There's no arena, so I'll make one up!3v3 Doubles
2 Recovers, 2 Rests, 5 Chills per Pokemon
DQ: 3 days for players, 5 for refs.
All Pokemon used must be able to evolve. (Klang? Yes. Klinklang? No.)
Pokemon cannot evolve into their final stages during battle. (Klink can evolve, but Klang cannot.)
Switch = KO
No items
One ability
Arena: An old Minefield. At first glance, it's a grassy field with several ponds, but the ponds are really craters from explosions! Every round, there is a 5% chance your Pokemon will step onto a mine and detonate it, dealing 20 damage to it and 10 to the opposing Pokemon if they have been using melee attacks on each other.
Anyways:
mewtwo15026 posts his mon
Limewire responds with his mon and actions
mewtwo15026 posts his actions
I ref
etc
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(*)
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: 40
EC: 1/4/9
MC: 1
DC: 1/5
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 (*)
Pawniard Fischer (M)
Nature: Jolly (Speed up by 15%, Sp. Atk. down by *.)
This is Fischer. He's one of 8 siblings; as a result, he's pretty handy in a fight. The annual family chess matches have sharpened his mind, giving him a knack for noticing patterns in and applying experience to his battles. Maybe they're also why he walks deliberately and prefers not to attack foes directly in front of him.
As for his attitude...it's all a game, and the only rule is to have fun. Fischer seems to enjoy everything he does, but he only does anything if he enjoys it. When he battles, he uses whatever ploy he thinks would amuse him the most. He likes high-fives and secret handshakes, though; watch out for that...
Type: Dark / Steel
Dark:
Dark STAB;
Immunity to all telepathic and telekinetic attacks
better performance in all darkened and especially twilight conditions
Can use more devious Dark-type attacks while attracted
Revenge and Vengeance have Energy Cost reduced by one (1)
Steel:
Steel STAB
Immune to Sandstorm
highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb
can be magnetized
Stats:
HP: 90
Atk: ***
Def: ***
SpA: * (-)
SpD: **
Spe: 69 (+)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Defiant: (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW-Locked): (Innate)
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch(*)
Leer(*)
Fury Cutter(*)
Torment(*)
Faint Attack(*)
Scary Face(*)
Metal Claw(*)
Psycho Cut(*)
Revenge(*)
Sucker Punch(*)
Substitute (*)
Rock Polish (*)
Taunt (*)
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(*)
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
EC: 0/9
DC: 0/5
MC: 0
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