Welcome to this very Special battle between two fabulous competitors. Master Bane has brought his Crew along to fight with FlamingFighter’s Posse. This, my friend is the gang war to end all wars.
However this war has rules and those are…
Looking for beginner battle.
3v3 Singles
1 Day DQ (I'd like a fast battle. If I can't have a 1hr DQ, then make it whatever the minimum is.)
2 recoveries, 3 chills per pokemon.
Arena: Pond in Forest Clearing
>Has a pond and a stream flowing out of pond
>Woods borders clearing
>All moves usable
>All pokemon usable
DQ=1 day
Abilities: All
Items: None
Switch: KO
Now without further ado let the battle begin
OOO
FlamingFighter sends out Poke
Master Bane Sends out and orders
FlamingFighter Orders
I Ref
P.S sorry 'bout the sprites guys, my computer doesn't like them
However this war has rules and those are…
Looking for beginner battle.
3v3 Singles
1 Day DQ (I'd like a fast battle. If I can't have a 1hr DQ, then make it whatever the minimum is.)
2 recoveries, 3 chills per pokemon.
Arena: Pond in Forest Clearing
>Has a pond and a stream flowing out of pond
>Woods borders clearing
>All moves usable
>All pokemon usable
DQ=1 day
Abilities: All
Items: None
Switch: KO
Machop(*) Machop (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 3/9
MC: 1
DC: 2/5
Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
Bullet Punch(*)
Close Combat(*)
Rock Slide(*)
Counter
Earthquake(*)
Bulk Up(*)
Payback(*)
Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
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.
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.
Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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).
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)
EC: 2/6
MC: 2
DC: 1/5
Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)
Fire Blast(*)
Solarbeam(*)
Sunny Day(*)
Larvitar [Mount Doom] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Rock/Ground
Rock: Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Summary: 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.
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Viel (DW): (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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Curse
Outrage
Iron Head
Earthquake
Stone Edge
Taunt
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 3/9
MC: 1
DC: 2/5
Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
Bullet Punch(*)
Close Combat(*)
Rock Slide(*)
Counter
Earthquake(*)
Bulk Up(*)
Payback(*)
Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
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.
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.
Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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).
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)
EC: 2/6
MC: 2
DC: 1/5
Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)
Fire Blast(*)
Solarbeam(*)
Sunny Day(*)
Larvitar [Mount Doom] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Rock/Ground
Rock: Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Summary: 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.
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sand Viel (DW): (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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35 (41 / 1.15=35.65..., rounded down)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Curse
Outrage
Iron Head
Earthquake
Stone Edge
Taunt
Shroomish [FireShroom] (M)
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Grass
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: 90
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Counters:
EC: 0/6
MC: 0
DC: 0/5
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 Locked): (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.
Attacks:
Absorb*
Tackle*
Stun Spore*
Leech Seed*
Mega Drain*
Headbutt*
PoisonPowder*
Focus Punch*
Drain Punch*
Seed Bomb*
Toxic*
Substitute*
Swords Dance*
Larvesta (FlickerFlame) (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Bug / Fire
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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: 55 / 85 / 55 / 50 / 55 / 60
HP: 90
Atk-: Rank 2
Def: Rank 2
SpA+: Rank 3
SpD: Rank 2
Spe: 60
Evolution Counter: 0 / 6
Move Counter: 0
Dream Counter: 0 / 5
Ability:
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 Locked): (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, X-Scissor from 8 to 10)
Attacks:
Ember*
String Shot*
Leech Life*
Take Down*
Morning Sun*
Endure*
Zen Headbutt*
Sunny Day*
SolarBeam*
Will-o-Wisp*
Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Ghost/Ground
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.
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.
Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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) (Unlocked)
Klutz: (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, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted 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
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Earthquake*
DynamicPunch*
Focus Punch*
Substitute*
Gyro Ball*
Rock Slide*
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Grass
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: 90
Atk+: Rank 3
Def: Rank 2
SpA-: Rank 1
SpD: Rank 2
Spe: 35
Counters:
EC: 0/6
MC: 0
DC: 0/5
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 Locked): (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.
Attacks:
Absorb*
Tackle*
Stun Spore*
Leech Seed*
Mega Drain*
Headbutt*
PoisonPowder*
Focus Punch*
Drain Punch*
Seed Bomb*
Toxic*
Substitute*
Swords Dance*
Larvesta (FlickerFlame) (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type: Bug / Fire
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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: 55 / 85 / 55 / 50 / 55 / 60
HP: 90
Atk-: Rank 2
Def: Rank 2
SpA+: Rank 3
SpD: Rank 2
Spe: 60
Evolution Counter: 0 / 6
Move Counter: 0
Dream Counter: 0 / 5
Ability:
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 Locked): (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, X-Scissor from 8 to 10)
Attacks:
Ember*
String Shot*
Leech Life*
Take Down*
Morning Sun*
Endure*
Zen Headbutt*
Sunny Day*
SolarBeam*
Will-o-Wisp*
Golett [Starscream]
Nature: Adamant (+1 * Attack, -1 * Sp. Attack)
Type: Ghost/Ground
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.
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.
Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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) (Unlocked)
Klutz: (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, however an item is necessary to pull it off.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted 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
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Earthquake*
DynamicPunch*
Focus Punch*
Substitute*
Gyro Ball*
Rock Slide*
Now without further ado let the battle begin
OOO
FlamingFighter sends out Poke
Master Bane Sends out and orders
FlamingFighter Orders
I Ref
P.S sorry 'bout the sprites guys, my computer doesn't like them