4 vs 4 Doubles
Restructions:
- 3 day DQ battles, 5 day refs.
- All Pokemon used must be able to evolve.
- If a Pokemon has evolvedyou can't lead with it.
- No items
- Switch = KO
- All abilities
Arena:
A forest clearing with a pond and a storm is brewing. Once the storm has started a lighting bolt may randomly hit any of the combatants at the end of the round. Ref gets to decided when the storm happens and whether weather effects will affect to storm, e.g. rain dance.
Pikachu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
Pikachu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.
She just doesn't know it yet.
Pikachu's evolution has left her with a newfound energy and excitability. Her expanded electrical prowess has led her to prefer blasting foes into oblivion. However, she has the cuteness -- and now, a mind -- for battle strategy, and an interest in espionage to boot.
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: **
SpD: * (-)
Spe: 90
EC: 4/4/9
MC: 0
DC: 3/5
Abilities:
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Quick Attack
Swift
Double Team
Electro Ball
Slam
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Ralts Gordon (M)
Nature: Adamant (Attack up by *, Sp. Atk. down by *.)
Gordon is a rather quiet boy. He doesn't say much, but when he does speak, he always says the right thing. Guess that's the upside of being an empath. Conversely, the fact that he picks up so much malice from the air around him must burn him on the inside. Maybe that's why he's quiet. Maybe it's because he's not looking forward to evolution; after all, guys NEVER look good in short skirts.
He's not saying, though...
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
Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: ** (+)
Def: *
SpA: * (-)
SpD: **
Spe: 40
EC: 2/4/9
MC: 0
DC: 2/5
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.
Command: (Ability: Trace (Target Ability) )
Telepathy (DW-Locked): (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.
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind(*)
Psychic
Shadow Sneak(*)
Disable(*)
Memento(*)
Psych Up (*)
Facade (*)
Will-O-Wisp (*)
Thunder Wave
Pawniard Fischer (M)
Nature: Jolly (Speed up by 15%, Sp. Atk. down by *.)
This is Fischer. He's one of 8 siblings; as a result, he's pretty handy in a fight. The annual family chess matches have sharpened his mind, giving him a knack for noticing patterns in and applying experience to his battles. Maybe they're also why he walks deliberately and prefers not to attack foes directly in front of him.
As for his attitude...it's all a game, and the only rule is to have fun. Fischer seems to enjoy everything he does, but he only does anything if he enjoys it. When he battles, he uses whatever ploy he thinks would amuse him the most. He likes high-fives and secret handshakes, though; watch out for that...
Type: Dark / Steel
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)
Steel:
Steel STAB, Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized
Stats:
HP: 90
Atk: ***
Def: ***
SpA: * (-)
SpD: **
Spe: 69 (+)
EC: 0/6
MC: 0
DC: 0/5
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-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(*)
Psycho Cut(*)
Revenge(*)
Sucker Punch(*)
Substitute (*)
Rock Polish (*)
Taunt (*)
Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.
Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)
EC: 4/9
MC: 2
DC: 3/5
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge
Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)
Aerial Ace(*)
Facade(*)
Brick Break(*)
Embirch (Gary) M
Nature: Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes 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.
Stats
HP: 90
Atk (+1): Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (factoring nature)
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.
Moves:
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Dragon Breath*
Earth Power*
Aromatherapy*
Fire Blast*
Reflect*
Brick Break*
EC: 0/9
DW: 0/5
MC: 0
Breezi (Buster) M
Nature: Bold
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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 90
Atk (-1): Rank 1
Def (+1): Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 85
Abilities:
Persistent: (Innate) 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: (Innate) 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): (Innate) 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.
Moves:
Gust*
Sand Attack*
Tailwind*
Encore*
Rapid Spin*
Knock Off*
Heal Pulse*
Copycat*
Whirlwind*
Razor Wind*
Entrainment*
Disable*
Earth Power*
Gastro Acid*
Energy Ball*
Toxic*
Shadow Ball*
EC: 0/6
DW: 0/5
HIDE=Frank]
Scraggy* (Frank) M
Nature: Brave
Type: Dark/Fight
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.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
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.
DW:
Intimidate (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 thier 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.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch*
Hi Jump Kick*
Drain Punch*
Dragon Dance*
Detect*
Dig*
Double Team*
Focus Blast*
EC: 1/6
DW: 1/5
MC: 0
Totodile* (Steve) M
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP:90
Atk (+1): Rank 4
Def: Rank 3
SpA: Rank 2
SpD (-1): Rank 1
Spe: 43
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)
DW:
Sheer Force (can be enabled): 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.
Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Aqua Tail*
Super Power*
Hydro Pump*
Crunch*
Aqua Jet*
Dig*
Protect*
Ice Beam*
EC: 1/9
DW: 1/5
MC: 0
As the match-seeker, Mewtwo will be the first to choose his Pokemon; then DFrog will issue orders, then Mewtwo his. Then alternating order, I'll remind you whose turn is next after every ref post.
Ready.... Begin!
