Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 3 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The winner of the previous round gets to strike one arena
- The loser of the previous round picks one of the remaining arenas
- The round is played on the selected arena
- The loser of the previous round is first sendout
Game
B3P2 Singles
72h DQ, 1 Warning
Abilities: All
Items: ON
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 3
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: Combinations cannot be used
Special Rule #3: Damaging Evasive Moves (excluding Sky Drop) take place over 2 Actions instead of 1 Action, and both parts occur at +0 Priority. (The Pokemon evades at +0 Priority on the first Action, and attacks at +0 Priority on the following Action). Parts 1 & 2 do not incur Consecutive EN Penalty for each other.
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 3 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The winner of the previous round gets to strike one arena
- The loser of the previous round picks one of the remaining arenas
- The round is played on the selected arena
- The loser of the previous round is first sendout
Game
B3P2 Singles
72h DQ, 1 Warning
Abilities: All
Items: ON
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 3
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: Combinations cannot be used
Special Rule #3: Damaging Evasive Moves (excluding Sky Drop) take place over 2 Actions instead of 1 Action, and both parts occur at +0 Priority. (The Pokemon evades at +0 Priority on the first Action, and attacks at +0 Priority on the following Action). Parts 1 & 2 do not incur Consecutive EN Penalty for each other.
Musketeers’ Hideout
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Path of Resolution
This small forest path fills you with determination, to the point where you feel something awakening deep within you, a force pushing you forward and letting you overcome any obstacle.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Lowers Special Attack by one stage
===============================
Moor of Icirrus
Keldeo’s old training place is prone to both freezes and forest fire. You’ll need to watch out for environmental hazards, as the ever-changing seasons bring their own share of calamities with them.
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lower Speed by one stage
===============================
Shining Coast
A beautiful coast where the sea shines under the sun and a light breeze blows. This is one of Keldeo’s favorite places, and he sometimes appears, only to gaze at the sea for a while, before shooting off to somewhere else.
Camouflage: Water
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
===============================
Wonder Dimension
A secret door at the back of the Musketeers’ Hideout leads to this alternate dimension, where the Swords of Justice trained Keldeo and where the latter mastered the Secret Sword technique. Nothing follows the space-time laws of your realm here, so don’t get thrown off balance!
Camouflage: Fighting
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage
A secret place deep within a forest where the four Musketeers used to live and are said to gather in case of danger for the nearby Pokémon. Righteous energy permeates the room.
- All Pokémon are under the effects of the Ability Justified
- All Pokémon’s weakness to Fighting is calculated at the next level of weakness (e.g. 0.5x-1x, 1x-2x). Ghost-type Pokémon are still immune to damaging Fighting-type moves
- All moves that boost Attack have their stage boost raised by one (1). For example, Swords Dance now boosts Attack by 3 stages, while Power-up Punch boosts Attack by 2 stages
Camouflage: Fighting
Nature Power: Energy Ball
Secret Power: Lowers Defense by one stage
===============================
Path of Resolution
This small forest path fills you with determination, to the point where you feel something awakening deep within you, a force pushing you forward and letting you overcome any obstacle.
- Hidden Power has its BAP increased by three (3)
- Moves containing the words “Cut”, “Cross”, “Claw”, “Scissor”, “Scratch”, “Swipe” or “Slash” deal 25% of their blocked damage if they are blocked by a P/E move.
- While Focused, a Pokémon has its Speed raised by two (2) stages and its Attack by one (1) stage
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Lowers Special Attack by one stage
===============================
Moor of Icirrus
Keldeo’s old training place is prone to both freezes and forest fire. You’ll need to watch out for environmental hazards, as the ever-changing seasons bring their own share of calamities with them.
- At the start of each Round, apply the following effect:
- If the Round number is odd, change the default weather to Hail.
- If the Round number is even, change the default weather to Sunny.
- Pokémon-induced weathers have their duration halved
- Hail causes Pokémon that are not Fighting-, Ice-, or Water-Type to have their Speed reduced by one (1) stage
- Sunlight causes Pokemon to be Trapped, and causes Pokemon that are not Fire-Type to lose 2 HP at the end of each Action
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lower Speed by one stage
===============================
Shining Coast
A beautiful coast where the sea shines under the sun and a light breeze blows. This is one of Keldeo’s favorite places, and he sometimes appears, only to gaze at the sea for a while, before shooting off to somewhere else.
