Fresh air.

3v3 FE Singles
4 Day DQ, 1 Warning
Items=Training
3 Substitutions
10 Chills
10 Recoveries
Megas=1
Z-Moves=1
Switch=KO
Any rules I haven't mentioned are standard. Flavour actions are very much encouraged this match.



"This nice open meadow is relaxing. The fresh air, the smell of grass, the cloudless sky, what do you think?"


"I don't think you understand the consequences of your actions. I got up for this. Why do I have to guest referee this, anyway? Where are the others?"


"I don't know, are you going to look for them? That's a lot of walking."


"Hnngh... I can't get up. Let's just start the battle. 3v3 Singles, P2, Cowgirl, let's do this.

P2X7:

Tomohawk [Saber] (Male) (*)
Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or battle cry that shakes all opponents on the battlefield, lowering their Attack stage by one (1). The Attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a command, and will affect all opponents.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5
KOC: 3

Moves (53/86):

Level-up:
Sunny Day
Aura Sphere
Scratch (*)
Fury Swipes (*)
Baby-Doll Eyes
Harden (*)
Focus Energy (*)
Aerial Ace
Rock Smash (*)
Morning Sun
Roar (*)
Whirlwind
Noble Roar
Rain Dance
Earth Power
Taunt
Hyper Voice
Air Slash
Heat Wave
Sky Drop
Rest
Hurricane
Healing Wish

Egg Moves:
Air Cutter
Baton Pass
Confuse Ray (*)
Stealth Rock (*)
Yawn (*)
Haze (*)
Nature Power (*)
Rapid Spin

TM Moves:
Toxic
Hidden Power [Ice]
Hyper Beam
Protect
SolarBeam
Return (*)
Brick Break (*)
Double Team (*)
Reflect
Focus Blast
Substitute (*)
Roost
Incinerate
Quash
Bulldoze
Rock Slide (*)
Grass Knot

Tutor Moves:
After You
Bounce
Helping Hand
Sleep Talk
Snatch
Tailwind
Uproar



Gallade [Arthur] (Male)
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Steadfast: (Passive)If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW): (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack will increase by one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (92) (+10% accuracy) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 1
DC: 5/5
KOC: 2


Gallade [Arthur] (M)
Nature: Jolly (+15% Speed, +19% Accuracy, -1 SpA)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Mega Ability:

Inner Focus (Mega): (Passive) When an opponent tries 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.

Mega Stats:
HP: 100
Atk: Rank 7
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 127 (126.5) (+19% Accuracy) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 24


Moves (55/???):

Level-up:
Stored Power
Close Combat
Leaf Blade
Night Slash
Leer
Growl
Confusion
Double Team
Teleport
Disarming Voice
Quick Guard
Lucky Chant
Fury Cutter
Magical Leaf
Slash
Heal Pulse
Draining Kiss
Wide Guard
Calm Mind
Psychic
Psycho Cut
Imprison
Feint
Hypnosis
Protect

Egg Moves:
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap

TM Moves:
Taunt
Light Screen
Psyshock
Thunderbolt
Earthquake
Shadow Ball
Brick Break
Reflect
Torment
Will-O-Wisp
Thunder Wave
Rock Slide
Poison Jab
Grass Knot
Telekinesis
Dazzling Gleam
Rock Smash

Tutor Moves:
Dual Chop
Endure
Fire Punch
Helping Hand
Ice Punch
Knock Off
Low Kick
Pain Split
Snatch

Other:
Wish



Aurumoth [Purity] (Male)
Nature: Hasty(+15% Spe, +14% Accuracy, -1 Def)
Type: Bug/Psychic
Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Psychic: Psychic STAB; 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.

