Someoneelse
Why am I here?
Also:Rules said:Open Battle:
3v3 LC Singles
1 day DQ
2 subs
2 recovers/5 chills
Unown Soup
All abilities
Training items
Switch=KO
Here we are, at Unown Soup. Ah, the magical soup. Perfect. Anyway, our battlers today (and for several subsequent days) are RoyIII and kingmitus. They are both new battlers, joining recently. They make me seem like I've been here for a long time! Anyway, in one corner is RoyIII, and his pack of RandomMiscellaneousPokemon. He has not got much experience under his belt, but will that stop him against a battler with about as much? He has brought:
In the other corner, we have kingmitus. He, like myself, has decided to make a goal to be the Fire-type Gym Leader. I'm not sure if he has any Fire-type FEs though :X. Anyway, his team is here:RoyIII said:Here's hoping this will be your last battle in this underpowered state, StingingHoneyGenerator!
You two, be sure to keep her safe.
Combee [StingingHoneyGenerator] (F)
Nature: Relaxed (+1 Def, -10 speed, -10% evasion)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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:
Honey Gather: (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW Locked): (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 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 1
Weight Class: 1
Evasion: -10%
EC: 4/6
MC: 4
DC: 2/5
Attacks:
DAMAGING:
Air Cutter*
Bug Bite*
Endeavor*
Gust*
Mud-Slap*
Ominous Wind*
Snore*
Swift*
SUPPORT:
String Shot*
Sweet Scent*
Tailwind*
Abra [PsychicReptilianHumanoid] (M)
Nature: Timid (+14% speed, +30% accuracy, -1 Atk)
Type:
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
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.
Magic Guard (DW Locked): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 2
Spe: 104 (+)
Size Class: 2
Weight Class: 2
Accuracy: +30%
EC: 2/9
MC: 0
DC: 3/5
Attacks:
DAMAGING:
Charge Beam*
Energy Ball*
Foul Play
Knock Off*
Psyshock*
Shadow Ball*
Signal Beam
SUPPORT:
Barrier*
Calm Mind*
Encore*
Light Screen*
Skill Swap*
Teleport*
Monohm [CloudyElectricalDragon] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
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 Thrash without losing focus.
Abilities:
Shield Dust: (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.)
Static: (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.
Overcoat (DW Locked): (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: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
EC: 3/9
MC: 0
DC: 2/5
Attacks:
DAMAGING:
Discharge
Dragonbreath*
Dragon Pulse
Dragon Rage*
Flamethrower*
Hurricane
Mud-Slap*
Power Gem*
Sonicboom*
Tackle*
Thunder*
Thundershock*
Twister*
Volt Switch*
Water Pulse*
SUPPORT:
Charge*
Growl*
Heal Bell*
Rain Dance*
Roar*
Slack Off
Thunder Wave*
kingmitus said:
Syclar (icicle crab) (M)
Nature: Mild (+1 spA, -1 defense)
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. Gains one extra attack on multi-hit moves, with a cap of five (5).
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Technician (DW): (locked) 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).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Level-Up Moves:
0 Fury Attack
0 Leer
0 Leech Life
4 Scratch
9 Focus Energy
13 Ice Shard
17 Slash
21 Bug Bite
25 Icicle Spear
Egg Moves:
Earth Power
Spikes
Tail Glow
Counter
Signal Beam
TM moves:
ice beam
blizzard
substitute
taunt
double team
Embirch (Embirch) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.
Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Chlorophyll (DW): (Innate) (locked During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats: 60 / 40 / 55 / 65 / 50 / 50
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52(-)
Evasion: 90% (-)
EC:1/9
MC: 0
DC: 1/5
Attacks:
5th Gen Level-Up Moves:
0 Pound
0 Sweet Scent
7 Growth
10 Ember
16 Leech Seed
21 Bullet Seed
25 Flame Wheel
Petal dance
Synthesis
43 lava plume
Gen 5 Egg Moves:
Blaze Kick
Counter
Endure
Giga Drain
Earth Power
Gen 5 TM Moves:
rock slide
over heat
fire blast
flash cannon
substitute
Growlithe (hell hound) (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
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 bushfire areas.
Abilities:
Intimidate: (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
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.
justified (locked) (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52 (-)
Evasion: -10%
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Bite
Roar
Ember
leer
odor sleuth
helping hand
flame wheel
reversal
fire fang
take down
Crunch
Outrage
Body Slam
Flare blitz
Close combat
Iron tail
Safe guard
Will-o-wisp
wild charge
overheat
flame charge
substitute
OoO
RoyIII sends out, attaching item if necessary
kingmitus sends out, attaching item if necessary, and orders
RoyIII orders
I ref
RoyIII sends out, attaching item if necessary
kingmitus sends out, attaching item if necessary, and orders
RoyIII orders
I ref