Dogfish44
You can call me Jiggly
Challenging LightWolf to a 7v7 Brawl!
To keep it simple, we'll use the ASB Tourny Arena.
2 Day DQ for battlers and 5 Day DQ for Ref from last reffing post
0 Recoveries/Chills and because I find them annoying in Brawls, no Protect/Detect.
Good thing I know your Round tactic, I'd so die if I didn't.
Ability All
Items Nah
Switch suuuuure
danmantincan said:
Geoffrey - Eevee (M)
Nature: Modest (+1 SpA, -1 Atk)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 2
DC: 2/5
Moves (13):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Wish
Yawn
Toxic
Dig
Shadow Ball
Round
Renning - Eevee (M)
Nature: Adamant (+1 Atk, -1 SpA)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 0
DC: 1/5
Moves (13):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Endure
Curse
Facade
Dig
Substitute
Round
Kieran - Eevee (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 2
DC: 2/5
Moves (13):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Endure
Yawn
Shadow Ball
Dig
Return
Round
Astrid - Eevee (F)
Nature: Modest (+1 SpA, -1 Atk)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 1/6
MC: 2
DC: 1/5
Moves (12):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Endure
Stored Power
Shadow Ball
Round
Substitute
Makalov - Eevee (M)
Nature: Modest (+1 SpA, -1 Atk)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 2
DC: 2/5
Moves (13):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Wish
Yawn
Rain Dance
Protect
Shadow Ball
Round
Oscar - Eevee (M)
Nature: Adamant (+1 Atk, -1 SpA)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 3 (-)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/6
MC: 2
DC: 2/5
Moves (13):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Detect
Endure
Wish
Dig
Facade
Swagger
Round
Titania - Eevee (F)
Nature: Modest (+1 SpA, -1 Atk)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 2
DC: 2/5
Moves (13):
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack
Endure
Fake Tears
Yawn
Dig
Double Team
Shadow Ball
Round
PMs now!LightWolf said:
Rebble (Usopp) (M)
Nature: Modest
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Double-Edge
Paleo Wave
Ancientpower
Earth Power
Vacuum Wave
Ominous Wind
Calm Mind
Fire Blast
Energy Ball
Yamask (Perona) (F)
Nature: Modest
Type:
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Abilities:
Mummy: This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-O-Wisp
Ominous Wind
Heal Block
Endure
Imprison
Hidden Power Fighting 7
Energy Ball
Psychic
Oshawott (Hiramaru) (M)
Nature: Quiet
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
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.)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Ice Beam
Surf
Grass Knot
Air Slash
Copycat
Night Slash
Venonat (Pufu) (M)
Nature: Modest (+1 SpA, -1 Atk)
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
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) (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.
Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam
Giga Drain
Toxic Spikes
Morning Sun
Protect
Toxic
Venoshock
Grimer (Coco) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Poison
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: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (25/1.15)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch: (DW) (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Attacks:
Poison Gas
Pound
Harden
Mud Slap
Disable
Minimize
Sludge
Mud Bomb
Imprison
Shadow Sneak
Lick
Poison Jab
Thunderbolt
Fire Blast
Darumaka [Franky] (M)
Nature: Quirky
Type:
Fire: Fire STAB; immune to burn, 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:
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.
Inner Focus (DW): (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.
Stats:
Atk: Rank 3
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Endure
Encore
Yawn
Dig
Rock Slide
U-turn
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
Size Class: 1
Weight Class: 2
Spe: 42
Base Rank Total: 13
Counters:
EC: 5/9
MC: 0
DC: 5/5
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) (Unlocked) 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
Stone Edge