shadowpea
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Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 3 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The winner of the previous round gets to strike one arena
- The loser of the previous round picks one of the remaining arenas
- The round is played on the selected arena
- The loser of the previous round is first sendout
Game
B3P2 Singles
72h DQ, 1 Warning
Abilities: All
Items: ON
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 3
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: Combinations cannot be used
Special Rule #3: Damaging Evasive Moves (excluding Sky Drop) take place over 2 Actions instead of 1 Action, and both parts occur at +0 Priority. (The Pokemon evades at +0 Priority on the first Action, and attacks at +0 Priority on the following Action). Parts 1 & 2 do not incur Consecutive EN Penalty for each other.
Special Rule #4: When you send in your team, if a Pokemon has access to form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 3 Pokemon.
Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout
Games 2+:
- The winner of the previous round gets to strike one arena
- The loser of the previous round picks one of the remaining arenas
- The round is played on the selected arena
- The loser of the previous round is first sendout
Game
B3P2 Singles
72h DQ, 1 Warning
Abilities: All
Items: ON
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 3
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: Combinations cannot be used
Special Rule #3: Damaging Evasive Moves (excluding Sky Drop) take place over 2 Actions instead of 1 Action, and both parts occur at +0 Priority. (The Pokemon evades at +0 Priority on the first Action, and attacks at +0 Priority on the following Action). Parts 1 & 2 do not incur Consecutive EN Penalty for each other.
Special Rule #4: When you send in your team, if a Pokemon has access to form-changing items or attachments: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Burned Tower: basement
The basement of the now Burned Tower is dimly lit, but legend has it a really fortunate soul can catch sight of Suicune resting there at times. Lots of curious people have come and gone without seeing anything, leading some to wonder if it wasn’t a marketing campaign for Ecruteak City...
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Causes Paralysis
===================
Aurora Borealis
At this time of year, located entirely within this arena, shines a beautiful aurora. Auroras are likened to Suicune’s footprints by Suicune enthusiasts, and are generally seen as a sign of good luck.
Camouflage: Ice
Nature Power: Air Slash
Secret Power: Causes freezing
===================
Purified Marsh
This marsh once was filthy and toxic, but Suicune purified it, and it now serves as an incredibly clear water source. The water is said to cleanse anybody from their toxins.
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lowers Speed by one stage
===================
Cerulean Cape
A dead end where Suicune can be met if the conditions are fulfilled. It is true the winds blow harder around here, although maybe it’s due to the nearby sea. It is a popular spot for dates.
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Temple of the Northern Wind
This temple, located in Johto to honor Suicune, is made of bulky stone and towers over anyone entering it. Travelers recall feeling incredibly safe while in the monument.
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
The basement of the now Burned Tower is dimly lit, but legend has it a really fortunate soul can catch sight of Suicune resting there at times. Lots of curious people have come and gone without seeing anything, leading some to wonder if it wasn’t a marketing campaign for Ecruteak City...
- Damaging Fire-, Water- and Electric-type moves have their BAP increased by three (3)
- Default weather is Rain
- No Pokémon can Fly or Sky Drop
- Dig has its BAP reduced by three (3)
Camouflage: Ground
Nature Power: Earth Power
Secret Power: Causes Paralysis
===================
Aurora Borealis
At this time of year, located entirely within this arena, shines a beautiful aurora. Auroras are likened to Suicune’s footprints by Suicune enthusiasts, and are generally seen as a sign of good luck.
- Aurora Beam has its BAP increased by five (5) and its EN cost increased by two (2)
- Aurora Beam gets a 20% chance to freeze in addition to its usual effect
- The battle begins with two (2) rounds of Aurora Veil on each side. This Aurora Veil, unlike a manually set Aurora Veil, does not require Hail to be active.
Camouflage: Ice
Nature Power: Air Slash
Secret Power: Causes freezing
===================
Purified Marsh
This marsh once was filthy and toxic, but Suicune purified it, and it now serves as an incredibly clear water source. The water is said to cleanse anybody from their toxins.
- Poison-type moves have their BAP decreased by three (3)
- Poison-inflicting moves and Abilities have their poisoning chance decreased by 10% (flat)
- Using a damaging Water-type move on a target cures it from all major status ailments, as long as the move deals damage
- Aqua Ring restores 6 HP per action
- Steel-type Pokémon cannot be Corroded
Camouflage: Water
Nature Power: Mud Bomb
Secret Power: Lowers Speed by one stage
===================
Cerulean Cape
A dead end where Suicune can be met if the conditions are fulfilled. It is true the winds blow harder around here, although maybe it’s due to the nearby sea. It is a popular spot for dates.