Restructions:
- 3 day DQ battles, 5 day refs.
- All Pokemon used must be able to evolve.
- If a Pokemon has evolvedyou can't lead with it.
- No items
- Switch = KO
- All abilities
Arena:
A forest clearing with a pond and a storm is brewing. Once the storm has started a lighting bolt may randomly hit any of the combatants at the end of the round. Ref gets to decided when the storm happens and whether weather effects will affect to storm, e.g. rain dance.
Pikachu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
Pikachu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.
She just doesn't know it yet.
Pikachu's evolution has left her with a newfound energy and excitability. Her expanded electrical prowess has led her to prefer blasting foes into oblivion. However, she has the cuteness -- and now, a mind -- for battle strategy, and an interest in espionage to boot.
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: **
SpD: * (-)
Spe: 90
EC: 4/4/9
MC: 0
DC: 3/5
Abilities:
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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Quick Attack
Swift
Double Team
Electro Ball
Slam
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Ralts Gordon (M)
Nature: Adamant (Attack up by *, Sp. Atk. down by *.)
Gordon is a rather quiet boy. He doesn't say much, but when he does speak, he always says the right thing. Guess that's the upside of being an empath. Conversely, the fact that he picks up so much malice from the air around him must burn him on the inside. Maybe that's why he's quiet. Maybe it's because he's not looking forward to evolution; after all, guys NEVER look good in short skirts.
He's not saying, though...
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
Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 90
Atk: ** (+)
Def: *
SpA: * (-)
SpD: **
Spe: 40
EC: 2/4/9
MC: 0
DC: 2/5
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.
Command: (Ability: Trace (Target Ability) )
Telepathy (DW-Locked): (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.
Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind(*)
Psychic
Shadow Sneak(*)
Disable(*)
Memento(*)
Psych Up (*)
Facade (*)
Will-O-Wisp (*)
Thunder Wave
Pawniard Fischer (M)
Nature: Jolly (Speed up by 15%, Sp. Atk. down by *.)
This is Fischer. He's one of 8 siblings; as a result, he's pretty handy in a fight. The annual family chess matches have sharpened his mind, giving him a knack for noticing patterns in and applying experience to his battles. Maybe they're also why he walks deliberately and prefers not to attack foes directly in front of him.
As for his attitude...it's all a game, and the only rule is to have fun. Fischer seems to enjoy everything he does, but he only does anything if he enjoys it. When he battles, he uses whatever ploy he thinks would amuse him the most. He likes high-fives and secret handshakes, though; watch out for that...
Type: Dark / Steel
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)
Steel:
Steel STAB, Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized
Stats:
HP: 90
Atk: ***
Def: ***
SpA: * (-)
SpD: **
Spe: 69 (+)
EC: 0/6
MC: 0
DC: 0/5
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-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(*)
Psycho Cut(*)
Revenge(*)
Sucker Punch(*)
Substitute (*)
Rock Polish (*)
Taunt (*)
Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.
Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.
Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)
EC: 4/9
MC: 2
DC: 3/5
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge
Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)
Aerial Ace(*)
Facade(*)
Brick Break(*)
Embirch (Gary) M
Nature: Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes 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.
Stats
HP: 90
Atk (+1): Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (factoring nature)
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.
Moves:
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*
Dragon Breath*
Earth Power*
Aromatherapy*
Fire Blast*
Reflect*
Brick Break*
EC: 0/9
DW: 0/5
MC: 0
Breezi (Buster) M
Nature: Bold
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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 90
Atk (-1): Rank 1
Def (+1): Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 85
Abilities:
Persistent: (Innate) 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: (Innate) 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): (Innate) 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.
Moves:
Gust*
Sand Attack*
Tailwind*
Encore*
Rapid Spin*
Knock Off*
Heal Pulse*
Copycat*
Whirlwind*
Razor Wind*
Entrainment*
Disable*
Earth Power*
Gastro Acid*
Energy Ball*
Toxic*
Shadow Ball*
EC: 0/6
DW: 0/5
HIDE=Frank]
Scraggy* (Frank) M
Nature: Brave
Type: Dark/Fight
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.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
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.
DW:
Intimidate (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 thier 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.
Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch*
Hi Jump Kick*
Drain Punch*
Dragon Dance*
Detect*
Dig*
Double Team*
Focus Blast*
EC: 1/6
DW: 1/5
MC: 0
Totodile* (Steve) M
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP:90
Atk (+1): Rank 4
Def: Rank 3
SpA: Rank 2
SpD (-1): Rank 1
Spe: 43
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)
DW:
Sheer Force (can be enabled): 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.
Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Aqua Tail*
Super Power*
Hydro Pump*
Crunch*
Aqua Jet*
Dig*
Protect*
Ice Beam*
EC: 1/9
DW: 1/5
MC: 0
As the match-seeker, Mewtwo will be the first to choose his Pokemon; then DFrog will issue orders, then Mewtwo his. Then alternating order, I'll remind you whose turn is next after every ref post.
Ready.... Begin!