Heaven or Hell... ~The deafening cries of the capacity crowd intoxicate the ASB stadium, reverberating their excitement throughout the structure. Deep in the center lies the standard clay arena which has seen the rise of many great champions, fierce combat, and intense collateral damage in its many years of use. Extending over 100 yards long and spread over 50 yards wide, the field is marked with the Pokeball insignia and lines dividing the two sides in white chalk. With the crowd's energy coming to a crescendo, two eager combatants step forward, each wielding their Pokemon firmly. Which Pokemon will be called forth and what kind of action will this audience experience today?~ RULES Battle Type: 3v3 Triples DQ Time: 2 Days (48 hour period) Restoration: 2 Recoveries/5 Chills Substitutions: One Items: On Abilities: All Music: Tekken 5 - Acid Rain Arena: ASB Arena Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle. The Wanderer OOO Larvitar (Move your mouse to reveal the content) Larvitar (open) Larvitar (close) Larvitar [Krom] (Male) "<I don't get it. Woy do we'z gotta krump dese gitz one by one? Wot rool sez we 'aveta do dat, anyway? Soundz loyk an 'ole lotta mukkin' about, if you ask me. If I were dat 'umie, I'd send da boyz out all at once an clobba dese gitz!>" The orkiest Larvitar you will ever know. To Krom, nothing in life matters more than a good brawl. Nature: Quiet (+1 SpA, -15% Speed, -10 evasion) Type: Rock/Ground Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings. Abilities: Guts, Sand Veil 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. Sand Veil (DW, Locked): (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. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 35 (-) Size Class: 1 Weight Class: 4 Base Rank Total: 13 EC: 3/9 MC: 0 DC: 0/5 Attacks (19 total): Level Up: Bite Leer Sandstorm Screech Chip Away Rock Slide Scary Face Thrash Crunch Dark Pulse Earthquake Egg: Pursuit Stealth Rock Dragon Dance Focus Energy TM: Protect Taunt Brick Break Smack Down Colosshale (Move your mouse to reveal the content) Colosshale (open) Colosshale (close) Colosshale [Charles] (Male) "<I ain't no role model.>" A Colosshale that is very good at Basketball - in fact, he's capable of the Chaos Dunk. Nature: Naive (+15% Spe, +22 accuracy, -1 SpD) 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, Storm Drain, Flare Boost Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. 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. Flare Boost (DW): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Stats: HP: 100 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 SpD: Rank 2 (-) Spe: 98 (+) Size Class: 4 Weight Class: 9 Base Rank Total: 16 EC: 0/6 MC: 0 DC: 0/5 Attacks (12 total): Level Up: Leer Tackle Bubblebeam Bite Rapid Spin Body Slam Egg: Encore Thunder Fang Water Spout TM: Protect Taunt U-Turn Aron (Move your mouse to reveal the content) Aron (open) Aron (close) Aron [Larch] (Male) <Hello, children! We're gonna have a swell time!> An Aron the wanderer caught in Black Sulfur Caldera. Kinda creepy and/or senile. Nature: Brave (+1 Atk, -15% Spe, -10% Evasion) Type: 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; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Abilities:Sturdy, Rock Head 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. Heavy Metal (DW, Locked): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9. Stats: HP: 90 Atk: 4 (+) Def: 4 SpA: 2 SpD: 2 Spe: 26 (-) Size Class: 1 Weight Class: 4 [5 Heavy Metal] Base Rank Total: 15 EC: 0/9 MC: 0 DC: 0/5 Attacks: Level Up: Tackle Harden Mud-Slap Headbutt Metal Claw Iron Defense Roar Take Down Iron Head Egg: Dragon Rush Head Smash Endeavor TM: Earthquake Rock Polish Rock Slide Bulldoze VS. Maxim OOO Cosmo (Move your mouse to reveal the content) Cosmo (open) Cosmo (close) Solosis [Cosmo] (M) Nature: Brave (+1 Atk, -15% Speed, -10% Evasion) Type: Psychic: 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: Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1). 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. Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, 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. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 4 SpD: Rank 2 Spe: 17 (20/1.15) Size Class: 1 Weight Class: 1 Base Rank Total: 13 EC: 0/9 MC: 0 DC: 0/5 Attacks: Psywave Reflect Rollout Snatch Hidden Power Ground 7 Light Screen Charm Recover Psyshock Acid Armor Confuse Ray Trick Protect Thunder Shadow Ball Salazar (Move your mouse to reveal the content) Salazar (open) Salazar (close) Salazar [Tepig] (M) Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion) Type: Fire: Fire STAB; immune to burn, 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: Blaze: (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) Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) Stats: HP: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 39 (45/1.15) (-) Size Class: 1 Weight Class: 1 Base Rank Total: 14 EC: 1/9 MC: 0 DC: 1/5 Attacks (17): Tackle Tail Whip Ember Odor Sleuth Defense Curl Flame Charge Smog Rollout Take Down Head Smash Flare Blitz Endeavor Magnitude Yawn Protect Fire Blast Scald Vexen (Move your mouse to reveal the content) Vexen (open) Vexen (close) <Snover> [Vexen] (Male) Nature:Rash Type: 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. 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: Snow Warning:(Innate)This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command. Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect. Soundproof:Innate(DW-LOCKED) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.) Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 4(+) SpD: Rank 1(-) Spe: 40 Size Class: 2 Weight Class: 4 Base Rank Total: 14 EC: 1/6 MC: 0 DC: 1/5 Attacks:(15) Powder Snow Leer Razor Leaf Icy Wind GrassWhistle Swagger Mist Ice Shard Avalanche Leech Seed Stomp Blizzard Energy Ball Frost Breath Protect The Wanderer sends out first and equips items. Maxim sends out after, equips items, and attacks first. The Wanderer attacks after.