1. New to the forums? Check out our Mentorship Program!
    Our mentors will answer your questions and help you become a part of the community!
  2. Welcome to Smogon Forums! Please take a minute to read the rules.

Roleplay The Battle Subway — Challenge Thread [READ POST #653]

Discussion in 'Network Center' started by Rising_Dusk, Apr 28, 2011.

  1. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,541
    So, this is alive again and I have items now? Perfect!

    Mode: Singles
    Thread: No sir
    Pokemon:
    Houdin: Magic Gaurd/Twistedspoon
    Squirts: Rain Dish/Mystic Water
    Pinkie Pie: Natural Cure/ Light Clay

    Houdin the Alakazam (open)

    [​IMG]
    Alakazam* (Houdin) Male
    Nature: Timid (-Atk, +Spe, +22% accuracy)
    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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Abilities:
    Synchronize:
    (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 ability- UNLOCKED): (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.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 138 (120x1.15) (+)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks: (36 total)
    Physical:
    Counter
    Fire Punch*

    Special:
    Charge Beam
    Confusion
    Energy Ball
    Focus Blast
    Future Sight
    Hidden Power (Fire- 7)
    Hyper Beam
    Psybeam
    Psychic*
    Psyshock*
    Shadow Ball*
    Zap Cannon

    Status:
    Ally Switch
    Calm Mind
    Disable
    Double Team
    Encore*
    Endure
    Guard Swap*
    Kinesis
    Light Screen
    Magic Coat
    Miracle Eye
    Protect
    Recover
    Reflect
    Safeguard
    Snatch
    Substitute
    Taunt
    Teleport*
    Thunder Wave
    Torment
    Toxic

    Squirts the Blastoise (open)

    [​IMG]
    Blastoise* (Squirts) Female
    Nature: Quiet (+SpA, -Spe, -10% Eva)
    Type: Water
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Torrent
    : (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
    Rain Dish (DW ability- UNLOCKED): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 4
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 67 (78/1.15) (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks: (25 total)
    Physical:
    Aqua Tail
    Bite*
    Brick Break
    Dragon Tail
    Rapid Spin*
    Skull Bash
    Tackle*

    Special:
    Brine*
    Bubble*
    Flash Cannon
    Focus Blast
    Hidden Power (Grass- 7)
    Hydro Pump
    Ice Beam*
    Scald
    Surf*
    Water Gun*
    Water Pulse*

    Status:
    Aqua Ring*
    Double Team*
    Iron Defense
    Protect*
    Rain Dance
    Tail Whip*
    Withdraw*
    Yawn*

    Pinkie Pie the Blissey (open)


    [​IMG]

    Blissey (Pinkie Pie) Female
    Nature: Modest (+SpA, -Atk)
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Natural Cure: (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.
    Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    Healer (DW ability- LOCKED): (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

    HP: 140
    Atk: Rank 0 (-)
    Def: Rank 1
    SpA: Rank 4 (+)
    SpD: Rank 5
    Spe: 55
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 21

    EC: 9/9
    MC: 0
    DC: 4/5

    Attacks: (26 total)
    Physical:
    Counter
    Doubleslap
    Pound

    Special:
    Echoed Voice
    Hyper Beam
    Ice Beam
    Flamethrower

    Status:
    Bestow
    Charm
    Copycat
    Defense Curl
    Growl
    Heal Bell
    Heal Pulse
    Light Screen
    Metronome
    Minimize
    Reflect
    Refresh
    Safeguard
    Sing
    Softboiled
    Substitute
    Sweet Kiss
    Tail Whip
    Toxic
  2. SubwayJ

    SubwayJ

    Joined:
    Dec 16, 2011
    Messages:
    2,754
    Mode: Doubles
    Thread: ITS INVISIBLE!
    Pokemon:

    Krillowatt: Magic Guard/Exp Share
    Clamperl: Shell Armor/DeepSeaTooth
    Ditto: Imposter/Metal Powder
    Unown: Levitate/Big Root


    [​IMG]
    Fruit Ninja (*) the Krillowatt (M)
    Fruit Ninja (*) the Krillowatt (M) (open)

    Nature: Naive (+Spe, -SpDef)

    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 UNLOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

    Stats: (Naive Nature)

    HP: 125
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 121(+) (+17%ACC)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21

    EC: 6/6
    MC: 0
    DC: 5/5

    Moves:

    Bubble (*)
    Charge (*)
    Tackle (*)
    Thundershock (*)
    Detect (*)
    Zap Cannon
    Ice Shard
    Confuse Ray
    Imprison
    Mirror Coat
    Aqua Jet
    Thunder
    Copycat
    Heart Swap
    Discharge
    Hydro Pump
    Muddy Water
    Guillotine
    Volt Switch

    Metronome (*)
    Me First (*)
    Counter (*)
    Sheer Cold
    Follow Me
    Mind Reader

    Ice Beam (*)
    Thunderbolt (*)
    Scald (*)
    Blizzard
    Protect
    Round
    Earthquake
    Hidden Power Grass (7)
    Substitute

    Total Moves: 34

    [​IMG]
    Bejeweled the Clamperl (F)
    Bejeweled the Clamperl (F) (open)


    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: 0

    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

    Total Moves: 31
    [​IMG]
    Operation the Ditto (-)
    Operation the Ditto (-) (open)

    Nature: Serious (no effect on stats)

    Type: Normal

    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus

    Abilities: Limber, Imposter
    Limber
    : Type: Innate This Pokemon’s body is well trained and immune to paralysis.
    Imposter: (DW Unlocked) Type: Innate This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle, at the cost of 10 EN. Transformations from Imposter last a minimum of three (3) actions before they can be dispelled by a phazing move in Switch=KO battles.

    Stats
    :
    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 48
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 12

    DC: 5/5

    Moves:
    Transform

    Total Moves: 1

    [​IMG]
    Doodle Jump (*) the Unown
    Doodle Jump (*) the Unown (open)


    Nature: Modest (+SpAtk, -Atk)

    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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    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.

    Stats: (Modest Nature)

    HP: 90
    Atk: Rank 2(-)
    Def: Rank 2
    SpA: Rank4(+)
    SpD: Rank 2
    Spe: 48
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14

    MC: 0

    Moves:

    Hidden Power Bug (7) : 50% Drain Effect (*)
    Hidden Power Dark (7) : Taunt Effect (*)
    Hidden Power Dragon (7) : Roar Effect (*)
    Hidden Power Electric (7) : 30% Paralyze (*)
    Hidden Power Fighting (7) : Calculates Damage Using Defense (*)
    Hidden Power Fire (7) : 30% Burn (*)
    Hidden Power Flying (7) : High Critical Hit Ratio (*)
    Hidden Power Ghost (7) : 20% Special Defense Lower (*)
    Hidden Power Grass (7) : 20% Sleep (*)
    Hidden Power Ground (7) : 20% Accuracy Lower (*)
    Hidden Power Ice (7) : 20% Freeze (*)
    Hidden Power Poison (7) : 30% Toxic (*)
    Hidden Power Psychic (7) : 20% Confusion (*)
    Hidden Power Rock (7) : 20% Flinch (*)
    Hidden Power Steel (7) : 20% Special Attack Lower (*)
    Hidden Power Water (7) : 20% Speed Lower, and douse (*)

    Total Moves: 16 (Or one to be technical)

    (Because it's unown)

    Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers.
  3. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,389
    So I have time so let's see what we can do
  4. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 19, 2010
    Messages:
    2,335
    The Subway calls! Thread up shortly.

    Damn, Gerard, I wanted someone to take CMFP so I can take EM...w/e
  5. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,389
    yey why not?
  6. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 19, 2010
    Messages:
    2,335
    Hi, I'm here to challenge again.

