Well i need to get more fights rolling, so heres this:
4v4 Doubles
1 Day Player/2 Day Ref DQ
2 Subs per mon
Items: On
Abilities: All
Switch: OK
Arena: An old arena of IceBug's
Alex sends out
Wolfe sends out, equips items and orders
Alex orders
4v4 Doubles
1 Day Player/2 Day Ref DQ
2 Subs per mon
Items: On
Abilities: All
Switch: OK
Arena: An old arena of IceBug's
The Grand Oak Giant tree with incredibly thick branches and a trunk that can easily hide small Pokemon. If a Pokemon is knocked out of the tree, they will take 10 damage and have to spend an action climbing back up the tree. A Pokemon climbing back up cannot be attacked or targeted by effects while they haul themselves back up. Seismic attacks will mearly shake the tree, not dealing any damage to the combatants on the tree, but will cause it to shake violently, sending any mons that aren't ready for it flying out of the tree. Pokemon that are climbing up the tree will be able to maintain their grip on the tree in this instance.
Ragnarokalex said:
*Gallade (Ragnarok) Male*
Nature:
Adamant
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 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.
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Steadfast:
Type: 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.
Justified: (Dreamworld)
Type: 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
DC: 5/5
MC: 0
Attacks: 68 Total
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dual Chop
Earthquake
Encore
Endure
Facade
False Swipe
Fire Punch
Focus Punch
Fury Cutter
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf blade
Light Screen
Low Sweep
Lucky Chant
Magic Coat
Magical Leaf
Mean Look
Night Slash
Pain Split
Protect
Psychic
Psycho Cut
Psych Up
Rain Dance
Reflect
Rest
Return
Safeguard
Shadow Sneak
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
Thunder Punch
Thunder Wave
Torment
Toxic
Will o wisp
Wish
X-Scissor
Zen Headbutt
*Cyclohm (Daezara) Female*
Nature:
Modest
Type:
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: STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust:
Type: 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:
Type: 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:
Type: 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).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
DC: 5/5
MC: 0
Attacks: 44 Total
Blizzard
Charge
Discharge
Double Hit
Double Team
Draco Metour
Dragonbreath
Dragon Pulse
Dragon Rage
Dragon Tail
Endure
Fire Blast
Flamethrower
Growl
Hail
Heal Bell
Hidden Power (Fighting)
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Leer
Light Screen
Magnet Rise
Power Gem
Protect
Rain Dance
Signal Beam
Slack Off
Sonicboom
Spark
Substitute
Surf
Swift
Tackle
Thunder
Thundershock
Thunderbolt
Thunder Wave
Torment
Twister
Volt Switch
Weather Ball
Whirlwind
Togetic (Azavel) Male
Nature:
Timid
Type:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace:
Type: Innate
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck:(Dreamworld)
Type: Innate
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 92 (+) (+10% Accuracy & Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
DC: 5/5
MC: 0
Attacks: 39 Total
After You
Air Slash
Ancient Power
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Growl
Encore
Endure
Extrasensory
Extreme Speed
Fire Blast
Flamethrower
Fly
Follow Me
Heal Bell
Light Screen
Magic Coat
Magical Leaf
Metrenome
Mirror Move
Morning Sun
Nasty Plot
Protect
Psyshock
Reflect
Roost
Safeguard
Shadow Ball
Sky Attack
Solar Beam
Substitute
Sweet Kiss
Swift
Tailwind
Yawn
Wish
Wartortle (Shorin) Male
Nature:
Modest
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish:(Dreamworld)
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 78
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 9/9
DC: 5/5
MC: 0
Attacks: 41 Total
Aqua Ring
Aqua Tail
Bide
Bite
Blizzard
Brick Break
Brine
Bubble
Counter
Dig
Endure
Fake Out
Flash Cannon
Focus Blast
Hail
