"All right Maxim, you're up to ref this one, don't let us down!" :)
"..."
"Is something the matter?"
"Are you sure you really want me reffing this? I'm kinda bad at it..."
"Tournament regret again? Don't worry, you'll do fine. Now get out there and show them what you're made of!"
Oh uh, welcome everybody to the Lore Legends and More Action Tournament, brought to you by The Legend Run Corporation! The gimmick this time is that everyone gets some kind of legend to fight each other with, which is going to ensure some explosive matches. Before I introduce our players, let me read out the rules.
Da Rulez said:BATTLE RULES
3v3 Singles
Enforced 2 Day DQ Time for players, 3 for referees. Each player has one DQ warning a match. Go over once, you will use your warning. Go over twice, you will be DQed. This will be at the discretion of the player or one of the hosts if the player takes too long. Referees going over DQ will probably be sacked and replaced.
Infinite Recoveries/Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
One Mega Evolution
Switch = OK
Abilities = ALL
Items = ON; you do not have to have the item in possession but the item must not be banned, similar to SICK (Banned Items: Soul Dew, Dark Stone, Light Stone, Diancite, Prison Bottle).
Arena: ASB Tournament Arena
If there are matches still going on come Friday the 6th of February at Midnight (GMT +00:00), then the DQ Times of those matches will shorten to 1 Day Player, 1 Day Referee.
All right, with that done, let me introduce you to the man in the blue corner. It is ASB's own Ice Gym leader Water Warrior! Having 4 badges on his record as well as a reasonable 50% win rate in his gym (kinda hard for one of the worst defensive types in the game might I add!) he's sure to be a tough opponent! For his team, I'd look out for that Kyurem, Carl if I were you, it's bulky, it's fast, and it's powerful enough to potentially take down most of the opponent's team. Quite frankly it's one of the more terrifying legends they allow in this tournament, I'm not even sure where he got it!
Team Water Warrior
Kyurem [Carl] (-)
NATURE: Naive (+15% Speed, -1 SpD, +14% Acc)
TYPE: Dragon/ Ice
ABILITIES: Pressure
STATS
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 110 (+)
Size Class: 5
Weight Class: 7
Base Rank Total: 24
EC: N/A
MC: 0
AC: 5/5
ATTACKS (40/XX)
Icy Wind
Dragon Rage
Imprison
Ancient Power
Ice Beam
Glaciate
Dragon Pulse
Endeavor
Blizzard
Outrage
Hyper Voice
Draco Meteor
Earth Power
Iron Head
Roost
Signal Beam
Sleep Talk
Zen Headbutt
Dragon Claw
Toxic
Hail
Hyper Beam
Light Screen
Protect
Safeguard
Frustration
Return
Psychic
Shadow Ball
Double Team
Reflect
Rest
Focus Blast
Shadow Claw
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Substitute
Fly
Alakazam* (Houdin) Male
Type: Psychic
Nature: Timid (-1 Atk, +15% Spe, +22% accuracy)
Abilities: Synchronize/ Inner Focus/ Magic Guard (H)/ Trace (Mega)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 8
SpD: Rank 3
Spe: 173 (+)
+30% Accuracy
Size Class: 3
Weight Class: 3
Base Rank Total: 24
MC: 0
AC: 5/5
ATTACKS (40/XX)
Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Future Sight
Psychic
Barrier
Encore
Knock Off
Light Screen
Psycho Shift
Counter
Endure
Foul Play
Magic Coat
Signal Beam
Snatch
Thunder Wave
Psyshock
Toxic
Zap Cannon
Taunt
Hyper Beam
Protect
Shadow Ball
Double Team
Shock Wave
Torment
Bide
Metronome
Focus Blast
Energy Ball
Sleep Talk
Substitute
Dazzling Gleam
Gengar [Carl's Victims] (F)
NATURE: Timid (+15% Speed, -1 Atk, +19% Acc)
TYPE: Ghost/Poison
ABILITIES: Levitate/ Shadow Tag (Mega)
STATS (NORMAL)
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
STATS (MEGA)
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150 (+)
+26% Acc
Size Class: 3
Weight Class: 3
Base Rank Total: 23
EC: 9/9
MC: 0
AC: 5/5
ATTACKS (40/XX)
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Shadow Ball
Dream Eater
Dark Pulse
Destiny Bond
Hex
Disable
Explosion
Perish Song
Smog
Will-o-Wisp
Counter
Endure
Foul Play
Giga Drain
Pain Split
Snatch
Toxic
Venoshock
Taunt
Hyper Beam
Protect
Thunder
Psychic
Double Team
Torment
Bide
Focus Blast
Energy Ball
Substitute
Dazzling Gleam
Sludge Wave
In the red corner we have...
