Welcome battlers, to the tower of heaven. Today, we have a battle for the ages, as it is a 3v3 rotation battle! I apologize ahead of time, as this is my first battle reffed.
RULES:
3v3 NFE rotation
switch=OK
DQ time 3 days
2 recoveries, 5 chills
(i'm guessing that since it is a rotation battle, then you may switch as one of your actions)
Yoshinite's team
Other than that, let the battle commence!
Order of Operations:
Yoshinite pokes
TIO pokes and moves
Yoshinite moves
I fail at reffing
You rage and demand a subref
RULES:
3v3 NFE rotation
switch=OK
DQ time 3 days
2 recoveries, 5 chills
(i'm guessing that since it is a rotation battle, then you may switch as one of your actions)
Putting out an everything standard 3v3 NFE rotation battle!
I'll rematch.
At Tower of Heaven, just to spice things up a little.
Yoshinite's team
TIO's teamyoshinite said:
Lampent [Araña] (F)
Nature: Quiet (+SpA -Spe -10 Evasion)
Type: Ghost/Fire
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.
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:
Flash Fire: Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: Type: 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.
Shadow Tag (DW LOCKED):Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 1/5
Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Pain Split
Hex
Sunny Day
Psychic
Protect
Heat Wave
Clear Smog
Acid
Name: Haunter [Hehehe] (M)
Nature: Rash (+SpA -SpD)
Type:Ghost/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: Type: Innate 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 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 95
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC 7/9
MC 0
Moves:
Lick
Confuse Ray
Night Shade
Hypnosis
Spite
Mean Look
Curse
Sucker Punch
Shadow Punch
Dark Pulse
Destiny Bond
Toxic
Venoshock
Dream Eater
Taunt
Clear Smog
Disable
Perish Song
Frillish [Violet] (M)
Nature: Bold (+Def -Atk)
Type: Ghost/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb:Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself
Cursed Body:Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp:Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC 0/6
MC 0
DC 0/5
Moves:
Bubble
Absorb
Water Sport
Night Shade
Bubblebeam
Recover
Water Pulse
Will-O'-Wisp
Taunt
Toxic
Rain Dance
Pain Split
Confuse Ray
Acid Armor
NOTE: sorry for the delay, I had work and stuff... but i'll ref now.TIO said:
Deino[Caitlin](F)
Nature: Naughty (+Att, -SpD)
Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle: Type: 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: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1(-)
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: N/A
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Fire Fang
Ice Fang
Thunder Fang
Taunt
Torment
Double Team
Archen[John](M)
Nature: Mild (+SpA, -Def)
Type:
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.
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:
Defeatist: Type: Trait
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 0/6
MC: 0
DC: N/A
Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Dragon Pulse
Earth Power
Steel Wing
Earthquake
Stone Edge
Taunt
Golett[Ryan]
Nature: Adamant (+Att, -SpA)
Type:
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.
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:
Iron Fist: Type: Trait. 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)
Klutz: Type: Can be Disabled. The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard (DW): Type: Innate. This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, 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. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 4/5
Attacks:
Pound
Astonish
Defense Curl
Mud-slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Focus Punch
Earthquake
Hammer Arm
Fire Punch
Ice Punch
ThunderPunch
Drain Punch
Superpower
Frustration
Gyro Ball
Return
Rock Slide
Other than that, let the battle commence!
Order of Operations:
Yoshinite pokes
TIO pokes and moves
Yoshinite moves
I fail at reffing
You rage and demand a subref