Sorry for the delay folks!
2v2 Singles
2 Day DQ
2 recover/ 3 chill
Switch=No
Abilities=All
Items=No
Team Teke:
Piplup (*) Rico (M)
Nature: Timid
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Gains an accuracy boost of 7
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Defiant (DW): (Innate, Locked) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Attacks:
Level Up
*Pound
*Growl
*Bubble
*Water Sport
*Peck
*Bide
*BubbleBeam
*Fury Attack
Egg Moves
*Aqua Ring
*Yawn
*Mud Slap
TM/HM
*Scald
*Grass Knot
*Icebeam
Blitzle (*) Mari (F)
Nature: Adamant
Type:
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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 76
Size Class: 1
Weight Class: 3
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW): (Innate, Locked) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Level Up
*Quick Attack
*Tail Whip
*Charge
*Shock Wave
*Thunder Wave
*Flame Charge
*Pursuit
*Spark
Egg Moves
*Double Kick
*Me First
*Double Edge
TM/HM
*Return
*Wild Charge
*Volt Switch
Team LightWolf:
Deino (Cerberus) (M)
Nature:
Lonely - (+Attack, -Defence)
Type:
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.
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:
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.
HP: 90
Atk: 4 (+)
Def: 1 (-)
SpA: 2
SpD: 2
Spe: 38
Size Class: 1
Weight Class: 2
EC: 0/9
MC: 0
DC: No Dream World Ability
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Thunder Fang
Ice Fang
Head Smash
Dragon Tail
Taunt
Torment
Breezi (Robin) (F)
Nature: Brave
Type:
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.
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:
Persistent: (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: (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.
Unburden (DW): (Innate) (Locked) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 73 (-)
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Acrobatics
Torment
Sludge Wave
Earth Power
Follow Me
Me First
Rebble (Usopp) (M)
Nature: Modest
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
EC: 1/9
MC: 3
DC: 1/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Double-Edge
Paleo Wave
Ancientpower
Earth Power
Calm Mind
Fire Blast
Energy Ball
Chris sends out his first Pokemon, Wold responds with orders, Chris orders etc
2v2 Singles
2 Day DQ
2 recover/ 3 chill
Switch=No
Abilities=All
Items=No
A very open arena with a two or three shriveled trees. There is a swamp of caustic liquid lined with a multitude of mushrooms. The swamp emits a gas that has the chance of poisoning the competitors. (10% chance normal poison, 5% bad poison. Calculated at the begining of each round). The mushrooms can be eaten, but with risk.
As the only water in the arena is the swamp, water and ice moves have a 30% chance of poisoning the foe, and a 10% chance of poisoning the user unless the user is of the poison- or steel- type. (normal poison)
Poison- type moves are powered up by one BAP, and any move used by a poison type pokémon gains one BAP. These bonuses stack.
Non damaging moves that inflict poison are absorbed by the environment.
The mushrooms can have any of these effects each with a 10% chance of being the chosen effect.
Normal Poison.
Bad Poison.
Paralyze.
Acts as a 3 BAP poison attack from a 3 Attack. Non-STAB.
acts as a 3 BAP poison attack from a 3 Special Attack. Non-STAB.
Acts as an Oran Berry.
Acts as a Lum Berry.
Acts as a Sitrus Berry.
Changes Pokémon's type to poison.
No Effect.
As the only water in the arena is the swamp, water and ice moves have a 30% chance of poisoning the foe, and a 10% chance of poisoning the user unless the user is of the poison- or steel- type. (normal poison)
Poison- type moves are powered up by one BAP, and any move used by a poison type pokémon gains one BAP. These bonuses stack.
Non damaging moves that inflict poison are absorbed by the environment.
The mushrooms can have any of these effects each with a 10% chance of being the chosen effect.
Normal Poison.
Bad Poison.
Paralyze.
Acts as a 3 BAP poison attack from a 3 Attack. Non-STAB.
acts as a 3 BAP poison attack from a 3 Special Attack. Non-STAB.
Acts as an Oran Berry.
Acts as a Lum Berry.
Acts as a Sitrus Berry.
Changes Pokémon's type to poison.
No Effect.
Team Teke:
Piplup (*) Rico (M)
Nature: Timid
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Gains an accuracy boost of 7
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Defiant (DW): (Innate, Locked) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Attacks:
Level Up
*Pound
*Growl
*Bubble
*Water Sport
*Peck
*Bide
*BubbleBeam
*Fury Attack
Egg Moves
*Aqua Ring
*Yawn
*Mud Slap
TM/HM
*Scald
*Grass Knot
*Icebeam
Blitzle (*) Mari (F)
Nature: Adamant
Type:
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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 76
Size Class: 1
Weight Class: 3
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sap Sipper (DW): (Innate, Locked) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Level Up
*Quick Attack
*Tail Whip
*Charge
*Shock Wave
*Thunder Wave
*Flame Charge
*Pursuit
*Spark
Egg Moves
*Double Kick
*Me First
*Double Edge
TM/HM
*Return
*Wild Charge
*Volt Switch
Team LightWolf:
Deino (Cerberus) (M)
Nature:
Lonely - (+Attack, -Defence)
Type:
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.
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:
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.
HP: 90
Atk: 4 (+)
Def: 1 (-)
SpA: 2
SpD: 2
Spe: 38
Size Class: 1
Weight Class: 2
EC: 0/9
MC: 0
DC: No Dream World Ability
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Thunder Fang
Ice Fang
Head Smash
Dragon Tail
Taunt
Torment
Breezi (Robin) (F)
Nature: Brave
Type:
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.
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:
Persistent: (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: (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.
Unburden (DW): (Innate) (Locked) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 73 (-)
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Acrobatics
Torment
Sludge Wave
Earth Power
Follow Me
Me First
Rebble (Usopp) (M)
Nature: Modest
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
EC: 1/9
MC: 3
DC: 1/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Double-Edge
Paleo Wave
Ancientpower
Earth Power
Calm Mind
Fire Blast
Energy Ball
Chris sends out his first Pokemon, Wold responds with orders, Chris orders etc