2 VS 2 Doubles 2 Day DQ, 3 Day Ref DQ 1 Grass and\or Ground move/2 Recoveries/5 Chills No Fully Evolved or Single-Stage Pokemon No items One Ablilty ~~~ Arena: Dojo of the Puddles To train his apprentices further, the grandmaster decided to have this special Dojo built, in hopes of teaching his students the ability to stand your ground (literally). In the heart of the new building lies the Arena of the Puddles, and although it sounds self-explanatory, there’s more to it. The battling area is two hundred feet wide and long and is square shaped, with the ceiling twenty feet above. The floor is pale brown tile, and the walls are wooden. To make the area fir its name the floor has a five inch layer of water covering it, making the whole arena a huge puddle. Also to add to the strain and to make the battlers concentrate the Grandmaster added water sprayers to add more water and soak the pokemon as the match goes on. The water level will never exceed one foot though. (Credit goes to Glacier Knight for this arena) Summary: No earthquake or dig, no weather moves. Flying will not work very well because the ceiling only goes up twenty feet. There is water on the ground at all times, so water attacks gain 2BP and fire attack lose 2BP. Also since this is a dojo fighting pokemon feel at home and their attack gain 2BP as well. Water will be spraying at all times, though the water level will never exceed one foot. Woo, glad that's done with. Lyris1035 selects her 2 mons, and quickly tosses them into the dojo. Futachimaru the Dewott (Move your mouse to reveal the content) Futachimaru the Dewott (open) Futachimaru the Dewott (close) Dewott (*) Futachimaru (F) Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense) 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: 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): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats: Nature: Naughty HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 1 (-) Spe: 45 EC: 4/9 MC: 0 DC: 3/5 Attacks: Tackle (*) Tail Whip (*) Water Gun (*) Water Sport (*) Focus Energy (*) Razor Shell (*) Fury Cutter (*) Water Pulse (*) Revenge (*) Aqua Jet Encore Aqua Tail Water Pledge Air Slash (*) Brine (*) Night Slash (*) Ice Beam (*) Rain Dance (*) Scald (*) Swords Dance Surf X-Scissor Shimama the Blitzle (Move your mouse to reveal the content) Shimama the Blitzle (open) Shimama the Blitzle (close) Blitzle Shimama (M) Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense) 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: 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. Motor Drive: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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. Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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. Stats: Nature: Rash HP: 90 Atk: Rank 2 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 1 (-) Spe: 76 EC: 0/6 MC: 0 DC: 0/5 Attacks: Quick Attack Tail Whip Charge Shock Wave Thunder Wave Flame Charge Pursuit Spark Double Kick Me First Shock Wave Toxic Light Screen Charge Beam Albinoloon, noticing this strange humanoid, looks carefully as he awaits some basic info from Lyris1035 Sone the Dusclops (Move your mouse to reveal the content) Sone the Dusclops (open) Sone the Dusclops (close) Dusclops * (Sone) M Nature: Adamant (Attack raised by *; Special Attack reduced by *) Personality: Upon evolving, Sone has reconsiled his malevolant nature, and has begun to focus his energy on watching the opponent waste away instead of immediantly going in for the kill. All he requires is one toxic attack to win a match. Sone is a loner, and always has been, lurking away from the other team members and doing his own ghastly activities. His personality is enigmatic, but he always outsmarts the other members, even Vayn. He was born of an ancient tribe of Duskull residing in the cave system of Mt. Pyre. The tatoos on his eye and hands illustrate his high ranking in terms of Dusclops. He seems to be at home hear the sea. Type: Ghost Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). Abilities: Levitate:(Innate)This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. Stats: Dusclops HP:90 Atk: Rank 4(+) Def: Rank 5 SAtk: Rank 1(-) SDef: Rank 5 Spd: 25 EC: 6/9 MC: 4 DC: X Attacks: Leer (*) Night Shade (*) Disable (*) Forsight (*) Astonish (*) Confuse Ray (*) Shadow Sneak (*) Pursuit (*) Toxic (*) Rest (*) Double Team (*) Pain Split (*) Skill Swap (*) Faint Attack (*) Gravity Fire Punch Ice Punch Thunderpunch Vayn the Lampent (Move your mouse to reveal the content) Vayn the Lampent (open) Vayn the Lampent (close) Lampent (Vayn) F Nature: Modest (ATK reducad by *; SATK increased by *) Personality: Since her evolution, she has recognized how to recognize patterns. However, she still seeks to change the environment to her advantage. She has learned the power of force, and recognizes it. She is starting to grow an understanding of pokemon as well as people's thoughts. Her tactics are never thought down upon. Her appearance in a match is enigmatic, as she has an array of different strategies she can use. Now, her fighting style differs from her previous one, as now, she has acess to much more mobility, being able to spread a trail of fire as she floats, or fortifying herself with an army of will 'o' wisps. Her friendship with Yuki is a close one, in fact, they only communicate with each other. When Yuki is by her side, she won't lose. She was born of the negative litwicks, emmiting negative light, which can offset normal light, which makes her surroundings dim. Type: Fire/Ghost 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). Ghost:Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). Abilities: Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Flame Body: (Innate)This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. Stats: HP: 90 Atk: Rank 1(-) Def: Rank 2 SAtk: Rank 4(+) SDef: Rank 2 Spd: 55 EC: 4/9 DC: 2/5 MC: 4 Attacks: Ember Astonish Minimize Smog Fire Spin Confuse Ray Fire Spin Night Shade Will 'o' Wisp Flame Burst Imprison Flamethrower Shadow Ball Psychic Acid Armor Heat Wave Haze Serd the Shellder (Move your mouse to reveal the content) Serd the Shellder (open) Serd the Shellder (close) Shellder [Serd(M)] Nature: Rash (Special attack increaed by a *; special defence decreased by a *) Type: Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Shell Armor:(Innate)This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Skill Link:(Innate)This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3). Overcoat(DW):(Innate)This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. HP: 90 Atk: Rank 3 Def: Rank 4 SpA: Rank 3(+) SpD: Rank [Below 1](-) Spe: 40 EC: 2/6 MC: 2 DC: 1/5 Tackle Withdraw Supersonic Icicle Spear Leer Protect Clamp Payback Hail Blizzard Water Pulse Mud Shot Rock Blast Lyris1035, please declare your abilities for this match. Albinoloon, please follow up by releasing your 2 mon, stating abilities, then attacking. Lyris1035, you will then post attacks, so that I may ref. After this, Lyris1035 will attack, Albinoloon will attack and I will ref. This process will continue until the 2 v 2 doubles match reaches a conclusion.