4v4 LC Doubles
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions per Pokémon
Switch=OK
Items=Training
normal stuff
3 Day DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions per Pokémon
Switch=OK
Items=Training
normal stuff
Arena: Moody Arena
Field Type: Neutral
Complexity: Intense
Format: All
Restrictions: No Restrictions
Description: Scientists have managed to create a Moody Ray which they are testing today on an arena that looks very similar to the ASB Tournament Arena, except smaller & no grandstands. The ray itself is very large, but a small barrel where Moody Beams are shot out of. Do not worry, the beams themselves are harmless & will not damage the Pokémon. The scientists are testing the effects of Moody on Pokémon & their stacking effects. Whenever a Pokémon is sent in, a beam is fired, & it gains the Moody Ability, even if it already had the ability. Be careful as the Moody Ray is on the arena floor on the side, & any damage to it can make it go unstable, forcing it to fire beams at random targets, raising or lowering stats permanently (While out in battle) until the scientists can fix the ray & make it stable again.
Mechanics:
All Pokémon in the arena have the Moody Ability in addition to their regular abilities, even those that already have Moody.
Moody cannot be Skill Swapped, removed, or negated by any means.
The effects of Moody are maintained, that is, if a Pokémon inherits a Brave Moody Nature, then it will have it for the rest of the battle. If it then gets Timid, then it will inherit the benefits of both Brave & Timid Moody Natures, & so on, only rolling for Moody Natures that have not been inherited yet.
If the Pokémon naturally has the Moody Ability, & it is used in battle, then they inherit two Moody Natures every round instead of one.
If the Moody Ray is damaged either by being targeted by an attack, or damaged by a damaging move that hits all other targets bar the user, then the Moody Ray will become unstable & go out of control for six actions.
At the end of each action, a beam is fired at a random Pokémon, which hits the target, boosting a random stat (Out of Atk/Def/SpA/SpD/Spe/Acc/Eva) by two stages. Another beam is then fired at a random Pokémon, which hits the target, lowering a random stat (Out of Atk/Def/SpA/SpD/Spe/Acc/Eva) by one stage.
These boosts are maintained at the end of each round. The same Pokémon can be hit by both beams in the same action, & the beam will still attempt to raise a stat that is at a stage of ±6.
Summary: The battles here are rather... inconsistent.
Field Type: Neutral
Complexity: Intense
Format: All
Restrictions: No Restrictions
Description: Scientists have managed to create a Moody Ray which they are testing today on an arena that looks very similar to the ASB Tournament Arena, except smaller & no grandstands. The ray itself is very large, but a small barrel where Moody Beams are shot out of. Do not worry, the beams themselves are harmless & will not damage the Pokémon. The scientists are testing the effects of Moody on Pokémon & their stacking effects. Whenever a Pokémon is sent in, a beam is fired, & it gains the Moody Ability, even if it already had the ability. Be careful as the Moody Ray is on the arena floor on the side, & any damage to it can make it go unstable, forcing it to fire beams at random targets, raising or lowering stats permanently (While out in battle) until the scientists can fix the ray & make it stable again.
Mechanics:
All Pokémon in the arena have the Moody Ability in addition to their regular abilities, even those that already have Moody.
Moody cannot be Skill Swapped, removed, or negated by any means.
The effects of Moody are maintained, that is, if a Pokémon inherits a Brave Moody Nature, then it will have it for the rest of the battle. If it then gets Timid, then it will inherit the benefits of both Brave & Timid Moody Natures, & so on, only rolling for Moody Natures that have not been inherited yet.
If the Pokémon naturally has the Moody Ability, & it is used in battle, then they inherit two Moody Natures every round instead of one.
If the Moody Ray is damaged either by being targeted by an attack, or damaged by a damaging move that hits all other targets bar the user, then the Moody Ray will become unstable & go out of control for six actions.
At the end of each action, a beam is fired at a random Pokémon, which hits the target, boosting a random stat (Out of Atk/Def/SpA/SpD/Spe/Acc/Eva) by two stages. Another beam is then fired at a random Pokémon, which hits the target, lowering a random stat (Out of Atk/Def/SpA/SpD/Spe/Acc/Eva) by one stage.
These boosts are maintained at the end of each round. The same Pokémon can be hit by both beams in the same action, & the beam will still attempt to raise a stat that is at a stage of ±6.
Summary: The battles here are rather... inconsistent.
IAR

