===Stipulations===

1. The battles will be a 3-on-3 battle, 1 Pokemon at a time.
2. The referee will decide on first turn attack order.
3. The DQ time will be the standard. One week, no more and no less.
4. No moves are banned. But I won't start busting out the annoying ones like Rest and Toxic until you do first. If my opponent and/or ref wish to ban anything, I'll consider it depending on the request.
5. Abilities are in effect.

Badwater is a large, arid quarry shaped somewhat like a spiral when viewed from above. Its most prominent feature is a wooden wagon with a nuke loaded onto it, mounted on a train track. Said track begins at the base of a cliff and spans outward through a tunnel past a warehouse, under a catwalk, past several wooden shacks and houses, and finally down a cement slope surrounded on three sides by a fortress of wood, stone, and steel. At the bottom of that cement slope is the rail's end, suspended above a crater filled with explosives.

This cratered area is where the battle will take place. It is a good 40 feet wide and long at the least. The crater is covered with a glassy material that no attack can break. The explosives within cannot be Dug or Teleported into, Psychically manipulated, or otherwise interfered with.

The basin is currently under attack, which means that all nine Team Fortress 2 classes are out and about en masse. The RED team will be passing the battlefield now and then, more focused on the BLU team pushing a cart of explosive fiery death towards their base than on you. If they pass by, don't pester them, or they will attack:

===Battlers===


===Round 5===

Seeing as we're not one 4th of the way out of time, I would think things to get a little hectic, and they are. Once in a BLU moon, there will be a Blu carcass flying around. Kinda weird. but Smack doesn't care. SHe's rejoicing with all this red and blu around her. SO much, that she now brings in foreboding clouds.

Hoot doesn't approve, and fires off a Psybeam that partially refracts due to the raindrops reflective surfaces.. Most of it hits though, sitting Smack on her rear.

Ho: -6E ~~ Sm: -4E/-7H
Rain: 9 act.


With the sands gone, Hoot lost his edge in this match. Irritated, Hoot spins in place as Smack fires off a Pulse of water, that's greatly enhanced by the rain. The rings of water are jumped through by the Baltoy and twisted around so they fly back toward their maker!

The powerful blast struck and battered Smack again, but Baltoy felt a bit winded, that attacks' boosted power made it harder to control.

Whoa red guys are sliding off of the ramp.

Ho: -9E ~~ Sm: -4E/-7H

Hoot waits, as Smack tries this again. She holds her head and fires a second wave. Again, with extra oomph Blatoy whips the rings around like hula hoops before flinging them back. They strike Smack and this time, they leave her dazed.

Ho: -9E ~~ Sm: -4E/-7H


===Stats===


Blade
Rain: 7 act.

15-Tunnel captured!