well since it appears that my last brawl fell through, gonna reissue the challenge.
6v6 Brawl
1 Day DQ/36 Hour for Ref
1 Recovery/1 Chill
Standard ASB Arena for simplicity for ref
Also Im going to be using a mix of NFE and Freshly FE so a like team would be appreciated
EDIT: LAWL guess it didnt fall through im just blind, Challenge still stands tho, still needs a ref
Loool, I was just about to post a brawl.
I'll be using 2 NFEs, and 4 FEs.
All Abilities
Switch = Yes
Items =YesNo
Also, me and Ragnarokalex agreed to change to arena on IRC. It looks like this:
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Nothing special, the elevators can be used, and the pokemon can't fall down. If the ref wants to do something special with the fireballs or the donkey kong, he can, but if not, then it is okay.
As for the arena,Donkey Kong will be treated as a Neutral Slaking - Damage him, and he'll pummel you. Fireballs are launched every action - they will chase 1 random target and deal 10 damage.

Noctowl* (Hedwig) (F)
Nature: Modest
+1 SpA, -1 Atk
Type: Normal/Flying
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Insomnia:
Type: Innate
This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Tinted Lens (DW):
Type: Innate
When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Stats:
HP: 110
Atk-: 1
Def: 2
SpA+: 4
SpD: 4
Spe: 70
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Tackle*
Growl*
Foresight*
Hypnosis*
Peck*
Uproar*
Reflect*
Confusion*
Take Down*
Roost
Air Slash
Extrasensory
Dream Eater
Agility*
Whirlwind*
Mirror Move*
Heat Wave
Endure
Work Up*
Double Team*
Pluck*
Substitute
Toxic
Hyper Beam
Protect

Octillery (Paul) (M)
Nature: Quiet
+1 SpA, -10% Evasion
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Suction Cups:
Type: Innate
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Sniper:
Type: Innate
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Moody (DW):
Type: 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 Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: 4
Def: 3
SpA+: 5
SpD: 3
Spe-: 38
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Water Gun
Lock-on
Psybeam
Aurora Beam
Bubblebeam
Focus Energy
Gunk Shot
Constrict
Octazooka
Signal Beam
Flail
Rock Blast
Water Spout
Waterfall
Flamethrower
Charge Beam

Ninetales (Helen) (F)
Nature: Modest
+1 SpA, -1 Atk
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 brushfire areas.
Abilities:
Flash Fire:
Type: 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):
Type: 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. It can re-summon the effect mid-battle for 9% Energy with a command.
Stats:
HP: 100
Atk-: 2
Def: 3
SpA+: 4
SpD: 4
Spe: 100
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst
Flamethrower
Extrasensory
Nasty Plot
Safeguard
Fire Blast
Energy Ball
Disable
Hypnosis
Endure
Reflect
Bide
Heat Wave
Magic Coat
Pain Split
Protect
Flame Charge
Dark Pulse
Solarbeam
Dig
Overheat
Substitute
Toxic
Rest
Will-O-Wisp

Kitsunoh(Yoshitsune) (M)
Nature: Adamant
+1 Atk, -1 SpA
Type: Ghost/Steel
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 STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Frisk
Type: Can be Activated
he Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW)
Type: 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+: 5
Def: 3
SpA-: 1
SpD: 3
Spe: 110
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Ice Fang
Thunder Fang
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Copycat
Curse
Fake Out
ShadowStirke
Revenge
Iron Head
Perish Song
Yawn
Meteor Mash
Foul Play
Magic Coat
Super Fang
Pain Split
Rock Slide
Dig
Taunt
Return
Rest
Toxic
Will-O-Wisp
Earthquake

Shroomish (Amanita) (F)
Nature: Adamant
+1 Atk, -1 SpA
Type: 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.
Abilities:
Effect Spore
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal
Type: 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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Quick Feet (DW)
Type: Innate
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk+: 3
Def: 2
SpA-: 1
SpD: 2
Spe: 35
EC: 3/6
MC: 1
DC: 3/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Seed Bomb
Spore
Worry Seed
Drain Punch
Focus Punch
Helping Hand
Toxic
Substitute
Facade
Swords Dance

Bronzor (Steve)
Nature: Brave
+1 Atk, -15% Spe, -10% Evasion
Type: Steel/Psychic
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 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:
Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Heatproof
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.
Stats:
HP: 90
Atk+: 2
Def: 3
SpA: 1
SpD: 3
Spe: 23
EC: 4/6
MC: 0
DC: 2/5
Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Gyro Ball
Payback
Toxic
Earthquake
Rock Slide
Light Screen
Reflect

Porygon-Z (Hacketia)
Nature:
Modest
Type:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download:
Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Dreamworld)
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
EC: 9/9
DC: 5/5
MC: 0
Attacks:
COnversion
Conversion2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Magic Coat
Defense Curl
Trick Room
Nasty Plot
Swift
Protect
Hyper Beam
Psychic
Shadow Ball
Thunder Wave
Thunderbolt
Ice Beam
Dark Pulse

Zweilous (Kormahs) Male
Nature:
Rash
Type:
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.
Abilities:
Hustle:
Type: 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 58
EC: 5/9
MC: 6
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Crunch
Roar
Double Hit
Dark Pulse
Earth Power
Ice Fang
Draco Meteor
Protect
Thunder Wave
Work Up
Taunt

Fidgit (Ryversha) Female
Nature:
Bold
Type:
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.
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:
Persistent:
Type: (Innate)
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit:
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.
Prankster: (DreamWorld)
Type: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 100
Atk: Rank 2 (-)
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 105
EC: 6/6
DC: 5/5
MC: 0
Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Comet Punch
Magic Room
Wonder Room
Gravity
Heal Block
Earth Power
Wish
Disable
Toxic
Venoshock
Reflect
Taunt
Substitute
Protect
Light Screen

Gastly (Maltia) Female
Nature:
Timid
Type:
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.
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:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+) (+29% Flat Accuracy boost)
EC: 7/9
MC: 0
Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Disable
Will o Wisp
Perish Song
Psychic
Substitute
Venoshock

Octillery (Feralyn) Female
Nature:
Quiet
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle:
Type: 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:
Type: 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:(Dreamworld)
Type: 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 Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 38 (-) (-10% Evasion)
EC: 6/6
DC: 5/5
MC: 0
Attacks:
Water Gun
Lock on
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Signal Beam
Ice Beam
Soak
Octazooka
Gunk Shot
Constrict
Wring Out
Water Spout
Rock Blast
Thunder Wave
Endure
Bounce
Flamethrower
Psychic
Protect

Aron (Malthir) Male
Nature:
Adamant
Type:
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.
Rock: STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy:
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal: (Dreamworld)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
EC: 3/9
DC: 1/5
MC: 0
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Protect
Head Smash
Dragon Rush
Superpower
Dig
Aerial Ace
Shadow Claw
As I Cry myself to sleep, PM your actions please ^_^