3v3 Triples
2 day DQ time
2 recovers/5 chills
Switch=LAWL
No items
All abilities
And the arena is...
This is going to be a nightmare, literally.
Here are the teams:
The Wanderer:
Temperantia's Actions
Wanderer's Actions
I shall ref this
Good Luck!
2 day DQ time
2 recovers/5 chills
Switch=LAWL
No items
All abilities
And the arena is...
Yume Nikki
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)
Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen...
At the end of each round, unless using an effect dictates otherwise, the ref will RNG d6 (or higher if there are more than two players). Depending on what is rolled, the corresponding event happens:
1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena See Battlefields).
3. Change battlefield - Change the arena (See Battlefields).
4. Effect (Player 1) - Player 1 gains an effect (See Effects).
5. Effect (Player 2) - Player 2 gains an effect (See Effects).
6. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).
If the battle is a brawl, push the arena event by 1 for each additional player, while all the numbers in between result in effects for those respective players.
Battlefields: If the RNG at the end of the round lands on a 2 or a 3, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:
1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: No water source
Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.
2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.
3. Corpse Road - A rainy, forested highway with a dead body in the center, hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for next three actions, all pokemon in play suffer -2 to their attack and special attack stats.
4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: aaaaaAAAAAAAAAああああああああああああ - It's Uboa! And he's scared the crap out of your pokemon! For the next three actions, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.
5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into your pokemon. All pokemon in play suffer a fixed, typeless 15 damage.
Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next three actions. Using an effect takes up a single action, does not cost any energy, and has a priority of -9999. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it.The effects are as follows:
1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next three actions.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next three actions. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next three actions. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next three actions. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, cures both itself and its target of taunt, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. The user cannot use such attacks either in that same timeframe. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, at the end of the round Medamaude is used, the RNG will be skipped and the arena will change to the Nexus.
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO - no ifs, ands or buts. A player may not use this effect in a 1v1 singles match, a match where his opponent has only one pokemon left, or if he's already used it earlier in the battle. If the ref RNGs a knife in any of these cases, s/he will reroll.
Field Type: Depends on the battlefield (see below)
Complexity: Ridiculously Intense
Restrictions: Depends on the battlefield (see below)
Description: The pokemon fight within the dreams of a little girl who may or may not be severely f***ed up. Who knows what could happen...
At the end of each round, unless using an effect dictates otherwise, the ref will RNG d6 (or higher if there are more than two players). Depending on what is rolled, the corresponding event happens:
1. Nothing happens - Continue the battle as normal.
2. Change battlefield - Change the arena See Battlefields).
3. Change battlefield - Change the arena (See Battlefields).
4. Effect (Player 1) - Player 1 gains an effect (See Effects).
5. Effect (Player 2) - Player 2 gains an effect (See Effects).
6. Arena Event - What happens depends on the arena the battle is currently in (See Battlefields).
If the battle is a brawl, push the arena event by 1 for each additional player, while all the numbers in between result in effects for those respective players.
Battlefields: If the RNG at the end of the round lands on a 2 or a 3, the ref will RNG d5. Whatever number it lands on, the environment will turn into the corresponding arena:
1. The Nexus - A creepy place full of aztec-like paintings on the floor and a circle of doors in the center. This arena is pretty vanilla, as despite there being no plants, dust or even weather, it is somehow possible to use grass knot and weather moves. The only real restriction is that there's no actual water source. This is the arena at the start of the battle.
Field Type: Neutral
Restrictions: No water source
Arena Event: Strange eggs pop up in front of the pokemon. Each player gains an effect.
2. Snowfield - A vast field of snow, the occasional tree, and a few igloos. It is always hailing, and only the umbrella effect can override this. There's no water source, unless you have a fire move to melt some of the snow. Also, there's too much snow to take advantage of Grass Knot.
Field Type: Ice
Restrictions: Always hailing (only umbrella effect can change the weather), no water source initially, no Grass Knot
Arena Event: Brrr! All pokemon in play are frozen. Ice- and fire-types are immune to this.