Hydro Cannon
Hydro Pump
Ice Beam
Icy Wind
Mirror Coat
Muddy Water
Protect
Rain Dance
Rapid Spin
Reflect
Rest
Roar
Scald
Sleep Talk
Substitute
Surf
Swagger
Tackle
Tail Whip
Toxic
Water Gun
Water Pulse
Water Spout
Whirlpool
Withdraw
Yawn
Thanks for taking this :3
TheWolfe said:Time to send these guys! Thanks. c:
Hype Dog - Swampert (F)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
Type: 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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
KOs: 13
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Damp: (Dream World; 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 3
SpD: Rank 3
Spe: 52 - 10 evasion
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
-Avalanche
-Bide
-Bite
-Brick Break
-Bulldoze
-Counter
-Dig
-Dive
-Earth Power
-Earthquake
-Endeavor
-Endure
-Foresight
-Giga Impact
-Growl
-Hammer Arm
-Hidden Power: Electric 7
-Hydro Cannon
-Hydro Pump
-Ice Beam
-Ice Punch
-Icy Wind
-Low Kick
-Mimic
-Mirror Coat
-Mud Bomb
-Mud Shot
-Mud-Slap
-Mud Sport
-Muddy Water
-Protect
-Rain Dance
-Refresh
-Rest
-Roar
-Rock Smash
-Scald
-Sleep Talk
-Stealth Rock
-Stomp
-Stone Edge
-Substitute
-Tackle
-Take Down
-Toxic
-Uproar
-Water Gun
-Water Pledge
-Waterfall
-Whirlpool
-Wide Guard
-Yawn
Total Moves: 52
Serenity - Togekiss (F)
Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
KOs: 9
Original Trainer: rickheg
Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Dream World; Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
Togekiss
HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 9/9
MC: 1
DC: 5/5
Attacks:
-Air Slash
-AncientPower
-Aura Sphere
-Bestow
-Charm
-Encore
-Endure
-Extrasensory
-Extremespeed
-Flamethrower
-Fly
-Follow Me
-Grass Knot
-Growl
-Heal Bell
-Helping Hand
-Hyper Beam
-Light Screen
-Magic Coat
-Metronome
-Morning Sun
-Nasty Plot
-Protect
-Psycho Shift
-Psyshock
-Reflect
-Roost
-Safeguard
-Shadow Ball
-Sky Attack
-Solarbeam
-Sunny Day
-Sweet Kiss
-Thunder Wave
-Toxic
-Tri Attack
-Wish
-Yawn
Total Moves: 38
Jennie June - Gardevoir (F)
Nature: Calm (Add one rank to Special Defense; Subtract one rank to Attack)
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.
KOs: 12
Abilities:
Trace: (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.
Syncronize: (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.
Telepathy: (Dream World; Innate) This Pokemon has 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: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 5
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks:
-Calm Mind
-Confusion
-Destiny Bond
-Disable
-Double Team
-Dream Eater
-Encore
-Endure
-Energy Ball
-Focus Blast
-Future Sight
-Growl
-Heal Bell
-Heal Pulse
-Healing Wish
-Helping Hand
-Hidden Power: Ground 7
-Hypnosis
-Light Screen
-Lucky Chant
-Magic Coat
-Magical Leaf
-Memento
-Pain Split
-Protect
-Psychic
-Psyshock
-Reflect
-Safeguard
-Shadow Ball
-Signal Beam
-Snatch
-Substitute
-Sunny Day
-Swift
-Taunt
-Telekinesis
-Teleport
-Thunder Wave
-Thunderbolt
-Torment
-Toxic
-Trick Room
-Will-o-Wisp
-Wish
Total Moves: 41
Hakumen - Kitsunoh (M)
Nature: Impish (Adds one Rank to Defense; Subtract one Rank to Special Attack)
Type: 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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
KOs: 7
Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body: (Dream World; Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 1
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
-Copycat
-Curse
-Earthquake
-Faint Attack
-Fake Out
-Ice Punch
-Imprison
-Iron Defense
-Iron Head
-Leer
-Lick
-Low Kick
-Magic Coat
-Metal Burst
-Metal Claw
-Meteor Mash
-Odor Sleuth
-Pain Split
-Payback
-Perish Song
-Protect
-Psycho Shift
-Revenge
-Rock Slide
-Scratch
-Shadow Claw
-Shadow Sneak
-Shadowstrike
-Super Fang
-Tackle
-Tail Whip
-Taunt
-Thunderpunch
-Torment
-Trick Room
-U-Turn
-Will-o-Wisp
-Yawn
Total Moves: 38
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