Abilities:

Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens 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.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in OHKO moves prevents them from being benefitted by No Guard; they will have their normal accuracy.
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 109 (108.1) (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 23

EC: 9/9
MC: 0
DC: 5/5
KOC: 0

Moves (35/85):

Level-up:
Quiver Dance
Dragon Dance
Tackle
String Shot
Silver Wind
Bug Bite
Sunny Day
Heal Pulse
Confusion
Ancientpower
Wish
Light Screen
Healing Wish
Zen Headbutt

Egg Moves:
Bug Buzz
Close Combat
Counter
Disable
Feint
Hydro Pump
Megahorn

TM Moves:
Ice Beam
Blizzard
Protect
Thunder
Psychic
Shadow Ball
Reflect
Overheat
Focus Blast
Will-O-Wisp
Substitute

Tutor Moves:
Electroweb
Helping Hand
Magic Coat
Skill Swap


Exclaimer:


Megolia takes pride in its abilities and appearance outside of combat, coming off to others as courteous and calm. Megolia prefers not to battle, and instead attempts to imitate humans and their behavior, using Elizabeth as a role model for doing so. As such, she acts like a cowgirl and wrestles a lot. Despite Elizabeth's plethora of Psychic-type Pokemon, Megolia's mental link is the strongest.

♪♪♪

Megolia [♀] [Azumarill]

[Type]
Water / Fairy​

[Abilities]
Thick Fat
Resists Ice- and Fire-type attacks.

Huge Power
Increases Attack rank by 3.

Sap Sipper (✓)
Immune to Grass-type attacks. If hit by a Grass-type attack, Attack is raised by 1 stage.

[Stats and Nature]
Nature: Adamant [+ Attack, - Special Attack]
HP: 110
Atk: 3 (+) --> 6 (Huge Power)
Def: 3
SpA: 1 (-)
SpD: 3
Speed: 50

Base Stat Total: 16 (Huge Power: 19)

Size Class: 2
Weight Class: 3​

[Counters]
EC: 9/9
MC: 0
AC: 5/5​

[Moves]
Aqua Jet
Aqua Ring
Aqua Tail
Body Slam
Bounce
Brick Break
Bubble
BubbleBeam
Bulldoze
Charm
Defense Curl
Dig
Dive
Double Edge
Encore
Endure
Facade
Focus Punch
Frustration
Giga Impact
Helping Hand
Ice Punch
Iron Tail
Knock Off
Light Screen
Perish Song
Play Rough
Protect
Refresh
Rest
Return
Rock Smash
Rollout
Sing
Slam
Sleep Talk
Soak
Splash
Substitute
Superpower
Tackle
Tail Whip
Toxic
Waterfall
Water Gun
Water Sport
Whirlpool​


Cha'ercha's explosive temper strikes fear into Elizabeth, and is the only Pokemon to ever do so. Elizabeth keeps him around, however, since she is as stubborn as a mule and refuses to give up on any Pokemon. Cha'ercha finds this dedication humorous, but chooses to leave her alone because he gets fed consistently and well.

♪♪♪

Cha'ercha [♂] [Camerupt]

[Type]
Fire / Ground​

[Abilities]
Magma Armor
Immune to freeze. All incoming attacks are reduced by 1 BAP.

Solid Rock
Super Effective attacks are reduced by 2 BAP.

Anger Point (✓)
Getting hit by a Critical Hit raises Attack to stage 6.

[Stats and Nature]
Nature: Quiet [+ Special Attack, - Speed]
HP: 100
Atk: 4
Def: 3
SpA: 5 (+)
SpD: 3
Speed: 34 (-10% Evasion)

Base Stat Total: 19

Size Class: 4
Weight Class: 6​

[Mega Evolution]

Sheer Force
Removes secondary effects from attacks in exchange for a boost of 2 BAP. Removes Life Orb recoil on Sheer Force boosted attacks.

