Today we have a Standard Triples match in the slotted for the arena, the rules for this engagement shall proceed as such:
Team C$FP:
Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
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.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
EC: 6/6
MC: 0
DC: 0/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Earthquake
Focus Blast
Work Up
Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
EC: 6/6
MC: 0
DC: 1/5
Attacks:
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Ice Fang
Thunder Fang
Fake Out
Shadow Claw
Yawn
Meteor Mash
Foul Play
Toxic
Will-o-Wisp
Gyro Ball
Ferro thorn [Spike] (Female)
Nature: Sassy (Adds One (1) Rank to Special Defense; 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: Grass/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1
SpD: Rank 5 (+)
Spe: 17 (10/1.15=17.39)
EC: 6/6
MC: 0
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Power Whip
Iron Head
Rock Climb
Leech Seed
Seed Bomb
Worry Seed
Toxic
Thunder Wave
Substitute
and Team Fire Blast:
Noctowl* (Hedwig) (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Normal/Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Keen Eye:
Type: 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.
Insomnia:
Type: 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.
Tinted Lens (DW):
Type: Innate
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats:
HP: 110
Atk-: 1
Def: 2
SpA+: 4
SpD: 4
Spe: 70
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Tackle*
Growl*
Foresight*
Hypnosis*
Peck*
Uproar*
Reflect*
Confusion*
Take Down*
Roost
Air Slash
Extrasensory
Dream Eater
Agility*
Whirlwind*
Mirror Move*
Heat Wave
Work Up*
Double Team*
Pluck*
Substitute
Toxic
Hyper Beam
Charizard (Maui) (F)
Nature: Naughty
+1 Atk, -1 SpD
Type: Fire/Flying
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.
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:
Blaze
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW)
Type: Innate
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 100
Atk+: 4
Def: 3
SpA: 4
SpD-: 2
Spe: 100
EC: 9/9
MC: 2
DC: 5/5
Attacks:
Scratch
Rage
Metal Claw
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Leer
Dragon Dance
Flare Blitz
Crunch
Outrage
Brick Break
Rock Slide
Facade
Earthquake
Sunny Day
Gliscor (Batman) (M)
Nature: Impish
+1 Def, -1 SpA
Type: Ground/Flying
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.
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:
Hyper Cutter
Type: Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW)
Type: Innate
Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Stats:
HP: 100
Atk: 3
Def+: 6
SpA-: 1
SpD: 3
Spe: 95
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
U-Turn
X-Scissor
Counter
Night Slash
Cross Poison
Stone Edge
Earthquake
Taunt
Roost
Toxic
Well start with Fire Blast's Actions with equipped items
then C$FPs actions with equipped items
I'll Ref
Challenge #1: Time to try Triples.
3v3 Triples
36 hour DQ
0 Recoveries/3 Chills
Boring tournament arena.
EDIT: Oh yeah, I should warn people who accept either of these, I shall be using FE's.
And the combatents for each team shall be:Accepting C$FP's 3v3 Triples!
Switch: OK
Items: On
Abilities: All
Team C$FP:
Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
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.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
EC: 6/6
MC: 0
DC: 0/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Earthquake
Focus Blast
Work Up
Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
EC: 6/6
MC: 0
DC: 1/5
Attacks:
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Ice Fang
Thunder Fang
Fake Out
Shadow Claw
Yawn
Meteor Mash
Foul Play
Toxic
Will-o-Wisp
Gyro Ball
Ferro thorn [Spike] (Female)
Nature: Sassy (Adds One (1) Rank to Special Defense; 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: Grass/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1
SpD: Rank 5 (+)
Spe: 17 (10/1.15=17.39)
EC: 6/6
MC: 0
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Power Whip
Iron Head
Rock Climb
Leech Seed
Seed Bomb
Worry Seed
Toxic
Thunder Wave
Substitute
and Team Fire Blast:
Noctowl* (Hedwig) (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Normal/Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Keen Eye:
Type: 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.
Insomnia:
Type: 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.
Tinted Lens (DW):
Type: Innate
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats:
HP: 110
Atk-: 1
Def: 2
SpA+: 4
SpD: 4
Spe: 70
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Tackle*
Growl*
Foresight*
Hypnosis*
Peck*
Uproar*
Reflect*
Confusion*
Take Down*
Roost
Air Slash
Extrasensory
Dream Eater
Agility*
Whirlwind*
Mirror Move*
Heat Wave
Work Up*
Double Team*
Pluck*
Substitute
Toxic
Hyper Beam
Charizard (Maui) (F)
Nature: Naughty
+1 Atk, -1 SpD
Type: Fire/Flying
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.
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:
Blaze
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW)
Type: Innate
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 100
Atk+: 4
Def: 3
SpA: 4
SpD-: 2
Spe: 100
EC: 9/9
MC: 2
DC: 5/5
Attacks:
Scratch
Rage
Metal Claw
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Leer
Dragon Dance
Flare Blitz
Crunch
Outrage
Brick Break
Rock Slide
Facade
Earthquake
Sunny Day
Gliscor (Batman) (M)
Nature: Impish
+1 Def, -1 SpA
Type: Ground/Flying
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.
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:
Hyper Cutter
Type: Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW)
Type: Innate
Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Stats:
HP: 100
Atk: 3
Def+: 6
SpA-: 1
SpD: 3
Spe: 95
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
U-Turn
X-Scissor
Counter
Night Slash
Cross Poison
Stone Edge
Earthquake
Taunt
Roost
Toxic
Well start with Fire Blast's Actions with equipped items
then C$FPs actions with equipped items
I'll Ref