Orcinus Duo
Banned deucer.
2 vs 2 Doubles
2 day DQ
2 Recoveries/5 chills
1 non KO sub per mon
Items = Training
All abilities
Go...er, CMFP I think? orders
2 day DQ
2 Recoveries/5 chills
1 non KO sub per mon
Items = Training
All abilities
C$FP said:
Timburr (Male)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Ability 1: Guts
Type: 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.
Ability 2: Sheer Force
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3 (DW): Iron Fist
Type: 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)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Focus Punch
Hammer Arm
Drain Punch
Endure
Mach Punch
Ice Punch
Thunder Punch
Fire Punch
Taunt
Brick Break
Rock Slide
Moves: 19
Colosshale (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Water/Dark
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Rebound
Type: Can be Activated
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).
Ability 2: Storm Drain
Type: 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. 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.
Ability 3 (DW): Flare Boost
Type: 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 have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4 (+)
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
Rapid Spin
Bubblebeam
Mud Bomb
Pursuit
Encore
Fake Out
Water Spout
Taunt
Earthquake
Rock Slide
Moves: 13
Wobbanaut said:[pimg]608[/pimg]
Duosion[Fission] (M)
Nature: Brave(+Att, -Spe, -10%Eva)
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:
Overcoat:[Type Innate]This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard:[Type 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.
Regenerator:[Type Innate][DW]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
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 26(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC 5/9
MC 0
DC 5/5
Attacks
Level Up - Psywave, Reflect, Rollout, Snatch, Hidden Power Fire 7, Light Screen, Charm, Recover, Psyshock, Pain Split
TM/HM - Safeguard, Trick Room, Explosion, Shadow Ball, Thunder, Gyro Ball
Egg Moves - Imprison, Confuse Ray, Acid Armour
5th Gen Tutor - Magic Coat, After You
Treecko[Veemon](M)
Nature: Lonely(+Att, -Def)
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:[Type: 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)
Unburden:[Type: Innate][DW]This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Stats
HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
MC: 0
DC: 1/5
Attacks:
Level Up: Pound, Leer, Absorb, Quick Attack, Pursuit, Screech, Giga Drain, Detect
TM/HMs: Dig, Solarbeam, Protect
Egg Moves: Sythesis, Dragonbreath, Leech Seed
5th Gen Tutor: Drain Punch
Go...er, CMFP I think? orders