Nature: Quiet [+ Special Attack, - Speed]
HP: 100
Atk: 5
Def: 4
SpA: 7 (+)
SpD: 4
Speed: 17 (-10% Evasion)

Base Stat Total: 23

Size Class: 4
Weight Class: 7​

[Counters]
EC: 6/6
MC: 0
AC: 5/5​

[Moves]
Amnesia
Ancient Power
Body Slam
Bulldoze
Curse
Defense Curl
Dig
Earth Power
Earthquake
Ember
Endure
Eruption
Explosion
Fire Blast
Fissure
Flame Burst
Flamethrower
Flash Cannon
Focus Energy
Growl
Heat Wave
Hidden Power Ice
Hyper Beam
Lava Plume
Magnitude
Mud Bomb
Overheat
Protect
Roar
Rock Slide
Rollout
Sleep Talk
Solar Beam
Stealth Rock
Stockpile
Stone Edge
Substitute
Sunny Day
Tackle
Take Down
Toxic
Will-o-Wisp
Yawn​


Elizabeth almost planted Durian in a garden, before it blinked and scared her. Elizabeth has trained the small seed-like Pokemon since, mostly by having her other Pokemon try to attack it to make it move. Now that Durian has evolved, Elizabeth has given up trying to train him, because nobody is willing to train with him.

♪♪♪

Durian [♂] [Ferrothorn]

[Type]
Grass / Steel​

[Abilities]
Iron Barbs
Moves that make contact against this Pokemon have 25% recoil.

[Abilities]
Anticipation (✓)
Super Effective attacks, Explosion, and Self-Destruct are reduced by 2 BAP.

[Stats and Nature]
Nature: Brave [+ Attack, - Speed]
HP: 100
Atk: 4 (+)
Def: 5
SpA: 2
SpD: 5
Speed: 17 (-10% Evasion)

Base Stat Total: 19

Size Class: 2
Weight Class: 5​

[Counters]
EC: 6/6
MC: 0
AC: 5/5​

[Moves]
Acid Spray
Block
Bulldoze
Bullet Seed
Curse
Explosion
Giga Impact
Gyro Ball
Harden
Iron Defense
Iron Head
Knock Off
Leech Seed
Metal Claw
Payback
Pin Missile
Poison Jab
Power Whip
Protect
Rock Climb
Rock Smash
Rollout
Seed Bomb
Spikes
Stealth Rock
Substitute
Tackle
Worry Seed​


P2X7 sends out and equips
Exclaimer orders
P2X7 orders
 

"Well, well; it's been a while since I've fought in a battle reminiscent of the old days."

Tomohawk @ Exp. Share
 


"I'd like to agree, but you've been around these parts longer than I have!"

@ Heart Scale

Play Rough -- Play Rough -- Play Rough
If Solar Beam inside of a combination, initiate action string Dive (Suspend) -- Dive (Attack) -- Play Rough. [once]
If D/E outside of a combination, then Bounce.
If Counter and Azumarill is not behind a Substitute, then initiate action string Substitute (15) -- Knock Off -- Bounce. [once]​
 

"Well, I guess that places more pressure on me to demonstrate at least some degree of skill >.>."

Thunder - Disable (Play Rough) - Thunder
 


HP: 110
EN: 100
1/3/5/3/85
Status: OK
Item: Exp Share



HP: 110
EN: 100
6/3/1/3/50
Status: OK
Item: Heart Scale



"The battle begins, and Tomohawk spreads its wings to release a... Thunder? Okay, Tomohawk used Thunder!"


"Shenanigans are afoot."


"P2's shenanigans are revealed, as Azumarill bounces off its tail and then drops onto Tomohawk, beating it with a Play Rough in a huge fog of smoke! An Aurumoth flies out of the smog, shedding its Tomohawk skin and blinking a light at Azumarill!"


"I knew it the whole time."


"Confused by the transformation, Azumarill pauses for a second before going for another Play Rough! But wait. It didn't work! Azumarill is wriggling around like a confused centipede, haphazardly throwing itself at Aurumoth! Aurumoth takes the opportunity to bombard Azumarill with more Thunders, leaving it badly injured and pulsing with electricity! P2's strategy for this round worked, what else could he have in store for us?"
Action 1

Tomohawk used Thunder!
Para=no (3754)
Crit=no (3659)
(11 + 7.5 - 4.5) * 1.5 = 21
Azumarill took 21 damage!
-8 EN

Azumarill used Play Rough!
Drop=no (2937)
Crit=no (2716)
9 + 3 + 9 - 4.5 = 17.5
Tomohawk took 17.5 damage!
Aurumoth's Weak Armor activated!
-6 EN

Aurumoth's Illusion faded!