- Pokemon in the evasive stage of Dive can still be hit normally by the opponent’s attacks.
- All damaging moves with priority of exactly 1 (after modifiers) are treated as Water-Type moves.
- While ordering, a player can modify any of their attacks by adding the “Journey” modifier (for example, Surf (Journey).) This increases the EN cost of the move by 5. If a move with the “Journey” modifier is Surf, or if it is a damaging Water-Type move being used at +1 Priority or earlier: it gains self-switching properties. (at the end of the Round, the user switches out, but the user must order first next Round)
- Solar Beam and Solar Blade have their BAP increased by 50% if the target used a Water-type move since the start of the current action
Camouflage: Water
Nature Power: Earth Power
Secret Power: Lowers Accuracy by one stage
===============================
Wonder Dimension
A secret door at the back of the Musketeers’ Hideout leads to this alternate dimension, where the Swords of Justice trained Keldeo and where the latter mastered the Secret Sword technique. Nothing follows the space-time laws of your realm here, so don’t get thrown off balance!
- Damaging Physical moves use the target’s Special Defense rank and stat changes in the damage formula
- Damaging Special moves use the target’s Defense rank and stat changes in the damage formula
- Sacred Sword ignores the user’s Attack stat drops and the target’s defensive stat boosts only
Camouflage: Fighting
Nature Power: Psyshock
Secret Power: Lowers Defense by one stage
Welcome, one and all, to the Keldeo Legend Gauntlet! Here our two competitors will be duking it out in a variety of arenas, in the hopes of catching the attention of a Keldeo to travel home with the winner! Let's see which Pokemon each of our battlers has brought:
Team chuckeroo777
Volcarona [Plasmin] (F)
Stage 3*
Types: Bug/Fire
Abilities:
Flame Body / Swarm (Unlocked)
Nature: Serious (+None, -None)
Stats:
HP: 90
Atk: 5
Def: 5
SpA: 10
SpD: 8
Spe: 100
Size Class: 3
Weight Class: 3
Attacks (68 moves):
Level Up
Absorb
Amnesia
Bug Bite
Bug Buzz
Double-Edge
Ember
Fiery Dance
Fire Blast
Fire Spin
Flame Charge
Flame Wheel
Flare Blitz
Gust
Heat Wave
Hurricane
Leech Life
Quiver Dance
Rage Powder
Screech
Silver Wind
String Shot
Struggle Bug
Take Down
Thrash
Whirlwind
Egg/Prevo
Endure
Foresight
Harden
Magnet Rise
Morning Sun
Zen Headbutt
TM/HM
Acrobatics
Aerial Ace
Attract
Calm Mind
Confide
Double Team
Facade
Flamethrower
Fly
Frustration
Giga Drain
Giga Impact
Hidden Power (Ground)
Hyper Beam
Incinerate
Light Screen
Mystical Fire
Overheat
Poison Jab
Protect
Psychic
Rest
Return
Roost
Round
Safeguard
Secret Power
Sleep Talk
Snore
Solar Beam
Substitute
Sunny Day
Swagger
Toxic
U-turn
Wild Charge
Will-O-Wisp
Tutor
Other
Tyrantrum[Teeny] (F)
Stage 3*
Types: Rock/Dragon
Abilities:
Strong Jaw / Rock Head (Unlocked)
Nature: Serious (+None, -None)
Stats:
HP: 90
Atk: 9
Def: 8
SpA: 5
SpD: 4
Spe: 71
Size Class: 5
Weight Class: 6
Attacks (76 moves):
Level Up
Ancient Power
Bide
Bite
Charm
Crunch
Dragon Claw
Dragon Tail
Earthquake
Giga Impact
Head Smash
Horn Drill
Roar
Rock Slide
Stealth Rock
Stomp
Tackle
Tail Whip
Thrash
Egg/Prevo
Curse
Dragon Dance
Fire Fang
Ice Fang
Poison Fang
Rock Polish
Rock Throw
Thunder Fang
TM/HM
Aerial Ace
Assurance
Attract
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Close Combat
Confide
Dark Pulse
Dig
Double Team
Dragon Pulse
Earth Power
Endure
Facade
Frustration
Hidden Power (Water)
High Horsepower
