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.
Special Rule #4: When you send in your team, if a Pokemon has access to form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
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.
Special Rule #4: When you send in your team, if a Pokemon has access to form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Ula’Ula Meadow
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
===================
Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Where’s your left, and where’s your right? Where did you come from, and where did you go? It can even unsettle your Pokémon, too!
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
===================
Abandoned Thrifty Megamart
Initially implanted in Ula’Ula, this site of the Thrifty Megamart, built on sacred grounds, was destroyed by Tapu Bulu. It is now overrun with Ghost-type Pokémon, and urban rumors tell tales of disturbing events happening within…
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Hokulani Observatory
Alola’s second tallest mountain hosts the Hokulani Observatory, a celestial research center. Sophocles’ bizarre inventions abound in the inner rooms; they also have a tendency to go rogue and release bursts of electricity into the air.
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
This beautiful flower meadow is covered with red flowers. Oricorio usually feast on that nectar, strengthening their Fire abilities and transforming them into birds reminiscent of flamenco dancers. Many Bug-type Pokémon also covet the nectar; they seem more feisty than usual.
- Normal-Type moves become Fire-type (before applying Abilities)
- Pokemon do not lose HP from Burn
- Fire is only neutrally effective against Bug, and Bug is neutrally effective against Fire
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Abundance
These ruins are home to a yet slumbering Tapu Bulu. Here, under the sandy stretch of the desert, vivid nature is waiting to spring back to life. Tapu Bulu itself might be watching you battle!
- Damaging Water-Type moves create Grassy Terrain (1r) after they deal damage.
- Rain Dance creates Grassy Terrain (2r).
- If a damaging Water-type move is used successfully while Grassy Terrain is in play (even if it missed or dealt no damage), then both Pokémon become Ingrained until the start of the next Round
- Berries that restore HP can be activated twice instead of once
Camouflage: Grass
Nature Power: Earth Power
Secret Power: Causes flinching
===================
Haina Desert
This desert can get a little confusing to navigate, as directions do not seem to follow the proper guidelines for directions across the multiverse. Where’s your left, and where’s your right? Where did you come from, and where did you go? It can even unsettle your Pokémon, too!
- At the start of each Round, apply the following effect:
- If the Round number is odd, change the default weather to Sunny.
- If the Round number is even, change the default weather to Sandstorm.
- Pokémon can only change the weather by using the appropriate weather stone
- If a Pokémon switches out for any reason (self-switching, forced switching, or switch phases), and the second Pokémon has not yet been sent out, it is chosen at random, with a 50% chance of being chosen
- Whenever an active Pokémon leaves play, its replacement becomes confused for 1a
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Lowers Accuracy by 1 stage
===================
Abandoned Thrifty Megamart
Initially implanted in Ula’Ula, this site of the Thrifty Megamart, built on sacred grounds, was destroyed by Tapu Bulu. It is now overrun with Ghost-type Pokémon, and urban rumors tell tales of disturbing events happening within…
- All Pokémon have the Ability Levitate, in addition to their own Abilities
- If a Pokémon flinches, they expend the EN they would have expended had they acted, and also become Sluggish for the next action, but they cannot be flinched anymore as long as they remain in play
- Any damaging move directed towards an Electric-type Pokémon gains three (3) BAP (after all other modifiers).
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Hokulani Observatory
Alola’s second tallest mountain hosts the Hokulani Observatory, a celestial research center. Sophocles’ bizarre inventions abound in the inner rooms; they also have a tendency to go rogue and release bursts of electricity into the air.
- Damaging Electric-type moves gain five (5) BAP (before other modifiers), but they deal three (3) Recoil damage to the user
- Pokémon with Lightning Rod, Plus, or Minus Abilities gain two (2) HP at the end of each action. Multiple Abilities don’t stack
- Steel-type Pokémon cannot be corroded or paralyzed
Camouflage: Steel
Nature Power: Tri Attack
Secret Power: Causes paralysis
- Combinations do NOT incur Cooldown.
