Alright, guys. I can't really think of anything clever to put here... Here's the match details for everyone; Here's nEsp's pokemon; Cottonee (Move your mouse to reveal the content) Cottonee (open) Cottonee (close) Cottonee(*) (M) Nature: Bold (Defense increased by *; Attack reduced by *) Type: Grass 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. Abilities: Prankster: Type: Innate The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Infiltrator: Type: Innate Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks. Chlorophyll (DW): Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 90 Atk: Rank 1 (-) Def: Rank 3 (+) SpA: Rank 2 SpD: Rank 2 Spe: 66 EC: 3/6 MC: 0 DC: 3/5 Attacks: Absorb(*) Growth(*) Leach Seed(*) Stun Spore(*) Mega Drain(*) Cotton Spore(*) Razor Leaf(*) PoisonPowder(*) Sunny Day Charm Helping Hand Cotton Guard Helping Hand Encore(*) Memento(*) Worry Seed(*) Substitute(*) Taunt(*) Hidden Power (Fire, 7)(*) Double Team Aura the Riolu (Move your mouse to reveal the content) Aura the Riolu (open) Aura the Riolu (close) Riolu(*) Aura (F) Nature: Adamant (Attack increased by *; Special Attack reduced by *) Type: Fighting Fighting: 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. Inner Focus: Type: 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. Prankster (DW): Type: Innate The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 1 (-) SpD: Rank 2 Spe: 60 EC: 1/6 MC: 1 DC: 1/5 Attacks: Quick Attack(*) Foresight(*) Endure(*) Counter(*) Force Palm(*) Feint(*) Reversal(*) Screech(*) Cross Chop(*) Blaze Kick(*) Detect(*) Rock Slide(*) Frustration(*) Earthquake(*) Dig Pyripnon the Charmander (Move your mouse to reveal the content) Pyripnon the Charmander (open) Pyripnon the Charmander (close) Charmander [Pyripnon] (F) Nature: Lonely (+1 Atk, -1 Def) Type: Fire 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.. Abilities: Blaze: Type: Innate When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14) Solar Power (DW): Type: 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). Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 1 (-) SpA: Rank 2 SpD: Rank 2 Spe: 65 EC: 1/9 MC: 0 DC: 1/5 Attacks: Scratch Growl Ember Smokescreen Dragon Rage Scary Face Fire Fang Crunch Flare Blitz Outrage Rock Slide Toxic Will-o-Wisp Dig And here's LightWolf's pokemon; Greed (Move your mouse to reveal the content) Greed (open) Greed (close) Duosion [Greed] (M) Nature: Quiet (+SpA -15% Speed, -10% Evasion) 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: Magic Guard: (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. Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. Regenerator: (Innate) (DW) 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 2 Def: Rank 2 SpA: Rank 6 (+) SpD: Rank 2 Spe: 26 (-) Evasion: -10% EC: 5/9 MC: 0 DC: 5/5 Attacks: Psywave (*) Reflect (*) Rollout (*) Snatch (*) Hidden Power (Fire, 7) (*) Light Screen (*) Charm (*) Recover (*) Psyshock (*) Psychic Imprison (*) Secret Power (*) Confuse Ray (*) Toxic (*) Energy Ball (*) Shadow Ball (*) Thunder Telekinesis Double Team Protect Blitzkrieg (Move your mouse to reveal the content) Blitzkrieg (open) Blitzkrieg (close) Magneton [Blitzkrieg] (Genderless) Nature: Quiet (+SpA -15% Speed, -10% Evasion) Type: 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. 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. Abilities: Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch. 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. Analytic: (Can be Enabled) (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power. Stats: HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 6 (+) SpD: Rank 3 Spe: 60 (-) Evasion: -10% EC: 4/9 MC: 1 DC: 1/5 Attacks: Metal Sound (*) Tackle (*) ThunderShock (*) Supersonic (*) Sonicboom (*) Thunder Wave (*) Spark (*) Tri Attack Magnet Rise (*) Lock-On (*) Zap Cannon (*) Magic Coat Signal Beam Thunderbolt (*) Flash Cannon (*) Substitute (*) Jinbe (Move your mouse to reveal the content) Jinbe (open) Jinbe (close) Gible [Jinbe], (M) Nature: Adamant Type: Dragon/Ground Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. 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. Stats: HP: 90 Atk: Rank 4 (+) Def: Rank 2 SpA: Rank 0 (-) SpD: Rank 2 Spe: 42 Counters: EC: 4/9 MC: 0 DC: 3/5 Abilities: Sand Veil: (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. Rough Skin: (Innate) (DW) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. Attacks: Tackle Sand Attack Dragon Rage Sandstorm Take Down Sand Tomb Slash Dig Outrage Twister Iron Tail Dragon Claw Earthquake Rock Slide Protect Substitute So to recap how Rotation works; neither of you post actions in the thread. Feel free to post here if you like, small/friendly/trash talk, whatever. But you both PM me your actions for each round. At the start of each round, you may rotate to a different pokemon, but it can not be done mid-round. I'll start by putting Cottonee and Greed out first, since it matters so little. Also note that each round has a total DQ time of 2 days, so the sooner I get those actions the better. Alright guys, let the battle begin!