Tortferngatr VS Rediamond & Venser & Dummy
Arena: The Ice Canyon
A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here.
The icy locale naturally makes Ice-type moves and Hail easier to form...while buffering against most other weather types. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. In fact, it's said that Icy Rock extends Hail's natural duration even further than usual here. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm and regardless of items, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.) Both the Heat Rock and the Smooth Rock seem to lose a little power here-both only extend their respective weathers by a single round. Rain lacks restrictions.
Tortferngatr's Team
Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +8% (58^2/435) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)
Type: 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:
Ice Body: (Innate)
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Disable
Weather Ball
Fake tears
Bide
Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Cranidos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ability:
Mold Breaker: (Innate)
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force: (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. HP: 100
Atk: 5
Def: 1 (-)
SpA: 3 (+)
SpD: 2
Spe: 58
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Crunch
Hammer Arm
Iron Head
Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt
Scratchet (Flight) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/435 rounded up), -1 attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: 2 (-)
Def: 3
SpA: 1
SpD: 3
Spe: 46 (+)
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Roost
Yawn
Haze
Confuse Ray
Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Combee [FLADoS] (F)
Nature: Quirky (No effect on stats)
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:
Honey Gather (Innate)
This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 70
Attacks:
Sweet Scent
Gust
Bug Bite
Ominous Wind
Tailwind
Air Cutter
Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate)
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate)
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
HP: 90
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 2
Spe: 69 (+)
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Magnet Rise
Fire Blast
Thunder
Volt Switch
Taunt
Drilbur [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)
Type: 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.
Abilities:
Sand Rush: (Innate)
This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate)
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
HP: 90
Atk: 3
Def: 2
SAtk: 1 (-)
SDef: 2
Speed: 79 (+)
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Metal Sound
Crush Claw
Skull Bash
Shadow Claw
X-Scissor
Brick Break
Swinub (Frozen) (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ice/Ground
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.
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.
Abilities:
Oblivious: (innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Blizzard
Icicle Crash
Icicle Spear
Stealth Rock
Reflect
Light Screen
Dig
Protect
Eevee [Floe] F
Nature: Calm (-1 rank in attack, +1 rank in special defense)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 4 (+)
Spe: 55
Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Fake Tears
Wish
Yawn
Shadow Ball
Protect
Round
Voodoll (Frankenstein) M
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:
Insomnia: (Innate)
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be deactivated)
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
HP: 90
Atk: 3 (+)
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 70
Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Perish Song
Imprison
Screech
Protect
Brick Break
Psychic
Riolu (Force) F
Nature: Brave (+1 Attack, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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.
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.
HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Blaze Kick
Crunch
Hi Jump Kick
Protect
Earthquake
Swords Dance
Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
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.
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.
Abilities:
Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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.
HP: 90
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 2
Spe: 92 (+)
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Perish Song
Ice Punch
Toxic
Venoshock
Psychic
Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: 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:
Illusion: (Innate)
Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 75 (+)
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Extrasensory
Counter
Snatch
Grass Knot
Dig
Protect
Dummy's Team
Foongus [Helaman] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)
Typing: 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 breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Effect Spore: (Can be Disabled)
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Stats:
HP: 100
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 3 (+)
Spe: 15
Attacks:
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Spore
Defense Curl
Gastro Acid
Stun Spore
Toxic
Venoshock
Energy Ball
Bidoof [Ammon] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Stats:
HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 26 (31/1.15)
Attacks:
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn
Curse
Amnesia
Aqua Tail
Skull Bash
Water Sport
Toxic
Ice Beam
Charge Beam
Aron [Moroni] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: Steel/Rock
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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (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.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Stats:
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 2
Spe: 30
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Protect
Metal Burst
Curse
Head Smash
Stealth Rock
Hone Claws
Earthquake
Shadow Claw
Ralts [Nephi] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: 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: (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 Trace for six (6) actions. Wonder Guard cannot be Traced.
Stats:
HP: 90
Atk: 2 (+)
Def: 1
SpA: 1 (-)
SpD: 2
Spe: 40
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Taunt
Thunderbolt
Will-O-Wisp
Venser's Team
Nidoran [HULK] ()
Nature: Rash (+ Special Attack, - Special Defense)
Type: Poison
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.
Abilities:
Poison Point: (Can be disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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).
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 1 (-)
Spe: 50
Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Counter
Disable
Head Smash
Ice Beam
Thunderbolt
Sludge Bomb
Litwick [//ice] ()
Nature: Modest (+Special Attack, - Attack)
Type: Ghost / Fire
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.
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:
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.
Flash Fire: (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.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 20
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Heat Wave
Haze
Acid Armor
Sunny Day
Solarbeam
Shadow Ball
Colloshale [Florist] ()
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rebound: (Innate)
When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate)
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
HP: 100
Atk: 2
Def: 1 (-)
SpA: 4 (+)
SpD: 3
Spe: 85
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Water Spout
Earth Power
Sucker Punch
Payback
Taunt
Earthquake
Scylar [Vanilluber] ()
Nature: Hasty (+15% Speed, +22% Accuracy, -1 Def)
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 105 (+)
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Tail Glow
Earth Power
Counter
Blizzard
Double Team
Acrobatics
Rediamond's Team
Ivysaur [Yoshi] (F)
Nature: Naughty (+1 Atk, -1 SpD)
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.