- Each Pokemon starts the battle with 1 Combo Token, which is spent to perform combinations.
- Same-Move Combinations are illegal.
- A Combination’s BAP is equal to the highest BAP of the two component moves.
- For Combinations of two Multi-Hit moves: use the higher BAP per hit, and use the higher maximum number of hits.
- For Combinations of one Multi-Hit move and one Single-Hit move:
- Roll the number of hits (inherited from the Multi-Hit move).
- Total BAP = [single-hit move’s BAP] or [(# of hits) x (multi-hit move’s BAP)], whichever is higher.
- BAP per hit is divided equally (no rounding).
- The number of hits performed is equal to the number of hits rolled.
- Combinations with both fixed-damage and variable-damage moves deal fixed damage equal to the higher of the BAP values.
- A Combination’s Accuracy is equal to the highest Accuracy of the two component moves.
- If one move has -- Accuracy, the entire Combination has -- Accuracy.
- A Combination has the combined secondary effects of both component moves.
- If both component moves have the same secondary effect, add the magnitudes and probabilities of the two instances of that effect together.
- A Combination's Priority is equal to the lowest non-0 Priority of its two component moves. If both moves have Priority 0, the Combination has Priority 0.
- Charge Priority is equal to the highest Charge Priority of the two component moves. If Charge Priority is later than Strike Priority, then the Combination is infeasible.
- A Combination's EN Cost is equal to double the total cost of the component moves.
- A Combination’s Type, Targets, and Feasibility are determined via the existing method.
- Facilities may refer to, grant, or take away the Combo Token. Keep an eye out!
Previous Rules
- All current unique Combination interactions: Removed.
- OHKO Moves: When used in a Combination, afflicts the user with Cooldown (even if the Combination misses or is blocked).
List of Removed Combo Interactions
Astonish: If combined with Uproar, the BAP of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18],
the combo cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase.
If combined with Sucker Punch, the BAP of Sucker Punch is increased by one and a half [e.g. 4 + (8 * 0.5) * 1.5]
If combined with Lick, the BAP of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
Barrage: If combined with any "Bomb" (e.g. Egg Bomb, Seed Bomb, Sludge Bomb) move, the BAP of the combining move will be increased by 50% (1.5x)
[e.g. 10 BAP * 1.5 = 15 BAP].
If combined with Bullet Seed, a successful attack will always have 5 hits and every hit will be a critical hit.
Bubble: If combined with Bubble Beam, Bubble Beam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15],
and the combination will always lower the opponent's Speed one (1) Stage.
Confusion: If combined with Psychic, Special Attack Rank restrictions are ignored, the opponent's Special Defense always drops one (1) stage, and the confusion chance is boosted to 30%.
Constrict: If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled.
If combined with Wring Out, the BAP of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28).
If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one.
Cut: If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit.
Dream Eater: If combined with Hypnosis, the combo will succeed if the target is awake.
If combined with Nightmare, the damage done will not trigger any sleep reduction.
Ember: When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 9 * 1.5 = 17.5 BAP].
Fairy Wind: When combined with another Special Fairy Attack, the Base Attack Power of that attack is increased by one and three quarters (1.75x) [e.g Fairy Wind + Dazzling Gleam is 4 + 8 * 1.75 = 18 BAP].
Gust: If combined with Air Cutter, Leaf Tornado, Twister, or a "Wind" move, the BAP of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16]. The BAP will double again if used against a foe in the middle of Bounce or Fly.
Helping Hand: If used on an ally using a combo of two different moves, one move of the user's choice has its power doubled in this way and Helping Hand's energy cost is based on the BAP of this move. If used on an ally using a combo of two of the same move, the entire combo's BAP is increased by 50% and Helping Hand's energy cost is based on the BAP of the combo.
Howl: If Howl is used in a combination, any stat-changes affected by the combination double.
Karate Chop: If combined with Brick Break, Cross Chop, or Dual Chop, the move always scores a critical hit (both hits of Dual Chop).