Aurumoth: 92.5, 92 (-1 Def, +2 Spe)
Azumarill: 89, 94

Action 2

Aurumoth used Disable!
Play Rough was Disabled!
-7 EN

Azumarill has no moves left!

Aurumoth: 92.5, 85 (-1 Def, +2 Spe)
Azumarill: 89, 94 (Disabled 5A)

Action 3

Aurumoth used Thunder!
Para=no (6556)
Crit=no (4768)
(11 + 7.5 - 4.5) * 1.5 = 21
Azumarill took 21 damage!
-8 EN

Azumarill used Struggle!
Crit=no (4201)
5 + 9 - 4.5 + 2 = 11.5
Aurumoth took 9.5 damage!
Aurumoth's Weak Armor activated!
9.5 * 0.4 = 4.6
Azumarill took 3.8 recoil damage!
-5 EN

Aurumoth: 81, 78 (-2 Def, +4 Spe)
Azumarill: 63.4, 89 (Disabled 4A)





HP: 81
EN: 78
5/3(-2)/5/2/109(+4)
Status: OK
Item: Exp Share



HP: 63
EN: 89
6/3/1/3/50
Status: Disabled 4A
Item: Heart Scale


P2X7 orders
Exclaimer orders
 
Last edited:
(Please note the activation of Aurumoth's Weak Armor and the resulting changes in HP for both parties.)


"What a fun tactic; I should use Aurumoth's Illusion more often before it's destroyed by WoG."

Thunder - Thunder - Thunder
IF Azumarill uses Knock Off, AND you hold an item, use Counter that action instead and push back.
IF Azumarill is under the effects of a successful P/E move when you would act, use Reflect the first instance and Feint all other instances, pushing back each instance.
 

HP: 81
EN: 78
5/3(-2)/5/2/109(+4)
Status: OK
Item: Exp Share



HP: 63
EN: 89
6/3/1/3/50
Status: Disabled 4A
Item: Heart Scale


"P2 established his lead with an Illusion trick last round, and he's starting this round with guns blazing!"


"Wings blazing."


"That's true. Aurumoth spreads its wings and parts the clouds to release a Thunder that strikes Azumarill right on its left ear!"


"With all of this high speed action you just had to clarify which ear it hit."


"Accuracy is a necessity. Although much less so with No Guard. It's still a necessity for referees, though."


"What."


"Azumarill surrounds itself with a twisting aura as a Giga Impact gathers around it! The Giga Impact aura turns blue as Azumarill bounces on its tail! It rushes through the clouds at an extremely high velocity before dropping its Giga Bounce on Aurumoth, dealing incredible amounts of damage!"

WHOOSH!


"I think I got a piece of Weak Armor on my gut. Wait, now it's inside the folds."


"P2 keeps up the assault, firing another Thunder at Azumarill, this time hitting its right ear!"


"Absolutely ridiculous."


"Seeing that Azumarill is running out of steam, Elizabeth goes for one final attack - firing an Aqua Jet into the weak spot exposed by the broken off Weak Armor! It lands and brings Aurumoth to the ground, but it wasn't enough. Aurumoth drops a Thunder on Azumarill, and we have our first KO."
Action 1

Aurumoth used Thunder!
Para=no (9641)
Crit=yes (443)
(11 + 3 + 7.5 - 4.5) * 1.5 = 25.5
Azumarill took 25.5 damage!
-12 EN

Azumarill bounced!

Azumarill used Giga Bounce!
Para=no (6565)
Crit=no (3492)
(22 + 9 - 4.5) * 1.5 + 4 = 43.75
Aurumoth took 43.75 damage!
Aurumoth's Weak Armor activated!
-20.2 EN

Aurumoth: 37.25, 66 (-3 Def, +6 Spe)
Azumarill: 37.5, 68.8 (Disabled 3A)

Action 2

Aurumoth used Thunder!
Para=yes (874)
Crit=no (7230)
(11 + 7.5 - 4.5) * 1.5 = 21
Azumarill took 21 damage!
-16 EN

Azumarill is cooling down!

