Ullar
card-carrying wife-guy
Is that a wacky title or what?!?!?!?!?!?!!!?!!?!?
..ahem. Let's begin.
RULES:
Bring 3 Pick 2 LC Doubles
All Abilities
Training Items
3 Day DQ
2 Substitutions
ASB Arena
Infinite Recoveries, 2 Chills
Lou's Team:
Brattler - Apep
Nature: Adamant (Atk: +1, SpA: -1)
Type: Dark / Grass
Dark Type - 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.
Grass Type - 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:
Harvest - (Passive) At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.
(DW) Infiltrator - (Dormant) - (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 30
Height Class: 2
Weight Class: 2
BRT: 14
EC: 0 / 6
MC: 0
DC: 0 / 5
15 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Dragon Tail, Night Slash, Pursuit, Sucker Punch, U-turn, Vine Whip, Wrap
Special Moves - Grass Knot
Status Moves - Aromatherapy, Glare, Haze, Protect, Scary Face, Substitute, Taunt
Sandile - Traveler
Nature: Adamant (Atk: +1, SpA: -1)
Type: Ground / Dark
Ground Type - 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.
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Intimidate - (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: Activate Intimidate
Moxie - (Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
(DW) Anger Point - (Dormant) - (Passive) 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). Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65
Height Class: 1
Weight Class: 2
BRT: 14
EC: 0 / 9
MC: 0
DC: 0 / 5
20 moves known. Moves are sorted by type and then alphabetized
Physical Moves - Assurance, Beat Up, Bite, Counter, Dig, Earthquake, Fire Fang, Pursuit, Rage, Stone Edge, Thunder Fang
Special Moves - Mud-Slap, Sand Tomb
Status Moves - Embargo, Leer, Protect, Sand-Attack, Swagger, Taunt, Torment
Mienfoo - Dal Dal
Nature: Jolly (Spe +10, Accuracy +13%, SpA: -1)
Type: Fighting
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Inner Focus - (Passive) 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 - (Passive) 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.
(DW) Reckless - (Dormant) - (Passive) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75 (+)
Height Class: 2
Weight Class: 2
BRT: 14
EC: 0 / 6
MC: 0
DC: 0 / 5
17 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Acrobatics, Dig, DoubleSlap, Fake Out, Knock Off, Low Kick, Pound
Special Moves - Focus Blast, Swift
Status Moves - Baton Pass, Calm Mind, Detect, Endure, Me First, Meditate, Reflect, Taunt
Texas' Team:
Togepi (M)
Nature: Bold (+Def, -Atk)
Type: Normal
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into 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: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck *DW Locked*: (Passive) 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: 90
Atk: Rank 0 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow
Extrasensory
Lucky Chant
Morning Sun
Nasty Plot
Psycho Shift
Toxic
Solarbeam
Shadow Ball
Fire Blast
Substitute
Total Moves: 19
Growlithe (F)
Nature: Adamant (+Atk, -SpA)
Type: Fire
Fire:
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 bushfire areas.
Abilities:
Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified *DW Locked*: (Passive) 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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 4
DC: 1/5
Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Fire Fang
Take Down
Close Combat
Crunch
Fire Spin
Flare Blitz
Morning Sun
Toxic
Protect
Dig
Substitute
Wild Charge
Total Moves: 19
Staryu
Nature: Timid (+Spe, -Atk, +22% Acc)
Type: Water
Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate: (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure: (Passive) 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 Locked*: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Bubblebeam
Minimize
Aurora Beam
Barrier
Supersonic
Magic Coat
Pain Split
Blizzard
Protect
Thunderbolt
Thunder
Psychic
Surf
Total Moves: 18
LGI MOFOS.
Texas sends out and equips items.
Lou does the same, and orders.
Texas orders.
Imake a fool of myself ref.[/hide]
..ahem. Let's begin.
RULES:
Bring 3 Pick 2 LC Doubles
All Abilities
Training Items
3 Day DQ
2 Substitutions
ASB Arena
Infinite Recoveries, 2 Chills
Lou's Team:
Brattler - Apep
Nature: Adamant (Atk: +1, SpA: -1)
Type: Dark / Grass
Dark Type - 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.
Grass Type - 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:
Harvest - (Passive) At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.
(DW) Infiltrator - (Dormant) - (Passive) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 30
Height Class: 2
Weight Class: 2
BRT: 14
EC: 0 / 6
MC: 0
DC: 0 / 5
15 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Dragon Tail, Night Slash, Pursuit, Sucker Punch, U-turn, Vine Whip, Wrap
Special Moves - Grass Knot
Status Moves - Aromatherapy, Glare, Haze, Protect, Scary Face, Substitute, Taunt
Sandile - Traveler
Nature: Adamant (Atk: +1, SpA: -1)
Type: Ground / Dark
Ground Type - 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.
Dark Type - Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Intimidate - (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: Activate Intimidate
Moxie - (Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
(DW) Anger Point - (Dormant) - (Passive) 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). Critical hits from self-targeting moves do not activate Anger Point.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65
Height Class: 1
Weight Class: 2
BRT: 14
EC: 0 / 9
MC: 0
DC: 0 / 5
20 moves known. Moves are sorted by type and then alphabetized
Physical Moves - Assurance, Beat Up, Bite, Counter, Dig, Earthquake, Fire Fang, Pursuit, Rage, Stone Edge, Thunder Fang
Special Moves - Mud-Slap, Sand Tomb
Status Moves - Embargo, Leer, Protect, Sand-Attack, Swagger, Taunt, Torment
Mienfoo - Dal Dal
Nature: Jolly (Spe +10, Accuracy +13%, SpA: -1)
Type: Fighting
Fighting Type - Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Inner Focus - (Passive) 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 - (Passive) 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.
(DW) Reckless - (Dormant) - (Passive) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75 (+)
Height Class: 2
Weight Class: 2
BRT: 14
EC: 0 / 6
MC: 0
DC: 0 / 5
17 moves known. Moves are sorted by type and then alphabetized.
Physical Moves - Acrobatics, Dig, DoubleSlap, Fake Out, Knock Off, Low Kick, Pound
Special Moves - Focus Blast, Swift
Status Moves - Baton Pass, Calm Mind, Detect, Endure, Me First, Meditate, Reflect, Taunt
Texas' Team:
Togepi (M)
Nature: Bold (+Def, -Atk)
Type: Normal
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into 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: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck *DW Locked*: (Passive) 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: 90
Atk: Rank 0 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow
Extrasensory
Lucky Chant
Morning Sun
Nasty Plot
Psycho Shift
Toxic
Solarbeam
Shadow Ball
Fire Blast
Substitute
Total Moves: 19
Growlithe (F)
Nature: Adamant (+Atk, -SpA)
Type: Fire
Fire:
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 bushfire areas.
Abilities:
Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified *DW Locked*: (Passive) 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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 4
DC: 1/5
Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Fire Fang
Take Down
Close Combat
Crunch
Fire Spin
Flare Blitz
Morning Sun
Toxic
Protect
Dig
Substitute
Wild Charge
Total Moves: 19
Staryu
Nature: Timid (+Spe, -Atk, +22% Acc)
Type: Water
Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Illuminate: (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure: (Passive) 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 Locked*: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 1/6
MC: 2
DC: 1/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Bubblebeam
Minimize
Aurora Beam
Barrier
Supersonic
Magic Coat
Pain Split
Blizzard
Protect
Thunderbolt
Thunder
Psychic
Surf
Total Moves: 18
LGI MOFOS.
Texas sends out and equips items.
Lou does the same, and orders.
Texas orders.
I
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