....
Who the heck is this guy again?
Shut up, your mike's still on. We can't go about insulting tournament goers you know.
Oh right! It's TSRD, one of the newcomers to ASB, and a polite one at that! Despite his fresh meat status he's definitely chosen a solid crew for this tournament, so waterwarrior better watch out lest this newcomer score an upset! For this match, watch out for Sarasa the Lucario, as not only can she Mega Evolve to become even more threatening, she can hit waterwarrior's entire team for super effective damage. Pair that kind of power with the ever prominent Gardevoir and the bulky Colossoil and this match is going to be far from a cakewalk for the gym leader!
Team TSRD
Good Evening Maxim,
These are the pokemon I will be using this round:
Types
Ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Immune to Sandstorm damage. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists. Evasive Digging reduced from 6 energy per action to 5 per action.
Abilities
Guts [Passive]
This Pokémon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two. Pokémon with Guts ignore the attack drop from Burn.
Pressure [Passive] (Unlocked)
This Pokémon's presence fills the air with intense anxiety. Any damaging or status attack launched at this Pokémon costs the opposing Pokémon two more energy to perform.
Rebound [Trigger]
This Pokémon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Rebound Command: Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field.
In battles with more than two teams, the user must target a team to Rebound to.
Command Type: Ability | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Stats
|HP: 120|Atk: 5|Def: 3|SpA: 2|SpD: 3|Spe: 110|Size: 5|Weight: 10|BRT: 22|
|EC: 6/6|MC: 0|DC: 5/5|KOC: 0|Nature: Jolly (+Spe,-SpA) [+14% Accuracy]
Moves (40)
Level Up (15)
Bite
Body Slam
Bounce
Bubble Beam
Crunch
Dig
Drill Run
Horn Attack
Leer
Megahorn
Peck
Pursuit
Rapid Spin
Rototiller
Tackle
Egg (5)
Encore
Fake Out
Fire Fang
Thunder Fang
Sucker Punch
TM/HM (15)
Brick Break
Bulldoze
Double Team
Earthquake
Endure
Poison Jab
Protect
Rest
Roar
Rock Slide
Sleep Talk
Smack Down
Substitute
Taunt
U-Turn
Tutor (5)
Aqua Tail
Dive
Knock Off
Snatch
Super Power
Types
-1 Energy Cost on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks cannot be used as a catchall for Disabling, Binding, or redirecting opposing attacks.
Abilities
Pixilate [Toggle] (Mega)
By default, this Pokémon's Normal-type moves are Fairy-type moves, and have their Base Attack Power increased by two.
When toggled, this Pokémon's Normal-type attacks have their Base Attack Power increased by two.
Only Normal-typed moves changed by Pixilate receive this boost, and not all Fairy-type moves.
If a Pokémon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the Base Attack Power boosts of the abilities do not stack.
Synchronize [Passive]
Pokémon with this ability mentally link their condition to an opposing Pokémon and, when afflicted with the major status ailments Burn, Poison, or Paralysis,
will share their status condition with the opponent. Pokémon will not be afflicted with status conditions to which they are immune by virtue of typing, ability, etc.
Telepathy [Passive] (Unlocked)
This Pokémon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake.
They are still affected by an opponents spread damage attacks.
Trace [Trigger]
When entering into battle, this Pokémon can replace Trace with an ability on one of its opponents for six Energy. The ability remains on the Pokémon for six actions.
When the copied ability fades, the user regains Trace. This effect only triggers if the ability to be copied is specified when the Pokémon is sent out. Wonder Guard cannot be Traced.
