Midou says:
3v3
DQ: 3 Days
Recovery: 1 Recovery, 3 Chills
Arena: Winter Riverbank
Summary:
In the midst of winter, a riverbank not too far out from local roads and towns doubles as a wonderfully white and tricky battle arena. There is only skinny, leafless trees that are not very good for cover but will burn well. Patches of ice are scattered loosely in a line resembling the old meandering river, which is shallow regardless during the other seasons of the year. Vegetation is scarce and the ground is lifeless, but the soil is soft enough to Dig through. A steep hill towers over one side of the river, flush with snow that has accumulated.
Weather-wise the air is quite chilly, but the sun is bright and there is a firm south-blowing wind for the planned battle day. No chance for hail, but light rain expected in the late afternoon. Gravel and dirt too mixed with snow to make even a weak sandstorm possible.
Notable features:
- Aside from the wind, the bank is quiet and there will be no distractions Pokemon/people wise.
- Though most of the field is covered by snow, there are patches of ice both hidden and revealed that make the landscape slippery, extra caution is advised unless you have padded feat or a sure step.
- Rain will fall mid-to-late match at the Referee's discretion.
- Steep hill off to the side covered with snow.
GK says:
no items
one ability
switch=ko
I say:
Midou sends out, GK sends out and orders, Midou orders, I ref. Then we go from there! GOOD LUCK HAVE FUN!!!!
Oh yeah, will put your teams here for better referencing.
Poliwag(*) Apollo (M)
Nature: Hardy (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Water Absorb (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.
Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Doubleslap (*)
Rain Dance (*)
Body Slam (*)
Bubblebeam (*)
Encore (*)
Ice Ball (*)
Haze (*)
Psychic (*)
Dig (*)
Scald (*)
Eevee(*) Teresa (F)
Nature: Adamant (Raises Atk by *, Lowers SpAtk by *)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: ***
Speed: 55
EC: 0/6
MC: 0
DC: 0/5
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.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Wish (*)
Detect (*)
Yawn (*)
Return (*)
Dig (*)
Rest (*)
Growlithe (*) Red (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 x 1.15^)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate (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.
Flash Fire (innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW) (innate): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Flare Blitz (*)
Morning Sun (*)
Flamethrower (*)
Flame Charge (*)
Wild Charge (*)
Duohm [Niles] (M)
Nature: Sassy. Adds * to SpD; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats
HP: 100
Atk: **
Def: ***
SpA: ***
SpD: ***(+)
Spe: 52(-)
EC: 4/9
MC: 0
DC: 2/5
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.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (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.
Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Twister
Spark
Hydro Pump
Heal Bell
Magnet Rise
Thunderbolt
Flamethrower
Dragon Pulse
Slack Off
Gale
<Shroomish> [Bruce] (M)
Nature: Careful
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 100
Atk: **
Def: ***
SpA: *(-)
SpD: ****(+)
Spe: 35
EC:0/6
MC:0
DC:0/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Bullet Seed
Drain Punch
Seed Bomb
Toxic
Facade
Swords Dance
Nohface* [Matthew] [M]
Nature: Jolly
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: **
Def: ***
SpA: * (-)
SpD: ***
Spe: 11 (10*1.15)
EC: 3/6
MC: 1
DC: 2/5
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Curse(*)
Scratch(*)
Shadow Sneak(*)
Faint Attack(*)
Odor Sleuth(*)
Iron Defense(*)
Leer(*)
Lick(*)
Yawn(*)
Meteor Mash(*)
Psycho Shift(*)
Dig(*)
Will-O-Wisp(*)
Theif(*)
ShadowStrike
Perish Song
Dragonair* [Peter] [M]
Nature: Naughty
Type:Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 100
Atk: ****(+)
Def: ***
SpA: ***
SpD: **(-)
Spe: 70
EC:6/9
MC:1
DC:3/5
Abilities:
Shed Skin: 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.
Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two.
