Open challenge
5v5 6th generation weakmon doubles (20-30 moves, all evo stages allowed)
3-day DQ
1 recovery, 3 chills, 2 subs
Arena: Test of Teamwork
5v5 6th generation weakmon doubles (20-30 moves, all evo stages allowed)
3-day DQ
1 recovery, 3 chills, 2 subs
Arena: Test of Teamwork
The Test of Teamwork will take place in an arena that is functionally identical to the standard ASB arena, except that strange enchantments in the arena make it easier for Pokemon to communicate with their allies and work with them. As a result, the energy cost of Helping Hand is reduced by 2 and all Pokemon gain the Telepathy ability in this arena. Those that already have Telepathy may treat it as a Toggle ability with the default effect being what it usually does and the effect when toggled being none whatsoever.
Furthermore, two or more Pokemon on the same side may attempt to combine their powers in the form of a Team Attack, although doing so has a price. Any time a Team of two or more Pokemon wish to do this, the relevant action in each Teammate's orders must contain the word "Team"; this word is best placed in front of the move name, like Team Flamethrower. There are different ways of using a Team Attack, but they all have certain things in common:
In all forms of Team Attack, the actual effect of the Team Attack does not happen until the last Teammate's turn. Teammates who are due to take their turn before then will have their turns postponed until the time is right. It is assumed that, between their normal turns and the turn when the attack is unleashed, faster Teammates are either preparing themselves or setting up the right circumstances.
If, come the time to strike, any Teammates are unable to act (such as if they have fainted, are flinching, are hitting themselves in confusion, or anything similar), the Team Attack is considered Disrupted. At best, the Team Attack will be less powerful. At worst, it may fail altogether with any Teammates who were able to act expending energy as normal.
The energy cost for each Teammate of using a Team Attack is always the same as the energy cost of using the move normally.
Combos may not be used as part of a Team Attack.
Helping Hand cannot be used to boost a Team Attack.
Pokemon affected by Torment may not use a Team Attack.
A Team Attack requires at least two Teammates.
The most basic kind of Team Attack is when multiple Teammates use the same move on the same opponent (or opponents if the move is multi-target). When this happens, the opponent is affected by each Teammate's attack in normal turn order as if it were just an ordinary attack, but the last Teammate's attack has double the BAP, double the secondary effect chance and inflicts double the stat drops on the opponent. If this kind of Team Attack is Disrupted, it can still be pulled off if there are at least two Teammates able to act; the last available Teammate is the one whose attack's strength is doubled. If only one Teammate is able to act, the Team Attack fails. This variety of Team Attack may only be used if the chosen move is a damaging move that can normally be combined with itself and does not deal fixed damage.
More advanced forms of Team Attack are largely up to ref discretion. For example, one Teammate uses a move or command to lift the other Teammate, who uses a move like Body Slam or Heavy Slam on the opponent. Alternatively, multiple Teammates might jump up on each other to stack themselves like a tower of Pokemon, and then the one at the bottom charges towards the opponent and all the Teammates crash down on them. Perhaps one Teammate might give another Teammate a push to add momentum to the latter Teammate's strike. A good guideline is that, for these more advanced kinds of Team Attack, moves that actually strike the opponent may have their strength doubled as described in the more basic Team Attack above, while any uncodified commands that are used to contribute to this have an energy cost of 5. Of course, this depends on the ref deciding that the proposed advanced Team Attack is feasible. If it isn't, the energy is expended as if it had succeeded but the intended effects of the Team Attack don't happen and the ref may inflict some other form of penalty at their discretion.
Furthermore, two or more Pokemon on the same side may attempt to combine their powers in the form of a Team Attack, although doing so has a price. Any time a Team of two or more Pokemon wish to do this, the relevant action in each Teammate's orders must contain the word "Team"; this word is best placed in front of the move name, like Team Flamethrower. There are different ways of using a Team Attack, but they all have certain things in common:
In all forms of Team Attack, the actual effect of the Team Attack does not happen until the last Teammate's turn. Teammates who are due to take their turn before then will have their turns postponed until the time is right. It is assumed that, between their normal turns and the turn when the attack is unleashed, faster Teammates are either preparing themselves or setting up the right circumstances.
If, come the time to strike, any Teammates are unable to act (such as if they have fainted, are flinching, are hitting themselves in confusion, or anything similar), the Team Attack is considered Disrupted. At best, the Team Attack will be less powerful. At worst, it may fail altogether with any Teammates who were able to act expending energy as normal.