    Mode: Singles (Battles 1-4)
    Thread: This One

    Chosen Abilities:
    Gliscor: Poison Heal
    Steelix: Sheer Force
    Camerupt: Solid Rock

    Chosen Items:
    Gliscor: Razor Fang
    Steelix: Expert Belt
    Camerupt: Expert Belt

    Capers the Gliscor (open)
    [​IMG]
    Gliscor(*) [Capers] (M)
    NATURE: Jolly (+14% Accuracy) (NC)

    TYPE
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. 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.
    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.

    STATS
    HP: 100
    Atk: Rank 3
    Def: Rank 5
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 110 (+)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    EC: 6/6
    MC: 0
    DC: 5/5

    ATTACKS (96/96)
    PHYSICAL
    Acrobatics
    Aerial Ace
    Aqua Tail
    Brick Break
    Bug Bite
    Bulldoze
    Counter
    Cross Poison
    Cut
    Dig
    Double-Edge
    Earthquake*
    Facade
    Faint Attack*
    False Swipe
    Feint
    Fire Fang
    Fling
    Frustration
    Fury Cutter*
    Giga Impact
    Guillotine
    Headbutt
    Ice Fang
    Iron Tail
    Knock Off*
    Metal Claw
    Natural Gift
    Night Slash*
    Payback
    Poison Jab
    Poison Sting*
    Poison Tail
    Quick Attack*
    Return
    Rock Climb
    Rock Slide*
    Rock Smash
    Rock Tomb
    Sand Tomb
    Secret Power
    Sky Attack
    Sky Uppercut
    Slash
    Steel Wing
    Stone Edge
    Strength
    Thief
    Thunder Fang
    U-Turn
    Wing Attack
    X-Scissor

    SPECIAL
    Dark Pulse
    Dream Eater
    Earth Power
    Hidden Power (Grass 7)
    Hyper Beam
    Mud-Slap
    Razor Wind
    Round
    Sludge Bomb
    Snore
    Struggle Bug
    Swift
    Venoshock

    OTHER

    Agility*
    Attract
    Baton Pass*
    Captivate
    Curse
    Defog
    Detect
    Double Team
    Endure
    Harden*
    Hone Claws
    Mimic
    Power Trick
    Protect
    Rain Dance
    Rest
    Rock Polish
    Roost
    Sand-Attack*
    Sandstorm
    Screech
    Sleep Talk
    Stealth Rock
    Substitute
    Sunny Day
    Swagger
    Swords Dance*
    Tailwind
    Taunt
    Torment
    Toxic
    Iron Chain the Steelix (open)
    [​IMG]
    Steelix [Iron Chain] (M)
    NATURE: Brave (-10% Evasion)

    TYPE
    Steel
    : Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    ABILITIES
    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.
    Sturdy: (Innate) 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.
    Sheer Force (DW Unlocked): (Can be Enabled) This Pokemon can energise 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.

    STATS
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 8
    SpA: Rank 2
    SpD: Rank 3
    Spe: 26 (-)
    Size Class: 7
    Weight Class: 8
    Base Rank Total: 21

    EC: 6/6
    MC: 0
    DC: 5/5

    ATTACKS (59)
    PHYSICAL
    Aqua Tail
    Bide
    Bind
    Body Slam
    Bulldoze
    Crunch
    Dig
    Double Edge
    Dragon Tail
    Earthquake
    Explosion
    Facade
    Fire Fang
    Flail
    Gyro Ball
    Heavy Slam
    Ice Fang
    Iron Head
    Iron Tail
    Rage
    Rock Slide
    Rock Throw
    Rock Tomb
    Sand Tomb
    Selfdestruct
    Slam
    Smack Down
    Stone Edge
    Tackle
    Thunder Fang

    SPECIAL
    Dark Pulse
    Dragon Pulse
    Earth Power
    Flash Cannon
    Hidden Power (Grass, 7)
    Hyper Beam
    Twister

    OTHER

    Attract
    Autotomise
    Block
    Double Team
    Endure
    Harden
    Magnet Rise
    Mimic
    Mud Sport
    Protect
    Rest
    Roar
    Rock Polish
    Sandstorm
    Screech
    Sleep Talk
    Stealth Rock
    Substitute
    Swagger
    Taunt
    Torment
    Toxic
    Tormeldon the Camerupt (open)
    [​IMG]
    Camerupt [Tormeldon] (M)
    NATURE: Quiet (-10% Evasion)

    TYPE

    Fire: 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 bushfire areas.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    ABILITIES
    Magma Armour: (Innate) This Pokemon has a strong, heated armour that makes it incapable of being frozen. The armour also reduces the Base Attack Power of all incoming attacks by one (1).
    Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
    Anger Point (DW Unlocked): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
    Glyph of Explosion: (Raid Glyph) Causes Explosion to affect only one opponent instead of all allies and enemies, raises its base power by 40 and causes it to ignore resistances.

    STATS
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 34 (-)
    Size Class: 4
    Weight Class: 6
    Base Rank Total: 19

    EC: 6/6
    MC: 0+4
    DC: 5/5

    ATTACKS (49)
    PHYSICAL
    Body Slam
    Dig
    Earthquake
    Explosion
    Facade
    Fissure
    Flame Charge
    Frustration
    Iron Head
    Magnitude
    Return
    Rock Slide
    Rock Tomb
    Tackle
    Take Down

    SPECIAL
    Ancientpower
    Earth Power
    Ember
    Eruption
    Fire Blast
    Flame Burst
    Flamethrower
    Flash Cannon
    Heat Wave
    Hidden Power (Ice 7)
    Hyper Beam
    Incinerate
    Lava Plume
    Mud Bomb
    Round
    Solarbeam

    OTHER

    Amnesia
    Attract
    Double Team
    Endure
    Focus Energy
    Growl
    Protect
    Rest
    Roar
    Sandstorm
    Sleep Talk
    Stealth Rock
    Substitute
    Sunny Day
    Swagger
    Toxic
    Will-O-Wisp
    Yawn
  7. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    No idea just how long the queue is, but I think it's a bit lengthy. regardless, I'm challenging!


    Singles

    No Thread

    Pokemon:
    Kitsunoh: Limber, Exp Share
    Sneasel: Keen Eye, No Item
    Mienfoo: Regenerator, No Item

    Kitsunoh (open)

    [​IMG]
    Kitsunoh (Female)
    Nature: Jolly (+Spe, -SpA)
    Type: Steel/Ghost
    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.
    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-
    Frisk (Can be Activated): The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
    Limber (Innate): This Pokemon’s body is well trained and immune to paralysis.
    Cursed Body (DW- Unlocked, Innate): When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

    Stats-
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 127 (+, +18% Accuracy)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

    Counters-
    EC: 6/6
    MC: 2
    DC: 5/5

    Attacks-
    Physical: Scratch, Lick, Metal Burst, Faint Attack, Shadow Sneak, Metal Claw, Fake Out, ShadowStrike, Foul Play, Dig, Rock Slide, Meteor Mash, Super Fang, Superpower, Earthquake, U-Turn, Iron Head, Revenge, Shadow Claw, Low Kick, Sucker Punch, Thunder Punch, Ice Punch, Giga Impact, Gyro Ball, Retaliate, Iron Tail
    Special: Hex, Hidden Power [Grass 7], Aerial Ace, Dark Pulse
    Status: Tail Whip, Imprison, Iron Defense, Odor Sleuth, Copycat, Curse, Psycho Shit, Taunt, Will-o-Wisp, Torment, Double Team, Memento, Perish Song, Snatch, Substitute, Toxic, Sunny Day, Protect, Rain Dance, Safeguard, Magic Coat, Rest, Trick Room, Defog

    Sneasel (open)

    [​IMG]
    Sneasel (F)
    Nature: Adamant
    Type: Dark/Ice
    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.
    Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

    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: 17

    Counters-
    EC: 4/6
    DC: 4/5
    MC: 1

    Abilities-
    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.
    Keen Eye: (Innate) 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: (DW-Locked, Innate) 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.

