Looking for a Beginner's training battle(W/L/T not effected)
3v3 singles
2 day DQ
2 recoveries/5 chills
Arena:
Arena: Oasis Arena
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Rain or Hail
Description: It's basically a purpose built Pokemon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.
Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.
I can't be stuffed doing flavour.Consider yourself accepted.
Switch=KO
Abilities=One
Items=NO
Team Nightrise
Golett(Quise)(Male)*
Type:Ghost/Ground
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.
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.
Nature: Adamant(+Atk, -SpA)
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Level-up Moves
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Dynamic Punch*
Night Shade*
Curse*
TM/HM Moves
Protect*
Rock Slide*
Substitute*
Abilities
Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard:
Type: Innate
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 using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Mudkip(Sesi)(Female)*
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Quiet(+SpA, -Speed)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 35(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Egg Moves
Counter*
Mirror Coat*
Wide Guard*
TM/HM Moves
Toxic*
Ice Beam*
Dig*
Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp:
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Zubat(Zip)(Male)
Type: Flying/Poison
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.
Poison:Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Nature: Hasty(+Speed, +14 Acc, -Defense
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 63(+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Level-up Moves
Leech Life*
Supersonic*
Astonish*
Bite*
Wing Attack*
Confuse Ray*
Air Cutter*
Egg Moves
Brave Bird*
Defog*
Quick Attack*
TM/HM Moves
Toxic*
Venoshock*
Torment*
Abilities
Inner Focus:
Type: 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.
Infiltrator:
Type: Innate
Through a combination of speed and cunning, this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Lets get that post count up Nightrise!
Team Albinoloon
Seel (Heroine[F])
Nature: Quiet(increased rank in SpA; base speed/1.15; -15% evasion)
Personality:
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Thick Fat:(Innate)This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Hydration:(Innate)This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Ice Body(DW LOCKED):(Innate)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Stats:
HP:100
Atk: Rank 2
Def: Rank 2
SAtk: Rank 3(+)
SDef: Rank 3
Speed: 39 (-; 45/1.15=39 )
EC: 2/6
DC: 1/5
MC: 2
Moves:
Headbutt
Growl
Water Sport
Icy Wind
Encore
Ice Shard
Rest
Aqua Ring
Fake Out
Perish Song
Stockpile
Hidden Power (Ghost 7)
Surf
Rain Dance
Move Total: 14
Voodoll (Jester[M])
Nature: Brave (Attack is increased by one rank; Base speed multiplied by .9; Evasion reduced by a flat 10%)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents 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: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60 (-; 70/1.15=60)
Size Class: 2
Weight Class: 2
Base Rank Total: 14
Moves:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Mach Punch
Counter
Psycho Cut
Taunt
Brick Break
Rock Slide
Move Total: 16
Embirch (Prometheus[M])
Nature: Quiet (Special Attack increased by one rank; Base speeed multiplied by .9; Evasion decreased by a flay 10%)
Type: Fire/Grass
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.
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.
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 43(-; 50/1.15=43)
Size Class: 2
Weight Class: 3
Base Rank Total: 13
Moves:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Aromatherapy
Counter
Earth Power
Sunny Day
Flamethrower
Substitute
Move Total: 14
Flavah
Oder of Operations (aka OoO)
1.Nightrise sends out pokemon + ability
2. Albinoloon sends out pokemon+ability+actions
3.Nightrise actions
4. I ref
5. Nightrise actions
6. Albinoloon actions
7. I ref
8. Rinse and repeat until every pokemon is massacred.