If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit.
Leafage: When combined with a move with "leaf" in its name, the BAP of the entire combination is multiplied by 1.5× (Leafage + Leafage will only have its BAP mutiplied by 1.5×) and the critical hit stage of the combination is raised by two (2) stages.
Leer: If Leer is used in a combination, stat-changes induced by the combination double. Leer's targeting type does not apply to combos it is used in.
Lick: If combined with Astonish, the BAP of the entire combination doubles [e.g. (4 + 4) * 2 = 16].
If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled.
If combined with Torment, the opponent is always paralyzed (20%) by the combination.
Magnitude: If combined with Bulldoze, each target's speed is lowered by two (2) stages.
If combined with Earthquake, Magnitude's BAP is 2d4+5 instead.
Mean Look: If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep.
If combined with Leer, the foe's Defense will fall two (2) stages.
If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%.
Metal Claw: If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the BAP of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level.
Nightmare: If combined with Hypnosis or Dark Void, the combo will succeed if the target is awake, and will apply one (1) additional Sleep counter.
Peck: If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, Poison Jab, or Beak Blast, the combination will always score a critical hit.
Poison Sting: If combined with Fury Attack or Pin Missile, the attack will always hit 5 times.
If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
Poison Tail: If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20]
Pound: If combined with a move tagged as #Punch, the BAP of the tagged move is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.]
Powder Snow: If combined with Blizzard, the BAP of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (11 * 1.5) = 20.5]
Rock Smash: If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, including Rock Smash in a same-move combo, it increases the BAP of the combining attack by 50% (1.5x).
If combined with a different "Bone," "Gear," "Rock," or "Whip" move, the BAP of Rock Smash doubles (2x), Rock Smash has 100% Effect Chance instead of 50%, and the attack retains the combining move's contact property. Combinations with multi-hit moves only lower Defense once.
Rock Throw: When combined with another Physical Rock Attack, the BAP of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + (8 * 1.5) = 17 BAP].
Scratch: If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the BAP of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.]
Sludge: If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the BAP of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.]
Smog: If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas).
If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.
Snore: Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2). The user will remain Asleep through the cooldown of the combination, even if it would have been awakened by damage.
Synchronoise: If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 12 + 6 = 18 * 1.5 = 24).
If combined with Screech or Supersonic, the power of the combination doubles (12 * 2 = 24) and has 100% Accuracy.
Tail Whip: If Tail Whip is added to a combination, that combination will have 25% more BAP, but will only be able to affect one foe.
Thunder Shock: When combined with another Special Electric Attack, the BAP of that attack is increased by one and a half (1.5x) [e.g Thunder Shock + Thunderbolt is 4 + 9 * 1.5 = 17.5 BAP].
Twister: If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the BAP of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16]. The BAP will double again if used against a foe in the middle of Bounce, Fly, or Sky Drop.
Vice Grip: If combined with Crabhammer, the combination always scores a critical hit.
If combined with Bite, "Fang" Moves, Crunch, or Guillotine, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase.
If combined with Bind, the damage per action of Bind doubles (x2).
Vine Whip: If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled.
If combined with Grass Knot, Power Whip, or Wring Out, the BAP of the combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 5 + (12 * 1.5) = 23).
If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one.
Water Gun: If combined with Hydro Pump, the BAP of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (11 * 1.5) = 20.5]. The drenched effect will still occur.
Wing Attack: When combined with a different "Air", "Wing", or "Wind" move, the BAP of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17]
- Combo Type: None.
- D/E moves will universally have two variations: (Default) and (Evasive).
- D/E Move (Default): A typical damaging attack with -1 Priority. This version does NOT have Damaging Evasive Properties, and will NOT trigger D/E Clauses. Costs 6 EN.
- D/E Move (Evasive): Has 4 BAP. Evades at 0 Priority and attacks at -1 Priority. Costs 11 EN. The entirety of the EN cost is paid at the Evasive Step. This version has Damaging Evasive Properties and will trigger D/E Clauses.
