It was a bright, sunny day. However pleasant that sounds, hiking through a bright sunny day with no shade and a 50 pound pack on your back, combined with the slow agony of dehydration is not fun. Just saying. Oh yeah, I'm Rediamond. I'm supposed to be the narrator or something. I really don't know or care anymore. If you want interesting, you would've wanted to hear about the time I out-HAX'ed an ASB legend, or took down a Machamp with a Haunter, or destroyed Deck Knight's house. But no, you wanted me to go through that one desert battle. And not even the interesting one. I really hate you now, you know that? Anyways, I highly doubt you care, so let's get on with the story.
Anyways, I was revisiting one of my old battle sites where I took on and defeated It's a Random in a battle where most of my Pokes evolved. To celebrate, I brought my Ninetales, Gardevoir, and Gengar, all of whom met their final evolution in this place. Unfortunately, he just had to barge in.
"Hey Red, long time no see."
I looked up at the approaching trainer. I'd met him once before, and learned a little bit about him. Supposedly he was challenging my rival for the steel gym. Knowing my rival, it was a very likely prospect. I personally enjoy telling the story of our last battle, or at least Gardevoir enjoys when I tell it. She crossed her arms and smirked at elDino as she remembered those two rounds after he had insulted her. Yeah, two rounds.
"What brings you here?" It's rather blunt I know, but I really wanted to spend some time with my starters. "Want a rematch?"
"Actually, no. I was waiting for an opponent to arrive."
"If I may ask, who did you get to come out to this god-forsaken desert?"
"Me," I turn around to face another trainer I had seen a few times in the main square of Smogon City, but had never really talked to. I didn't exactly have a name to put to the face, so I was glad when elDino began talking.
"Hello Lyris. I trust that you've been doing well. Anyways, Red," he turns to me, "would you mind reffing?"
I shrug, partially wondering who he thought was going to ref when he arranged for the battle. "I guess. Alright, let's get some rules laid out."
4v4 doubles.
7 day DQ (I will be on holiday for a while) although this will be lowered during the battle to 1 day DQ when I'm not away.
No move restrictions.
Arena: Oasis Arena
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Rain or Hail
Description: It's basically a purpose built Pokemon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.
Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.
Switch = KO
No items
One ability
elDino
Lucario* Destruction (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: 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.
Justified: This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
EC 6/6
MC 0
DW 5/5
Moves:
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Ice Punch
Hi Jump Kick*
Crunch*
Agility*
Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Psychic
Drain Punch
Scizor Destiny (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Swarm: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal:(DW)The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)(DW)
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
EC 6/6
MC 1
DW 3/5
Moves:
Bullet Punch
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Metal Claw
Wing Attack
Fury Cutter
Counter
Light Screen
Steel Wing
Swords Dance
Giga Impact
U-turn
Brick Break
Roost
Acrobatics
Empoleon Domination (Male)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant:(DW)The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.(DW)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 60
EC 9/9
MC 2
DW 3/5
Moves:
Tackle
Pound
Growl
Bubble
Water Sport
Peck
Metal Claw
Bide
Bubblebeam
Fury Attack
Swagger
Swords Dance
Agility
Hydro Pump
Featherdance
Ice Beam
Scald
Grass Knot
Brick Break
Flash Cannon
Nohface Demons and Angels (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
EC 0/6
MC 0
DW 0/5
Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Tackle
Leer
Yawn
Meteor Mash
Psycho Shift
Will-O-Wisp
Dig
Substitute
Lyris1035:
Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +15% Accuracy, -1 SpD)
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:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Samurott (*) Aquarai (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +11% Accuracy, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Stradfast: (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.
Justified (DW Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90 * 1.15 = 103.5, which rounds up to 104) (+)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Dark Pulse
Quick Attack (*)
Foresight (*)
Detect
Metal Claw
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Bone Rush
Metal Sound
Me First
Aura Sphere
Dragon Pulse
ExtremeSpeed
Screech (*)
Copycat
Nasty Plot
Reversal (*)
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Magic Coat
Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic
Zebstrika Zeburaika (M)
Nature: Rash (+1 SpA, -1 SpD)
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:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW): (Innate) 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. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Rash
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 116
EC: 6/6
MC: 0
DC: 1/5
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Discharge
Agility
Double Kick
Me First
Shock Wave
Toxic
Light Screen
Charge Beam
"Alright, elDino, send out your mons first."
Anyways, I was revisiting one of my old battle sites where I took on and defeated It's a Random in a battle where most of my Pokes evolved. To celebrate, I brought my Ninetales, Gardevoir, and Gengar, all of whom met their final evolution in this place. Unfortunately, he just had to barge in.
"Hey Red, long time no see."