3. Corpse Road - A rainy, forested highway with a dead body in the center, hit by a car, most likely. It is always raining, and only the yukionna effect can override this. Puddles are everywhere, making moves like surf viable.
Field Type: Ghost
Restrictions: Always raining (only yukionna effect can change the weather)
Arena Event: Your pokemon swears it sees that corpse twitching...for next three actions, all pokemon in play suffer -2 to their attack and special attack stats.
4. Pastel Lake - An island in a strangely pink body of water and balloons floating in the sky. If the pokemon is not holding an item, it can grab onto one and gain the benefits of an air balloon - however, it will only work in this arena. There's also an odd house that's home to a girl with a ponytail...and a horrifying abomination, too...
Field Type: Water
Restrictions: Pokemon gains air balloon if not already holding an item (disappears at end of battle/switching of arena)
Arena Event: aaaaaAAAAAAAAAああああああああああああ - It's Uboa! And he's scared the crap out of your pokemon! For the next three actions, each pokemon in play has a 50% chance of being unable to attack. Ghost-types are immune to this.
5. White Desert - A vast, desolate realm where the sky is black and everything else is stark white. There's no water or plants; just Monoko, a bizarre girl with limbs sticking out of every part of her body...
Field Type: Ground
Restrictions: No water source, No Grass Knot
Arena Event: Monoko starts spinning around recklessly, crashing into your pokemon. All pokemon in play suffer a fixed, typeless 15 damage.
Effects: Occasionally, the RNG may bestow a player with an effect. In which case, the ref will RNG d100 to determine just which effect that is. Some effects are passive and last only for a round; others allow for a single use, but can only be used within the next three actions. Using an effect takes up a single action, does not cost any energy, and has a priority of -9999. Moreover, non-damaging effects can be used even while taunted. Only one team member at a time can use an effect, so if you get one in a doubles or triples battle, you will have to choose which pokemon gets it.The effects are as follows:
1-10: Bicycle (Passive) - The pokemon rides a bicycle, and gains +1 priority to all its attacks for the next three actions.
11-20: Lamp (Passive) - The pokemon's head turns into a lamp, illuminating any and all weak spots. All of the pokemon's attacks will bypass any type immunities or abilities that would negate damage for the next three actions. Any other effects of said abilities, however, will still take effect (e.g. using a fire attack on a pokemon with flash fire would do damage, but still boost the power of his fire moves).
21-30: Nopperabou (Passive) - The pokemon's face disappears, and gains the ghost type and all its benefits (in addition to its current types) for the next three actions. If the pokemon is already ghost-type, it gains +2 to its attack and special attack instead.
31-40: Frog (Passive) - The pokemon's head turns into that of a frog, and gains the water type and all its benefits (in addition to its current types) for the next three actions. If the pokemon is already water-type, it gains +2 to its defense and special defense instead.
41-50: Yukionna (Usable) - The pokemon turns into the snow woman and summons a hailstorm that lasts for 6 actions, even in the corpse road.
51-60: Umbrella (Usable) - The pokemon sports an umbrella and summons rain that lasts for 6 actions, even in the snowfield.
61-70: Demon (Usable) - The pokemon turns into a red-skinned demon and uses the attack Thunderbolt. If it's raining, the pokemon will use Thunder instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
71-80: Hat and Scarf (Usable) - The pokemon dons a winter hat and scarf and uses the attack Ice Beam. If it's hailing, the pokemon will use Blizzard instead, with a 30% chance of bypassing protect/detect. Either way, this attack costs no energy.
81-90: Stoplight (Usable) - The pokemon turns into a stoplight, cures both itself and its target of taunt, and renders a single opponent unable to use damaging moves or taunt for the rest of the round. The user cannot use such attacks either in that same timeframe. Moreover, If the current arena is the white desert when this is used, The RNG will be skipped at the end of the round, and the arena event will be triggered.
