The Team Fortress 2 Team Triples has been decided. For your convenience, here are the conditions.
3+3+3v3+3+3 Triples
Pokemon cannot qualify for 2 Substitutions
2 Day DQ (7 Day for Terrador, beginning Jan 3 2011)
2 Recoveries, 5 Chills per Pokemon
Abilities=All
Items=Training
Positioning=Off
Switch=KO
Arena: Gold Rush, ASB Style
Here we are, in one of the three most iconic TF2 maps. However, this is no regular Gold Rush, it has been modified to allow the explosive payload to be pushed EITHER way, ending with a catastrophic explosion when it arrives at either end of the winding dusty map.
Each action, a pokemon may elect to PUSH THE KART for 5 Energy. Upon reaching 3 pushes in either direction, the cart will use EXPLOSION off a STAB Rank 10 attack, yet only hitting the team who did not succesfully push the kart. Pushing occurs at the end of the action always, to prevent super-fast pokemon from getting too ahead. Get pushing!
In addition, each Pokemon embodies the spirit of one of the TF2 cast; there must be one of each cast member per team. Their abilities are as follows.
Scout: The Pokemon is treated as having a permanent 250% Speed; this new number is used to calculate a new accuracy/dodge boost, even if the Pokemon doesn't have a +Speed nature. In addition, all of the Pokemon's attacks have +3 BAP (applied after Technician and so forth).
Soldier: The Pokemon deals splash damage with all of its attacks, calculated with 1/4 of the normal BAP. In addition, the Pokemon gets a +1 to all stats upon reaching 50% HP, and another +1 to all stats at 25%.
Pyro: The Pokemon has a 100% chance of burning the opponent with any Special attack. In addition, the Pokemon's physical attacks do Super Effective damage against any burned Pokemon (note: this is applied to the original modifier. ex. 2.25x resist becomes 1.5x resist, immunities remain, and 2.25x SE becomes 3.375x SE).
Demoman: The Pokemon gains +1 to all of its stats upon KOing another Pokemon; this stacks with multiple KOs. In addition, the Pokemon can use entry hazards for half of their normal EN cost, even if they are not in the Pokemon's movepool.
Heavy: The Pokemon has an additional 40% HP. However, the Pokemon's Spe is reduced to 75% of its original value in any action in which the Pokemon uses an attacking move. The Heavy's SC and WC are also increased by 1.
Engineer: The Pokemon can use Substitute for half of its normal energy cost, even if the move is not in the Pokemon's movepool. In addition, the Pokemon's Substitutes have Energy equal to their HP, and can use any move that its creator knows (note: the Substitute cannot use Substitute). The Substitute is considered a fourth Pokemon, identical to the first, for the purposes of substitutions, but orders are still given in the thread (and not by PM).
Medic: This Pokemon projects a healing aura that heals its teammates for 3 HP per action, and itself for 2 HP per action. In addition, this Pokemon may use Heal Pulse for half of its Energy Cost, even if the move is not in the Pokemon's movepool.
Sniper: The Pokemon's Critical Hits are treated as adding a Super Effective multiplier in addition to their normal effects. In addition, this Pokemon's physical hits have a 50% chance of covering the opponent in Jarate for 6 Actions, increasing the Pokemon's chance of being Critically Hit by two stages.
Spy: The Pokemon is treated as if it had the ability Illusion in addition to its other abilities. In addition, the Pokemon's physical attacks have their Critical Hit stage boosted by two.
Team RED:
- Glacier Knight
- Texas Cloverleaf
- Leethoof
Team BLU:
- Ragnarokalex
- Tortferngatr
- MrcRanger97
It's time to PM teams; TF2 cast members must be agreed upon between the members of one's team and assigned to the Pokemon in the PM.
3+3+3v3+3+3 Triples
Pokemon cannot qualify for 2 Substitutions
2 Day DQ (7 Day for Terrador, beginning Jan 3 2011)
2 Recoveries, 5 Chills per Pokemon
Abilities=All
Items=Training
Positioning=Off
Switch=KO
Arena: Gold Rush, ASB Style
Here we are, in one of the three most iconic TF2 maps. However, this is no regular Gold Rush, it has been modified to allow the explosive payload to be pushed EITHER way, ending with a catastrophic explosion when it arrives at either end of the winding dusty map.
Each action, a pokemon may elect to PUSH THE KART for 5 Energy. Upon reaching 3 pushes in either direction, the cart will use EXPLOSION off a STAB Rank 10 attack, yet only hitting the team who did not succesfully push the kart. Pushing occurs at the end of the action always, to prevent super-fast pokemon from getting too ahead. Get pushing!
In addition, each Pokemon embodies the spirit of one of the TF2 cast; there must be one of each cast member per team. Their abilities are as follows.
Scout: The Pokemon is treated as having a permanent 250% Speed; this new number is used to calculate a new accuracy/dodge boost, even if the Pokemon doesn't have a +Speed nature. In addition, all of the Pokemon's attacks have +3 BAP (applied after Technician and so forth).
Soldier: The Pokemon deals splash damage with all of its attacks, calculated with 1/4 of the normal BAP. In addition, the Pokemon gets a +1 to all stats upon reaching 50% HP, and another +1 to all stats at 25%.
Pyro: The Pokemon has a 100% chance of burning the opponent with any Special attack. In addition, the Pokemon's physical attacks do Super Effective damage against any burned Pokemon (note: this is applied to the original modifier. ex. 2.25x resist becomes 1.5x resist, immunities remain, and 2.25x SE becomes 3.375x SE).
Demoman: The Pokemon gains +1 to all of its stats upon KOing another Pokemon; this stacks with multiple KOs. In addition, the Pokemon can use entry hazards for half of their normal EN cost, even if they are not in the Pokemon's movepool.
Heavy: The Pokemon has an additional 40% HP. However, the Pokemon's Spe is reduced to 75% of its original value in any action in which the Pokemon uses an attacking move. The Heavy's SC and WC are also increased by 1.
Engineer: The Pokemon can use Substitute for half of its normal energy cost, even if the move is not in the Pokemon's movepool. In addition, the Pokemon's Substitutes have Energy equal to their HP, and can use any move that its creator knows (note: the Substitute cannot use Substitute). The Substitute is considered a fourth Pokemon, identical to the first, for the purposes of substitutions, but orders are still given in the thread (and not by PM).
Medic: This Pokemon projects a healing aura that heals its teammates for 3 HP per action, and itself for 2 HP per action. In addition, this Pokemon may use Heal Pulse for half of its Energy Cost, even if the move is not in the Pokemon's movepool.
Sniper: The Pokemon's Critical Hits are treated as adding a Super Effective multiplier in addition to their normal effects. In addition, this Pokemon's physical hits have a 50% chance of covering the opponent in Jarate for 6 Actions, increasing the Pokemon's chance of being Critically Hit by two stages.
Spy: The Pokemon is treated as if it had the ability Illusion in addition to its other abilities. In addition, the Pokemon's physical attacks have their Critical Hit stage boosted by two.
Team RED:
- Glacier Knight
- Texas Cloverleaf
- Leethoof
Team BLU:
- Ragnarokalex
- Tortferngatr
- MrcRanger97
It's time to PM teams; TF2 cast members must be agreed upon between the members of one's team and assigned to the Pokemon in the PM.