3v3 singles battle
1Day DQ | CHANGED TO 2 Days
Arena: Refs choice, for a surprise factor I guess.
Count me in.
No items
All Abilities
Switch = KO
ARENA: Warp Room
You and your Pokemon will be warping to different areas that may or may not be advantageous for your Pokemon. How many are there? Let's find out!
Stage 1: Warp Room - Everything goes. Basically the starting place with no effects whatsoever. It's a plain white spacey area.
Stage 2: Volcano area - There are lava-made platforms in several places that your Pokemon will be standing on. Fire attacks have a small +1 boost to their Base Attack Power. Some of the lava can be vicious and spurt out, causing harm to your Pokemon, regardless of their typing (25% chance, happens once at the end of the round, 5 damage flat).
Stage 3: Prehistoric Times - There are dinosaurs rampaging the area. WATCH OUT! 10% Tyrannosaurus Rex, 25% Stegosaurus, 30% Triceratops, and 35% Velociraptor... 1 will show up at the end of the round. What it will do YOU WILL HAVE TO SEE! There is no safe area - you will be on some flat somewhat grassy plain.
Stage 4: Desert (Night time) - It's not burning! But, there's a sandstorm going on. That's it. Haters gonna hate!
Stage 5: Hurricane area - THERE'S A HURRICANE COMING AND IT'S RAINING LIKE HELL! (AKA rain is in constant effect.) The hurricane will come wash your Pokemon away for a undetermined amount of damage at the end of the round. Good thing we warp out right when we're about to die!
Stage 6: Park area - Playful Pokemon rejoice! All Normal-type moves's Base Attack Power will be increased by 2. Setting off an Earthquake, Surf, or something like that is not advised here! THINK OF THE CHILDREN!!!
Stage 7: Hell - It's hell.
If it gets to the final stage, the process repeats.
Combusken* Blazer (Male)
Nature: Naughty (Plus attack Minus Special defence)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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
Stats:
HP: 90
Atk: Rank 4(+Naughty bonus)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1(-Naughty bonus)
Spe: 55
EC:8/9
MC:7
DC:4/5
Attacks:
Level Up Moves
Scratch*
Growl*
Focus Energy*
Ember*
Peck*
Sand-Attack*
Fire Spin*
Double Kick
Egg Moves
Baton Pass*
Crush Claw*
Flame Burst*
TM/HM Moves
Flame thrower*
Shadow Claw
Sword dance*
Will-o-Wisp*
Substitute
Abilities:Blaze: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost(DW): Innate Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Gligar* Winger (Female)
Nature: Adamant (Plus Attack; Minus Special Attack)
Type: Ground-Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying-Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats-
HP: 100
Atk: Rank 4 (+ Adamant)
Def: Rank 4
SpA: Rank 1(- Adamant)
SpD: Rank 3
Spe: 85
EC: 5/6
MC:5
DC:3/5
Level Up Moves
Acrobatics
Poison Sting*
Sand-Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Egg Moves
Agility*
Cross Poison*
Night Slash*
TM/HM Moves
Aerial Ace*
Earthquake*
Dig*
Abilities: Hyper Cutter-Innate; This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand veil- Innate This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage
Immunity(DW)- Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Gabite(Mighty)(Male)
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 82
Adamant Nature: Add one to Atk, subtract one from SpA
EC 4/9
MC 1
DC 2/5
Moves
Level Up Moves
Tackle
Sand-Attack
Dragon Rage
SandStorm
Takedown
Sand Tomb
Slash
Dragon Claw
Dual Chop
Dragon Rush
Egg Moves
Dragon Breath
Outrage
Iron Head
TM/HM Moves
Hone Claws
Earthquake
Protect
Abilites
Sand Veil(Innate)-This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin(DW)(Innate)-When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
@ShyGuy, I am not entirely sure what you actualy want. At a 3v3, you can only bring up to 3 Pokemon. I'm just bringing the first three on the list (especially Flarelm since Blazekin has a stage-2 as well).
Aipom (*) Libra (F)
Nature: Adamant (increases attack by one *, reduces special attack by one *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP:90
Atk:Rank 4(+)
Def:Rank 2
SpA:Rank 1(-)
SpD:Rank 2
Spe:85
EC: 3/6
MC: 0
DC: 2/5
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Pick Up: (Inate) This Pokemon has a natural habit of collecting items. Whenever a hold item (it's own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Skill Link (DW): (Inate) (Not Unlocked) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks:
Scratch (*)
Tail Whip (*)
Sand-Attack (*)
Astonish (*)
Baton Pass (*)
Tickle (*)
Fury Swipes (*)
Swift (*)
Screech (*)
Double Hit
Agillity (*)
Fake Out (*)
Pursuit (*)
Shadow Claw(*)
Arial Ace (*)
U-Turn (*)
Brick Break
Flarelm (*) Gordon (M)
Nature: Sassy (increases special defense by one *, 15% decrease (rounded down) in Speed and +5% Acc to opponents attacks)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50%
reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 47 (55-15% rounded down)
EC: 4/9
MC: 0
DC: 2/5
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) (Not Unlocked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Pound (*)
Sweet Scent (*)
Bullet Seed (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Earth Power (*)
Aromatherapy (*)
Psybeam (*)
Flamethrower (*)
Reflect (*)
Light Sceen (*)
Toxic
Sunny Day
Scraggy, Muggsy (M)
Nature: Adamant (increases attack by one *, reduces special attack by one *)
Type: Dark/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Dragon Dance
Ice Punch
Zen Headbutt
Stone Edge
Bulk Up
Roar
Blazekin sends out first mon but no actions, then ShyGuy does the same with actions. After that, Blazekin's actions!