3v3 Triples
Restrictions:
- 2 Day DQ (3 for Ref)
- 0 Recoveries/Chills
- No Items
- All Abilities
- only unevolved (non-evolving Pokemon may be used)
Every 2 Rounds, Whispy Woods will blow either left or right for the whole of the next round. Moving and projectile attacks against the wind will be less effective (how much is up to the ref). If you are going to ref give the positions of the Mons at the end of each round.
Team danmantincan
Remoraid (M) - Shinon
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.
Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
Monohm (F) - Ilyana
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Types: Electric/Dragon
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Heal Bell
Hydro Pump
Signal Beam
Hone Claws
Thunder
Fire Blast
Budew (F) - Mia
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Types: 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).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy
EC: 3/9
MC: 0
DC: 1/5
Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Razor Leaf
Extrasensory
Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]
All Pokemon are sent out at the start of the match with all abilities, so Kaxtar makes the first move, then Dan, then I ref, and so forth.
Restrictions:
- 2 Day DQ (3 for Ref)
- 0 Recoveries/Chills
- No Items
- All Abilities
- only unevolved (non-evolving Pokemon may be used)

Team danmantincan

Remoraid (M) - Shinon
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.
Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall

Monohm (F) - Ilyana
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Types: Electric/Dragon
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Heal Bell
Hydro Pump
Signal Beam
Hone Claws
Thunder
Fire Blast

Budew (F) - Mia
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Types: 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).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy
EC: 3/9
MC: 0
DC: 1/5
Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Razor Leaf
Extrasensory
Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]
VS
Team Kaxtar
Dusclops [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)
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.
Pressure: (Innate) 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.
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 21 (-)
EC: 5/9
MC: 2
DC: N/A
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Shadow Punch
Pain Split
Skill Swap
Destiny Bond
Ice Beam
Shadow Ball
Taunt
Earthquake
Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
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.
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.
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
EC: 4/9
MC: 0
DC: 1/5
Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face
Zen Headbutt
Iron Head
Iron Defense
Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)
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 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.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
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.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15
EC: 2/6
MC: 0
DC: 1/5
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Psychic
Slack Off
Safeguard
Future Sight
Mud Sport
Flamethrower
Scald
Ice Beam

Dusclops [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)
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.
Pressure: (Innate) 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.
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 21 (-)
EC: 5/9
MC: 2
DC: N/A
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Shadow Punch
Pain Split
Skill Swap
Destiny Bond
Ice Beam
Shadow Ball
Taunt
Earthquake

Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)
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.
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.
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
EC: 4/9
MC: 0
DC: 1/5
Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face
Zen Headbutt
Iron Head
Iron Defense

Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)
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 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.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
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.
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15
EC: 2/6
MC: 0
DC: 1/5
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Psychic
Slack Off
Safeguard
Future Sight
Mud Sport
Flamethrower
Scald
Ice Beam
All Pokemon are sent out at the start of the match with all abilities, so Kaxtar makes the first move, then Dan, then I ref, and so forth.
Battle Start! Round 1: Begin!