3v3 Doubles
2 day DQ
2 subs
2 recovery/5 chills
Items = training
You pick ability
You pick switch
Ref picks arena
Anyone up for this?
Arena: Weather Simulation ChamberI am.
Abilities=All
Switch=KO
What tier?
A 100ft x 100ft x 100ft room made of a white metallic alloy. The east and west edges of the arena have 10-foot-wide rectangular pools of water that run the length of the arena. The floor can be dug through and seismic moves can be used without any problem. The floor also has artificial grass that can be used as an external grass source. Weather-inducing moves and abilities cannot be used.
In the middle of the arena is a machine that can generate weather upon being hit. Area of effect moves like Earthquake and Surf will always hit the machine, while other damaging moves that miss have a 50% chance of hitting the machine (multi-target moves that miss multiple targets only get this chance once). If the machine is hit by a damaging attack, it will change the weather at the end of the round. The weather will be chosen at random; each weather condition apart from the current one has an equal chance of being selected unless specified otherwise. All weather conditions will last until the machine is hit again. The possible weathers are as follows (note: Overcoat and Magic Guard always protect pokemon from damage dealt by any of these weathers):
In the middle of the arena is a machine that can generate weather upon being hit. Area of effect moves like Earthquake and Surf will always hit the machine, while other damaging moves that miss have a 50% chance of hitting the machine (multi-target moves that miss multiple targets only get this chance once). If the machine is hit by a damaging attack, it will change the weather at the end of the round. The weather will be chosen at random; each weather condition apart from the current one has an equal chance of being selected unless specified otherwise. All weather conditions will last until the machine is hit again. The possible weathers are as follows (note: Overcoat and Magic Guard always protect pokemon from damage dealt by any of these weathers):
- Clear (default): No effect. This will not be chosen if the machine is hit more than once in the round.
- Sun: Same effect as Sunny Day. This will not be chosen if the machine is hit more than once in the round.
- Rain: Same effect as Rain Dance. This will not be chosen if the machine is hit more than once in the round.
- Sandstorm: Same effect as Sandstorm. This will not be chosen if the machine is hit more than once in the round.
- Hail: Same effect as Hail. This will not be chosen if the machine is hit more than once in the round.
- Snow: Same effect as Hail except does not damage non-ice-types and does not heal pokemon with Ice Body. Also increases the base power of Powder Snow by 3. This will not be chosen if the machine is hit more than once in the round.
- Fog: Reduces the accuracy of all pokemon by 1 stage as long as it is in effect. The move Defog will clear the fog, changing the weather to clear. This will not be chosen if the machine is hit more than twice in the round.
- Acid Rain: Does 2 damage per action to all pokemon except poison-types. Weather Ball is poison-type.
- Thunderstorm: Does 5 damage per action to all pokemon except electric- and ground-types and pokemon with Lightningrod, Volt Absorb and/or Motor Drive. Electric-type moves have their base power increased by 3. Thunder and Hurricane are 100% accurate. Weather Ball is electric-type.
Team Madotsuki
Shuckle [Caliborn] (M)
Nature: Relaxed (+1 Def., speed \ 1.15, -10 evasion)
Type:
Bug/Rock
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock: 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:
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.
Gluttony: (Innate) - This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Contrary (DW): (Can be Enabled) - This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 80
Attack: Rank 1
Defense: Rank 10 (+1)
Special Attack: Rank 1
Special Defense: Rank 9
Speed: 4 (divided by 1.15)
Size Class: 1
Weight Class: 2
Base rank total: 22
MC: 0
DC: 2/5
Attacks:
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw
Power Trick
Power Split
Shell Smash
Accupressure
Sand Tomb
Rock Blast
Toxic
Sandstorm
Dig
Sleep Talk
Dusclops [Doc Scratch] (M)
Nature: Impish (+1 Def., -1 Spc. Att.)
Type: Ghost
Ghost
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.
Abilities:
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 6 (+1)
SpA: Rank 1 (-1)
SpD: Rank 5
Spe: 25
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 4/9
MC: 1
Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Curse
Shadow Punch
Memento
Pain Split
Imprison
Trick Room
Taunt
Torment
Deino [Jack Noir] (M)
Nature: Mild (+Special Attack, -Defense)
Type:
Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle (Can be Enabled) - This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
MC: 0
DC: 0/5
EC: 0/9
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Head Smash
Dragon Tail
Taunt
Work Up
Team Complications
Starmie (Soundwave) (Genderless)
"Target acquired."
