2v2 Singles
3 Day DQ
Switch = KO
2 Recovers, 5 Chills
One Ability
No Items
Unevolved mons only
Arena: Mt Moon
In the very centre of Mt. Moon, and at its peak, there is a cave. The diggable floor is well-lit by the full moon, which shines through a circular opening in the roof. The edges of the arena are slightly darker, but still impossible to hide in. The ceiling is high enough for Flying-type Pokémon to move freely, but unfortunately there is no water to be had. At the end of every round, there is a 25% chance of a Pokémon appearing. This 25% is made up of:
Geodude (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[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).
[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: 45
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: **
Spe: 20
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Attacks:
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Onix (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[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).
[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: 45
Atk: *** (+)
Def: *****(+1)
SpA: * (-)
SpD: **
Spe: 70
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Attacks:
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Zubat (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[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).
[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: 45
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 55
Abilities:
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.
Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
The ref controls the Pokémon that appears, and must always post their actions first (that is, at the end of every reffing). The Pokémon must act only in an attempt to save its own skin, and should not recklessly attack either player. There may only be one wild Pokémon on the field at any time.
Snubbull [Samuel] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: **
SpA: *** (+)
SpD: **
Spe: 26 (30/1.15v)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: (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 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.
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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:
Ice Fang
Thunder Fang
Fire Fang
Tackle
Scary Face
Tail Whip
Charm
Bite
Lick
Headbutt
Roar
Close Combat
Crunch
Heal Bell
Work Up
Fire Blast
Earthquake
Elgyem [Alchemator] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)
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, 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: **
SpA: **** (+)
SpD: **
Spe: 25 (30*0.85v)
EC: 2/6
MC: 0
DC: 0/5
Abilities:
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.
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.
Analytic (DW): (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.
Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Tyrogue [Simon] (M)
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).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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.
Steadfast: (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.
Vital Spirit (DW): (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.
Attacks:
Tackle
Helping Hand
Fake Out
Foresight
Hi Jump Kick
Mach Punch
Rapid Spin
Rock Slide
Earthquake
Facade
Darmuka(M)-Buddha
Nature: Docile
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).
Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Inner Focus (DW): (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.
Stats:
HP: 100
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 50
EC: 0/6
MC: 2
DC: 0/5
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Focus Punch
Hammer Arm
Yawn
Will-o-Wisp
U-Turn
Substitute
Torchic (F) - Abraxas
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Fire
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).
Abilities:
Blaze: (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)
Speed Boost (DW): (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 ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: ***
Def: **
SpA: ****(+1)
SpD: *(-1)
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Moves:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Counter
Feather Dance
Reversal
Fire Blast
Shadow Claw
Rock Slide
Bulbasaur (F) - Ivy
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Grass/Poison
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).
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).
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **(-)
Spe: 45
EC: 0/9
MC: 1
DC: 0/5
Moves:
Tackle
Growl
Leech Seed
Vine Whip
Poison Powder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Curse
Giga Drain
Power Whip
Sludge Bomb
Swords Dance
Facade
GOOD LUCK! And, announce that ability!
3 Day DQ
Switch = KO
2 Recovers, 5 Chills
One Ability
No Items
Unevolved mons only
Arena: Mt Moon
In the very centre of Mt. Moon, and at its peak, there is a cave. The diggable floor is well-lit by the full moon, which shines through a circular opening in the roof. The edges of the arena are slightly darker, but still impossible to hide in. The ceiling is high enough for Flying-type Pokémon to move freely, but unfortunately there is no water to be had. At the end of every round, there is a 25% chance of a Pokémon appearing. This 25% is made up of:

Geodude (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[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).
[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: 45
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: **
Spe: 20
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Attacks:
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude

Onix (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[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).
[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: 45
Atk: *** (+)
Def: *****(+1)
SpA: * (-)
SpD: **
Spe: 70
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Attacks:
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam

Zubat (M)
Nature: Adamant (Adds * to Attack, subtracts * from Special Attack)
Type:
[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).
[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: 45
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 55
Abilities:
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.
Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
The ref controls the Pokémon that appears, and must always post their actions first (that is, at the end of every reffing). The Pokémon must act only in an attempt to save its own skin, and should not recklessly attack either player. There may only be one wild Pokémon on the field at any time.
whoever issued the challenge sends out first mon
whoever accepted sends out first mon and orders
challenge issuer orders
flora
yep yep
whoever accepted sends out first mon and orders
challenge issuer orders
flora
yep yep

Snubbull [Samuel] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: **
SpA: *** (+)
SpD: **
Spe: 26 (30/1.15v)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Intimidate: (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 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.
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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:
Ice Fang
Thunder Fang
Fire Fang
Tackle
Scary Face
Tail Whip
Charm
Bite
Lick
Headbutt
Roar
Close Combat
Crunch
Heal Bell
Work Up
Fire Blast
Earthquake

Elgyem [Alchemator] (M)
Nature: Quiet (Adds * to Special Attack, a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.)
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, 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: **
SpA: **** (+)
SpD: **
Spe: 25 (30*0.85v)
EC: 2/6
MC: 0
DC: 0/5
Abilities:
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.
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.
Analytic (DW): (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.
Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt

Tyrogue [Simon] (M)
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).
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: * (-)
SpD: **
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Abilities:
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.
Steadfast: (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.
Vital Spirit (DW): (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.
Attacks:
Tackle
Helping Hand
Fake Out
Foresight
Hi Jump Kick
Mach Punch
Rapid Spin
Rock Slide
Earthquake
Facade

Darmuka(M)-Buddha
Nature: Docile
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).
Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Inner Focus (DW): (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.
Stats:
HP: 100
Atk: ***
Def: **
SpA: *
SpD: **
Spe: 50
EC: 0/6
MC: 2
DC: 0/5
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Focus Punch
Hammer Arm
Yawn
Will-o-Wisp
U-Turn
Substitute

Torchic (F) - Abraxas
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Fire
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).
Abilities:
Blaze: (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)
Speed Boost (DW): (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 ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: ***
Def: **
SpA: ****(+1)
SpD: *(-1)
Spe: 45
EC: 0/9
MC: 0
DC: 0/5
Moves:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Counter
Feather Dance
Reversal
Fire Blast
Shadow Claw
Rock Slide

Bulbasaur (F) - Ivy
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Grass/Poison
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).
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).
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **(-)
Spe: 45
EC: 0/9
MC: 1
DC: 0/5
Moves:
Tackle
Growl
Leech Seed
Vine Whip
Poison Powder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Curse
Giga Drain
Power Whip
Sludge Bomb
Swords Dance
Facade
GOOD LUCK! And, announce that ability!