- Icy Wind lowers Speed by two (2) stages when used
- Tailwind quadruples the Speed of Pokémon, but only lasts 4a
- Players cannot declare Switch phases
Camouflage: Water
Nature Power: Hydro Pump
Secret Power: Lowers Attack by one stage
===================
Temple of the Northern Wind
This temple, located in Johto to honor Suicune, is made of bulky stone and towers over anyone entering it. Travelers recall feeling incredibly safe while in the monument.
- A Pokémon’s Defense and Special Defense rank become the higher of its Base Defense/Special Defense rank. A Pokémon can only gain a maximum of 4 ranks this way. This occurs before rank modifications due to items or Abilities
- Each round, all Pokémon (active and benched) have their Defense and Special Defense rank decreased by one (1), with a minimum of 0
- Moves that raise Defense or Special Defense have their priority increased by one (1)
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
Gemini Taurus
Puccoon the Golem (Alola) ()
★★★☆☆
#76
Nature: Serious (No effect)
Type:
Abilities:
Magnet Pull, Sturdy, Galvanize
Stats:
HP: 90
Attack: Rank 9
Defence: Rank 9
Special Attack: Rank 4
Special Defence: Rank 5
Speed: 45
Size Class: 3
Weight Class: 7
Moveset:
Attract
Autotomize
Block
Brick Break
Brutal Swing
Bulldoze
Charge
Charge Beam
Confide
Counter
Curse
Defense Curl
Discharge
Double Team
Double-Edge
Earthquake
Echoed Voice
Endure
Explosion
Facade
Fire Blast
Flail
Flamethrower
Fling
Focus Blast
Frustration
Giga Impact
Gyro Ball
Heavy Slam
Hidden Power (Ice)
Hyper Beam
Magnet Rise
Nature Power
Protect
Rest
Return
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Throw
Rock Tomb
Rollout
Round
Sandstorm
Screech
Self-Destruct
Sleep Talk
Smack Down
Spark
Stealth Rock
Steamroller
Stone Edge
Substitute
Sunny Day
Swagger
Tackle
Thunder
Thunder Punch
Thunderbolt
Toxic
Volt Switch
Wide Guard
Wild Charge
Cosmos the Pajantom ()
★★★☆☆
CAP #47
Nature: Docile (No effect)
Type:
Abilities:
Comatose
Stats:
HP: 90
Attack: Rank 9
Defence: Rank 5
Special Attack: Rank 4
Special Defence: Rank 8
Speed: 101
Size Class: 2
Weight Class: 1
Moveset:
Aerial Ace
Astonish
Attract
Bind
Brave Bird
Breaking Swipe
Brutal Swing
Bulldoze
Confide
Crunch
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rage
Dragon Rush
Dream Eater
Drill Run
Dual Chop
Earthquake
Endure
Facade
Fairy Lock
Fly
Frustration
Giga Impact
Growl
Haze
Heal Block
Helping Hand
Hex
Hidden Power (Fairy)
Hyper Beam
Ice Fang
Ice Punch
Icy Wind
Imprison
Infestation
Iron Tail
Laser Focus
Leech Life
Nasty Plot
Outrage
Phantom Force
Poison Fang
Poison Gas
Protect
Psych Up
Psychic
Psychic Fangs
Rain Dance
Rest
Return
Rock Slide
Rock Tomb
Round
Sand Tomb
Shadow Ball
Shadow Claw
Sleep Talk
Smart Strike
Snore
Spirit Shackle
Spite
Stone Edge
Substitute
Surf
Swagger
Throat Chop
Toxic
Toxic Spikes
Trick Room
Venoshock
Whirlpool
Wrap
Zen Headbutt
Blueheart the Meloetta (-)
★★★★☆
#648
Nature: Naive (+Speed, +10%Accuracy, -Special Defence)
Type:
Aria Forme
Pirouette Forme
Abilities:
Serene Grace
Stats:
Aria Forme
HP: 95
Attack: Rank 6
Defence: Rank 6
Special Attack: Rank 9
Special Defence: Rank 8
Speed: 104 (+10% Accuracy)
Size Class: 1
Weight Class: 1
Pirouette Forme
HP: 95
Attack: Rank 9
Defence: Rank 7
Special Attack: Rank 6
Special Defence: Rank 5
Speed: 148 (+10% Accuracy)
Size Class: 1
Weight Class: 1
Moveset:
Acrobatics
Ally Switch
Brick Break