Attacks:
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Dragon Dance(*)
Extremespeed(*)
Dragon Pulse(*)
Waterfall(*)
Flamethrower(*)
Dragon Tail(*)
Outrage
Thunderbolt
3v3
DQ: 3 Days
Recovery: 1 Recovery, 3 Chills
Arena: Winter Riverbank
Summary:
In the midst of winter, a riverbank not too far out from local roads and towns doubles as a wonderfully white and tricky battle arena. There is only skinny, leafless trees that are not very good for cover but will burn well. Patches of ice are scattered loosely in a line resembling the old meandering river, which is shallow regardless during the other seasons of the year. Vegetation is scarce and the ground is lifeless, but the soil is soft enough to Dig through. A steep hill towers over one side of the river, flush with snow that has accumulated.
Weather-wise the air is quite chilly, but the sun is bright and there is a firm south-blowing wind for the planned battle day. No chance for hail, but light rain expected in the late afternoon. Gravel and dirt too mixed with snow to make even a weak sandstorm possible.
Notable features:
- Aside from the wind, the bank is quiet and there will be no distractions Pokemon/people wise.
- Rain will fall mid-to-late match at the Referee's discretion.
- Steep hill off to the side covered with snow.
GK says:
no items
one ability
switch=ko
I say:
Midou sends out, GK sends out and orders, Midou orders, I ref. Then we go from there! GOOD LUCK HAVE FUN!!!!
Oh yeah, will put your teams here for better referencing.
Poliwag(*) Apollo (M)
Nature: Hardy (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Water Absorb (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.
Damp (innate): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW) (innate): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Doubleslap (*)
Rain Dance (*)
Body Slam (*)
Bubblebeam (*)
Encore (*)
Ice Ball (*)
Haze (*)
Psychic (*)
Dig (*)
Scald (*)
Eevee(*) Teresa (F)
Nature: Adamant (Raises Atk by *, Lowers SpAtk by *)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: ***
Speed: 55
EC: 0/6
MC: 0
DC: 0/5
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.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Wish (*)
Detect (*)
Yawn (*)
Return (*)
Dig (*)
Rest (*)
Growlithe (*) Red (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60 x 1.15^)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate (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.
Flash Fire (innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW) (innate): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odor Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Flare Blitz (*)
Morning Sun (*)
Flamethrower (*)
Flame Charge (*)
Wild Charge (*)
Duohm [Niles] (M)
Nature: Sassy. Adds * to SpD; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats
HP: 100
Atk: **
Def: ***
SpA: ***
SpD: ***(+)
Spe: 52(-)
EC: 4/9
MC: 0
DC: 2/5
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.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (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.
Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Twister
Spark
Hydro Pump
Heal Bell
Magnet Rise
Thunderbolt
Flamethrower
Dragon Pulse
Slack Off
Gale
<Shroomish> [Bruce] (M)
Nature: Careful
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 100
Atk: **
Def: ***
SpA: *(-)
SpD: ****(+)
Spe: 35
EC:0/6
MC:0
DC:0/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Bullet Seed
Drain Punch
Seed Bomb
Toxic
Facade
Swords Dance
Nohface* [Matthew] [M]
Nature: Jolly
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: **
Def: ***
SpA: * (-)
SpD: ***
Spe: 11 (10*1.15)
EC: 3/6
MC: 1
DC: 2/5
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Curse(*)
Scratch(*)
Shadow Sneak(*)
Faint Attack(*)
Odor Sleuth(*)
Iron Defense(*)
Leer(*)
Lick(*)
Yawn(*)
Meteor Mash(*)
Psycho Shift(*)
Dig(*)
Will-O-Wisp(*)
Theif(*)
ShadowStrike
Perish Song
Dragonair* [Peter] [M]
Nature: Naughty
Type:Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 100
Atk: ****(+)
Def: ***
SpA: ***
SpD: **(-)
Spe: 70
EC:6/9
MC:1
DC:3/5
Abilities:
Shed Skin: 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.
Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two.
Attacks:
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Dragon Dance(*)
Extremespeed(*)
Dragon Pulse(*)
Waterfall(*)
Flamethrower(*)
Dragon Tail(*)
Outrage
Thunderbolt