3v3 fe weakmons triples
All abilities
Training items
Arena: trainer's rift
http://pastebin.com/cLDD6vpa
2 Subs
1 Recover/3 Chills
Switch=Hook City
1 Day DQ
Gem's Team:
Gardevoir (castette) (f)
Nature: Mild (+1 SpA, -1 Def)
Type: Psychic - 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:
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.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats
HP: 90
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 6(+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 1
DC: 5/5
Moves
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
future sight
wish
Confuse ray
Will-o-Wisp
Disable
icy wind
ally switch
psyshock
shadow ball
psychic
hypnosis
dream eater
imprison
focus blast
charm
signal beam
Stored power
Endure
Aurumoth [cuivre](f)
Adamant nature (+atk, - SpA)
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).
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.
Weak Armor (toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard (passive): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (passive) (DW LOCKED): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats
HP: 90
Atk: 5
Def: 4 (-)
SpA: 5(+)
SpD: 2
Spe: 94
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 2
DC: 3/5
Attacks:
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Sunny Day
Heal Pulse
Close Combat
megahorn
Hydro pump
Protect
Psychic
Safeguard
will o wisp
aincentpower
zen headbutt
ominous wind
psyshock
ice beam
thunderbolt
surf
Castform [pleut] M
Nature: Modest (-atk, + spa)
Type:
Normal - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability:
Forecast (innate): Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.
stats:
Hp: 100
Atk: 2 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 70
SizeC: 1
WeightC 1
mc: 0
Moves:
Tackle
ember
water gun
powder snow
headbutt
hail
rain dance
sunny day
disable
clear smog
hex
ominous wind
future sight
solar beam
thunderbolt
thunder wave
sandstorm
Hidden power (psychic, 7)
weather ball
tailwind
substitute
fire blast
mimic
ice beam
flamethrower
blizzard
hydro pump
All abilities
Training items
Arena: trainer's rift
http://pastebin.com/cLDD6vpa
2 Subs
1 Recover/3 Chills
Switch=Hook City
1 Day DQ
Gem's Team:
Gardevoir (castette) (f)
Nature: Mild (+1 SpA, -1 Def)
Type: Psychic - 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:
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.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats
HP: 90
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 6(+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 1
DC: 5/5
Moves
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
future sight
wish
Confuse ray
Will-o-Wisp
Disable
icy wind
ally switch
psyshock
shadow ball
psychic
hypnosis
dream eater
imprison
focus blast
charm
signal beam
Stored power
Endure
Aurumoth [cuivre](f)
Adamant nature (+atk, - SpA)
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).
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.
Weak Armor (toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard (passive): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (passive) (DW LOCKED): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats
HP: 90
Atk: 5
Def: 4 (-)
SpA: 5(+)
SpD: 2
Spe: 94
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 2
DC: 3/5
Attacks:
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Sunny Day
Heal Pulse
Close Combat
megahorn
Hydro pump
Protect
Psychic
Safeguard
will o wisp
aincentpower
zen headbutt
ominous wind
psyshock
ice beam
thunderbolt
surf
Castform [pleut] M
Nature: Modest (-atk, + spa)
Type:
Normal - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability:
Forecast (innate): Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.
stats:
Hp: 100
Atk: 2 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 70
SizeC: 1
WeightC 1
mc: 0
Moves:
Tackle
ember
water gun
powder snow
headbutt
hail
rain dance
sunny day
disable
clear smog
hex
ominous wind
future sight
solar beam
thunderbolt
thunder wave
sandstorm
Hidden power (psychic, 7)
weather ball
tailwind
substitute
fire blast
mimic
ice beam
flamethrower
blizzard
hydro pump
*Thanks to Toast Tyrant for the sprite*(When i find it again.....)
Pyroak (Garakesh) Male
Nature:
Brave
Type:
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.
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.
Abilities:
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.
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: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-) (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 9/9
MC: 3
DC: 5/5
Attacks: 31 Total
Aromatherapy
Block
Bullet Seed
Counter
Double Team
Earth Power
Earthquake
Ember
Endure
Fire Spin
Flamethrower
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Wave
Inferno
Lava Plume
Leech Seed
Light Screen
Pound
Protect
Sand Tomb
Seed Bomb
Stealth Rock
Sunny Day
Sweet Scent
Synthesis
Toxic
Will o Wisp
Wood Hammer
Argalis (Aurumoth) Male
Nature:
Quiet
Type:
Bug: STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Weak Armor:
Type: Toggle
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard:
Type: Passive
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (DW):
Type: Passive
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
HP: 110
Atk: 5
Def: 4
SpA: 5(+)
SpD: 2
Spe: 81 (-) (-10% Evasion)
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
DC: 5/5
MC: 3
Attacks: 33 Total
Ancient Power
Bug Bite
Bug Buzz
Close Combat
Counter
Disable
Double Team
Dragon Dance
Feint
Heal Pulse
Helping Hand
Hydro Pump
Ice Beam
Icy Wind
Light Screen
Magic Coat
Megahorn
Protect
Psychic
Psyshock
Quiver Dance
Reflect
Safeguard
Shadow Ball
String Shot
Substitute
Sunny Day
Tackle
Thunderbolt
Toxic
Willowisp
Wish
Zen Headbutt
*Thanks to Toast Tyrant for the sprite*
Mismagius (Amalia) Female
Nature:
Modest
Type:
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:
Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 105
Size Class: 2
Weight Class: 1
Base Rank Total: 18
EC: 6/6
MC: 0
Attacks: 36 Total
Astonish
Confuse Ray
Dark Pulse
Destiny Bond
Endure
Energy Ball
Growl
Heal Bell
Hex
Hypnosis
Icy Wind
Imprison
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Nasty Plot
Ominous Wind
Pain Split
Payback
Perish Song
Power Gem
Protect
Psychic
Psywave
Rest
Shadow Ball
Skill Swap
Snatch
Spite
Taunt
Thunderbolt
Thunder Wave
Torment
Toxic
Will o Wisp
It's an ARAM, no positions.
Gem, send them in, you've got 1500g to spend on your starting items (and don't forget your regular items)
Alex, you seem to have picked out your items already, so just pick your regular items and actions
Gem, pick your actions, don't forget your actives, and ult if you feel it necessary