- Shadow Force (Evasive): Has its full BAP value.
Signature Z-Crystals
- All Signature Z-Crystals except Aloraichium Z, Eevium Z and Kommonium Z: Can be used twice per battle, and lose all other unique effects.
- Aloraichium Z, Eevium Z, and Kommonium Z: Can only be used once per battle.
General Items
- Eject Button: Removed the Dodge effect option.
- Iron Ball: When the holder enters battle, this item gains the following effect until after the end of the next Round: “The holder does not leave play due to Phazing effects.”
Due to buffs received in the CAP Update Process, Voodoom enjoys having a natural Rank 9 Special Attack.
In addition, Voodoom and Voodoll both enjoy the new egg move Sucker Punch.
So What's Next?
- These changes do not affect matches/RPs/etc started before this post.
- Resources such as the Player's Handbook and Data Audit will be updated within the next few days. This may take some time. During this ongoing process, you may use this thread as a supplementary rules reference.
- Updated Movelists are waiting for Pokemon Showdown to update, because Pokemon Showdown is our primary source for movepools. Expect more news in the future.
- Battle Tree signups are closed temporarily because Tree updates are dependent on movelist updates.
- The Legend Gauntlet (TLG)will be reopening presently, with the following rules changes:
- Combinations and D/E Moves will both be allowed in TLG matches, with no deviations from (new) standard rules.
Shedinja [Tethered] (Genderless)
Tethered is, like their species applies, a hollow husk of a Pokemon. They were saved by D-ro as a mad, desperate bid to hold things to life at any cost. Losing much of their personality, Tethered's new form scares D-ro, who searches for a way to properly restore Tethered to life.
Stage 3/5
Types: Bug/Ghost
STAB
STAB; cannot be prevented from switching via any means (e.g. Trapping Moves, Partial Trapping Moves, Shadow Tag, Arena Trap, Ingrain, etc.). Moves that trap their target will still have all other effects on a Ghost-type, such as the damage from partial trapping moves and the healing from Ingrain.
Abilities:
Wonder Guard
Wonder Guard: Pokemon with this ability suffer no damage from attacks that are not super effective. The Pokemon can still be damaged by Typeless attacks (such as Struggle). This ability cannot be removed or copied by any means.
Nature: Serious (+Spe, -Spe)
Stats:
HP: 65
Atk: 7
Def: 4
SpA: 3
SpD: 3
Spe: 40
Size Class: 1
Weight Class: 1
Attacks:
Absorb
Acrobatics
Aerial Ace
Agility
Air Slash
Ally Switch
Attract
Baton Pass
Bide
Bug Bite
Bug Buzz
Captivate
Confide
Confuse Ray
Cut
Defog
Dig
Double Team
Dream Eater
Endure
Facade
False Swipe
Feint Attack
Final Gambit
Flail
Flash
Frustration
Fury Cutter
Fury Swipes
Giga Drain
Giga Impact
Grudge
Gust
Harden
Heal Block
Hex
Hidden Power (Rock)
Hone Claws
Hyper Beam
Leech Life
Metal Claw
Mind Reader
Mud-Slap
Natural Gift
Night Slash
Phantom Force
Protect
Rest
Return
Roost
Round
Sand Attack
Sandstorm
Scratch
Screech
Secret Power
Shadow Ball
Shadow Claw
Shadow Sneak
Silver Wind
Slash
Sleep Talk
Snore
Solar Beam
Spite
Struggle Bug
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Telekinesis
Thief
Toxic
Trick
U-turn
Uproar
Will-O-Wisp
X-Scissor
Klinklang [Steampunk] (Genderless)
Trainer name: B455
Steampunk and B455 are animated by the same mysterious force, being metallic bodies brought to life. Statements of fact are what are most common for them, not accustomed to emotions.