    Attacks-
    Physical: Scratch, Quick Attack, Fury Swipes, Dig, Low Sweep, Ice Shard, Faint Attack, Ice Punch, Fake Out, Counter, Feint
    Special: N/A
    Status: Leer, Taunt, Screech, Agility, Torment, Endure, Moonlight

    Mienfoo (open)

    [​IMG]
    Mienfoo (Female)
    Nature: Jolly (+Spe -SpA)
    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-
    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
    Regenerator (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
    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.

    Counters-
    EC: 1/6
    MC: 2
    DC: 1/5

    Stats-
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 75 (+, +13% Accuracy)
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 14

    Attacks-
    Physical: Pound, Fake Out, Doubleslap, Hi Jump Kick, Low Kick, Stone Edge, Dig, U-Turn
    Special: Swift
    Status: Meditate, Detect, Calm Mind, Me First, Endure
  8. Maxim

    Maxim

    Joined:
    Jul 15, 2009
    Messages:
    3,521
    Mode: Triples (Battles 1-4)
    Thread: Here

    Chosen Abilities:
    Volcarona: Flame Body
    Colossoil: Guts
    Togekiss: Serene Grace
    Necturna: Telepathy
    Arghonaut: Iron Fist
    Stratagem: Technician (and Levitate :D)

    Chosen Items:
    Volcarona: Heat Rock
    Colossoil: Flame Orb
    Togekiss: Light Clay
    Necturna: Big Root
    Arghonaut: Silk Scarf
    Stratagem: Hard Stone

    Nora (open)

    [​IMG]
    Volcarona(*) [Nora] (F)
    Nature: Modest (Special Attack increased by *, Attack decreased by *)

    Type:

    Fire: 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.
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

    Abilities:
    Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

    Stats:

    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 6 (+)
    SpD: Rank 4
    Spe: 100
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 22

    EC:6/6
    MC:1
    DC:5/5

    Attacks (31):
    Ember(*)
    String Shot(*)
    Leech Life(*)
    Gust
    Take Down(*)
    Amnesia
    Bug Buzz
    Flame Charge
    Flare Blitz
    Fire Spin
    Whirlwind
    Silver Wind
    Quiver Dance
    Heat Wave
    Hurricane
    Rage Powder
    Fiery Dance

    Foresight
    Endure
    Morning Sun(*)
    Harden(*)
    Magnet Rise(*)

    Sunny Day
    Solarbeam
    Safeguard
    Toxic
    Psychic(*)
    Will-o-Wisp(*)
    Protect(*)
    Substitute
    Struggle Bug


    Rosch (open)

    [​IMG]
    Colossoil [Rosch] (M)
    Nature: Adamant (Attack increased by *, Special Attack decreased by *)

    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.
    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:
    Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
    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.
    Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

    Stats:

    Colossoil
    HP: 120
    Atk: Rank 6 (+)
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 95
    Size Class: 5
    Weight Class: 10
    Base Rank Total: 22

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (21):
    Drill Run
    Horn Attack
    Peck
    Leer
    Tackle
    Bubblebeam
    Body Slam
    Bite
    Rapid Spin
    Pursuit
    Dig
    Bounce
    Magnitude

    Encore
    Fake Out
    Thunder Fang

    Taunt
    Protect
    Earthquake
    Double Team
    U-Turn


    Serenity (open)

    [​IMG]
    Togekiss [Serenity] (F)
    Nature: Bold (Defense increased by *, Attack decreased by *)

    Type:
    Normal:
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
    Flying:
    Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Hustle:
    (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
    Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    Super Luck (DW): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

    Stats:

    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 4 (+)
    SpA: Rank 5
    SpD: Rank 4
    Spe: 80
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks (35):
    Sky Attack
    Extremespeed
    Aura Sphere
    Air Slash
    Magical Leaf
    Growl
    Charm
    Metronome
    Sweet Kiss
    Yawn
    Encore
    Ancientpower
    Follow Me
    Bestow
    Wish
    Safeguard

    Nasty Plot
    Extrasensory
    Substitute

    Body Slam
    Heat Wave
    Heal Bell
    Endure
    Tailwind

    Roost
    Psyshock
    Protect
    Reflect
    Light Screen
    Hyper Beam
    Flamethrower
    Shadow Ball
    Thunder Wave
    Grass Knot
    Defog


    Pandora (open)

    [​IMG]
    Necturna [Pandora] (F)
    Nature: Bashful (No effect on stats)

    Type:
    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.
    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:
    Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
    Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 5
    Spe: 81
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 23

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (22):
    Thunder Fang
    Poison Fang
    Super Fang
    Vine Whip
    Leer
    Ominous Wind
    Shadow Sneak
    Toxic Spikes
    Will-O-Wisp
    Hex
    Horn Leech
    Pain Split
    Shadow Ball
    Power Whip

    Shell Smash
    Leaf Blade
    Natural Gift

    Protect
    Payback
    Psychic
    Double Team
    Shadow Claw

    Special:
    Shadow Mend


    Diagnos (open)

    [​IMG]
    Arghonaut(*) [Diagnos] (M)
    Nature: Adamant (Attack increased by *, Special Attack decreased by *)

    Type:

    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


    Abilities:
    Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
    Iron Fist (DW): (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)

    Stats:

    HP: 110
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 4
    Spe: 75
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 21

    EC: 6/6
    MC: 1
    DC: 5/5

    Attacks (27):
    Night Slash
    Waterfall
    Constrict
    Aqua Jet
    Bubble(*)
    Smokescreen(*)
    Yawn(*)
    Wrap(*)
    Arm Thrust(*)
    Mach Punch
    Taunt
    Revenge
    Focus Punch

    Circle Throw
    Bulk Up (*)
    Recover(*)
    Ice Punch (*)
    Drain Punch
    Cross Chop

    Knock Off
    Soak

    Endure
    Protect (*)
    Earthquake (*)
    Substitute(*)
    Poison Jab
    Rock Slide
    Surf


    Origin (open)

    [​IMG]
    Stratagem [Origin] (M)
    Modest Nature (Sp. Atk increased by *, Attack decreased by *)

    Type:
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

    Stats:
    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 6 (+)
    SpD: Rank 3
    Spe: 130
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 21

    EC:9/9
    MC:0
    DC:5/5

    Abilities:
    Levitate: (Trait) 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. 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.
    Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
    Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

    Attacks (26):
    Giga Drain
    Weather Ball
    Vacuum Wave
    Tackle
    Defense Curl
    Rollout
    Rock Blast
    Disable
    Acupressure
    Mud Shot
    Power Gem
    Electro Ball

    Paleo Wave
    Metal Sound
    Earth Power

    Heat Wave
    Swift

    Stealth Rock
    Double Team
    Calm Mind
    Protect
    Energy Ball
    Flamethrower
    Hidden Power Water 6
    Toxic
    Substitute
    Shadow Ball


    Just a note, I am on a trip, so I may go over DQ rarely.
  9. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    Let's hope things go better this time.

