Rules Pokemon: 3v3 (B3P3 for Challenger, B6P3 for Leader) Format: Singles DQ: 3 Days Switch: OK Items: ON Abilities: ALL Substitutions: TWO 2 Recovers / 5 Chills Arena Soviet Russia; Explosive weaponry testing facility Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Date: December, 1969. Location: Somewhere in the Ural Mountains The Cold War is taking place at the time, and the U.S.S.R is trying to become the powerhouse of the world. Desperate to stay in check with America and their production of nuclear weapons, a large Factory in the heart of the motherland has been raised and is fuel-bent on one thing: to produce weapons of mass destruction. The factory is not just one factory, but a combination of around 15, a massive area indeed, and is located on a tall chain of mountains in the urals. the location of the battle is in the Explosive Weaponry testing facility, which is nestled into the side of the highest peak in the chain. the ground has been leveled, so the battle arena is a flat 300x300 feet surrounded by tall gaping mountains, dotted with large iron building that plume out choking black smoke. here is where the smaller proto types are tested out, and if they succeed with their purpose, then the blueprints are taken to the mass production factory and created to help the U.S.S.R bulk up in case of an American Onslaught. the whole area is mottled with mute colors; the white of snow, blotted by the black of ash and the gray of shrapnel. no trees or water sources can be found here in this "valley"; this was made for war, not nature appreciation. The arena is tested 24/7, always being used for experimentation of different weapons, ergo, shrapnel is flying constantly. this means your pokemon will slowly lose health- the metal bits are sharp! The Facility is in open air, but is very odd, needing intense detail to get the picture. the ground, underneath all the ash, snow, ans shrapnel, is very hard. the ground here is permafrosted, so non-Ground and Steel type Pokémon have greater difficulty digging underground, costing 3 extra energy to do so. Also, the ground is magnetized, to test some special weapons the Soviets have concocted. therefore, all Steel pokemon can be positively charge, and float, giving them the magnet rise status as long as they are on the battlefield. The sky is a thick gray brew of clouds, and no sunshine can be called upon. Rain is rare in these parts, but a clever and talented pokemon can whip up a mighty deluge. Hail cannot occur here because, but it does snow a lot, dropping the temperature drastically (this is russia in the middle of winter in the mountains after all). Sandstorms oddly can be generated. The air is sharp as the shrapnel flying through it. In general this is a rough and rugged place to battle in. the condition are tough, and only an iron-thick hide can get you through safely. Watch out for the incoming missles and test bombs! In the case of any inconsistencies between the flavor and the summary, the summary trumps the flavor. In summary: Steel types have constant Magnet Rise effect Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun Dig costs 3 extra energy (inc. digging/staying under) unless the user is a Ground or Steel type Whoever sends out his/her Pokemon first will be determined by a coin toss Leader C$FP Electro the Magnezone (Move your mouse to reveal the content) Electro the Magnezone (open) Electro the Magnezone (close) Magnezone* [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. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch. 