Stage 3/5
Types: Steel
STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities:
Plus / Minus / Clear Body
Plus: This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon's special attacks have their Base Attack Power increased by three (3). If this Pokemon has both Plus and Minus, this Pokemon's special attacks have their Base Attack Power increased by five (5) instead.
Minus: This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon's special attacks have their Base Attack Power increased by three (3). If this Pokemon has both Plus and Minus, this Pokemon's special attacks have their Base Attack Power increased by five (5) instead.
Clear Body: This Pokemon's body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Nature: Rash (+SpA, -SpD)
Stats:
HP: 85
Atk: 7
Def: 8
SpA: 6 (+)
SpD: 5 (-)
Spe: 90
Size Class: 1
Weight Class: 4
Attacks:
Ally Switch
Assurance
Autotomize
Bind
Charge
Charge Beam
Confide
Discharge
Double Team
Electric Terrain
Endure
Facade
Flash Cannon
Frustration
Gear Grind
Gear Up
Giga Impact
Gravity
Hidden Power
Hyper Beam
Iron Defense
Lock-On
Magic Coat
Magnet Rise
Magnetic Flux
Metal Sound
Mirror Shot
Power Gem
Protect
Recycle
Rest
Return
Rising Voltage
Rock Polish
Rock Smash
Round
Sandstorm
Screech
Secret Power
Shift Gear
Shock Wave
Signal Beam
Sleep Talk
Snore
Steel Beam
Steel Roller
Substitute
Swagger
Telekinesis
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
Trick Room
Uproar
Vise Grip
Volt Switch
Wild Charge
Zap Cannon
self-reffing template
Krilowatt [Malpeza Salikoko - Light Shrimp (Esperanto)] (Female)
RP Stuff
Trainer name: Julius
Malpeza talks with a bubbly voice and works well with Deux, although not so well with Dos. She's always ready to go hard or go home.
Julius is a more reserved fellow, but matches Malpeza's dedication and spirit.
Stage 3/5
Types: Electric/Water
STAB; immune to paralysis status.
STAB; no additional effects
Abilities:
Trace / Magic Guard / Minus (H)
Trace:
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions.
Command: Activate Trace (target ability) - 5 En - Replace Trace with the target Ability for six (6) actions. When the copied ability fades, the user regains Trace.
Magic Guard: The Pokemon is endowed with a magical barrier of protection. It takes no direct HP damage from Entry Hazards, Weather, Leech Seed, Poisoning, Burn, Curse, and the ongoing effect of Partial Trapping moves. The Pokemon does not take Recoil from its own attacks (except for Struggle). It can still attack itself in confusion, and will still take damage from it. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Minus: This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon's special attacks have their Base Attack Power increased by three (3). If this Pokemon has both Plus and Minus, this Pokemon's special attacks have their Base Attack Power increased by five (5) instead.
Nature: Serious (+Spe, -Spe)
Stats:
HP: 115
Atk: 6
Def: 5
SpA: 6
SpD: 5
Spe: 105
Size Class: 1
Weight Class: 2
Attacks:
Aqua Jet
Aqua Tail
Attract
Blizzard
Bubble
Bubble Beam
Bulldoze
Captivate
Charge
Confide
Confuse Ray
Copycat
Counter
Cut
Dazzling Gleam
Detect
Discharge
Dive
Double Team
Earth Power
Earthquake
Echoed Voice
Eerie Impulse
Electric Terrain
Electro Ball
Electroweb
Endure
Entrainment
Facade
