Rules
Pokemon: 4v4
Format: Training Brawl
DQ: 2 days
Items: Training Only
Switch: NO
Abilities: All
2 Recovers/5 Chills
Arena
ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
Alchemator's Team
Claydol [Clive] (N/A)
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
Abilities:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot
Explosion
Shadow Ball
Hidden Power [Fire] [7]
Signal Beam
Power Trick
Earthquake
Reflect
Light Screen
Protect
Dig
Trick Room
Hyper Beam
Psyshock
Rock Slide
Bulldoze
Cosmic Power
Smack Down
Endure
Sandstorm
Sunny Day
Rain Dance
Girafarig [Anna] (F)
Type:
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 4
Weight Class: 3
Base Rank Total: 18
EC: N/A
MC: 0
DC: 5/5
Abilities:
Attacks (35):
Power Swap
Guard Swap
Astonish
Tackle
Growl
Confusion
Odor Sleuth
Agility
Psybeam
Baton Pass
Magic Coat
Skill Swap
Wish
Shadow Ball
Thunderbolt
Earthquake
Psychic
Crunch
Sucker Punch
Hidden Power [Ice] [7]
Energy Ball
Protect
Substitute
Mirror Coat
Endure
Reflect
Light Screen
Double Kick
Double Hit
Double Team
Zen Headbutt
Psyshock
Razor Wind
Sunny Day
Rain Dance
Xatu [Terrence] (M)
Type:
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Attacks (32):
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn
Heat Wave
Solarbeam
Zen Headbutt
Tailwind
Steel Wing
Protect
Sky Attack
Psychic
Reflect
Light Screen
Fly
Hidden Power [Fighting] [7]
Sunny Day
Double Team
Pain Split
Trick Room
Quick Attack
Wish
Alakazam [Alistair] (M)
Type:
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Attacks (30):
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Energy Ball
Future Sight
Psychic
Substitute
Focus Blast
Protect
Bide
Counter
Dig
Double Team
Torment
Zap Cannon
Magic Coat
Signal Beam
Athenodoros's Team
Male Dragonite (*), "Nidhogg"
Nature:
Mild - Increase of Special Attack by *. Subtracts * from Defence.
Type:
Dragon - Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Flying - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
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.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
HP: 100
Atk: *****
Def: ***
SpA: ***** (+)
SpD: *** (-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: Fully Evolved
MC: 1
DC: Unlocked
Attacks:
-Aerial Ace
-Agility (*)
-Aqua Jet
-Aqua Tail
-Bide
-Brick Break
-Defog
-Double Team
-Draco Meteor
-Dragon Breath
-Dragon Dance
-Dragon Pulse (*)
-Dragon Rage (*)
-Dragon Rush
-Dragon Tail
-Earthquake
-Endure
-Extremespeed (*)
-Fire Blast
-Fire Punch
-Focus Blast
-Focus Punch
-Haze (*)
-Heat Wave
-Hurricane
-Hyper Beam
-Ice Beam
-Icy Wind
-Iron Tail
-Leer (*)
-Light Screen
-Mist
-Ominous Wind
-Outrage
-Protect
-Rain Dance (*)
-Razor Wind
-Reflect
-Roar
-Roost
-Safeguard
-Shock Wave
-Slam (*)
-Stone Edge
-Substitute
-Superpower
-Supersonic
-Surf (*)
-Tailwind
-Thunder (*)
-Thunder Wave (*)
-Thunderpunch
-Toxic
-Twister (*)
-Water Pulse
-Wing Attack
-Wrap (*)
Male Swampert (*), "Poseidon"
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
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.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (35):
-Tackle (*)
-Growl (*)
-Mud-slap (*)
-Water Gun (*)
-Bide (*)
-Foresight (*)
-Mud Sport (*)
-Counter (*)
-Mirror Coat (*)
-Avalanche (*)
-Surf (*)
-Rain Dance (*)
-Waterfall (*)
-Toxic
-Earthquake
-Ice Beam
-Hammer Arm
-Focus Blast
-Stone Edge
-Substitute
-Scald
-Hydro Cannon
-Yawn
-Protect
-Wide Guard
-Blizzard
-Rollout
-Focus Blast
-Brick Break
-Earth Power
-Endure
-Sludge
-Sludge Wave
-Bulldoze
-Stealth Rock
-Whirlpool
-Wide Guard
-Sleep Talk
-Dig
-Dive
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
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 batttle, 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.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (46):
-Curse
-Yawn
-Tackle
-Growl
-Water Gun
-Confusion
-Disable
-Headbutt
-Future Sight
-Mud Sport
-Me First
-Ice Beam
-Flamethrower
-Grass Knot
-Surf
-Psychic
-Slack Off
-Shadow Ball
-Light Screen
-Bide
-Heal Pulse
-Slack Off
-Brine
-Nasty Plot
-Mud Sport
-Counter
-Endure
-Signal Beam
-Psyshock
-Protect
-Earthquake
-Dig
-Brick Break
-Swagger
-Scald
-Bulldoze
-Dragon Tail
-Substitute
-Drain Punch
-Zap Cannon
-Icy Wind
-Pay Day (wtf?)
