
Focus Blast
Energy Ball
Thunder Wave
Charge Beam
Snatch
Toxic
Psyshock
Hidden Power Ice (7)
Dig
Zap Cannon
Light Screen
#Event/Tutor#
Foul Play
Signal Beam
Magic Coat
Counter
On the other hand, we have someone who also won after his opponent was disqualified. He is a solid campaigner who has also reached Round 2 of a Tournament as well! Will he prove to be too much for Complications? Time to find out. Introducing TheWolfe!
TEAM THEWOLFE
Napoleon - Slowking (M)
Nature: Bold
+1 Defense, -1 Attack
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Regenerator
Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 2 (-)
Def: 4(+)
SpA: 4
SpD: 4
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bide
Brick Break
Calm Mind
Confusion
Counter
Curse
Disable
Dragon Tail
Earthquake
Endure
Fire Blast
Flamethrower
Grass Knot
Growl
Headbutt
Hidden Power: Electric 7
Ice Beam
Light Screen
Magic Coat
Me First
Mud Sport
Nasty Plot
Protect
Psychic
Psyshock
Power Gem
Rain Dance
Scald
Shadow Ball
Slack Off
Sleep Talk
Substitute
Tackle
Thunder Wave
Toxic
Water Gun
Whirlpool
Yawn
Total Moves: 38
Snake Eyes - Kecleon (M)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Color Change
Color Change (Can be activated): A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 34 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 17
MC: 0
Attacks:
Aerial Ace
Astonish
Aqua Tail
Bind
Brick Break
Counter
Endure
Faint Attack
Fake Out
Feint
Fire Blast
Foul Play
Frustration
Fury Swipes
Grass Knot
Hyper Beam
Ice Beam
Lick
Low Kick
Magic Coat
Nasty Plot
Protect
Psybeam
Recover
Return
Rock Slide
Scratch
Screech
Shadow Ball
Shadow Sneak
Slash
Snatch
Stealth Rock
Substitute
Sucker Punch
Tail Whip
Thief
Thunder Wave
Thunderbolt
Toxic
Total Moves: 40
Arachnophobia the Galvantula (M)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Bug / Electric
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).
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.
Ability: Compoundeyes
Compoundeyes (Innate):
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 5 (+)
SpD: 1 (-)
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Agility
Bounce
Bug Bite
Bug Buzz
Charge Beam
Cut
Disable
Discharge
Double Team
Electro Ball
Electroweb
Energy Ball
Fury Cutter
Gastro Acid
Giga Drain
Giga Impact
Hidden Power: Water 7
Hyper Beam
Leech Life
Light Screen
Magnet Rise
Pin Missile
Poison Jab
Poison Sting
Protect
Pursuit
Rain Dance
Screech
Spider Web
String Shot
Substitute
Sucker Punch
Thief
Thunder
Thunder Wave
Toxic
Volt Switch
X-Scissor
Total Moves: 38
Well, that is pretty much it, but first, we must flip the coin! If the outcome is heads, Complications will send out first! If it is Tails, then TheWolfe will send out first!
And it is heads! Complications will send out first! And with that, battle begin!
TURN ORDER
Complications sends in One Pokémon, & equips an item.
TheWolfe sends in One Pokémon, & equips an item.
TheWolfe issues actions.
Complications issues actions.
Its_A_Random refs.
... One round completed, many more to go. Round Two of the Factory sees nearly everyone entered still left participate, with some users fighting in round one, & some having a round one bye. This match sees two users who played in the first round, but both surviving due to DQ. One one hand, we have Complications: A user lucky to even be here after his first round opponent was ban-hammered within sight of victory. On the other hand, we have TheWolfe: A user who was winning before his opponent was disqualified for inactivity. So with that out of the way, it is time to bring up the rules for the battle.
RULES & REGULATIONS
3v3 Singles
Player DQ Time: 48 Hours [Strict]
Referee DQ Time: 72 Hours [Strict]
Max Recoveries per Pokémon: ∞
Max Chills per Pokémon: ∞
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: OK
# Abilities: ONE
Items: ON
Arena: ASB Tournament Arena
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: No Restrictions
Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle.
Field Type: Neutral
Complexity: Simple
Format: All
Restrictions: No Restrictions
Description: Surrounded by thousands of screaming Pokémon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the centre of the arena lies a dirt-based floor outlined to show two separate sides (with a white Poké Ball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide & creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it is an outdoor arena with a large water source & packed dirt. Pokémon must stay in the arena (or the dimensions of the arena in the case of Flying Pokémon, who cannot leave the arena & cannot fly higher than 18m). This prevents Pokémon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokémon, or other elements not associated with the current battle.
Now then, to the competitors. As I mentioned, he is lucky to be here after his first opponent was disqualified. He has made a second round before, but will he make the most of his second chance? Let us find out. Introducing Complications!