Fairy Wind
Flash
Fling
Follow Me
Frustration
Giga Impact
Guillotine
Hail
Heart Swap
Helping Hand
Hidden Power (Grass)
Hone Claws
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Ice Shard
Icy Wind
Imprison
Iron Tail
Liquidation
Low Kick
Low Sweep
Magnetic Flux
Me First
Metronome
Mind Reader
Mirror Coat
Muddy Water
Natural Gift
Payback
Protect
Rain Dance
Recycle
Rest
Return
Rock Smash
Round
Safeguard
Scald
Secret Power
Sheer Cold
Shock Wave
Signal Beam
Sleep Talk
Snore
Speed Swap
Substitute
Surf
Swagger
Swift
Tackle
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Water Gun
Water Pulse
Waterfall
Whirlpool
Wild Charge
Zap Cannon
Team LouisCyphre
Heliosphere (Charizard )
★★★★ ⭒
Timid Nature ( +Speed, -Attack, +10% Accuracy — +% X — +% Y )
Mega?: Mega X and Y
Typing: Fire/Flying ——Fire/Dragon —— Fire/Flying
Abilities: Blaze HA: Solar Power ——Tough Claws —— Drought
HP: 90 ———— X —— Y
Attack: 5 ——— 8 —— 6 (-)
Defen.: 6 ——— 8 —— 6
Sp.Atk: 8 ——— 9 —— 11
Sp.Def: 6 ——— 6 —— 8
Speed: 115 —— 115 —— 115 (+)
Size Class: 3 — 3 — 3
Weight Class: 4 — 5 — 4
Moves
Acrobatics
Aerial Ace
Air Cutter
Air Slash
Ancient Power
Attract
Beat Up
Belly Drum
Bide
Bite
Blast Burn
Blaze Kick
Block
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Captivate
Celebrate
Confide
Counter
Crunch
Curse
Cut
Defense Curl
Defog
Dig
Double Team
Double-Edge
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dual Wingbeat
Dynamic Punch
Earthquake
Echoed Voice
Ember
Endure
Facade
False Swipe
Fire Blast
Fire Fang
Fire Pledge
Fire Punch
Fire Spin
Fissure
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Fling
Fly
Focus Blast
Focus Punch
Frustration
Fury Cutter
Fury Swipes
Giga Impact
Growl
Headbutt
Heat Crash
Heat Wave
Helping Hand
Hidden Power [Ice]
Hold Hands
Hone Claws
Howl
Hurricane
Hyper Beam
Incinerate
Inferno
Iron Tail
Leer
Mega Kick
Mega Punch
Metal Claw
Mimic
Mud-Slap
Mystical Fire
Natural Gift
Ominous Wind
Outrage
Overheat
Power-Up Punch
Protect
Quick Attack
Rage
Reflect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Sandstorm
Scale Shot
Scary Face
Scorching Sands
Scratch
Secret Power
Seismic Toss
Shadow Claw
Skull Bash
Sky Drop
Slash
Sleep Talk
Smokescreen
Snore
Solar Beam
Steel Wing
Strength
Submission
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Tailwind
Take Down
Thunder Punch
Toxic
Twister
Weather Ball
Will-O-Wisp
Wing Attack
Work Up
Janus (Gallade )
★★★ ⭒ ⭒
Bashful Nature ( +None, -None )
Mega?: Mega
Typing: Psychic/Fighting —— Psychic/Fighting
Abilities: Steadfast HA: Justified —— Inner Focus
HP: 85 —— MEGA
Attack: 9 —— 12
Defen.: 5 —— 7
Sp.Atk: 5 —— 5
Sp.Def: 8 —— 8
Speed: 80 —— 110
Size Class: 3 — 3
Weight Class: 4 — 4
Moves
Aerial Ace
Air Slash
Ally Switch
Attract
Aura Sphere
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Destiny Bond
Disable
Disarming Voice
Double Team
Draining Kiss
Drain Punch
Dream Eater
Earthquake
Echoed Voice
Encore
Endure
Energy Ball
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Pulse
Helping Hand
Hidden Power [Water]
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Life Dew
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magical Leaf
Magic Room
Mean Look
Mega Kick
Mega Punch
Memento
Misty Terrain
Natural Gift
Night Slash
Poison Jab
Power-Up Punch
Protect
Psybeam
Psychic
Psycho Cut
