Issuing two of the same challenge.
Teenage Babysitters!
4v4 NFE Singles
The total evolution stage of your team cannot exceed 6
2 Day DQ
2 Subs
2 Recovers/5 Chills
Arena: Engineer's Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats
Restrictions: All moves are allowed.
Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP.
Summary: Certain types get buffed every round.
I'd like to play both Switch=OK and Items=ON for these battles if possible.
Taking the second.
Items=ON
All abilities
Switch =KO
Yarnus of Bethany said:I have gotten word that I am allowed to change it to Switch =KO, do that's what it is.
Lickytung(*) Yum! (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Own Tempo: (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.
Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26
Total Ranks: 15
Size Class: 3
Weight Class: 4
EC: 3/6
MC: 0
DC: 3/5
13 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip
Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Endure
Bide
Mud Slap
Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Dig
Protect
Surf
Shadow Ball
Solar Beam
Munchlax [Zzz!] (M)
Nature: Impish (+1 Def, -1 Spa)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Thick Fat: Type: 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.)
Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 5
Size Class: 1
Weight Class: 5
Base Rank Total: 16
EC: 6/6
MC: 0
DC: 5/5
Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch
Counter
Substitute
Zen Headbutt
Thunder Punch
Ice Punch
Fire Punch
Earthquake
Focus Punch
Rock Slide
Facade
Protect
Double Team
Endure
Porygon2 [Zap!] (Genderless)
Nature: Modest (+1 SpA, -Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities :
Trace: Type: Can be Activated This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: 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 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
DC: 5/5
Moves:
Conversion
Conversion 2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Zap Cannon
Defense Curl
Discharge
Lock On
Magic Coat
Tri Attack
Endure
Ice Beam
Thunderbolt
Flamethrower
Signal Beam
Pain Split
Toxic
Psychic
Protect
Reflect
Solar Beam
Aipom(*) Pow! (M)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Pick Up: (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: (Innate)(unlocked) 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 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2
EC: 6/6
MC: 4
DC: 5/5
19 Attacks
Attacks:
Scratch(*)
Tail Whip(*)
Sand Attack(*)
Astonish(*)
Baton Pass(*)
Tickle(*)
Fury Swipes(*)
Swift(*)
Screech(*)
Agility
Last Resort
Fake Out(*)
Revenge(*)
Bounce(*)
Magic Coat
Double Edge(*)
Fire Punch(*)
Ice Punch(*)
Seed Bomb
Brick Break
Counter
Taunt
Protect
U-turn
Dig
Endure
Snatch
Pursuit
Aerial Ace
Focus Punch
Shadow Claw
Thunder Wave
Substitute
df pokeitemsdeadfox081 said:Thanks for reffing!
Ralts [Shank] (M)
Nature: Quiet (+1 Spa, -15% Spe, -10% Eva)
Type: Psychic
Psyhic: 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 1
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 34 (40/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5
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) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Telepathy: [DW LOCKED] (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 (14):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psyshock
Shadow Ball
Thunderbolt
Confuse Ray
Disable
Encore
Protowatt [Fried] (F)
Nature: Modest (+1 Spa, -1 Att)
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.
Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 95
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. 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.
Shed Skin: [DW LOCKED] (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Attacks (11):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Beam
Scald
Thunderbolt
Muddy Water
Me First
Shock Wave
Zweilous [Drogon] (M)
Nature: Hasty (+15% Speed, +8% Accuracy, -1 Def)
Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 67 (58*1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 6/9
MC: 0
DC: N/A
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.
Attacks (22):
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Rush
Outrage
Double Hit
Dragon Pulse
Thunder Wave
Double Team
Dragon Tail
Taunt
Earth Power
Dark Pulse
Ice Fang
Head Smash
Thunder Fang
Fire Fang
Metang [Processor] (U)
Nature: Quiet (+1 Spa, -15% Spe, -10% Eva)
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.
Psyhic: 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 3 (+)
SpD: Rank 3
Spe: 43 (50/1.15)
Size Class: 2
Weight Class: 6 (202.5 kg)
Base Rank Total: 16
EC: 5/9
MC: 0
DC: 4/5
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 (16):
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Psychic
Meteor Mash
Agility
Earthquake
Brick Break
Flash Cannon
Grass Knot
Zen Headbutt
Iron Head
Iron Defence
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