welcome to this battle between auramaster and gerard in this strange yet beautiful cave. let's check out the rules for the battle.
auramaster's team:
Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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. This speed boost is maintained at the end of each round.
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.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60
EC: 4/6
MC: 2
DC: 2/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Blaze Kick
Crunch(*)
Detect(*)
Hi Jump Kick(*)
Earthquake(*)
Rock Slide(*)
Swords Dance(*)
Mantyke(*) Flying Fish (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type 1: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Type 2: 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.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Stats:
HP: 90
Atk: Rank 0 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 4
Spe: 50
EC: 4/6
MC: 0
DC: 2/5
Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Confuse Ray
Hydro Pump
Mirror Coat(*)
Signal Beam(*)
Twister(*)
Ice Beam(*)
Rain Dance(*)
Scald
Surf(*)
Baltoy(*) Top (Genderless)
Nature: Serious (No Effect on Stats)
Type 1: 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.
Type 2: Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC: 1/6
MC: 0
Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
AncientPower(*)
Earth Power(*)
Extrasensory(*)
Charge Beam(*)
Grass Knot(*)
Ice Beam
Shadow Ball(*)
gerard's team:
now let us begin! first, auramaster sends out his first pokemon and chooses its ability, then gerard does so too and gives orders, then auramaster gives orders, then i ref.
3v3 Singles
Beginner Battle
2 Recovery, 5 Chills
2 Day DQ
Arena:
A large cave with rock crystals on the floor and walls. A river of water about 10 feet deep makes a rectangle in the center, fueled by 2 waterfalls falling through holes in the ceiling. Weather only affects the battle in small areas around the waterfalls.
so we have a singles battle with one ability on our hands. let's check out the teams now.One Ability
Switch = KO
Items = mmm... No
auramaster's team:
Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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. This speed boost is maintained at the end of each round.
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.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60
EC: 4/6
MC: 2
DC: 2/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Blaze Kick
Crunch(*)
Detect(*)
Hi Jump Kick(*)
Earthquake(*)
Rock Slide(*)
Swords Dance(*)
Mantyke(*) Flying Fish (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type 1: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Type 2: 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.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Stats:
HP: 90
Atk: Rank 0 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 4
Spe: 50
EC: 4/6
MC: 0
DC: 2/5
Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Confuse Ray
Hydro Pump
Mirror Coat(*)
Signal Beam(*)
Twister(*)
Ice Beam(*)
Rain Dance(*)
Scald
Surf(*)
Baltoy(*) Top (Genderless)
Nature: Serious (No Effect on Stats)
Type 1: 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.
Type 2: Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
EC: 1/6
MC: 0
Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
AncientPower(*)
Earth Power(*)
Extrasensory(*)
Charge Beam(*)
Grass Knot(*)
Ice Beam
Shadow Ball(*)
Budew (Cicuta) {F}
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
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.
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:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 55
EC: 2/9
MC: 2
DC: 1/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
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.
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:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 3
Spe: 55
EC: 2/9
MC: 2
DC: 1/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam
Meowth (Isis) {F}
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its 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.
Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
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: 2
Def: 2
SpA: 3 (+)
SpD: 2(-)
Spe: 90
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its 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.
Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
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: 2
Def: 2
SpA: 3 (+)
SpD: 2(-)
Spe: 90
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Dratini (Christine) {F}
Nature: Quiet (Adds One (1) Rank to Special 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: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
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.
Marvel Scale (DW): (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Light Screen
ExtremeSpeed
Dragon Pulse
Flamethrower
Surf
Reflect
Nature: Quiet (Adds One (1) Rank to Special 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: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
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.
Marvel Scale (DW): (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:
HP: 100
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Light Screen
ExtremeSpeed
Dragon Pulse
Flamethrower
Surf
Reflect
now let us begin! first, auramaster sends out his first pokemon and chooses its ability, then gerard does so too and gives orders, then auramaster gives orders, then i ref.