3v3
Triples
DQ Time = 3 days
All abilities
No items
Arena involves many pillars above a large pit. The pillars are big enough for 1 pokemon to stand on. This makes physical attacks and attacks like EQ harder to pull. If a pokemon falls it will take 5 damage and then be pulled back up automatically.
Hippopotas(*) [Muddy] (M)
Brave: Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks
Type: Ground
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Stats: 68/72/78/38/42/32
HP: 100
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 27(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Sand Stream: When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities. (Inate)
Sand Force (DW): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. (Inate)
Attacks:
Tackle(*)
Sand Attack(*)
Bite(*)
Yawn(*)
Take Down(*)
Dig(*)
Sand Tomb(*)
Earthquake(*)
Rock Slide(*)
Double Team(*)
Stockpile(*)
Swallow(*)
Curse(*)
Rebble(*) [Paleo]
Rash: Adds * to Special Attack; Subtracts * From Special Defense
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Stats: 30/40/35/80/40/90
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: *(-)
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. (Innate)
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2). (Innate)
Mold Breaker (DW): 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.) (Innate)
Attacks:
Tackle(*)
Defense Curl (*)
Rollout (*)
Rock Blast (*)
Disable (*)
Acupressure (*)
Mud Shot (*)
Power Gem(*)
Paleo Wave(*)
Ancient Power (*)
Metal Sound(*)
Stone Edge(*)
Energy Ball(*)
Fire Blast(*)
Solosis(*) [Blobber] (M)
Quiet: Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats: 45/30/40/105/50/20
HP: 90
Atk: **
Def: **
SpA: *****(+)
SpD: **
Spe: 17(-)
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Overcoat: This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Innate)
Magic Guard: 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. (Innate)
Regeneration (DW): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. (Innate)
Attacks:
Psywave(*)
Reflect(*)
Rollout (*)
Snatch(*)
Hidden Power [Fighting, 7](*)
Light Screen(*)
Charm(*)
Recover(*)
Psyshock(*)
Trick(*)
Confuse Ray(*)
Secret Power(*)
Psychic(*)
Trick Room(*)
Calm Mind(*)
Haunter(*) [Casper] (Male)
Timid: A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack
Type: Ghost/Poison
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 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.
Stats:
30/35/30/100/35/80
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 95
EC: 4/9
MC: 0
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. (Inate)
Attacks:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Destiny Bond
Will-O-Wisp(*)
Disable(*)
Ice Punch(*)
Thunderbolt(*)
Shadow Ball(*)
Double Team(*)
Explosion
Embirch [Forest Fire] (Male)
Relaxed: Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Fire/Grass
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.
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.
Stats:
60/40/55/65/50/50
HP: 100
Atk: **
Def: ***
SpA: ***
SpD: **
Spe: 42
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Leaf Guard: In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. (Innate)
Battle Armor:This Pokemon’s thick armor prevents it from taking critical hits. (Innate)
Chlorophyll (DW):During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Innate)
Attacks:
Pound(*)
Sweet Scent(*)
Growth(*)
Ember(*)
Leech Seed(*)
Bullet Seed(*)
Flame Wheel(*)
Giga Drain(*)
Synthesis
Earth power(*)
Seed Bomb(*)
Counter(*)
Will-o-Wisp(*)
Fire Blast(*)
Protect(*)
Vulpix [Helen] (Female)
Modest: Adds * to Special Attack; Subtracts * from Attack
Type: 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: 38/41/40/50/60/65
HP: 90
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Inate)
Drought (DW): When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.
Attacks:
Ember(*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-O-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Energy Ball(*)
Disable(*)
Hypnosis(*)
Protect(*)
Flame Charge(*)
Dark Pulse(*)
Uhh yeah. This is triples, so I'm going to take the liberty of sending out all the Pokemon at once!
As the trainers toss out their Pokeballs, Shiny Snivy releases a Solosis, Rebble, and Hippopotas! Muddy calls forth a massive sandstorm right off the bat, which bites at the combatants and swirls around the arena.
HP:aaa90aaaaaaaa100aaaaaaaaa90
EN:aaa100aaaaaaa100aaaaaaaaa100
VS!
HP:aaa90aaaaaaaaa90aaaaaaaaaa100
EN:aaa100aaaaaaaa100aaaaaaaaaa90
All right. Shiny Snivy, start by giving orders, then Fire Blast, give your orders.