Hi, if you're not battling, don't post until the conclusion of this battle. Thank you.
Hi there, welcome to this battle between Smeargle's Studio Moderator/ASB Player: Alchemator, & Mafia Regular/ASB Player: iiMKUltra. Here's your rules.
3v3 Singles
Total HP of the three mons cannot add up to more than 270
Only 1 FE / Mid-stage
The first Pokémon the battlers send to the ref are sent out automatically, then the challenger issues actions as normal.
2 Recovers / 5 Chills
3 Day DQ
Switch=KO
All Abilities
No Items
Both Player's Teams
Abra [Jonathon] (M)
Nature: Calm (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Attack)
Type:
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.
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
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.
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.
Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Attacks:
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
---
Pawniard [Michael] (M)
Nature: Careful (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Special Attack)
Type:
[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.
[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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure (DW): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Psycho Cut
Revenge
Sucker Punch
Taunt
Thunder Wave
X-Scissor
Swords Dance
Night Slash
Brick Break
---
Druddigon [Dave] (M)
Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 41 (48/1.15v)
EC: N/A
MC: 0
DC: 0/5
Abilities:
Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Sheer Force: (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.
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Leer
Scratch
Hone Claws
Bite
Scary Face
Dragon Rage
Slash
Crunch
Snatch
Sucker Punch
Thunder Fang
Flamethrower
Focus Blast
Rock Slide
Dragon Claw
Togetic [Gabriel] (F)
Nature: Modest (+Spa, -Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 40
EC: 7/9
MC: 0
DC: 4/5
Abilities:
Hustle: (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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt).
Super Luck (DW Locked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moves:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Extrasensory
Foresight
Psycho Shift
Thunder Wave
Flamethrower
Shadow Ball
Wish
Safeguard
Psyshock
Toxic
Hidden Power Ground 7
---
Eevee [Nocturne] (F)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)
EC: 5/6
MC: 3
DC: 3/5
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW Locked): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Shadow Ball
Dig
Toxic
Fake Tears
Yawn
Detect
Bite
Protect
---
Growlithe [Manticore] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire
Fire: 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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Command: (Ability: Intimidate)
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified (DW Locked): (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.
Moves:
Bite
Roar
Ember
Leer
Odour Sleuth
Take Down
Helping Hand
Flame Wheel
Reversal
Body Slam
Close Combat
Morning Sun
Fire Blast
Dig
Wild Charge
And you two should know how it goes, so I won't bother with the Order of Operations.
As per rules, the top Pokemon of each team is automatically sent out, so Alchemator sends out Jonathon the Abra, & iiMKUltra sends out Gabriel the Togetic.
That's it, looking forward to some clean fighting, starting with MK's actions!
Hi there, welcome to this battle between Smeargle's Studio Moderator/ASB Player: Alchemator, & Mafia Regular/ASB Player: iiMKUltra. Here's your rules.
3v3 Singles
Total HP of the three mons cannot add up to more than 270
Only 1 FE / Mid-stage
The first Pokémon the battlers send to the ref are sent out automatically, then the challenger issues actions as normal.
2 Recovers / 5 Chills
3 Day DQ
Switch=KO
All Abilities
No Items
MoonSim Inc.
In the deserts of Nevada, there is a deceptively large building. Why 'deceptively' large? While it seems to sprawl out across the dunes, there is actually only one room. Indeed, it is a large room, but nothing spectacular.
Though it may seem weathered and abandoned from the outside, the interior of MoonSim Inc. is as full of hustle and business as any modern corporation, but with a subtle difference. In the middle of the room, only separated from black marble flooring and whirring machinery by a knee-height plexiglass barrier, there is a little bit of the moon. Or close enough, anyway.
Hitting the temptingly-red button causes a large Pokémon battling arena to erupt from the centre, immediately entrancing the multiple Elgyem acting as aides to the scientists. They were found here in the desert about twenty years ago, and MoonSim Inc. was subsequently founded on the site. The founders couldn't remember why they'd made it - it was just as if the idea had popped into their minds. Anyway, I digress...
---
Gravity is being tested today, so there will be two effects in progress:
1) When the match Seeker's Pokémon is winning, strong Gravity comes into effect.
2) When the match Seeker's Pokémon is losing, all Psychic-type Pokémon gain the Levitate trait.
Whether a Pokémon is winning or losing is decided by [(Damage taken + energy spent) / (HP at start of round + energy at start of round)]*100.
In the deserts of Nevada, there is a deceptively large building. Why 'deceptively' large? While it seems to sprawl out across the dunes, there is actually only one room. Indeed, it is a large room, but nothing spectacular.
Though it may seem weathered and abandoned from the outside, the interior of MoonSim Inc. is as full of hustle and business as any modern corporation, but with a subtle difference. In the middle of the room, only separated from black marble flooring and whirring machinery by a knee-height plexiglass barrier, there is a little bit of the moon. Or close enough, anyway.
Hitting the temptingly-red button causes a large Pokémon battling arena to erupt from the centre, immediately entrancing the multiple Elgyem acting as aides to the scientists. They were found here in the desert about twenty years ago, and MoonSim Inc. was subsequently founded on the site. The founders couldn't remember why they'd made it - it was just as if the idea had popped into their minds. Anyway, I digress...
---
Gravity is being tested today, so there will be two effects in progress:
1) When the match Seeker's Pokémon is winning, strong Gravity comes into effect.
2) When the match Seeker's Pokémon is losing, all Psychic-type Pokémon gain the Levitate trait.
Whether a Pokémon is winning or losing is decided by [(Damage taken + energy spent) / (HP at start of round + energy at start of round)]*100.