Trace Command: Replace Trace with the target Ability for six actions. When the copied ability fades, the user regains Trace.
Command Type: Ability | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Stats
Normal:
|HP: 100|Atk: 2|Def: 3|SpA: 5|SpD: 4|Spe: 92|Size: 3|Weight: 3|BRT: 21|
|EC: 9/9|MC: 0|DC: 5/5|KOC: 0|Nature: Timid (+Spe,-Atk) [+10% Accuracy]
Mega:
|HP: 100|Atk: 2|Def: 3|SpA: 7|SpD: 5|Spe: 115|Size: 3|Weight: 3|BRT: 25|
|EC: 9/9|MC: 0|DC: 5/5|KOC: 0|Nature: Timid (+Spe,-Atk) [+15% Accuracy]
Moves (40)
Level Up (16)
Calm Mind
Confusion
Disarming Voice
Double Team
Draining Kiss
Growl
Heal Pulse
Healing Wish
Imprison
Lucky Chant
Magical Leaf
Misty Terrain
Moonblast
Stored Power
Teleport
Wish
Egg (5)
Destiny Bond
Disable
Encore
Skill Swap
Will-O-Wisp
TM/HM (12)
Energy Ball
Focus Blast
Light Screen
Protect
Psyshock
Reflect
Rest
Shadow Ball
Substitute
Taunt
Thunderbolt
Torment
Tutor (7)
Endure
Hyper Voice
Icy Wind
Magic Coat
Pain Split
Sleep Talk
SnatchPlease let me know if there is anything else you need.
Types
Ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Immune to Sandstorm damage. Immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Abilities
Adaptability [Passive] (Mega)
Moves that match this Pokémon's type have their Base Attack Power increased by two.
Inner Focus [Passive]
When an opponent attempts to flinch this Pokémon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified [Passive] (Unlocked)
This Pokémon's body reacts to dark energy, invigorating its passions.
When hit by a Dark-type move, the Pokémon's attack will increase one stage. A boost gained this way will be maintained at the end of each round.
Steadfast [Passive]
If this Pokémon is flinched, it becomes aware of the speed difference and increases Speed by one stage to make up the difference. This Speed boost is maintained at the end of each round.
Stats
Normal:
|HP: 100|Atk: 4|Def: 3|SpA: 3|SpD: 3|Spe: 104|Size: 3|Weight: 4|BRT: 20|
|EC: 6/6|MC: 0|DC: 5/5|KOC: 0|Nature: Jolly (+Spe,-SpA) [+12% Accuracy]
Mega:
|HP: 100|Atk: 6|Def: 3|SpA: 4|SpD: 3|Spe: 129|Size: 3|Weight: 4|BRT: 24|
|EC: 6/6|MC: 0|DC: 5/5|KOC: 0|Nature: Jolly (+Spe,-SpA) [+19% Accuracy]
Moves (40)
Level Up (21)
Aura Sphere
Bone Rush
Close Combat
Copycat
Counter
Dark Pulse
Detect
Dragon Pulse
Endure
Extreme Speed
Feint
Force Palm
Foresight
Me First
Metal Claw
Metal Sound
Power-Up Punch
Quick Attack
Reversal
Screech
Sword Dance
Egg (5)
Agility
Blaze Kick
Crunch
High Jump Kick
Iron Defense
TM/HM (12)
Brick Break
Dig
Double Team
Earthquake
Focus Punch
Iron Tail
Rest
Roar
Rock Slide
Sleep Talk
Stone Edge
Substitute
Tutor (2)
Ice Punch
Magnet Rise
Only thing we have now is the coin toss! This coin toss will determine who will send out first. Let's see where it lands!
RNG [1=Heads, Waterwarrior l 2=Tails, TSRD]=2=TSRD
Turn order:
TSRD sends out Pokemon and equips item
waterwarrior sends out Pokemon, equips item, and orders
TSRD orders
I referee
RNG [1=Heads, Waterwarrior l 2=Tails, TSRD]=2=TSRD
Turn order:
TSRD sends out Pokemon and equips item
waterwarrior sends out Pokemon, equips item, and orders
TSRD orders
I referee