Rules:
3 vs. 3 Singles
2 Day DQ
2 uses of Rest / Recover and 5 chills
Arena:
The possibility of rainfall is undisclosed.A plain field with some trees surrounding the area. The soil is damp from rain, but easily diggable. Weather is slightly overcast and possiblity of rainfall during battle.
Let's take a look at our two combatants today:
Swinub(*) [Swirl] (M)
Nature: Rash (+1 * Special Attack, -1 * Special Defense)
Type:
<Typing>: Ice/Ground
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
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:
HP: 90
Atk: **
Def: **
SpA: *** (+)
SpD: * (-)
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle (*)
Odor Sleuth (*)
Mud Sport (*)
Powder Snow (*)
Mud-Slap (*)
Endure (*)
Mud Bomb (*)
Icy Wind(*)
Ancientpower (*)
Stealth Rock (*)
Body Slam (*)
Ice Beam (*)
Roar (*)
Protect (*)
Omanyte(*) [ShellShock!] (M)
Nature: Mild (+1 * Special Attack, -1 * Defense)
Type:
<Typing>: Rock/Water
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).
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: *** (-)
SpA: **** (+)
SpD: **
Spe: 35
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Breakable Armor (DW): (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.
Attacks:
Constrict (*)
Withdraw (*)
Bite (*)
Water Gun (*)
Rollout (*)
Leer (*)
Mud Shot (*)
Spikes (*)
Toxic Spikes (*)
Knock Off (*)
Gyro Ball (*)
Ice Beam (*)
Rain Dance (*)
Monohm(*) [Agony] (F)
Nature: Mild (+1 * Special Attack, -1 * Defense)
Type:
<Typing>: 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.
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: **
Def: ** (-)
SpA: **** (+)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
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.
Attacks:
Tackle (*)
Growl (*)
Leer (*)
Thundershock (*)
Charge (*)
Rain Dance (*)
Twister (*)
Spark (*)
Dragon Rage (*)
Sonicboom (*)
Dragonbreath (*)
Hydro Pump (*)
Power Gem (*)
Thunder (*)
Charge Beam (*)
Flamethrower (*)
Nature: Rash (+1 * Special Attack, -1 * Special Defense)
Type:
<Typing>: Ice/Ground
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
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:
HP: 90
Atk: **
Def: **
SpA: *** (+)
SpD: * (-)
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle (*)
Odor Sleuth (*)
Mud Sport (*)
Powder Snow (*)
Mud-Slap (*)
Endure (*)
Mud Bomb (*)
Icy Wind(*)
Ancientpower (*)
Stealth Rock (*)
Body Slam (*)
Ice Beam (*)
Roar (*)
Protect (*)
Omanyte(*) [ShellShock!] (M)
Nature: Mild (+1 * Special Attack, -1 * Defense)
Type:
<Typing>: Rock/Water
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).
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: *** (-)
SpA: **** (+)
SpD: **
Spe: 35
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Breakable Armor (DW): (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.
Attacks:
Constrict (*)
Withdraw (*)
Bite (*)
Water Gun (*)
Rollout (*)
Leer (*)
Mud Shot (*)
Spikes (*)
Toxic Spikes (*)
Knock Off (*)
Gyro Ball (*)
Ice Beam (*)
Rain Dance (*)
Monohm(*) [Agony] (F)
Nature: Mild (+1 * Special Attack, -1 * Defense)
Type:
<Typing>: 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.
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: **
Def: ** (-)
SpA: **** (+)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
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.
Attacks:
Tackle (*)
Growl (*)
Leer (*)
Thundershock (*)
Charge (*)
Rain Dance (*)
Twister (*)
Spark (*)
Dragon Rage (*)
Sonicboom (*)
Dragonbreath (*)
Hydro Pump (*)
Power Gem (*)
Thunder (*)
Charge Beam (*)
Flamethrower (*)
Cubone [Ken] (Male)
Nature: Adamant (+Atk/-Spa)
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).
HP: 90
Atk: *** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 35
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon's hard body prevents it from taking recoil moves such as Double-Edge, Flare Blitz and Head Smash
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Battle Armor (DW): (Innate) This Pokemon's thick armor prevents it from taking critical hits
Attacks:
Bone Club (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Leer (*)
Focus Energy (*)
Bonemerang (*)
Rage (*)
Rock Slide (*)
Knock Down (*)
Sunny Day (*)
Swords Dance (*)
Perish Song (*)
Fire Blast (*)
Vulpix [Chidori] (Female)
Nature: Naive (+Spe/-Spd)
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additiona; damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1)
HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-)
Spe: 75 (65 * 1.15)
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Flash Fire: (Innate) 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)
Drought: (Innate) 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 (*)
Safeguard (*)
Disable (*)
Hypnosis (*)
Power Swap (*)
Energy Ball (*)
Swagger (*)
Overheat (*)
Machop [Akihiko] (Male)
Nature: Brave (+Atk/-Spe)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Medidate and Cheer Up have Energy Cost reduced by one (1)
HP: 100
Atk: **** (+)
Def: **
SpA: **
SpD: **
Spe: 30 (35 * .85)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Guts: (Innate) 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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up for the difference.
Moves:
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Foresight (*)
Ankle Sweep (*)
Seismic Toss (*)
Revenge (*)
Vital Throw (*)
Encore (*)
Bullet Punch (*)
Light Screen (*)
Counter (*)
Swagger (*)
Substitute (*)
Nature: Adamant (+Atk/-Spa)
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).
HP: 90
Atk: *** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 35
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Rock Head: (Innate) This Pokemon's hard body prevents it from taking recoil moves such as Double-Edge, Flare Blitz and Head Smash
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Battle Armor (DW): (Innate) This Pokemon's thick armor prevents it from taking critical hits
Attacks:
Bone Club (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Leer (*)
Focus Energy (*)
Bonemerang (*)
Rage (*)
Rock Slide (*)
Knock Down (*)
Sunny Day (*)
Swords Dance (*)
Perish Song (*)
Fire Blast (*)
Vulpix [Chidori] (Female)
Nature: Naive (+Spe/-Spd)
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additiona; damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1)
HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-)
Spe: 75 (65 * 1.15)
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Flash Fire: (Innate) 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)
Drought: (Innate) 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 (*)
Safeguard (*)
Disable (*)
Hypnosis (*)
Power Swap (*)
Energy Ball (*)
Swagger (*)
Overheat (*)
Machop [Akihiko] (Male)
Nature: Brave (+Atk/-Spe)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Medidate and Cheer Up have Energy Cost reduced by one (1)
HP: 100
Atk: **** (+)
Def: **
SpA: **
SpD: **
Spe: 30 (35 * .85)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Guts: (Innate) 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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up for the difference.
Moves:
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Foresight (*)
Ankle Sweep (*)
Seismic Toss (*)
Revenge (*)
Vital Throw (*)
Encore (*)
Bullet Punch (*)
Light Screen (*)
Counter (*)
Swagger (*)
Substitute (*)
I. Samurai will send out the first Pokemon.
II. Chomper will then send out his first Pokemon.
III. Chomper will issue actions.
IV. Samurai will issue actions.
V. Engineer Pikachu will ref the round.
VI. Samurai will issue actions.
VII. Chomper will issue actions.
VIII. Engineer Pikachu will ref the round.
IX. Start from step III.
Samurai, please send out your first Pokemon.