Yeah how's that for a new twist on Subway Puns?3v3 NFE Doubles
2 Day DQ
2 recovery/5 chill
2 subs per mon
Items = On
All abilities
Switch = OK, why not
Arena: Anera Etiloive
Notice that that spells "Eviolite Arena" backwards. Well, that's what the arena is! All NFEs have an Eviolite effect applied to their Atk and SpA instead of their Def and SpD. No other effects/restrictions.
2 Day DQ
2 recovery/5 chill
2 subs per mon
Items = On
All abilities
Switch = OK, why not
Arena: Anera Etiloive
Notice that that spells "Eviolite Arena" backwards. Well, that's what the arena is! All NFEs have an Eviolite effect applied to their Atk and SpA instead of their Def and SpD. No other effects/restrictions.
SubwayJ said:
Bejeweled the Clamperl (F)
Nature: Rash (+SpAtk, -SpDef)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Rattled: (DW-UNLOCKED) (Innate) These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.
Stats: (Rash Nature)
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 1 (-)
Spe: 32
Size Class: 1
Weight Class: 4
Base Rank Total: 15
EC: 6/6
MC: 1
DC: 5/5
Moves:
Clamp
Water Gun
Whirlpool
Iron Defense
Shell Smash
Aqua Ring
Brine
Confuse Ray
Muddy Water
Refresh
Mud Sport
Ice Beam
Rest
Scald
Dive
Surf
Hidden Power Grass (7)
Blizzard
Attract
Endure
Swagger
Water Pulse
Hail
Sleep Talk
Round
Double Team
Attract
Toxic
Substitute
Protect
Mimic
Icy Wind
Total Moves: 32
Othello the Duosion (F)
Nature: Brave (+Atk, - Speed)
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:
Overcoat: (Innate)This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard: (Innate)This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator: (DW LOCKED) (Innate)When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats: (Brave Nature)
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 3/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground 7)
Light Screen
Charm
Recover
Psyshock
Pain Split
Psychic
Endeavor
Trick
Imprison
Confusion
Protect
Shadow Ball
Thunder
Trick Room
Magic Coat
Signal Beam
Total Moves: 21
Carcassonne the Gurdurr (M)
Nature: Impish (+Def, -SpAtk)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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.
Sheer Force: (Can be Enabled) 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.
Iron Fist: (DW LOCKED) (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)
Stats: (Impish Nature)
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
Sp Atk: Rank 1 (-)
Sp Def: Rank 2
Spe: 40
Size Class: 1
Weight Class: 2
EC: 4/9
MC: 0
DC: 3/5
Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Rock Slide
Focus Punch
Bulk Up
Mach Punch
Wide Guard
Detect
Endure
Foresight
Counter
Stone Edge
Poison Jab
Façade
Taunt
Payback
Substitute
Dig
Ice Punch
Fire Punch
ThunderPunch
Drain Punch
Sleep Talk
Total Moves: 30
Dummy007 said:
Vibrava [Mormon] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense)
Typing: Ground/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Levitate (DW): (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14
EC: 7/9
MC: 0
DC: 2/5
Attacks (17):
Bite
Sand-Attack
Faint Attack
Sand Tomb
SonicBoom
Crunch
Dig
Mud-Slap
Bide
Bulldoze
Earth Power
Focus Energy
Signal Beam
Earthquake
Double Team
Rock Slide
U-Turn
Eelektrik [Enos] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Electric
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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 34 (40/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 17
EC: 7/9
MC: 1
DC: N/A
Attacks (18):
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Discharge
Crunch
Thunderbolt
Acid Spray
Coil
Wild Charge
Gastro Acid
Hidden Power [Water 7]
Acrobatics
U-turn
Rain Dance
Thunder
Lombre [Beetle] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 43 (50/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 4/9
MC: 1
DC: 2/5
Attacks (19):
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam
Fake Out
Fury Swipes
Water Sport
Hydro Pump
Counter
Synthesis
Tickle
Rain Dance
Ice Beam
Energy Ball
Surf