Challenging C$FP to a Simultaneous triples match!
3v3 Triples + 3v3 Triples
These triples will be simultaneous matches. If, at the conclusion of both triples, teams from opposing challengers have been victorious, they will immediately be transported to the Battledome (retain current hp/en) for a death match brawl
Standard Chills/Recs
Training Items
Switch=LOL
2 Day DQ
All Abilities
Arena
No external water source
60 ft diameter circle
Arena ringed with lava that deals 10 damage if you fall into it
Each round will alternate between no hazards, spinning fans (sharp), electric fields and a laser turret
The ref can be creative
Accepting, although we're going with items=on. Also, 2 subs.
Heh, welcome. Here's how this is gonna work. Both of your teams are below. You're each going to PM me two teams of three (with items!). Each team will then be separated and face off against the opposing team in a triples match in the standard ASB Arena. The first team you send in will have Texas Cloverleaf order first, while the second team you send in will have C$FP order first. Once both of these matches conclude, whoever is left from each team will face off in the Battledome (unless one of you wins both matches, that is...) at their current HP/En.
As for the Battledome itself, each round there'll be an RNG Roll [1 (No hazard)|2 (Spinning fans)|3 (Electric Field)|4 (Lasers)]. The spinning fans will be the equivalent of a physical 8 BAP Steel-type attack. The electric field will be the equivalent of a special 6 BAP Electric-type attack with a 30% PAR chance. The lasers will be the equivalent of a special 10 BAP attack that hits everything neutral. Each hazard will have a 60% chance of hitting each Pokemon on the field.
There's also a ring of lava that surrounds the battlefield, and inflicts 10 damage to any Pokemon that falls in. Flying-type Pokemon and levitating Pokemon are immune to this. You can order an attack to try and push a Pokemon into the lava, but it will be at 75% of its normal power, and will only succeed in pushing the opponent into the lava 50% of the time. You can't order spread attacks to do this.
Anyways, here are the teams:
Team Texas Cloverleaf:
Metagross, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Metagross
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 61 (-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Hammer Arm
Zen Headbutt
Iron Defense
Iron Head
Thunderpunch
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Reflect
Rock SMash
Psychic
Total Moves: 22
Gengar, Phantom, Male
Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
Type: Ghost/Poison
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.
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:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Gengar
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 0/0
Hypnosis
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch
Dark Pulse
Dream Eater
Ice Punch
Disable
Will-o-Wisp
Fire Punch
Thunderpunch
Bide
Endure
Thunderbolt
Shadow Ball
Sludge Bomb
Taunt
Torment
Substitute
Total moves: 24
Gastrodon, Squishy
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water / Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
(DW) Sand Force *Unlocked*: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Gastrodon
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 3
DC: 5/5
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance
Body Slam
Recover
Counter*
Mirror Coat
Yawn
Earth Power
Toxic
Ice Beam
Substitute
Scald
Protect
Double Team
Dig
Stockpile
Dive
Pain Split
Surf
Stone Edge
Sludge Bomb
Total Moves: 25
Houndoom, Hellhound, Male
Nature: Mild (+1 SpA, -1 Def)
Fire: Fire STAB; immune to burn, 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.
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.
Abilities: Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (Innate) *Locked*: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Houndoom
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 4
DC: 5/5
Thunder Fang
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Flamethrower
Crunch
Nasty Plot
Counter
Sucker Punch
Magic Coat
Super Fang
Rest
Will-o-wisp
Shadow Ball
Dark Pulse
Sludge Bomb
Taunt
Total moves: 21
Dragonite, Tempest, Female
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
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.
Multiscale: (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Dragonite
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 5
DC: 5/5
Fire Punch
Thunderpunch
Ice Punch
Roost
Agility
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Dragon Rush
Outrage
Aqua Tail
Safeguard
Hurricane
Hyper Beam
Dragon Dance
Extremespeed
Aqua Jet
Draco Meteor
Bide
Ice Beam
Thunderbolt
Flamethrower
Waterfall
Light Screen
Reflect
Endure
Fly
Dive
Stone Edge
Total Moves:
Syclant, IceBug (M)
Nature: Hasty (+15% Speed, +23% Accuracy, -1 Def)
Height: 1'7"
Weight: 44 lbs / 20 kg
Evolution: Syclar --> Level 40 --> Syclant
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Syclant
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 140 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Ice Punch
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Icicle Crash
Sheer Cold
Bug Buzz
X-Scissor
Avalanche
Tail Glow
Earth Power
Spikes
Counter
Double Team
Protect
U-turn
Blizzard
Frost Breath
Solarbeam
Superpower
Total Moves:
Team C$FP:
Cyclohm [Zeus] (Male)
Nature: Modest (+ to Special Attack; - from Attack)
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. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: Shield Dust
Type: 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.)
Ability 2: Static
Type: 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.
Ability 3 (DW) [unlocked]: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Weather Ball
Whirlwind
Bide
Tri Attack
Leer
Double Hit
Hydro Pump
Signal Beam
Power Gem
Draco Meteor
Heal Bell
Thunder
Fire Blast
Double Team
Ice Beam
Moves: 25
Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2: Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Ability 3 (DW): Unnerve
Type: 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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: N/A
MC: 0
DC: 0/5
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch
Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack
Whirlwind
Double-Edge
Taunt
Earthquake
Stone Edge
Smack Down
Sandstorm
Torment
Fly
Whirlwind
Endure
Double Team
Bulldoze
Protect
Substitute
Moves: 32
Sableye (Male)
Nature: Brave (+ to Attack; - from Speed; -10% Evasion)
Type: Dark/Ghost
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.
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.
Abilities:
Ability 1: Keen Eye
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Ability 2: Stall
Type: Innate
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Ability 3 (DW): Prankster
Type: 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 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16
EC: N/A
MC: 0
DC: 0/5
Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Metal Burst
Moonlight
Sucker Punch
Toxic
Taunt
Will-o-Wisp
Moves: 15
Roselia (Male)
Nature: Timid (+ to Speed; +13% Accuracy; - from Attack)
Type: Poison/Grass
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.
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:
Ability 1: Natural Cure
Type: 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.
Ability 2: Poison Point
Type: 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 attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Ability 3 (DW) [unlocked]: Leaf Guard
Type: 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: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 75 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 5/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Petal Dance
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Extrasensory
Leaf Storm
Synthesis
Toxic
Venoshock
Energy Ball
Shadow Ball
Moves: 19
Revenankh (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Fighting/Ghost
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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.
Abilities:
Ability 1: Shed Skin
Type: 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.
Ability 2: Air Lock
Type: Innate
This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Ability 3 (DW): Infiltrator
Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 0/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Glare
Mean Look
Shadow Punch
Revenge
Counter
Mach Punch
Shadow Sneak
Destiny Bond
Earthquake
Brick Break
Rock Slide
Moves: 17
Necturna (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Grass/Ghost
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.
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.
Abilities:
Ability 1: Forewarn
Type: Innate
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Ability 2 (DW) [unlocked]: Telepathy
Type: Innate
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Giga Drain
Future Sight
Leaf Blade
Leaf Storm
Snatch
Torment
Shadow Claw
Stone Edge
Moves: 21
(Also, C$FP's Necturna will be female because Necturna is female only)
Anyways, send me those triplets!