That's It's_A_Random by the way.4v4 Doubles Tag Battle
DQ: 2 days
2 Chills / 5 Recover
No sending out of evolved mons
Arena: Ref choice, but keep it simple.
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iiMKUltra has agreed to be my partner, and Dogfish44 our foe. Thus we only seek one battler to side with Df44 and a ref.
Arena: Tournament Stadium
<Engineer> Rectangular arena about twenty by thirty feet long
<Engineer> Hard-packed dirt
<smashlloyd20> but diggable
<Engineer> surrounded by a moat of water five feet wide
AAAAAAAAAAND teams!
Exeggcute [Winston] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
[Grass]: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
[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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 34 (40*0.85)
EC: 5/6
MC: 0
DC: 0/5
Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Attacks:
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
Skill Swap
Leaf Storm
Power Swap
Psychic
Energy Ball
Trick Room
Elgyem [Alchemator] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: **
Def: **
SpA: **** (+)
SpD: **
Spe: 25 (30*0.85v)
EC: 3/6
MC: 0
DC: 0/5
Abilities:
Telepathy: (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.
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.
Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Beldum [Christopher] (N/A)
Nature: Brave (Adds * to Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
[Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
[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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: *** (+)
Def: ***
SpA: **
SpD: **
Spe: 26 (30/1.15v)
EC: 3/9
MC: 0
DC: 0/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.
Attacks:
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Litwick [Hecate] (F)
Nature: Modest (+SpA, -Atk)
Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
Litwick
HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 20
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Moves:
Ember(*)
Astonish(*)
Minimise(*)
Smog(*)
Fire Spin(*)
Confuse Ray(*)
Night Shade(*)
Will-O-Wisp(*)
Flame Burst(*)
Imprison(*)
Heat Wave(*)
Haze(*)
Acid Armor(*)
Will-O-Wisp(*)
Energy Ball(*)
Toxic(*)
Hex
Chimchar [Chimera] (M)
Nature: Mild (+SpA, -Def)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ****(+)
SpD: **
Spe: 61
EC: 1/9
MC: 1
DC: 1/5
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch).
Moves:
Scratch(*)
Leer(*)
Ember(*)
Taunt(*)
Fury Swipes(*)
Flame Wheel(*)
Nasty Plot(*)
Torment(*)
Counter(*)
ThunderPunch(*)
Encore(*)
Will-O-Wisp(*)
Shadow Claw(*)
Fire Blast(*)
Unown M [Incubus] (U)
Nature: Modest (+Spa, -Atk)
Type: Psychic
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability:
Levitate: (Innate) 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: **(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 48
Moves:
Hidden Power Bug: 50% Drain Effect (Leech Life)
Hidden Power Dark: Taunt Effect (Taunt)
Hidden Power Dragon: Roar Effect (Dragon Tail)
Hidden Power Electric: 30% Paralyze (Discharge)
Hidden Power Fighting: Calculates Damage Using Defense (Mystery Sword)
Hidden Power Fire: 30% Burn (Lava Plume)
Hidden Power Flying: High Critical Hit Ratio (Aeroblast/Air Cutter)
Hidden Power Ghost: 10% Special Defense Lower (Shadow Ball)
Hidden Power Grass: 10% Sleep (Spore/Sleep Powder/Grasswhistle)
Hidden Power Ground: 10% Accuracy Lower (Mud Bomb/Mud Slap)
Hidden Power Ice: 10% Freeze (Ice Beam)
Hidden Power Poison: 30% Toxic (Poison Fang)
Hidden Power Psychic: 10% Confusion (Psybeam/Confusion)
Hidden Power Rock: 10% Flinch (Rock Slide)
Hidden Power Steel: 10% Special Attack Lower (Flash Cannon)
Hidden Power Water: 10% Speed Lower (Bubblebeam/Bubble)
_____________________________________________________________________________________________________________
Golett Robolem (-)
Nature: Adamant
Type:
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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.
Attacks:
Pound
Astonish
Defence Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm
Focus Punch
Rock Slide
Substitute
Double Team
Shellos Sleast (M)
Nature: Modest
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 34
EC: 4/6
MC: 2
DC: 3/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Recover
Yawn
Stockpile
Sludge
Surf
Ice Beam
Toxic
Ponyta [Sparklez](F)
Nature: Adamant
Type: Fire
Summary: 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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **** (+)
Def: **
Sp.Atk: ** (-)
Sp.Def: ***
Speed: 90
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Run Away: This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body (DW): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Attacks:
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Hypnosis
Double Kick
Morning Sun
Sunny Day
Wild Charge
Will-O-Wisp
Gulpin [Homer J Simpson] (Male)
Nature: Quiet (+ Sp.Atk ; - Speed)
Type: Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Liquid Ooze: Type: Innate ; This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Sticky Hold: Type: Innate ; This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Gluttony (Inactive DW Ability): Type: Innate ; This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Gulpin
HP: 100
Atk: **
Def: **
SpA: *** (Increased by Nature)
SpD: **
Spe: 34 (40 * 0.85) (Decreased by Nature)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound
Yawn
Poison Gas
Sludge
Amnesia
Encore
Dream Eater
Pain Split
Destiny Bond
Giga Drain
Ice Beam
Sludge Wave
Shinx [Shinxe] (F)
Nature: Adamant (+Atk - Sp.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.
Stats:
Shinx
HP: 90
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rivalry:
Intimidate:
DW LOCKED: Guts
Attacks:
Tackle
Leer
Charge
Bite
Spark
Bite
Roar
Swagger
Fire Fang
Ice Fang
Double Kick
Snarl
Thunder Wave
Toxic
Alchemator=1
Random=2
IiMKUltra=3
Dogfish44=4
First round: 1234321 (alchemator sends out pokemon, random does, iiMKUltra does, Dogfish44 does and attacks, iiMKUltra attacks, random, alchemator)
Second round: 1432 (alchemator attacks, then Dogfish44, then iiMKUltra, then random)
Third round: 2143 (random, alchemator, Dogfish44, iiMKUltra)
4th round: 3214 (iiMKUltra, random, alchemator, Dogfish44)
5th round: (Dogfish44, iiMKUltra, random, alchemator)
So, LET'S GET THIS STARTED
EDIT: oh yeah, all abilities no items switch=ko