Bunnelby [] (M)
Nature: Jolly (+10% Accuracy)
TYPE: Normal
ABILITIES: Pickup / Cheek Pouch / Huge Power (H)
STATS
HP: 90
Atk: Rank 2 [4 Huge Power]
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 66 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12 [14 Huge Power]
EC: 2/6
MC: 0
AC: 5/5
ATTACKS (29/53)
PHYSICAL
Bounce
Brick Break
Bulldoze
Dig
Double Kick
Double Slap
Earthquake
Facade
Flail
Quick Attack
Rock Slide
Rollout
Smack Down
Super Fang
Tackle
Take Down
U-Turn
Wild Charge
SPECIAL
Mud Shot
Mud-Slap
OTHER
Agility
Defence Curl
Leer
Odour Sleuth
Protect
Sleep Talk
Spikes
Substitute
Torment

Spritzee [] (M)
NATURE: Quiet (-10% Evasion)
TYPE: Fairy
ABILITIES: Healer / Aroma Veil (H)
STATS
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 2/6
MC: 0
AC: 5/5
ATTACKS (22/49)
PHYSICAL
Gyro Ball
SPECIAL
Disarming Voice
Draining Kiss
Echoed Voice
Energy Ball
Fairy Wind
Moonblast
Psychic
Thunderbolt
OTHER
Aromatherapy
Calm Mind
Captivate
Disable
Odour Sleuth
Protect
Refresh
Skill Swap
Substitute
Sweet Scent
Sweet Kiss
Torment
Wish

Goomy [] (M)
NATURE: Naive (+7% Accuracy)
TYPE: Dragon
ABILITIES: Sap Sipper / Hydration /
STATS
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
AC: 0/5
ATTACKS (17/37)
PHYSICAL
Bide
Counter
Iron Tail
Poison Tail
Rock Slide
Tackle
SPECIAL
Absorb
Bubble
Dragon Breath
Infestation
Sludge Wave
Thunderbolt
OTHER
Acid Armour
Endure
Protect
Rain Dance
Substitute

Pumpkaboo [] (F)
NATURE: Jolly (+10% Accuracy)
TYPE: Ghost / Grass
ABILITIES: Pickup / Frisk /
STATS
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 0/5
ATTACKS (18/54)
PHYSICAL
Astonish
Flame Charge
Razor Leaf
Rock Slide
Rock Smash
SPECIAL
None
OTHER
Bestow
Confuse Ray
Destiny Bond
Disable
Leech Seed
Light Screen
Protect
Scary Face
Substitute
Trick
Trick-or-Treat
Will-O-Wisp
Worry Seed
Yoshinite

Ralts [Steve] (M)
Nature: Naive (+Spe -SpD +7% Accuracy)
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize: Type: Passive
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: Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (DW LOCKED): Type: Passive
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 3/9
MC: 0
DC: 4/5
Moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Imprison
Future Sight
Hypnosis
Psychic
Shadow Ball
Thunder Wave
Protect
Skill Swap
Psyshock
Pain Split
Confuse Ray
Disable
Encore
Destiny Bond
Shadow Sneak
Movecount: 23

Aron [Tony] (M)
Nature: Brave (+Atk -Spe -10% Evasion)
Type: Steel/Rock
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy: Type: Passive
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Rock Head: Type: Passive
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Heavy Metal (DW LOCKED): Type: Passive
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 15
EC: 4/9
MC: 1
DC: 3/5
Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Iron Defense
Metal Claw
Roar
Take Down
Iron Head
Protect
Metal Burst
Rock Slide
Sandstorm
Earthquake
Dig
Rock Polish
Magnet Rise
Stealth Rock
Spite
Dragon Rush
Superpower
Head Smash
Dragon Rush
Endeavor
Movecount: 24

Charmander [Clint] (M)
Nature: Rash (+SpA -SpD)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Abilities:
Blaze: Type: Passive
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): Type: Passive
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 5/5
Moves:
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Fire Spin
Inferno
Sunny Day
Fire Blast
Dig
Protect
Flamethrower
Will-O-Wisp
Outrage
Thunderpunch
Dragon Pulse
Dragon Dance
Counter
Metal Claw
Flare Blitz
Movecount: 25


Sneasel [Godly] (M)
Type: Dark/Ice
Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Ice: Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
Abilities:
Inner Focus: Type: Passive
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.
Keen Eyes: Type: Passive
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent's evasion and the Pokemon's own accuracy.
Pickpocket(Hidden): Type: Trigger
This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 0/6
MC: 0
AC: 0/5
Moves:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Icy Wind
Fury Swipes
Agility
Metal Claw
Hone Claws
Dig
Brick Break
Payback
X-Scissor
Avalanche
Ice Punch
Pursuit
Counter
Fake Out
Ice Shard
Movecount: 21
IAR
Yoshinite
IAR
ref