Psych Up
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Revenge
Reversal
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Solar Blade
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Throat Chop
Thunderbolt
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-O-Wisp
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Washington (Sableye )
★★★★ ⭒
Adamant Nature ( +Attack, -Sp.Attack )
Mega?: Mega
Typing: Dark/Ghost —— Dark/Ghost
Abilities: Keen Eye, Stall HA: Prankster —— Magic Bounce
HP: 80 —— MEGA
Attack: 7 —— 7 (+)
Defen.: 6 —— 9
Sp.Atk: 4 —— 5 (-)
Sp.Def: 5 —— 8
Speed: 50 —— 20
Size Class: 1 — 1
Weight Class: 2 — 5
Moves
Aerial Ace
Ally Switch
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confide
Confuse Ray
Counter
Cut
Dark Pulse
Dazzling Gleam
Detect
Dig
Disable
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Embargo
Encore
Endure
Facade
Fake Out
Feint
Feint Attack
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul Play
Frustration
Fury Cutter
Fury Swipes
Gravity
Gyro Ball
Headbutt
Helping Hand
Hex
Hidden Power [Grass]
Hone Claws
Ice Punch
Icy Wind
Imprison
Incinerate
Knock Off
Lash Out
Leer
Low Kick
Low Sweep
Magic Coat
Mean Look
Mega Kick
Mega Punch
Metal Burst
Metronome
Mimic
Moonlight
Mud-Slap
Nasty Plot
Natural Gift
Night Shade
Nightmare
Octazooka
Ominous Wind
Pain Split
Payback
Poison Jab
Poltergeist
Power Gem
Power-Up Punch
Protect
Psych Up
Psychic
Punishment
Quash
Rain Dance
Recover
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Role Play
Round
Scratch
Secret Power
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder Punch
Tickle
Torment
Toxic
Trick
Water Pulse
Will-O-Wisp
Wonder Room
Zen Headbutt
Heliosphere (Charizard )
★★★★ ⭒
Timid Nature ( +Speed, -Attack, +10% Accuracy — +% X — +% Y )
Mega?: Mega X and Y
Typing: Fire/Flying ——Fire/Dragon —— Fire/Flying
Abilities: Blaze HA: Solar Power ——Tough Claws —— Drought
HP: 90 ———— X —— Y
Attack: 5 ——— 8 —— 6 (-)
Defen.: 6 ——— 8 —— 6
Sp.Atk: 8 ——— 9 —— 11
Sp.Def: 6 ——— 6 —— 8
Speed: 115 —— 115 —— 115 (+)
Size Class: 3 — 3 — 3
Weight Class: 4 — 5 — 4
Moves
Acrobatics
Aerial Ace
Air Cutter
Air Slash
Ancient Power
Attract
Beat Up
Belly Drum
Bide
Bite
Blast Burn
Blaze Kick
Block
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Captivate
Celebrate
Confide
Counter
Crunch
Curse
Cut
Defense Curl
Defog
Dig
Double Team
Double-Edge
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dual Wingbeat
Dynamic Punch
Earthquake
Echoed Voice
Ember
Endure
Facade
False Swipe
Fire Blast
Fire Fang
Fire Pledge
Fire Punch
Fire Spin
Fissure
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Fling
Fly
Focus Blast
Focus Punch
Frustration
Fury Cutter
Fury Swipes
Giga Impact
Growl
Headbutt
Heat Crash
Heat Wave
Helping Hand
Hidden Power [Ice]
Hold Hands
Hone Claws
Howl
Hurricane
Hyper Beam
Incinerate
Inferno
Iron Tail
Leer
Mega Kick
Mega Punch
Metal Claw
Mimic
Mud-Slap
Mystical Fire
Natural Gift
Ominous Wind
Outrage
Overheat
Power-Up Punch
Protect
Quick Attack
Rage
Reflect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Sandstorm
Scale Shot
Scary Face
Scorching Sands
Scratch
Secret Power
Seismic Toss
Shadow Claw
Skull Bash
Sky Drop
Slash
Sleep Talk
Smokescreen
Snore
Solar Beam
Steel Wing
Strength
Submission
