OK, let's go.
2v2 Doubles (I'm using FE mons, but it's your choice on the mons)
ASB Arena
1 Day DQ
2 Chills / Mon
1 Recovery Move / Mon
Requesting Items at very least give access to training items.
Dogfish's
Taking this.
Items all
Abilities all
Sub 1
The Royal Guard said:[/IMG]![]()
<Wartortle> [Sumvin] (Male)
Nature: Rash
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 Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish:(Innate)This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2(-)
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 9/9
MC: 8
DC: 4/5
Attacks:(15)
Tail Whip
Water Gun
Tackle
Bite
Rapid Spin
Protect
Water Pulse
Bubble
Withdraw
Water Spout
Yawn
Mirror Coat
Scald
Brick Break
Ice Beam![]()
<Servine> [Eirlasdar] (Male)
Nature: Modest
Type:
Grass: 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:
Overgrow:(Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary:(DW)(UNLOCKED) (Can be Enabled.)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 83
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 8/9
MC: 6
DC: 5/5
Attacks:(15)
Leer
Leech Seed
Tackle
Vine Whip
Slam
Leaf Torando
Wrap
Growth
Mega Drain
Glare
Magical Leaf
Mirror Coat
Energy Ball
Protect
Taunt
Dogfish44 said:My favourite double act :-)
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Zoroark [Honey] (F)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
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.
Abilities:
Illusion (Innate): Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
Zoroark
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
Attacks:
Faint Attack
Fake Tears
Fury Swipes
Leer
Night Daze
Pursuit
Scary Face
Scratch
Taunt
Torment
Counter
Dark Pulse
Extrasensory
Snatch
Double Team
Grass Knot
Hone Claws
Shadow Ball
Substitute
U-Turn
Total moves: 20
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Cofagrigus [Cizin] (M)
Nature: Calm (+1 SpD, -1 Atk)
Type: 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:
Mummy (Innate): This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Stats:
Cofagrigus
HP: 90
Atk: Rank 1 (-)
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
Attacks:
Astonish
Curse
Destiny Bond
Disable
Haze
Hex
Mean Look
Night Shade
Ominous Wind
Power Split
Protect
Scary Face
Shadow Ball
Will-O-Wisp
Endure
Fake Tears
Imprison
Nasty Plot
Calm Mind
Double Team
Energy Ball
Hidden Power (Fighting, 7)
Psychic
Rest
Safeguard
Substitute
Toxic
Total moves: 27
There is Cofag I and Cofag II. Figure it out on your own.