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)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 2 (-)
Spe: 60
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Giga Drain
Light Screen
Power Whip
Toxic
Venoshock
Hidden Power Fire (7)
Togepi [Airplane] (M)
Nature: Modest (+1 SpA; -1 Atk) Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20
Abilities:
Hustle: (Can be Enabled) 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.
Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd
Extrasensory
Morning Sun
Substitute
Flamethrower
Psychic
Solar Beam
Porygon [Cybrus]
Nature: Modest (+1 SpA; -1 Atk)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 60
Abilities:
Trace: (Can be activtated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate)
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Discharge
Tri Attack
Solarbeam
Hidden Power Fire (7)
Ice Beam
Trick Room
Caterpie [-Charmander-'s Revenge] (M)
Nature: Modest (+1 SpA; -1 Atk)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Shield Dust: (Innate)
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 50
Attacks:
Tackle
String Shot
Bug Bite
Snore
.Actions:
Try to use the arena as much as you can, since this seems like a very interesting field. Using a summary of you actions at the end of each post would be really appreciated (especially you Tort), try to use as much flavor and RP-like actions as you want, flavor posts will be rewarded, and remember, since this is 3 vs 3 only 2 actions per round, good luck to all of you :3 (and thank you for financing my LO)
- 12 vs {4+4+4}
- 2 day DQ/ 4 day ref
- 2 recovers, 5 chills
- Switch = Ok
- Two (2) abilities
- No items
- Only NFE allowed
Arena: The Ice Canyon
A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here.
The icy locale naturally makes Ice-type moves and Hail easier to form...while buffering against most other weather types. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. In fact, it's said that Icy Rock extends Hail's natural duration even further than usual here. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm and regardless of items, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.) Both the Heat Rock and the Smooth Rock seem to lose a little power here-both only extend their respective weathers by a single round. Rain lacks restrictions.
Ice-type moves other than Hail cost 1 less energy.
Hail, whether by move or by Snow Warning, costs 2 less energy to summon. Pokemon holding an Icy Rock extend move-based Hail to 7 rounds rather than 6.
Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon. This +energy effect works regardless of Smooth Rock-Sand Stream will cost 2 energy to activate with Smooth Rock here. Additionally, Smooth Rock only extends the duration of Sand to 5 rounds.
Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still works properly. However, Heat Rock only extends the duration of Sun to 5 rounds.
Rain faces no restrictions.
Dig is considered to be an Ice-type move.
Through various loopholes, all other moves are available.
Hail, whether by move or by Snow Warning, costs 2 less energy to summon. Pokemon holding an Icy Rock extend move-based Hail to 7 rounds rather than 6.
Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon. This +energy effect works regardless of Smooth Rock-Sand Stream will cost 2 energy to activate with Smooth Rock here. Additionally, Smooth Rock only extends the duration of Sand to 5 rounds.
Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still works properly. However, Heat Rock only extends the duration of Sun to 5 rounds.
Rain faces no restrictions.
Dig is considered to be an Ice-type move.
Through various loopholes, all other moves are available.
Tortferngatr's Team
Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +8% (58^2/435) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)
Type: 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:
Ice Body: (Innate)
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Disable
Weather Ball
Fake tears
Bide
Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest
Cranidos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ability:
Mold Breaker: (Innate)
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force: (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. HP: 100
Atk: 5
Def: 1 (-)
SpA: 3 (+)
SpD: 2
Spe: 58
Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Crunch
Hammer Arm
Iron Head
Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt
Scratchet (Flight) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/435 rounded up), -1 attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 90
Atk: 2 (-)
Def: 3
SpA: 1
SpD: 3
Spe: 46 (+)
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Roost
Yawn
Haze
Confuse Ray
Taunt
Toxic
Substitute
Grass Knot
Focus Blast
Combee [FLADoS] (F)
Nature: Quirky (No effect on stats)
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:
Honey Gather (Innate)
This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 70
Attacks:
Sweet Scent
Gust
Bug Bite
Ominous Wind
Tailwind
Air Cutter
Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate)
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate)
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
HP: 90
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 2
Spe: 69 (+)
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Magnet Rise
Fire Blast
Thunder
Volt Switch
Taunt
Drilbur [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)
Type: 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.
Abilities:
Sand Rush: (Innate)
This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate)
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
HP: 90
Atk: 3
Def: 2
SAtk: 1 (-)
SDef: 2
Speed: 79 (+)
Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Metal Sound
Crush Claw
Skull Bash
Shadow Claw
X-Scissor
Brick Break
Swinub (Frozen) (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ice/Ground
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.
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.
