Rules
Pokemon: 4v4
Format: Doubles
DQ: 2 Days/3 for me
Items: None
Switch: KO
Abilities: One
2 Recoveries/5 Chills
Arena
Daycare Centre
A calm meadow with the Daycare Centre in the foreground. Because the Daycare Centre is there Surf and all moves involving seizemic activity are banned. Random pokemon at the refs discretion may show up up.
Arena Effects
-At the end of each round one of any Generation's Starter Pokemon will appear. This resident of the Daycare Centre will be a little miffed about the commotion, so they will attack one of the match participants, also chosen at random, with a signature attack of theirs.
DFrog's Team
Monohm (Gale) F
Nature:Calm
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.
Stats:
HP: 90
Atk (-1): Rank 1
Def: Rank 3
SpA: Rank 3
SpD (+1): Rank 3
Spe: 60
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.
Moves:
Tackle*
Growl*
Leer*
Dragon Rage*
Charge*
Thundershock*
Rain Dance*
Twister*
Spark*
Slack Off
Hurricane
Hydro Pump*
Dragon Breath*
Magnet Rise*
Flamethrower*
Thunderbolt*
Thunder wave*
EC: 2/9
DW: 1/5
MC: 0
Machop (Blue) M
Nature: Quiet
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
No Guard (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 (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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA (+1): Rank 3
SpD: Rank 2
Spe: 30 (factoring nature)
Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Dynamic Punch
Close Combat
Ice Punch
Encore
Counter
Fire Blast
Stone Edge
Substitute
EC: 2/9
MC: 0
DW: 2/5
Nohface (Desmond) M
Nature: Adamant
Type: Ghost/Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. 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.
Abilities:
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.
DW:
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.
Stats:
HP: 100
Atk (+1): Rank 3
Def: Rank 3
SpA(-1): Rank 0
SpD: Rank 3
Spe: 10
Moves:
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide
EC: 0/6
MC: 0
DW: 0/5
Privatyke (Travis) M
Nature: Adamant
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Stats:
HP: 100
Atk (+1): Rank 4
Def: Rank 3
SpA (-1): Rank 1
SpD: Rank 2
Spe: 35
Moves:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Recover
Ice Punch
Drain Punch
Earthquake
Waterfall
Taunt
EC: 0/6
MC: 0
DW: 0/5
iiMKUltra's Team
Frillish [Kraken] (M)
Nature: Modest (+Spa, -Atk)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
EC: 4/6
MC: 0
DC: 1/5
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.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW Locked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Moves:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Confuse Ray
Pain Split
Acid Armour
Will-O-Wisp
Taunt
Ice Beam
Energy Ball
Pansage [Iwazaru] (F)
Nature: Mild (+Spa, -Def)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (+)
SpA: Rank 3 (-)
SpD: Rank 2
Spe: 64
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW Locked): (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).
Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment
SolarBeam
Taunt
Dig
Low Kick
GrassWhistle
Leaf Storm
Beldum [Majora] (U)
Nature: Quiet (+Spa, -Spe)
Type: Steel/Psychic
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (30/1.15)
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Moves:
Take Down
Headbutt
Iron Head
Zen Headbutt
Togepi [Gabriel] (F)
Nature: Modest (+Spa, -Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
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 Locked): (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.
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Extrasensory
Foresight
Psycho Shift
Thunder Wave
Flamethrower
Shadow Ball
Turn Order
DFrog sends out his Pokemon and selects their abilities
iiMKUltra sends out his Pokemon, and selects their abilities and actions
DFrog issues actions
I ref
Hope you didn't mind me having a tiny little bit of fun with the arena, just makes it a little less stock standard. I don't think it should make a huge difference to the results but if either of you want it removed I'm happy to do so. Also neither of you mentioned recoveries and chills so I just went with the usual.
Good luck!
Pokemon: 4v4
Format: Doubles
DQ: 2 Days/3 for me
Items: None
Switch: KO
Abilities: One
2 Recoveries/5 Chills
Arena
Daycare Centre
A calm meadow with the Daycare Centre in the foreground. Because the Daycare Centre is there Surf and all moves involving seizemic activity are banned. Random pokemon at the refs discretion may show up up.
Arena Effects
-At the end of each round one of any Generation's Starter Pokemon will appear. This resident of the Daycare Centre will be a little miffed about the commotion, so they will attack one of the match participants, also chosen at random, with a signature attack of theirs.
DFrog's Team
Monohm (Gale) F
Nature:Calm
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.
Stats:
HP: 90
Atk (-1): Rank 1
Def: Rank 3
SpA: Rank 3
SpD (+1): Rank 3
Spe: 60
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.
Moves:
Tackle*
Growl*
Leer*
Dragon Rage*
Charge*
Thundershock*
Rain Dance*
Twister*
Spark*
Slack Off
Hurricane
Hydro Pump*
Dragon Breath*
Magnet Rise*
Flamethrower*
Thunderbolt*
Thunder wave*
EC: 2/9
DW: 1/5
MC: 0

Machop (Blue) M
Nature: Quiet
Type: Fight
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
No Guard (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 (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. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA (+1): Rank 3
SpD: Rank 2
Spe: 30 (factoring nature)
Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Dynamic Punch
Close Combat
Ice Punch
Encore
Counter
Fire Blast
Stone Edge
Substitute
EC: 2/9
MC: 0
DW: 2/5

Nohface (Desmond) M
Nature: Adamant
Type: Ghost/Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. 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.
Abilities:
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.
DW:
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.
Stats:
HP: 100
Atk (+1): Rank 3
Def: Rank 3
SpA(-1): Rank 0
SpD: Rank 3
Spe: 10
Moves:
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide
EC: 0/6
MC: 0
DW: 0/5

Privatyke (Travis) M
Nature: Adamant
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Stats:
HP: 100
Atk (+1): Rank 4
Def: Rank 3
SpA (-1): Rank 1
SpD: Rank 2
Spe: 35
Moves:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Recover
Ice Punch
Drain Punch
Earthquake
Waterfall
Taunt
EC: 0/6
MC: 0
DW: 0/5
iiMKUltra's Team

Frillish [Kraken] (M)
Nature: Modest (+Spa, -Atk)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 40
EC: 4/6
MC: 0
DC: 1/5
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.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (DW Locked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Moves:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Confuse Ray
Pain Split
Acid Armour
Will-O-Wisp
Taunt
Ice Beam
Energy Ball

Pansage [Iwazaru] (F)
Nature: Mild (+Spa, -Def)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (+)
SpA: Rank 3 (-)
SpD: Rank 2
Spe: 64
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW Locked): (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).
Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment
SolarBeam
Taunt
Dig
Low Kick
GrassWhistle
Leaf Storm

Beldum [Majora] (U)
Nature: Quiet (+Spa, -Spe)
Type: Steel/Psychic
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (30/1.15)
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Moves:
Take Down
Headbutt
Iron Head
Zen Headbutt

Togepi [Gabriel] (F)
Nature: Modest (+Spa, -Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 20
EC: 0/9
MC: 0
DC: 0/5
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 Locked): (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.
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Extrasensory
Foresight
Psycho Shift
Thunder Wave
Flamethrower
Shadow Ball
Turn Order
DFrog sends out his Pokemon and selects their abilities
iiMKUltra sends out his Pokemon, and selects their abilities and actions
DFrog issues actions
I ref
Hope you didn't mind me having a tiny little bit of fun with the arena, just makes it a little less stock standard. I don't think it should make a huge difference to the results but if either of you want it removed I'm happy to do so. Also neither of you mentioned recoveries and chills so I just went with the usual.
Good luck!