Open Challenge!
6v6 Brawl
Beginner Battle (The Pokemon can't have rarity higher than 2, can't have DW abilities unlocked, must be bottom-stage, cannot have significant MC investment)
Arena: ASB Tournament Arena
No, not the Unown Soup arena, you gooses.
Terrador's TeamNecesary bump (DQ can change if needed)
PS: Terrador, I'll battle you (just tell me if kurt is ok, or i should buy that bronzor i've been planning)
Gerard's Team
Mudkip [Charles] (Male)
Nature: Quiet (+ SpA, -Spe, -10 Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW): (Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 34 (-)
Size Class: 1
Weight Class: 1
BST: 13
EC: 1/4/9
MC: 0
DC: 1/5
Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Counter
Mirror Coat
Whirlpool
Endure
Ice Beam
Earthquake
Surf
Total: 13
Embirch [Ike] (Male)
Nature: Brave (+Atk, -Spe, -10 Eva)
Type:
Fire/Grass: 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.
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3
BST: 13
EC: 0/4/9
MC: 0
DC: 0/5
Attacks:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Counter
Aromatherapy
Endure
Substitute
Light Screen
Reflect
Total: 15
Syclar [Cooler] (Male)
Nature: Mild (+ SpA, - Def)
Type:
Ice/Bug: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (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 mutli-hit attacks is increased by two (2).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 2
BST: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Earth Power
Counter
Spikes
Taunt
Blizzard
Substitute
Total: 15
Slowpoke [Pants] (Male)
Nature: Relaxed (+ Def, - Spe, -10 Eva)
Type:
Water/Psychic: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (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.
Regenerator (DW): (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: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 3
Weight Class: 3
BST: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Curse
Yawn
Tackle
Growl
Confusion
Water Gun
Disable
Headbutt
Safeguard
Zen Headbutt
Me First
Substitute
Flamethrower
Ice Beam
Total: 14
Monohm [Spiffy] (Male)
Nature: Modest (+ SpA, - Atk)
Type:
Electric/Dragon: 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 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
Size Class: 1
Weight Class: 2
BST: 14
EC: 0/4/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Dragon Rage
Charge
ThunderShock
Rain Dance
Sonicboom
Leer
Twister
Spark
Power Gem
Hydro Pump
Magnet Rise
Rain Dance
Substitute
Thunder
Total: 16
Breezi [Twitch] (Male)
Nature: Modest (+ SpA, - Atk)
Type:
Poison/Flying: 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 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) 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 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
BST: 14
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
Disable
Spikes
Earth Power
Taunt
Light Screen
Reflect
Total: 17
Order:Meowth (Isis) {F}
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Pick Up: (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 occuring hold items in arenas.
- Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
- Unnerve (DW):(Innate)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2 (-)
Spe: 90
SC: 1
WC: 1
BST: 13
EC: 3/6
MC: 2
DC: 3/5
Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt
Hypnosis
Assist
Snatch
Hone Claws
Body Slam
Thunderbolt
Double Team
Water Pulse
DigDratini (Christine) {F}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon
- Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Abilities:
- Shed Skin: (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
- Marvel Scale (DW): (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).Stats:
HP: 90
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)
SC: 2
WC: 1
BST: 13
EC: 3/9
MC: 2
DC: 3/5
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage
Light Screen
ExtremeSpeed
Dragon Pulse
Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
ProtectStaryu (Vogue) {O}
Nature: Modest (+1 SpA, -1 Atk)
Type: Water
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
- 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.
- Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 85
SC: 2
WC: 3
BST: 19
EC 2/6
MC 5
DC 2/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump
Surf
Ice Beam
Thunderbolt
Aurora Beam
Barrier
SupersonicRalts (Katherine) {F}
Nature: Modest (+1 SpA, -1 Atk)
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.
Abilities:
- Synchronize: (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: (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 (DW): (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: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
SC: 1
WC: 1
BST: 10
EC 2/9
MC 4
DC 2/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Thunderbolt
Shadow Ball
Will-O-Wisp
Disable
Confuse Ray
EncoreAbra (Nessarose) {M}
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
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.
Abilities:
- Synchronize (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.
- Inner Focus (Innate)
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
- Magic Guard (DW) (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.Stats:
HP: 90
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
SC: 2
WC: 2
BST: 18
EC 0/9
MC 0
DC 0/5
Attacks:
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy BallSlowpoke (Kurt) {M}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/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.
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Oblivious: (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
- Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
- Regenerator (DW) : (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: 100
Atk: 4 (+)
Def: 3
SpA: 2
SpD: 2
Spe: 13 (15/1.15)
SC: 2
WC: 3
BST: 14
EC: 0/6
MC: 1
DC: 0/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psyquic
Rain Dance
Zen Headbutt
Safeguard
Sleep Talk
Mud Sport
Fire Blast
Flamethrower
Ice Beam
Earthquake
Trick Room
Grass Knot
Light Screen
Substitute
Reflect
Protect
Endure
Scald
Surf
Bide
I send out your pokemon. (I choose you Mudkip, Embirch, Syclar, Slowpoke, Monohm, Breezi, Meowth, Dratini, Staryu, Ralts, Abra, and Slowpoke!)
PM me actions.
I ref.