Looking for a 2v2 doubles match, I've got some new pokemon I want to train up
1day DQ
5 chill/0 recover
Arena of yours/Refs choice, I dont like picking arena's lol
Arena: Jungle BashSure thing Blazekin
Switch = N/A
Items = Nope
Abilities = All
And I'll let the ref pick the arena
A jungle-themed arena. There's no external water source for moves like Surf, but everything else is allowed (including weather, Dig and Earthquake).
At the end of each round, 5 items will spawn. Each item has a 70% chance of being a stone box, a 10% chance of being a TNT box, a 10% chance of being a Nitro box and a 10% chance of being a Wumpa fruit. The effects are as follows:
- Stone box: Can be picked up (takes an action and 5 energy) and thrown at opponents (also takes an action and 5 energy). This does 25 damage to the target. Alternatively, can be kicked into opponents (takes an action and 5 energy). This will do 10 damage to the target.
- TNT box: Can be picked up (takes an action and 5 energy) and thrown at opponents (also takes an action and 5 energy). This does 50 damage to the target. If a pokemon is attacked, most damaging moves and a few non-damaging moves will set off the TNT box, dealing 30 damage to the holder. The holder will also take 30 damage if it holds onto a TNT box for 3 actions after picking it up.
- Nitro box: Just avoid these. Touching them in any way will do 30 damage to the pokemon. Of course, you can try pushing your opponents into a Nitro box.
- Wumpa fruit: Can be picked up (takes an action and 5 energy) and eaten (takes another action but does not cost energy). The pokemon restores 25 HP and 10 energy and the last status effect it acquired is removed.
Team Blazekinmaster
Nohface( SteelFace) (Male)
Typing: Steel/Ghost
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.
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.
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 2(-)
Spe: 10
Nature: Naughty + attack, -SpD
EC 0/6
MC 0
DW 0/5
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Ability
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Typing: Steel/Ghost
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.
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.
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 2(-)
Spe: 10
Nature: Naughty + attack, -SpD
EC 0/6
MC 0
DW 0/5
Level Up Moves
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Egg Moves
Yawn
Metor Mash
Psycho Shift
TM/HM Moves
Taunt
Shadow Ball
Energy Ball
Ability
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Monohm (Cloudy) (Female)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
Nature: Mild + SpA, -Defence
EC 0/9
MC 0
DC 0/5
Level Up Moves
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Egg Moves
Hydro Pump
Power Gem
Dragon Breath
HM/TM
Taunt
Flamethrower
Substitute
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.
Team danmantincan
Vulpix (M) - Volug
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
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. 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).
Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Moves:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Will-o-Wisp
Confuse Ray
Imprison
Flame Burst
Flamethrower
Safeguard
Disable
Hex
Hypnosis
Toxic
Dig
Energy Ball
Togepi (F) - Marcia
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 20
EC: 3/9
MC: 0
DC: 2/5
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
Extrasensory
Mirror Move
Psycho Shift
Tri Attack
Shadow Ball
Flamethrower
Grass Knot
Numel (M) - Gareth
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Types: Fire/Ground
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.
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:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Yawn
Ancient Power
Howl
Dig
Rock Slide
Substitute
Order of operations
danmantincan sends out his mons
danmantincan gives orders
Blazekinmaster gives orders
I ref
EDIT: I'm adding one thing to the arena: pokemon can only hold one item at a time.