Good evening, ladies and gentlemen.
Moai:
Zigzagoon(*) Bolt (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet [DW - Locked]: [Innate] This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Tackle (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Sand-Attack (*)
Odor Sleuth (*)
Mud Sport (*)
Pin Missile (*)
Flail
Covet
Rock Climb (*)
Simple Beam (*)
Pursuit (*)
Thunder Wave (*)
Dig (*)
Swagger (*)
Seed Bomb
Trapinch(*) Fleur (F)
Nature:
Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
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:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force [DW - Locked] : [Innate] 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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Mud-Slap
Bide
Bulldoze
Sandstorm
Crunch
Superpower
Feint
Quick Attack (*)
Endure (*)
Bug Bite (*)
Earthquake (*)
Dig (*)
Rock Slide (*)
Protect
Tonight's warriors are...Da Rules said:2v2 LC Doubles
3 day DQ
1 sub
2 recovers/5 chills
switch = lol
abilities = all
items = nope.jpg
Arena = an offshoot of ASB arena where all mons have telepathy for the battle, in addition to their regular abilities
Moai:
Zigzagoon(*) Bolt (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet [DW - Locked]: [Innate] This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Tackle (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Sand-Attack (*)
Odor Sleuth (*)
Mud Sport (*)
Pin Missile (*)
Flail
Covet
Rock Climb (*)
Simple Beam (*)
Pursuit (*)
Thunder Wave (*)
Dig (*)
Swagger (*)
Seed Bomb
Trapinch(*) Fleur (F)
Nature:
Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
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:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force [DW - Locked] : [Innate] 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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Mud-Slap
Bide
Bulldoze
Sandstorm
Crunch
Superpower
Feint
Quick Attack (*)
Endure (*)
Bug Bite (*)
Earthquake (*)
Dig (*)
Rock Slide (*)
Protect
VS.
Sound:
Nincada(*) [PeaceMaker] (F)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Bug/Ground
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away (DW-Locked): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
SC: 1
WC: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch(*)
Harden(*)
Leech Life(*)
Sand-Attack(*)
Fury Swipes(*)
Mind Reader(*)
False Swipe(*)
Night Slash(*)
Final Gambit(*)
Bug Bite(*)
Aerial Ace(*)
Dig(*)
Sandstorm(*)
Remoraid (*) [Sniper] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW-Locked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 56 (-)
SC: 1
WC: 2
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Water Gun(*)
Lock-On(*)
Psybeam(*)
Aurora Beam(*)
Bubblebeam(*)
Focus Energy(*)
Rock Blast(*)
Supersonic(*)
Mud Shot(*)
Flamethrower(*)
Ice Beam(*)
Scald(*)
Nincada(*) [PeaceMaker] (F)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Bug/Ground
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away (DW-Locked): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 40
SC: 1
WC: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Scratch(*)
Harden(*)
Leech Life(*)
Sand-Attack(*)
Fury Swipes(*)
Mind Reader(*)
False Swipe(*)
Night Slash(*)
Final Gambit(*)
Bug Bite(*)
Aerial Ace(*)
Dig(*)
Sandstorm(*)
Remoraid (*) [Sniper] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle: (Can Be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW-Locked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 56 (-)
SC: 1
WC: 2
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Water Gun(*)
Lock-On(*)
Psybeam(*)
Aurora Beam(*)
Bubblebeam(*)
Focus Energy(*)
Rock Blast(*)
Supersonic(*)
Mud Shot(*)
Flamethrower(*)
Ice Beam(*)
Scald(*)
Order:
Sound orders
Moai orders
I get traumatized reading everyone's thoughts
Sound orders
Moai orders
I get traumatized reading everyone's thoughts