3v3 Singles 2 Day DQ Max 2 Recoveries & 5 Chills per Mon Switch = OK (switched-in mons appear at the starting positions) Items = All Abilities = All Arena: Treadmills of Doom (Move your mouse to reveal the content) Arena: Treadmills of Doom (open) Arena: Treadmills of Doom (close) Arena basics: No weather or SolarBeam No external water source No natural elements (rocks, grass, etc.) No digging Seismic moves allowed The pokemon are inside what looks like an evil villain's hideout. The actual arena is a bunch of treadmills set out in several rows. The walls on the sides of the arena have been marked at 10ft intervals and it is clear that the length of the treadmill arena is 100ft, not counting the spike pits at each end. The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action. Detailed arena mechanics: At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark. At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy. All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft. For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft. In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number). For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between. Two pokemon can share the same position - it can be assumed that in such a scenario the pokemon are at different points along the width of the arena. If a pokemon attempts to run to a position out of range, it will simply run as far as it can in that direction. For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go. The Run command cannot be Encored or disallowed by any moves at all, including Taunt, and it is not subject to the consecutive move penalty. However, a pokemon under the effects of Ingrain cannot use this command. Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class. For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft. However, when calculating the knockback for a contact move, multiply the move's BAP by 1.5. If a pokemon tries to use a contact move on an opponent not in range, that pokemon simply runs in the appropriate direction as far as it can or until its opponent is in range, whichever comes first. If the former, the pokemon expends 5 energy as if it had just used the Run command. If the latter, the pokemon expends 2 energy for the running and then uses the move as normal. For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number. If a pokemon successfully uses U-Turn on an opponent out of its range, it immediately returns to the position it started at. In the Gliscor example, if it used U-Turn, it would travel to 23ft, use the move and then go back to 30ft. If a pokemon tries to use a contact move that has a random target (eg, Thrash), targets already in that pokemon's range will be given priority over targets that the pokemon can reach, and those will be given priority over further away ones. Note: A pokemon under the effects of Ingrain cannot run at all. Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately. Dogfish's Dawgs: Electivire (M) (Move your mouse to reveal the content) Electivire (M) (open) Electivire (M) (close) Electivire [Short Fuse] (M) 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. Nature: Mild (+SpAtk -Def) Abilities: Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.. Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Stats: Electivire HP: 100 Atk: Rank 5 Def: Rank 2 (-) SpA: Rank 4 (+) SpD: Rank 3 Spe: 95 Size Class: 3 Weight Class: 5 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 Attacks: Quick Attack Leer Thundershock Low Kick Swift Shock Wave Light Screen ThunderPunch Electro Ball Discharge Screech Giga Impact Thunder Thunderbolt Feint Ice Punch Cross Chop Psychic Wild Charge Hidden Power Grass Flamethrower Substitute Earthquake Taunt Dig Protect Substitute Iron Tail Thunder Wave Double Team Rock Slide Torment Teleport Endure Toxic Volt Switch Focus Blast Fire Punch Signal Beam Magnet Rise Counter Bide Total Moves: 41 Archeops (M) (Move your mouse to reveal the content) Archeops (M) (open) Archeops (M) (close) Archeops [Rawk] (Male) Nature: Mild (+1 SpA, -1 Def) Type: Rock/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Abilities: Defeatist (Trait): The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear. Stats: