Rules: 2v2 Doubles 2 Day DQ Time Max 2 Recoveries/5 Chills per Pokemon no items all abilities switch is nonexistent arena: moving traffic a busy highway with constant high speed traffic. battling takes place on top of the vehicles. fall off and you could be roadkill Combatants: RANDOM: Capers the Gliscor (Move your mouse to reveal the content) Capers the Gliscor (open) Capers the Gliscor (close) Gliscor(*) Capers (M) Nature: Impish 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). Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1). Stats: HP: 100 Atk: *** Def: ****** (+) SpA: * (-) SpD: *** Spe: 95 EC: 6/6 MC: 0 DC: 5/5 Abilities: Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Sand Veil: (Innate) 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. Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled. Attacks: Poison Sting* Sand Attack* Harden* Knock Off* Quick Attack* Fury Cutter* Faint Attack* Acrobatics X-Scissor U-Turn Thunder Fang Night Slash* Agility* Baton Pass* Earthquake* Rock Slide* Swords Dance* Aqua Tail Sleast the Shellos (Move your mouse to reveal the content) Sleast the Shellos (open) Sleast the Shellos (close) (Have to use the HG/SS Sprite, because I can't find a BW East Sea Sprite...) Shellos Sleast (M) Nature: Modest Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). Stats: HP: 100 Atk: * (-) Def: ** SpA: *** (+) SpD: *** Spe: 34 EC: 3/6 MC: 1 DC: 2/5 Abilities: Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage. Attacks: Mud-Slap Mud Sport Harden Water Pulse Mud Bomb Hidden Power (Fire 7) Rain Dance Recover Yawn Stockpile Sludge Surf Ice Beam Toxic JESSEUS: Tau the Kadabra (Move your mouse to reveal the content) Tau the Kadabra (open) Tau the Kadabra (close) Kadabra(*) [Tau] (Male) Nature: Modest (+SpA, -Atk) 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, 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: * (-1) Def: ** SpA: ***** (+1) SpD: *** Spe: 105 EC: 5/9 MC: 1 DC: 3/5 Abilities: Synchronise: (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): (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. Attacks: Teleport(*) Kinesis Confusion Disable Miracle Eye Ally Switch Psybeam Reflect Recover Encore(*) Light Screen(*) Knock Off(*) Psychic(*) Shadow Ball(*) Charge Beam(*) Calm Mind Sigma the Machoke (Move your mouse to reveal the content) Sigma the Machoke (open) Sigma the Machoke (close) Machoke(*) [Sigma] (Male) Nature: Adamant (+Atk, -SpA) Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 100 Atk: ***** (+1) Def: *** SpA: * (-1) SpD: *** Spe: 45 EC: 5/6 MC: 3 DC: 3/5 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. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. Attacks: Low Kick(*) Leer(*) Focus Energy(*) Karate Chop(*) Ankle Sweep(*) Foresight(*) Seismic Toss(*) Revenge(*) Vital Throw(*) DynamicPunch Ice Punch(*) ThunderPunch(*) Fire Punch(*) Payback(*) Bulk Up(*) Rock Slide(*) Counter All of you know turn order. Random sends out Pokemon, but not actions.