3 vs 3 Doubles
DQ: 3 days (4 for ref)
Switch = KO.
All abilities.
No items.
Limewire:
Gabite [Chomper] (Female)
Nature: Naughty
Type:
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
HP: 100
Atk: **** (+)
Def: ***
SpA: **
SpD: * (-)
Spe: 82
EC: 4/9
MC: 1
DC: 2/5
Abilities:
Sand Veil: 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 (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. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Starmie [Shuriken] (Genderless)
Nature: Timid
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
HP: 90
Atk: ** (-1)
Def: ***
SpA: ****
SpD: ***
Spe: 133 (115 * 1.5 ^)
EC: 6/6
MC: 2
DC: 4/5
Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: 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.
Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump
Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Magneton [Thundah] (Genderless)
Nature: Quiet
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 90
Atk: **
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 61 (70 / 1.15)
EC: 4/9
MC: 1
DC: 4/5
Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Magnet Pull: 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.
Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)
Moves:
Tri Attack
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon
Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Togepi [Kax$TAR] (F)
Nature: Modest (SpA +*, Atk -*)
Type:
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).
Stats:
HP: 90
Atk: (-)
Def: ***
SpA: *** (+)
SpD: ***
Spe: 20
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
(DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Gift Pass
Nasty Plot
Foresight
Assist Power
Protect
Light Screen
Thunder Wave
Timburr [Clowncrete] (M)
Nature: Adamant (+* Atk, -* SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force: (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
HP: 100
Atk: **** (+)
Def: **
SpA: (-)
SpD: **
Spe: 35
EC: 1/9
DC: 1/5
MC: 0
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away
Rock Slide
Drain Punch
Mach Punch
Wide Guard
Bulk Up
Stone Edge
Payback
Mewtwo:
Swampert(*) Vladdy (M)
Nature: Relaxed
Vladdy is the great-nephew of a certain Trainer's starter Pokemon. He doesn't worry about much, and his quirky sense of humor leads his teammates to love him. Despite being laid back, Vladdy is known for getting the job done, be it battle or rescue missions.
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Stats:
Swampert
HP: 110
Atk: ****
Def: **** (nature boost)
SpA: ***
SpD: ***
Spe: 51 (nature cut)
RELAXED: Adds * to 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.
EC: 9/9
MC: 1
DC: 4/5
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)
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake
(*)Counter
(*)Mirror Coat
(*)Avalanche
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Ice Beam
Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.
Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)
EC: 4/9
MC: 2
DC: 3/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge
Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)
Aerial Ace(*)
Facade(*)
Brick Break(*)
Flarelm(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)
So there's a cactus in the Sky Pillar's lounge. Mewtwo spilled some caustic reagents on it, and in his resulting rage, Rayquaza set it aflame.
...I realize the science behind that sounds rather sketchy, but it's produced one of the strongest (and most BA) members of the team.
As a result of her time as a cactus, Balsamus is under-hugged and lonely. That's fine by her, though--she's usually able to take care of herself. Just keep her away from chemicals. She tends to get a little...scary...
Type: Fire/Grass
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *** (nature boost)
Def: ** (nature cut)
SpA: ***
SpD: ***
Spe: 55
EC: 4/9
MC: 0
DC: 3/5
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
Lava Plume
Synthesis
(*)Counter
(*)Dragonbreath
(*)Seed Bomb
(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day
Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
Pichu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.
She just doesn't know it yet.
Pichu is cute and silly, just like any baby Pokemon. She can touch the hearts of even the angriest Pokemon and often exploits this ability to get what she wants. Battles are her favorite pastime, and she uses her wiles to manipulate her opponents there, too. A little more oomph would be appreciated, though...
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.
Stats:
HP: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60
EC: 3/4/9
MC: 2
DC: 2/5
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.
Lightningrod (DW): (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. This boost is maintained at the end of each round.
Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Ralts Gordon (M)
Nature: Adamant (Attack up by *, Sp. Atk. down by *.)
Gordon is a rather quiet boy. He doesn't say much, but when he does speak, he always says the right thing. Guess that's the upside of being an empath. Conversely, the fact that he picks up so much malice from the air around him must burn him on the inside. Maybe that's why he's quiet. Maybe it's because he's not looking forward to evolution; after all, guys NEVER look good in short skirts.
He's not saying, though...
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.
Stats:
HP: 90
Atk: ** (+)
Def: *
SpA: * (-)
SpD: **
Spe: 60
EC: 0/4/9
MC: 0
DC: 0/5
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.
Command: (Ability: Trace (Target Ability) )
Telepathy (DW-Locked): (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.
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind(*)
Shadow Sneak(*)
Disable(*)
Memento(*)
Psych Up (*)
Facade (*)
Will-O-Wisp (*)
Order will be:
Limewire chooses pokes
Mewtwo responds and posts actions
Limewire actions
Me
Limewire
Mewtwo
Me
Mewtwo
Limewire
etc.
Good luck to you both.
DQ: 3 days (4 for ref)
Switch = KO.
All abilities.
No items.
RNG says that the first arena will be... Desert!Shapeshifting Arena! The arena is 40 feet wide and 60 feet long. After every time a Pokemon is KOd, it can shift into the following arenas:
Desert: Sand is poured out of pipes and into the arena. The sand is about 20 feet deep and a bit loose.
Water: A large ditch starts to appear on the sides of the arena and right through the middle (so it looks like a giant "H"). The ditch is 10 feet wide and 15 feet deep. Pipes start to pour water into the ditches. Also, there is a small lake that forms in the center, with a radius of 10 and a depth of 20.