Soundwave doesn't speak much, unless he's accepting orders, which he does without question or second thought. As a sort of "enforcer" amongst Complications' Pokemon, the leaders of the group like him, while the rebels despise him.
Nature: Timid (-Atk, +Spe, +20% ACC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Illuminate:
Type: Can be Enabled
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (132.25>132)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 2
DC: 5/5
Attacks:
Attract
Aurora Beam (*)
Avalanche
Barrier (*)
Bide
Blizzard
Brine
Bubblebeam (*)
Camouflage (*)
Confuse Ray
Cosmic Power
Curse
Dive
Double Edge
Double Team
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden (*)
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam (*)
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Natural Gift
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Rapid Spin (*)
Recover (*)
Recycle
Reflect
Reflect Type
Rest
Return
Roll Play
Rollout
Round
Scald
Secret Power
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic (*)
Surf (*)
Swagger
Swift (*)
Tackle (*)
Take Down
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt (*)
Toxic
Tri-Attack
Trick
Trick Room
Twister
Water Gun (*)
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon (Past Gen)
Total Obtained: 20
To Obtain: 67
"Target acquired."
Soundwave doesn't speak much, unless he's accepting orders, which he does without question or second thought. As a sort of "enforcer" amongst Complications' Pokemon, the leaders of the group like him, while the rebels despise him.
Nature: Timid (-Atk, +Spe, +20% ACC)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Illuminate:
Type: Can be Enabled
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (132.25>132)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 2
DC: 5/5
Attacks:
Attract
Aurora Beam (*)
Avalanche
Barrier (*)
Bide
Blizzard
Brine
Bubblebeam (*)
Camouflage (*)
Confuse Ray
Cosmic Power
Curse
Dive
Double Edge
Double Team
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden (*)
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam (*)
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Natural Gift
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Rapid Spin (*)
Recover (*)
Recycle
Reflect
Reflect Type
Rest
Return
Roll Play
Rollout
Round
Scald
Secret Power
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic (*)
Surf (*)
Swagger
Swift (*)
Tackle (*)
Take Down
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt (*)
Toxic
Tri-Attack
Trick
Trick Room
Twister
Water Gun (*)
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon (Past Gen)
Total Obtained: 20
To Obtain: 67
Durza (Zweilous) (M)
Nature: Modest (+SATK, -ATK)
Type
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities
Hustle
Type: Can Be Activated
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 4/9
MC: 2
Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Double Hit
Dragon Pulse
Dark Pulse (*)
Earth Power (*)
Head Smash (*)
Thunder Wave (*)
Substitute (*)
Work Up (*)
Hidden Power Grass (7)
Nature: Modest (+SATK, -ATK)
Type
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities
Hustle
Type: Can Be Activated
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 4/9
MC: 2
Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Double Hit
Dragon Pulse
Dark Pulse (*)
Earth Power (*)
Head Smash (*)
Thunder Wave (*)
Substitute (*)
Work Up (*)
Hidden Power Grass (7)
Frillish (Lir) (M)*
Nature: Modest (+SAtk, -Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Water Absorb
Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.*
Cursed Body
Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW, Locked)
Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bubble(*)
Water Sport (*)
Absorb (*)
Night Shade (*)
Bubblebeam (*)
Recover (*)
Water Pulse (*)
Acid Armor (*)
Confuse Ray (*)
Pain Split (*)
Ice Beam (*)
Shadow Ball (*)
Scald (*)
Nature: Modest (+SAtk, -Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Water Absorb
Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.*
Cursed Body
Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW, Locked)
Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bubble(*)
Water Sport (*)
Absorb (*)
Night Shade (*)
Bubblebeam (*)
Recover (*)
Water Pulse (*)
Acid Armor (*)
Confuse Ray (*)
Pain Split (*)
Ice Beam (*)
Shadow Ball (*)
Scald (*)
How it's gonna go down
- Madotsuki chooses his first two pokemon and their items
- Complications chooses his first two pokemon and their items and orders
- Madotsuki orders
- Objection's internet dies in a thunder storm right when he's about to post the reffing
So Madotsuki, you're up first.