RULES: 2v2 Doubles 2 Day DQ Arena:Harvest A pokemon can choose to give up a turn to stand on the point. If done then the team has a 25% crit chance while they remain in control and the other team is pushed backwards arena-wise. In this battle there is a focus on range and arena. So moving around the arena is vital, and I trust that the ref will be able to make damage adjustments based on the distance between the pokemon. The pokemon start at spawn. Switch=KO Items=On Abilities=One 2 Substitutions (standard for FE) TEAMS: BLAST OF FIRE: Zoroark (Move your mouse to reveal the content) Zoroark (open) Zoroark (close) Zoroark (Rider) (M) Nature: Lonely +1 Atk, -1 Def Type: Dark Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Abilities: Illusion Type: Innate Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Stats: HP: 90 Atk+: 5 Def-: 1 SpA: 5 SpD: 2 Spe: 105 SC: 3 WC: 4 EC: 6/6 MC: 0 Attacks: U-Turn Hone Claws Scratch Leer Pursuit Fake Tears Fury Swipes Faint Attack Scary Face Taunt Torment Night Slash Agility Night Daze Embargo Imprison Counter Dark Pulse Snatch Sucker Punch Detect Extrasensory Thief Grass Knot Dig Flamethrower Rest Focus Blast Hyper Beam Incinerate Total: 27 Pyroak (Move your mouse to reveal the content) Pyroak (open) Pyroak (close) Pyroak (Forest Fire) (M) Nature: Brave +1 Atk, -15% Spe, -10% Evasion Type: Fire/Grass Fire STAB; immune to burn, 50% reduction in freeze chance, 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. 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: Rock Head: Type: Innate This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: Type: Innate This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. Stats: HP: 120 Atk+: 4 Def: 4 SpA: 3 SpD: 3 Spe-: 51 EC: 9/9 MC: 0 DC: 5/5 SC: 4 WC: 5 Attacks: Sweet Scent Growth Ember Leech Seed Bullet Seed Flame Wheel Giga Drain Synthesis Flash Cannon Wood Hammer Flare Blitz Heat Wave Lava Plume Heat Crash Earth power Seed Bomb Counter Aromatherapy Low Kick Sleep Talk Blaze Kick Will-o-Wisp Fire Blast Protect Toxic Light Screen Dragon Tail Solarbeam Earthquake Flamethrower Flame Charge Rest Low Sweep Overheat Energy Ball Rock Slide Sunny Day Substitute Block Worry Seed Total: 42 Gliscor (Move your mouse to reveal the content) Gliscor (open) Gliscor (close) Gliscor (Batman) (M) Nature: Impish +1 Def, -1 SpA Type: Ground/Flying 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 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 Type: Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced. Sand Veil Type: 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) Type: 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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled. Stats: HP: 100 Atk: 3 Def+: 6 SpA-: 1 SpD: 3 Spe: 95 SC: 3 WC: 3 EC: 6/6 MC: 0 DC: 5/5 Attacks: Thunder Fang Ice Fang Fire Fang Poison Jab Poison Sting Sand Attack Harden Knock Off Quick Attack Fury Cutter Faint Attack Acrobatics U-Turn X-Scissor Counter Night Slash Cross Poison Aqua Tail Stone Edge Earthquake Taunt Roost Toxic Total: 23 TERRADOR: Celeste the Starmie (Move your mouse to reveal the content) Celeste the Starmie (open) Celeste the Starmie (close) Starmie * [Celeste] (Genderless) Nature: Timid (+15% Spd, +20.3% Acc, -* Atk) Type: <Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. <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: Ability 1: Natural Cure Type: Innate This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out. Ability 2: Illuminate Type: Can be Activated At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round]) Ability 3 (DW): Analytic Type: Can be Enabled If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 3 SpA: Rank 4 SpD: Rank 3 Spe: 133 (115 + 15%) Size Class: 2 Weight Class: 4 BST: 19 EC: 6/6 MC: 0 DC: 5/5 Attacks: Tackle * Harden * Water Gun * Rapid Spin * Recover * Camouflage * Swift* Reflect Type* Power Gem* Hydro Pump* Light Screen BubbleBeam Confuse Ray Minimize Endure Pain Split Gravity Role Play Ice Beam* Thunderbolt* Psychic* Blizzard Protect Substitute Reflect Psyshock Thunder Bide Rain Dance Thunder Wave Dive Icy Wind Double Team Brine Grass Knot Swagger Surf Scald Total: 38 Bubba the Krilowatt (Move your mouse to reveal the content) Bubba the Krilowatt (open) Bubba the Krilowatt (close) Krilowatt [Bubba] (Male) Nature: Naive (+Spe, +17 Acc/Dodge, -SpD) Type: Electric / Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (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. Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. Stats: HP: 125 Atk: Rank 3 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 (-) Speed: 121 (+) Size Class: 1 Weight Class: 2 BST: 22 EC: 6/6 MC: 0 DC: 5/5 Attacks: Bubble Charge Tackle Thundershock Detect Confuse Ray Aqua Jet Imprison Mirror Coat Counter Volt Switch Discharge Hydro Pump Muddy Water Signal Beam Whirlpool Earth Power Thunderbolt Ice Beam Substitute Toxic Hidden Power Grass 7 Thunder Wave Surf Rain Dance Dive Protect Torment Double Team Thunder Blizzard Earthquake Total: 32 Sorry if I accidentally screwed up either of your reg posts extracting those. Anyways, order of operations: 1. Blast sends out mons, with their one ability, and items. 2. Terrador does the same, and orders 3. Blast orders 4. Ref!