"You unlock this door with the key of imagination. Beyond it is another dimension - a dimension of sound, a dimension of sight, a dimension of mind. You're moving into a land of both shadow and substance, of things and ideas. You've just crossed over into TheMogRunner's Brain. But you are not alone, no. There are our two combatants, The Wanderer and Gerald. They have disided to have a 3 on 3 triples match here, in this murky place."
Now the teams!
The Wanderer
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: 2/9
MC: 0
DC: 2/5
Attacks (16 total):
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Thunder Fang
Crunch
Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Toxic
Nohface [Amelia] (Female)
"<You people make my brain bleed...>"
A nohface the wanderer caught shortly after losing to Ranger Curse in sunny park because he thought they were cool. Amelia is probably the only sane pokemon in the wanderer's roster.
Nature: Jolly (+15% speed, +5% accuracy, -1 SpA)
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: Levitate
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate, locked) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 12 (10 * 1.15^)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks (14 total):
Level Up:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Egg:
Yawn
Meteor Mash
Foul Play
TM:
Toxic
Will-o-Wisp
Protect
Ralts [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A ralts the wanderer had caught en route to the Tower of Heaven.
Nature: Hardy (no effect on stats)
Type: Psychic
Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Synchronize, Trace
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.
Telepathy (DW): (Innate, Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks (16 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Egg:
Confuse Ray
Shadow Sneak
Encore
TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Team Gerard
TheMogRunner's brain is thinking of Space...
All Pokemon have the levitate ability and are floating in space
order...
Gerald attacks
The Wanderer Attacks
I ref
Reverse
Good luck to both sides!
3v3 triples
2 day DQ
2 recovers/5 chills
1 Sub per pokemon
Items = Yeah
Abilities = All
Only put down 2 actions per pokemon
The Ref's Mind
The Ref's Mind: The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!
2 day DQ
2 recovers/5 chills
1 Sub per pokemon
Items = Yeah
Abilities = All
Only put down 2 actions per pokemon
The Ref's Mind
The Ref's Mind: The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!
Now the teams!
The Wanderer
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: 2/9
MC: 0
DC: 2/5
Attacks (16 total):
Level up:
Tackle(*)
Leer(*)
Charge(*)
Spark(*)
Bite(*)
Roar(*)
Swagger(*)
Thunder Fang
Crunch
Egg:
Fire Fang(*)
Ice Fang(*)
Quick Attack(*)
TM:
Protect(*)
Thunder Wave(*)
Light Screen(*)
Toxic
Nohface [Amelia] (Female)
"<You people make my brain bleed...>"
A nohface the wanderer caught shortly after losing to Ranger Curse in sunny park because he thought they were cool. Amelia is probably the only sane pokemon in the wanderer's roster.
Nature: Jolly (+15% speed, +5% accuracy, -1 SpA)
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: Levitate
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate, locked) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 12 (10 * 1.15^)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks (14 total):
Level Up:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Egg:
Yawn
Meteor Mash
Foul Play
TM:
Toxic
Will-o-Wisp
Protect
Ralts [Quass] (Male)
"<The blood of the wicked shall flow like a river!>"
A ralts the wanderer had caught en route to the Tower of Heaven.
Nature: Hardy (no effect on stats)
Type: Psychic
Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Synchronize, Trace
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.
Telepathy (DW): (Innate, Locked) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
Attacks (16 total):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Egg:
Confuse Ray
Shadow Sneak
Encore
TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Team Gerard
Meowth (Isis) {F}
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal
Abilities:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2 (-)
Spe: 90
SC: 1
WC: 1
BST: 13
EC: 6/6
MC: 10
DC: 5/5
Attacks: 19
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
Dig
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
- Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
- Unnerve: (Innate)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2 (-)
Spe: 90
SC: 1
WC: 1
BST: 13
EC: 6/6
MC: 10
DC: 5/5
Attacks: 19
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
Dig
Ralts (Rhadamanthys) {M}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic
Abilities:
HP: 90
Atk: 2 (+)
Def: 1
SpA: 2
SpD: 2
Spe: 34 (40/1.15)
SC: 1
WC: 1
BST: 10
EC 0/9
MC 0
DC 0/5
Attacks: 14
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Disable
Confuse Ray
Encore
Taunt
Shadow Ball
Will-O-Wisp
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic
- Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
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.
- Telepathy (DW): (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: 2 (+)
Def: 1
SpA: 2
SpD: 2
Spe: 34 (40/1.15)
SC: 1
WC: 1
BST: 10
EC 0/9
MC 0
DC 0/5
Attacks: 14
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Disable
Confuse Ray
Encore
Taunt
Shadow Ball
Will-O-Wisp
Plicowatt (Columbia) {F}
Nature: Naive (+15% Speed, +30% Acc, -1 SpD)
Type: Water/Electric
Abilities:
HP: 80
Atk: 2
Def: 1
SpA: 2
SpD: 0 (-)
Spe: 110 (95*1.15)
SC: 1
WC: 4
BST: 11
EC: 0/6
MC: 0
DC: 0/5
Attacks: 11
Bubble
Charge
Tackle
Thundershock
Detect
Follow Me
Me First
Sheer Cold
Blizzard
Scald
Thunder Wave
Nature: Naive (+15% Speed, +30% Acc, -1 SpD)
Type: Water/Electric
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- 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:
- 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.
- Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
- Shed Skin (DW): (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Stats:
HP: 80
Atk: 2
Def: 1
SpA: 2
SpD: 0 (-)
Spe: 110 (95*1.15)
SC: 1
WC: 4
BST: 11
EC: 0/6
MC: 0
DC: 0/5
Attacks: 11
Bubble
Charge
Tackle
Thundershock
Detect
Follow Me
Me First
Sheer Cold
Blizzard
Scald
Thunder Wave
TheMogRunner's brain is thinking of Space...
All Pokemon have the levitate ability and are floating in space
order...
Gerald attacks
The Wanderer Attacks
I ref
Reverse
Good luck to both sides!