ZhengTann
Nargacuga
Diverse Battle Rules said:4v4 Babysitter doubles (2 FE, 2 NFE)
2 Day DQ
Abilities = All
Items = All
2 Recoveries / 5 Chills
2 Substitutions
Switch = OK
Arena: Diversity Arena
Field Type: All Types
Complexity: Moderate
Formats: Doubles+
Restrictions: All moves are allowed.
Description:
Diversity is cool everywhere you go. If you're not diverse enough you get punished in this arena. If a Pokemon fails to be diverse, the Pokemon's team gains a point. If a Pokemon is very diverse, the opposing team gains a point. Once a team reaches a certain number of points, the opposing team will get a boost. The following ways a team can get points and the number of points incurred are as follows; note that move usage is affected by the moves of everybody in play, not just your team.
At the end of each round, the applicable effect worth the highest number of points but whose number is less than your point total will take effect on the other team, and the same number of points will be deducted from your point total. Applicable means that, for example, if nobody on the opposing team has fainted the revival effect will not be chosen. These effects are as follows.
- [1 PTS] Use the 5th X-type move.
- [1 PTS] Use the same attack as somebody else in the same action.
- [1 PTS] Use the 10th physical attack.
- [1 PTS] Use the 10th special attack.
- [1 PTS] Use the 10th status attack.
- [1 PTS] Use the 5th command (chill is a command).
- [2 PTS] Use any given move for the third time.
- [2 PTS] End the round with the same HP as somebody else.
- [2 PTS] End the round with the same EN as somebody else.
Summary: You better be diverse.
- [2 PTS] Heal all active teammates for 10 HP and 10 EN.
- [3 PTS] Heal all active teammates for 30 HP and 30 EN, and cure them of all statuses.
- [5 PTS] Heal all teammates, active and reserve, for 50 HP and 50 EN, and cure them of all statuses, temporary and permanent.
- [8 PTS] Revive a fainted Pokemon to full HP and EN.
Team Dogfish44 said:[a]Chingling[/a]
Marowak [Fibula] (M)
Nature: Adamant (+Atk ; -Sp.Atk)
Type: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 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 tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Battle Armor (DW) (Innate): This Pokemon’s thick armor prevents it from taking critical hits.
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 45
Size Class: 2
Weight Class: 3
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Bone Club
Bone Rush
Bonemerang
Double-Edge
Endeavor
Focus Energy
Growl
Headbutt
Leer
Rage
Tail Whip
Detect
Double Kick
Iron Head
Earthquake
Protect
Smack Down
Earth Power
Fire Punch
Ice Punch
Total Attacks: 18
Chingling [Notredame] (M)
Nature: Modest (+1 SpA, -1 Atk)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13
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.
EC: 3/6
MC: 0
DC: N/A
Attacks:
Astonish
Confusion
Entrainment
Growl
Last Resort
Uproar
Wrap
Dream Eater
Future Sight
Hypnosis
Recover
Light Screen
Psychic
Psyshock
Shadow Ball
Snatch
Taunt
Thunder Wave
Torment
Signal Beam
Total Moves: 18
Breezi [Multitask] (F)
Nature: Serious
Type: Posion/Flying
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.
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.
Abilities:
Persistent (Innate): This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit (Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden (DW) (Innate): 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.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Attacks:
Clear Smog
Copycat
Encore
Gust
Knock Off
Rapid Spin
Razor Wind
Tailwind
Whirlwind
Follow Me
Heal Pulse
Wish
Double Team
Light Screen
Taunt
Total Attacks: 17
Sunflora [Sol] (F)
Nature: Modest (+1 Sp.Atk, -1 Atk)
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.