Hone Claws
Hyper Beam
Hyper Voice
Iron Defense
Iron Head
Iron Tail
Outrage
Play Rough
Protect
Psychic Fangs
Rest
Return
Rock Blast
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Secret Power
Sleep Talk
Snore
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Toxic
Zen Headbutt
Tutor
Other
Breloom [Smorel] (M)
Stage 3*
Types: Grass/Fighting
Abilities:
Effect Spore/ Poison Heal / Technician (Unlocked)
Nature: Serious (+None, -None)
Stats:
HP: 85
Atk: 9
Def: 6
SpA: 5
SpD: 5
Spe: 70
Size Class: 3
Weight Class: 3
Attacks (73 moves):
Level Up
Absorb
Counter
Dynamic Punch
Feint
Force Palm
Headbutt
Leech Seed
Mach Punch
Mega Drain
Mind Reader
Seed Bomb
Sky Uppercut
Stun Spore
Tackle
Egg/Prevo
Bullet Seed
Charm
Drain Punch
Fake Tears
False Swipe
Focus Punch
Giga Drain
Growth
Helping Hand
Natural Gift
Poison Powder
Spore
Swagger
Toxic
Wake-Up Slap
Worry Seed
TM/HM
Attract
Brick Break
Bulk Up
Captivate
Confide
Cut
Double Team
Endure
Energy Ball
Facade
Flash
Fling
Focus Blast
Frustration
Giga Impact
Grass Knot
Hidden Power (Ice)
Hyper Beam
Iron Tail
Low Sweep
Power-Up Punch
Protect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Sleep Talk
Sludge Bomb
Snatch
Solar Beam
Stone Edge
Strength
Substitute
Sunny Day
Swords Dance
Venoshock
Work Up
Tutor
Other
Team epicdrill
Greninja [Zoe] (F)
Stage 3*
Types: Water/Dark
Abilities:
Torrent / Protean (unlocked)
Nature: Serious (no effect)
Stats:
HP: 85
Atk: 7
Def: 5
SpA: 7
SpD: 5
Spe: 122
Size Class: 3
Weight Class: 3
Attacks:
Acrobatics
Aerial Ace
Attract
Bestow
Blizzard
Bounce
Brutal Swing
Bubble
Camouflage
Confide
Cut
Dark Pulse
Dig
Dive
Double Team
Echoed Voice
Extrasensory
Facade
Feint Attack
Fling
Frustration
Giga Impact
Grass Knot
Growl
Haze
Hidden Power (Fire)
Hydro Pump
Hyper Beam
Ice Beam
Lick
Mat Block
Mind Reader
Mud Sport
Night Slash
Pound
Power-Up Punch
Protect
Quick Attack
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Round
Scald
Secret Power
Shadow Sneak
Sleep Talk
Smack Down
Smokescreen
Spikes
Strength
Substitute
Surf
Swagger
Taunt
Thief
Toxic
Toxic Spikes
U-Turn
Water Pulse
Water Shuriken
Water Sport
Waterfall
Work Up
Metagross [Quinn] (Genderless)
Stage 3*
Types: Steel/Psychic
Abilities:
Clear Body / Light Metal (unlocked)
Nature: Serious (no effect)
Stats:
HP: 90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70
Size Class: 4
Weight Class: 9 (Light Metal: 7)
Attacks:
Aerial Ace
Agility
Ally Switch
Body Press
Body Slam
Brick Break
Brutal Swing
Bulldoze
Bullet Punch
Confide
Confusion
Cosmic Power
Cut
Double Team
Earthquake
Endure
Explosion
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Hidden Power (Fire)
Hone Claws
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Miracle Eye
Natural Gift
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Pursuit
Rain Dance
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Secret Power
Self-Destruct
Shadow Ball
Sleep Talk
Sludge Bomb
Snore
Stealth Rock
Stomping Tantrum
Strength
Substitute
Sunny Day
Swagger
Swift
Tackle
Take Down
Telekinesis
Thunder Punch
Toxic
Trick
Zen Headbutt
Conkeldurr [Crusher] (M)
Stage 3*
Types: Fighting
Abilities:
Guts / Sheer Force / Iron Fist (unlocked)
Nature: Serious (no effect)
Stats:
HP: 100
Atk: 10
Def: 7
SpA: 4
SpD: 5
Spe: 45
Size Class: 3
Weight Class: 4
Attacks:
Attract
Bide
Brick Break
Brutal Swing
Bulk Up
Bulldoze
Chip Away
Close Combat
Comet Punch
Confide
Counter
Defog
Detect
Dig
Double Team
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power (Psychic)
