Throwing out my own challenge.
3v3 NFE singles
2 day DQ
2 recovers, 5 chills
1 sub
Warioware arena as above.
The arenaAccepting.
Switch: KO.
Items: Training.
Abilities: All.
Need a ref.
An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.
At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.
Team Son_of_Shadoo
Wartortle "The OG" (M)
Nature: Quiet - +SpA, -15% Spd, -10% Eva
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: 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) (Innate)
Rain Dish (DW, LOCKED): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. (Innate)
EC: 6/9
MC: 0
DC: 5/5
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 50 (58/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
Attacks:
Levelup
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Hydro Pump
Egg
Mirror Coat
Yawn
Aqua Ring
TM
Toxic
Protect
Ice Beam
Scald
Dig
Brick Break
Move Total: 20
Metang "Mantis" (U)
Nature: Adamant (+Atk; -SpA)
Type: Steel/Psychic
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.
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:
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, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 50
Size Class: 2
Weight Class: 6 (202.5 kg) [5, 101.25 kg]
Base Rank Total: 16
EC: 5/9
MC: 0
DC: 1/5
Attacks:
Levelup
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash
Agility
Pursuit
TM
Earthquake
Protect
Light Screen
Tutor
Headbutt
Iron Head
Iron Defense
Zen Headbutt
Ice Punch
ThunderPunch
Total Moves: 18
Abra "David" (M)
Nature: Naive (+15% Speed, +30% Acc; -SpD)
Type: Psychic
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: 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.
Inner Focus: 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.
Magic Guard (DW): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage.
Stats:
HP: 80
Atk: 1
Def: 1
SpA: 4
SpD: 1 (-)
Spe: 104 (+) (+30% acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 3/9
MC: 3
DC: 3/5
Attacks:
Levelup
Teleport
TM
Psyshock
Shadow Ball
Substitute
Zap Cannon
Egg
Encore
Guard Split
Ice Punch
Total Moves: 7
Team Ziposaki
Nuzleaf
Nature: Naive (+15% Speed, +8% Accuracy, -1 SpD)
Type: Grass / Dark
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.
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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Pickpocket (DW): (Innate) (Locked) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 69 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 6/9
MC: 4
DC: 4/5
Attacks:
Bide
Razor Leaf
Harden
Growth
Nature Power
Fake Out
Torment
Synthesis
Leech Seed
Nasty Plot
Quick Attack
Shadow Ball
Toxic
Energy Ball
Giga Drain
Dark Pulse
Total: 16
Darumaka [D2] (F)
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)
Type: Fire
Fire: Fire STAB; immune to burn, 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:
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.
Inner Focus (DW): (Innate) (Locked) 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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Focus Punch
Encore
Yawn
Rock Slide
U-Turn
Dig
Protect
Total: 17
Snorunt [F] (F)
Nature: Naive (+15% Speed, +8% Accuracy, -1 SpD)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Inner Focus: (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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) (Locked) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Hex
Weather Ball
Rollout
Toxic
Hail
Shadow Ball
Total: 13
How it's gonna go down
- Son_of_Shadoo sends out his first pokemon
- Ziposaki sends out
hisher first pokemon - One of the WarioWare team issues a challenge
- Ziposaki orders
- Son_of_Shadoo orders
- Objection refs and another member of the WarioWare gang gives another challenge