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) [unlocked]: Analytic Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power. Stats: HP: 100 Atk: Rank 2 (-) Def: Rank 4 SAtk: Rank 6 (+) SDef: Rank 3 Spd: 60 Size Class: 3 Weight Class: 5 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 Attacks: Metal Sound * Tackle * Thundershock * Supersonic * Sonicboom * Thunderwave * Spark * Magnet Bomb * Discharge * Magnet Rise * Lock-On Zap Cannon Tri-Attack Mirror Coat Barrier Mirror Shot Swift Electro Ball Gyro Ball Screech Thunderbolt * Explosion * Flash Cannon * Hidden Power (Water, 7) Toxic Substitute Signal Beam Magic Coat Shock Wave Thunder Bide Charge Beam Light Screen Reflect Hyper Beam Rain Dance Rest Protect Teleport Iron Defense Roleplay Endure Flash Volt Switch Double Team Swagger Sleep Talk Gravity Psych Up Headbutt Iron Head Rollout Snore Double-Edge Mimic Wild Charge Sunny Day Frustration Return Facade Secret Power Round Giga Impact Agility Natural Gift Curse Take Down Rage Electroweb Moves: 69; complete Bill the Lucario (Move your mouse to reveal the content) Bill the Lucario (open) Bill the Lucario (close) Lucario [Bill] (Male) Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def) Type: Fighting/Steel Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. 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: 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 2: 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. Ability 3: Justified (DW) [unlocked] Type: 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. Stats: HP: 100 Atk: Rank 4 Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 104 (90*1.15=103.5) Size Class: 3 Weight Class: 4 Base Rank Total: 20 EC: 6/6 MC: 1 DC: 5/5 Attacks: Quick Attack Foresight Endure Counter Force Palm Feint Reversal Screech Dark Pulse Metal Claw Metal Sound Bone Rush Aura Sphere Extremespeed Swords Dance Nasty Plot Me First Agility Dragon Pulse Heal Pulse Calm Mind Close Combat Final Gambit Copycat Quick Guard Blaze Kick Crunch Hi Jump Kick Vacuum Wave Ice Punch Thunder Punch Bullet Punch Magnet Rise Zen Headbutt Sky Uppercut Circle Throw Cross Chop Follow Me Mind Reader Detect Iron Defense Low Kick Magic Coat Swift Bite Helping Hand Mud-Slap Fury Cutter Dual Chop Earthquake Focus Blast Work Up Drain Punch Psychic Flash Cannon Protect Dig Stone Edge Bulk Up Low Sweep Shadow Ball Shadow Claw Double Team Hidden Power (Grass 7) Substitute Toxic Focus Punch Iron Tail Rock Slide Brick Break Giga Impact Hone Claws Stone Edge Hyper Beam Roar Rest Water Pulse Secret Power Bulldoze Rain Dance Sleep Talk Swagger Payback Sunny Day Natural Gift Moves: 85 Big Poe the Kitsunoh (Move your mouse to reveal the content) Big Poe the Kitsunoh (open) Big Poe the Kitsunoh (close) Kitsunoh [Big Poe] (Male) Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack) Type: Steel/Ghost 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. 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. Abilities: Ability 1: Frisk Type: Innate The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift. Ability 2: Limber Type: Innate This Pokemon’s body is well trained and immune to paralysis. Ability 3: Cursed Body (DW) [unlocked] Type: Innate When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. Stats: HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 127 (10*1.15=126.5) Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: Scratch Tackle Iron Defense Lick Leer Odor Sleuth Faint Attack Shadow Sneak Curse Shadowstrike Perish Song Fake Out Shadow Claw Metal Claw Revenge Iron Head Memento Metal Burst Copycat Imprison Hex Tail Whip Yawn Meteor Mash Foul Play Pain Split Super Fang Magic Coat Spite Sucker Punch Ice Punch Thunder Punch Endeavor Superpower Trick Last Resort Knock Off Low Kick Icy Wind Flail Toxic Will-o-Wisp Gyro Ball U-Turn Dig Taunt Torment Earthquake Substitute Aerial Ace Protect Double Team Trick Room Facade Psycho Shift Roar Thief Bulldoze Rock Slide Rest Snatch Sleep Talk Swagger Hone Claws Iron Tail Payback Giga Impact Safeguard Embargo Hidden Power Fire 7 Defog Psych Up Shadow Ball Rain Dance Secret Power Sunny Day Dark Pulse Attract Fling Moves: 78 Boulder the Steelix (Move your mouse to reveal the content) Boulder the Steelix (open) Boulder the Steelix (close) Steelix [Boulder] (Male) Nature: Brave (+ to Attack, - from Speed; -10% Evasion) Type: Ground/Steel 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. 