Battle in progress.
Rules:
4v4 Doubles
3 Day DQ Time
Max 2 Recovery Moves & 5 Chills per Pokemon
No Items
All Abilities
Switch = KO
Arena: Bell Tower Top
Pretty self-explanatory map. The top is approximately thirty feet by forty feet, and there is a spire in the middle that is ten feet in diameter. Should you get knocked out of the top, a mystical force will bring you to the top of the spire (where climbing down takes an action).
Combatants:
Mewtwo:
Mudkip(*) Vladdy (M)
Nature: Relaxed
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: *** (+ nature)
SpA: **
SpD: **
Spe: 34
RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
EC: 3/9
MC: 1
DC: 2/5
Abilities:
Torrent: (Innate) 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)
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
(*)Counter
(*)Mirror Coat
(*)Avalanche
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Bagon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: ***
Def: ***
SpA: **
SpD: * (-1)
Spe: 58 (50 x 1.15^)
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)
Aerial Ace(*)
Facade(*)
Brick Break(*)
Double-Edge
Embirch(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)
Type: Fire/Grass
Fire: 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. Solarbeam has Energy Cost reduced by one (1).
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: 100
Atk: *** (+1)
Def: * (-1)
SpA: ***
SpD: **
Spe: 50
EC: 1/9
MC: 0
DC: 1/5
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.
Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
(*)Counter
(*)Dragonbreath
(*)Seed Bomb
(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day
Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
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.
Stats:
HP: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60
EC: 0/4/9
MC: 0
DC: 0/5
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Random:
Hippopotas(*) Stortamus (M)
Nature: Impish
Type:
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: 100
Atk: ***
Def: **** (+)
SpA: * (-)
SpD: **
Spe: 32
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Crunch
Slack Off*
Curse*
Body Slam*
Roar*
Earthquake*
Rock Slide*
Gligar(*) Capers (M)
Nature: Impish
Type:
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ***** (+)
SpA: * (-)
SpD: ***
Spe: 85
EC: 2/6
MC: 1
DC: 3/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate)This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*
(Have to use the HG/SS Sprite, because I can't find a BW East Sea Sprite...)
Shellos Sleast (M)
Nature: Modest
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: * (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 34
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Yawn
Stockpile
Sludge
Surf
Ice Beam
Toxic
Gible Choragon (M)
Nature: Adamant
Type:
Dragon: Dragon STAB; Roar has 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: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 42
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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.
Rough Skin (DW): (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.
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Body Slam
Iron Head
Earthquake
Dragon Claw
Hone Claws
Battle Flow:
I. R will send out Pokemon.
II. M will then send out Pokemon.
III. M will issue actions.
IV. R will issue actions.
V. Engineer Pikachu will ref the round.
VI. R will issue actions.
VII. M will issue actions.
VIII. Engineer Pikachu will ref the round.
IX. Start from step III.
Let's go!
Rules:
4v4 Doubles
3 Day DQ Time
Max 2 Recovery Moves & 5 Chills per Pokemon
No Items
All Abilities
Switch = KO
Arena: Bell Tower Top

Pretty self-explanatory map. The top is approximately thirty feet by forty feet, and there is a spire in the middle that is ten feet in diameter. Should you get knocked out of the top, a mystical force will bring you to the top of the spire (where climbing down takes an action).
Combatants:
Mewtwo:

Mudkip(*) Vladdy (M)
Nature: Relaxed
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: *** (+ nature)
SpA: **
SpD: **
Spe: 34
RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
EC: 3/9
MC: 1
DC: 2/5
Abilities:
Torrent: (Innate) 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)
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
(*)Counter
(*)Mirror Coat
(*)Avalanche
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall

Bagon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: ***
Def: ***
SpA: **
SpD: * (-1)
Spe: 58 (50 x 1.15^)
EC: 2/9
MC: 0
DC: 1/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)
Aerial Ace(*)
Facade(*)
Brick Break(*)
Double-Edge

Embirch(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)
Type: Fire/Grass
Fire: 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. Solarbeam has Energy Cost reduced by one (1).
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: 100
Atk: *** (+1)
Def: * (-1)
SpA: ***
SpD: **
Spe: 50
EC: 1/9
MC: 0
DC: 1/5
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.
Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
(*)Counter
(*)Dragonbreath
(*)Seed Bomb
(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day

Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
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.
Stats:
HP: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60
EC: 0/4/9
MC: 0
DC: 0/5
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)

Hippopotas(*) Stortamus (M)
Nature: Impish
Type:
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: 100
Atk: ***
Def: **** (+)
SpA: * (-)
SpD: **
Spe: 32
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Crunch
Slack Off*
Curse*
Body Slam*
Roar*
Earthquake*
Rock Slide*

Gligar(*) Capers (M)
Nature: Impish
Type:
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ***** (+)
SpA: * (-)
SpD: ***
Spe: 85
EC: 2/6
MC: 1
DC: 3/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Immunity (DW): (Innate)This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
Night Slash*
Agility*
Baton Pass*
Earthquake*
Rock Slide*
Swords Dance*

(Have to use the HG/SS Sprite, because I can't find a BW East Sea Sprite...)
Shellos Sleast (M)
Nature: Modest
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: * (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 34
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Yawn
Stockpile
Sludge
Surf
Ice Beam
Toxic

Gible Choragon (M)
Nature: Adamant
Type:
Dragon: Dragon STAB; Roar has 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: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 42
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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.
Rough Skin (DW): (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.
Attacks:
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Body Slam
Iron Head
Earthquake
Dragon Claw
Hone Claws
Battle Flow:
I. R will send out Pokemon.
II. M will then send out Pokemon.
III. M will issue actions.
IV. R will issue actions.
V. Engineer Pikachu will ref the round.
VI. R will issue actions.
VII. M will issue actions.
VIII. Engineer Pikachu will ref the round.
IX. Start from step III.
Let's go!