Meh. Open battle req!
2v2 Doubles
No evolved folks, please.
DQ: 1 Day
Arena: Aperture Science Laboratories
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Yup, we're going to Think With Portals in this battle.
GLaDOS has decided to let two trainers inside the Testing Facility in order to test the effects of Pokemon on various Aperture Science products.
The room is 50*50*50.
There are two intersecting lines if Propulsion Gel lining the center the the room, with Repulsion Gel at each end.
Aerial Faith Plates are scattered throughout the room, except they have been cunningly redesigned to mimic normal panels. If a Pokemon steps on one, they will be suddenly flung through the air.(5% chance of panel being AFP)
Ever since the events of Portal 2, the Facility has been in an...unstable condition. Therefore, GLaDOS wants to prevent too much damage to the structure. If the ref and/or GLaDOS deems that the line has been crossed, (which could happen fairly easily, as the panels that make up the room are fairly fragile) then the offending Pokemon gets a small burst of Deadly Neurotoxin. This works like Badly Poison, except it gets its own counter.
The computer could also set up a few turrets to attack the Pokemon at the end of each round, in random positions. (15% setting up 1 turret, 10% setting up 2 turrets, 5% chance setting up 3 turrets)
Turret
Type: Steel
Ability: None
Stats:
HP: 35
Attack: Rank 3
Defense: Rank 2
Special Attack: Rank 3
Special Defense: Rank 2
Speed: 75
Attacks:
Rapid Fire(Steel, Multi-hit, 3 Base Power per hit, Physical, No Contact; a quick stream of bullets is expounded at foe)
Note: Turrets can only attack when opponent is in front of them. Turrets are also quite light.
Yup. Complicated battlefield, I know. Hope I can find an opponent, let alone someone crazy enough to ref this.
My battle with Kaxtar is just about to end (i.e. in the next couple hours or so), so I will absolutely take you on for this.
Switch=NO
items=none
abilities=one

Cubone (*) [Guardia] (Female)
Nature: Careful (+SpD, -SpA)
Type: Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Ability 1: 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.
Ability 2: Lightningrod (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.
Ability 3: Battle Armor (Innate, DW, Dormant)
This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (minus for nature)
SpD: Rank 3 (plus for nature)
Spe: 35
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Growl(*)
Tail Whip(*)
Bone Club(*)
Headbutt(*)
Leer(*)
Focus Energy(*)
Bonemerang(*)
Rage(*)
Screech(*)
Detect(*)
Belly Drum(*)
Dig(*)
Earthquake(*)
Double Team(*)
Smack Down

Durant (*) Flik (Male)
Nature: Adamant (+Att, -SpAtt)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 1: 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)
Ability 2: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Ability 3: Truant(Innate, DW, Dormant)
This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.
Stats:
HP: 90
Atk: Rank 5 (boosted by nature)
Def: Rank 4
SpA: Rank 1 (lowered by nature)
SpD: Rank 2
Spe: 109
MC: 1
DC: 2/5
Attacks:
ViceGrip(*)
Sand-Attack(*)
Fury Cutter(*)
Bite(*)
Agility(*)
Metal Claw(*)
Iron Head
Screech(*)
Thunder Fang(*)
Baton Pass(*)
Claw Sharpen(*)
X-Scissor(*)
Thunder Wave(*)
Dig
Stone Edge

Deino [Leslie] (Female)
Nature: Naive
Type:
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Ability 1: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (lowered by Nature)
Spe: 43 (boosted by Nature, 5.3% flat Accuracy boost)
EC: 0/9
MC: 0
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Fire Fang
Thunder Fang
Dark Pulse
Work Up
Substitute
Return

Slowpoke [Paul] (Male)
Nature: Sassy
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Oblivious (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
Ability 2: Own Tempo (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
Ability 3: Regenerator (Innate, DW, Dormant)
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: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (boosted by nature)
Spe: 13 (lowered by nature, flat 10 point decrease in evasion)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Zen Headbutt
Me First
Mud Sport
Surf
Psychic
Calm Mind

Litwik [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)
Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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. Superior senses in volcanic or brushfire areas.
Abilities:
Flash Fire (Innate): 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).
Flame Body (Innate):This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW/Innate):Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Egg:
Acid Armor*
Clear Smog*
Heat Wave*
TM:
Will-O-Wisp*
Calm Mind*
Toxic*

Gible [Bahamut] (*) (M)
Nature: Adamant (+Atk, -SpA)
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 (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.
EC: 1/9
MC: 0
DC: 1/5
Stats:
Gible
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 1
Spe: 42
Attacks:
Level Up:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Egg:
Outrage(*)
Rock Climb(*)
Iron Head(*)
TM:
Earthquake(*)
Roar(*)
Dig(*)
Draco Meteor

Syclar [Loki] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Level Up:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Egg:
Tail Glow
Earth Power
Counter
TM:
Blizzard
Double Team
1.) Shadowbone sends out his pokemon
2.) TravelLog sends out the pokemon and orders attacks
3.) Shadowbone orders attacks
4.) I ref
5.) Shadowbone orders attacks
6.) TravelLog orders attacks
7.) I ref
8.) TravelLog orders attacks
9.) Shadowbone orders attacks
10.) I ref
11.) Shadowbone orders attacks
12.) TravelLog orders attacks
and so on...
2.) TravelLog sends out the pokemon and orders attacks
3.) Shadowbone orders attacks
4.) I ref
5.) Shadowbone orders attacks
6.) TravelLog orders attacks
7.) I ref
8.) TravelLog orders attacks
9.) Shadowbone orders attacks
10.) I ref
11.) Shadowbone orders attacks
12.) TravelLog orders attacks
and so on...
shadowbone, you sent 4 pokemon, so when you post, please state 1 of the 4 you choose you do not plan on using in the battle.