    Mode:
    Singles
    Thread: Thanks Engi~
    Current Streak: X

    Chosen Abilities:
    Starmie: Illuminate
    Metagross: Light Metal
    Gallade: Justified

    Chosen Items:
    Starmie: Expert Belt
    Metagross: Metal Coat
    Gallade: Black Belt

    Stevenson the Starmie (open)
    [​IMG][​IMG]
    Starmie [Stevenson] (N/A)
    • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
    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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Stats:

    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (115*1.15^)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

    EC: 6/6
    MC: 4 (0)
    DC: 5/5

    Abilities:
    • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
    • Natural Cure: (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.
    • Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
    Attacks (46):

    Tackle (*)
    Harden (*)
    Water Gun (*)
    Rapid Spin (*)
    Recover (*)
    Camouflage (*)
    Swift (*)
    Aurora Beam (*)
    Supersonic (*)
    Barrier (*)
    Scald (*)
    Thunderbolt (*)
    Thunder Wave (*)
    Rain Dance
    Hydro Pump
    Thunder
    Blizzard
    Light Screen
    Reflect Type
    Power Gem
    Grass Knot
    Psyshock
    Reflect
    Hidden Power [Fire] [7]
    Double Team
    Substitute
    Bide
    Confuse Ray
    Protect
    Endure
    Ice Beam
    Psychic
    Minimize
    Pain Split
    Signal Beam
    Hyper Beam
    Cosmic Power
    Toxic
    Flash Cannon
    Dive
    Psych Up
    Zap Cannon
    Teleport
    Surf
    Flash
    Role Play

    Orwell the Metagross (open)
    [​IMG][​IMG]
    Metagross [Orwell] (N/A)

    • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

    Type:

    • [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.
    • [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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 5
    SpA: Rank 3
    SpD: Rank 4 (+)
    Spe: 60 (70/1.15v)
    Size Class: 4
    Weight Class: 9
    Base Rank Total: 22

    EC: 9/9
    MC: 4
    DC: 5/5

    Abilities:

    • Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
    • Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

    Attacks (44):

    Take Down
    Headbutt
    Iron Defense
    Iron Head
    Zen Headbutt
    Magnet Rise
    Metal Claw
    Confusion
    Scary Face
    Meteor Mash
    Earthquake
    Ice Punch
    ThunderPunch
    Psychic
    Hammer Arm
    Shadow Ball
    Pursuit
    Bullet Punch
    Agility
    Hidden Power [Fire] [6]
    Grass Knot
    Protect
    Rain Dance
    Rock Slide
    Reflect
    Light Screen
    Endure
    Double Team
    Gravity
    Hone Claws
    Aerial Ace
    Stealth Rock
    Hyper Beam
    Double-Edge
    Signal Beam
    Rock Smash
    Bulldoze
    Substitute
    Brick Break
    Signal Beam
    DynamicPunch
    Rest
    Sleep Talk
    Sludge Bomb
    Block

    Shakespeare the Gallade (open)
    [​IMG][​IMG]
    Gallade [Shakespeare] (M)

    • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

    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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
    • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 4 (+)
    SpA: Rank 2 (-)
    SpD: Rank 4
    Spe: 80
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

    EC: 9/9
    MC: 5
    DC: 5/5

    Abilities:

    • Steadfast: (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. This speed boost is maintained at the end of each round.
    • Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

    Attacks (40):

    Growl
    Confusion
    Double Team
    Teleport
    Lucky Chant
    Magical Leaf
    Heal Pulse
    Calm Mind
    Disable
    Encore
    Will-o-Wisp
    Toxic
    Taunt
    Reflect
    Leaf Blade
    Night Slash
    Leer
    Fury Cutter
    Slash
    Swords Dance
    Close Combat
    Psycho Cut
    Pain Split
    ThunderPunch
    Shadow Sneak
    Fire Punch
    Protect
    Rock Slide
    Ice Punch
    Endure
    Imprison
    Snatch
    Feint
    Substitute
    X-Scissor
    Torment
    Aerial Ace
    Focus Punch
    Thunder Wave
    Low Kick
  10. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    Subway 1-8 Pokemon have been updated with B2W2 Tutor moves!

    Now...
    Taking these two.

    QUEUE
    Maxim [Triples]
    Alchemator [Singles]
  11. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,389
    Since I'm still avaible, I think I can take this, sorry Alch, I'll take yours if I get time
  12. Temperantia

    Temperantia

    Joined:
    Mar 9, 2011
    Messages:
    1,884
    Singles
    No Thread
    No Streak

    Abilities:
    Ludicolo: Swift Swim
    Nidoking: Sheer Force
    Reuniclus: Magic Guard

    Items:
    Ludicolo: Miracle Seed
    Nidoking: Expert Belt
    Reuniclus: Leftovers


    Marina the Ludicolo (open)



    [​IMG]
    Ludicolo- Marina (F)
    Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%)
    Type: 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=Unlocked): (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: 100
    Atk: 3
    Def: 3
    SpA(+): 4
    SpD: 4
    Spe(-): 61 (70/1.15=60.86)
    SC: 3
    WC: 4
    BRT: 19

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks:
    Astonish
    Growl
    Absorb
    Nature Power
    Mist
    Natural Gift
    Mega Drain
    Fake Out
    Fury Swipes
    Water Sport
    BubbleBeam
    Hydro Pump

    Leech Seed
    Giga Drain
    Counter
    Teeter Dance

    Fire Punch

    Rain Dance
    Ice Beam
    Scald
    Toxic
    Substitute

    Total Moves: 21


    Goliath the Nidoking (open)




    [​IMG]
    Nidoking- Goliath (M)
    Nature: Naive (Speed increased by 15%, Accuracy increased, SpD decreased by 1) [98^2/870= 11%]
    Type: Poison/Ground
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
    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:
    Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
    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 (Monster/Ground are used for Nidorina/Nidoqueen).
    Sheer Force (DW=Unlocked): (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.

    Stats:

    Hp: 100
    Atk: 3
    Def: 3
    SpA: 3
    SpD(-): 2
    Spe(+): 98 (85x1.15=97.75, rounded up)
    SC: 3
    WC: 4
    BRT: 18

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks:
    Chip Away
    Tackle
    Horn Attack
    Helping Hand
    Leer
    Peck
    Focus Energy
    Double Kick
    Poison Sting
    Fury Attack
    Toxic Spikes
    Poison Jab
    Earth Power
    Megahorn

    Counter
    Head Smash
    Sucker Punch

    Sludge Bomb
    Thunderbolt
    Ice Beam
    Venoshock
    Shadow Claw
    Fire Blast
    Surf

    Total Moves: 24


    Florence the Reuniclus (open)



    [​IMG]
    Reuniclus- Florence (F)
    Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks)
    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 attacks regardless of weight difference. 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 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.
    Regenerator (DW=Unlocked): (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:

    Hp: 110
    Atk: 3
    Def: 3
    SpA(+): 6
    SpD: 3
    Spe: 26 (30/1.15=26.1, rounded down to 26)
    SC: 2
    WC: 2
    BRT: 20

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks:
    Psywave
    Reflect
    Rollout
    Snatch
    Hidden Power (Fighting, 7)
    Light Screen
    Charm
    Recover
    Psyshock
    Psychic
    Pain Split
    Wonder Room
    Future Sight
    Heal Block

    Imprison
    Acid Armor
    Trick

    Calm Mind
    Shadow Ball
    Trick Room
    Thunder Wave
    Energy Ball
    Telekinesis
    Toxic
    Thunder
    Focus Blast
    Rock Slide

    Total Moves: 27

  13. smashlloyd20

    smashlloyd20

    Joined:
    Aug 7, 2010
    Messages:
    3,315
    I would like to challenge the Battle Subway!

    Mode: Singles
    Thread: --
    Current Streak: --

    Chosen Abilities:
    Lucario: Inner Focus
    Magnezone: Sturdy
    Chandelure: Flash Fire

    Chosen Items:
    Lucario: Leftovers
    Magnezone: Magnet
    Chandelure: Leftovers

    Lucario (open)
    [​IMG]
    Lucario [Mind Reader] (Male)
    Nature: Lonely (+1 Attack, -1 Defense)

    Type: Fighting/Steel

    Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    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.

    Abilities:
    Steadfast (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. This speed boost is maintained at the end of each round.

