zarator
^_^
2v2 Doubles
DQ time: 2 days
Restricted moves: 5 uses of Chill, no recovery moves.
Arena: The Distortion World
Items Disabled
One Ability
Lord Jesseus sends out Sigma the Machoke and Iota the Gastly!
Orkonaut sends out Victory the Staryu and Jitterbug the Trapinch!
Orkonaut goes first now.
Battle on heroes!
DQ time: 2 days
Restricted moves: 5 uses of Chill, no recovery moves.
Arena: The Distortion World
Switch = KOA mass of "islands" floating in mid air, each with it's own randomised direction of gravity. This gravity however is easy to overcome, and leaping from island to island is easy but potentially dangerous, as the sudden change of physics can injure or confuse the Pokemon in question.
Items Disabled
One Ability
Lord Jesseus sends out Sigma the Machoke and Iota the Gastly!
Machoke(*) [Sigma] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***** (+1)
Def: ***
SpA: * (-1)
SpD: ***
Spe: 45
EC: 4/6
MC: 1
DC: 3/5
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.
Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Ankle Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch
Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Nature: Adamant (+Atk, -SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***** (+1)
Def: ***
SpA: * (-1)
SpD: ***
Spe: 45
EC: 4/6
MC: 1
DC: 3/5
Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (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.
Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Ankle Sweep(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)
DynamicPunch
Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)
Payback(*)
Bulk Up(*)
Rock Slide(*)
Counter
Gastly(*) [Iota] (Female)
Nature: Timid (+Spe, -Atk)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: ****
SpD: **
Spe: 92 (+15%)
EC: 2/9
MC: 2
DC: 2/5
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(*)
Explosion(*)
Will-O-Wisp(*)
Disable(*)
Thunderbolt(*)
Shadow Ball(*)
Sludge Bomb(*)
Nature: Timid (+Spe, -Atk)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: ****
SpD: **
Spe: 92 (+15%)
EC: 2/9
MC: 2
DC: 2/5
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(*)
Explosion(*)
Will-O-Wisp(*)
Disable(*)
Thunderbolt(*)
Shadow Ball(*)
Sludge Bomb(*)
Orkonaut sends out Victory the Staryu and Jitterbug the Trapinch!
Staryu(*) Victory
Nature:Modest (Add * to Special Attack; Subtract * from Attack*)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 85
Abilities
Illuminate:
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW):
Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (Locked)
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Hydro Pump (*)
Cosmic Power (*)
Light Screen (*)
EC: 0/6
MC:0
DC:0/5
Nature:Modest (Add * to Special Attack; Subtract * from Attack*)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: **
Spe: 85
Abilities
Illuminate:
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW):
Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (Locked)
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Hydro Pump (*)
Cosmic Power (*)
Light Screen (*)
EC: 0/6
MC:0
DC:0/5
Trapinch (*), Jitterbug
Nature: Serious (Neutral)
Type:Ground
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
HP: 90
Atk: ****
Def: **
SpA: **
SpD: **
Spe: 10
Abilites:
Hyper Cutter:
Type: Innate
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:
Type: Innate
This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW):
Type: 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.(LOCKED)
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Focus Energy (*)
Fury Cutter (*)
Quick Attack (*)
Earthquake (*)
Toxic (*)
Rest (*)
Nature: Serious (Neutral)
Type:Ground
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
HP: 90
Atk: ****
Def: **
SpA: **
SpD: **
Spe: 10
Abilites:
Hyper Cutter:
Type: Innate
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:
Type: Innate
This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW):
Type: 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.(LOCKED)
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Focus Energy (*)
Fury Cutter (*)
Quick Attack (*)
Earthquake (*)
Toxic (*)
Rest (*)
Orkonaut goes first now.
Battle on heroes!