Ooh, I haven't reffed Doubles for a while. I have the feeling I'm going to remember why I hate it... Team rickheg: Sphinx the Luxio (Move your mouse to reveal the content) Sphinx the Luxio (open) Sphinx the Luxio (close) Luxio (Sphinx) M Nature: Mild (Adds 1 to Special Attack; Subtracts 1 from Defense) Type: 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. Abilities: Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group. Intimidate: (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Guts: (DW Locked) (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. Stats: HP: 100 Atk: Rank 3 Def: Rank 1(-) SpA: Rank 3(+) SpD: Rank 2 Spe: 60 Size Class: 2 Weight Class: 3 Base Stat Total: 14 EC: 4/9 MC: 0 DC: 1/5 Attacks: Tackle Leer Charge Bite Roar Swagger Crunch Wild Charge Ice Fang Signal Beam Fire Fang Thunderbolt Thunder Wave Hidden Power Water (7) Dino the Rhydon (Move your mouse to reveal the content) Dino the Rhydon (open) Dino the Rhydon (close) Rhydon (Dino) M Nature: Careful (Adds 1 to Special Defense; Subtracts 1 from Special Attack) Type: Rock/Ground Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. 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: Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate. 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. Reckless: (DW Locked) (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected. Stats: HP: 110 Atk: Rank 5 Def: Rank 5 SpA: Rank 1(-) SpD: Rank 3(+) Spe: 40 Size Class: 4 Weight Class: 5 Base Rank Total: 20 EC: 4/9 MC: 2 DC: 2/5 Attacks: Horn Attack Stomp Tail Whip Fury Attack Scary Face Rock Blast Stone Edge Earthquake Megahorn Thunder Fang Ice Fang Crunch Sandstorm Protect Dig Double Team Team Deck Knight: VoltronForce (Move your mouse to reveal the content) VoltronForce (open) VoltronForce (close) Golett [VoltronForce] (U) Nature: Quiet (+1 SpA; Divides Base Speed by 1.15, -10 Evasion.) Type: Ground/Ghost 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. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Abilities: Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off. No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Therefore 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. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy. Stats: HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 (+) SpD: Rank 2 Spe: 30 (35/1.15v) (-) Size Class: 2 Weight Class: 4 Base Rank Total: 13 EC: 1/6 MC: 0 DC: 2/5 Attacks: Pound Astonish Defense Curl Mud Slap Rollout Shadow Punch Iron Defense Mega Punch Magnitude Dynamicpunch Earthquake Focus Punch Ice Beam Telekinesis Shadow Ball Substitute Total: 16 Knight (Move your mouse to reveal the content) Knight (open) Knight (close) Knight [Gligar] (M) Nature: Impish (+1 Def, -1 SpA) Type: Ground/Flying 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. Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. 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. Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe. Stats: HP: 100 Atk: Rank 3 Def: Rank 5 (+) SpA: Rank 1 (-) SpD: Rank 3 Spe: 85 Size Class: 2 Weight Class: 4 Base Rank Total: 18 EC: 2/6 MC: 0 DC: 2/5 Attacks: Poison Sting Sand Attack Harden Knock Off Quick Attack Fury Cutter Faint Attack Swords Dance X-Scissor Counter Power Trick Sand Tomb Hone Claws Earthquake Dig Acrobatics Stone Edge Total: 17 Caldera (Move your mouse to reveal the content) Caldera (open) Caldera (close) Numel [Caldera] (Female) Nature: Brave (+1 Atk; Speed/1.15, -10 EVA) Type: 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 brushfire areas. 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. Stats: HP: 90 Atk: Rank 3 (+) Def: Rank 2 SpA: Rank 3 SpD: Rank 2 Spe: 30 (35/1.15v) (-) Size Class: 1 Weight Class: 2 Base Rank Total: 13 EC: 0/6 MC: 0 DC: 0/5 Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Simple: (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages. Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Attacks: Growl Tackle Ember Magnitude Focus Energy Flame Burst Take Down Amnesia Ancientpower Body Slam Yawn Hidden Power (Ice 7) Dig Flame Charge Total: 14 Rickheg, please state what abilities your Pokémon will be using. Then Deck will release his two Pokémon, give them an ability, and order. Then rickheg will order, and I will ref. Oh, and rickheg, you should update your profile in registration tower with the total moves for each Pokémon - this affects the new substitution rules.