I challenge Ziposaki to a 4v4 training LC doubles match!!!
4v4
Training
Doubles
LC mons only
2/5 Recovers/Chills
All abilities
No items
Arena:
Field Type- Water/Ghost
Complexity- Simple
Format- All
Restrictions- Water source, no seismic activity, No weather
Spirit Lake: A solemn ground where you can pay your respects to those who have passed away. and what better way to do that than to battle! The water is an eerie black. the beach is coarse with dark brown sand. covering the large expanse of water are prayer lilies, items left by mourners to light up the dark memorial. they are small candles placed on lily pad, and many coat the dark surface. around the far edges of the arena (1300ft wide and long) dark green spruces decorate, creating a somber but nice scene. the lake is 1000 feet deep with a decline at 60 degrees. the lake is 1000ft wide and long, shaped in a circle. the battle is set at night, so the only light is the faint candles on the lake surface. strangely no matter what hits or goes through the water the surface stays untouched and unmoving. no ripples can be formed on this permanently smooth lake, giving the place a mirror effect.
Zipo, if I forgot anything, you decide the rest, ok?
Accepting.
2 Substitutions and Switch: KO.
Ziposaki said:![]()
Darumaka [D2] (F)
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)
Type: Fire
Fire: Fire STAB; immune to burn, 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.
Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (Innate) (Locked) 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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Taunt
Focus Punch
Encore
Yawn
Rock Slide
U-Turn
Dig
Protect
Brick Break
Flame Charge
Sunny Day
Will-O-Wisp
Total: 22![]()
Snorunt [F] (F)
Nature: Naive (+15% Speed, +8% Accuracy, -1 SpD)
Type: Ice
Ice: 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.
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) (Locked) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 4/6
MC: 0
DC: 4/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Ice Beam
Ice Shard
Hex
Weather Ball
Rollout
Disable
Toxic
Hail
Shadow Ball
Double Team
Water Pulse
Total: 19![]()
Cubone [M] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Battle Armor (DW): (Innate) (Locked) This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Double-Edge
Bone Rush
Iron Head
Swords Dance
Rock Slide
Fire Punch
Thunder Punch
Protect
Toxic
Earthquake
Total: 17![]()
Turtwig [T] (F)
Nature: Brave (+1 Atk, -15% Speed, -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:
Rock Head: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of a grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): (Innate) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Synthesis
Leech Seed
Crunch
Body Slam
Amnesia
Seed Bomb
Rock Smash
Swords Dance
Protect
Total: 16
King Serperior said:![]()
Wailmer- Del Lago (M)
Nature: Quiet (Raise SpA by 1, decrease Spe by 15%)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Veil: (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Pressure (DW) locked: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
Hp: 120
Atk: 3
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 52 (60/1.15=52.2)
SC: 4
WC: 5
BRT: 17
EC: 0/6
MC: 0
DC: 0/5
Attacks:
1). Splash
2). Growl
3). Water Gun
4). Rollout
5). Whirlpool
6). Astonish
7). Water Pulse
8). Mist
9). Soak
10). Body Slam
11). Aqua Ring
12). Ice Beam
13). Earthquake
14). Surf![]()
Abra [Negotiate] (Male)
Nature: Relaxed (+Def, -10 Evasion, -15% Speed)
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 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:
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: (innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Stats:
HP: 80
Atk: Rank 1
Def: Rank 2 (+1)
SpA: Rank 4
SpD: Rank 2
Spe: 76.5 -> 76 (-10 Evasion)
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
KOC: 0
Moves:
1). Teleport
2). Encore
3). Guard Split
4). Ice Punch
5). Psyshock
6). Shadow Ball
7). Energy Ball![]()
Deino [Blue-Eyes] (Male)
Nature: Naughty (+Atk, -Sp.Def)
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Hustle: (Can be enabled)This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:
HP: 90
Atk: Rank 4 (+1)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-1)
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 1/9
MC: 4
DC: N/A
KOC: 0
Attacks:
1). Tackle
2). Dragon Rage
3). Focus Energy
4). Bite
5). Headbutt
6). Dragonbreath
7). Roar
8). Crunch
9). Earth Power
10). Dark Pulse
11). Head Smash
12). Protect
13). Substitute
14). Thunder Wave![]()
Privatyke [Davy Jones] (male)
Nature: Adamant (+Atk, -Sp.Atk)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (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.
HP: 100
Atk: Rank 4 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15
EC: 2/6
MC: 5
DC: 2/5
KOC: 0
Moves:
1). Bubble
2). Smokescreen
3). Yawn
4). Wrap
5). Chip Away
6). Arm Thrust
7). Aqua Jet
8). Cross Chop
9). Recover
10). Rock Blast
11). Waterfall
12). Brick Break
13). Earthquake
Spirit Lake? This is pretty creepy...
-KS sends out
-Zipo sends out, orders
-KS orders
-I ref