Alright, I could've been earlier with the thread, but had other things to deal with. Anyways, here's your rules, teams, team order, etc. No real flavor today due to the general complexity of the battle.
Rules:
2+2v2+2 Tag Doubles
2 Day DQ (3 for Ref)
2 Recoveries/4 chills per player
2 abilities
no items
switch = OK
HOW SWITCH=OK WILL WORK
The first to go in the round may choose to switch their Pokemon, and only that person may start it for simplicity's sake. After that, the other combatants will post in the order of that turn with what they wanted to switch to, or if they wanted to switch. At that point, those who did switch will post orders in the reverse order of the order they posted their switch. After that, those who did not switch will post in normal sequence.
Arena: Mount Baldy
The top of Philmont Scout ranch is a very brutal environment. No water or moisture exists in the air, and there's a fire ban in effect, not that the low oxygen would permit fire anyways. Therefore, Fire and Water moves will not work. Also, the wind is blowing fast enough that no weather can actually stay in effect and flying moves will have their base power raised by two. For simplicity's sake, you can not be knocked off the mountain, or leave the summit area (100 yards x 15 yards).
Turn order:
ABCDDCBA
For those of you unfamiliar with how this works, A posts mon, B posts mon, C posts mon, D posts mon and orders, C orders, B orders, A orders, I ref.
A=Danmantincan
B=Ragnarokalex
C=Gerard
D=Paradoxus
Good luck, and may the Mass times acceleration be with you.
Rules:
2+2v2+2 Tag Doubles
2 Day DQ (3 for Ref)
2 Recoveries/4 chills per player
2 abilities
no items
switch = OK
HOW SWITCH=OK WILL WORK
The first to go in the round may choose to switch their Pokemon, and only that person may start it for simplicity's sake. After that, the other combatants will post in the order of that turn with what they wanted to switch to, or if they wanted to switch. At that point, those who did switch will post orders in the reverse order of the order they posted their switch. After that, those who did not switch will post in normal sequence.
Arena: Mount Baldy
The top of Philmont Scout ranch is a very brutal environment. No water or moisture exists in the air, and there's a fire ban in effect, not that the low oxygen would permit fire anyways. Therefore, Fire and Water moves will not work. Also, the wind is blowing fast enough that no weather can actually stay in effect and flying moves will have their base power raised by two. For simplicity's sake, you can not be knocked off the mountain, or leave the summit area (100 yards x 15 yards).
Team Gerard said:Togetic (Éponine) {F}
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Nature: Modest (+1 SpA, -1 Atk)
Type: Normal / Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
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: (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: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 40
EC: 6/9
MC: 0
DC: 5/5
Attacks:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Safeguard
Psychic
Flamethrower
Grass Knot
Shadow Ball
Light Screen
Reflect
Thunder Wave
Psych Up
Nasty Plot
Morning Sun
Magic Coat
Counter
Tri AttackRoselia (Cicuta) {F}
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Nature: Modest (+1 SpA, -1 Atk)
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 5 (+)
SpD: 3
Spe: 65
EC: 4/9
MC: 4
DC: 2/5
Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Synthesis
Sleep Powder
Extrasensory
Venoshock
Sunny Day
SolarBeam
Team Ragnarokalex said:![]()
Elekid (Tahlzara) Male
Nature:
Naughty (+Att, -Sp.Def
Type:
Electric: Summary: 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.
Abilities:
Static:
Type: 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.
Vital Spirit (Dreamworld)
Type: 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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 95
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Quick Attack
Leer
Thunder Punch
Thundershock
Low Kick
Shock Wave
Swift
Light Screen
Fire Punch
Ice Punch
Cross Chop
Protect
Psychic
Wild Charge![]()
Ralts (Keraia) Female
Nature:
Modest (+Sp.att -Att)
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize:
Type: 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.
Trace:
Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Dreamworld)
Type: 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.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl
Confusion
Teleport
Double Team
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Confuse Ray
Protect
Thunderbolt
Will o Wisp
Team Paradoxus said:![]()
Monohm (Sparky) (*) (F)
Nature: Modest (+SpA -Atk)
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.
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): (Innate) 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 0/9
MC: 0
DC: 0/5
Moves:
Tackle (*)
Growl (*)
Dragon Rage (*)
Charge (*)
Thundershock (*)
Rain Dance (*)
Sonicboom (*)
Leer (*)
Twister (*)
Spark (*)
Hydro Pump (*)
Dragonbreath (*)
Signal Beam (*)
Fire Blast (*)
Substitute (*)
Charge Beam (*)
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Spoink (MagicBacon) (*) (M)
Nature: Modest (+Special Attack, -Attack)
Type: Psychic
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: 100
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Attacks:
Splash (*)
Psywave (*)
Odor Sleuth (*)
Psybeam (*)
Psych Up (*)
Confuse Ray (*)
Magic Coat (*)
Psyshock (*)
Shadow Ball (*)
Hidden Power Fighting (*)
Whirlwind (*)
Future Sight (*)
Lucky Chant (*)
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Phanpy(Trunks) (*) (M)
Nature: Adamant: Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack
Type: Ground
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.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Pickup (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
Sand Veil (DW) (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.
Moves:
Odor Sleuth (*)
Tackle (*)
Growl (*)
Defense Curl (*)
Flail (*)
Take Down (*)
Rollout (*)
Natural Gift (*)
Slam (*)
Earthquake (*)
Rock Slide (*)
Roar (*)
Ice Shard (*)
Head Smash (*)
Fissure (*)
Team danmantincan said:![]()
Remoraid (M) - Shinon
Nature: Quiet (Adds One (1) Rank to Special 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: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
EC: 4/6
MC: 0
DC: 3/5
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
Scald
Charge Beam![]()
Monohm (F) - Ilyana
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Types: 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.
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 3/9
MC: 0
DC: 4/5
Moves:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Heal Bell
Hydro Pump
Signal Beam
Hone Claws
Thunder
Fire Blast
Taunt
Turn order:
ABCDDCBA
For those of you unfamiliar with how this works, A posts mon, B posts mon, C posts mon, D posts mon and orders, C orders, B orders, A orders, I ref.
A=Danmantincan
B=Ragnarokalex
C=Gerard
D=Paradoxus
Good luck, and may the Mass times acceleration be with you.