Yeah.
Added alliterative appeal in affable action: awesome
Gible [Chomper] (Female)
Nature: Naughty
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).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
HP: 100
Atk: *** (+1)
Def: **
SpA: *
SpD: * (-1)
Spe: 42
EC: 2/9
MC: 1
DC: 2/5
Abilities:
Sand Veil: 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.
Rough Skin (DW): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Starmie [Shuriken] (Genderless)
Nature: Timid
Type:
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).
HP: 100
Atk: ** (-1)
Def: ***
SpA: ****
SpD: ***
Spe: 133 (115 * 1.5 ^)
EC: 4/6
MC: 0
DC: 3/5
Abilities:
Illuminate: 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: 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.
Analyze (DW): 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.
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump
Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Magnemite [Thundah] (Genderless)
Nature: Quiet
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 80
Atk: **
Def: ***
SpA: **** (+1)
SpD: **
Spe: 39 (45 * 1.15)
EC: 3/9
MC: 0
DC: 3/5
Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Analyze (DW): 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. (DW)
Moves:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon
Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Togepi [Kax$TAR] (F)
Nature: Modest (SpA +*, Atk -*)
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: (-)
Def: ***
SpA: *** (+)
SpD: ***
Spe: 20
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
(DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Gift Pass
Nasty Plot
Foresight
Assist Power
Protect
Light Screen
Thunder Wave
Houndour(*) [Fenris] (M)
Nature: Mild
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Flash fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Early bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Unnerve: (DW locked)(Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ****(+)
SpD: **
Spe: 65
EC:
MC:
DC:
Attacks:
Leer(*)
Ember(*)
Howl (*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Will-O-Wisp(*)
Fire Spin(*)
Sucker Punch(*)
Shadow Ball(*)
Sludge Bomb(*)
Flame Charge(*)
Snivy (*)[Nidhogg] (M)
Nature: Serious
Type:
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).
Abilities:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary: (DW locked)This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: **
Spe: 63
Tackle (*)
Leer(*)
Vine Whip(*)
Wrap(*)
Growth(*)
Leaf Tornado(*)
Leech Seed(*)
Mega Drain (*)
Slam(*)
Glare(*)
Iron Tail(*)
Mirror Coat(*)
Aerial Ace(*)
Taunt (*)
Swords Dance(*)
Totodile(*) [Fafnir] (M)
Nature: Lonely
Type:
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).
Abilities:
Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force: (Enabled)(DW locked)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.
Stats:
HP: 90
Atk: ****(+)
Def: **(-)
SpA: **
SpD: **
Spe: 43
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)[/QUOTE]
So yeah. Limewire, bring out ye pokemon. Lupus, follow suit and attack. Limewire, likewise.
and if someone dqs
there will be hell to pay
Added alliterative appeal in affable action: awesome
~ DOUBLE RAINBOW SPECTACULAR ~
3 vs 3 Doubles
2 Recovery / 3 Chills
4 Day DQ
And the arena:Switch= KO
One ability
No items
And the teams:In a magical world above the clouds where the horizon is blessed with the forever awesomeness that is the double rainbow. The arena is 40 ft by 60 ft long. There is one floating cloud (~10 feet from the "ground", clouds are solid here) in the center, and 4 other floating clouds about 5 feet diagonally from each corner. These clouds can be used as platforms.
Gible [Chomper] (Female)
Nature: Naughty
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).
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
HP: 100
Atk: *** (+1)
Def: **
SpA: *
SpD: * (-1)
Spe: 42
EC: 2/9
MC: 1
DC: 2/5
Abilities:
Sand Veil: 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.
Rough Skin (DW): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent. (DW)
Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw
Outrage(*)
Scary Face(*)
Iron Head(*)
Earthquake(*)
Roar(*)
Dig(*)
Starmie [Shuriken] (Genderless)
Nature: Timid
Type:
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).
HP: 100
Atk: ** (-1)
Def: ***
SpA: ****
SpD: ***
Spe: 133 (115 * 1.5 ^)
EC: 4/6
MC: 0
DC: 3/5
Abilities:
Illuminate: 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: 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.
Analyze (DW): 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.
Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump
Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)
Magnemite [Thundah] (Genderless)
Nature: Quiet
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 80
Atk: **
Def: ***
SpA: **** (+1)
SpD: **
Spe: 39 (45 * 1.15)
EC: 3/9
MC: 0
DC: 3/5
Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Analyze (DW): 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. (DW)
Moves:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon
Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Togepi [Kax$TAR] (F)
Nature: Modest (SpA +*, Atk -*)
Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: (-)
Def: ***
SpA: *** (+)
SpD: ***
Spe: 20
Abilities:
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
(DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Gift Pass
Nasty Plot
Foresight
Assist Power
Protect
Light Screen
Thunder Wave
Houndour(*) [Fenris] (M)
Nature: Mild
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Flash fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Early bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Unnerve: (DW locked)(Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: ***
Def: *(-)
SpA: ****(+)
SpD: **
Spe: 65
EC:
MC:
DC:
Attacks:
Leer(*)
Ember(*)
Howl (*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Will-O-Wisp(*)
Fire Spin(*)
Sucker Punch(*)
Shadow Ball(*)
Sludge Bomb(*)
Flame Charge(*)
Snivy (*)[Nidhogg] (M)
Nature: Serious
Type:
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).
Abilities:
Overgrow: (Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary: (DW locked)This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.
Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: **
Spe: 63
Tackle (*)
Leer(*)
Vine Whip(*)
Wrap(*)
Growth(*)
Leaf Tornado(*)
Leech Seed(*)
Mega Drain (*)
Slam(*)
Glare(*)
Iron Tail(*)
Mirror Coat(*)
Aerial Ace(*)
Taunt (*)
Swords Dance(*)
Totodile(*) [Fafnir] (M)
Nature: Lonely
Type:
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).
Abilities:
Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force: (Enabled)(DW locked)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.
Stats:
HP: 90
Atk: ****(+)
Def: **(-)
SpA: **
SpD: **
Spe: 43
Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Waterfall(*)
Shadow Claw(*)
Rock Slide(*)[/QUOTE]
So yeah. Limewire, bring out ye pokemon. Lupus, follow suit and attack. Limewire, likewise.
and if someone dqs
there will be hell to pay