2v2 Dubs
2 Day DQ
5 Chills / 2 Recovery Moves per mon
2 Substitutions
Switch = N/A
Items = On
Arena: ASB Arena
Abilities: All
2 Day DQ
5 Chills / 2 Recovery Moves per mon
2 Substitutions
Switch = N/A
Items = On
Arena: ASB Arena
Abilities: All
SubwayJ's Team:
Nature: Modest (+SpAtk, -Atk)
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: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
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 UNLOCKED): (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: (Modest Nature)
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC 9/9
MC 0
DC 5/5
Moves:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Metal Sound
Giga Drain
Weather Ball
Magnet Rise
Electro Ball
Earth Power
Heat Wave
Vacuum Wave
Ancientpower
Trick
Shadow Ball
Energy Ball
Protect
Hidden Power Ice (6)
Volt Switch
Flamethrower
Total Moves: 25
Nature: Brave (+Atk, - Speed)
Type: Psychic
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 UNLOCKED) (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: (Brave Nature)
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Base Rank Total:20
EC: 9/9
MC: 0
DC: 5/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground 7)
Light Screen
Charm
Recover
Psyshock
Pain Split
Psychic
Endeavor
Trick
Imprison
Confuse Ray
Protect
Shadow Ball
Thunder
Trick Room
Energy Ball
Magic Coat
Signal Beam
Ice Punch
Fire Punch
Drain Punch
Total Moves: 25
DF44's Team:
Magneton [Paul] (N/A)
Nature: Sassy (+1 Spe, +11% Accuracy, -1 Atk)
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 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 81 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
DC: 5/5
Attacks:
Discharge
Electro Ball
Gyro Ball
Lock-On
Magnet Bomb
Magnet Rise
Metal Sound
Mirror Shot
Screech
Sonicboom
Spark
Swift
Supersonic
Tackle
ThunderShock
Thunder Wave
Tri-Attack
Zap Cannon
Flash Cannon
Hyper Beam
Light Screen
Protect
Reflect
Substitute
Thunderbolt
Volt Switch
Magic Coat
Signal Beam
Total Moves: 28
Lanturn [Lumos Maxima] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: 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.
HP: 120
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 3
Spe: 67
Size Class: 2
Weight Class: 2
Abilities:
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 (Can be Activated): 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.
EC: 6/6
MC: 0
DC: 5/5
Aqua Ring
Bubble
BubbleBeam
Charge
Confuse Ray
Discharge
Electro Ball
Flail
Hydro Pump
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun
Agility
Psybeam
Whirlpool
Ice Beam
Protect
Substitute
Total Moves: 24
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