3v3 Training Singles No DQ Switch=KO 2/5 R/C 2 subs all abilities training items Pokemon Stadium (Move your mouse to reveal the content) Pokemon Stadium (open) Pokemon Stadium (close) Arena: Pokemon Stadium Base Field Type: Neutral Complexity: Intense Format: Singles/Doubles/Melee (4 Pokemon on the field max) Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral. Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for one round before changing again. After two rounds on a type-based field, the arena returns to the normal field for one round. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally. Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows: Field Type: Rock Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard). Field Type: Grass Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1). Field Type: Water Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up. Field Type: Fire Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat). Field Type: Electric Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5). Field Type: Flying Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage. Field Type: Ground Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more. Field Type: Ice Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping. Complications: "Muse is da best." Optimus: "Is that bias?" Complications: "... n-no. I have no idea what your talking about... uh, let's look at the competitor's teams!" Pwnemon: Gallade (Move your mouse to reveal the content) Gallade (open) Gallade (close) (Gallade) Rodney (M) Types: 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. Superior reaction time in close quarters. EC: FULL MC: 1 DC: FULL Nature: Impish (+Def, -SpA) Stats: HP: 100 ATK: 5 DEF: 4 (+) SPA: 2 (-) SPD: 4 SPE: 80 SIZE: 3 WEIGHT: 4 BRT: 21 Abilities: Steadfast: (Innate) 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: (Innate) 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. Moves: Calm Mind Charm Close Combat Confusion Double Team Dream Eater Feint Fury Cutter Future Sight Growl Heal Pulse Helping Hand Hypnosis Imprison Leaf Blade Lucky Chant Magical Leaf Night Slash Protect Psycho Cut Psychic Slash Stored Power Swords Dance Teleport Confuse Ray Destiny Bond Disable Encore Grudge Mean Look Memento Shadow Sneak Synchronoise Will-O-Wisp Body Slam Defense Curl Double-Edge Drain Punch Dual Chop Endure Fire Punch Fury Cutter Headbutt Helping Hand Hyper Voice Ice Punch Icy Wind Knock Off Low Kick Magic Coat Magic Room Mimic Mud-Slap Nightmare Pain Split Recycle Signal Beam Skill Swap Sleep Talk Snatch Snore Swift ThunderPunch Trick Vacuum Wave Wonder Room Zen Headbutt Aerial Ace Ally Switch Attract Brick Break Bulk Up Bulldoze Captivate Charge Beam Cut Dream Eater Earthquake Echoed Voice Facade False Swipe Flash Fling Focus Blast Focus Punch Frustration Giga Impact Grass Knot Hidden Power Hyper Beam Light Screen Low Sweep Natural Gift Poison Jab Psych Up Psyshock Rain Dance Reflect Rest Return Rock Slide Rock Smash Rock Tomb Round Safeguard Secret Power Shadow Ball Shock Wave Stone Edge Strength Substitute Sunny Day Swagger Swords Dance Taunt Telekenesis Thief Thunder Wave Thunderbolt Torment Toxic Trick Room Work Up X-Scissor Sing Wish 48 moves Colossoil (Move your mouse to reveal the content) Colossoil (open) Colossoil (close) (Colossoil) Sid (M) Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 14% flat acc boost to attacks) Type: Dark/Water 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. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. EC: FULL MC: 0 DC: FULL Stats: HP: 120 Atk: 5 Def: 3 SpA: 2 (-) SpD: 3 Spe: 110+ Size Class: 5 Weight Class: 10 Base Rank Total: 22 14% flat acc boost moves: Bite Body Slam Bounce Bubblebeam Crunch Dig Drill Run Horn Attack Horn Drill Leer Magnitude Megahorn Muddy Water Peck Pursuit Rapid Spin Spit Up Stockpile Swallow Tackle Double-Edge Encore Fake Out Fire Fang Fissure Flail Foul Play Mud Bomb Mud Shot Sand Tomb Screech Sucker Punch Thunder Fang Water Spout AncientPower Aqua Tail Dark Pulse Dive Earth Power Iron Tail Knock Off Rollout Snore Superpower Attract Brick Break Bulldoze Captivate Double Team Dragon Tail Earthquake Echoed Voice Embargo Endure Facade Frustration Giga Impact Hidden Power Hyper Beam Natural Gift Payback Poison Jab Protect Quash Rain Dance Rest Retaliate Return Roar Rock Slide Rock Smash Rock Tomb Round Sandstorm Secret Power Sleep Talk Sludge Bomb Sludge Wave Smack Down Snarl Snatch Stone Edge Strength Substitute Sunny Day Swagger Taunt Thief Toxic U-turn 35 moves Pyroak (Move your mouse to reveal the content) Pyroak (open) Pyroak (close) (Pyroak) Ambrose (M) Nature: Brave (+1 atk, -8 spe, -10% flat evasion) Types: Grass / Fire 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. 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. Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 120 Atk: 4 (+) Def: 4 SpA: 3 SpD: 3 Spe: 52 (-) (10% flat evasion drop) Size Class: 4 Weight Class: 5 Base Rank Total: 20 EC: FULL MC: 0 DC: FULL Attacks: Absorb Amnesia Bullet Seed Ember Fire Spin Flame Burst Flame Wheel Flare Blitz Giga Drain Growth Heat Crash Iron Defense Lava Plume Leech Seed Leaf Tornado Petal Dance Sweet Scent Synthesis Wood Hammer Zap Cannon Aromatherapy Blaze Kick Counter Dragonbreath Earth Power GrassWhistle Inferno Natural Gift Psybeam Revenge Sand Tomb Water Sport AncientPower Block Headbutt Heat Wave Iron Tail Low Kick Seed Bomb Sleep Talk Snore Stealth Rock Worry Seed Attract Bulldoze Double Team Dragon Tail Earthquake Endure Energy Ball Facade Fire Blast Flame Charge Flamethrower Flash Flash Cannon Frustration Giga impact Grass Knot Hidden Power (Ice, 7) Hyper Beam Incinerate Light Screen Low Sweep Overheat Protect Rest Return Roar Rock Climb Rock Slide Rock Smash Rock Tomb Round Safeguard Secret Power SolarBeam Stone Edge Strength Substitute Sunny Day Swagger Swords Dance Toxic Will-O-Wisp 42 moves MK Ultra Pansear (Move your mouse to reveal the content) Pansear (open) Pansear (close) Pansear [Kikazaru] (F) Nature: Mild (+Spa, -Def) Type: Fire Fire: Fire STAB; immune to burn, 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. Stats: HP: 90 Atk: Rank 2 Def: Rank 1 (-) SpA: Rank 3 (+) SpD: Rank 2 Spe: 64 Size Class: 1 Weight Class: 2 Base Rank Total: 13 EC: 0/6 MC: 0 DC: 0/5 Abilities: Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). Blaze (DW Locked): (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). Moves (15): Scratch Leer Lick Incinierate Fury Swipes Yawn Bite Flame Burst Amnesia Low Kick Heat Wave Sleep Talk Protect Substitute SolarBeam Colosshale (Move your mouse to reveal the content) Colosshale (open) Colosshale (close) Colosshale [Painkiller] (M) Nature: Adamant (+Atk, -Spa) Type: Dark/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Stats: HP: 100 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 2 (-) SpD: Rank 3 Spe: 85 Size Class: 4 Weight Class: 9 Base Rank Total: 16 EC: 0/6 MC: 0 DC: 0/5 Abilities: Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage. Moves: Leer Tackle Mud Shot Bubblebeam Rapid Spin Mud Bomb Pursuit Fake Out Fire Fang Thunder Fang Earthquake Rock Slide Protect Kitsunoh (Move your mouse to reveal the content) Kitsunoh (open) Kitsunoh (close) Kitsunoh(*) Banquo (M) Nature: Adamant (Attack increased by *; Special Attack decreased by *) Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.) Abilities: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. Stats: HP: 100 Atk: *****(+) Def: *** SpA: *(-) SpD: *** Spe: 110 EC: 6/6 MC: 0 DC: 5/5 Attacks: Tackle(*) Scratch Tail Whip Odor Sleuth Copycat Iron Defense(*) Lick(*) Leer(*) Faint Attack(*) Shadow Sneak(*) Curse(*) Meteor Mash(*) Yawn(*) FeatherDance(*) Will-O-Wisp(*) Swagger(*) Trick Room(*) Taunt ShadowStrike U-Turn Metal Burst Rock Slide Earthquake Substitute Fake Out Torment Brick Break ThunderPunch Perish Song Revenge Iron Head Shadow Claw Endeavour Complications: "And let's begin! MK Ultra sends out mon. Pwnemon sends out mon and orders. MK Ultra orders. I ref. You get the rest. Good luck guys and have fun!