Arcanite said:Open Battle:
3Vs3 Singles
DQ Time 3 Days
Two uses of Recover/Rest type moves and 5 chills.
Arena: Field with Short Grass, Calm Weather. Fences enclose the arena (50m by 50m), any pokemon going outside the fences are counted as knocked out.
My First Battle, so a simple arena. Anyone?
rewindman said:I'm up for the challenge.
Switch = KO
One Ability
No items
Arcanite sends out a pokemon and its ability
rewindman sends out a pokemon and its ability, and orders
Arcanite orders
p3 - Arcanite - rewindman - etc - p3 - rewindman - Arcanite - p3 - etc
rewindman sends out a pokemon and its ability, and orders
Arcanite orders
p3 - Arcanite - rewindman - etc - p3 - rewindman - Arcanite - p3 - etc
note: Arcanite you sent abilities with your team, for future reference you don't have to decide until you actually send the pokemon out.
Growlithe (*) Firion (Male)
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 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).
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. (Not yet active)
HP: 90
Atk: ***
Def: * (-)
SpA: ***
SpD: **
Spe: 69 (60*1.15)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odour Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Morning Sun (*)
Howl (*)
Flame Charge (Nitro Boost) (*)
Aerial Ace (*)
Wild Charge (*)
Vanillite (*) Shiva (Female)
Nature:
Serious (No effect on Stats)
Type:
Ice: (Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.))
Abilities:
- Ice Body: (Innate) his Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
- Weak Armour (DW): (Can be Enabled) 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.(Not yet active)
HP: 90
Atk: **
Def: **
SpA: ***
SpD: ***
Spe: 44
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Icicle Spear (*)
Harden (*)
Astonish (*)
Uproar (*)
Icy Wind (*)
Mist (*)
Avalanche (*)
Taunt (*)
Automotize (*)
Water Pulse (*)
Ice Shard (*)
Explosion (*)
Hail (*)
Blizzard (*)
Riolu (*) Sir. Auron (Male)
Nature:
Lonely: (Adds * to Attack; Subtracts * From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Fighting
Abilities:
- Steadfast: (Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
- 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.
- Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (Not yet active)
HP: 90
Atk: **** (+)
Def: * (-)
SpA: **
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Blaze Kick (*)
Hi Jump Kick (*)
Crunch (*)
Drain Punch (*)
Work Up (*)
Rock Slide (*)
Eevee(*)(Shine) (F)
Nature: Naive (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 Special Defense)
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: 63 (55*1.15v)
EC: 1/6
MC: 1
DC: 1/5
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 (*)
Toxic (*)
Shadow Ball (*)
Hidden Power (Fighting 7) (*)
Larvesta(*) (Helios)(M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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:60
EC: 4/6
MC: 1
DC: 2/5
Abilities:
Flame Body: (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.
Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)
Will-o-Wisp(*)
Fire Blast (*)
Wild Charge (*)
Snivy (Tangle)(F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***(+)
SpD: **
Spe: 63
EC:0/9
MC:0
DC:0
Abilities:
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW)(Can be enabled)
This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Attacks:
Level moves :
Tackle
Leer
Vine Whip
Wrap
Growth
Grass Mixer
Leech Seed
Mega Drain
Slam
Glare
Twister
Mirror Coat
Hidden Power (Fire 7)
Taunt
Reflect
Good luck and have fun both of you!