TEAM COMPLICATIONS
Scrafty (F) Lillith
Nature: Adamant
+1 Atk, -1 SpAtk
Type: Dark / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Ability: Shed Skin
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 1
DC: 5/5
Attacks:
#Level Up#
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Focus Punch
Head Smash
#Egg#
Zen Headbutt
Fake Out
Counter
Dragon Dance
#TM/HM#
Protect
Substitute
Toxic
Taunt
Dig
Torment
Low Sweep
Stone Edge
Dragon Tail
Bulk Up
Incinerate
#Event/Tutor#
Drain Punch
Fire Punch
Ice Punch
Thunder Punch
Dual Chop
Outrage
Super Fang
Snatch
Knock Off
Lapras (M) Behemoth
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ability: Shell Armor
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 120
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: N/A
MC: 0
DC: 5/5
Attacks:
#Level Up#
Sing
Water Gun
Growl
Mist
Confuse Ray
Ice Shard
Water Pulse
Body Slam
Rain Dance
Perish Song
Ice Beam
Brine
Safeguard
Sheer Cold
Hydro Pump
#Egg#
Dragon Dance
Future Sight
Avalanche
Refresh
#TM/HM#
Protect
Substitute
Toxic
Thunderbolt
Reflect
Psychic
Giga Impact
Surf
Hail
Blizzard
Waterfall
Hyper Beam
Hidden Power Ground (7)
Frost Breath
Bide
Endure
Scald
Psychic
#Event/Tutor#
Drill Run
Heal Bell
Alakazam (F)
Nature: Timid
+15% Speed, +22% Accurracy, -1 Attack
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.
Ability: Inner Focus
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.damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 5
SpD: 3
Spe: 138
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Psychic
Trick
#Egg#
Encore
Light Screen
Skill Swap
Barrier
#TM/HM#
Protect
Substitute
Taunt
Hyper Beam
Double Team
Shadow Ball
Torment
Focus Blast
Energy Ball
Thunder Wave
Charge Beam
Snatch
Toxic
Psyshock
Hidden Power Ice (7)
Dig
Zap Cannon
Light Screen
#Event/Tutor#
Foul Play
Signal Beam
Magic Coat
Counter
1× Lum Berry
1× Magost Berry
1× Soft Sand
1× Mental Herb
1× Chilan Berry
1× Power Band
1× Cleanse Tag
1× Light Clay
1× Ghost Gem
1× Pinap Berry
1× Magost Berry
1× Soft Sand
1× Mental Herb
1× Chilan Berry
1× Power Band
1× Cleanse Tag
1× Light Clay
1× Ghost Gem
1× Pinap Berry
On the other hand, we have someone who also won after his opponent was disqualified. He is a solid campaigner who has also reached Round 2 of a Tournament as well! Will he prove to be too much for Complications? Time to find out. Introducing TheWolfe!
TEAM THEWOLFE
Napoleon - Slowking (M)
Nature: Bold
+1 Defense, -1 Attack
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Ability: Regenerator
Regenerator (Innate):
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: 2 (-)
Def: 4(+)
SpA: 4
SpD: 4
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bide
Brick Break
Calm Mind
Confusion
Counter
Curse
Disable
Dragon Tail
Earthquake
Endure
Fire Blast
Flamethrower
Grass Knot
Growl
Headbutt
Hidden Power: Electric 7
Ice Beam
Light Screen
Magic Coat
Me First
Mud Sport
Nasty Plot
Protect
Psychic
Psyshock
Power Gem
Rain Dance
Scald
Shadow Ball
Slack Off
Sleep Talk
Substitute
Tackle
Thunder Wave
Toxic
Water Gun
Whirlpool
Yawn
Total Moves: 38
Snake Eyes - Kecleon (M)
Nature: Quiet
+1 SpA, -15% Spe, -10% evasion
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability: Color Change
Color Change (Can be activated): A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When Kecleon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 34 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 17
MC: 0
Attacks:
Aerial Ace
Astonish
Aqua Tail
Bind
Brick Break
Counter
Endure
Faint Attack
Fake Out
Feint
Fire Blast
Foul Play
Frustration
Fury Swipes
Grass Knot
Hyper Beam
Ice Beam
Lick
Low Kick
Magic Coat
Nasty Plot
Protect
Psybeam
Recover
Return
Rock Slide
Scratch
Screech
Shadow Ball
Shadow Sneak
Slash
Snatch
Stealth Rock
Substitute
Sucker Punch
Tail Whip
Thief
Thunder Wave
Thunderbolt
Toxic
Total Moves: 40
Arachnophobia the Galvantula (M)
Nature: Rash
+1 Special Attack, -1 Special Defense
Type: Bug / Electric
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).
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.
Ability: Compoundeyes
Compoundeyes (Innate):
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 5 (+)
SpD: 1 (-)
Spe: 108
Size Class: 2
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Agility
Bounce
Bug Bite
Bug Buzz
Charge Beam
Cut
Disable
Discharge
Double Team
Electro Ball
Electroweb
Energy Ball
Fury Cutter
Gastro Acid
Giga Drain
Giga Impact
Hidden Power: Water 7
Hyper Beam
Leech Life
Light Screen
Magnet Rise
Pin Missile
Poison Jab
Poison Sting
Protect
Pursuit
Rain Dance
Screech
Spider Web
String Shot
Substitute
Sucker Punch
Thief
Thunder
Thunder Wave
Toxic
Volt Switch
X-Scissor
Total Moves: 38
1× Power Band
1× Flame Orb
1× Oran Berry
1× Grip Claw
1× Blackglasses
1× Custap Berry
1× Cleanse Tag
1× Aguav Berry
1× Leppa Berry
1× Spelon Berry
1× Flame Orb
1× Oran Berry
1× Grip Claw
1× Blackglasses
1× Custap Berry
1× Cleanse Tag
1× Aguav Berry
1× Leppa Berry
1× Spelon Berry
Well, that is pretty much it, but first, we must flip the coin! If the outcome is heads, Complications will send out first! If it is Tails, then TheWolfe will send out first!
And it is heads! Complications will send out first! And with that, battle begin!
TURN ORDER
Complications sends in One Pokémon, & equips an item.
TheWolfe sends in One Pokémon, & equips an item.
TheWolfe issues actions.
Complications issues actions.
Its_A_Random refs.