So what does C$FP stand for?
-Gerard sends out, orders
-C$FP orders
-I ref.
3v3 FE triples
2 day DQ
2 substitutions per mon
Training Items
0 chills/recoveries
Unown Soup
All abilities
Whoever accepts this, know that I'll be using three Water types, so please don't bring more than one Electric or Grass type, but you probably shouldn't bring a couple of Fire types either (do that if you want, though)
Sure, why not?
Gerard said:Thanks for reffing :3
Gardevoir (Katherine) {}
Nature: Bold (+1 Def, -1 Atk)
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)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
- Telepathy: (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: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21
EC: 9/9
MC: 2
DC: 5/5
Attacks: 26
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Stored Power
Healing Wish
Wish
Disable
Confuse Ray
Encore
Pain Split
Thunderbolt
Shadow Ball
Will-O-Wisp
Protect
Reflect
Light Screen
Thunder Wave
Taunt
Icy Wind
Ally Switch
Focus Blast
Safeguard
Skill Swap
Magic Coat
Energy Ball
Grass KnotCicuta (Roserade) {}
Nature: Timid (+15% Speed, +12% Accuracy, -1 Atk)
Type: Grass / Poison
- 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.
- 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:
- Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
- Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
- Technician (DW): (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.Stats:
HP: 90
Atk: 2 (-)
Def: 2
SpA: 5
SpD: 4
Spe: 104 (90 x 1.15)
SC: 2
WC: 2
BST: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks: 26
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Aromatherapy
Petal Dance
Sweet Scent
Weather Ball
Venoshock
Sunny Day
SolarBeam
Sludge Bomb
Shadow Ball
Hidden Power Rock (6)
Double Team
Protect
Synthesis
Sleep Powder
ExtrasensoryJinx (Lola) {}
Nature: Hasty (+15% Speed, +14% Acc, -1 Def)
Type: Ice/Psychic
- 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.
- 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:
- Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
- Forewarn: (Innate)
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
- Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.Stats:
HP: 100
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BST: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks: 19
Sweet Kiss
Confusion
Sing
Pound
Lick
Lovely Kiss
Powder Snow
DoubleSlap
Ice Punch
Heart Stamp
Mean Look
Fake Tears
Fake Out
Wish
Miracle Eye
Counter
Ice Beam
Shadow Ball
Focus Blast
-C$FP sends out.C$FP said:
Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: 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.
Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Ability 2 (DW) [unlocked]: Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect
Hammer Arm
Endeavor
Avalanche *
Curse *
Yawn *
Dig *
Rock Slide *
Waterfall *
Rest
Counter
Mirror Coat
Roar
Ice Punch
Dynamic Punch
Endure
Body Slam
Focus Punch
Brick Break
Double Team
Sleep Talk
Dive
Substitute
Bulldoze
Stone Edge
Giga Impact
Swagger
Rain Dance
Aqua Tail
Stealth Rock
Secret Power
Toxic
Low Kick
Mimic
Wide Guard
Moves: 46
Starmie (Genderless)
Nature: Timid (+ to Speed; +20% Accuracy; - from Attack)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Illuminate
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)
Ability 2: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Hydro Pump
Power Gem
Light Screen
Reflect Type
Bubblebeam
Minimize
Aurora Beam
Barrier
Supersonic
Pain Split
Blizzard
Thunder
Surf
Ice Beam
Rain Dance
Reflect
Psychic
Protect
Moves: 25
Arghonaut (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Ability 1: Unaware
Type: Innate
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Ability 2 (DW) [unlocked]: Iron Fist
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bubble
Smokescreen
Yawn
Chip Away
Wrap
Arm Thrust
Aqua Jet
Focus Punch
Waterfall
Mach Punch
Revenge
Night Slash
Constrict
Circle Throw
Recover
Rock Blast
Ice Punch
Thunder Punch
Taunt
Earthquake
Rock Slide
Dive
Torment
Moves: 23
-Gerard sends out, orders
-C$FP orders
-I ref.