Orcinus Duo
Banned deucer.
Something spooky's afoot...
1 Recovery, 5 Chills, 2 Subs
2 Day DQ
Switch = OK
Items = On
Abilities = All
Arena: Midnight Forest
1 Recovery, 5 Chills, 2 Subs
2 Day DQ
Switch = OK
Items = On
Abilities = All
Arena: Midnight Forest
The moon glares down, the light broke up by the trees swarming this place. Volbeat court Illumise around the trees, and grass shoots out of the floor. Broken branches lie on the ground, as do berry bushes and dead leaves. However, what you can see is a little hard to figure out, as a thin layer of fog covers the area. Bug & Grass types gain speed, whilst those who aren't and are stuck on the ground make too much noise to dodge, and are too slow to dodge.
Mechanics:
Bug- and Grass-Types gain a permanent +1 Speed.
Non Bug- and Grass-Types who are effected by seismic attacks gain a permanent -1 Speed, -1 Evasion and cannot use "Dodge", "Double Team", or "Agility" successfully, due to noise creation / undergrowth.
A pokemon can grab a random berry from the ground for 2 EN as an action - cannot be done whilst taunted, max 1 berry, no item slot used up.
A light fog - dismissable by Defog for 4 rounds before returning - give all Non-Dark, and Non-Ghost pokemon a flat -20% Accuracy after all modifiers (So a Focus Blast vs a -1 Evasion target from a +0 Accuracy user first goes to 93.33% accuracy, then is dropped to 73.33% accuracy. A Thunderbolt in the same scenario goes to 133.33 accuracy, then is dropped to 113% accuracy.)
Mechanics:
Bug- and Grass-Types gain a permanent +1 Speed.
Non Bug- and Grass-Types who are effected by seismic attacks gain a permanent -1 Speed, -1 Evasion and cannot use "Dodge", "Double Team", or "Agility" successfully, due to noise creation / undergrowth.
A pokemon can grab a random berry from the ground for 2 EN as an action - cannot be done whilst taunted, max 1 berry, no item slot used up.
A light fog - dismissable by Defog for 4 rounds before returning - give all Non-Dark, and Non-Ghost pokemon a flat -20% Accuracy after all modifiers (So a Focus Blast vs a -1 Evasion target from a +0 Accuracy user first goes to 93.33% accuracy, then is dropped to 73.33% accuracy. A Thunderbolt in the same scenario goes to 133.33 accuracy, then is dropped to 113% accuracy.)
EndQuote said:
Roselia: Aloe (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (Locked, Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 4/5
Attacks: (30)
Absorb
Growth
Poison Sting
Water Sport
Stun Spore
Mega Drain
Leech Seed
Magical Leaf
Worry Seed
Grasswhistle
Toxic Spikes
Aromatherapy
Synthesis
Sleep Powder
Extrasensory
Spikes
Cotton Spore
Mud-Slap
Swift
Endure
Sleep Talk
Giga Drain
Shadow Ball
Sludge Bomb
Venoshock
Toxic
Attract
Protect
Substitute
Rest
Togetic: Joy (F)
Nature: Quiet (Adds One (1) 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) on an opponent’s attacks.
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 35 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 8/9
MC: 0
DC: 5/5
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Attacks: (39)
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
After You
Morning Sun
Mirror Move
Psycho Shift
Future Sight
Magic Coat
Heal Bell
Counter
Endure
Endeavor
Tailwind
Flamethrower
Shadow Ball
Thunder Wave
Grass Knot
Toxic
Psychic
Solarbeam
Reflect
Light Screen
Dream Eater
Fly
Incinerate
Attract
Roost
Psyshock
Hyper Beam
Brick Break
Wartortle: Koops (M)
Nature: Relaxed: Adds * 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.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 50 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 7/9
MC: 0
DC: 5/5
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)
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks: (32)
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Counter
DynamicPunch
Mirror Coat
Brine
Yawn
Mud Sport
Fake Out
Flail
Water Spout
Aqua Jet
Scald
Toxic
Double Team
Ice Beam
Dig
Brick Break
Focus Punch
Bide
Gyro Ball
Dive
Swagger
Attract
All right. Endquote sends out and equips first!Dogfish44 said:
Magneton [Paul] (N/A)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type:
Electric/Steel: 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. Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
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.
Analytic (DW) (Innate): If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 4 (+)
Spe: 60 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 4/9
MC: 6
DC: 3/5
Attacks:
Discharge
Gyro Ball
Lock-On
Magnet Rise
Metal Sound
Mirror Shot
Screech
Sonicboom
Spark
Supersonic
Tackle
ThunderShock
Thunder Wave
Zap Cannon
Flash Cannon
Light Screen
Thunderbolt
Magic Coat
Signal Beam
Total Moves: 19
Duosion [Meiosis] (F)
Nature: Brave (+1 Atk ; -15% Spe [Flat 10% Eva Drop])
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:
Overcoat (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 (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 (DW) (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.
HP: 100
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: 1/5
Charm
Hidden Power (Flying, 7)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Snatch
Acid Armor
Night Shade
Trick
Energy Ball
Gyro Ball
Shadow Ball
Move Total: 17
Lombre [Tango] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Water / Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Abilities:
Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW) (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
EC: 5/9
MC: 3
DC: 3/5
Absorb
Astonish
Bubblebeam
Energy Ball
Fake Out
Fury Swipes
Growl
Hydro Pump
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Uproar
Water Sport
Zen Headbutt
Giga Drain
Leech Seed
Synthesis
Hidden Power (Ground, 7)
Scald
Toxic
Total Moves: 22