The rules for the battle are
5v5 doubles
2day DQ
Arena: ASB battle arena
Abilities all
Items are none
Switch= allowed (wait wut?)
The teams are now about to be place up on the Big screen! Lets check them out!
danmantincan's team
Combusken (F) - Titania
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Types: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze: (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)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 55
EC: 4/9
MC: 1
DC: 2/5
Moves:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Double Kick
Flamethrower
Sky Uppercut
Mirror Move
Counter
Feather Dance
Reversal
Fire Blast
Shadow Claw
Rock Slide
Budew (F) - Mia
Nature: Hasty (Multiples 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 Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Types: Grass/Poison
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.
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.
Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled.) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (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 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy
EC: 3/9
MC: 0
DC: 1/5
Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Razor Leaf
Extrasensory
Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]
Numel (M) - Gareth
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 (e.g. 85 becomes 95) on an opponent’s attacks.
Types: Fire/Ground
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.
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.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
EC: 5/6
MC: 0
DC: 2/5
Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower
Yawn
Ancient Power
Howl
Dig
Rock Slide
Substitute
Toxic
Munchlax (M) - Oliver
Nature: Quiet (Adds One (1) Rank to Special 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) on an opponent’s attacks.
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Counter
Selfdestruct
Zen Headbutt
Ice Beam
Thunderbolt
Flamethrower
Remoraid (M) - Shinon
Nature: Quiet (Adds One (1) Rank to Special 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) on an opponent’s attacks.
Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
Followed by, Shiny Umbreon's team
Wartortle(*) (Michael) (M)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 58
EC: 4/9
MC: 4
DC: 4/5
Attacks:
Tackle(*)
Tail Whip(*)
Bubble(*)
Withdraw(*)
Water Gun(*)
Bite(*)
Rapid Spin(*)
Protect(*)
Water Pulse(*)
Water Spout(*)
Yawn(*)
Aqua Jet(*)
Ice Beam(*)
Substitute(*)
Surf(*)
Eevee(*) (Cappy) (M)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 47 (-)
EC: 2/6
MC: 4
DC: 2/5
Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Curse(*)
Detect(*)
Fake Tears(*)
Return(*)
Dig(*)
Shadow Ball(*)
Ralts(*) (Kit) (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Psychic
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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.
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (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: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)
EC: 2/9
MC: 5
DC: 2/5
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Shadow Sneak(*)
Destiny Bond(*)
Confuse Ray(*)
Psychic(*)
Shadow Ball(*)
Thunderbolt(*)
Bronzor (Katoptris) (Genderless)
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 (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Steel/Psychic
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.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
EC: 1/6
MC: 3
DC: 1/5
Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Payback
Gyro Ball
Safeguard
Earthquake
Charge Beam
Flash Cannon
Venonat(*) (Nita) (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain 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.
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): (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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
EC: 2/6
MC: 5
DC: 2/5
Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam
Signal Beam
Toxic Spikes
Giga Drain
Venoshock
Psychic
Sludge Bomb
Alright the order goes as follows
Umbreon will send out his pokemon
Then Dmtc will send his pokemon with actions
Umbreon will choose actions
I'll ref.
Hopefully you get the rest. Good clean fight guys, gl hf
5v5 doubles
2day DQ
Arena: ASB battle arena
Abilities all
Items are none
Switch= allowed (wait wut?)
The teams are now about to be place up on the Big screen! Lets check them out!
danmantincan's team
Combusken (F) - Titania
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Types: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze: (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)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 55
EC: 4/9
MC: 1
DC: 2/5
Moves:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Double Kick
Flamethrower
Sky Uppercut
Mirror Move
Counter
Feather Dance
Reversal
Fire Blast
Shadow Claw
Rock Slide
Budew (F) - Mia
Nature: Hasty (Multiples 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 Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Types: Grass/Poison
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.
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.
Abilities:
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled.) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Leaf Guard (DW): (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 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy
EC: 3/9
MC: 0
DC: 1/5
Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Sleep Powder
Razor Leaf
Extrasensory
Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]
Numel (M) - Gareth
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 (e.g. 85 becomes 95) on an opponent’s attacks.
Types: Fire/Ground
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.
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.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
EC: 5/6
MC: 0
DC: 2/5
Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower
Yawn
Ancient Power
Howl
Dig
Rock Slide
Substitute
Toxic
Munchlax (M) - Oliver
Nature: Quiet (Adds One (1) Rank to Special 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) on an opponent’s attacks.
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Counter
Selfdestruct
Zen Headbutt
Ice Beam
Thunderbolt
Flamethrower
Remoraid (M) - Shinon
Nature: Quiet (Adds One (1) Rank to Special 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) on an opponent’s attacks.
Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
EC: 0/6
MC: 0
DC: 0/5
Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Acid Spray
Rock Blast
Water Spout
Psychic
Flamethrower
Waterfall
Followed by, Shiny Umbreon's team
Wartortle(*) (Michael) (M)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 58
EC: 4/9
MC: 4
DC: 4/5
Attacks:
Tackle(*)
Tail Whip(*)
Bubble(*)
Withdraw(*)
Water Gun(*)
Bite(*)
Rapid Spin(*)
Protect(*)
Water Pulse(*)
Water Spout(*)
Yawn(*)
Aqua Jet(*)
Ice Beam(*)
Substitute(*)
Surf(*)
Eevee(*) (Cappy) (M)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 47 (-)
EC: 2/6
MC: 4
DC: 2/5
Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Curse(*)
Detect(*)
Fake Tears(*)
Return(*)
Dig(*)
Shadow Ball(*)
Ralts(*) (Kit) (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Psychic
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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.
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (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: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)
EC: 2/9
MC: 5
DC: 2/5
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Shadow Sneak(*)
Destiny Bond(*)
Confuse Ray(*)
Psychic(*)
Shadow Ball(*)
Thunderbolt(*)
Bronzor (Katoptris) (Genderless)
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 (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Steel/Psychic
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.
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Stats:
HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
EC: 1/6
MC: 3
DC: 1/5
Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Payback
Gyro Ball
Safeguard
Earthquake
Charge Beam
Flash Cannon
Venonat(*) (Nita) (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain 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.
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): (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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
EC: 2/6
MC: 5
DC: 2/5
Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam
Signal Beam
Toxic Spikes
Giga Drain
Venoshock
Psychic
Sludge Bomb
Alright the order goes as follows
Umbreon will send out his pokemon
Then Dmtc will send his pokemon with actions
Umbreon will choose actions
I'll ref.
Hopefully you get the rest. Good clean fight guys, gl hf