Espeon65 said:So if you're reffing my match with LockDown, I should send you my pokes, right? You already have mine for my other match, but here they are again for your convienence.
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Embirch [Pyre] (M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
HP: 90
Atk: Rank 3 (+1)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-1)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC:0/5
Moves:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Blaze Kick
Inferno
Seed Bomb
Flamethrower
SolarBeam
Swords Dance
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Eevee [Psykitty] (F)
Nature: Modest (+1 SpA, -1 Atk)
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.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC:0/5
Moves:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Covet
Take Down
Stored Power
Endure
Wish
Return
Shadow Ball
Hidden Power (Fighting, 7)
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Gastly [Shadow] (M)
Nature: Modest (+1 SpA, - 1 Atk)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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.
Ability:
Levitate : (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
HP: 90
Atk: Rank 1 (-1)
Def: Rank 2
SpA: Rank 5 (+1)
SpD: Rank 2
Spe: 80
Size Class: 3
Weight Class: 1
Base Rank Total: 15
EC: 0/9
MC: 0
Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Clear Smog
Psywave
Ice Punch
Toxic
Venoshock
Shadow Ball
LockDown said:Thanks for reffing.
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Pawniard [Grandmaster] (M)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Dark/Steel
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.
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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure (DW) [Locked]: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Night Slash
Psycho Cut
Revenge
Sucker Punch
Taunt
Dig
Double Team
Snatch
Espeon65 sends outrules said:1v1 NFE singles
2 day DQ
2 subs
Infinite chills/recovers
Unown Soup
All abilities
Items=training
Lockdown sends out and orders
Espeon65 orders
I ref