Welcome one and all to the glorious ASB Arena, where a fierce battle is about to commence.
Here are the rules
In this corner, we have the owner of the nefarious Raid Zone, and probable ghost type leader, Zarator!
Team Zarator:
Metang (Tyr) (N)
Nature: Careful (Special Attack lowered by *; Special Defense raised by *)
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.
Stats
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 6 (202.5 kg)
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 1/5
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 LOCKED): (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 (10 moves)
Agility
Confusion
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Meteor Mash
Scary Face
Take Down
Zen Headbutt
Kirlia (Tyr) (M)
Nature: Impish (Defense raised by *; Special Attack lowered by *)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 1/5
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.
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.
Telepathy: (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.
Attacks (15 moves):
Calm Mind
Confusion
Double Team
Encore
Growl
Heal Pulse
Ice Punch
Light Screen
Lucky Chant
Magical Leaf
Mean Look
Reflect
Skill Swap
Taunt
Teleport
And in this corner we have the enthusiastic water guy, waterwarrior.
Team Waterwarrior:
Feebas (Rarity) Female
Nature: Modest (+SpA, -Atk)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Adaptability (DW ability- LOCKED): (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 2
Spe: 80
Size Class: 1
Weight Class: 1
Base Rank Total: 9
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash
Tackle
Brine
Dragon Pulse
Mirror Coat
Surf
Ice Beam
Toxic
Total Moves: 8
Happiny (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)
Friend Guard: (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
HP: 110
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Metronome
Counter
Heal Bell
Toxic
Flamethrower
Echoed Voice
Total moves: 11
Alright, let's get things started!
Turn order:
Zarator assigns items and abilities
Waterwarrior assigns items, abilities, and orders
Zarator orders
I ref
Here are the rules
Alright, now for our competitors.Rules said:2v2 doubles
DQ Time: 1 day
No Chills
ASB Arena
Training Items only
2 Subs per team per round
3 Recovers per team
One Ability
In this corner, we have the owner of the nefarious Raid Zone, and probable ghost type leader, Zarator!
Team Zarator:
Metang (Tyr) (N)
Nature: Careful (Special Attack lowered by *; Special Defense raised by *)
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.
Stats
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 6 (202.5 kg)
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 1/5
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 LOCKED): (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 (10 moves)
Agility
Confusion
Iron Defense
Iron Head
Magnet Rise
Metal Claw
Meteor Mash
Scary Face
Take Down
Zen Headbutt
Kirlia (Tyr) (M)
Nature: Impish (Defense raised by *; Special Attack lowered by *)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 4/9
MC: 0
DC: 1/5
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.
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.
Telepathy: (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.
Attacks (15 moves):
Calm Mind
Confusion
Double Team
Encore
Growl
Heal Pulse
Ice Punch
Light Screen
Lucky Chant
Magical Leaf
Mean Look
Reflect
Skill Swap
Taunt
Teleport
And in this corner we have the enthusiastic water guy, waterwarrior.
Team Waterwarrior:
Feebas (Rarity) Female
Nature: Modest (+SpA, -Atk)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Adaptability (DW ability- LOCKED): (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 2
Spe: 80
Size Class: 1
Weight Class: 1
Base Rank Total: 9
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash
Tackle
Brine
Dragon Pulse
Mirror Coat
Surf
Ice Beam
Toxic
Total Moves: 8
Happiny (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)
Friend Guard: (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
HP: 110
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Metronome
Counter
Heal Bell
Toxic
Flamethrower
Echoed Voice
Total moves: 11
Alright, let's get things started!
Turn order:
Zarator assigns items and abilities
Waterwarrior assigns items, abilities, and orders
Zarator orders
I ref