Abra [Jonathon] (M)
Nature: Calm (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Attack)
Type:
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.
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
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.
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.
Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Attacks:
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
---

Pawniard [Michael] (M)
Nature: Careful (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Special Attack)
Type:
[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.
[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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure (DW): This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Psycho Cut
Revenge
Sucker Punch
Taunt
Thunder Wave
X-Scissor
Swords Dance
Night Slash
Brick Break
---

Druddigon [Dave] (M)
Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 41 (48/1.15v)
EC: N/A
MC: 0
DC: 0/5
Abilities:
Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Sheer Force: (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.
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Leer
Scratch
Hone Claws
Bite
Scary Face
Dragon Rage
Slash
Crunch
Snatch
Sucker Punch
Thunder Fang
Flamethrower
Focus Blast
Rock Slide
Dragon Claw

Togetic [Gabriel] (F)
Nature: Modest (+Spa, -Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 40
EC: 7/9
MC: 0
DC: 4/5
Abilities:
Hustle: (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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt).
Super Luck (DW Locked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moves:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Extrasensory
Foresight
Psycho Shift
Thunder Wave
Flamethrower
Shadow Ball
Wish
Safeguard
Psyshock
Toxic
Hidden Power Ground 7
---

Eevee [Nocturne] (F)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)
EC: 5/6
MC: 3
DC: 3/5
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW Locked): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Shadow Ball
Dig
Toxic
Fake Tears
Yawn
Detect
Bite
Protect
---

Growlithe [Manticore] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire
Fire: 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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Command: (Ability: Intimidate)
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified (DW Locked): (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.
Moves:
Bite
Roar
Ember
Leer
Odour Sleuth
Take Down
Helping Hand
Flame Wheel
Reversal
Body Slam
Close Combat
Morning Sun
Fire Blast
Dig
Wild Charge
And you two should know how it goes, so I won't bother with the Order of Operations.
As per rules, the top Pokemon of each team is automatically sent out, so Alchemator sends out Jonathon the Abra, & iiMKUltra sends out Gabriel the Togetic.
That's it, looking forward to some clean fighting, starting with MK's actions!