Calm Mind
Celebrate
Charge Beam
Close Combat
Confide
Confusion
Covet
Dazzling Gleam
Double Team
Drain Punch
Dream Eater
Dual Chop
Echoed Voice
Embargo
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Gravity
Heal Bell
Helping Hand
Hidden Power (Ground)
Hone Claws
Hyper Beam
Hyper Voice
Ice Punch
Knock Off
Laser Focus
Last Resort
Light Screen
Low Kick
Low Sweep
Magic Coat
Magic Room
Payback
Perish Song
Power-Up Punch
Protect
Psybeam
Psych Up
Psychic
Psyshock
Quick Attack
Rain Dance
Recycle
Relic Song
Rest
Retaliate
Return
Rock Smash
Role Play
Round
Safeguard
Secret Power
Shadow Ball
Shadow Claw
Shock Wave
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Teeter Dance
Telekinesis
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Trick
Trick Room
U-turn
Uproar
Wake-Up Slap
Wonder Room
Work Up
Zen Headbutt
HydrogenHydreigon
Disguise the Mimikyu (F)
Stage 3*
Hidden Power Type: Fire
Types: Ghost/Fairy
Abilities: Disguise
Nature: Serious
Stats:
HP: 80
Atk: Rank 7
Def: Rank 6
SpA: Rank 4
SpD: Rank 8
Spe: 96
Size Class: 1
Weight Class: 1
Attacks (71):
Astonish
Attract
Baby-Doll Eyes
Beat Up
Bulk Up
Charge Beam
Charm
Confide
Copycat
Curse
Dark Pulse
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Draining Kiss
Dream Eater
Embargo
Endure
Facade
Feint Attack
Fling
Frustration
Giga Drain
Giga Impact
Grudge
Hex
Hidden Power (Fire)
Hone Claws
Hyper Beam
Infestation
Leech Life
Light Screen
Magic Room
Mimic
Nightmare
Pain Split
Payback
Phantom Force
Play Rough
Protect
Psych Up
Psychic
Rest
Return
Round
Safeguard
Scratch
Screech
Shadow Ball
Shadow Claw
Shadow Sneak
Slash
Sleep Talk
Snore
Splash
Substitute
Swagger
Swords Dance
Taunt
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick
Trick Room
Will-O-Wisp
Wood Hammer
Work Up
X-Scissor
Helium the Plasmanta (F)
Stage 3*
Hidden Power Type: Grass
Types: Electric/Poison
Abilities:
Storm Drain / Vital Spirit / Telepathy (H, UNLOCKED)
Nature: Serious
Stats:
HP: 85
Atk: Rank 4
Def: Rank 8
SpA: Rank 9
SpD: Rank 7
Spe: 100
Size Class: 7
Weight Class: 9
Attacks (62):
Acid
Aqua Tail
Attract
Aura Sphere
Body Press
Body Slam
Clear Smog
Confide
Cross Poison
Cut
Dazzling Gleam
Defog
Discharge
Double Team
Eerie Impulse
Electric Terrain
Electrify
Electro Ball
Encore
Endure
Facade
Flash Cannon
Frustration
Giga Impact
Haze
Hidden Power (Grass)
Hyper Beam
Ion Deluge
Liquidation
Parabolic Charge
Poison Jab
Poison Sting
Poison Tail
Protect
Psybeam
Psychic
Psyshock
Psywave
Rain Dance
Rest
Return
Round
Secret Power
Shock Wave
Signal Beam
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Splash
Substitute
Supersonic
Swagger
Taunt
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
Venom Drench
Venoshock
Water Pulse
Wide Guard
Wild Charge
Spear the Barraskewda (M)
Stage 3*
Hidden Power Type: None
Types: Water
Abilities: Swift Swim, Propeller Tail (H, UNLOCKED)
Nature: Serious
Stats:
HP: 85
Atk: Rank 9
Def: Rank 5
SpA: Rank 5
SpD: Rank 4
Spe: 136
Size Class: 2
Weight Class: 3
Attacks (43):
Acupressure
Agility
Aqua Jet
Assurance
Attract
Bite
Bounce
Brick Break
Close Combat
Crunch
Dive
Double-Edge
Drill Run
Endure
Facade
Focus Energy
Fury Attack
Giga Impact
Hydro Pump
Hyper Beam
Ice Fang
Laser Focus
Liquidation
Night Slash
Peck
Poison Jab
Protect
Psychic Fangs
Rain Dance
Rest
Round
Scald
Scary Face
Slash
Sleep Talk
Snore
Substitute
Surf
Swift
Thrash
Throat Chop
Waterfall
Whirlpool
