Welcome folks to...where are we again? Let me check the rules...
Anyway, here are the fighters.
Team Waterwarrior:
Alakazam* (Houdin) Male ♫
Nature: Modest
Type: 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:
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.
Inner Focus: (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.
Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (20 total)
Physical:
Fire Punch*
Special:
Confusion
Energy Ball
Future Sight
Hidden Power (Fire- 7)
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Status:
Ally Switch
Calm Mind
Disable
Encore*
Guard Swap*
Kinesis
Miracle Eye
Recover
Reflect
Substitute
Taunt
Teleport*
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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 ability- LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 3/5
Attacks: (22 total)
Physical:
Avalanche*
Dig*
Earthquake
Endeavor
Hammer Arm
Return
Tackle*
Waterfall*
Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
Syclant (Klavier Gavin) Male ♫
Nature: Hasty (+Spe, -Def)
Type: Ice/Bug
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW ability- LOCKED): (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 mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 139 (121x1.15)
+22% accuracy ((139^2)/870)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 2/5
Attacks: (17 total)
Physical:
Bug Bite
Dig
Ice Punch
Ice Shard
Icicle Spear
Scratch
Slash
Special:
Blizzard
Bug Buzz
Earth Power
Icy Wind
Leech Life
Signal Beam
Status:
Focus Energy
Leer
Substitute
Tail Glow
Team Typon:
Krilowatt [Tammy] (F)
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW) [LOCKED]: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 3/5
Attacks: (21)
Physical
Aqua Jet
Ice Shard
Tackle
Special
Bubble
Discharge
Earth Power
Hydro Pump
Ice Beam
Scald
Thunderbolt
Thundershock
Volt Switch
Status
Charge
Confuse Ray
Counter
Detect
Endure
Imprison
Metronome
Mirror Coat
Substitute
Throh [Broh] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
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.
Inner Focus: (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.
Mold Breaker (DW) [LOCKED]: (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: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
MC: 0
DC: 0/5
Attacks: (14)
Physical
Bind
Payback
Return
Revenge
Rock Slide
Seismic Toss
Storm Throw
Vital Throw
Special
None
Status
Bide
Focus Energy
Leer
Protect
Substitute
Taunt
Without further ado, let's get ready to RUMBLE!
Turn order:
Waterwarrior chooses mons and items
Typon orders and chooses items
Waterwarrior orders
I ref
WELL, apparently typon never chose the arena. So I'm going to be lazy and say this is the ASB Arena.Rules said:2v2 FE weakmon (<=25 total moves) Doubles
2 chills/ 2 recovers per mon
2 subs
ASB arena/Unown Soup (acceptor's choice)
Items = training
Switch= Derp
1 Day DQ
Anyway, here are the fighters.
Team Waterwarrior:
Alakazam* (Houdin) Male ♫
Nature: Modest
Type: 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:
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.
Inner Focus: (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.
Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (20 total)
Physical:
Fire Punch*
Special:
Confusion
Energy Ball
Future Sight
Hidden Power (Fire- 7)
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Status:
Ally Switch
Calm Mind
Disable
Encore*
Guard Swap*
Kinesis
Miracle Eye
Recover
Reflect
Substitute
Taunt
Teleport*
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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 ability- LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 3/5
Attacks: (22 total)
Physical:
Avalanche*
Dig*
Earthquake
Endeavor
Hammer Arm
Return
Tackle*
Waterfall*
Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
Syclant (Klavier Gavin) Male ♫
Nature: Hasty (+Spe, -Def)
Type: Ice/Bug
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW ability- LOCKED): (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 mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 139 (121x1.15)
+22% accuracy ((139^2)/870)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 2/5
Attacks: (17 total)
Physical:
Bug Bite
Dig
Ice Punch
Ice Shard
Icicle Spear
Scratch
Slash
Special:
Blizzard
Bug Buzz
Earth Power
Icy Wind
Leech Life
Signal Beam
Status:
Focus Energy
Leer
Substitute
Tail Glow
Team Typon:
Krilowatt [Tammy] (F)
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW) [LOCKED]: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 3/5
Attacks: (21)
Physical
Aqua Jet
Ice Shard
Tackle
Special
Bubble
Discharge
Earth Power
Hydro Pump
Ice Beam
Scald
Thunderbolt
Thundershock
Volt Switch
Status
Charge
Confuse Ray
Counter
Detect
Endure
Imprison
Metronome
Mirror Coat
Substitute
Throh [Broh] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
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.
Inner Focus: (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.
Mold Breaker (DW) [LOCKED]: (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: 120
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
MC: 0
DC: 0/5
Attacks: (14)
Physical
Bind
Payback
Return
Revenge
Rock Slide
Seismic Toss
Storm Throw
Vital Throw
Special
None
Status
Bide
Focus Energy
Leer
Protect
Substitute
Taunt
Without further ado, let's get ready to RUMBLE!
Turn order:
Waterwarrior chooses mons and items
Typon orders and chooses items
Waterwarrior orders
I ref