Rules
Pokemon: 3v3
Format: Singles
DQ: 3 days
Items: None
Switch: KO
Abilities: All
0 Recoveries/5 Chills
Arena
Lakeside
On the shore of a lake. The lake provides plenty of accessible water for any water attacks, while the land is soft enough to dig under. The land also has grass growing and there are a few trees and large rocks here and there. The Pokemon in this area are timid, so they will not be interfering with the battle.
rewindman's Team
Horsea (Ryuu)(M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 1
Spe: 60
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Bubble(*)
Smokescreen(*)
Leer(*)
Water Gun(*)
Focus Energy(*)
Bubblebeam(*)
Agility(*)
Dragon Pulse
Outrage(*)
Disable(*)
Dragon Rage(*)
Scald(*)
Ice Beam(*)
Surf(*)
Snivy (Tangle)(F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 63
EC:2/9
MC:0
DC:1
Abilities:
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
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.
Attacks:
Level moves :
Tackle
Leer
Vine Whip
Wrap
Growth
Grass Mixer
Leech Seed
Mega Drain
Slam
Giga Drain
Glare
Twister
Mirror Coat
Hidden Power (Fire 7)
Taunt
Reflect
Beldum [Hyperion] (N/A)
Nature: Adamant
Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
[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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 30
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
AlphaJolt's Team
Growlithe* [Argos] (M)
Nature: Rash (+SpA, -SpD)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (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 will be maintained at the end of each round.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+1)
SpD: Rank 1 (-1)
Spe: 60
EC: 3/6
MC: 1
DC: 2/5
Attacks:
*Bite
*Roar
*Ember
*Leer
*Odor Sleuth
*Helping Hand
*Flame Wheel
*Reversal
Crunch
Agility
Flamethrower
Flare Blitz
*Close Combat
*Morning Sun
*Howl
*Wild Bolt
*Fire Blast
*Swagger
Machop [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (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.
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35
EC: 1/9
MC: 1
DC: 1/5
Moves:
*Low Kick
*Leer
*Focus Energy
*Karate Chop
*Low Sweep
*Foresight
*Seismic Toss
*Revenge
Dynamicpunch
*Ice Punch
*Thunderpunch
*Fire Punch
*Rock Slide
*Payback
*Earthquake
Scyther [Ares] (M)
Nature: Adamant (+Atk, -SpA)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast (DW): (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.
Stats:
HP:100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 3
Spe: 105
EC: 0/6
MC: 0
DC: 0/5
Attacks:
*Vacuum Wave
*Quick Attack
*Leer
*Focus Energy
*Pursuit
*False Swipe
*Agility
*Wing Attack
*Fury Cutter
*Counter
*Reversal
*Steel Wing
*Brick Break
*Giga Impact
*Protect
Two very proud and equal teams, sure to be a ripper of a battle.
Turn Order
rewindman sends out his pokemon
AlphaJolt sends out his pokemon and issues actions
rewindman issues his actions
I referee
Pokemon: 3v3
Format: Singles
DQ: 3 days
Items: None
Switch: KO
Abilities: All
0 Recoveries/5 Chills
Arena
Lakeside
On the shore of a lake. The lake provides plenty of accessible water for any water attacks, while the land is soft enough to dig under. The land also has grass growing and there are a few trees and large rocks here and there. The Pokemon in this area are timid, so they will not be interfering with the battle.
rewindman's Team
Horsea (Ryuu)(M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 1
Spe: 60
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Bubble(*)
Smokescreen(*)
Leer(*)
Water Gun(*)
Focus Energy(*)
Bubblebeam(*)
Agility(*)
Dragon Pulse
Outrage(*)
Disable(*)
Dragon Rage(*)
Scald(*)
Ice Beam(*)
Surf(*)
Snivy (Tangle)(F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 63
EC:2/9
MC:0
DC:1
Abilities:
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
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.
Attacks:
Level moves :
Tackle
Leer
Vine Whip
Wrap
Growth
Grass Mixer
Leech Seed
Mega Drain
Slam
Giga Drain
Glare
Twister
Mirror Coat
Hidden Power (Fire 7)
Taunt
Reflect
Beldum [Hyperion] (N/A)
Nature: Adamant
Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
[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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 30
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
AlphaJolt's Team
Growlithe* [Argos] (M)
Nature: Rash (+SpA, -SpD)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (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 will be maintained at the end of each round.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+1)
SpD: Rank 1 (-1)
Spe: 60
EC: 3/6
MC: 1
DC: 2/5
Attacks:
*Bite
*Roar
*Ember
*Leer
*Odor Sleuth
*Helping Hand
*Flame Wheel
*Reversal
Crunch
Agility
Flamethrower
Flare Blitz
*Close Combat
*Morning Sun
*Howl
*Wild Bolt
*Fire Blast
*Swagger
Machop [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (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.
Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35
EC: 1/9
MC: 1
DC: 1/5
Moves:
*Low Kick
*Leer
*Focus Energy
*Karate Chop
*Low Sweep
*Foresight
*Seismic Toss
*Revenge
Dynamicpunch
*Ice Punch
*Thunderpunch
*Fire Punch
*Rock Slide
*Payback
*Earthquake
Scyther [Ares] (M)
Nature: Adamant (+Atk, -SpA)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast (DW): (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.
Stats:
HP:100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 3
Spe: 105
EC: 0/6
MC: 0
DC: 0/5
Attacks:
*Vacuum Wave
*Quick Attack
*Leer
*Focus Energy
*Pursuit
*False Swipe
*Agility
*Wing Attack
*Fury Cutter
*Counter
*Reversal
*Steel Wing
*Brick Break
*Giga Impact
*Protect
Two very proud and equal teams, sure to be a ripper of a battle.
Turn Order
rewindman sends out his pokemon
AlphaJolt sends out his pokemon and issues actions
rewindman issues his actions
I referee