dummy007 said:Open Challenge
6 vs 6 Doubles
2 Day DQ (Battlers) / 4 Day DQ (Ref)
2 Recovers / 5 Chills
Arena: Swimming Pool Full of Jell-O (yes, this is a Homestar Runner reference)
Your average pool deck, with a twist: the pool is full of Jell-O instead of water! All Pokemon start on the pool deck, but they may use an action to jump in the pool or even eat some Jell-O. Eating the Jell-O gives a Pokemon a +1 boost in all stats until the end of the round and +5 HP, but it costs 20 Energy.
EDIT: Oh, and first-stage evolvable Pokemon only (Scyther, Mudkip, Tynamo, etc.; NOT Monferno or Stantler, etc.).
GK said:switch=ko
no items
all abilities

Riolu [Hermione] (F)
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Typing: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 60
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Copycat
Nasty Plot
Blaze Kick(*)
Circle Throw(*)
Vacuum Wave(*)
Attract(*)
Focus Blast(*)
Swords Dance(*)

Plicowatt [Dobby] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 0(-)
SpA: Rank 3(+)
SpD: Rank 1
Spe: 95
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Bubble(*)
Charge(*)
Tackle(*)
Thundershock(*)
Detect(*)
Counter(*)
Me First(*)
Signal Beam(*)
Ice Beam(*)
Thunderbolt(*)
Scald(*)
Toxic

Gastly [Severus] (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (ACC Boost = (80^2)/350 = 18.29; rounds up to 19) This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Ghost/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (80*1.15)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Hypnosis(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Clear Smog(*)
Disable(*)
Perish Song(*)
Thunderbolt(*)
Psychic(*)
Shadow Ball(*)

Solosis [Ginny] (F)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 2
Spe: 17 (20 / 1.15)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Psywave(*)
Reflect(*)
Rollout(*)
Snatch(*)
Hidden Power [Ice 7](*)
Light Screen(*)
Charm(*)
Recover(*)
Psyshock(*)
Acid Armor(*)
Confuse Ray(*)
Imprison(*)
Calm Mind(*)
Thunder(*)
Shadow Ball(*)

Roggenrola [Goyle] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 1
Spe: 13 (15/1.15)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Harden(*)
Sand-Attack(*)
Headbutt(*)
Rock Blast(*)
Mud-Slap(*)
Iron Defense(*)
Smack Down(*)
Curse(*)
Gravity(*)
Lock-On(*)
Earthquake(*)
Explosion(*)
Stone Edge(*)

Vanillite [Albus] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Typing: 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:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (DW): (Can be Enabled) 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.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 44
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Autotomize(*)
Iron Defense(*)
Water Pulse(*)
Hail(*)
Blizzard(*)
Flash Cannon(*)

Azurill [Roy Boehm] (Male) navy seals
Nature: Adamant
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 2(+)
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 20
Counters:
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Thick Fate: This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power: This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Sap Sipper (DW): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Attacks:
Splash
Charm
Tail Whip
Bubble
Slam
Water Gun
Encore
Refresh
Body Slam
Waterfall
Return
Toxic

Duskull [ionno yet] (Male)
Nature: Quiet
Type: Ghost
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: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 22 (25 x 0.85)
Counters:
EC: 1/9
MC: 0
Abilities:
Levitate: 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.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Ominous Wind
Pain Split
Skill Swap
Toxic
Psychic
Trick Room
Shadow Ball

Larvitar- ionno yet (M)
Nature: Hardy/Neutral
Type: Rock / Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
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).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 41
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Guts: (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.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
AncientPower
Stealth Rock
Iron Defense
Dig
Toxic
Protect

Rattata [ionno yet] (M)
Nature: Jolly
Type: Normal
Normal: STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 83 (+)
Counters:
EC: 2/6
MC: 2
DC: 1/5
Abilities:
Run Away: (Innate) 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.
Guts: (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.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Attacks:
Tackle
Tail Whip
Quick Attack
Focus Energy
Bite
Pursuit
Hyper Fang
Sucker Punch
Crunch
Assurance
Counter
Super Fang
Revenge
Facade
Substitute
Return

Shroomish [Guthrum] (M) viking who kicked england's ass
Nature: Careful
Type: Grass
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).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 35
Counters:
EC:4/6
MC:
DC:2/5
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Quick Feet (DW): (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.
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Bullet Seed
Drain Punch
Seed Bomb
Toxic
Facade
Swords Dance
Spore
Worry Seed

Deino [Richthofen] (M) red baron's last name
Nature: Rash
Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 38
Counters:
EC: 0/9
MC: 0
DC: 0/5
Ability:
Hustle (Can be enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Thunder Fang
Thunder Wave
Toxic
Taunt

Deino [Endsieg] (M) Endsieg means final victory to anyone who cares
Nature: Quiet
Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 32(-)
Counters:
EC: 1/9
MC: 0
DC: 1/5
Ability:
Hustle (Can be enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dark Pulse
Earth Power
Thunder Fang
Thunder Wave
Toxic
Taunt
Dragon Pulse
Work Up
Mmk, Dummy sends out first 2 Pokemon, then GK does the same with actions. Afterward, Dummy's actions!