2 vs. 2 Doubles
Restrictions:
- 1 Day DQ
- 2 recovers / 5 chills.
- All Abilities
- No Items
Arena: Little Locomotive
A square shaped map with no water. All that's in it is a giant toy train that travels in a big circle and a few giant blocks to hide behind. You can jump onto the train at any time, but no matter what you do, the train will never be stopped. Even if a Steelix tries to stop it, the train will just push it along. The soil is good for digging, but you cannot dig up the train tracks, lest the stage will crumble into nothing. Also, you can earthquake, but it won't do a thing to the train or the tracks. That's one tough train!
Team loudkirbyking
Ralts(*) Wisdom (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy(DW): (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.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind (*)
Thunderbolt(*)
Will-o-wisp(*)
Shadow Ball(*)
Synchronize(*)
Shadow Sneak(*)
Confuse Ray(*)
Pawniard(*), Courage (Female)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From 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.
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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): (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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Iron Head
Night Slash
X-Scissor (*)
Brick Break (*)
Shadow Claw (*)
Sucker Punch (*)
Psycho Cut (*)
Revenge (*)
Since this is a non-switching match, the Challenger, Xaqwais, will issue orders first!
Ready... Go!
Restrictions:
- 1 Day DQ
- 2 recovers / 5 chills.
- All Abilities
- No Items
Arena: Little Locomotive
A square shaped map with no water. All that's in it is a giant toy train that travels in a big circle and a few giant blocks to hide behind. You can jump onto the train at any time, but no matter what you do, the train will never be stopped. Even if a Steelix tries to stop it, the train will just push it along. The soil is good for digging, but you cannot dig up the train tracks, lest the stage will crumble into nothing. Also, you can earthquake, but it won't do a thing to the train or the tracks. That's one tough train!
Team loudkirbyking
Ralts(*) Wisdom (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy(DW): (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.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind (*)
Thunderbolt(*)
Will-o-wisp(*)
Shadow Ball(*)
Synchronize(*)
Shadow Sneak(*)
Confuse Ray(*)
Pawniard(*), Courage (Female)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From 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.
Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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): (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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60
EC: 1/6
MC: 0
DC: 1/5
Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Iron Head
Night Slash
X-Scissor (*)
Brick Break (*)
Shadow Claw (*)
Sucker Punch (*)
Psycho Cut (*)
Revenge (*)
Team Xaqwais
Staryu* [Reginarate] (F)
Nature: Timid
Type: Water
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:
Natural Cure: (Innate) 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.
Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round])
Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Counters:
EC: 3/6
MC: 0
DC: 1/5
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Hydro Pump
Aurora Beam (*)
Barrier (*)
Supersonic (*)
Scald (*)
Psychic (*)
Thunderbolt (*)
Ice Beam
Bagon(*) Silly (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 57 (+)
Counters:
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Innate) 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.
Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Zen Headbutt
Double-Edge
Dragon Dance (*)
Dragon Pulse (*)
Hydro Pump (*)
Flamethrower (*)
Dragon Claw (*)
Brick Break (*)
Staryu* [Reginarate] (F)
Nature: Timid
Type: Water
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:
Natural Cure: (Innate) 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.
Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash. Command: (Ability: Illuminate [does not take up one of your three actions per round])
Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Counters:
EC: 3/6
MC: 0
DC: 1/5
Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Hydro Pump
Aurora Beam (*)
Barrier (*)
Supersonic (*)
Scald (*)
Psychic (*)
Thunderbolt (*)
Ice Beam
Bagon(*) Silly (M)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 57 (+)
Counters:
EC: 1/9
MC: 0
DC: 1/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Innate) 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.
Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Zen Headbutt
Double-Edge
Dragon Dance (*)
Dragon Pulse (*)
Hydro Pump (*)
Flamethrower (*)
Dragon Claw (*)
Brick Break (*)
Since this is a non-switching match, the Challenger, Xaqwais, will issue orders first!
Ready... Go!