Because writing Its_A_ is fucking pain in the arse.
4v4 Doubles
2 Day DQ Time
Max 2 Rest/Recoveries & 5 Chills per Pokemon
All Abilities
No Items
Switch=Ok
Team Gerry:
Team Random:
Gliscor(*) Capers (M)
Nature: Impish
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.
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech
Guillotine
Night Slash*
Agility*
Baton Pass*
Counter
Power Trick
Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt
Stone Edge
Toxic
Protect
Swagger
Substitute
Giga Impact
Torment
Aqua Tail
Roost
Endure
Sky Attack
Iron Tail
---
Golurk Robolem (-)
Nature: Adamant
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.
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: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
EC: 6/6
MC: 0
DC: 3/5
Abilities:
Klutz: (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.
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
No Guard (DW): (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 benefited by No Guard, they will have their normal accuracy.
Attacks:
Pound
Astonish
Defence Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm
Focus Punch
Rock Slide
Substitute
Double Team
Fly
Stone Edge
Protect
---
Dusclops Caius (M)
Nature: Quiet (-10% Evasion)
Type:
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 3
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 21 (-)
EC: 6/9
MC: 0
DC: N/A
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Shadow Punch
Payback
Dark Pulse
Destiny Bond
Pain Split
Shadow Ball
Ice Beam
Charge Beam
Psychic
---
Magby Thestalos (M)
Nature: Lonely
Type:
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 bushfire areas.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83
EC: 3/9
MC: 0
DC: 2/5
Abilities:
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.
Vital Spirit (DW): (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.
Attacks:
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Fire Punch
Sunny Day
Thunderpunch
Cross Chop
Flare Blitz
Will-O-Wisp
Flamethrower
Psychic
For the record Random I prefer the Pokempon in individual tags.
Random, your Pokemon, Gerard Pokemon and actions, Random's actions, then some reffing/flavour from me.
4v4 Doubles
2 Day DQ Time
Max 2 Rest/Recoveries & 5 Chills per Pokemon
All Abilities
No Items
Switch=Ok
Field Type: Neutral
Complexity: Intense
Format: All
Restrictions: No Water Source
Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokemon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokemon that killed one a 2 HP & Energy Bonus.
Also, at the end of every round, there's a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokemon it strikes & has a 100% chance of inflicting 25% paralysis, even if it's a Ground Type. These bolts cannot be redirected by Lightningrod.
RECAP: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.
Complexity: Intense
Format: All
Restrictions: No Water Source
Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokemon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokemon that killed one a 2 HP & Energy Bonus.
Also, at the end of every round, there's a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokemon it strikes & has a 100% chance of inflicting 25% paralysis, even if it's a Ground Type. These bolts cannot be redirected by Lightningrod.
RECAP: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.
Team Gerry:
Salamence (Karma) {F}
Nature: Mild (+1 SpA, -1 Def)
Type: Dragon/Flying
Abilities:
HP: 100
Atk: 5
Def: 2 (-)
SpA: 5 (+)
SpD: 3
Spe: 100
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Protect
Zen Headbutt
Double-Edge
Fire Fang
Thunder Fang
Dragon Tail
Fly
Flamethrower
Brick Break
Dragon Claw
Substitute
Rock Slide
Hidden Power Ice (7)
Draco Meteor
Outrage
Earthquake
Roost
Hydro Pump
Dragon Dance
Dragon Pulse
Nature: Mild (+1 SpA, -1 Def)
Type: Dragon/Flying
- Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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:
- Intimidate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
- Moxie: (Innate)
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats:HP: 100
Atk: 5
Def: 2 (-)
SpA: 5 (+)
SpD: 3
Spe: 100
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Protect
Zen Headbutt
Double-Edge
Fire Fang
Thunder Fang
Dragon Tail
Fly
Flamethrower
Brick Break
Dragon Claw
Substitute
Rock Slide
Hidden Power Ice (7)
Draco Meteor
Outrage
Earthquake
Roost
Hydro Pump
Dragon Dance
Dragon Pulse
Kitsunoh (Fantine) {F}
..