Stats:
Sunflora
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (Innate): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW) (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Attacks:
Absorb
Bullet Seed
Double-Edge
Endeavor
Giga Drain
GrassWhistle
Growth
Ingrain
Leaf Storm
Leech Seed
Mega Drain
Natural Gift
Petal Dance
Pound
Razor Leaf
Seed Bomb
Sunny Day
Synthesis
Worry Seed
Bide
Leech Seed
Nature Power
Endure
Grass Knot
Hidden Power Fire
Hyper Beam
Light Screen
Protect
Safeguard
Sludge Bomb
SolarBeam
Substitute
Toxic
Earth Power
Total Moves: 34
afaik, here goes:Team Engineer Pikachu said:
Venonat (Koiga) (F)
NATR: Timid (+15% Speed, +6% [6.22%] Acc, -Atk)
TYPE: Bug / Poison
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (LOCKED): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
STATS: 60 / 55 / 50 / 40 / 55 / 45
HP: 90
Atk-: * (1)
Def: ** (2)
SpA: ** (2)
SpD: ** (2)
Spe+: 52 (45 * 1.15)
SC: 2
WC: 3
BRT: 12
EC: 4 / 6
MC: 0
DC: 2 / 5
ATTACKS [20]
Confusion
Disable
Foresight
Leech Life
Poison Fang
PoisonPowder
Psybeam
Psychic
Signal Beam
Sleep Powder
Stun Spore
Supersonic
Tackle
Zen Headbutt
Agility
Morning Sun
Toxic Spikes
Toxic
Venoshock
Struggle Bug
Phione (Mazu) (U)
NATR: Mild (Special Attack increased by *, Defense decreased by *)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
ABILITIES
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
STATS: 80 / 80 / 80 / 80 / 80 / 80
HP: 100
Atk: *** (3)
Def-: ** (2)
SpA+: **** (4)
SpD: *** (3)
Spe: 80
SC: 1
WC: 1
BRT: 18
EC: —
MC: 0
DC: —
ATTACKS [11]:
Bubble
Water Sport
Charm
Supersonic
BubbleBeam
AncientPower (#)
Dive (#)
Mud-Slap (#)
Ice Beam (#)
Rain Dance (#)
Scald (#)
Alakazam (Tensai) (M)
NATR: Naive (+15% Speed, Accuracy increased by 22% [21.89%], Special Defense decreased by *)
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 (Unlocked): (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: 55 / 50 / 45 / 135 / 85 / 120
HP: 90
Atk: ** (2)
Def: ** (2)
SpA: ***** (5)
SpD-: ** (2)
Spe+: 138 (120 * 1.15)
SC: 3
WC: 3
BRT: 19
EC: 9 / 9
MC: 0
DC: 5 / 5
ATTACKS [25]:
Ally Switch
Calm Mind
Confusion
Disable
Future Sight
Kinesis
Miracle Eye
Psybeam
Psychic
Psycho Cut
Recover
Reflect
Role Play
Telekinesis
Teleport
Trick
Encore (#)
Light Screen (#)
Skill Swap (#)
Magic Coat
Energy Ball (#)
Hidden Power [Fire 7]
Psyshock (#)
Shadow Ball (#)
Taunt
Sigilyph* (Shinto) (F)
NATR: Timid (+15% Spe, +14% [14.42%] Acc, Attack decreased by *)
Type: Psychic / Flying
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.
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.
ABILITIES
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
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.
Tinted Lens (Unlocked): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
STATS: 72 / 58 / 80 / 103 / 80 / 97
HP: 100
Atk-: * (1)
Def: *** (3)
SpA: **** (4)
SpD: *** (3)
Spe+: 112 (97 * 1.15)
SC: 3
WC: 2
BRT: 19
EC: —
MC: 0
DC: 5 / 5
ATTACKS [21]:
Air Cutter
Air Slash
Gravity
Gust
Hypnosis
Light Screen
Miracle Eye
Mirror Move
Psybeam
Psychic
Psywave
Reflect
Sky Attack
Tailwind
Whirlwind
AncientPower (#)
Roost (#)
Stored Power (#)
Calm Mind (#)
Charge Beam (#)
Ice Beam (#)
- You need to fulfil conditions in order for your opponent to get points.
- When your opponent's points reach a certain threshold, you get a chance to earn boosts.
- In other words, this will be a long match.
Engi answers my questions, and decides Switch Clause
dogfish leads
Engi sends in with orders
dogfish responds
I start reffing