THE UNBEATABLE TEAM OF DARKSLAY AND SMASHLLOYD20 ARE LOOKING FOR CHALLENGERS (WE ARE 2-0)
3 & 3 V 3 & 3
Tag Battle
2 Recovers / 5 Chills
Arena: Team Unbeatable Arena
Welcome to the TEAM UNBEATABLE ARENA! This arena is constructed specifically for the unbeatable team that is the best ever. It's a large boxing ring-like platform surrounded by hundreds of Team Unbeatable fans in the crowd! There is a large symbol in the center of the platform with two large heads, one a Drapion and the other an Aggron. The platform is made of dirt, so it's stable for Earthquakes and there are places to Dig. There is a water source for Water moves like Surf.
Note: You MUST have a partner to participate in this battle.
And, of course, nobody posted the other part, so, of course, it'll be
Switch=KO
All Abilities
No Items

Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)
Type: Fighting
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: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)
EC: 9/9
MC: 11
DC: 5/5
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: (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:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Ice Punch (*)
Thunderpunch (*)

Bronzong [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% 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, 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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Stats:
HP: 110
Atk: 3
Def: 4
SpA: 3
SpD: 5 (+)
Spe: 28 (-)
EC: 6/6
MC: 2
DC: 2/5
Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison
Sunny Day
Rain Dance
Trick
Ancientpower
Signal Beam
Trick Room
Dream Eater
Flash Cannon

GAIA CRUSH (Marowak) [M]
Adamant Nature (+1 Attack, -1 Special Attack)
Type: Ground
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:
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.
Lightningrod: Innate: These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Battle Armor: (DW) Innate: This Pokemon’s thick armor prevents it from taking critical hits.
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 45
EC: 6/6
MC: 2
DC: 1/5
Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Rock Slide
Belly Drum
Detect
Swords Dance
Earthquake
Protect

Slowking [Salmon] (F)
Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.)
Type: Psychic / Water
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.
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).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
EC: 6 / 6
MC: 0
DC: 5 / 5
Abilities:
Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Psychic
Slack Off
Future Sight (*)
Block (*)
Mud Sport (*)
Calm Mind (*)
Surf (*)
Ice Beam (*)
Thunder Wave
Trick Room
Hidden Power (Grass, 7)
Scald
Rain Dance
Flamethrower

Conkeldurr [Lumber] (M)
Nature: Careful (Adds * to Special Defense. Subtracts * from Special Attack.)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
EC: 9 / 9
MC: 0
DC: 5 / 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.
Sheer Force: (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.
Iron Fist (UNLOCKED): (Innate) This 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)
Attacks:
Pound (*)
Leer (*)
Focus Energy (*)
Bide (*)
Low Kick (*)
Rock Throw (*)
Wake-Up Slap (*)
Little By Little (*)
Focus Punch
Hammer Arm
Foresight
Drain Punch (*)
Mach Punch (*)
Detect (*)
Bulk Up (*)
Rock Slide (*)
Payback (*)
Taunt
Earthquake
Substitute
Knock Down

Haunter [Allergy] (F)
Nature: Hasty (Adds 15% to Speed. Subtracts * from Defense.)
Type: Ghost / Poison
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. Garbodor, 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: Rank 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
EC: 9 / 9
MC: 2
DC: 0 / 0 (no DW ability)
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 Ball
Will-O-Wisp
Disable (*)
Perish Song (*)
Fire Punch (*)
Counter
Sludge Bomb (*)
Thunderbolt (*)
Hidden Power (Fighting, 7) (*)

Breloom (*) Bosshroom (M)
Nature: Adamant (Attack increased by *, Special Attack reduced by *)
Type: Grass / Fighting
Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: *****(+1) (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 70
EC: 6/6
MC: 1
DC: 4/5
Abilities:
Poison Heal: (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.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician (DW): (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).
Attacks:
Absorb(*)
Tackle(*)
Stun Spore(*)
Leech Seed(*)
Mega Drain(*)
Headbutt(*)
Poisonpowder(*)
Spore
Mach Punch
Counter
Force Palm
Bullet Seed(*)
Drain Punch(*)
Seed Bomb(*)
Swords Dance(*)
Facade(*)
Double Team(*)

Paradiso - Archeops (F)
Nature: Lonely (Attack increased by *, Defense reduced by *)
Type: Rock / Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 112
EC: 6/6
MC: 1
DC: 0/0
Abilities:
Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.
Attacks:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Acrobatics
Crunch
Head Smash
Earth Power
Defog
Claw Sharpen
Taunt
Stone Edge
Earthquake
[PIMG]248[/PIMG]
Tyranitar - Gilgamesh (M)
Nature: Quiet (Special Attack increased by *, Speed decreased by 15%)
Type: Rock / Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Dark: 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: 52 (-15%)
EC: 9/9
MC: 0
DC: 2/5
Abilities:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Attacks:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Earthquake
Crunch
Thunder Fang
Ice Fang
Fire Fang
Ancientpower
Pursuit
Iron Defense
Dig
Toxic
Protect

Gengar* [Cloak] (Male)
Nature: Bold (+*Def, -*Att)
Type:
Ghost/Poison: 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 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
Att: **(-)
Def: ***(+)
SpAtt: *****
SpDef: ***
Spe: 110
EC: 9/9
MC: 0
Abilities:
Levitate: 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*
Destiny Bond
Dark Pulse
Fire Punch*
Ice Punch *
Will-o-Wisp*
Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock

Gardevoir* [Dreamer] (Female)
Nature: Modest (+* Special Attack, -*Attack)
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, 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.
Stats:
Hp: 100
Atk: Rank Two
Def: Rank Three
SpAtk: Rank 6
SpDef: Rank 4
Spe: 80
EC: 9/9
MC: 0
DC: 5/5
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 activtated) 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. (Dream World)
Attacks:
Growl*
Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Healing Wave*
Calm Mind*
Hypnosis
Imprison
Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Fire (7)
Substitute
Focus Blast

Scyther [Blade] (M)
Nature: Adamant (+1Att, -1SpAtt)
Type:
Bug/Flying: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Swarm: (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)
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).
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. [DreamLocked]
Attacks:
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Light Screen
Counter
Night Slash
X-Scissor
Brick Break
Aerial Ace
Round 1: Darkslay's pokemon, Rediamond's, Smashlloyd's, SDS's pokemon and actions, Smash's actions, Rediamond's, Darkslay's.