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: Rock Head Type: Innate This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. 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: Sheer Force (DW) [unlocked] Type: Can be Enabled This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 8 SpA: Rank 2 SpD: Rank 3 Spe: 26 (30/1.15=26.09) Size Class: 7 Weight Class: 8 Base Rank Total: 21 EC: 6/6 MC: 0 DC: 5/5 Attacks: Mud Sport Tackle Harden Bind Screech Rock Throw Rage Rock Tomb Smack Down Sandstorm Slam Ice Fang Fire Fang Thunder Fang Iron Tail Crunch Double Edge Stone Edge Sand Tomb Rock Polish Stealth Rock Curse Dragonbreath Autotomize Explosion Heavy Slam Rock Blast Iron Head Aqua Tail Magnet Rise Endure Body Slam Flail Sleep Talk Mimic Selfdestruct Block Rollout Defense Curl Mud-Slap Take Down Earth Power Ancientpower Rock Slide Earthquake Torment Gyro Ball Dig Payback Bide Taunt Dragon Tail Double Team Protect Substitute Toxic Endure Roar Rest Giga Impact Bulldoze Swagger Fissure Skull Bash Flash Cannon Moves: 65 Bronzong the Bronzong (Move your mouse to reveal the content) Bronzong the Bronzong (open) Bronzong the Bronzong (close) Bronzong [Bronzong] (Genderless) Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion) 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: 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: Ability 1: Levitate Type: Trait This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Ability 2: Heatproof Type: Innate This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half. Ability 3 (DW): Heavy Metal Type: Innate The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9. Stats: HP: 100 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 3 SpD: Rank 4 Spe: 28 (-) Size Class: 3 Weight Class: 5 (187 kg) [8, 374 kg] Base Rank Total: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: Sunny Day Rain Dance Tackle Confusion Hypnosis Imprison Confuse Ray Extrasensory Gyro Ball Heavy Slam Payback Heal Block Block Safeguard Future Sight Faint Attack Iron Defense Iron Head Zen Headbutt Trick Ancientpower Signal Beam Rollout Snore Wonder Room Toxic Psychic Earthquake Endure Skill Swap Light Screen Reflect Double Team Trick Room Gravity Protect Rest Solarbeam Giga Impact Substitute Rock Slide Psyshock Hyper Beam Shadow Ball Sandstorm Explosion Recycle Rock Polish Stealth Rock Bulldoze Sleep Talk Dream Eater Grass Knot Swagger Flash Cannon Calm Mind Telekinesis Rock Tomb Charge Beam Flash Psych Up Hidden Power (Ice 7) Frustration Return Facade Secret Power Natural Gift Strength Round Rock Smash Moves: 70; complete Pimpoleon the Empoleon (Move your mouse to reveal the content) Pimpoleon the Empoleon (open) Pimpoleon the Empoleon (close) Empoleon [Pimpoleon] (Male) Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion) Type: Water/Steel Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: 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) Ability 2 (DW) [unlocked]: Defiant Type: Innate The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 4 Spe: 52 (60/1.15=52.17) Size Class: 3 Weight Class: 4 Base Rank Total: 19 EC: 9/9 MC: 1 DC: 5/5 Attacks: Pound Growl Bubble Water Sport Peck Bide Bubblebeam Fury Attack Brine Hydro Pump Metal Claw Swords Dance Tackle Swagger Whirlpool Mist Aqua Jet Drill Peck Agility Icy Wind Yawn Hydro Cannon Aqua Ring Dive Signal Beam Mud Sport Knock Off Ice Beam Scald Surf Double Team Protect Rain Dance Substitute Grass Knot Endure Roar Toxic Blizzard Hyper Beam Rest Stealth Rock Sleep Talk Flash Cannon Moves: 44 Challenger Rediamond Sunshine the Ninetales (Move your mouse to reveal the content) Sunshine the Ninetales (open) Sunshine the Ninetales (close) Ninetales (F) [Sunshine] (Female) Nature: Timid (+Speed, +16% accuracy, -Att) 