Issuing an OPEN CHALLUNGE
3v3 Little Cup Doubles
2 Day DQ
Requesting Items=OK for Training Items
Arena:
Deep within the wild forests near Eterna City, strange things can happen. And I’m not referring to Rotom, though it is pretty strange. In a hidden glade inaccessible by most (it involves completing all of the Professor Layton games and Cat Mario in four hours with no internet access or hints , after you have used Judgment, Dark Void, Crush Grip, Seed Flare, Blue Flare, Bolt Strike, and Metal Burst on the grassy rock in a randomly predetermined order. This is especially difficult because Metal Burst requires the rock to hit your Bastiodon first, which requires a long time coaxing it into wakefulness with Junior Mints) resides the wizened old wizard Olofethe. Olofethe has been studying for an indeterminate amount of time, somewhere between fifty and five hundred years, in this timeless clearing, attempting to perfect the fabled essence transition process between Pokemon.
Fortunately, Olofethe has also built a helipad in his downtime, which means you, battlers, can come and test the essence transition process. It involves duplicating and transferring portions of your Pokemon’s “essence” to another Pokemon, so that the recipient becomes slightly more like the donor.
For the upcoming battle, Olofethe will use his essence transisting powers on each and every one of your Pokemon, mismatching their essences among them at both battler’s commands. Each Pokemon will receive another Pokemon’s essence for the entire battle, and each Pokemon’s essence may only be used once.
The recipient of an essence receives two of four possibly benefits:
-Four moves from the Pokemon’s movepool (only the moves the donor has purchased)
-One typing of the recepient’s choice. If the recipient is mono-type, they will become duo-type. If it is duo-type, state what type will be replaced.
-One ability of the recipient’s choice. If the recipient is Basculin, choose one ability to replace, otherwise, just add it on. If the Dream World ability is unlocked, it cannot be chosen.
-One stat of the recipient’s choice. This will replace the current stat, and can be HP or Speed.
Decide this all as the mons are sent out, and Olofethe will wave his decidedly unmagical stick around, then do some majorly difficult mathematical calculations, throw rocks at both Pokemon (beware scyther!), and then suddenly everyone has a Pokemon and a half where they previously just had one!
Example:
Leethoof: Go Vanguard @ Focus Sash! You’ll be taking on the essence of that conveniently placed Drifblim for this match against six fighting types without foresight! Vanguard will become a Rock/Ghost, and take Drifblim’s 125 HP for this battle!
Other non-Leethoof battler: Oh my poor Machamp@Black Belt! I’m so depressed that I will take Gallade’s essence, with its Psychic-typing, and learn Return, Frustration, Drain Punch, and Fire Punch!
Team LeethoofI got some guys i want to train, I'm in!
Switch = ON
Standard everything else
Vullaby (Jambalaya) (F)
Nature: Adamant (+Atk, -SpA)
Type: Dark/Flying
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.
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.
Abilities:
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Weak Armor (DW Locked): (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.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Gust
Leer
Fury Attack
Pluck
Nasty Plot
Flatter
Faint Attack
Tailwind
Defog
Brave Bird
Whirlwind
Mirror Move
Mean Look
Scary Face
Steel Wing
Taunt
Fly
U-Turn
Munna (Siddhartha) (M)
Nature: Quiet (+Sp Atk, -15% Speed)
Type: Psychic
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.
Abilities:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
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.
Telepathy (DW Locked): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20 (24/1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Psywave
Defense Curl
Lucky Chant
Yawn
Psybeam
Imprison
Moonlight
Hypnosis
Zen Headbutt
Synchronoise
Psychic
Nightmare
Telekinesis
Helping Hand
Magic Coat
Baton Pass
Psyshock
Light Screen
Shadow Ball
Zephyr (Drifloon) (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Ghost/Flying
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.
Abilities:
Aftermath: (Innate) TIf this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
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 have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Ominous Wind
Stockpile
Defog
Weather Ball
Disable
Will-o-wisp
Telekinesis
Thunderbolt
Team DFrog
Pawniard (Sigma) M
Nature: Careful (+SpDef, -SpAtk)
Type: Dark/Steel
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.
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.
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 3 (+)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Abilities:
Defiant (Innate): The Pokemon has a deep sense of honour, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Moves:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Dig
Brick Break
Thunder Wave
Stealth Rock
Sucker Punch
Psycho Cut
EC: 0/6
MC: 0
DC: 0/5
Solosis (Gel) M
Nature: Brave (+Atk, -Spe)
Type: Psychic
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.
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17 (-10 Evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Abilities
Overcoat (Innate): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power Bug (7)
Light Screen
Charm
Recover
Psyshock
Confuse Ray
Night Shade
Acid Armour
Shadow Ball
Rock Slide
Energy Ball
EC: 0/6
MC: 0
DC: 0/5
Necturine (Aphrodite) F
Nature: Quiet (+SpAtk, -Spe)
Type: Grass / Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (-10 Evaison)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Abilities:
Anticipation (Innate): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Moves
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Future Sight
Giga Drain
Sketch
Shadow Ball
Solarbeam
Hidden Power Fighting (7)
EC: 0/6
MC: 0
DC: 0/5
How it's gonna go down
- Leethoof sends out his first two mons, equips them with items and decides how to apply the essence effect to each of them.
- DFrog does the same for his first two mons and orders.
- Leethoof orders
- Objection casts Summon Reffing VII