Grass: Grass that is 3 feet tall starts to pop out of the arena. Pretty simple, no?
Forest: Similar to the grass arena, however, 20 trees will randomly pop up out of nowhere. These trees vary in size and shape. The referee should notify both players when a Pokemon is near a tree.
Winter: Pipes start to blast out water and chunks of ice all over the arena. The ice is about 8 feet deep, and if a Pokemon digs deep enough, they will encounter water (10 feet deep).
These arenas are chosen randomly. Also, before the match starts, the arena will start out random as well.
Limewire:
Gabite [Chomper] (Female)
Nature: Naughty
Type:
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
HP: 100
Atk: **** (+)
Def: ***
SpA: **
SpD: * (-)
Spe: 82
EC: 4/9
MC: 1
DC: 2/5
Abilities:
Sand Veil: 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 (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. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Starmie [Shuriken] (Genderless)
Nature: Timid
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
HP: 90
Atk: ** (-1)
Def: ***
SpA: ****
SpD: ***
Spe: 133 (115 * 1.5 ^)
EC: 6/6
MC: 2
DC: 4/5
Abilities:
Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: 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.
Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump
Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Magneton [Thundah] (Genderless)
Nature: Quiet
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 90
Atk: **
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 61 (70 / 1.15)
EC: 4/9
MC: 1
DC: 4/5
Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Magnet Pull: 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.
Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)
Moves:
Tri Attack
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon
Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Togepi [Kax$TAR] (F)
Nature: Modest (SpA +*, Atk -*)
Type:
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).
Stats:
HP: 90
Atk: (-)
Def: ***
SpA: *** (+)
SpD: ***
Spe: 20
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
(DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Gift Pass
Nasty Plot
Foresight
Assist Power
Protect
Light Screen
Thunder Wave
Timburr [Clowncrete] (M)
Nature: Adamant (+* Atk, -* SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force: (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
HP: 100
Atk: **** (+)
Def: **
SpA: (-)
SpD: **
Spe: 35
EC: 1/9
DC: 1/5
MC: 0
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away
Rock Slide
Drain Punch
Mach Punch
Wide Guard
Bulk Up
Stone Edge
Payback
Mewtwo:
Swampert(*) Vladdy (M)
Nature: Relaxed
Vladdy is the great-nephew of a certain Trainer's starter Pokemon. He doesn't worry about much, and his quirky sense of humor leads his teammates to love him. Despite being laid back, Vladdy is known for getting the job done, be it battle or rescue missions.
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Stats:
Swampert
HP: 110
Atk: ****
Def: **** (nature boost)
SpA: ***
SpD: ***
Spe: 51 (nature cut)
RELAXED: Adds * to 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.
EC: 9/9
MC: 1
DC: 4/5
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)
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake
(*)Counter
(*)Mirror Coat
(*)Avalanche
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Ice Beam
Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.
Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)
EC: 4/9
MC: 2
DC: 3/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge
Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)
Aerial Ace(*)
Facade(*)
Brick Break(*)
Flarelm(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)
So there's a cactus in the Sky Pillar's lounge. Mewtwo spilled some caustic reagents on it, and in his resulting rage, Rayquaza set it aflame.
...I realize the science behind that sounds rather sketchy, but it's produced one of the strongest (and most BA) members of the team.
As a result of her time as a cactus, Balsamus is under-hugged and lonely. That's fine by her, though--she's usually able to take care of herself. Just keep her away from chemicals. She tends to get a little...scary...
Type: Fire/Grass
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *** (nature boost)
Def: ** (nature cut)
SpA: ***
SpD: ***
Spe: 55
EC: 4/9
MC: 0
DC: 3/5
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
Lava Plume
Synthesis
(*)Counter
(*)Dragonbreath
(*)Seed Bomb
(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day
Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
Pichu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.
She just doesn't know it yet.
Pichu is cute and silly, just like any baby Pokemon. She can touch the hearts of even the angriest Pokemon and often exploits this ability to get what she wants. Battles are her favorite pastime, and she uses her wiles to manipulate her opponents there, too. A little more oomph would be appreciated, though...
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.
Stats:
HP: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60
EC: 3/4/9
MC: 2
DC: 2/5
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.
Lightningrod (DW): (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. This boost is maintained at the end of each round.
Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Nature: Adamant (Attack up by *, Sp. Atk. down by *.)
Gordon is a rather quiet boy. He doesn't say much, but when he does speak, he always says the right thing. Guess that's the upside of being an empath. Conversely, the fact that he picks up so much malice from the air around him must burn him on the inside. Maybe that's why he's quiet. Maybe it's because he's not looking forward to evolution; after all, guys NEVER look good in short skirts.
He's not saying, though...
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.
Stats:
HP: 90
Atk: ** (+)
Def: *
SpA: * (-)
SpD: **
Spe: 60
EC: 0/4/9
MC: 0
DC: 0/5
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.
Command: (Ability: Trace (Target Ability) )
Telepathy (DW-Locked): (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.
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind(*)
Shadow Sneak(*)
Disable(*)
Memento(*)
Psych Up (*)
Facade (*)
Will-O-Wisp (*)
Order will be:
Limewire chooses pokes
Mewtwo responds and posts actions
Limewire actions
Me
Limewire
Mewtwo
Me
Mewtwo
Limewire
etc.
Good luck to you both.