Here are the rules
2v2 NFE Singles
2 Day DQ Time
2 Recoveries/5 Chills per mon
2 Substitutions per mon
Switch = KO
No items
All Abilities
Arena
Here are the teams
Team IAR
Lockdown sends out his mon and orders
IAR orders
Lockdown none of your Pokemon have Size Classes or Weight Classes you can find them in the same place for stats in the DAT
Colosshale SC: 4, WC: 9
Mantyke SC: 2, WC: 4
Electrike SC: 1, WC: 2
2v2 NFE Singles
2 Day DQ Time
2 Recoveries/5 Chills per mon
2 Substitutions per mon
Switch = KO
No items
All Abilities
Arena
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.
Summary: Certain types get buffed every round.
Here are the teams
Team IAR
Team LockdownIts_A_Random said:Thanks for reffing.
Shuppet [Banshee] (M)
NATURE: Quiet (-10% Evasion)
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.
ABILITIES
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
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.
Cursed Body (DW): (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: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
ATTACKS (15)
PHYSICAL
Gunk Shot
Knock Off
Shadow Sneak
Sucker Punch
SPECIAL
Night Shade
Shadow Ball
Thunderbolt
OTHER
Curse
Disable
Imprison
Screech
Spite
Taunt
Torment
Will-O-Wisp
Zorua [Surprise!] (M)
NATURE: Hasty (+13% Accuracy)
TYPE
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
ABILITIES
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
DC: N/A
ATTACKS (14)
PHYSICAL
Counter
Dig
Faint Attack
Fury Swipes
Pursuit
Scratch
U-Turn
SPECIAL
Grass Knot
OTHER
Detect
Fake Tears
Leer
Scary Face
Snatch
Taunt
Porygon [Virus] (-)
NATURE: Quiet (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
Download: (Innate) At the beginning of the match, the Pokemon analyses the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offence that strikes an opponent’s weaker defence stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defence, and attack when facing Hypno, which has higher Special Defence. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
STATS
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/9
MC: 0
DC: 0/5
ATTACKS (14)
PHYSICAL
Last Resort
Tackle
SPECIAL
Ice Beam
Psybeam
Solarbeam
Thunderbolt
OTHER
Agility
Conversion
Gravity
Magnet Rise
Pain Split
Recover
Conversion 2
Sharpen
IAR sends out his monLockDown said:Pokemon Team:
Electrike(*) Greased (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Electric
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.
Abilities:
Static: (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.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Minus(DW)(Locked): (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 65
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle(*)
Thunder Wave(*)
Leer(*)
Howl(*)
Quick Attack(*)
Spark(*)
Odor Sleuth(*)
Crunch(*)
Discharge(*)
Uproar(*)
Hidden Power [Ice, 7](*)
Thunderbolt(*)
Flamethrower(*)
Colosshale(*) U-Boat (M)
Nature: Hardy (No effect on stats)
Type: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost(DW)(Locked): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Leer(*)
Tackle(*)
Bubblebeam(*)
Bite(*)
Rapid Spin(*)
Body Slam(*)
Sucker Punch(*)
Thunder Fang(*)
Water Spout(*)
Earthquake(*)
Facade(*)
Snarl(*)
Mantyke(*) Two-Face (M)
Nature: Bold (+1 Def, -1 Atk)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only receives 25% of the damage that attack would do to itself.
Water Veil(DW)(Locked): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.
Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
BubbleBeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Mirror Coat(*)
Mud Sport(*)
Signal Beam(*)
Hidden Power [Electric, 7](*)
Ice Beam(*)
Scald(*)
Lockdown sends out his mon and orders
IAR orders
Lockdown none of your Pokemon have Size Classes or Weight Classes you can find them in the same place for stats in the DAT
Colosshale SC: 4, WC: 9
Mantyke SC: 2, WC: 4
Electrike SC: 1, WC: 2