Format: 1 v 2 (Hmm... what's a word for this? Threesome seems oddly innapropiate) EngEdit: SQUASH 2 Recoveries 5 Chills 3 Day DQ Abilities = All Items = Off Switch = N/A Arena: A 20ft-by-30ft field with a white picket fence along the edges. There is also a tyre leaning on the fence and a stop sign with graffiti on it leaning on a cinder block. Functionally, it's basically the ASB arena without an external water source. Team Waterwarrior: Houdin the Abra (Move your mouse to reveal the content) Houdin the Abra (open) Houdin the Abra (close) [pimg]63[/pimg] Abra* (Houdin) Male Nature: Modest Type: 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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner. 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. Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Stats: Abra HP: 40 Energy: 50 Atk: Rank 0 (-) Def: Rank 1 SpA: Rank 5 (+) SpD: Rank 2 Spe: 90 Size Class: 2 Weight Class: 2 Base Rank Total: 12 EC: 0/9 MC: 0 DC: 0/5 Attacks: Teleport* Encore* Guard Swap* Fire Punch* Psychic* Shadow Ball* Psyshock* Total Moves: 7 Draco the Dratini (Move your mouse to reveal the content) Draco the Dratini (open) Draco the Dratini (close) Dratini (Draco) Male Nature: Adamant Type: Dragon Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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. Marvel Scale (DW ability, LOCKED): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). Stats: HP: 45 Energy: 50 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 50 Size Class: 2 Weight Class: 1 Base Rank Total: 13 EC: 0/9 MC: 0 DC: 0/5 Attacks: Wrap Leer Thunder Wave Twister Dragon Rage Slam Agility Dragon Dance ExtremeSpeed Dragon Rush Waterfall Toxic Dragon Tail Total moves: 13 Team Objection: Hades the Charizard (Move your mouse to reveal the content) Hades the Charizard (open) Hades the Charizard (close) Charizard [Hades] (M) Nature: Lonely (+Attack, -Defence) Type: Fire/Flying 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. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 100 Size Class: 3 Weight Class: 4 Base Rank Total: 20 Moves: 37 EC: 9/9 MC: 1 DC: 5/5 Abilities: Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Attacks: Heat Wave Dragon Claw Air Slash Scratch Growl Ember Leer Metal Claw Smokescreen Dragon Rage Scary Face Fire Fang Rage Flamethrower Flare Blitz Rock Slide Swords Dance AncientPower Counter Crunch Dig Brick Break Will-o-Wisp Shadow Claw Sunny Day Roost Hone Claws Reflect Fire Blast Fly Dragon Tail SolarBeam Sky Drop Protect Earthquake ThunderPunch Blast Burn I believe Waterwarrior attacks first, before Objection Counters. Then I ref this.