4v4 NFE Doubles
Switch = OK
All Abilities
Items: On
2 Subs
5 Chills
3 Recoveries
2 Day DQ
ASB Arena
Switch = OK
All Abilities
Items: On
2 Subs
5 Chills
3 Recoveries
2 Day DQ
ASB Arena
AOPSUser said:
Scratchet "Red Hawk" (M)
Nature: Modest (+Special Attack, -Attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Scrappy: (Passive) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW Locked): (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Taunt
Hyper Voice
Superpower
Rapid Spin
Yawn
Baton Pass
Confuse Ray
Haze
Protect
Substitute
Double Team
Brick Break
Return
Total: 19
Ralts "Chivalry" (M)
Nature: Rash (+Special Attack, -Special Defense)
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.
Abilities:
Synchronize: (Passive) 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: (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.
Command: (Ability: Trace (Target Ability) )
Telepathy (DW Locked): (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Skill Swap
Shadow Sneak
Encore
Disable
Destiny Bond
Psyshock
Substitute
Return
Reflect
Light Screen
Total: 20
Sunkern "Godly" (M)
Nature: Bold (+Defense, -Attack)
Type: Grass
Grass: 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:
Chlorophyll: (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power: (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird (DW Locked): (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb
Growth
Mega Drain
Ingrain
Grasswhistle
Leech Seed
Endeavor
Razor Leaf
Sunny Day
Worry Seed
Giga Drain
Bide
Endure
Encore
Nature Power
Curse
Protect
Double Team
Substitute
Energy Ball
Grass Knot
Total: 21
Breezi "Handsome" (M)
Nature: Sassy (+Special Defense, -15% Speed, -10% Evasion)
Type: Poison/Flying
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Persistent: (Passive) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden (DW Locked): (Passive) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 73 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
-10% Evasion
EC: 5/6
MC: 0
DC: 4/5
Attacks:
Gust
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Razor Wind
Clear Smog
Sludge Bomb
Air Slash
Gravity
Toxic Spikes
Body Slam
Lucky Chant
Me First
Heal Block
Heal Pulse
Wish
Me First
Spikes
Acid Spray
Shadow Ball
U-Turn
Sludge Wave
Toxic
Protect
After You
Helping Hand
Dispel
Total: 28
LockDown said:
Duclohm [Shicka-Shicka KaBOOM (SSK)] (M)
Modest Nature (+1 Special Attack, -1 Attack)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 5/9
MC: 0
DC: 5/5
Attacks:
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Heal Bell
Magnet Rise
Mud-Slap
Thunderbolt
Flamethrower
Surf
Hail
Protect
Thunder Wave
Torment
Electroweb
Signal Beam
Scraggy [Hoodlum] (M)
Adamant Nature (+1 Attack, -1 Special Attack)
Type: Dark/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Shed Skin: (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.
Moxie: (Innate) 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.
Intimidate (DW) [Locked]: (Can be activated) 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 an Action, and will affect all opponents.
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Counter
Drain Punch
Ice Punch
ThunderPunch
Torment
Rock Slide
Dragon Tail
Remoraid [Grit] (M)
Quiet Nature (+1 Special Attack, -15% Speed -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW) [Locked]: (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Signal Beam
Bullet Seed
Hydro Pump
Acid Spray
Rock Blast
Water Spout
Ice Beam
Flamethrower
Charge Beam
Protect
Substitute
Cacnea [Kinsarti] (M)
Brave Nature (+1 Attack, -15% Speed -10% Evasion)
Type: Grass
Grass: 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:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW) [Locked]: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 4
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 3/5
Attacks:
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain
Spikes
Payback
Needle Arm
Counter
Disable
Teeter Dance
Protect
Grass Knot
Substitute
Energy Ball
Drain Punch
ThunderPunch
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