i finally woke up
Switch=KO
Items=Off
All abilities
ARENA: Boxing Arena
- actually there's nothing special about it
- every move usable - there are barrels of water for water use and it's open to the sky for weather use and for the other stuff i didn't mention well it's usable okay?
- FIGHT!
Embirch(*) [Mebi] (Male)
Nature: Modest (+1 SpA, -1 Atk)
Type: Fire/Grass
Fire Type: 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. Superior senses in volcanic or brushfire areas.
Grass Type: 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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Moves
Pound*
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Earth Power*
Counter*
Grasswhistle*
Sunny Day*
Flamethrower*
Solarbeam*
Gastly(*) [Spookster] (Male)
Nature: Modest (+1 SpA, -1 Atk)
Type: Ghost/Poison
Ghost type: 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.)
Poison type: 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:
Levitate: (Trait) 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: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 80
EC: 0/9
MC: 0
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Night Shade*
Confuse Ray*
Sucker Punch*
Psywave*
Disable*
Scary Face*
Sludge Bomb*
Shadow Ball*
Double Team*
Scraggy(*) [Scrafafa] (Male)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Fighting
Dark Type: 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.
Fighting Type: Fight STAB; Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
EC: 2/6
MC: 0
DC: 2/5
Moves:
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Dragon Dance*
Ice Punch*
Zen Headbutt*
Double Team*
Bulk Up*
Dragon Claw*
Torment
Abra [Jonathon] (M)
Nature: Calm (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Attack)
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
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: (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.
Magic Guard (DW): (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.
Attacks:
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
Bonsly [Theodore] (M)
Nature: Adamant (Adds a Rank to Attack, subtracts a Rank from Special Attack)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 10
EC: 0/6
MC: 0
DC: 0/5
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.
Rock Head: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks:
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Curse
Sand Tomb
Stealth Rock
Toxic
Double Team
Rock Slide
Mareep [Lloyd] (M)
Nature: Quiet (Adds a Rank to Special 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) to opponent's attacks directed at this Pokemon.)
Type:
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (35/1.15v)
EC: 3/9
MC: 2
DC: 2/5
Abilities:
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.
Plus (DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Attacks:
Tackle
Growl
ThunderShock
Thunder Wave
Cotton Spore
Charge
Odor Sleuth
Reflect
Thunderbolt
Toxic
Hidden Power [Ice] [7]
Light Screen
Cotton Guard
Signal Beam
OK
- Pokelol sends out first Pokemon
- Alchemator sends out first Pokemon and orders
- Pokelol orders
GOOD LUCK AND HAVE FUN!
Seeking a Beginner Battle!
Pokemon: 2v2
Format: Singles
DQ Time: 2 Days for battlers, 3 days for the Ref
Recoveries and Chills: 0 Recoveries | 3 Chills
Arena: I'll let the person Responding to this or the Ref choose the arena
Ok then.
As for the arena, the ref can choose. Keep it simple though.
Switch=KO
Items=Off
All abilities
ARENA: Boxing Arena
- actually there's nothing special about it
- every move usable - there are barrels of water for water use and it's open to the sky for weather use and for the other stuff i didn't mention well it's usable okay?
- FIGHT!

Embirch(*) [Mebi] (Male)
Nature: Modest (+1 SpA, -1 Atk)
Type: Fire/Grass
Fire Type: 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. Superior senses in volcanic or brushfire areas.
Grass Type: 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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50
EC: 0/9
MC: 0
DC: 0/5
Moves
Pound*
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Earth Power*
Counter*
Grasswhistle*
Sunny Day*
Flamethrower*
Solarbeam*

Gastly(*) [Spookster] (Male)
Nature: Modest (+1 SpA, -1 Atk)
Type: Ghost/Poison
Ghost type: 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.)
Poison type: 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:
Levitate: (Trait) 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: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 80
EC: 0/9
MC: 0
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Night Shade*
Confuse Ray*
Sucker Punch*
Psywave*
Disable*
Scary Face*
Sludge Bomb*
Shadow Ball*
Double Team*

Scraggy(*) [Scrafafa] (Male)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Fighting
Dark Type: 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.
Fighting Type: Fight STAB; Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (DW): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
EC: 2/6
MC: 0
DC: 2/5
Moves:
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Dragon Dance*
Ice Punch*
Zen Headbutt*
Double Team*
Bulk Up*
Dragon Claw*
Torment

Abra [Jonathon] (M)
Nature: Calm (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Attack)
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
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: (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.
Magic Guard (DW): (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.
Attacks:
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]

Bonsly [Theodore] (M)
Nature: Adamant (Adds a Rank to Attack, subtracts a Rank from Special Attack)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 10
EC: 0/6
MC: 0
DC: 0/5
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.
Rock Head: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Rattled (DW): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks:
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Curse
Sand Tomb
Stealth Rock
Toxic
Double Team
Rock Slide

Mareep [Lloyd] (M)
Nature: Quiet (Adds a Rank to Special 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) to opponent's attacks directed at this Pokemon.)
Type:
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (35/1.15v)
EC: 3/9
MC: 2
DC: 2/5
Abilities:
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.
Plus (DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Attacks:
Tackle
Growl
ThunderShock
Thunder Wave
Cotton Spore
Charge
Odor Sleuth
Reflect
Thunderbolt
Toxic
Hidden Power [Ice] [7]
Light Screen
Cotton Guard
Signal Beam
OK
- Pokelol sends out first Pokemon
- Alchemator sends out first Pokemon and orders
- Pokelol orders
GOOD LUCK AND HAVE FUN!