91-99: Medamaude (Usable) - The pokemon's head turns into a hand with an eye in the palm and does a fixed, typeless 15 damage to a single opponent that bypasses protect/detect/substitutes. Moreover, at the end of the round Medamaude is used, the RNG will be skipped and the arena will change to the Nexus.
100: Knife (Usable) - The pokemon stabs a single opponent with a kitchen knife, resulting in an automatic KO - no ifs, ands or buts. A player may not use this effect in a 1v1 singles match, a match where his opponent has only one pokemon left, or if he's already used it earlier in the battle. If the ref RNGs a knife in any of these cases, s/he will reroll.
This is going to be a nightmare, literally.
Here are the teams:
The Wanderer:
Temperantia:The Wanderer said:Well, it looks like we've got us a player 2, so...
Riolu(*) [Rico] (Male)
"<It's like the laws of the universe: Atoms make up all matter, gravity pulls things down, and Rico'll tear you a new one!>"
An arrogant but fiercely loyal riolu that has been in the wanderer's care since as far back as he can remember.
Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Inner Focus, Steadfast
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.
Steadfast: (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.
Prankster (DW): (innate, locked) 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 2
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Togepi(*) [Sethim (Seth for short)] (Male)
"<I hear that if you close your eyelids really hard, it makes your eyes sore.>"
Rico's little brother (their mother was a ditto), and an utter space cadet.
Nature: Bold (+1 Def, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Serene Grace, Hustle
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate, Locked) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Level Up:
Growl(*)
Charm(*)
Metronome(*)
Sweet Kiss(*)
Yawn(*)
Encore(*)
AncientPower(*)
Follow Me(*)
Bestow(*)
Egg:
Nasty Plot(*)
Extrasensory(*)
Morning Sun(*)
TM:
Flamethrower(*)
Thunder Wave(*)
Grass Knot(*)
Protect
Shinx(*) [Alexander] (Male)
"<BLOOD FOR THE BLOOD GOD!>"
A shinx the wanderer had recently caught. While all of the wanderer's pokemon are blood knights to some degree, Alex is especially bloodthirsty.
Nature: Jolly (+15% speed, +9% accuracy, -1 SpA)
Type: Electric
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.
Abilities: Rivalry, Intimidate
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
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 their 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 as an Action, and will affect all opponents.
Guts (DW): (Innate, Locked) 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 52 (45*1.15^)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Lets get this over with...Temperantia said:
Lotad- Marina (F)
Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Stats:
Hp: 90
Atk: 2
Def: 2
SpA(-): 3
SpD: 2
Spe: 26 (30/1.15=26.1)
SC: 1
WC: 1
BRT: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam
Leech Seed
Giga Drain
Counter
Rain Dance
Ice Beam
Scald
Total Moves: 14
Surt- Embirch (M)
Nature: Brave (Atk increased by 1; Spe decreased by 15% and Evasion decreased by a flat 10%)
Type: Fire/Grass
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.
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
Hp: 90
Atk(+): 3
Def: 2
SpA: 3
SpD: 2
Spe: 43 (50/1.15=43.4)
SC: 2
WC: 3
BRT: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Aromatherapy
Earth Power
Blaze Kick
Fire Blast
Will-O-Wisp
Return
Total Moves: 14
Bellsprout- Karas (M)
Nature: Mild (+1 SpA; -1 Def)
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilites:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
Hp: 90
Atk: 3
Def(-): 1
SpA(+): 4
SpD: 2
Spe: 30
SC: 1
WC: 1
BRT: 14
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Vine Whip
Growth
Wrap
Sleep Powder
Poisonpowder
Stun Spore
Acid
Power Whip
Encore
Weather Ball
Solarbeam
Sludge Bomb
Hidden Power (Ground, 7)
Total Moves: 13
Temperantia's Actions
Wanderer's Actions
I shall ref this
Good Luck!