The energy cost for each Teammate of using a Team Attack is always the same as the energy cost of using the move normally.
Combos may not be used as part of a Team Attack.
Helping Hand cannot be used to boost a Team Attack.
Pokemon affected by Torment may not use a Team Attack.
A Team Attack requires at least two Teammates.
The most basic kind of Team Attack is when multiple Teammates use the same move on the same opponent (or opponents if the move is multi-target). When this happens, the opponent is affected by each Teammate's attack in normal turn order as if it were just an ordinary attack, but the last Teammate's attack has double the BAP, double the secondary effect chance and inflicts double the stat drops on the opponent. If this kind of Team Attack is Disrupted, it can still be pulled off if there are at least two Teammates able to act; the last available Teammate is the one whose attack's strength is doubled. If only one Teammate is able to act, the Team Attack fails. This variety of Team Attack may only be used if the chosen move is a damaging move that can normally be combined with itself and does not deal fixed damage.
More advanced forms of Team Attack are largely up to ref discretion. For example, one Teammate uses a move or command to lift the other Teammate, who uses a move like Body Slam or Heavy Slam on the opponent. Alternatively, multiple Teammates might jump up on each other to stack themselves like a tower of Pokemon, and then the one at the bottom charges towards the opponent and all the Teammates crash down on them. Perhaps one Teammate might give another Teammate a push to add momentum to the latter Teammate's strike. A good guideline is that, for these more advanced kinds of Team Attack, moves that actually strike the opponent may have their strength doubled as described in the more basic Team Attack above, while any uncodified commands that are used to contribute to this have an energy cost of 5. Of course, this depends on the ref deciding that the proposed advanced Team Attack is feasible. If it isn't, the energy is expended as if it had succeeded but the intended effects of the Team Attack don't happen and the ref may inflict some other form of penalty at their discretion.
Munchlax [Wario] (M)
Nature: Quiet (+Special Attack, -Speed)
Type: Normal
Abilities: Pickup, Thick Fat, Gluttony (Hidden)
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-) (Opponent's accuracy boost: 10%)
Size Class: 1
Weight Class: 5
Base Rank Total: 16
EC: 0/6
MC: 0
AC: 0/5
Attacks (27):
Level-up
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Last Resort
Snatch
Body Slam
Egg
Counter
Curse
Double-Edge
Pursuit
Self-Destruct
TM/HM
Ice Beam
Thunderbolt
Earthquake
Psychic
Shadow Ball
Brick Break
Flamethrower
Rock Slide
Tutor
Seed Bomb
Other
Minccino [Mona] (F)
Nature: Naive (+Speed, -Special Defence)
Type: Normal
Abilities: Cute Charm / Technician / Skill Link (Hidden)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 87 (+) (Accuracy boost: 17% (17.4% unrounded))
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Attacks (20):
Level-up
Pound
Growl
Helping Hand
Tickle
Double Slap
Encore
Swift
Sing
Tail Slap
Baby-Doll Eyes
Egg
Aqua Tail
Endure
Flail
Iron Tail
Knock Off
TM/HM
Protect
Thunderbolt
Dig
U-turn
Substitute
Tutor
Other
Lotad [Jimmy T.] (M)
Nature: Mild (+Special Attack, -Defence)
Type: Water/Grass
Abilities: Swift Swim / Rain Dish / Own Tempo (Hidden)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
AC: 0/5
Attacks (20):
Level-up
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Zen Headbutt
Rain Dance
Egg
Counter
Flail
Leech Seed
Teeter Dance
Water Gun
TM/HM
Hidden Power Dark
Ice Beam
Protect
Substitute
Surf
Tutor
Other
Ninjask [Kat] (F)
