EDIT: An Open Challenge of my own!
5v5 LC (Format can be either Singles or Doubles, decided by challenger)
Switch = OK
Items = Training
ASB Standard Arena
Everything else up to the challenger. Note that LCs can only have a maximum 23 moves.
I'll take ZT's LC challenge and make it singles.
Abilities=ALL
2 day DQ
2 recovers/5 chills
I think that's everything to choose but I always end up forgetting something...
ZhengTann said:Chikorita - Wendy (F)
They say the calmest waters often hide the most turbulent undercurrents, the stillest air often the premonition to the most terrible storms. So does Wendy. She's nice and pretty, often the team's peacemaker (pacemaker too), but her spirit is indomitable. In battle, Wendy wields the very force of nature itself - the plants and the wind that blows between leaves are her primary defences. Wendy is very trusting of strangers, despite Charla's frequent rebukes, but the fact that they're inseparable makes most Daycare visitors hesitate - except for Zheng. Wendy looks upon Natsu and Gray as big brothers, and they respond in kind - protective of their siblings as if of the same lineage.
Nature: Calm (+1 SpD, -1 Atk)
Type:
Grass type: 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:
Ability 1: 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).
Ability 2: Leaf Guard (DW)
Type: 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 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 45
Size Class: 1
Weight Class: 1
EC: 2/9 Next Evolution at 4
MC: 0
DC: 2/5
Attacks:
Tackle
Growl
Razor Leaf
Reflect
PoisonPowder
Synthesis
Magical Leaf
Natural Gift
Light Screen
Safeguard
Solarbeam
Ancient Power
Counter
Leaf Storm
Giga Drain
Leech Seed
Magic Coat
Protect
Double Team
Sunny Day
Energy BallRalts - Lucy (F)
Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a trainer not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second trainer to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type:
Psychic type: 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, however, cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Synchronize
Type: Innate
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Ability 2: Trace
Type: Can be Activated
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Ability 3: Telepathy (DW)
Type: Innate
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 2 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 34 (- = 40/1.15)
Size Class: 1
Weight Class: 1
EC: 2/9 Next Evolution at 4
MC: 0
DC: 2/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Disable
Shadow Sneak
Will-O-Wisp
Encore
Signal Beam
Icy Wind
Shock Wave
Thunder Wave
Light ScreenSnorunt - Juvia (F)
Juvia has a terrible crush on Gray. Period. This romance probably started when she spied Gray practicing the Ice Punches (since it worked quite well against Natsu) and has been tagging along ever since. There's nothing Zheng to dissuade her, so he figured he might as well adopt Juvia too. Unfortunately, Gray is blind to the obvious - or rather, he does not find it in himself to reciprocate. Faced against such cool indifference, Juvia did not back down, making a promise to herself that she will, one day, let Gray see that she is already in his heart. Not that Gray isn't acting like a gentleman - some of his actions towards Juvia was probably misleading, as well.
Nature: Timid (+15% Speed, +8% Accuracy, -1 Atk)
Type:
Ice type: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Ability 1: Inner Focus
Type: Innate
When an opponent attempts to flinch Juvia, she stands firm and continues its attack by reminding herself of her love towards Gray.
Ability 2: Ice Body
Type: Innate
Juvia loves ice and hail, thriving in Icy conditions and able to absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 3: Moody (DW)
Type: Innate
Juvia's unreciprocated love causes her feelings to always fluctuate, and its greatly influencing her capabilities from one round to the next. In addition to her general nature, Juvia displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+8%)
Size Class: 1
Weight Class: 2
EC: 0/6 Next Evolution at 6
MC: 0
DC: 0/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Bide
Block
Spikes
Frost Breath
Hail
Rain DanceAnorith - Pantherlily (M)
Gajeel was the one who found Pantherlily's Claw Fossil discarded at the entrance of a mine. Seeing Murkrow's penchant for it, Zheng decided to go to the nearest archaeological lab and revive it. Pantherlily and Gajeel have been quite attached to each other ever since. They share the same passion as Natsu and Gray, but at least they didn't share the head-splitting rivalry that the other pair always have. Often after a training session, Gajeel would take Pantherlily up for flight trips, while the latter demonstrates the pleasure of submersion in water. The rest of the family often help Pantherlily too, since he's still much less comfortable on terrestrial environment - Wendy loved piggybacking him and Charla together, while the latter doesn't mind that much.