High Horsepower
Hyper Beam
Ice Punch
Leer
Low Kick
Low Sweep
Mach Punch
Mega Kick
Mega Punch
Payback
Poison Jab
Pound
Power-Up Punch
Protect
Rain Dance
Rest
Retaliate
Return
Revenge
Reversal
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Scary Face
Secret Power
Slam
Sleep Talk
Smack Down
Smelling Salts
Snore
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Taunt
Thunder Punch
Toxic
Wake-Up Slap
Wide Guard
Work Up
Greninja [Zoe] (F)
Stage 3*
Types: Water/Dark
Abilities:
Torrent / Protean (unlocked)
Nature: Serious (no effect)
Stats:
HP: 85
Atk: 7
Def: 5
SpA: 7
SpD: 5
Spe: 122
Size Class: 3
Weight Class: 3
Attacks:
Acrobatics
Aerial Ace
Attract
Bestow
Blizzard
Bounce
Brutal Swing
Bubble
Camouflage
Confide
Cut
Dark Pulse
Dig
Dive
Double Team
Echoed Voice
Extrasensory
Facade
Feint Attack
Fling
Frustration
Giga Impact
Grass Knot
Growl
Haze
Hidden Power (Fire)
Hydro Pump
Hyper Beam
Ice Beam
Lick
Mat Block
Mind Reader
Mud Sport
Night Slash
Pound
Power-Up Punch
Protect
Quick Attack
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Round
Scald
Secret Power
Shadow Sneak
Sleep Talk
Smack Down
Smokescreen
Spikes
Strength
Substitute
Surf
Swagger
Taunt
Thief
Toxic
Toxic Spikes
U-Turn
Water Pulse
Water Shuriken
Water Sport
Waterfall
Work Up
Metagross [Quinn] (Genderless)
Stage 3*
Types: Steel/Psychic
Abilities:
Clear Body / Light Metal (unlocked)
Nature: Serious (no effect)
Stats:
HP: 90
Atk: 10
Def: 9
SpA: 7
SpD: 7
Spe: 70
Size Class: 4
Weight Class: 9 (Light Metal: 7)
Attacks:
Aerial Ace
Agility
Ally Switch
Body Press
Body Slam
Brick Break
Brutal Swing
Bulldoze
Bullet Punch
Confide
Confusion
Cosmic Power
Cut
Double Team
Earthquake
Endure
Explosion
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Hidden Power (Fire)
Hone Claws
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Miracle Eye
Natural Gift
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Pursuit
Rain Dance
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Secret Power
Self-Destruct
Shadow Ball
Sleep Talk
Sludge Bomb
Snore
Stealth Rock
Stomping Tantrum
Strength
Substitute
Sunny Day
Swagger
Swift
Tackle
Take Down
Telekinesis
Thunder Punch
Toxic
Trick
Zen Headbutt
Conkeldurr [Crusher] (M)
Stage 3*
Types: Fighting
Abilities:
Guts / Sheer Force / Iron Fist (unlocked)
Nature: Serious (no effect)
Stats:
HP: 100
Atk: 10
Def: 7
SpA: 4
SpD: 5
Spe: 45
Size Class: 3
Weight Class: 4
Attacks:
Attract
Bide
Brick Break
Brutal Swing
Bulk Up
Bulldoze
Chip Away
Close Combat
Comet Punch
Confide
Counter
Defog
Detect
Dig
Double Team
Drain Punch
Dynamic Punch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power (Psychic)
High Horsepower
Hyper Beam
Ice Punch
Leer
Low Kick
Low Sweep
Mach Punch
Mega Kick
Mega Punch
Payback
Poison Jab
Pound
Power-Up Punch
Protect
Rain Dance
Rest
Retaliate
Return
Revenge
Reversal
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Scary Face
Secret Power
Slam
Sleep Talk
Smack Down
Smelling Salts
Snore
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Taunt
Thunder Punch
Toxic
Wake-Up Slap
Wide Guard
Work Up
And according to Ariadex on Discord, epicdrill is supposed to start us off! The turn order will be:
epicdrill strikes one arena
chuckeroo777 strikes two arenas
epicdrill strikes one arena and sends out
chuckeroo777 sends out and orders
epicdrill orders
I ref
epicdrill strikes one arena
chuckeroo777 strikes two arenas
epicdrill strikes one arena and sends out
chuckeroo777 sends out and orders
epicdrill orders
I ref