Disguise the Mimikyu (F)
Stage 3*
Hidden Power Type: Fire
Types: Ghost/Fairy
Abilities: Disguise
Nature: Serious
Stats:
HP: 80
Atk: Rank 7
Def: Rank 6
SpA: Rank 4
SpD: Rank 8
Spe: 96
Size Class: 1
Weight Class: 1
Attacks (71):
Astonish
Attract
Baby-Doll Eyes
Beat Up
Bulk Up
Charge Beam
Charm
Confide
Copycat
Curse
Dark Pulse
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Draining Kiss
Dream Eater
Embargo
Endure
Facade
Feint Attack
Fling
Frustration
Giga Drain
Giga Impact
Grudge
Hex
Hidden Power (Fire)
Hone Claws
Hyper Beam
Infestation
Leech Life
Light Screen
Magic Room
Mimic
Nightmare
Pain Split
Payback
Phantom Force
Play Rough
Protect
Psych Up
Psychic
Rest
Return
Round
Safeguard
Scratch
Screech
Shadow Ball
Shadow Claw
Shadow Sneak
Slash
Sleep Talk
Snore
Splash
Substitute
Swagger
Swords Dance
Taunt
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick
Trick Room
Will-O-Wisp
Wood Hammer
Work Up
X-Scissor
Helium the Plasmanta (F)
Stage 3*
Hidden Power Type: Grass
Types: Electric/Poison
Abilities:
Storm Drain / Vital Spirit / Telepathy (H, UNLOCKED)
Nature: Serious
Stats:
HP: 85
Atk: Rank 4
Def: Rank 8
SpA: Rank 9
SpD: Rank 7
Spe: 100
Size Class: 7
Weight Class: 9
Attacks (62):
Acid
Aqua Tail
Attract
Aura Sphere
Body Press
Body Slam
Clear Smog
Confide
Cross Poison
Cut
Dazzling Gleam
Defog
Discharge
Double Team
Eerie Impulse
Electric Terrain
Electrify
Electro Ball
Encore
Endure
Facade
Flash Cannon
Frustration
Giga Impact
Haze
Hidden Power (Grass)
Hyper Beam
Ion Deluge
Liquidation
Parabolic Charge
Poison Jab
Poison Sting
Poison Tail
Protect
Psybeam
Psychic
Psyshock
Psywave
Rain Dance
Rest
Return
Round
Secret Power
Shock Wave
Signal Beam
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Splash
Substitute
Supersonic
Swagger
Taunt
Thunder
Thunder Shock
Thunder Wave
Thunderbolt
Toxic
Venom Drench
Venoshock
Water Pulse
Wide Guard
Wild Charge
Spear the Barraskewda (M)
Stage 3*
Hidden Power Type: None
Types: Water
Abilities: Swift Swim, Propeller Tail (H, UNLOCKED)
Nature: Serious
Stats:
HP: 85
Atk: Rank 9
Def: Rank 5
SpA: Rank 5
SpD: Rank 4
Spe: 136
Size Class: 2
Weight Class: 3
Attacks (43):
Acupressure
Agility
Aqua Jet
Assurance
Attract
Bite
Bounce
Brick Break
Close Combat
Crunch
Dive
Double-Edge
Drill Run
Endure
Facade
Focus Energy
Fury Attack
Giga Impact
Hydro Pump
Hyper Beam
Ice Fang
Laser Focus
Liquidation
Night Slash
Peck
Poison Jab
Protect
Psychic Fangs
Rain Dance
Rest
Round
Scald
Scary Face
Slash
Sleep Talk
Snore
Substitute
Surf
Swift
Thrash
Throat Chop
Waterfall
Whirlpool
Alright, now that we've got the teams, lets flip a Bronzor to see who strikes first!
(heads: Gemini Taurus, tails: HydrogenHydreigon)
HydrogenHydreigon strikes an arena
Gemini Taurus strikes two arenas
HydrogenHydreigon chooses from the remaining arenas and sends out
Gemini Taurus sends out and orders
HydrogenHydreigon orders
I ref
And at this point we're going have to to deal with the million mistakes I'm going to make
Good luck to both sides!
(heads: Gemini Taurus, tails: HydrogenHydreigon)
HydrogenHydreigon strikes an arena
Gemini Taurus strikes two arenas
HydrogenHydreigon chooses from the remaining arenas and sends out
Gemini Taurus sends out and orders
HydrogenHydreigon orders
I ref
And at this point we're going have to to deal with the million mistakes I'm going to make
Good luck to both sides!
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