    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.

    Justified (Innate): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    HP: 100
    Atk: 5 (+)
    Def: 2 (-)
    SpA: 4
    SpD: 3
    Spe: 90
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 6/6
    MC: 3
    DC: 5/5

    Attacks:
    Quick Attack
    Dark Pulse
    Detect
    Metal Claw
    Foresight
    Endure
    Counter
    Force Palm
    Feint
    Reversal
    Screech
    Bone Rush
    Metal Sound
    Extremespeed
    Dragon Pulse
    Quick Guard
    Nasty Plot
    Aura Sphere
    Close Combat

    Circle Throw
    Hi Jump Kick
    Vacuum Wave
    Protect
    Agility

    Swords Dance
    Protect
    Shadow Claw
    Shadow Ball
    Dig
    Psychic
    Magnezone (open)

    [​IMG]
    Zap-Happy [Magnezone] (-)
    NATURE: Timid (+5% Accuracy)

    TYPE: Electric / Steel

    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

    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.

    ABILITIES
    Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

    Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

    Analyctic (DW Locked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

    STATS
    HP: 100
    Atk: Rank 2 (-)
    Def: Rank 4
    SpA: Rank 5
    SpD: Rank 3
    Spe: 69 (+)
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 20

    EC: 9/9
    MC: 11
    DC: 5/5

    ATTACKS
    Mirror Coat
    Barrier
    Tri Attack
    Metal Sound
    Tackle
    Sonicboom
    Thundershock
    Supersonic
    Thunder Wave
    Spark
    Lock-On
    Magnet Rise
    Zap Cannon

    Thunderbolt
    Volt Switch
    Flash Cannon
    Chandelure (open)

    [​IMG]
    Tag [Chandelure] Male
    Mild Nature (+1 * Special Attack, -1 * Defense)
    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.
    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.

    Abilities:
    Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
    Shadow Tag: (Dream World) (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

    HP: 90
    Atk: 2
    Def: 2 (-)
    SpA: 7 (+)
    SpD: 3
    Spe: 80
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 19

    EC: 9/9
    MC: 6
    DC: 5/5

    Moves:
    Ember
    Astonish
    Minimize
    Smog
    Fire Spin
    Confuse Ray
    Night Shade
    Will-o-Wisp
    Flame Burst
    Imprison
    Hex
    Shadow Ball
    Pain Split
    Curse

    Sunny Day
    Fire Blast
    Flame Charge

    Acid
    Clear Smog
    Endure
    Taunt
    Double Team
  14. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,723
    I would like to challenge the Battle Subway!

    Mode: Singles
    Thread: N/A
    Current Streak: 0

    Chosen Abilities:
    Charizard: Solar Power
    Metagross: Clear Body
    Dragonite: Multiscale

    Chosen Items:
    Charizard: Enigma Berry
    Metagross: Air Balloon
    Dragonite: Expert Belt

    Mimring the Charizard(*) (open)
    [​IMG]
    <Charizard> [Mimring] (Male)
    Nature: Lonely (+Att, -Def)
    Type: Fire/Flying
    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.

    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Blaze: (Type: Innate)
    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: (Type: Innate) [DW, Unlocked]
    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: 100
    Atk: Rank 4 (+)
    Def: Rank 2 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 100
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks:
    Heat Wave
    Dragon Claw
    Shadow Claw
    Air Slash
    Scratch(*)
    Growl(*)
    Ember(*)
    Smokescreen(*)
    Dragon Rage(*)
    Scary Face(*)
    Fire Fang(*)
    Wing Attack
    Flamethrower
    Inferno
    Fire Spin

    Dragon Dance(*)
    Dragon Rush(*)
    Metal Claw(*)
    Flare Blitz
    Counter
    Ancientpower
    Crunch

    Brick Break(*)
    Dig(*)
    Hone Claws(*)
    Sunny Day
    Fire Blast
    Hidden Power Ground 7
    Fly
    Dragon Tail

    Thunderpunch
    Seismic Toss
    Bide
    Mimic

    Fire Pledge

    Charos the Dragonite (open)
    [​IMG]
    <Dragonite> [Charos] (Male)
    Nature: Relaxed (+Def. -Speed)
    Type: Dragon/Flying
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:

    Inner Focus: (Type: 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.

    Multiscale: (Type: Innate) [DW, Unlocked]
    This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 4 (+)
    SpA: Rank 4
    SpD: Rank 4
    Spe: 69 (-, 10% decrease in evasion)
    Size Class: 4
    Weight Class: 6
    Base Rank Total: 22


    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks:

    Fire Punch
    Thunderpunch
    Roost
    Wrap
    Leer
    Thunder Wave
    Twister
    Dragon Rage
    Slam
    Agility
    Dragon Rush
    Outrage
    Hyper Beam
    Hurricane

    Dragon Dance
    Aqua Jet
    Dragon Pulse

    Sunny Day
    Flamethrower
    Safeguard
    Substitute
    Protect
    Ice Beam

    Major Q10 the Metagross (open)
    [​IMG]
    <Metagross> [Major Q10] (Genderless)
    Nature: Quiet (+SpA, -Spe)
    Type: Steel/Psychic
    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.

    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:
    Clear Body: (Type: Innate)
    This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

    Light Metal: (Type: Innate) [DW, Unlocked]
    The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 5
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 60 (-, 15% drop in evasion)
    Size Class: 4
    Weight Class: 9 (550 kg)
    Base Rank Total: 22

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks:
    Magnet Rise
    Take Down
    Metal Claw
    Confusion
    Scary Face
    Pursuit
    Bullet Punch
    Psychic
    Meteor Mash
    Agility
    Hammer Arm

    Substitute
    Protect
    Flash Cannon
    Shadow Ball
    Earthquake

    Headbutt
    Iron Defense
    Iron Head
    Zen Headbutt
  15. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,389
    Better to reduce this list, we don't want people saying we're not doing our job
  16. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    New challengers?

    Come with me!
  17. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    All right, not DQ'ing this time
    Mode: Singles
    Thread: http://www.smogon.com/forums/showthread.php?t=3467865
    Streak: 1 lol
    Mind (open)
    [​IMG]
    Mr. Mime - Mind (F)
    KOC: 8
    Nature: Timid
    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 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:
    Soundproof: (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
    Filter: (Innate) This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
    Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 5
    Spe: 104 (+)
    Acc: +12%
    Size Class: 3
    Weight Class: 4

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks:
    Tickle
    Barrier
    Confusion
    Copycat
    Meditate
    Encore
    DoubleSlap
    Mimic
    Light Screen
    Reflect
    Psybeam

    Fake Out
    Confuse Ray
    Icy Wind

    Psyshock
    Protect
    Toxic
    Psychic
    Double Team
    Hypnosis
    Endure
    Magic coat
    Thunder Wave
    Thunder
    Taunt
    Shadow Ball
    Nasty Plot
    Signal Beam
    Safeguard
    Snatch
    Attract
    Substitute
    Sunny Day
    Solarbeam
    Magical Leaf
    Quick Guard
    Wide Guard
    Power Swap
    Guard Swap
    Recycle
    Counter
    Teleport
    Hyper Beam
    Mud-Slap
    Trick Room
    Bide
    Rest
    Sleep Talk
    Future Sight
    Dream Eater
    Zap Cannon
    Charge Beam
    Thunderbolt
    Attract
    Nommy (open)
    [​IMG]
    Snorlax - Nommy (F)
    KOC: 16
    Nature: Quiet
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
    Immunity: (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 to grow more severe.
    Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

    Stats:
    HP: 125
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 25 (-)
    Evasion: -10%
    Size Class: 4
    Weight Class: 9
    Base Rank Total: 22

