Rules and Such
2v2 Simultaneous Singles
Ok, the format is two single battles taking place at the same time in the same arena. However, pokemon are paired into 1v1s and can only attack the pokemon they are matched up against. Weather, trick room, and stuff like that affect the entire field.
1 Day DQ for everyone because I've been having bad experiences with 2 Day DQ lately, and I need to get my gym team ready by the deadline.
Acceptor chooses the arena (not ASB arena), but I want to say items off.
Yeah, I'll take this. I've got Middle mons to spare. For arena; Unown Soup. If one battle uses a letter, the other can't (Kirlia uses M, Combusken can't use M)
Just foreveryone at home, here's the arena
The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
Ok so that wasn't the most cluttery thing in the world. Lets just show off the teams and get this party started. Also, because The acceptor didn't list anything that he was suppose to. I'm going to. No items, No abilities, No switching. Have fun :)
Rickheg
Golett (Megazord)
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)
Type: Ghost/Ground
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.
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:
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: (Innate) (DW Locked) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 5/6
MC: 4
DC: 4/5
Attacks:
Pound
Astonish
Defense Curl
Mud Slap
Roll Out
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Earthquake
Night Shade
Focus Punch
Substitute
Rock Slide
Toxic
Total Moves: 15
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) (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: 5/9
MC: 0
DC: 5/5
Attacks:
Tackle
Leer
Charge
Bite
Roar
Swagger
Crunch
Wild Charge
Ice Fang
Signal Beam
Fire Fang
Thunderbolt
Thunder Wave
Hidden Power Water (7)
Protect
Total Moves: 15
ShinySkarmory
Kirlia(*) [Mentalist] M
Nature: Docile
Types: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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 for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) 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: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Counters:
EC: 6/9
MC: 4
DC: 4/5
Moves
Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Hypnosis
Dream Eater
Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)
TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)
Trick Room
2v2 Simultaneous Singles
Ok, the format is two single battles taking place at the same time in the same arena. However, pokemon are paired into 1v1s and can only attack the pokemon they are matched up against. Weather, trick room, and stuff like that affect the entire field.
1 Day DQ for everyone because I've been having bad experiences with 2 Day DQ lately, and I need to get my gym team ready by the deadline.
Acceptor chooses the arena (not ASB arena), but I want to say items off.
Yeah, I'll take this. I've got Middle mons to spare. For arena; Unown Soup. If one battle uses a letter, the other can't (Kirlia uses M, Combusken can't use M)
Just foreveryone at home, here's the arena
The battlers are on a solid platform in the middle of a giant bowl filled with delicious broth. No move restrictions at all, because you can safely go seismetoad on the platform and there is plenty of broth to swampert your enemies with. In the soup, there is one of each letter unown floating in around aimlessly. They are all close enough to pick up, and a battler may use one action each round (they can't just use three unowns) to use any move that begins with that letter. Once an unown is used, it cannot be used again.
Ok so that wasn't the most cluttery thing in the world. Lets just show off the teams and get this party started. Also, because The acceptor didn't list anything that he was suppose to. I'm going to. No items, No abilities, No switching. Have fun :)
Rickheg
Golett (Megazord)
Nature: Adamant (Adds 1 to Attack; Subtracts 1 from Special Attack)
Type: Ghost/Ground
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.
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:
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: (Innate) (DW Locked) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13
EC: 5/6
MC: 4
DC: 4/5
Attacks:
Pound
Astonish
Defense Curl
Mud Slap
Roll Out
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Earthquake
Night Shade
Focus Punch
Substitute
Rock Slide
Toxic
Total Moves: 15
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) (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: 5/9
MC: 0
DC: 5/5
Attacks:
Tackle
Leer
Charge
Bite
Roar
Swagger
Crunch
Wild Charge
Ice Fang
Signal Beam
Fire Fang
Thunderbolt
Thunder Wave
Hidden Power Water (7)
Protect
Total Moves: 15
ShinySkarmory
Kirlia(*) [Mentalist] M
Nature: Docile
Types: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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 for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) 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: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Counters:
EC: 6/9
MC: 4
DC: 4/5
Moves
Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)
Hypnosis
Dream Eater
Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)
TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)
Trick Room
Combusken(*) [Fawkes] M
Nature:Hasty (+1 Speed, -1 Sp. Def)
Type: Fire/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Innate) (DW) (Locked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 55*1.15=63.25=63
Accuracy Boost=9%
Size Class: 2
Weight Class: 2
EC: 4/9
MC: 0
DC: 3/5
Moves
Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Double Kick (*)
Sand Attack (*)
Flare Blitz
Sky Uppercut
Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)
TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)
Dig
Overheat
Nature:Hasty (+1 Speed, -1 Sp. Def)
Type: Fire/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Innate) (DW) (Locked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 55*1.15=63.25=63
Accuracy Boost=9%
Size Class: 2
Weight Class: 2
EC: 4/9
MC: 0
DC: 3/5
Moves
Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Double Kick (*)
Sand Attack (*)
Flare Blitz
Sky Uppercut
Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)
TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)
Dig
Overheat