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Bug type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Rock type: 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:
Ability 1: Battle Armour
Type: Innate
Pantherlily’s thick armor prevents him from taking critical hits.
Ability 2: Swift Swim (DW)
Type: Innate
Pantherlily can move deceptively fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65 (-10%)
Size Class: 1
Weight Class: 2
EC: 0/6 Next Evolution at 6
MC: 0
DC: 0/5
Attacks:
Scratch
Harden
Mud Sport
Water Gun
Metal Claw
Protect
Rapid Spin
Cross Poison
Water Pulse
Smack Down
Aerial Ace
Brick BreakNumel - Elfman (M)
"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type:
Fire type: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground type: 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.
Abilities:
Ability 1: Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Ability 2: Simple
Type: Innate
This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier.
Ability 3: Own Tempo (DW)
Type: 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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 30 (35/1.15)
Size Class: 1
Weight Class: 1
EC: 1/6 Evolution at 6
MC: 0
DC: 1/5
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Take Down
Earth Power
Flamethrower
Yawn
Ancient Power
Mud Bomb
Endure
Substitute
Double Team
Earthquake
Stealth Rock
Protect
Will-O-Wisp
Cheers!
deadfox081 said:
Shellos [Reservoir] (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 29 (34/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Storm Drain: (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.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Sand Force: [DW LOCKED] (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks (13):
PHYSICAL
Counter
SPECIAL
Brine
Hidden Power [Fighting-7]
Ice Beam
Mirror Coat
Mud Bomb
Mud Slap
Scald
Surf
Water Pulse
OTHER
Harden
Mud Sport
Rain Dance
Minccino [Kerchief] (F)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 87 (75*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 2/5
Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Skill Link: [DW LOCKED] (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Attacks (17):
PHYSICAL
Dig
DoubleSlap
Knock Off
Pound
Swift
Tail Slap
U-Turn
Wake Up Slap
SPECIAL
Mud Slap
OTHER
After You
Encore
Endure
Growl
Helping Hand
Sing
Thunder Wave
Tickle
Larvitar [Roar] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: 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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (41/1.15)
Size Class: 1
Weight Class: 4
Base Rank Total: 13
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Guts: (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.
Sand Veil: [DW LOCKED] (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Attacks (16):
Brick Break
Chip Away
Crunch
Earthquake
PHYSICAL
Bite
Pursuit
Rock Slide
Stone Edge
Thrash
SPECIAL
OTHER
Focus Energy
Leer
Sandstorm
Scary Face
Screech
Stealth Rock
Taunt
Growlithe [Snarl] (M)
Nature: Naive (+15% Speed, +11% Accuracy, -1 SpD)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 69 (60*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified: [DW LOCKED] (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks (18):
PHYSICAL
Bite
Close Combat
Dig
Fire Fang
Flame Wheel
Reversal
Take Down
SPECIAL
Ember
Fire Blast
Fire Spin
Heat Wave
OTHER
Agility
Helping Hand
Leer
Morning Sun
Odor Sleuth
Roar
Will-O-Wisp
Monohm [Overcast] (M)
Nature: Calm (+1 SpD, -1 Atk)
Type: Electric/Dragon
Electric: 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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 4/9
MC: 0
DC: 3/5
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat: [DW LOCKED] (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).
Attacks (22):
PHYSICAL
Tackle
SPECIAL
Discharge
Dragon Pulse
Dragon Rage
Electroweb
Flamethrower
Gust
Hurricane
Hydro Pump
Power Gem
Shock Wave
Sonicboom
Thunderbolt
Thundershock
Twister
Volt Switch
Weather Ball
OTHER
Charge
Growl
Rain Dance
Slack Off
Thunder Wave
Cheers!