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. Solarbeam has Energy Cost reduced by one (1). Stats: Hp: 100 Att: 2(-) Def: 3 SpAtt: 3 SpDef: 4 Spe+: 115 Size Class: 2 Weight Class: 2 Base Rank Total: 20 EC: 6/6 MC: 0 DC: 5/5 Abilities: 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). Drought: (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). (Dream World) Attacks: Ember* Tail Whip* Roar* Quick Attack* Fire Spin* Will-o-Wisp* Confuse Ray* Imprison* Flame Burst* Flamethrower* Safeguard* Nasty Plot Fire Spin Inferno Energy Ball* Extrasensory* Hypnosis* Faint Attack Pain Split Disable Hex Heat Wave Magic Coat Endure HP Ground 7 Protect* Toxic* Return* Dig SolarBeam Bide Psyshock Double Team Safegaurd Fire Blast Calm Mind Hyper Beam # of moves: 40 Flare the Volcarona (Move your mouse to reveal the content) Flare the Volcarona (open) Flare the Volcarona (close) Volcarona [Flare] (F) Nature: Bold (+Def, -Att) Type: Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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. Stats: HP: 100 Atk-: Rank 1 Def+: Rank 4 SpA: Rank 5 SpD: Rank 4 Spe: 100 Size Class: 3 Weight Class: 3 Base Rank Total: 22 EC: 6/6 MC: 0 DC: 5/5 Abilities: Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. 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, X-Scissor from 8 to 10) [DreamWorld] Attacks: 55/71 Ember String Shot Leech Life Take Down Gust Hurricane Fiery Dance Quiver Dance Heat Wave Fire Spin Whirlwind Rage Powder Bug Buzz Flame Charge Bug Bite Amnesia Silver Wind Flame Wheel Double Edge Flare Blitz Thrash Bug Bite Endure Magnet Rise Morning Sun String Shot Giga Drain Roost Tailwind Signal Beam Sleep Talk Snore SolarBeam Psychic Hidden Power (Water 7) Flamethrower Toxic Hyper Beam Light Screen Sunny Day Protect Safegaurd Double Team Fire Blast Rest Overheat Acrobatics Will-o-Wisp Struggle Bug Substitute U-Turn Wild Charge Fly Round Calm Mind Frustration Corpus the Heracross (Move your mouse to reveal the content) Corpus the Heracross (open) Corpus the Heracross (close) Heracross [Corpus] (M) Nature: Adamant (+1Att, -1SpAtt) Type: Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: HP: 100 Atk+: Rank 6 Def: Rank 3 SpA-: Rank 1 SpD: Rank 3 Spe: 85 Size Class: 3 Weight Class: 4 Base Rank Total: 19 MC: 1 DC: 5/5 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. 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, X-Scissor from 8 to 10) Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. [DreamLocked] Attacks: 58/77 Night Slash Tackle Leer Horn Attack Endure Fury Attack Ariel Ace Brick Break Counter Megahorn Close Combat Reversal Feint Take Down Chip Away Bide Revenge Flail Double Edge Focus Punch Pursuit Seismic Toss Vaccum Wave Bug Bite Iron Defense Helping Hand Knock Off Body Slam Low Kick Sleep Talk Snore Earthquake Rock Slide Double Team Shadow Claw Rain Dance Frustration Smack Down Dig Rock Tomb Return Facade Rest Attract Thief Focus Blast False Swipe Fling Retaliate Giga Impact Stone Edge Struggle Bug Bulldoze Swagger Substitute Protect How come I seem to be the only ref stuck in desolate Russia? At least the shrapnel isn't as harsh these days.. Anyway here we have Rediamond taking his turn to challenge the yet unbeaten Steel leader. C$FP finds the powers that be reducing his team size advantage ever so slightly but I don't think the metal man is bothered. Rediamond has brought along a strong mix of Fire and Fighting, of course with that underlying aura of Bug he always has about him. Enough preamble, its time we got down to this. The coin is in the air and as always the leader sends out firsts on heads with the challenger getting tails... And heads is how it falls! Leader C$FP, it's all on you. Turn Order Leader C$FP sends out first Pokemon and selects item. Rediamond sends out first Pokemon, selecting item and issuing actions. Leader C$FP issues actions. deadfox081 referees.