Anyone up for a team battle? (2 v 2 people)
2v2 (two pokemon per team, one pokemon per person) Doubles (duh).
DQ: 2 Days.
1 use of Rest/Recover etc, 5 chills
1 ability
no items
Switch=KO.
Arena: High up in the mountains!
Our Competitors:

Monohm* [Cloud] (M)
Nature: Timid
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: ***
SpA: ***
SpD: **
Spe: 69 (+)
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
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:
Tackle*
Growl*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
Sonicboom*
Signal Beam*
Hydro Pump*
Heal Bell*
Thunder*
Flamethrower*
Roar*
Hidden Power Ground 7
- - -

Clamperl* [Pearl] (F)
Nature: Bold
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: 90
Atk: ** (-)
Def: **** (+)
SpA: ***
SpD: **
Spe: 32
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Shell Armor: Protects against critical hits.
Skittish: Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. (DW)
Attacks:
Clamp*
Water Gun*
Whirlpool*
Iron Defense*
Muddy Water*
Confuse Ray*
Aqua Ring*
Scald*
Ice Beam*
Double Team*
Shell Smash
- - - - -

Misdreavus [Breeze] (F)
Nature: Modest
Type:
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: 100
Atk: ** (-)
Def: ***
SpA: **** (+)
SpD: ***
Spe: 85
EC: 5/6
MC: 1
DC: N/A
Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.
Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-O-Wisp
Thunderbolt
Shadow Ball
Hidden Power Fighting 7

Machop* CapnFalcon (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1)
Abilities:
Guts: Type: 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.
No Guard: Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
DW Steadfast: Type: 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.
Stats:
HP: 100
Atk: **** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Low Kick*
Leer*
Focus Energy*
Karate Chop*
Foresight*
Low Sweep*
Seismic Toss*
Revenge*
Ice Punch*
Rock Slide*
Counter*
Bulk Up*
Earthquake*
Payback*

Staryu* Soryu
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
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).
Abilities:
Illuminate: Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Natural Cure: Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
DW [BAnalyze:[/B] Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks
Tackle*
Harden*
Water Gun*
Rapid Spin *
Recover*
Camouflage*
Swift*
Aurora Beam*
Barrier*
Supersonic*
Rain Dance*
Scald*
Thunder Wave*

Gastly* Sam (Male)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
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 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: Type: Innate
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: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Hypnosis*
Lick*
Spite*
Mean Look *
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Disable*
Haze*
Will-o-wisp*
Telekinesis*
Toxic*
Venoshock*
VS.

Gastly [Dablob] Male
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Type: Ghost/Poison
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.)
Poison 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).
Stats:
HP: 90
Atk: **
Def: **
SpA: ****
SpD: * (-1)
Spe: 92 (80*1.15)
x1.15 To Speed, -1 to Special Defense
EC: 3/9
MC: 0
DC: 3/5
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:
Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *
Fire Punch *
Haze *
Will-O-Wisp *
Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute
Explosion

Cranidos [Tim] (M)
Nature: Naive (x1.15 to Speed, -1 to Special Defense)
Type: Rock
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).
Stats
HP: 100
Atk: ****
Def: **
SpA: **
SpD: * (-1)
Spe: 67 (58*1.15 rounded up)
(x1.15, -1 to Special Defense)
EC: 3/6
MC: 0
DC: 5/5
Abilities
Mold Breaker: Innate Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc
Sheer Force (DW, activated): (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
Headbutt *
Leer *
Focus Energy *
Pursuit *
Take Down *
Scary Face *
Assurance *
Zen Headbutt
Hammer Arm *
Iron Head *
Leer *
Earthquake *
Stone Edge *
Ice Beam *
Flamethrower

Heracross [Flooffy] Male
Nature: Jolly (Adds 15% to Speed, Subtracts * from Special Attack)
Type: Bug/Fighting
Bug: Summary: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Fighting Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: ***
SpA: * (-1)
SpD: ***
Spe: 98 (85*1.15 rounded up)
x1.15 To Speed, -1 to Special Attack
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Swarm (Innate) 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, Scissor Cross from 8 to 10)
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.
Moxie (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Megahorn
Focus Punch
Double Edge
Stone Edge
Swords Dance
Protect

Kirlia* [Dreamer] (Female)
Nature: Modest (+* Special Attack, -*Attack)
Type: Psychic
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.
Stats:
Hp: 90
Atk: *(-)
Def: **
SpAtk: ****(+)
SpDef: **
Spe: 50
EC: 6/9
MC: 0
DC: 2/5
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.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream Locked)
Attacks:
Growl*
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Healing Wave*
Calm Mind*
Hypnosis
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Fire (7)
Substitute

Mankey [Nuclear] (M)
Nature: Lonely (+*Att, -*Def)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **** (+)
Def: * (-)
SpA: **
SpD: **
Spe: 70
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Vital Spirit: [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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action
Anger Point: [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).
Competitive Spirit: [Innate] 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. [DreamLocked]
Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Fury Swipes
Focus Energy
Close Combat
Rock Slide
Counter
Hone Claws
Taunt
Overheat
U-Turn

Seedot [LOCKE] (M)
Nature: Adamant (+*Att, -*SpAtt)
Type:
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: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
EC: 4/9
MC: 0
DC: 1/5
Abilities:
Chlorophyll:[Innate]During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: [Innate] This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Wicked Thief: [Innate] This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon. [DreamLocked]
Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Extrasensory
Fake Out
Torment
Razor Wind
Bullet Seed
Quick Attack
Leech Seed
Dig
Swords Dance
Sunny Day
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And Welcome to Today's Nyx Fix! We come to you today from LIVE atop a large, deloate, boulder strewn plateau high up in the mountains! The area is largley flat and earthen, so theres pleanty of room for strategy as our four eager trainers square off!
Team Fire PAWNCH
In one corner, we have a charmander? Oh wait, its -Charmander-! And YES!! there's his partner, PinkCapainFalcon,sporting his usual skintight Pink jumpsuit!Like a Fire Pawnch!
Team Mineral
In the other corner are there opponents, Team Mineral I call them, ReDiamond and his partner, DarkAmber!
They're eager to get underway, as am I! Let' see some battling, Ladies/Gentlemen!
Order of Operations:
1.-Charmander- will send out his pokemon.
2.Rediamond will send out his pokemon.
3.PinkCaptainFalcon will send out his pokemon.
4.DarkAmber will send out his pokemon and issue actions.
5.PinkCaptainFalcon orders>Rediamond orders>Charmander orders
6.The order is 4321, with DarkAmber being four and so forth, then 3214, then 2143.
[To prevent confusion I will post order in each round update]
So,gents,release your Pokemon!