Alright, we have a night-time match tonight, these cost extra for the combatants. And yet I don't see another dime nor RC for it. I don't even get overtime. Maybe I should join that union...Anyway, at least I have my Dusknoir, Cyclost, to keep me company while I ref this match! Let's take a look at the rules, Cyclost;
Okay, so now I just need to see the teams you guys plan on using.
Obbmud, you first.
Magnemite [Magneto] (*) (X)
Nature: Modest (+SpA, -Atk)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analyze: (Can be Enabled) (DW) (Locked) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves
Level Up
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
Sonicboom (*)
Thunderwave (*)
Spark (*)
Lock-on (*)
Mirror Shot (*)
Zap Cannon (*)
TMs
Protect (*)
Thunderbolt (*)
Hidden Power (Fire) (*)
Total Moves: 13
Embirch [Oaky] (*) (M)
Nature: Naughty (+Atk , -Spd )
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.
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) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves
Level Up
Pound (*)
Bullet Seed (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Egg Moves
Blaze Kick (*)
Psybeam (*)
Earth Power (*)
TMs
Brick Break (*)
Protect (*)
Flash Cannon (*)
Total moves: 16
Deino [Hydra] (M)
Nature: Mild (+Spa, -Def)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilitys:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
Moves
Level Up
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Egg Moves
Dark Pulse (*)
Earth power (*)
Head Smash (*)
TMs
Double Team (*)
Toxic (*)
Protect (*)
Total Moves: 13
And now, shinyskarmory, your pokemon;
Trapinch [Skye] (F)
Nature: Brave (+Atk, -15% Spe, - 10 Evasion)
Type(s):
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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force: (DW) (Can be Enabled) (Locked) 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.
Stats
HP: 90
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 10/1.15= 8.69=9
-10 Evasion
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves (10)
Level Up
Bite
Sand-Attack
Faint Attack
Sand Tomb
Egg Moves
Quick Attack
Endure
Focus Energy
TMs
Earthquake
Rock Slide
Dig
Riolu [Goku] (M)
Nature: Serious (no stat change)
Types: 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. (makes Steadfast useless)
Prankster: (DW) (Innate) (Locked)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 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves (14)
Level Up
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Egg Moves
Vacuum Wave
Blaze Kick
Agility
TM Moves
Focus Blast
Double Team
Work Up
Privatyke [Blackbeard] (M)
Nature: Adamant (+1 Atk, -1 Sp.A)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) (Locked) 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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 2/6
MC: 0
DC: 1/5
Moves (13)
Level-Up Moves
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Focus Punch
Overhead Throw
Egg Moves
Recover
Ice Punch
Drain Punch
TMs
Brick Break
Substitute
Waterfall
Okay, let's get this match started! Since Obbmud99 issued the challenge, he sends out his first pokemon, then shinyskarmory will do the same and issue orders, then Obbmud99 will issue orders. Alright, battle away!
Hey, I'm looking for a 3v3 Singles Beginner Match.
I want to fight at the Standard ASB stadium but at night. (NIGHT MATCH!!!!!)
1 Day DQ.
Any Challengers?
Obbmud, I'll fight you, but you'll have to let me run out and buy another LC mon.
Switch=KO
Items=Off
One Ability
Also, is their stadium lighting for night battles at the ASB arena (i.e playing 'under the lights')?
Okay, so now I just need to see the teams you guys plan on using.
Obbmud, you first.
Magnemite [Magneto] (*) (X)
Nature: Modest (+SpA, -Atk)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analyze: (Can be Enabled) (DW) (Locked) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves
Level Up
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
Sonicboom (*)
Thunderwave (*)
Spark (*)
Lock-on (*)
Mirror Shot (*)
Zap Cannon (*)
TMs
Protect (*)
Thunderbolt (*)
Hidden Power (Fire) (*)
Total Moves: 13
Embirch [Oaky] (*) (M)
Nature: Naughty (+Atk , -Spd )
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.
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) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves
Level Up
Pound (*)
Bullet Seed (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Egg Moves
Blaze Kick (*)
Psybeam (*)
Earth Power (*)
TMs
Brick Break (*)
Protect (*)
Flash Cannon (*)
Total moves: 16
Deino [Hydra] (M)
Nature: Mild (+Spa, -Def)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilitys:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
Moves
Level Up
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Egg Moves
Dark Pulse (*)
Earth power (*)
Head Smash (*)
TMs
Double Team (*)
Toxic (*)
Protect (*)
Total Moves: 13
And now, shinyskarmory, your pokemon;
Trapinch [Skye] (F)
Nature: Brave (+Atk, -15% Spe, - 10 Evasion)
Type(s):
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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force: (DW) (Can be Enabled) (Locked) 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.
Stats
HP: 90
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 10/1.15= 8.69=9
-10 Evasion
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Moves (10)
Level Up
Bite
Sand-Attack
Faint Attack
Sand Tomb
Egg Moves
Quick Attack
Endure
Focus Energy
TMs
Earthquake
Rock Slide
Dig
Riolu [Goku] (M)
Nature: Serious (no stat change)
Types: 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. (makes Steadfast useless)
Prankster: (DW) (Innate) (Locked)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 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves (14)
Level Up
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Egg Moves
Vacuum Wave
Blaze Kick
Agility
TM Moves
Focus Blast
Double Team
Work Up
Privatyke [Blackbeard] (M)
Nature: Adamant (+1 Atk, -1 Sp.A)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) (Locked) 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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
EC: 2/6
MC: 0
DC: 1/5
Moves (13)
Level-Up Moves
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Focus Punch
Overhead Throw
Egg Moves
Recover
Ice Punch
Drain Punch
TMs
Brick Break
Substitute
Waterfall
Okay, let's get this match started! Since Obbmud99 issued the challenge, he sends out his first pokemon, then shinyskarmory will do the same and issue orders, then Obbmud99 will issue orders. Alright, battle away!