Korski
Distilled, 80 proof
BATTLE ON!
Arena: All it is a big metal bowl *more or less* filled with water no pokemon can go out side the arena boundaries all non water pokemon will drown all fighting takes place underwater weather is unusable.
Rules:
2vs2 Doubles
2 recovers/5 chills
2 day player/3 day ref DQ
All abilities
No items
Switch=KO
LC-eligible Pokemon only
TEAMS:
DFrog:
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
Colosshale (Richard) M
Nature: Rash
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
HP: 100
Atk: Rank 2
Def: Rank 2
SpA (+): Rank 4
SpD (-) : Rank 2
Spe: 85
Moves:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Water Spout
Earth Power
Thunder Fang
Earthquake
Hidden Power Ice (7)
Taunt
0/6 EC
0 MC
0/5 DC
Dragonboy52:
Azurill (*) (Male)
Nature: Brave (+Special Attack, -Speed)
Type: Normal
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).
Abilities:
Thick Fat Halves damage from Fire and Ice moves. Huge Power Doubles Attack in battle. Sap Sipper Absorbs Grass moves, raising Attack one stage.(DW)
Stats:
HP: 90
Atk: Rank 2(+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 17(-)
Moves:
Splash(*)
Charm(*)
Tail Whip(*)
Bubble(*)
Slam(*)
Water Gun(*)
Body Slam(*)
Encore(*)
Refresh(*)
Ice Beam(*)
Surf(*)
Return
EC:3/9
MC: 5
DC:3/5
Bronzor(*)
Nature: Brave(Adds * to Atk; 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: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.
Abilities:
Levitate:Evades Ground moves.
Heatproof:Halves damage from Fire moves and burns.
Stats:
HP: 90
Atk: Rank 2(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 19(-)
Moves:
Tackle(*)
Confusion(*)
Hypnosis(*)
Imprison(*)
Confuse Ray(*)
Extrasensory(*)
Iron Defense(*)
Safeguard(*)
Gyro Ball(*)
Trick Room(*)
Substitute(*)
Protect(*)
EC:4/6
MC: 5
DC: 3/5
Dragonboy52 --> DFrog --> Korski
Arena: All it is a big metal bowl *more or less* filled with water no pokemon can go out side the arena boundaries all non water pokemon will drown all fighting takes place underwater weather is unusable.
Rules:
2vs2 Doubles
2 recovers/5 chills
2 day player/3 day ref DQ
All abilities
No items
Switch=KO
LC-eligible Pokemon only
TEAMS:
DFrog:
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
Colosshale (Richard) M
Nature: Rash
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
HP: 100
Atk: Rank 2
Def: Rank 2
SpA (+): Rank 4
SpD (-) : Rank 2
Spe: 85
Moves:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Water Spout
Earth Power
Thunder Fang
Earthquake
Hidden Power Ice (7)
Taunt
0/6 EC
0 MC
0/5 DC
Dragonboy52:
Azurill (*) (Male)
Nature: Brave (+Special Attack, -Speed)
Type: Normal
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).
Abilities:
Thick Fat Halves damage from Fire and Ice moves. Huge Power Doubles Attack in battle. Sap Sipper Absorbs Grass moves, raising Attack one stage.(DW)
Stats:
HP: 90
Atk: Rank 2(+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 17(-)
Moves:
Splash(*)
Charm(*)
Tail Whip(*)
Bubble(*)
Slam(*)
Water Gun(*)
Body Slam(*)
Encore(*)
Refresh(*)
Ice Beam(*)
Surf(*)
Return
EC:3/9
MC: 5
DC:3/5
Bronzor(*)
Nature: Brave(Adds * to Atk; 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: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.
Abilities:
Levitate:Evades Ground moves.
Heatproof:Halves damage from Fire moves and burns.
Stats:
HP: 90
Atk: Rank 2(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 19(-)
Moves:
Tackle(*)
Confusion(*)
Hypnosis(*)
Imprison(*)
Confuse Ray(*)
Extrasensory(*)
Iron Defense(*)
Safeguard(*)
Gyro Ball(*)
Trick Room(*)
Substitute(*)
Protect(*)
EC:4/6
MC: 5
DC: 3/5
Dragonboy52 --> DFrog --> Korski