Sorry this took so long to get up - my internet fell apart. On with the battle, though! The brave and daring trainers now explore the deep and mysterious undersea ruins. A glint of gold catches Pippy's eye, but C$FP will not leave empty-handed. A pokemon battle is of course the only logical way to solve this dispute, so its on!
3 vs 3 singles
Pre-evos only
2 day DQ
Switch=KO
items=none
abilities=all
Arena: Undersea Ruins: a completely submerged, crumbling ruin. The arena is 50 ft underwater, but there are plenty of bubbles for non-water Pokemon to breath.
Pippy's team:
And here is the challenger: C$FP
Pawniard * [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
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.
Abilities:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Ability 2: 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.
Ability 3 (DW): Pressure
Type: 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: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *
Psycho Cut *
Suckerpunch *
Stealth Rock *
Aerial Ace *
Swords Dance*
X-Scissor *
Mudkip* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW): 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.
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Avalanche *
Curse *
Yawn *
Dig *
Rock Slide *
Waterfall *
Magnemite* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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.
Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW): Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 80
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Thunderbolt *
Explosion *
Flash Cannon *
The order of the battle begins:
1.Pippy sends out pokemon.
2. C$FP sends out pokemon and orders.
3. Pippy orders.
4. I ref
5. Pippy orders
6. C$FP orders
7. I ref
8. C$FP orders
9. Pippy orders
10. I REF
11. etc
3 vs 3 singles
Pre-evos only
2 day DQ
Switch=KO
items=none
abilities=all
Arena: Undersea Ruins: a completely submerged, crumbling ruin. The arena is 50 ft underwater, but there are plenty of bubbles for non-water Pokemon to breath.
Pippy's team:
]
(Piplup)* Pippy (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage.Subtracts One Rank from Attack)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: *(-1)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
EC:0/9
MC:0
DC:0/5
Abilities:
Torrent: (Innate)*When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Defiant (DW): (Innate)*The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two stages.
Attacks:
Pound*
Growl*
Bubble*
Water Sport*
Peck*
BubbleBeam*
Bide*
Fury Attack*
Agility*
Hydro Pump*
Supersonic*
Ice Beam*
Grass Knot*
Surf*
(Eevee)*Surprises (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution.*Subtracts One Rank from Special Defense)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-1)
Spe: 64 (55X1.15^)
EC:0/6
MC:0
DC:0/5
Abilities:
Run Away: (Innate)*This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate)*The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (DW): (Innate)*This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two.*
Attacks:
Helping Hand*
Tackle*
Tail Whip*
Sand-Attack*
Growl*
Quick Attack*
Covet*
Detect*
Natural Power*
Retaliate*
Attract*
Dig*
(Pichu) Ukelele (M)
Nature:*Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 80
Atk: **
Def: *
SpA: **
SpD: * (-1)
Spd: 69 (60X1.15^)
EC:0/9
MC:0
DC:0/5
Abilities:
Static: (Innate)*This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod (DW): (Innate)*These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one stage. This boost is maintained at the end of each round.
Attacks:
Charm*
ThunderShock*
Tail Whip*
Thunder Wave*
Sweet Kiss*
Nasty Plot*
Charge*
Fake Out*
Wish*
Thunderbolt*
Volt Switch*
Grass Knot*
(Piplup)* Pippy (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage.Subtracts One Rank from Attack)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: *(-1)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
EC:0/9
MC:0
DC:0/5
Abilities:
Torrent: (Innate)*When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Defiant (DW): (Innate)*The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two stages.
Attacks:
Pound*
Growl*
Bubble*
Water Sport*
Peck*
BubbleBeam*
Bide*
Fury Attack*
Agility*
Hydro Pump*
Supersonic*
Ice Beam*
Grass Knot*
Surf*
(Eevee)*Surprises (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution.*Subtracts One Rank from Special Defense)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-1)
Spe: 64 (55X1.15^)
EC:0/6
MC:0
DC:0/5
Abilities:
Run Away: (Innate)*This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate)*The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (DW): (Innate)*This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two.*
Attacks:
Helping Hand*
Tackle*
Tail Whip*
Sand-Attack*
Growl*
Quick Attack*
Covet*
Detect*
Natural Power*
Retaliate*
Attract*
Dig*
(Pichu) Ukelele (M)
Nature:*Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Stats:
HP: 80
Atk: **
Def: *
SpA: **
SpD: * (-1)
Spd: 69 (60X1.15^)
EC:0/9
MC:0
DC:0/5
Abilities:
Static: (Innate)*This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod (DW): (Innate)*These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one stage. This boost is maintained at the end of each round.
Attacks:
Charm*
ThunderShock*
Tail Whip*
Thunder Wave*
Sweet Kiss*
Nasty Plot*
Charge*
Fake Out*
Wish*
Thunderbolt*
Volt Switch*
Grass Knot*
And here is the challenger: C$FP
Pawniard * [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
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.
Abilities:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Ability 2: 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.
Ability 3 (DW): Pressure
Type: 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: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *
Psycho Cut *
Suckerpunch *
Stealth Rock *
Aerial Ace *
Swords Dance*
X-Scissor *
Mudkip* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW): 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.
Stats:
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Avalanche *
Curse *
Yawn *
Dig *
Rock Slide *
Waterfall *
Magnemite* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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.
Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW): Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 80
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Thunderbolt *
Explosion *
Flash Cannon *
The order of the battle begins:
1.Pippy sends out pokemon.
2. C$FP sends out pokemon and orders.
3. Pippy orders.
4. I ref
5. Pippy orders
6. C$FP orders
7. I ref
8. C$FP orders
9. Pippy orders
10. I REF
11. etc