7v7 Doubles match?
2 Day DQ, 3 for Ref
0 Recoveries/Chills
I guess the standard arena.
All abilities
Training items
1 Sub
switch = ok
KEVIN'S TEAM:
Luna the Rapidash
http://veekun.com/dex/media/pokemon/...e/shiny/78.png
Rapidash- Luna (F) Nature: Mild (SpA raised by 1, Def decreased by 1) Type: Fire 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 brushfire areas.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. 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. Flame Body (DW UNLOCKED): (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.
Attacks:(26)
Quick Attack
Growl
Tackle
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Agility
Flare Blitz
Inferno
Fire Blast
Poison Jab
Megahorn
Take Down
Fury Attack
Bounce
Low Kick
Morning Sun
Hypnosis
Drill Run
Flamethrower
Solarbeam
Hidden Power (Water, 7)
Protect
Aceladus the Vaporeon
http://veekun.com/dex/media/pokemon/...-white/134.png
Vaporeon (Aceladus) Male
Nature:
Bold
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Water Absorb:
Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration:
Type: Innate
This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Attacks: 32 Total:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Take Down
Bite
Trump Card
Water Gun
Aqua Ring
Muddy Water
Hydro Pump
Acid Armor
Mist
http://cap.smogon.com/Sprites/frontnormal-mcyclohm.png
<Cyclohm> [Zephyr] (Male)
Nature: Modest
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
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:(Innate)(DW UNLOCKED)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).
Attacks:(19)
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Slack Off
Hurricane
Dragon Dance
Dragon Breath
Mud-Slap
Thunder
Toxic
Protect
Thunder Wave
Blizzard
Casalimai the Revenankh
http://oi42.tinypic.com/xftcgp.jpg
<Revenankh> [Casalimai] (Male) Nature: Adamant Type: Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters. Ghost: 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: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator:(Innate)(DW)(LOCKED)Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Attacks:(21)
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Grudge
Vital Throw
Counter
Drain Punch
Shadow Sneak
Mach Punch
Curse
Taunt
Protect
Ice Punch
Rock Slide
Pain Split
Kethzyal the Starmie
http://veekun.com/dex/media/pokemon/.../shiny/121.png
Kethzyal(Starmie) (Male)
Nature: Modest (+ to S.Attack, - to Attack) Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: Illuminate:(Activate) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure:(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic:(Innate)(DW) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
http://veekun.com/dex/media/pokemon/...ck-white/9.png
<Blastoise> [Sumvin] (Male) Nature: Rash Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Torrent:(Innate)When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish:(Innate)This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:(24)
Tail Whip
Water Gun
Tackle
Bite
Rapid Spin
Protect
Water Pulse
Bubble
Withdraw
Hydro Pump
Aqua Tail
Rain Dance
Skull Bash
Water Spout
Yawn
Mirror Coat
Muddy Water
Hydro Cannon
Refresh
Scald
Brick Break
Blizzard
Ice Beam
Brine
Eirlasdar the Serperior
http://veekun.com/dex/media/pokemon/.../shiny/497.png
<Serperior> [Eirlasdar] (Male) Nature: Modest Type: 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: Overgrow:(Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary:(DW)(UNLOCKED) (Can be Enabled.)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Type: Water Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself. Hydration (DW Unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Type: Dark Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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 (DW Unlocked): (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.
Type: Fire 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 brushfire areas.
Abilities: 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. Guts (DW Unlocked): (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
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 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. Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Type: Electric 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.
Abilities: Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon. Quick Feet (DW Unlocked): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Type: Grass 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. Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Type: Ice 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.
Abilities: 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. Ice Body (DW Unlocked): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
I think I'll counter with Luna and Casalimai!
Luna take this Amulet coin.
Luna:Flamethrower-Fire Blast-Flamethrower(All on Oscar)
If you opponent is under the effect of an Evasive/Protective move then use Agility to get a speed boost
Casalimai:Shadow Punch-Shadow Sneak-Shadow Punch(All on Astrid)
If you opponent is under the effect of an Evasive/Protective move then swap targets
danmantincan
Aug 16th, 2012 3:24:54 PM
Oscar: Dig (Rapidash)~Wish (Yourself)~Dig (Rapidash) Astrid: Helping Hand (Oscar)~Shadow Ball (Rapidash)~Helping Hand (Oscar)
Oscar: Dig (Rapidash)~Quick Attack (Rapidash)~Dig (Rapidash)
If targeted by a damaging fire move, use Detect.
If Rapidash faints, use Razor Leaf (Revenankh) for all remaining actions.
Astrid: Shadow Ball~Confusion~Shadow Ball (All on Rapidash)
If Rapidash uses Protect, switch to Revenankh.
If Rapidash faints, target Revenankh.
dan sends out
kevin sends out and orders
dan orders
danmantincan
Aug 17th, 2012 1:25:28 PM
Geoffrey, you're up.
The Royal Guard
Aug 17th, 2012 2:26:26 PM
All right we'll counter with Eirlasdar!
Eirlasdar:Taunt Oscar-Leaf Storm Geoffrey-Leaf Storm+Frenzy Plant Geoffrey
If your target is under the effect of an evasive/protective move then Coil but don't push actions down
Geoffrey: Yawn (Serperior)~Shadow Ball (Serperior)~Shadow Ball (Serperior)
If targeted by a Grass Attack on A2 or A3 AND you aren't Taunted, use Detect Kieran: Ember (Serperior)~Ember (Serperior)~Ember (Serperior)
If Serperior uses Protect, use Growl on Revenankh.
Geoffrey, Kieran, time to take a break.
Titania and Makalov, it's your turn!
Titania: Yawn (Cyclohm)~Helping Hand (Makalov)
If Cyclohm uses Protect A1, use Shadow Ball on Blastoise. Makalov: Thundershock (Blastoise)~Thundershock (Blastoise)
If Blastoise uses Protect A2, use Shadow Ball on Cyclohm.
The Royal Guard
Aug 22nd, 2012 4:57:49 PM
um Dan you're missing an action on both mons...
danmantincan
Aug 22nd, 2012 10:19:12 PM
Oops, lol. Posted that just after reffing a triples battle.
Titania: Yawn (Cyclohm)~Helping Hand (Makalov)~Shadow Ball (Blastoise)
If your target uses Protect, use Shadow Ball on its partner. Makalov: Thundershock (Blastoise)~Thundershock (Blastoise)~Shadow Ball (Blastoise)
If Blastoise uses Protect A2, use Shadow Ball on Cyclohm and use Thundershock on Blastoise A3
Zephyr-Hurricane(Jolteon)-Mudslap (Jolteon)-Hurricane(Jolteon)
If your target is under the effect of an evasive/protective move then use Dragon Dance and push actions back
Sumvin-Bite Glaceon-Scald Glaceon-Skull Bash+Skull Bash Glaceon
If your target is under the effect of an evasive/protective move then use Withdraw
IF you are targeted with a damaging electric move then Mirror Coat
danmantincan
Aug 31st, 2012 9:46:04 PM
Since this is only 1 Sub, Mirror Coat won't be used if targeted by an Electric attack.
Makalov: Thundershock~Thundershock~Thundershock (All on Blastoise)
If Blastoise faints, use Yawn~Shadow Ball~Shadow Ball On Cyclohm for all remaining actions. Titania: Shadow Ball~Shadow Ball~Shadow Ball (All on Blastoise)
If Blastoise faints, Ice Wind On Cyclohm for all remaining actions.
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