Glacier's Team:
Quicksilver the Slugma (M)
Nature: Quiet (+special attack, - speed)
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:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
(DW LOCKED) Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
Curse
Heat wave
Smokescreen
Protect
Rock Tomb
Over Heat
Dexter the Castform (M)
Nature: Modest (+special attack, -attack)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Forecast: (Innate) Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 18
MC: 0
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Hail
Clear Smog
Disable
Ominous Wind
Ice Beam
Flamethrower
Thunder
Felix the Rotom (none)
Nature: Modest (+special Attack, -attack)
Type:
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.
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.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16
(fridge rotom stats, for convenience)
Rotom-F
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20
MC: 0
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Hex
Discharge
Will-o-Wisp
Protect
Toxic
shuckles' Team:
Larvitar(*) [Rocky] (Male)
Nature: Adamant
Type:
Rock/Ground:
Rock STAB;
Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
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:
Larvitar
HP: 90
Atk: Rank 4 (added +1 due to adament)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 41
EC:1/6
MC:1
DC:1/5
Abilities:
Guts:
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) 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. (DW)
Attacks:
Bite(*)
Leer(*)
Sandstorm(*)
Screech(*)
Little by Little(*)
Rock Slide(*)
Scary Face(*)
Dragon Dance(*)
Pursuit(*)
Assurance(*)
Earthquake(*)
Dig(*)
Taunt(*)
Crunch
Eevee* purrfect female
Nature:
timid
Lowers attack, 15% increase in speed (rounded up) and adds a 5% flat base increase for accuarcy.
Eevee
HP: 90
Atk: Rank 1 (added -1 due to timid)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (higher due to timid)
EC:0/4
MC:0
DC:0/5
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW):
Type: Innate
This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tail whip*
Tackle*
Helping hand*
Sand-attack*
Growl*
Quick attack*
Endure*
Flail*
Yawn*
Shadow ball*
Dig*
Return*
Speedy match!
3vs3 NFE single duels
1 day dq
2 recoveries/1 chill
Arena: Duelist field (jay will explain)
Ref: Jayjinde (talked on irc)
no items
one abillity
switching is allowed (not really)
OK, here's how it's gonna go:
Glacier's going to choose his abilities
shuckles is going to choose his abilities, who battles who, and actions
Glacier's gonna pick some actions
I'm gonna ref this heinous idea of mine
Quicksilver the Slugma (M)
Nature: Quiet (+special attack, - speed)
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:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
(DW LOCKED) Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
Curse
Heat wave
Smokescreen
Protect
Rock Tomb
Over Heat
Dexter the Castform (M)
Nature: Modest (+special attack, -attack)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Forecast: (Innate) Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 18
MC: 0
Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Hail
Clear Smog
Disable
Ominous Wind
Ice Beam
Flamethrower
Thunder
Felix the Rotom (none)
Nature: Modest (+special Attack, -attack)
Type:
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.
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.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16
(fridge rotom stats, for convenience)
Rotom-F
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20
MC: 0
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Hex
Discharge
Will-o-Wisp
Protect
Toxic
shuckles' Team:
Gible(*) [Chomp] (Male)
Nature: Naughty
Type:
Dragon/Ground:
Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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:
Gible
HP: 90
Atk: Rank 4 (added +1 due to naughty)
Def: Rank 2
SpA: Rank 1
SpD: Rank 1 (-1)
Spe: 42
EC:2/6
MC:2
DC:1/5
Abilities:
Sand Veil:
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.
Rough Skin:
(DW) 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. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Nature: Naughty
Type:
Dragon/Ground:
Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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:
Gible
HP: 90
Atk: Rank 4 (added +1 due to naughty)
Def: Rank 2
SpA: Rank 1
SpD: Rank 1 (-1)
Spe: 42
EC:2/6
MC:2
DC:1/5
Abilities:
Sand Veil:
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.
Rough Skin:
(DW) 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. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Larvitar(*) [Rocky] (Male)
Nature: Adamant
Type:
Rock/Ground:
Rock STAB;
Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
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:
Larvitar
HP: 90
Atk: Rank 4 (added +1 due to adament)
Def: Rank 2
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 41
EC:1/6
MC:1
DC:1/5
Abilities:
Guts:
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) 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. (DW)
Attacks:
Bite(*)
Leer(*)
Sandstorm(*)
Screech(*)
Little by Little(*)
Rock Slide(*)
Scary Face(*)
Dragon Dance(*)
Pursuit(*)
Assurance(*)
Earthquake(*)
Dig(*)
Taunt(*)
Crunch
Eevee* purrfect female
Nature:
timid
Lowers attack, 15% increase in speed (rounded up) and adds a 5% flat base increase for accuarcy.
Eevee
HP: 90
Atk: Rank 1 (added -1 due to timid)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (higher due to timid)
EC:0/4
MC:0
DC:0/5
Abilities:
Run Away:
Type: Innate
This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability:
Type: Innate
The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW):
Type: Innate
This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tail whip*
Tackle*
Helping hand*
Sand-attack*
Growl*
Quick attack*
Endure*
Flail*
Yawn*
Shadow ball*
Dig*
Return*
Speedy match!
3vs3 NFE single duels
1 day dq
2 recoveries/1 chill
Arena: Duelist field (jay will explain)
Ref: Jayjinde (talked on irc)
no items
one abillity
switching is allowed (not really)
The arena is similar to the ASB Arena, but with one key difference. It'll be 3 (due to it being 3v3) Singles battles occuring simultaneously. Whoever sends out second gets to choose the match-ups, giving a large advantage at the beginning if you're largely counterteamed. Once Pokemon are paired up, they may attack their opponent and only their opponent. If each side is able to get one KO, then the winners of those duels face each other in their current state. If a Pokemon gets a kill, it is able to chill once per round for free. If the match gets to Xv1, then the leading player's Pokemon are all able to finish the remaining one in an essential brawl. Also, it's 3 Actions per Round per Pokemon.
OK, here's how it's gonna go:
Glacier's going to choose his abilities
shuckles is going to choose his abilities, who battles who, and actions
Glacier's gonna pick some actions
I'm gonna ref this heinous idea of mine