CHALLENGING WATERWARRIOR
2v2 Weak FE Doubles
DQ: 48 Hours
Infinite Recovers / chills
Items: ON
Switch: OK
Substitutions: Two
Abilities: One
Arena: Opponent Choice
Works for me!
ASB arena go.
MrL already agreed to ref btw.
Flavor's for dunces.
To the Left, Engineer Pikachu with his team:
Honchkrow (Yacho) (M)
Nature: Lonely (Attack increased by *, Defense decreased by *)
Type: Dark / Flying
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (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.
Moxie (Unlocked): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats: 100 / 125 / 52 / 105 / 52 / 71
HP: 110
Atk+: ****** (6)
Def-: * (1)
SpA: **** (4)
SpD: ** (2)
Spe: 71
Size Class: 1
Weight Class: 1
Base Rank Total: 15
Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Swagger
Night Shade
Assurance
Taunt
Foul Play
Sucker Punch
Torment
FeatherDance (#)
Perish Song (#)
Sky Attack (#)
Heat Wave
Calm Mind (#)
Shadow Ball (#)
Hidden Power [Fighting 7] (#)
Protect
Thunder Wave
Move Count: 21
Lucario (Toshi) (F)
Nature: Naive (+15% Spe, +12% Acc, Special Defense decreased by *)
Type: Fighting / Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
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.
Justified: (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.
Stats: 70 / 110 / 70 / 115 / 70 / 90
HP: 100
Atk: **** (4)
Def: *** (3)
SpA: **** (4)
SpD-: ** (2)
Spe: 104 (90 * 1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Heal Pulse
ExtremeSpeed
Agility (#)
Blaze Kick (#)
Vacuum Wave (#)
Magic Coat
Magnet Rise
ThunderPunch
Ice Punch
Earthquake (#)
Shadow Claw (#)
Rock Slide (#)
Endure
Protect
Double Team
Move Count: 28
Honchkrow (Yacho) (M)
Nature: Lonely (Attack increased by *, Defense decreased by *)
Type: Dark / Flying
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (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.
Moxie (Unlocked): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats: 100 / 125 / 52 / 105 / 52 / 71
HP: 110
Atk+: ****** (6)
Def-: * (1)
SpA: **** (4)
SpD: ** (2)
Spe: 71
Size Class: 1
Weight Class: 1
Base Rank Total: 15
Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Swagger
Night Shade
Assurance
Taunt
Foul Play
Sucker Punch
Torment
FeatherDance (#)
Perish Song (#)
Sky Attack (#)
Heat Wave
Calm Mind (#)
Shadow Ball (#)
Hidden Power [Fighting 7] (#)
Protect
Thunder Wave
Move Count: 21
Lucario (Toshi) (F)
Nature: Naive (+15% Spe, +12% Acc, Special Defense decreased by *)
Type: Fighting / Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
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.
Justified: (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.
Stats: 70 / 110 / 70 / 115 / 70 / 90
HP: 100
Atk: **** (4)
Def: *** (3)
SpA: **** (4)
SpD-: ** (2)
Spe: 104 (90 * 1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Heal Pulse
ExtremeSpeed
Agility (#)
Blaze Kick (#)
Vacuum Wave (#)
Magic Coat
Magnet Rise
ThunderPunch
Ice Punch
Earthquake (#)
Shadow Claw (#)
Rock Slide (#)
Endure
Protect
Double Team
Move Count: 28
And to my right, WaterWarrior with his team:
Alakazam* (Houdin) Male ♫
Nature: Modest
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.
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 (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (29 total)
Physical:
Counter
Fire Punch*
Special:
Confusion
Energy Ball
Focus Blast
Future Sight
Hidden Power (Fire- 7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Status:
Ally Switch
Calm Mind
Disable
Double Team
Encore*
Guard Swap*
Kinesis
Light Screen
Miracle Eye
Protect
Recover
Reflect
Substitute
Taunt
Teleport*
Thunder Wave
Torment
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
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
Damp (DW ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (24 total)
Physical:
Avalanche*
Dig*
Earthquake
Endeavor
Hammer Arm
Return
Tackle*
Take Down
Waterfall*
Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
Alakazam* (Houdin) Male ♫
Nature: Modest
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.
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 (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (29 total)
Physical:
Counter
Fire Punch*
Special:
Confusion
Energy Ball
Focus Blast
Future Sight
Hidden Power (Fire- 7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Status:
Ally Switch
Calm Mind
Disable
Double Team
Encore*
Guard Swap*
Kinesis
Light Screen
Miracle Eye
Protect
Recover
Reflect
Substitute
Taunt
Teleport*
Thunder Wave
Torment
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
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
Damp (DW ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (24 total)
Physical:
Avalanche*
Dig*
Earthquake
Endeavor
Hammer Arm
Return
Tackle*
Take Down
Waterfall*
Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
Here's the order for this match:
Engineer already specified Super Luck for Honchkrow, Inner Focus for Lucario, and Exp. Shares for the both of them. He doesn't have to post.
WaterWarrior Selects Mons/Items and issues orders
Engineer issues order
I ref
Engineer issues orders
WaterWarrior issues orders
I ref
Engineer already specified Super Luck for Honchkrow, Inner Focus for Lucario, and Exp. Shares for the both of them. He doesn't have to post.
WaterWarrior Selects Mons/Items and issues orders
Engineer issues order
I ref
Engineer issues orders
WaterWarrior issues orders
I ref