Looking for a 3v3 (either singles or doubles, up to the challenger, but not triples)
1 day DQ
2 heals, 5 chills
Ref selected arena
Special: using 1st stage mons that can evolve only
Sure, I'll do this. Lets make it singles.
Switch = KO
No Items
One Ability
Long ago, Deathtrap Dungeon was a much bigger complex of corridors and rooms not unlike this one. It was used for annual competitions that attracted warriors from across the land. These warriors would have their strength, dexterity and wits tested in these underground caverns, with very few making it out alive. Today, however, the vast majority of Deathtrap Dungeon has caved in through lack of maintenance, but this chamber has been preserved and is now used for pokemon battles. And today, two trainers have the guts/stupidity to battle in this very chamber. So without further ado, let's see which pokemon will be fighting here today.Arena: Deathtrap Dungeon
- A 100ft-by-100ft square chamber with a ceiling 50ft above the ground. The walls are engraved with the faces of various ghost-type pokemon. The chamber has no windows and the only light comes from wooden torches on the walls 30ft above the ground. These torches cannot be put out.
- At the end of each round for the first eight rounds, the East and West walls will both move 5ft inwards (reducing the width of the arena by a total of 10ft). This will cease to happen if seismic moves like Earthquake and Magnitude are used 5 times during the match.
- Also at the end of each round, a trap will trigger. All have an equal chance of happening but the same trap cannot activate two rounds in a row. The traps are as follows:
- Several poison-tipped darts will be fired from holes in the North and South walls. All pokemon have a 90% chance of being hit and poisoned (normal poison).
- A giant axe will swing across the arena from North to South or vice versa (alternating with each activation). This will miss any pokemon on the ground, but any airborne pokemon have a 75% chance of being hit. The axe will do damage equal to 1/2 of the pokemon's max HP. Unless otherwise specified, Flying-type pokemon and pokemon with the ability Levitate are assumed to be airborne.
- Spikes will rise from the floor. They won't affect airborne pokemon but any grounded pokemon will be hit by them and will lose HP equal to 1/8 of their max HP. The spikes will then retreat back into the floor.
- A thick cloud of gas will fill the arena, impeding the vision of all pokemon for one round. For most pokemon, this means a -1 accuracy modifier. Pokemon that rely less on sight will be less affected and pokemon that don't rely on sight at all will be completely unaffected.
- The torches will spawn some magical flames that will float towards any pokemon in the arena. They have a 80% chance of hitting each pokemon and any pokemon hit by them will be given a 1st degree burn (or their current burn will be increased by 1 degree).
- The engraved faces on the walls will shriek loudly for one round, waking up any sleeping pokemon and preventing all sleep-inducing and sound-based moves. The shrieking will also make it harder for pokemon to concentrate on their attacks (except for those with Soundproof) and each action there is a 30% chance that a pokemon will not be able to do anything.
- Solar Beam, Thunder, Moonlight, Morning Sun, Synthesis, moves that require an external water source like Surf, and weather-inducing moves and abilities cannot be used.
Team TravelLog
Scratchtet [Shaman] (M)
Nature: Timid (+15% Spe and a 5% accuracy increase, -1 Atk)
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, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Confuse Ray
Roost
Yawn
Focus Blast
Taunt
Toxic
Monohm [Cid] (M)
Nature: Calm (+1 SpD, -1 Atk)
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Level Up:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Egg:
Heal Bell
Hydro Pump
Magnet Rise
TM:
Flamethrower
Thunderbolt
Dragon Tail
Syclar [Loki] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
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: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
EC: 3/6
MC: 2
DC: 2/5
Attacks:
Level Up:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Sheer Cold
Egg:
Tail Glow
Earth Power
Counter
TM:
Blizzard
Double Team
Acrobatics
Team jas61292
Ducklett(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 55
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Roost
Rain Dance
Hurricane
Me First (*)
Mirror Move (*)
Steel Wing (*)
Facade (*)
Ice Beam (*)
Scald (*)
Porygon (Blaster)
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
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.
Porygon
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Conversion
Conversion 2
Sharpen
Tackle
Agility
Psybeam
Recover
Magnet Rise
Tri Attack
Discharge
Magic Coat
Thunder Wave
Ice Beam
Toxic
Shadow Ball
Scratchet (Hatchet) (M)
Nature: Bold (Adds * to Defense, Subtracts * from 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.
Stats:
HP: 90
Atk: Rank 2 (-1)
Def: Rank 4 (+1)
SpA: Rank 1
SpD: Rank 3
Spe: 40
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Roost
Nature Power
Haze
Taunt
Toxic
Protect
OK, TravelLog sends out his pokemon first, then jas sends out his pokemon and gives orders, then TravelLog gives orders, then I roll several D20s.