Archeops HP: 100 Atk: Rank 5 Def: Rank 2 (-) SpA: Rank 5 (+) SpD: Rank 3 Spe: 110 Size Class: 3 Weight Class: 3 Base Rank Total: 22 EC: 6/6 MC: 0 DC: N/A Attacks: Quick Attack Leer Wing Attack Rock Throw Double Team Scary Face Pluck AncientPower Quick Guard Dragon Claw Crunch Acrobatics Rock Slide DragonBreath Endeavor Dragon Claw Thrash Bite Steel Wing Head Smash Dragon Pulse Smack Down Earthquake Hone Claws Protect Toxic U-Turn Taunt Substitute Dig Focus Blast Stone Edge Dragon Tail Total Attacks: 33 Sunflora (F) (Move your mouse to reveal the content) Sunflora (F) (open) Sunflora (F) (close) Sunflora [Sol] (F) Nature: Modest (+1 Sp.Atk, -1 Atk) Type: Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus. Stats: Sunflora HP: 100 Atk: Rank 2 (-) Def: Rank 2 SpA: Rank 5 (+) SpD: Rank 3 Spe: 30 Size Class: 1 Weight Class: 1 Base Rank Total: 17 EC: 6/6 MC: 0 DC: 3/5 Abilities: Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Solar Power (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). Early Bird (DW) (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. Attacks: Absorb Growth Mega Drain Ingrain GrassWhistle Leech Seed Endeavor Worry Seed Sunny Day Leaf Storm Bide Leech Seed Nature Power Sludge Bomb SolarBeam Hidden Power Fire Substitute Earth Power Total Moves: 18 The Objectionables: Shan Yu the Skarmory (Move your mouse to reveal the content) Shan Yu the Skarmory (open) Shan Yu the Skarmory (close) Skarmory [Shan Yu] (M) Nature: Careful (+Special Defence, -Special Attack) Type: Steel/Flying Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. 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 3 Def: Rank 5 SpA: Rank 1 (-) SpD: Rank 4 (+) Spe: 70 Size Class: 3 Weight Class: 4 Base Rank Total: 19 Moves: 33 MC: 0 DC: 5/5 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. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. Weak Armor (DW UNLOCKED): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. Attacks: Leer Peck Sand-Attack Swift Agility Fury Attack Feint Air Cutter Steel Wing Spikes Night Slash Guard Swap Sky Attack Whirlwind Stealth Rock Endure Brave Bird Toxic Swords Dance Substitute Roost Taunt Mud-Slap Torment X-Scissor Protect Payback Rock Slide Sky Drop Pluck Rock Tomb Counter Tailwind Ratcliffe the Empoleon (Move your mouse to reveal the content) Ratcliffe the Empoleon (open) Ratcliffe the Empoleon (close) Empoleon [Ratcliffe] (M) Nature: Brave (+Attack, -Speed) Type: Water/Steel Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 3 SpA: Rank 4 SpD: Rank 4 Spe: 52 (-) (Opponent's accuracy boost: 10%) Size Class: 3 Weight Class: 4 Base Rank Total: 19 Moves: 32 EC: 9/9 MC: 0 DC: 5/5 Abilities: Torrent: (Innate) 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) Defiant (DW UNLOCKED): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages. Attacks: Pound Growl Bubble Water Sport Peck Bide Bubblebeam Fury Attack Tackle Metal Claw Swords Dance Swagger Hydro Pump Aqua Jet Brine Drill Peck Mud-Slap Mud Sport Yawn Agility Aqua Ring Ice Beam Dig Waterfall Surf Water Pulse Grass Knot Dive Roar Earthquake Hydro Cannon Signal Beam Queen of Hearts the Dragonite (Move your mouse to reveal the content) Queen of Hearts the Dragonite (open) Queen of Hearts the Dragonite (close) Dragonite [Queen of Hearts] (F) Nature: Quiet (+Special Attack, -Speed) Type: Dragon/Flying Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. 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 5 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 4 Spe: 69 (-) (Opponent's accuracy boost: 10%) Size Class: 4 Weight Class: 6 Base Rank Total: 22 Moves: 32 EC: 9/9 MC: 0 DC: 5/5 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. Multiscale (DW UNLOCKED): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved. Attacks: Wrap Leer Thunder Wave Twister Dragon Rage Slam Agility Safeguard Outrage Fire Punch ThunderPunch Roost Hurricane Aqua Tail Dragon Pulse Extremespeed Light Screen Ice Beam Thunderbolt Flamethrower Ice Punch Substitute Protect Fly Dive Reflect Bide Earthquake Sky Drop Rock Slide Draco Meteor Superpower Dogfish sends out his first mon with its item, then Objection responds in kind + actions. Dogfish's actions follow and then THE GAMES BEGIN.