Ooh, I haven't reffed Doubles for a while. I have the feeling I'm going to remember why I hate it...
Team rickheg:
Luxio (Sphinx) M
Nature: Mild (Adds 1 to Special Attack; Subtracts 1 from Defense)
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.
Abilities:
Rivalry: (Innate)
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group.
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.
Guts: (DW Locked) (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 3(+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Stat Total: 14
EC: 4/9
MC: 0
DC: 1/5
Attacks:
Tackle
Leer
Charge
Bite
Roar
Swagger
Crunch
Wild Charge
Ice Fang
Signal Beam
Fire Fang
Thunderbolt
Thunder Wave
Hidden Power Water (7)
Rhydon (Dino) M
Nature: Careful (Adds 1 to Special Defense; Subtracts 1 from Special Attack)
Type: Rock/Ground
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Abilities:
Lightning Rod: (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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless: (DW Locked) (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 40
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 4/9
MC: 2
DC: 2/5
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Stone Edge
Earthquake
Megahorn
Thunder Fang
Ice Fang
Crunch
Sandstorm
Protect
Dig
Double Team
Team Deck Knight:
Golett [VoltronForce] (U)
Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.)
Type: Ground/Ghost
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.
Abilities:
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)
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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (35/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 2/5
Attacks:
Pound
Astonish
Defense Curl
Mud Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Dynamicpunch
Earthquake
Focus Punch
Ice Beam
Telekinesis
Shadow Ball
Substitute
Total: 16
Knight [Gligar] (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Ground/Flying
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.
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
X-Scissor
Counter
Power Trick
Sand Tomb
Hone Claws
Earthquake
Dig
Acrobatics
Stone Edge
Total: 17
Numel [Caldera] (Female)
Nature: Brave (+1 Atk; Speed/1.15, -10 EVA)
Type:
Fire: Fire STAB; immune to burn, 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.
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: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (35/1.15v) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Ancientpower
Body Slam
Yawn
Hidden Power (Ice 7)
Dig
Flame Charge
Total: 14
Rickheg, please state what abilities your Pokémon will be using. Then Deck will release his two Pokémon, give them an ability, and order. Then rickheg will order, and I will ref.
Oh, and rickheg, you should update your profile in registration tower with the total moves for each Pokémon - this affects the new substitution rules.
I'll issue an open challenge, this is a quick training match. I'm bringing middle-stage mons.
2v2 Doubles
2 Day DQ
0 recovers/0 chills
Arena; We're going back to Crystal Colosseum
![]()
Field Type: Electric/Rock
Complexity: Simple/Moderate
Restrictions: Water source far below (costing extra energy to use), seismic activity will cause crystals to drop, electric and rock moves get +2 BAP, no weather.
This is a colosseum from Pokemon Battle Revolution. It is an underground cave with crystals glowing with electricity (or at least that is how I perceive it). There is a nicely painted arena-rectangle for battling, but that certainly doesn't define any boundaries. This cave is just charged with electricity and full of rock. All electric or rock moves get +3 to their base attack power. There is no water supply except for down below, so it takes extra energy (3 energy) to summon it up for moves like Surf. If any seismic activity should take place, all Pokemon are hit will crystals (a 4 BAP physical electric attack with 3 Attack). Since it is an underground cave, no weather can reach the arena. It should make for interesting battles - it could potentially even be a gym if someone wanted to use it for that!
I need to train some mons now.
Switch = lewl
One Ability
No Items
Team rickheg:

Luxio (Sphinx) M
Nature: Mild (Adds 1 to Special Attack; Subtracts 1 from Defense)
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.
Abilities:
Rivalry: (Innate)
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group.
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.
Guts: (DW Locked) (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 3(+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Stat Total: 14
EC: 4/9
MC: 0
DC: 1/5
Attacks:
Tackle
Leer
Charge
Bite
Roar
Swagger
Crunch
Wild Charge
Ice Fang
Signal Beam
Fire Fang
Thunderbolt
Thunder Wave
Hidden Power Water (7)

Rhydon (Dino) M
Nature: Careful (Adds 1 to Special Defense; Subtracts 1 from Special Attack)
Type: Rock/Ground
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.
Abilities:
Lightning Rod: (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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless: (DW Locked) (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 40
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 4/9
MC: 2
DC: 2/5
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Stone Edge
Earthquake
Megahorn
Thunder Fang
Ice Fang
Crunch
Sandstorm
Protect
Dig
Double Team
Team Deck Knight:

Golett [VoltronForce] (U)
Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.)
Type: Ground/Ghost
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.
Abilities:
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)
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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (35/1.15v) (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 2/5
Attacks:
Pound
Astonish
Defense Curl
Mud Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Dynamicpunch
Earthquake
Focus Punch
Ice Beam
Telekinesis
Shadow Ball
Substitute
Total: 16

Knight [Gligar] (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Ground/Flying
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.
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 4
Base Rank Total: 18
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
X-Scissor
Counter
Power Trick
Sand Tomb
Hone Claws
Earthquake
Dig
Acrobatics
Stone Edge
Total: 17

Numel [Caldera] (Female)
Nature: Brave (+1 Atk; Speed/1.15, -10 EVA)
Type:
Fire: Fire STAB; immune to burn, 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.
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: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (35/1.15v) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Ancientpower
Body Slam
Yawn
Hidden Power (Ice 7)
Dig
Flame Charge
Total: 14
Rickheg, please state what abilities your Pokémon will be using. Then Deck will release his two Pokémon, give them an ability, and order. Then rickheg will order, and I will ref.
Oh, and rickheg, you should update your profile in registration tower with the total moves for each Pokémon - this affects the new substitution rules.