Orcinus Duo
Banned deucer.
6 vs 6 Triples
Items: Training
Switch: OK
Infinite Chills/Recoveries
3 Subsitutions
Abilities: All
Arena: TELEPORTATION!
Items: Training
Switch: OK
Infinite Chills/Recoveries
3 Subsitutions
Abilities: All
Arena: TELEPORTATION!
Eternal Drifter said:A complete team... let's see if I have the enough moves for it and enough skill to use the moves.
Butler the Audino
Audino* (Butler) (Male)
Calm Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Healer: Type: Innate
This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator: Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
(Dream World: Locked) Klutz: Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16
MC: 0
DC: 3/5
Attacks: (19 Moves Known)
Pound*
Growl*
Helping Hand*
Refresh*
Doubleslap*
Attract*
Secret Power*
Entrainment*
Heal Pulse
Simple Beam
Heal Bell*
Wish*
Sweet Kiss*
Toxic*
Protect*
Psychic
Shadow Ball*
Thunder Wave
Hyper Voice
Scraggy
Scraggy* (Male)
Adamant
Type: Dark/Fighting
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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: Type: 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: Type: 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.
(Dream World: Locked) Intimidate: Type: 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.
Command: (Ability: Intimidate)
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: 3/6
MC: 0
DC: 3/5
Attacks: (17 Moves Known)
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Dragon Dance*
Drain Punch
Fire Punch
Ice Punch*
ThunderPunch*
Dragon Claw*
Bulk Up*
Protect
Rest*
Dream Slayer the Zubat
Dream Slayer (Zubat) (Male)
Jolly Nature
Type: Poison/Flying
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 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.
Abilties:
Inner Focus: Type: 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.
(Dream World: Locked) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1-
SpD: Rank 2
Spe: 64+
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Accuracy Bonus: +14.124137931034482758620689655172% (Or +14%)
EC: 3/9
MC: 0
DC: 3/5
Attacks: (19 Moves Known)
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Swift
Air Cutter
Mean Look
Poison Fang
Acrobatics
Faint Attack
Hypnosis
Quick Attack
Toxic
Protect
Aerial Ace
Roost
Zen Headbutt
Fern the Mewoth
Fern (Meowth) (Female)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilties:
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.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
(Dream World: Locked) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks: (18 Moves Known)
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Feint
Hypnosis
Odor Sleuth
Spite
Toxic
Aerial Ace
Thief
Icy Wind
Swift
Itsumo the Spiritomb
Itsumo (Spiritomb) (Male)
Relaxed Nature
Type: Ghost/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.
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.
Abilities:
Pressure: Type: 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.
(Dream World: LOCKED) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 30 (-) (29.75 Unrounded) (-10% Evasion)
Size Class: 2
Weight Class: 5
Base Rank Total: 18
MC: 0
DC: 0/5
Attacks: (16 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Destiny Bond
Pain Split
Smokescreen
Toxic
Protect
Thief
Will-O-Wisp
Hope the Chingling
Chingling (Hope) (Female)
Bold Nature
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 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.
Ability:
Levitate: Type: 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-
Def: Rank 3+
SpA: Rank 3
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
Attacks: (13 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Hypnosis
Recover
Wish
Toxic
Protect
Thunder Wave
Eternal Drifter sends out first!Gerard said:Kurt (Slowbro) {}Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic / Water
- Psyquic: 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.
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
- Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
- Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.Stats:
HP: 100
Atk: 4 (+)
Def: 4
SpA: 4
SpD: 3
Spe: 26 (30/1.15)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 3
DC: 5/5
Attacks: 60
Aerial Ace
After You
Aqua Tail
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Headbutt
Heal Pulse
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psyquic
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Yawn
Zen HeadbuttWilde (Gallade) {}Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting
- 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.
- Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
- 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.
- Justified: (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 3
WC: 4
BST: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks: 78
Aerial Ace
Ally Switch
Brick Break
Bulldoze
Calm Mind
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Sweep
Low Kick
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt
Lamarche (Mollux) {}Nature:Bold (+1 Def, -1 Atk)
Type: Fire / Poison
- 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.
- Fire: 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.
Abilities:
- Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
- Illuminate: (Innate)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.Stats:
HP: 100
Atk: 1 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 76
SC: 3
WC: 3
BST: 20
EC: -.-
MC: 0
DC: 5/5
Attacks: 40
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Heat Wave
Recover
Eruption
Acid Armor
Toxic Spikes
Inferno
Gunk Shot
Final Gambit
Heal Pulse
Healping Hand
Rapid Spin
Bug Bite
Gastro Acid
Heal Bell
Sleep Talk
Snatch
Flamethrower
Fire Blast
Sludge Bombs
Thunderbolt
Thunder
Sludge Wave
Will-o-Wisp
Protect
Substitute
Thunder Wave
Sunny Day
Rain Dance
Snatch
Double Team
Solarbeam
VenoshockÉponine (Togekiss) {}Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- Flying: 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.
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.
- Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
- 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 25% of the time.Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 96 (+)
SC: 3
WC: 3
BST: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks: 48
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Defog
Double Team
Encore
Endure
ExtremeSpeed
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Solarbeam
Sunny Day
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Wish
Yawn
Fantine (Kitsunoh) {}
Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel
- 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.
- 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.
Abilities:
- Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
- Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
- Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19
EC: 6/6
MC: 4
DC: 5/5
Attacks: 45
Aerial Ace
Copycat
Curse
Dig
Double Team
Earthquake
Endeavour
Faint Attack
Fake Out
Foul Play
Giga Impact
Ice Punch
Imprison
Iron Defense
Iron Head
Knock Off
Lick
Low Kick
Magic Coat
Metal Claw
Meteor Mash
Odor Sleuth
Perish Song
Protect
Psycho Shift
Rain Dance
Revenge
Roar
Rock Slide
Safeguard
Scratch
Shadow Claw
Shadow Sneak
ShadowStrike
Substitute
Super Fang
Superpower
Tail Whip
Taunt
Thunder Punch
Torment
Toxic
U-Turn
Will-o-Wisp
Yawn
Metagross (Kirot) {O}Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.
- 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.
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: (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.)Stats:
HP: 100
Atk: 5
Def: 5
SpA: 4 (+)
SpD: 3
Spe: 61 (-)
SC: 4
WC: 9
BST: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks: 62
Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Edge
Double Team
DynamicPunch
Earthquake
Endure
Explosion
Flash
Flash Cannon
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power Fire 7
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Mud Slap
Protect
Psychic
Pursuit
Rain Dance
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Take Down
Telekinesis
ThunderPunch
Toxic
Trick
Zen Headbutt