Flora
Yep, that tasted purple!
That is a cannon.
2v2 Singles
1 Day DQ
2 Recovers/5 Chills
All abilities
No items
Switch=KO
A stadium at midnight with just enough dirt in the center to dive in with deepish pools of water and trees littering the sides of it, oh and at the north/south/east/west corners there are towers with stairs and shit. (Used in the Goldenknight vs. HD matchup)
So yeah I'm not posting the order again for you guys because I'm sure you guys know it. But yeah, Acklow sends out mon, Kannon sends out mon and orders, and Acklow goes.
Growlithe * (Male)
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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).
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: 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 thier 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.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): 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.
Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Close Combat
Morning Sun
Iron Tail
Wild Charge
Flame Charge
Dig
Trapinch (Female)
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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: 90
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10
EC: 1/4/9
MC: 1
DC: 1/5
Abilities:
Hyper Cutter:This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW):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:
Bite
Sand-attack
Faint Attack
Sand Tomb
Focus Energy
Quick Attack
Earth Power
Dig
SolarBeam
Rock Slide
Elekid ['Kid] (M)
Nature: Lonely (+1 * Attack, -1 * Def, )
Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.
Vital Spirit (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Stats:
HP: 90
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 95
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Quick Attack (*)
Leer (*)
Thunderpunch (*)
Thundershock (*)
Low Kick (*)
Swift (*)
Shock Wave (*)
Light Screen (*)
Cross Chop (*)
Meditate (*)
Ice Punch (*)
Hidden Power (Grass, 7) (*)
Protect (*)
Wild Charge (*)
Poliwag ['Wag] (M)
Nature: Serious (No Effect on Stats)
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:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Swift Swim (DW): (Innate) he Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Body Slam (*)
Rain Dance (*)
Doublslap (*)
Bubblebeam (*)
Encore (*)
Endeavor (*)
Water Pulse (*)
Protect (*)
Psychic (*)
Double-Team (*)
Bad luck and have fun!