The Sea Rules said:6V6 Singles NFE
2 Day DQ
Abilities = All
Switch = OK
Items = Training
1 Substitution
Unlimited Recoveries / Chills
Arena:
This Arena is a rather special one: It takes place in the middle of the ocean, on enchanted water. This enchanted water is able to support pokemon standing on it so there is a platform for the battlers to walk on. Surrounding the platform of enchanted water is a group of islands ranging from the size of a small house to a large island. These lay in a ring about 200 feet away from the 300 foot circular arena. the larger islands have wild berries on them that can be consumed to heal a small amount of health. Now for the fun part: There is a soft melody always able to be heard, and depending upon the intensity of the music playing(Music starts off very soft and calming and has a percent chance to change to a different pitch and whatnot{totally not a music student I don't know terms}) the waters can be calm and gentle, or horrible storms can occur in the blink of an eye. This music distracts the pokemon from exhaustion of the fight, and should the music stop, they realize how tired they have become, rendering them sluggish.
Arena summary
Music plays (RNG every end of 3rd round):
- Water based arena
- Islands surrounding, about 20% hold berries that can heal 15 hp if eaten.
- 50% Calm waters
- 20% Rough waters - 20% chance of water knocking Pokemon around per action, equivalent to 10 BAP Special Attack damage and -1 Speed for one (1) action.
- 20% Hurricane conditions - Pokemon are under the effects of Rain, cannot be changed at all, and non-Water-types are dealt 3 damage per action.
- 5% Maelstrom - This is a dreaded outcome, removing the platform beneath the pokemon and sucking them under, dealing 7 flat damage per action and blocking any physical attacks and giving ranged attacks a flat 30% miss chance. Only Water-type Pokemon and ranged attacks will not be affected.
- 5% Music Stops - the water and wind completely stop moving, and the combatants are placed under the sluggish condition
The Royal Guard said:
Metang [RU-6383-D4F]
Nature: Brave (+Atk., -Spe)
Type: Psychic/Steel
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
HP: 90
Attack: Rank 4 (+)
Defense: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-), -10% evasion
Size Class: 4
Weight Class: 6 (5 light metal)
EC: 6/9
MC: 0
DC: 3/5
Attacks:
Agility
Brick Break
Confusion
Earthquake
Headbutt
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Meteor Mash
Psychic
Pursuit
Scary Face
Take Down
Zen Headbutt
Matthew [Rebble] [Male]
Nature: Modest(+1 S. Attack, -1 Attack)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) 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).
Mold Breaker (DW): (Innate) 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.)
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC:0/9
MC:0
DC:0/5
Total Moves: 70
Moves:(16)
Acupressure
Defense Curl
Disable
Mud Shot
Power Gem
Rock Blast
Rollout
Tackle
Earth Power
Energy Ball
Giga Drain
Heat Wave
Protect
Toxic
Magnet Rise
Stealth Rock
<Onix> [Onix] (Male)
Nature: Brave
Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Rock Head:
(Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy:
(Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armor:
(Can be Enabled)(DW LOCKED)
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.
Onix
HP: 90
Atk: Rank 3(+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60(-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 0/6
MC: 0
DC: 0/5
Attacks:(19)
Mud Sport
Tackle
Harden
Bind
Curse
Screech
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
Dragons Breath
Heavy Slam
Rollout
Rock Slide
Flail
Rock Climb
Protect
Taunt
Torment
Rest
Dragon Tail
<Aron> [Ethan] (Male)
Nature: Lonely (+Attack, -Defense)
Type: Steel/Rock
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Innate) This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: (Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal: (DW) (Innate) (Locked) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 15
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Level Up:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Head
Egg:
Head Smash
Stomp
Stealth Rock
Superpower
Dragon Rush
Tutor:
TM:
Earthquake
Dig
Double Team
Sandstorm
Rock Tomb
Chimchar-Auron (M)
Nature: Lonely (Atk raised by 1, Def decreased by 1)
Type: Fire
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:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist:(DW LOCKED)Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
Chimchar
HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 3/5
Total Moves: 100
Attacks:(27)
Acrobatics
Ember
Flame Wheel
Fury Swipes
Leer
Nasty Plot
Scratch
Slack Off
Taunt
Torment
Counter
Encore
Fire Punch
Thunder Punch
Focus Punch
Fake Out
Protect
Shadow Claw
Toxic
Torment
Will-O-Wisp
U-Turn
Buizel [Crash] (M)
NATURE: Mild
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
ABILITIES
Swift Swim: (Innate) The Pokémon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (DW): (Innate) Pokémon with this ability always have their body coated in a layer of water which prevents burns.
STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 2/5
ATTACKS (22/65)
PHYSICAL
Aqua Jet
Aqua Tail
Brick Break
Dive
Fury Cutter
Pursuit
Quick Attack
SPECIAL
Hydro Pump
Ice Beam
Mud-Slap
Razor Wind
Sonicboom
Swift
Water Gun
Whirlpool
OTHER
Agility
Aqua Ring
Growl
Me First
Protect
Substitute
Water Sport
jas61292 said:
Farfetch'd (Karl) (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Defiant (DW): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
MC: 0
DC: 4/5
Attacks (22 Moves):
Peck
Poison Jab
Sand Attack
Leer
Fury Cutter
Knock Off
Aerial Ace
Slash
Air Cutter
Swords Dance
Feint
Night Slash
Acrobatics
False Swipe
Leaf Blade
Quick Attack
Revenge
Facade
Acrobatics
U-Turn
Sky Attack
Helping Hand
Rufflet (Hudson) (M)
Nature: Jolly (x1.15 Spe, -1 SpA, +11% Accuracy)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sheer Force: (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.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (60*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 4/6
MC: 4
DC: 3/5
Attacks (16 Moves):
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Whirlwind
Brave Bird
Rock Slide
U-Turn
Shadow Claw
Fly
Roost
Superpower
Tailwind
Minun (Zip) (M)
Nature: Timid (+15% Spe, -Atk, +14% Acc)
Type: Electric
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.
Abilities:
Minus: (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 110 (95*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
MC: 3
Attacks (17 Moves):
Growl
Thunder Wave
Quick Attack
Helping Hand
Spark
Encore
Charm
Copycat
Charge
Trump Card
Entrainment
Sing
Sweet Kiss
Wish
Toxic
Thunder
Charge Beam
Sentret [Guardian] (M)
Nature: Hasty (+15% Spe, -1 Def, +5% Acc)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Frisk (DW): (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 23 (20*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 11
EC: 4/6
MC: 2
DC: 4/5
Attacks (19 Moves):
Tackle
Scratch
Foresight
Defense Curl
Quick Attack
Fury Swipes
Helping Hand
Follow Me
Slam
Sucker Punch
Hyper Voice
Assist
Iron Tail
Reversal
Toxic
Protect
Shadow Ball
Dig
Substitute
Buizel (Finny) (M)
Nature: Naive (+15% Spe, -1 SpD, +22% Accuracy)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 98 (85*1.15)
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 4/6
MC: 4
DC: 3/5
Attacks (15 Moves):
Sonicboom
Growl
Water Sport
Quick Attack
Water Gun
Pursuit
Swift
Aqua Jet
Aqua Tail
Hydro Pump
Aqua Ring
Me First
Tail Slap
Blizzard
Brick Break
Dig
Rock Tomb
Waterfall
Cupra (Robert) (M)
Nature: Sassy(+1 SpD, -15% Spe, -10% Evas)
Type: Bug/Psychic
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 38 (44/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
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.)
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Attacks (11 moves)
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Bug Buzz
Counter
Disable
Psyshock
Protect
Will-O-Wisp
Welcome to Mare Nostrum, where Calypso plays her lyre and the waves dance to her cadence. To leave this place, you must also dance amongst the waves to please her. Remember that refreshments are available on the islands, so help yourself!
TRG leads and equips
jas does the same with orders
TRG counters orders
The seas are calm