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
Abilities:
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 132 (+)
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Taunt
Will-o-Wisp
Shadow Claw
Earthquake
U-Turn
Roar
Dig
Substitute
Yawn
Meteor Mash
Foul Play
Psycho Shift
Magic Coat
..
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
- 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.
- 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.
Abilities:
- Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
- Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
- 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.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 132 (+)
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Fake Out
ShadowStrike
Perish Song
Revenge
Copycat
Taunt
Will-o-Wisp
Shadow Claw
Earthquake
U-Turn
Roar
Dig
Substitute
Yawn
Meteor Mash
Foul Play
Psycho Shift
Magic Coat
Reuniclus (Gavroche) {M}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic
Abilities:
HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
EC: 9/9
MC: 4
DC: 5/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Pain Split
Endeavor
Flash Cannon
Psyshock
Protect
Toxic
Psychic
Thunder
Energy Ball
Hyper Beam
Shadow Ball
Hyper Beam
Focus Blast
Trick Room
Calm Mind
Rock Slide
Gyro Ball
Confuse Ray
Acid Armor
Trick
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psyquic
- Psyquic: 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.
Abilities:
- Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
- Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
- Regenerator: (Innate)
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: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
EC: 9/9
MC: 4
DC: 5/5
Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Fire (7)
Light Screen
Charm
Recover
Pain Split
Endeavor
Flash Cannon
Psyshock
Protect
Toxic
Psychic
Thunder
Energy Ball
Hyper Beam
Shadow Ball
Hyper Beam
Focus Blast
Trick Room
Calm Mind
Rock Slide
Gyro Ball
Confuse Ray
Acid Armor
Trick
Metang (Kirot) {O}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Abilities:
HP: 90
Atk: 3
Def: 4
SpA: 3 (+)
SpD: 3
Spe: 43 (-)
EC: 6/9
MC: 2
DC: 2/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash
Iron Head
Zen Headbutt
Iron Defense
Earthquake
Protect
Shadow Ball
Rock Slide
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.
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): (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.)
Stats:
HP: 90
Atk: 3
Def: 4
SpA: 3 (+)
SpD: 3
Spe: 43 (-)
EC: 6/9
MC: 2
DC: 2/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash
Iron Head
Zen Headbutt
Iron Defense
Earthquake
Protect
Shadow Ball
Rock Slide
Team Random:
Gliscor(*) Capers (M)
Nature: Impish
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.
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Attacks:
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
X-Scissor
U-Turn
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech
Guillotine
Night Slash*
Agility*
Baton Pass*
Counter
Power Trick
Earthquake*
Rock Slide*
Swords Dance*
Sandstorm
Brick Break
Taunt
Stone Edge
Toxic
Protect
Swagger
Substitute
Giga Impact
Torment
Aqua Tail
Roost
Endure
Sky Attack
Iron Tail
---
Golurk Robolem (-)
Nature: Adamant
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.
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: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
EC: 6/6
MC: 0
DC: 3/5
Abilities:
Klutz: (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.
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
No Guard (DW): (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 benefited by No Guard, they will have their normal accuracy.
Attacks:
Pound
Astonish
Defence Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm
Focus Punch
Rock Slide
Substitute
Double Team
Fly
Stone Edge
Protect
---
Dusclops Caius (M)
Nature: Quiet (-10% Evasion)
Type:
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 3
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 21 (-)
EC: 6/9
MC: 0
DC: N/A
Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Shadow Punch
Payback
Dark Pulse
Destiny Bond
Pain Split
Shadow Ball
Ice Beam
Charge Beam
Psychic
---
Magby Thestalos (M)
Nature: Lonely
Type:
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 bushfire areas.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 83
EC: 3/9
MC: 0
DC: 2/5
Abilities:
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.
Vital Spirit (DW): (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.
Attacks:
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Fire Punch
Sunny Day
Thunderpunch
Cross Chop
Flare Blitz
Will-O-Wisp
Flamethrower
Psychic
For the record Random I prefer the Pokempon in individual tags.
Random, your Pokemon, Gerard Pokemon and actions, Random's actions, then some reffing/flavour from me.