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Tailwind
Take Down
Thunder Punch
Toxic
Twister
Weather Ball
Will-O-Wisp
Wing Attack
Work Up
Janus (Gallade )
★★★ ⭒ ⭒
Bashful Nature ( +None, -None )
Mega?: Mega
Typing: Psychic/Fighting —— Psychic/Fighting
Abilities: Steadfast HA: Justified —— Inner Focus
HP: 85 —— MEGA
Attack: 9 —— 12
Defen.: 5 —— 7
Sp.Atk: 5 —— 5
Sp.Def: 8 —— 8
Speed: 80 —— 110
Size Class: 3 — 3
Weight Class: 4 — 4
Moves
Aerial Ace
Air Slash
Ally Switch
Attract
Aura Sphere
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Destiny Bond
Disable
Disarming Voice
Double Team
Draining Kiss
Drain Punch
Dream Eater
Earthquake
Echoed Voice
Encore
Endure
Energy Ball
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Pulse
Helping Hand
Hidden Power [Water]
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Life Dew
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magical Leaf
Magic Room
Mean Look
Mega Kick
Mega Punch
Memento
Misty Terrain
Natural Gift
Night Slash
Poison Jab
Power-Up Punch
Protect
Psybeam
Psychic
Psycho Cut
Psych Up
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Revenge
Reversal
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Solar Blade
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Throat Chop
Thunderbolt
Thunder Punch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wide Guard
Will-O-Wisp
Wonder Room
Work Up
X-Scissor
Zen Headbutt
★★★★ ⭒
Adamant Nature ( +Attack, -Sp.Attack )
Mega?: Mega
Typing: Dark/Ghost —— Dark/Ghost
Abilities: Keen Eye, Stall HA: Prankster —— Magic Bounce
HP: 80 —— MEGA
Attack: 7 —— 7 (+)
Defen.: 6 —— 9
Sp.Atk: 4 —— 5 (-)
Sp.Def: 5 —— 8
Speed: 50 —— 20
Size Class: 1 — 1
Weight Class: 2 — 5
Moves
Aerial Ace
Ally Switch
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confide
Confuse Ray
Counter
Cut
Dark Pulse
Dazzling Gleam
Detect
Dig
Disable
Double Team
Double-Edge
Drain Punch
Dream Eater
Dynamic Punch
Embargo
Encore
Endure
Facade
Fake Out
Feint
Feint Attack
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul Play
Frustration
Fury Cutter
Fury Swipes
Gravity
Gyro Ball
Headbutt
Helping Hand
Hex
Hidden Power [Grass]
Hone Claws
Ice Punch
Icy Wind
Imprison
Incinerate
Knock Off
Lash Out
Leer
Low Kick
Low Sweep
Magic Coat
Mean Look
Mega Kick
Mega Punch
Metal Burst
Metronome
Mimic
Moonlight
Mud-Slap
Nasty Plot
Natural Gift
Night Shade
Nightmare
Octazooka
Ominous Wind
Pain Split
Payback
Poison Jab
Poltergeist
Power Gem
Power-Up Punch
Protect
Psych Up
Psychic
Punishment
Quash
Rain Dance
Recover
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Role Play
Round
Scratch
Secret Power
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder Punch
Tickle
Torment
Toxic
Trick
Water Pulse
Will-O-Wisp
Wonder Room
Zen Headbutt
Roll 1d2, 1 = LouisCyphre strikes first, 2 = Florina Liastacia orders first
1 = LouisCyphre strikes first
Turn order:
LouisCyphre strikes an arena
Florina Liastacia strikes two arenas
LouisCyphre chooses an arena and sends out
Florina Liastacia sends out and orders
Louis Cyphre orders
I ref
1 = LouisCyphre strikes first
Turn order:
LouisCyphre strikes an arena
Florina Liastacia strikes two arenas
LouisCyphre chooses an arena and sends out
Florina Liastacia sends out and orders
Louis Cyphre orders
I ref
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