another match since my last one ended in a flash.
3v3 triples
1 day dq
0 recovery, 2 chills
arena: idm
again looking to train up new pokes, so others doing so would be nice.
I'll take you, TEA_DEMON, after I reffed your last one. Tourney Arena okay?
Switch = Banana
No items
One Ability
Lunatone (Moonspell)
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: Rock/Psychic
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Levitate: (Innate) 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.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (70/1.15) (-)
EC: N/A
MC: 0
DC: N/A
Attacks:
Tackle
Harden
Confusion
Rock Throw
Hypnosis
Rock Polish
Psywave
Psychic
Cosmic Power
Future Sight
Calm Mind
Ice Beam
Shadow Ball
Rattata (Coroner) M
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Normal
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.
Guts: (Innate) 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.
Hustle (DW): (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 72
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Flame Wheel
Revenge
Last Resort
Thunder Wave
Work Up
Taunt
Kricketot (Liszt) M
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Shed Skin: (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.
Run Away (DW): (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.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 25
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Growl
Bide
Struggle Bug
Bug Bite
Endeavor
Mud-slap
Uproar
Loki the Gastly (M)
Nature:
Naughty - Adds * to Attack, takes * from Special Defence
Type:
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 - (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
HP: 90
Atk: *** (+)
Def: **
SpA: ****
SpD: * (-)
Spe: 80
EC: 0/9
MC: 0
DC: No Dream World Ability
Attacks:
-Hypnosis
-Lick
-Spite
-Mean Look
-Curse
-Night Shade
-Confuse Ray
-Sucker Punch
-Disable
-Perish Song
-Clear Smog
-Taunt
-Will-o-Wisp
-Dream Eater
Zeus the Monohm (M)
Nature:
Modest - Adds * to SpA, Takes * from Att
Type:
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.
Sheer Force (DW) - (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: 90
Atk: * (-)
Def: ***
SpA: **** (+)
SpD: **
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Attacks:
-Tackle
-Growl
-Leer
-Dragon Rage
-Charge
-Thundershock
-Rain Dance
-Twister
-Spark
-Sonicboom
-Hydro Pump
-Heal Bell
-Signal Beam
-Flamethrower
-Taunt
-Substitute
Nestor the Slowpoke (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
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).
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:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: ***
Def: ***
SpA: *** (+)
SpD: **
Spe: 13 (-)
EC: 1/6
MC: 0
DC: 1/5
Attacks:
-Curse
-Yawn
-Tackle
-Growl
-Water Gun
-Confusion
-Disable
-Headbutt
-Future Sight
-Mud Sport
-Me First
-Ice Beam
-Flamethrower
-Grass Knot
-Surf
Athenodoros sends out pokemon & orders actions
TEA_DEMON sends out pokemon & orders actions
I ref
TEA_DEMON orders
Athenodoros orders
I ref
Athenodoros orders
TEA_DEMON orders
I ref
TEA_DEMON orders
Athenodoros orders
I ref
and so on...
TEA_DEMON sends out pokemon & orders actions
I ref
TEA_DEMON orders
Athenodoros orders
I ref
Athenodoros orders
TEA_DEMON orders
I ref
TEA_DEMON orders
Athenodoros orders
I ref
and so on...
Remember to post the ability you are using!