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks:
    Metronome
    Odor Sleuth
    Tackle
    Defence Curl
    Amnesia
    Belly Drum
    Yawn
    Lick
    Recycle
    Screech
    Chip Away

    Counter
    Double Edge
    Substitute

    Earthquake
    Rock Slide
    Toxic
    Body Slam
    Outrage
    Focus Punch
    Stockpile
    Rollout
    Whirlpool
    Heavy Slam
    Crunch
    Surf
    Flamethrower
    Thunderbolt
    Zen Headbutt
    Psychic
    Snatch
    Brick Break
    Ice Beam
    Endure
    Shadow Ball
    Fire Punch
    Focus Blast
    Protect
    Fire Blast
    Incinerate
    Bide
    Hyper Voice
    Seed Bomb

    Purple Boss (open)

    [​IMG]
    Gengar(*) - Purple Boss (M)
    KOC: 4
    Nature: Timid
    Type: Poison/Ghost
    Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
    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:
    Levitate: (Trait) 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. 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 2 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 127 (+)
    Accuracy: +17%
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    EC: 9/9
    MC: 0

    Attacks:
    Hypnosis(*)
    Lick(*)
    Spite(*)
    Mean Look(*)
    Curse(*)
    Night Shade(*)
    Confuse Ray(*)
    Sucker Punch(*)
    Shadow Punch

    Will-O-Wisp(*)
    Astonish(*)
    Disable(*)

    Sludge Bomb(*)
    Substitute(*)
    Thunderbolt(*)
    Shadow Ball
    Toxic
    Energy Ball
    Taunt
    Pain split
    Hex
    Dark Pulse
    Venoshock
    Dream Eater
    Protect
    Torment
    Bide
    Focus Blast
    Destiny Bond
    Endure
    Counter
    Perish Song
    Double Team
    Psychic
    Giga Drain
    Thunder
    Thief
    Role Play


    Mime@Leftovers, Filter
    Nommy@Expert Belt, Immunity
    Gengar@Link Cable, Levitate
  18. Wobbanaut

    Wobbanaut

    Joined:
    Feb 29, 2012
    Messages:
    1,002
    Mode: Singles
    Thread: N/A
    Current Streak: X

    Chosen Abilities:
    Kingdra: Swift Swim
    Escavalier: Overcoat
    Ambipom: Technician

    Chosen Items:
    Kingdra: Dragon Scale
    Escavalier: Link Cable
    Ambipom: Expert Belt

    Pokemon Info
    Pyrophobe the Kingdra (open)

    [pimg]230[/pimg]
    Kingdra(Pyrophobe)(M)
    Nature:Mild(+SpA,-Def)
    Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities
    Swift Swim:[Type: Innate]The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
    Sniper:[Type: Innate]This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
    Damp:[Type: Innate]This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    Stats
    HP: 100
    Atk: Rank 3
    Def: Rank 2(-)
    SpA: Rank 4(+)
    SpD: Rank 3
    Spe: 85
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 16

    EC: 9/9
    MC: 0
    DC: 2/5


    Attacks
    Level Up - Bubble, Smokescreen, Leer, Water Gun, Focus Energy, Bubblebeam, Agility, Dragon Pulse, Hydro Pump, Dragon Dance, Yawn
    TM/HM - Dive, Double Team, Scald, Ice Beam, Rain Dance
    Egg Moves - Disable, Outrage, Razor Wind
    5th Gen Tutor - Draco Meteor
    Pyromaniac the Escavalier (open)

    [​IMG]
    Escavalier(Pyromaniac)(F)
    Nature:Brave(+Att,-Speed)
    Bug:Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
    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

    Abilities:

    Swarm:[Type: Innate]When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
    Shell Armour:[Type: Innate]This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
    Overcoat:[Type: Innate][DW]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).

    Stats:

    HP: 100
    Atk: Rank 6(+)
    Def: Rank 4
    SpA: Rank 2
    SpD: Rank 4
    Spe: 17(-)
    Size Class: 2
    Weight Class: 3

    EC:6/6
    MC: 0
    DC:5/5

    Attacks
    Level Up - Peck, Leer, Endure, Fury Cutter, Fury Attack, Headbutt, False Swipe, Flail, Swords Dance, Double Edge, Take Down, Scary Face, Quick Guard, Twineedle, Iron Head
    TM/HM - Double Team, Substitue, Poison Jab, Protect
    Egg Moves - Megahorn, Faint Attack, Counter
    Handy the Ambipom (open)

    [​IMG]
    Ambipom(Handy)M
    Nature – Adamant(+Att , -Spa )
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:

    Technician: [Type: Innate] This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
    Pick Up:[Type: Innate]This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
    Skill Link: [Type: Innate] [DW] This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

    Stats
    HP: 90
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 115
    Size Class: 2
    Weight Class: 2[COLOR]
    Base Rank Total: 19

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks
    Level Up – Scratch, Tail Whip, Sand Attack, Astonish, Baton Pass, Tickle, Fury Swipes, Swift, Screech, Double Hit
    TM/HM – Low Sweep, Double Team, Protect, Substitute, Acrobatics, Taunt
    Egg Moves – Fake Out, Bounce, Counter
    5th Gen Tutor - Snatch, Role Play
    4th Gen Tutor - Fire Punch, Thunder Punch, Ice Punch
  19. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,389


    Ok Guys. Come to Mama
  20. SubwayJ

    SubwayJ

    Joined:
    Dec 16, 2011
    Messages:
    2,754
    Mode: DUBWAY INCOMING
    Thread: Ignore this failure
    Current Streak: ^^^

    Abilities
    Pyroak: Chlorophyll
    Cyclohm: Shield Dust
    Necturna: Forewarn
    Krillowatt: Magic Guard

    Items
    Pyroak: Heat Rock [​IMG]
    Cyclohm: Expert Belt[​IMG]
    Necturna: Big Root[​IMG]
    Krillowatt: Nothing for we are poor

    Leading with Pyroak and Cyclohm BTW

    [​IMG]
    Cranium the Pyroak (M)
    Cranium the Pyroak (M) (open)

    Nature: Quiet (+Sp Atk, -Speed)

    Type: Fire/Grass
    Fire: 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: 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:

    Abilities:
    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.
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Chlorophyll (DW UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats: (Quiet Nature)
    HP: 120
    Atk: Rank 3
    Def: Rank 4
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 52 (-10EVA) (-)
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 20

    EC 9/9
    MC 0
    DC 5/5


    Moves:

    Bullet Seed
    Sweet Scent
    Absorb
    Growth
    Ember
    Leech Seed
    Flame Wheel
    Giga Drain
    Fire Spin
    Synthesis
    Lava Plume
    Flame Burst
    Petal Dance
    Heat Crash
    Zap Cannon
    Wood Hammer
    Flare Blitz

    Aromatherapy
    Dragonbreath
    Earth Power

    Sunny Day
    Flamethrower
    Solarbeam
    Protect
    Earthquake

    Total Moves: 25

    [​IMG]
    Angry Birds the Cyclohm (M)
    Angry Birds the Cyclohm (M) (open)

    Nature: Modest (+Sp Atk, -Atk)

    Type: Electric/Dragon

    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.
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

    Abilities:

    Shield Dust:
    (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
    Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
    Overcoat (DW-Unlocked): (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).