Abilities:
Oblivious: (innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Blizzard
Icicle Crash
Icicle Spear
Stealth Rock
Reflect
Light Screen
Dig
Protect
Eevee [Floe] F
Nature: Calm (-1 rank in attack, +1 rank in special defense)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 4 (+)
Spe: 55
Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Fake Tears
Wish
Yawn
Shadow Ball
Protect
Round
Voodoll (Frankenstein) M
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:
Insomnia: (Innate)
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Normalize: (Can be deactivated)
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
HP: 90
Atk: 3 (+)
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 70
Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Perish Song
Imprison
Screech
Protect
Brick Break
Psychic
Riolu (Force) F
Nature: Brave (+1 Attack, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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.
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.
HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Blaze Kick
Crunch
Hi Jump Kick
Protect
Earthquake
Swords Dance
Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
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.
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.
Abilities:
Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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.
HP: 90
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 2
Spe: 92 (+)
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Perish Song
Ice Punch
Toxic
Venoshock
Psychic
Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: 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:
Illusion: (Innate)
Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 75 (+)
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Extrasensory
Counter
Snatch
Grass Knot
Dig
Protect
Dummy's Team
Foongus [Helaman] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)
Typing: 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 breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Effect Spore: (Can be Disabled)
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Stats:
HP: 100
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 3 (+)
Spe: 15
Attacks:
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Spore
Defense Curl
Gastro Acid
Stun Spore
Toxic
Venoshock
Energy Ball
Bidoof [Ammon] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Stats:
HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 26 (31/1.15)
Attacks:
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn
Curse
Amnesia
Aqua Tail
Skull Bash
Water Sport
Toxic
Ice Beam
Charge Beam
Aron [Moroni] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: Steel/Rock
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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (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.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Stats:
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 2
Spe: 30
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Protect
Metal Burst
Curse
Head Smash
Stealth Rock
Hone Claws
Earthquake
Shadow Claw
Ralts [Nephi] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: 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: (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 Trace for six (6) actions. Wonder Guard cannot be Traced.
Stats:
HP: 90
Atk: 2 (+)
Def: 1
SpA: 1 (-)
SpD: 2
Spe: 40
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Taunt
Thunderbolt
Will-O-Wisp
Venser's Team
Nidoran [HULK] ()
Nature: Rash (+ Special Attack, - Special Defense)
Type: Poison
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.
Abilities:
Poison Point: (Can be disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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).
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 1 (-)
Spe: 50
Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Counter
Disable
Head Smash
Ice Beam
Thunderbolt
Sludge Bomb
Litwick [//ice] ()
Nature: Modest (+Special Attack, - Attack)
Type: Ghost / Fire
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.
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:
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.
Flash Fire: (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.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 20
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Heat Wave
Haze
Acid Armor
Sunny Day
Solarbeam
Shadow Ball
Colloshale [Florist] ()
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rebound: (Innate)
When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate)
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
HP: 100
Atk: 2
Def: 1 (-)
SpA: 4 (+)
SpD: 3
Spe: 85
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Water Spout
Earth Power
Sucker Punch
Payback
Taunt
Earthquake
Scylar [Vanilluber] ()
Nature: Hasty (+15% Speed, +22% Accuracy, -1 Def)
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 105 (+)
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Tail Glow
Earth Power
Counter
Blizzard
Double Team
Acrobatics
Rediamond's Team
Ivysaur [Yoshi] (F)
Nature: Naughty (+1 Atk, -1 SpD)
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.
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)
Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 2 (-)
Spe: 60
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Giga Drain
Light Screen
Power Whip
Toxic
Venoshock
Hidden Power Fire (7)
Togepi [Airplane] (M)
Nature: Modest (+1 SpA; -1 Atk) Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20
Abilities:
Hustle: (Can be Enabled) 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.
Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Attacks:
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd
Extrasensory
Morning Sun
Substitute
Flamethrower
Psychic
Solar Beam
Porygon [Cybrus]
Nature: Modest (+1 SpA; -1 Atk)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 60
Abilities:
Trace: (Can be activtated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate)
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Discharge
Tri Attack
Solarbeam
Hidden Power Fire (7)
Ice Beam
Trick Room
Caterpie [-Charmander-'s Revenge] (M)
Nature: Modest (+1 SpA; -1 Atk)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Shield Dust: (Innate)
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 50
Attacks:
Tackle
String Shot
Bug Bite
Snore
.Actions:
- Tortferngatr will send out.
- Rediamond will send out
- Venser will send out
- Dummy will send out
- Dummy will issue actions
- Venser will issue actions
- Rediamond will issue actions
- Tortferngatr will issue actions
- I will ref
- Tortferngatr will issue actions
- Dummy will issue actions
- Venser will issue actions
- Rediamond will issue actions
- I will ref
- Rediamond will issue actions
- Tortferngatr will issue actions
- Dummy will issue actions
- Venser will issue actions
- I will ref
- Venser will issue actions
- Rediamond will issue actions
- Tortferngatr will issue actions
- Dummy will issue actions
- I will ref
- Jump to step five and Go on...
Try to use the arena as much as you can, since this seems like a very interesting field. Using a summary of you actions at the end of each post would be really appreciated (especially you Tort), try to use as much flavor and RP-like actions as you want, flavor posts will be rewarded, and remember, since this is 3 vs 3 only 2 actions per round, good luck to all of you :3 (and thank you for financing my LO)