Shhhhh!!! Be very quiet! We're in a Library today, ready to witness a triples battle. Here's the rules for everyone; Alright, and here's the teams. First, shinyskarmory's; Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Ralts (*) [Mentalist] M Nature: Docile Types: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: 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. Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace for 6 actions. Wonder Guard cannot be Traced. Telepathy: (Innate) (DW) (Locked) 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: 90 Atk: 1 Def: 1 Sp. Atk: 2 Sp. Def: 2 Speed: 40 Counters: EC: 3/9 MC: 0 DC: 1/5 Moves Level Up Growl (*) Confusion (*) Double Team (*) Teleport (*) Lucky Chant (*) Magical Leaf (*) Heal Pulse (*) Calm Mind (*) Hypnosis Dream Eater Egg Moves Will-o-Wisp (*) Destiny Bond (*) Confuse Ray (*) TMs Thunderbolt (*) Psychic (*) Thunder Wave (*) Trick Room Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Turtwig (*) [Treewig] (F) Nature: Gentle (+1 Sp. Def, -1 Def) Type: 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 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) Shell Armor: (Innate) (DW) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats HP:90 Atk: 3 Def: 2 (-) Sp. Atk: 2 Sp. Def: 3 (+) Speed: 31 EC: 1/9 MC: 0 DC: 1/5 Moves Level Up Tackle (*) Withdraw (*) Absorb (*) Razor Leaf (*) Curse (*) Bite (*) Mega Drain (*) Synthesis Leech Seed Egg Moves Growth (*) Superpower (*) Body Slam (*) TMs Grass Knot (*) Rock Smash(*) Protect (*) Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Torchic (*) [Fawkes] M Nature:Hasty (+1 Speed, -1 Sp. Def) Type: 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. Abilities Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Speed Boost: (Innate) (DW) (Locked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected). Stats HP:90 Atk:2 Def:1 (-) Sp. Atk: 3 Sp. Def: 2 Speed: 45 (x1.15)= 51.75=52 Accuracy Boost= 9% EC: 1/9 MC: 0 DC: 1/5 Moves Level Up Scratch (*) Growl (*) Focus Energy (*) Ember (*) Peck (*) Sand Attack (*) Fire Spin (*) Egg Moves Reversal (*) Feint (*) Night Slash (*) TM Moves Fire Blast (*) Aerial Ace (*) Sunny Day (*) Dig And here's nEsp's team; Pyripnon (Move your mouse to reveal the content) Pyripnon (open) Pyripnon (close) Charmander [Pyripnon] (F) Nature: Lonely (+1 Atk, -1 Def) 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. Superior senses in volcanic or brushfire areas.. Abilities: Blaze: Type: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Solar Power (DW): Type: Innate When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2). Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 2 Spe: 65 EC: 1/9 MC: 0 DC: 1/5 Attacks: Scratch Growl Ember Smokescreen Dragon Rage Scary Face Fire Fang Crunch Flare Blitz Outrage Rock Slide Toxic Will-o-Wisp Dig Aura (Move your mouse to reveal the content) Aura (open) Aura (close) Riolu(*) Aura (F) Nature: Adamant (Attack increased by *; Special Attack reduced by *) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Steadfast: Type: 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. 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. Prankster (DW): Type: Innate The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 60 EC: 1/6 MC: 1 DC: 1/5 Attacks: Quick Attack(*) Foresight(*) Endure(*) Counter(*) Force Palm(*) Feint(*) Reversal(*) Screech(*) Cross Chop(*) Blaze Kick(*) Detect(*) Rock Slide(*) Frustration(*) Earthquake(*) Dig Vulpix (Move your mouse to reveal the content) Vulpix (open) Vulpix (close) Vulpix (M) Nature: Timid (Multiples Base Speed by 1.15 and provides a 19% ((75^2)/290) flat accuracy boost on all attacks. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack) Type: 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. Abilities: Flash Fire: Type: Innate This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Drought (DW): Type: Innate When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 2 SpA: Rank 2 SpD: Rank 3 Spe: 75 (+) EC: 0/6 MC: 0 DC: 0/5 Attacks: Ember Tail Whip Roar Quick Attack Fire Spin Will-o-Wisp Confuse Ray Imprison Flame Burst Flamethrower Safeguard Hypnosis Disable Energy Ball Toxic Dig Double Team Now, about positioning. Sometimes there is, sometimes there isn't. I think it's a dumb idea. I'm going with no positioning, everyone can hit everyone, unless either of you actually want positioning on. Also, since this is the first triples match either of you are in, there's only 2 actions per mon. Since shinyskarmory issued the challenge, nEsp will order actions first. When you're ready trainers!!