    Stats: (Modest Nature)

    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

    EC 9/9
    MC 0
    DC 5/5

    Moves:

    Tackle
    Growl
    Twister
    Whirlwind
    Dragon Rage
    Charge
    Thundershock
    Rain Dance
    Sonicboom
    Hurricane
    Slack Off
    Weather Ball
    Dragon Pulse
    Double Hit
    Bide
    Tri Attack
    Leer
    Dragon Tail
    Discharge
    Zap Cannon
    Thrash
    Outrage

    Heal Bell
    Hydro Pump
    Power Gem
    Magnet Rise

    Flamethrower
    Thunder
    Substitute
    Hail
    Sandstorm
    Blizzard
    Volt Switch
    Sunny Day
    Thunder Wave
    Hidden Power Grass (7)
    Hyper Beam
    Surf
    Earthquake
    Protect

    Total Moves: 40
    [​IMG]
    Plants vs Zombies (PVZ) the Necturna (F)
    Plants vs Zombies (PVZ) the Necturna (F) (open)

    Nature: Quiet (+Sp Atk, -Speed)

    Type: Grass/Ghost

    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.
    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:

    Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
    Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

    Stats: (Quiet Nature)

    HP: 100
    Atk: Rank 5
    Def: Rank 4
    SpA: Rank 4 (+)
    SpD: Rank 5
    Spe: 70 (-) (-10EVA)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 23

    EC 6/6
    MC 0
    DC 5/5

    Moves:
    Leer
    Vine Whip
    Ominous Wind
    Shadow Sneak
    Toxic Spikes
    Will-O-Wisp
    Hex
    Pain Split
    Power Whip
    Thunder Fang
    Poison Fang
    Super Fang
    Horn Leech
    Shadow Ball


    Soak
    Giga Drain
    Natural Gift
    Ingrain
    Gravity

    Protect
    Calm Mind
    Psychic
    Torment
    Telekenisis
    Toxic
    Shadow Claw
    Stone Edge
    Thief
    Substitute

    Total Moves: 28

    [​IMG]
    Fruit Ninja (*) the Krillowatt (M)
    Fruit Ninja (*) the Krillowatt (M) (open)

    Nature: Naive (+Spe, -SpDef)

    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 UNLOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

    Stats: (Naive Nature)

    HP: 125
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 121(+) (+17%ACC)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21

    EC: 6/6
    MC: 1
    DC: 5/5

    Moves:

    Bubble (*)
    Charge (*)
    Tackle (*)
    Thundershock (*)
    Detect (*)
    Zap Cannon
    Ice Shard
    Confuse Ray
    Imprison
    Mirror Coat
    Aqua Jet
    Thunder
    Copycat
    Heart Swap
    Discharge
    Hydro Pump
    Muddy Water
    Guillotine
    Volt Switch

    Metronome (*)
    Me First (*)
    Counter (*)
    Sheer Cold
    Follow Me
    Mind Reader

    Ice Beam (*)
    Thunderbolt (*)
    Scald (*)
    Blizzard
    Protect
    Round
    Earthquake
    Hidden Power Grass (7)
    Substitute

    Low Kick

    Total Moves: 34
  21. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,541
    I'm back bitches!

    Mode: Doubles
    Thread: here
    Pokemon:
    Phoenix: Steadfast, holding Expert Belt
    Pinkie Pie: Healer, holding Light Clay
    Houdin: Magic Guard, holding TwistedSpoon
    Kippy: Torrent, holding Mystic Water
    Phoenix the Lucario (open)

    [​IMG]
    Lucario (Phoenix) Male
    Nature: Hasty (+Spe, -Def, +12% Acc)
    Type: Fighting/ Steel
    Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
    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.

    Abilities:
    Steadfast: (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. This Speed boost is maintained at the end of each round.
    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.
    Justified (DW ability- UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 2 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 104 (90x1.15)
    +12% Acc
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks: (36 total)
    Physical:
    Blaze Kick
    Bone Rush
    Bulldoze
    Close Combat
    Counter
    Crunch
    Dig
    Extremespeed
    Feint
    Force Palm
    Hi Jump Kick
    Metal Claw
    Quick Attack
    Reversal
    Shadow Claw

    Special:
    Aura Sphere
    Dark Pulse
    Dragon Pulse
    Final Gambit
    Focus Blast
    Vacuum Wave

    Status:
    Calm Mind
    Copycat
    Detect
    Endure
    Foresight
    Heal Pulse
    Helping Hand
    Me First
    Metal Sound
    Nasty Plot
    Screech
    Substitute
    Swords Dance
    Work Up

    Pinkie Pie the Blissey (open)


    [​IMG]

    Blissey (Pinkie Pie) Female
    Nature: Modest (+SpA, -Atk)
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Natural Cure: (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.
    Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    Healer (DW ability- UNLOCKED): (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

    HP: 140
    Atk: Rank 0 (-)
    Def: Rank 1
    SpA: Rank 4 (+)
    SpD: Rank 5
    Spe: 55
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 21

    EC: 9/9
    MC: 0
    DC: 5/5

    Attacks: (33 total)
    Physical:
    Counter
    Doubleslap
    Pound

    Special:
    Echoed Voice
    Hyper Beam
    Ice Beam
    Fire Blast
    Flamethrower
    Psychic
    Shadow Ball
    Thunderbolt

    Status:
    Bestow
    Charm
    Copycat
    Defense Curl
    Endure
    Growl
    Heal Bell
    Heal Pulse
    Helping Hand
    Light Screen
    Metronome
    Minimize
    Reflect
    Refresh
    Safeguard
    Sing
    Softboiled
    Substitute
    Sunny Day
    Sweet Kiss
    Tail Whip
    Toxic

    Kippy the Swampert (open)

    [​IMG]
    Swampert (Kippy) Male
    Nature: Adamant
    Type: Water / Ground
    Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Abilities:
    Torrent
    : (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14
    Damp (DW ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    Stats:
    HP: 110
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 60
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 19

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks: (37 total)
    Physical:
    Avalanche*
    Brick Break
    Counter
    Dig*
    Dive
    Earthquake
    Endeavor
    Giga Impact
    Hammer Arm
    Ice Punch
    Outrage
    Return
    Rock Slide
    Stone Edge
    Superpower
    Tackle*
    Take Down
    Waterfall*

    Special:
    Hydro Cannon
    Hydro Pump
    Mirror Coat
    Mud Bomb
    Mud-slap*
    Mud Shot
    Muddy Water
    Water Gun*

    Status:
    Bide*
    Curse*
    Double Team
    Endure
    Foresight*
    Growl*
    Mud Sport*
    Protect
    Rest*
    Toxic
    Yawn*

    Houdin the Alakazam (open)

    [​IMG]
    Alakazam* (Houdin) Male
    Nature: Timid (-Atk, +Spe, +22% accuracy)
    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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Abilities:
    Synchronize:
    (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 ability- UNLOCKED): (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.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 138 (120x1.15) (+)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks: (65 total)
    Physical:
    Counter
    Dig
    Fire Punch*
    Foul Play
    Knock Off
    Psycho Cut
    Thief
    Zen Headbutt

    Special:
    Charge Beam
    Confusion
    Energy Ball
    Focus Blast
    Future Sight
    Grass Knot
    Hidden Power Fire (7)
    Hyper Beam
    Psybeam
    Psychic*
    Psyshock*
    Round
    Shadow Ball*
    Signal Beam
    Zap Cannon

    Status:
    Ally Switch
    Attract
    Bide
    Calm Mind
    Disable
    Double Team
    Encore*
    Endure
    Embargo
    Flash
    Gravity
    Guard Swap*
    Guard Split
    Kinesis
    Light Screen
    Magic Coat
    Magic Room
    Metronome
    Mimic
    Miracle Eye
    Protect
    Psych Up
    Recover
    Recycle
    Reflect
    Rest
    Role Play
    Safeguard
    Skill Swap
    Sleep Talk
    Snatch
    Substitute
    Sunny Day
    Swagger
    Taunt
    Telekinesis
    Teleport*
    Thunder Wave
    Torment
    Toxic
    Trick
    Wonder Room
  22. EndQuote

    EndQuote

    Joined:
    May 5, 2011
    Messages:
    2,358
    I would like to challenge the Battle Subway! (Since apparently Tournament battles don't stack)

    Mode: Singles
    Thread: Aqui
    Current Streak: Abject failure

    Chosen Abilities:
    Feraligatr: Sheer Force
    Swalot: Gluttony
    Nidoking: Sheer Force

    Chosen Items:
    Feraligatr: Life Orb
    Swalot: Leftovers
    Nidoking: Enigma Berry
    Fang the Feraligatr (open)
    [​IMG]
    Feraligatr(*) Fang (M)
    Nature: Adamant: Adds * to Attack, subtracts * from Special Attack

    Type:

    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Stats:

    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 4
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 78
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

    EC: 9/9
    MC: 0
    DC: 5/5

    Abilities:

    Sheer Force (DW): (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.

