I'm too lazy to swap t the mon, so Dwebble is taken out in real life.Dragontongue195040 said:Chinchou: (hal) M
Shroomish (life) FNature: timid (adds * to speed, decreases * to atk)
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability:
Volt Absorb: (innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate: (activation) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Water Absorb (DW): (innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Stats: Nature: Timid (+spe, -atk)
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 78 (+)
Acc: 14% (+)
EC: 0
MC: 0
DC: 0
Attacks:
Bubble (*)
Supersonic (*)
Thunder wave (*)
Flail (*)
Confuse Ray (*)
Water gun (*)
Spark (*)
Take Down (*)
Agility (*)
Amnesia (*)
Brine (*)
Ice beam (*)
Volt switch (*)
Surf (*)
Nature: Naughty (adds atk, decreases def)
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.
Ability:
Effect Spore: (can be disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Poison Heal: (innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Quick Feet (DW): (innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Stats: Nature: Naughty (+atk, -def)
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 35
EC: 0
MC: 0
DC: 0
Moves:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Drain Punch (*)
Wake up slap (*)
Seed bomb (*)
Toxic (*)
Solarbeam (*)
Double Team (*)
typon77 said:Thanks for reffing
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Rebble (Clem)
Nature: Modest
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): (LOCKED) (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
EC: 3/9
MC: 0
DC: 2/5
Size Class: 1
Weight Class: 2
Base Rank Total: 14
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Vacuum Wave
Ominous Wind
Earth Power
Flamethrower
Volt Switch
Hidden Power (Fighting 6)
Giga Drain
Total Moves: 16![]()
Colloshale [Crush] (M)
Nature: Adamant (+1 Attack, -1 SpAtk)
Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): [LOCKED] (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Fake Out
Sucker Punch
Water Spout
Earthquake
U-Turn
Taunt
Total Moves: 13![]()
Dwebble [Monty] (M)
Nature: Jolly (+15% Speed and +9% Accuracy, -1 SpAtk)
Type: Bug / Rock
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.
Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor (DW) [LOCKED] (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 64 (55*1.15)
+9% Accuracy
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Fury Cutter
Rock Blast
Withdraw
Sand-Attack
Faint Attack
Smack Down
Rock Polish
Bug Bite
Stealth Rock
Rock Slide
Shell Smash
X-Scissor
Endure
Counter
Night Slash
Earthquake
Substitute
Dig
Total Moves: 17
typon77 said:Hey,
Sorry but could you replace Dwebble with this:
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Tangela [Marley] (M)
Nature: Sassy (+1 SpDef, -15% Spd and -10% Evasion)
Type: Grass
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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Regenerator (DW) [LOCKED]: (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:
Tangela
HP: 100
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 52 (60/1.15)
-10% Evasion
Size Class: 2
Weight Class: 3
Base Rank Total: 17
EC: 1/6
MC: 1
DC: 1/5
Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
PoisonPowder
Vine Whip
Bind
Leech Seed
Leaf Storm
Giga Drain
Sludge Bomb
Protect
Substitute
Hidden Power (Ice 7)
Total Moves: 15
Thanks in advance!
2v2 singles
Asb arena
2 day DQ
0 recovers, 2 chills
All abilities
Training Items
1 sub