I looked up at the approaching trainer. I'd met him once before, and learned a little bit about him. Supposedly he was challenging my rival for the steel gym. Knowing my rival, it was a very likely prospect. I personally enjoy telling the story of our last battle, or at least Gardevoir enjoys when I tell it. She crossed her arms and smirked at elDino as she remembered those two rounds after he had insulted her. Yeah, two rounds.
"What brings you here?" It's rather blunt I know, but I really wanted to spend some time with my starters. "Want a rematch?"
"Actually, no. I was waiting for an opponent to arrive."
"If I may ask, who did you get to come out to this god-forsaken desert?"
"Me," I turn around to face another trainer I had seen a few times in the main square of Smogon City, but had never really talked to. I didn't exactly have a name to put to the face, so I was glad when elDino began talking.
"Hello Lyris. I trust that you've been doing well. Anyways, Red," he turns to me, "would you mind reffing?"
I shrug, partially wondering who he thought was going to ref when he arranged for the battle. "I guess. Alright, let's get some rules laid out."
4v4 doubles.
7 day DQ (I will be on holiday for a while) although this will be lowered during the battle to 1 day DQ when I'm not away.
No move restrictions.
Arena: Oasis Arena
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Rain or Hail
Description: It's basically a purpose built Pokemon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.
Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.
Switch = KO
No items
One ability
elDino
Lucario* Destruction (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: 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.
Justified: This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
EC 6/6
MC 0
DW 5/5
Moves:
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Ice Punch
Hi Jump Kick*
Crunch*
Agility*
Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Psychic
Drain Punch
Scizor Destiny (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Swarm: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal:(DW)The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)(DW)
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
EC 6/6
MC 1
DW 3/5
Moves:
Bullet Punch
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Metal Claw
Wing Attack
Fury Cutter
Counter
Light Screen
Steel Wing
Swords Dance
Giga Impact
U-turn
Brick Break
Roost
Acrobatics
Empoleon Domination (Male)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant:(DW)The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.(DW)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 60
EC 9/9
MC 2
DW 3/5
Moves:
Tackle
Pound
Growl
Bubble
Water Sport
Peck
Metal Claw
Bide
Bubblebeam
Fury Attack
Swagger
Swords Dance
Agility
Hydro Pump
Featherdance
Ice Beam
Scald
Grass Knot
Brick Break
Flash Cannon
Nohface Demons and Angels (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
EC 0/6
MC 0
DW 0/5
Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Tackle
Leer
Yawn
Meteor Mash
Psycho Shift
Will-O-Wisp
Dig
Substitute
Lyris1035:
Zoroark (*) Zorroaaku (F)
Nature: Naive (+15% Speed, +15% Accuracy, -1 SpD)
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:
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.
Stats:
Natue: Naive
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 121 (105 * 1.15 = 120.75, which rounds up to 121)(+)
EC: 6/6
MC: 0
Attacks:
U-turn
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)
Scary Face (*)
Taunt (*)
Foul Play
Night Daze
Agility
Nasty Plot
Torment
Embargo
Night Slash
Dark Pulse (*)
Extrasensory (*)
Snatch (*)
Sucker Punch
Hone Claws (*)
Shadow Ball (*)
Snarl (*)
Aerial Ace
Samurott (*) Aquarai (F)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by
two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW Unlocked): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
Nature: Naughty
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 70
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Megahorn
Tackle (*)
Tail Whip (*)
Water Gun (*)
Water Sport (*)
Focus Energy (*)
Razor Shell (*)
Fury Cutter (*)
Water Pulse (*)
Revenge (*)
Aqua Jet
Encore
Aqua Tail
Retaliate
Hydro Pump
Water Pledge
Air Slash (*)
Brine (*)
Night Slash (*)
Ice Beam (*)
Rain Dance (*)
Scald (*)
Swords Dance
Surf
X-Scissor
Taunt
Lucario (*) Kari (F)
Nature: Naive (+15% Speed, +11% Accuracy, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Stradfast: (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.
Justified (DW Unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Naive
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90 * 1.15 = 103.5, which rounds up to 104) (+)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Dark Pulse
Quick Attack (*)
Foresight (*)
Detect
Metal Claw
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Bone Rush
Metal Sound
Me First
Aura Sphere
Dragon Pulse
ExtremeSpeed
Screech (*)
Copycat
Nasty Plot
Reversal (*)
Agility (*)
Bullet Punch (*)
Vacuum Wave (*)
Magic Coat
Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch
Retaliate
Psychic
Zebstrika Zeburaika (M)
Nature: Rash (+1 SpA, -1 SpD)
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:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW): (Innate) 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. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
Nature: Rash
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 116
EC: 6/6
MC: 0
DC: 1/5
Attacks:
Quick Attack
Tail Whip
Charge
Shock Wave
Thunder Wave
Flame Charge
Pursuit
Spark
Discharge
Agility
Double Kick
Me First
Shock Wave
Toxic
Light Screen
Charge Beam
"Alright, elDino, send out your mons first."