-Fissure
-Teleport
-Reflect
-Fire Blast
-Toxic
-Thunder Wave
-Block
-Skill Swap
-Magic Coat
-Trick
-Dive
-Telekinesis
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Special Attack increased by *
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
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 - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (45):
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
-Trick
-Brine
-Natural Gift
-Psych Up
-Substitute
-Gravity
-Endure
-Blizzard
-Thunder
-Double Team
-Telekinesis
-Rapid Spin
-Zap Cannon
-Barrier
-Psyshock
-Thunder
-Protect
-Rest
-Surf
-Dive
-Scald
-Toxic
-Hail
-Hyper Beam
-Frustration
-Return
-Facade
-Bubblebeam
-Gyro Ball
-Reflect Type
Turn Order
Both participants PM their actions to me
I ref
- Given training items aren't going to change either of your actions you can just equip them in the first PM.
- You can both issue substitutions as if you were moving first in the battle, however any conflicing substitutions will be ignored and the initial actions will be maintained.
Good luck!
Pokemon: 4v4
Format: Training Brawl
DQ: 2 days
Items: Training Only
Switch: NO
Abilities: All
2 Recovers/5 Chills
Arena
ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
Alchemator's Team
Claydol [Clive] (N/A)
- Nature: Relaxed (Adds a Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
- [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.
- [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.
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
Abilities:
- Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All 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.
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot
Explosion
Shadow Ball
Hidden Power [Fire] [7]
Signal Beam
Power Trick
Earthquake
Reflect
Light Screen
Protect
Dig
Trick Room
Hyper Beam
Psyshock
Rock Slide
Bulldoze
Cosmic Power
Smack Down
Endure
Sandstorm
Sunny Day
Rain Dance
Girafarig [Anna] (F)
- Nature: Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
- [Normal]: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- [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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 4
Weight Class: 3
Base Rank Total: 18
EC: N/A
MC: 0
DC: 5/5
Abilities:
- 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.
- Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
- Sap Sipper (DW UNLOCKED): (Innate) 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. This boost is maintained at the end of each round.
Attacks (35):
Power Swap
Guard Swap
Astonish
Tackle
Growl
Confusion
Odor Sleuth
Agility
Psybeam
Baton Pass
Magic Coat
Skill Swap
Wish
Shadow Ball
Thunderbolt
Earthquake
Psychic
Crunch
Sucker Punch
Hidden Power [Ice] [7]
Energy Ball
Protect
Substitute
Mirror Coat
Endure
Reflect
Light Screen
Double Kick
Double Hit
Double Team
Zen Headbutt
Psyshock
Razor Wind
Sunny Day
Rain Dance
Xatu [Terrence] (M)
- Nature: Brave (Adds one (1) Rank to Attack,Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
- [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.
- [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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
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.
- Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
- Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Attacks (32):
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn
Heat Wave
Solarbeam
Zen Headbutt
Tailwind
Steel Wing
Protect
Sky Attack
Psychic
Reflect
Light Screen
Fly
Hidden Power [Fighting] [7]
Sunny Day
Double Team
Pain Split
Trick Room
Quick Attack
Wish
Alakazam [Alistair] (M)
- Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+22% Acc.], subtracts one (1) Rank from Attack.)
Type:
- 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
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 UNLOCKED): (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.