Aurumoth: 37.25, 50 (-3 Def, +6 Spe)
Azumarill: 16.5, 68.8 (Disabled 2A) (PAR 20%)

Action 3

Azumarill used Aqua Jet!
Para=no (6620)
Crit=no (6570)
4 + 3 + 9 - 4.5 + 6 = 17.5
Aurumoth took 17.5 damage!
Aurumoth's Weak Armor activated!
-3 EN

Aurumoth used Thunder!
Crit=no (1607)
(11 + 7.5 - 4.5) * 1.5 = 21
Azumarill fainted!
-20 EN

Aurumoth: 19.75, 30 (-4 Def, +6 Spe)
Azumarill: KO





HP: 20
EN: 30
5/3(-4)/5/2/109(+6)
Status: OK
Item: Exp Share



HP: KO
EN: KO
6/3/1/3/50
Status: KO
Item: Heart Scale


Exclaimer sends out and orders
P2X7 orders
 
@ Cameruptite

< Oh good. I've always wanted to take a Hydro Pump to the face. Thanks a lot, Elizabeth. >

[Mega Evolve] Flamethrower -- Lava Plume -- Flamethrower
If P/E outside of a combination, then Stealth Rock and push back actions.
If P/E inside of a combination, then initiate action string Substitute (15) -- Stealth Rock -- Flamethrower.​
 

"Well, shenanigans aren't worth the cost, so I guess we'll oblige your sarcastic request."

Hydro Pump - Hydro Pump - Hydro Pump
 

HP: 20
EN: 30
5/3(-4)/5/2/109(+6)
Status: OK
Item: Exp Share



HP: 100
EN: 100
4/3/5/3/34
Status: OK
Item: Cameruptite


"Elizabeth sends in her next battler - a Camerupt! As soon as it enters the battle, it mega evolves and fills the arena with explosive heat! This seems familiar. But P2X7 isn't going down without a fight. As the Camerupt prepares to launch a Flamethrower, he commands his Aurumoth to launch a high-pressure Hydro Pump that knocks the Camerupt off its feet and deals an incredible amount of damage!"


"Solid rock, more like flaccid co-"


"But Camerupt quickly recovers and launches a fierce explosion of lava and fire in Aurumoth's direction, knocking it out and preventing any further shenanigans!"


"Which wing did the Flamethrower hit?"


"All of the wings. All of them."

Action 1

Camerupt's Cameruptite is reacting to Elizabeth's Mega Bracelet!
Camerupt Mega Evolved!

Aurumoth used Hydro Pump!
Crit=no (9463)
(11 + 7.5 - 3 - 6) * 2.25 = 21.375
-8 EN

Camerupt used Flamethrower!
Crit=no (2148)
(9 + 3 + 10 + 2 - 3) * 1.5 = 31.5
-6 EN
Aurumoth fainted!

Aurumoth: KO
Camerupt: 78.625, 94





HP: KO
EN: KO
5/3(-4)/5/2/109(+6)
Status: KO
Item: Exp Share



HP: 79
EN: 94
5/4/7/4/17
Status: OK
Item: Cameruptite


P2X7 sends out and orders
Exclaimer orders
 
Last edited:
(Sorry.)


"Take it away, Arthur!"


Gallade @-Galladite

[Mega Evolve] Low Kick - Low Kick - Low Kick
IF Camerupt uses Yawn outside of a combination, AND it is not Taunted, use Taunt that action instead, but only once. Always Mega Evolve a1.
IF Camerupt uses Roar outside of a combination, AND it is not Taunted, use Taunt that action instead, but only once. Always Mega Evolve a1
IF Camerupt uses a Damaging Fire-type combo, use Protect that action instead, but not consecutively. Always Mega Evolve a1.
 
That isn't entirely accurate >.>. Thanks for reminding me to put this (and our other battle) up for subreffing, though.
 

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