I'M HIGH
I'M HIGH
4 vs 4 FE
Switch = KO
Arena Unown Soup
All Abilities
Items = Training
5 Chills/2 Recoveries
I'M HIGH
dragonboy52 said:![]()
Torchic (Male)
Nature: Lonely
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:
Ability 1: Blaze
Type: 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)*
*
Ability 2 (DW): Speed Boost
Type: Innate
Pokemon with this ability increase their speed as the battle progresses, *boosting it one (1) stage at the end of each round at the cost of 2% of *their energy. This overrides the normal drop in stats that occurs at *the end of each round (stats other than Speed are still affected).*
*
Stats:
*
HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13*
*
EC: 0/9
MC: 0
DC: 0/5
*
Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
*
Counter
Endure
Night Slash
*
Hone Claws
Fire Blast
Rock Slide
![]()
Bronzong(*)
Nature: Brave(Adds * to Atk; A 15% decrease (rounded down) in *Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an *opponent's attacks and -10% evasivness.)
Type: Steel/Psychic
*
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.
*
Abilities:*
Levitate:Evades Ground moves.
Heatproof:Halves damage from Fire moves and burns.
*
Stats:
*
HP: 100
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 22(-)
*
Moves:
*
Tackle(*)
Confusion(*)
Hypnosis(*)
Imprison(*)
Confuse Ray(*)
Extrasensory(*)
Iron Defense(*)
Safeguard(*)
Gyro Ball(*)
Trick Room(*)
Substitute(*)
Protect(*)
*
EC: 6/6
MC: 9
DC: 5/5
dragonboy52 said:![]()
Porygon Z
Nature: Modest (Special Attack increased by *; Attack decreased by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities
Download Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Adaptability
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Analytic
(Can be activated) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Porygon-Z
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 90
EC: 9/9
MC: 13
DC: 5/5
Attacks:
Conversion(*)
Conversion 2(*)
Sharpen(*)
Tackle(*)
Agility(*)
Psybeam(*)
Recover(*)
Magnet Rise(*)
Tri Attack(*)
Discharge(*)
Magic Coat(*)
Thunderbolt(*)
Ice Beam(*)
Toxic(*)![]()
Garchomp (Male)
Nature: Adamant
Type:
Dragon/Ground
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).
Abilities
Sand Veil
Type: 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.
Rough Skin
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Stats:
Garchomp
HP: 110
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 102
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Stone Edge
Dragon Claw
Rock Slide
Fire Fang
EC:9/9
MC:6
DC:5/5
I'M HIGHWobbanaut said:[pimg]230[/pimg]
Kingdra(Pyrophobe)(M)
Nature:Mild(+SpA,-Def)
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities
Swift Swim:[Type: Innate]The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper:[Type: Innate]This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp:[Type: Innate]This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats
HP: 100
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 5
Base Rank Total: 16
EC: 9/9
MC: 0
DC: 2/5
Attacks
Level Up - Bubble, Smokescreen, Leer, Water Gun, Focus Energy, Bubblebeam, Agility, Dragon Pulse, Hydro Pump, Dragon Dance, Yawn
TM/HM - Dive, Double Team, Scald, Ice Beam, Rain Dance
Egg Moves - Disable, Outrage, Razor Wind
5th Gen Tutor - Draco Meteor[pimg]229[/pimg]
Houndoom[Pyro](F)
Nature: Naive(+Spe, -SpD +14%Acc)
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.
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
Early Bird:[Type: Innate]This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire:[Type: 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.
Unnerve:[Type: Innate][DW]The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 2(-)
Spe: 110(+)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC 6/6
MC 0
DC 3/5
Attacks
Level Up - Leer, Ember, Howl, Smog, Roar, Bite, Odor Sleuth, Beat Up, Inferno, Thunder Fang, Crunch
TM/HM - Fire Blast, Will o Wisp, Double Team, Solarbeam, Taunt, Rest
Egg Moves - Sucker Punch, Nasty Plot, Counter
5th Gen Tutor - Snatch
4th Gen Tutor - Heat Wave[pimg]57[/pimg]
Mankey[Pwneape](M)
Nature: Jolly(+Spe,-SpA,+14%Acc)
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.
Abilities
Vital Spirit:[Type: Innate]This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point:[Type: Innate]When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Defiant:[Type: Innate][DW]The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110(+)
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 2/5
Attacks
Level Up - Covet, Scratch, Low Kick, Leer, Focus Energy, Fury Swipes, Karate Chop, Seismic Toss, Screech, Assurance, Cross Chop, Rage, Fling
TM/HM - Rock Slide, Dig, Acrobatics, Rest
Egg Moves - Endure, Reversal, Counter, Sleep Talk
4th Gen Tutor - Thunderpunch
1st Gen TM - Pay Day[pimg]607[/pimg]
Solosis [Fission] (M)
Nature: Brave(+Att, -Spe, -10%Eva)
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:
Overcoat:[Type Innate]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).
Magic Guard:[Type Innate]This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator:[Type Innate][DW]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 3(+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC 3/9
MC 0
DC 1/5
Attacks
Level Up - Psywave, Reflect, Rollout, Snatch, Hidden Power Fire 7, Light Screen, Charm, Recover, Psyshock, Pain Split
TM/HM - Safeguard, Trick Room, Explosion, Shadow Ball, Thunder
Egg Moves - Imprison, Confuse Ray, Acid Armour
5th Gen Tutor - Magic Coat
Thanks for reffing