Attacks (30):
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Energy Ball
Future Sight
Psychic
Substitute
Focus Blast
Protect
Bide
Counter
Dig
Double Team
Torment
Zap Cannon
Magic Coat
Signal Beam
Athenodoros's Team
Male Dragonite (*), "Nidhogg"
Nature:
Mild - Increase of Special Attack by *. Subtracts * from Defence.
Type:
Dragon - Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Flying - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
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.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
HP: 100
Atk: *****
Def: ***
SpA: ***** (+)
SpD: *** (-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: Fully Evolved
MC: 1
DC: Unlocked
Attacks:
-Aerial Ace
-Agility (*)
-Aqua Jet
-Aqua Tail
-Bide
-Brick Break
-Defog
-Double Team
-Draco Meteor
-Dragon Breath
-Dragon Dance
-Dragon Pulse (*)
-Dragon Rage (*)
-Dragon Rush
-Dragon Tail
-Earthquake
-Endure
-Extremespeed (*)
-Fire Blast
-Fire Punch
-Focus Blast
-Focus Punch
-Haze (*)
-Heat Wave
-Hurricane
-Hyper Beam
-Ice Beam
-Icy Wind
-Iron Tail
-Leer (*)
-Light Screen
-Mist
-Ominous Wind
-Outrage
-Protect
-Rain Dance (*)
-Razor Wind
-Reflect
-Roar
-Roost
-Safeguard
-Shock Wave
-Slam (*)
-Stone Edge
-Substitute
-Superpower
-Supersonic
-Surf (*)
-Tailwind
-Thunder (*)
-Thunder Wave (*)
-Thunderpunch
-Toxic
-Twister (*)
-Water Pulse
-Wing Attack
-Wrap (*)
Male Swampert (*), "Poseidon"
Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
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.
HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (35):
-Tackle (*)
-Growl (*)
-Mud-slap (*)
-Water Gun (*)
-Bide (*)
-Foresight (*)
-Mud Sport (*)
-Counter (*)
-Mirror Coat (*)
-Avalanche (*)
-Surf (*)
-Rain Dance (*)
-Waterfall (*)
-Toxic
-Earthquake
-Ice Beam
-Hammer Arm
-Focus Blast
-Stone Edge
-Substitute
-Scald
-Hydro Cannon
-Yawn
-Protect
-Wide Guard
-Blizzard
-Rollout
-Focus Blast
-Brick Break
-Earth Power
-Endure
-Sludge
-Sludge Wave
-Bulldoze
-Stealth Rock
-Whirlpool
-Wide Guard
-Sleep Talk
-Dig
-Dive
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
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 batttle, 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.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 4
DC: Unlocked
Attacks (46):
-Curse
-Yawn
-Tackle
-Growl
-Water Gun
-Confusion
-Disable
-Headbutt
-Future Sight
-Mud Sport
-Me First
-Ice Beam
-Flamethrower
-Grass Knot
-Surf
-Psychic
-Slack Off
-Shadow Ball
-Light Screen
-Bide
-Heal Pulse
-Slack Off
-Brine
-Nasty Plot
-Mud Sport
-Counter
-Endure
-Signal Beam
-Psyshock
-Protect
-Earthquake
-Dig
-Brick Break
-Swagger
-Scald
-Bulldoze
-Dragon Tail
-Substitute
-Drain Punch
-Zap Cannon
-Icy Wind
-Pay Day (wtf?)
-Fissure
-Teleport
-Reflect
-Fire Blast
-Toxic
-Thunder Wave
-Block
-Skill Swap
-Magic Coat
-Trick
-Dive
-Telekinesis
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Special Attack increased by *
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
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 - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (45):
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
-Trick
-Brine
-Natural Gift
-Psych Up
-Substitute
-Gravity
-Endure
-Blizzard
-Thunder
-Double Team
-Telekinesis
-Rapid Spin
-Zap Cannon
-Barrier
-Psyshock
-Thunder
-Protect
-Rest
-Surf
-Dive
-Scald
-Toxic
-Hail
-Hyper Beam
-Frustration
-Return
-Facade
-Bubblebeam
-Gyro Ball
-Reflect Type
Turn Order
Both participants PM their actions to me
I ref
- Given training items aren't going to change either of your actions you can just equip them in the first PM.
- You can both issue substitutions as if you were moving first in the battle, however any conflicing substitutions will be ignored and the initial actions will be maintained.
Good luck!