    Attacks: (47)

    Scratch (*)
    Leer (*)
    Water Gun (*)
    Rage (*)
    Bite (*)
    Scary Face (*)
    Ice Fang (*)
    Flail (*)
    Thrash (*)
    Crunch
    Superpower
    Agility
    Screech
    Slash
    Chip Away

    Counter
    Seismic Toss
    Endure
    Mimic
    DynamicPunch
    Spite
    Low Kick

    Dragon Dance (*)
    Aqua Jet (*)
    Mud Sport (*)
    Ice Punch
    Rock Slide

    Dig (*)
    Shadow Claw(*)
    Waterfall (*)
    Double Team
    Rain Dance
    Protect
    Substitute
    Earthquake
    Roar
    Attract
    Dive
    Toxic
    Giga Impact
    Focus Punch
    Aerial Ace
    Dragon Claw
    Swagger
    Avalanche

    Non-tournament:
    Hydro Pump (LU)
    Swords Dance (Tutor)

    Tournament:
    Bulldoze (TM)
    Dragon Tail (TM)

    Smudge the Swalot (open)
    [​IMG]
    Swalot(*) Smudge (M)

    Nature: Quiet: Adds * 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.

    Type:

    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Stats:

    HP: 110
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 48 (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 18

    EC: 6/6
    MC: 0
    DC: 5/5

    Abilities:

    Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

    Attacks: (34)

    Pound (*)
    Yawn (*)
    Poison Gas (*)
    Sludge (*)
    Amnesia (*)
    Encore (*)
    Toxic
    Gastro Acid
    Sludge Bomb
    Wring Out
    Stockpile
    Spit Up
    Swallow

    Counter
    Endure
    Mimic
    Fire Punch

    Destiny Bond (*)
    Mud-Slap (*)
    Pain Split (*)

    Ice Beam (*)
    Shadow Ball (*)
    Double Team (*)
    Protect
    Dream Eater
    Solarbeam
    Shock Wave
    Venoshock
    Attract
    Hyper Beam
    Snatch
    Water Pulse
    Sludge Wave
    Earthquake

    Odin the Nidoking (open)
    [​IMG]
    Nidoking: Odin (M)
    Nature: Quiet: Adds * 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.

    Type:

    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 73 (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 18

    EC: 9/9
    MC: 0
    DC: 5/5

    Abilities:

    Sheer Force: (DW): (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.

    Attacks: (41)

    Leer
    Peck
    Focus Energy
    Tackle
    Horn Attack
    Double Kick
    Poison Sting
    Chip Away
    Thrash
    Fury Attack
    Helping Hand
    Flatter
    Toxic Spikes
    Horn Drill
    Earth Power
    Megahorn

    Counter
    Disable
    Endure
    Sucker Punch

    Super Fang

    Ice Beam
    Thunderbolt
    Sludge Bomb
    Dig
    Venoshock
    Thief
    Toxic
    Rest
    Sleep Talk
    Bide
    Protect
    Substitute
    Hidden Power: Grass (7)
    Double Team
    Shock Wave
    Attract
    Flamethrower
    Focus Blast

    Non-Tournament:
    Icy Wind (Tutor)
    Stealth Rock (Tutor)
  23. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,021
    Singles
    Kablam
    No Streak

    Tyranitar @ Sandstream and Expert Belt (open)

    [​IMG]
    Tyranitar [Alpha] (Male)
    Nature: Quiet (+SpA, -Spe)

    Type:
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
    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.

    Stats:
    HP: 110
    Atk: Rank 5
    Def: Rank 4
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 53 (-)
    Size Class: 4
    Weight Class: 6
    Base Rank Total: 23

    EC: 9/9
    MC: 0
    DC: 5/5

    Abilties:
    Sandstream: (Innate)
    When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
    Unnerve: (DW) (Innate)
    The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

    Attacks:
    Thunder Fang
    Ice Fang
    Fire Fang
    Bite
    Leer
    Sandstorm
    Screech
    Chip Away
    Rock Slide
    Scary Face
    Thrash
    Earthquake
    Crunch
    Stone Edge
    Hyper Beam
    Dark Pulse

    Curse
    Outrage
    Stealth Rock

    Dig
    Brick Break
    Taunt
    Smack Down
    Payback
    Earth Power
    Surf
    Fire Blast
    Thunderbolt
    Ice Beam
    Counter

    Gengar @ Levitate and Life Orb (open)


    [​IMG]
    Gengar(*) [Iota] (Male)
    Nature: Hasty (+Spe, -Def)

    Type:
    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.
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 5
    SpD: Rank 3
    Spe: 127 (+)
    Acc: +19%
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    EC: 9/9
    MC: 1

    Abilities:
    Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

    Attacks:
    Hypnosis(*)
    Lick(*)
    Spite(*)
    Mean Look(*)
    Curse(*)
    Confuse Ray(*)
    Night Shade(*)
    Sucker Punch(*)
    Shadow Punch
    Hex
    Dream Eater
    Destiny Bond
    Dark Pulse
    Mean Look

    Explosion(*)
    Will-O-Wisp(*)
    Disable(*)

    Thunderbolt(*)
    Shadow Ball(*)
    Sludge Bomb(*)
    Toxic
    Taunt
    Venoshock
    Pain Split
    Focus Blast
    Giga Drain
    Protect
    Hidden Power (Fire 7)
    Counter
    Drain Punch
    Torment
    Perish Song
    Bide
    Ice Punch
    Focus Punch
    Telekinesis
    Thunder
    Fire Punch
    Icy Wind
    Psychic
    DynamicPunch
    Zap Cannon
    Endure
    Brick Break
    Energy Ball
    Foul Play
    Knock Off
    Snatch
    Role Play

    Krilowatt @ Magic Guard and Expert Belt (open)

    [​IMG]
    Krillowatt [Delta] (Female)
    Nature: Naive (+Spe, -SpD)

    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Stats:
    HP: 125
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 121 (+)
    Acc: +17%
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21

    EC: 6/6
    MC: 1
    DC: 5/5
    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.

    Attacks:
    Bubble
    Charge
    Tackle
    Thundershock
    Detect
    Ice Shard
    Charge
    Confuse Ray
    Imprison
    Aqua Jet
    Thunder
    Hydro Pump
    Muddy Water
    Zap Cannon
    Copycat
    Discharge

    Counter
    Mirror Coat
    Signal Beam
    Me First
    Shock Wave
    Follow Me

    Thunder Wave
    Thunderbolt
    Scald
    Earthquake
    Hone Claws
    Waterfall
    Low Kick
    Blizzard
    Rain Dance
    Volt Switch
    Dive
    Substitute
    Payback
    Torment
    Safeguard
    Ice Beam
    Toxic
    Surf
    Hail
    Double Team
    Bulldoze
    Earth Power
    Icy Wind
    Signal Beam
  24. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    The same as ever.
  25. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,389
    Ok I'll take you guys, hope you lost soon (for the good of the subway)

Users Viewing Thread (Users: 0, Guests: 0)