4v4 Babysitter Doubles
2 Day DQ
2 Recoveries / 5 Chills
2 Subs
Switch = OK
Items = Training
1 Ability
That Bell Tower from the anime. The arena lacks a water source, but otherwise all moves are permitted, and can be performed without the destruction of the arena (even seismic attacks, you daredevils). The arena forces Darmanitan into Zen Mode, regardless of its HP.
2 Day DQ
2 Recoveries / 5 Chills
2 Subs
Switch = OK
Items = Training
1 Ability
That Bell Tower from the anime. The arena lacks a water source, but otherwise all moves are permitted, and can be performed without the destruction of the arena (even seismic attacks, you daredevils). The arena forces Darmanitan into Zen Mode, regardless of its HP.
Alchemator said:
Darmanitan [Gaiman] (M)
- Nature: Brave (Adds a Rank to Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
- [Fire]: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
- [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.
Stats:
HP: 110
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 47 (55/1.15v)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Abilities:
- Sheer Force: (Can be Enabled) 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.
- Zen Mode (DW UNLOCKED): (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Attacks (36):
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Overheat
Flare Blitz
Superpower
Taunt
Swagger
Focus Punch
Hammer Arm
Yawn
Encore
Endure
Will-o-Wisp
U-Turn
Substitute
Rock Slide
Psychic
Fire Blast
Focus Blast
Grass Knot
Earthquake
Torment
Dig
Brick Break
Roar
Rest
Protect
SolarBeam
Bulldoze
Flamethrower
Toxic
Sunny Day
Sudowoodo [Capote] (M)
- Nature: Adamant (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Attack)
Type:
- Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Abilities:
- 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.
- 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.
- Rattled (DW UNLOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Attacks (24):
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Curse
Sand Tomb
Stealth Rock
Toxic
Double Team
Rock Slide
Sucker Punch
Double-Edge
Brick Break
Wood Hammer
Earthquake
Fire Punch
Ice Punch
ThunderPunch
Stone Edge
Counter
Venonat [H.G. Wells] (M)
Type:
- Nature: Mild (Adds one (1) Rank to Special Attack, Subtracts one (1) Rank from Defense.)
- [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
- [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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12
EC: 4/6
MC: 4
DC: 3/5
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 (DW LOCKED): 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.
Attacks (17):
Tackle
Disable
Foresight
Supersonic
Confusion
PoisonPowder
Leech Life
Stun Spore
Psybeam
Agility
Giga Drain
Toxic Spikes
Double Team
Sludge Bomb
Substitute
Sleep Powder
Psychic
Treecko [Wilde] (M)
- Nature: Rash (Adds one (1) Rank to Special Attack, Subtracts one (1) Rank from Special Defense.)
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:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/9
MC: 0
DC: 2/5
Abilities:
- Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
- Unburden (DW LOCKED): (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.
Attacks (15):
Pound
Leer
Absorb
Quick Attack
Pursuit
Screech
Crunch
Endeavour
Leech Seed
Dig
Acrobatics
Rock Slide
Agility
Giga Drain
Low Kick
Alch sends out first; don't forget to specify ability. (Also training items if you so desire).SimonSays said:
Aggron (Baron) (M)
Nature: Jolly (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts one (1) Rank from Special Attack)
Type: Steel/Rock
Steel: 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.
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.
Abilities:
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.
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.
Heavy Metal: (DW) (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50*1.15, rounded up)
Size Class: 4
Weight Class: 8 (360kg)
Base Rank Total: 20
Acc. Boost: +5% (58^2)/870 = 4%, 5% Minimum)
EC: 9/9
MC: 4
DC: 5/5
Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect
Iron Head
Iron Tail
Curse
Head Smash
Dragon Rush
Stealth Rock
Hone Claws
Earthquake
Aerial Ace
Substitute
Stone Edge
Magnet Rise
Ice Punch
Moves: 23
Slowking [Sleuth] (M)
Nature: Relaxed (Adds one (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Own Tempo: (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.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Regenerator (DW): (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:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 36 (30/1.15, rounded down)
-10 Eva.
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Power Gem
Hidden Power (Grass, 7)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse
Psychic
Swagger
Belly Drum
Mud Sport
Zen Headbutt
Me First
Trick Room
Telekinesis
Fire Blast
Scald
Protect
Toxic
Dragon Tail
Ice Beam
Focus Blast
Shadow Ball
Light Screen
Aqua Tail
Pay Day
Magic Coat
Zap Cannon
Bide
Moves: 35
Buneary (Princess) [F]
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (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.
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Stats:
Buneary
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 4/6
MC: 6
DC: 3/5
Attacks:
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick
Bounce
Agility
Entrainment
Encore
Fake Out
Switcheroo
Dig
Attract
Substitute
Moves: 17
Syclar (Viceroy) (M)
Nature: Mild (Adds one (1) Rank to Special Attack; Subtracts one (1) Rank from Defense)
Type: Ice/Bug
Ice: 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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (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 mutli-hit attacks is increased by two (2).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 3/6
MC: 4
DC: 3/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Sheer Cold
Earth Power
Tail Glow
Counter
Sword Dance
Rock Slide
X-Scissor
Moves: 17