Nature: Adamant (+Attack, -Special Attack)
Type: Bug/Flying
Abilities: Speed Boost / Infiltrator (Hidden)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 0
AC: 0/5
Attacks (25):
Level-up
Scratch
Harden
Leech Life
Sand Attack
Fury Swipes
Mind Reader
False Swipe
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance
Egg
Bug Buzz
Endure
Feint Attack
Gust
Night Slash
TM/HM
Protect
Dig
Shadow Ball
Aerial Ace
X-Scissor
Toxic
Substitute
Tutor
Giga Drain
Other
Shedinja [Ana] (F)
Nature: Quiet (+Special Attack, -Speed)
Type: Bug/Ghost
Abilities: Wonder Guard / Wonder Guard (Hidden)
Stats:
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 34 (-) (Opponent's accuracy boost: 10%)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 6/6
MC: 0
AC: 0/5
Attacks (21):
Level-up
Scratch
Harden
Leech Life
Sand Attack
Fury Swipes
Mind Reader
False Swipe
Spite
Egg
Bug Buzz
Endure
Feint Attack
Gust
Night Slash
TM/HM
Protect
Dig
Shadow Ball
Aerial Ace
X-Scissor
Toxic
Substitute
Tutor
Giga Drain
Other
Torterra (M) Land Turtle
Musical Theme: Final Fantasy 3 - Boss Theme
Nature:
Brave: (+1 Atk, -15% Speed, -10% Evasion)
Type: Grass/Ground
Abilities: Overgrow/Shell Armour (H)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (-) (56/1.15, Truncated)
-10% Evasion
Size Class: 5
Weight Class: 7
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
Attacks: (23)
Absorb
Bite
Crunch
Curse
Earth Power
Earthquake
Energy Ball
Frenzy Plant
Giga Drain
Growth
Leaf Storm
Mega Drain
Natural Gift
Protect
Razor Leaf
Reflect
Rock Slide
Stone Edge
Superpower
Swords Dance
Tackle
Withdraw
Wood Hammer
Nidoking (M) Behemoth
Musical Theme: Final Fantasy IV - Battle Theme
Nature:
Rash: +1 SpA, -1 SpD
Type: Poison/Ground
Abilities: Poison Point/Rivalry/Sheer Force (H)
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
Attacks: (25)
Chip Away
Dig
Disable
Double Kick
Drill Run
Earth Power
Earthquake
Endure
Focus Energy
Flamethrower
Fury Attack
Head Smash
Helping Hand
Horn Attack
Ice Beam
Leer
Megahorn
Natural Gift
Peck
Poison Jab
Poison Sting
Protect
Tackle
Thrash
Thunderbolt
Toxic Spikes
Venoshock
Carracosta (M) Cagnazzo
Musical Theme: Battle with the Four Fiends
Nature:
Quiet: +1SpA, -15% Spd, -10% Evasion
Type: Water/Rock
Abilities: Sturdy/Solid Rock/Swift Swim
Stats:
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 27 (32/1.15, truncated) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
AC: 5/5
Attacks: (22)
Ancient Power
Aqua Jet
Aqua Tail
Bide
Bite
Body Slam
Crunch
Earthquake
Hydro Pump
Ice Beam
Iron Defence
Protect
Rain Dance
Rock Slide
Rollout
Shell Smash
Smack Down
Substitute
Water Gun
Whirlpool
Wide Guard
Withdraw
Tyranitar (M) Titan
Nature:
Adamant: +1 Atk, -1 Sp Attack
Type: Rock/Dark
Abilities: Sand Stream/Unnerve
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 61
Size Class: 4
Weight Class: 6
Base Rank Total: 23
EC: 9/9
MC: 0
AC: 5/5
Attacks: (20)
Assurance
Bite
Bulldoze
Chip Away
Crunch
Dig
Dragon Dance
Earthquake
Fire Fang
Ice Fang
Leer
Outrage
Rock Polish
Rock Slide
Sandstom
Scary Face
Screech
Stone Edge
Thrash
Thunder Fang
Donphan (M) Don Corneo (Male)
Musical Theme: Don of the Slums
Nature:
Adamant: +1 Atk, -1 SpA
Type: Ground
Abilities: Sturdy/Sand Veil (H)
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50
Size Class: 3
Weight Class: 5
Original Base Rank Total: 19
EC: 6/6
MC: 1
AC: 5/5
Attacks: (34)
Bounce
Bulldoze
Counter
Defence Curl
Double Team
Earthquake
Endure
Fire Fang
Flail
Fury Attack
Giga Impact
Growl
Gunk Shot
Head Smash
Horn Attack
Ice Shard
Knock Off
Magnitude
Natural Gift
Odor Sleuth
Protect
Rapid Spin
Rock Slide
Rollout
Sandstorm
Seed Bomb
Slam
Stealth Rock
Stone Edge
Substitute
Superpower
Tackle
Take Down
Thunder Fang
Objection
Arcanite
Objection
Ref