2 vs 2 Doubles
Switch = lol
Items: Training
Abilities: All
Chills: 2
Recoveries: 2
Substitutions: 2
Arena: Underground Daycare Center
Also, since Archen is a new user, I will clarify what happens at the end of each round.
Akela equips items (if any)
Archen orders (I'm assuming here that you have no items)
Akela Orders
I ref
You point out mistakes (if any)
Switch = lol
Items: Training
Abilities: All
Chills: 2
Recoveries: 2
Substitutions: 2
Arena: Underground Daycare Center
Arena: Underground Daycare Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.
Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: These pokemon are highly in tune with the earth around them. As such, all stat boosting moves are increased by one (1) additional stage.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10%.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.
Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
Grass Group: These pokemon are highly in tune with the earth around them. As such, all stat boosting moves are increased by one (1) additional stage. All stat boosts last one (1) more round.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20%.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has made it hardy and tough. It gains a flat 25 more HP.
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.
Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: These pokemon are highly in tune with the earth around them. As such, all stat boosting moves are increased by one (1) additional stage.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10%.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.
Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction is inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts four (4) rounds.
Grass Group: These pokemon are highly in tune with the earth around them. As such, all stat boosting moves are increased by one (1) additional stage. All stat boosts last one (1) more round.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20%.
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has made it hardy and tough. It gains a flat 25 more HP.
akela said:
Cranidos [Skull] [M]
Brave Nature
Type: Rock
Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Mold Breaker (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.)
Sheer Force (Can Be Enabled) (Locked): 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.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50 [50.43] (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Level Up
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash
Egg
Crunch
Hammer Arm
Iron Head
TM/HM
Toxic
Earthquake
Stone Edge
Tirtouga [Oo] [F]
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water/Rock
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Solid Rock (Innate): This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
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.
Swift Swim (Innate) (Locked): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 [19.130] (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Level Up (10)
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard
Hydro Pump
Rain Dance
Brine
Shell Smash
Rock Slide
Egg (3)
Body Slam
Iron Defense
Rock Throw
Tutor (0)
Event (0)
Anime (0)
Manga (0)
TM/HM (3)
Rock Tomb
Rock Polish
Rock Smash
Good luck to both of you!Archen said:My awsome team also my first battle
Rhyhorn(*)Ranger Rick(Male)
Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Summary: 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.
Summary: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 22-
Size Class: 3
Weight Class: 5
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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, Lightningrod will not activate.
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.
Reckless (DW) (Innate , Locked) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Attacks:
Horn Attack(*)
Tail Whip(*)
Stomp(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Dragon Rush(*)
Rock Slide(*)
Crunch(*)
Sandstorm(*)
Poison Jab(*)
Thunderbolt(*)
Shroomish (Mario) (Male)
Quirky (No effect on stats)
Summary: 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.
Effect Spore: (Innate)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.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
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) ( Locked)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.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Seed Bomb
Drain Punch
Helping Hand
Sunny Day
SolarBeam
Toxic
Also, since Archen is a new user, I will clarify what happens at the end of each round.
Akela equips items (if any)
Archen orders (I'm assuming here that you have no items)
Akela Orders
I ref
You point out mistakes (if any)