2v2 LC Doubles
Training Items
2 Subs
2 Recoveries, 5 Chills
3 Day DQ
Mowtom's Team
Gulpin [Bump II] (M)
Bump II is a descendant of a well-known Swalot from the Kanto region. When Mowtom visited there, a strange Kabutops that was part Steel offered Bump II to Mowtom as a companion. Mowtom, always happy to gain a new team member, gratefully accepted, and was never disappointed with his choice.
Types: Poison
Liquid Ooze / Sticky Hold / Gluttony (H)
Stats:
HP: 100
Atk: 2
Def: 3 (+)
SpA: 2
SpD: 2
Spe: 34 (-) (-10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Attacks (16):
Physical
Gunk Shot
Pound
Special
Infestation
Mud-Slap
Sludge
Sludge Wave
Smog
Venoshock
Status
Acid Armor
Amnesia
Encore
Pain Split
Poison Gas
Protect
Substitute
Yawn
Karrablast [Kent] (M)
Kent began his life as a younger brother to Shelby, a worm who lives in a viola. However, Kent was forced to leave his brother, never to return. After experiencing significant physical changes (and possibly a trip through a time machine), he found Mowtom, and the two bonded quite well.
Types: Bug
Swarm / Shed Skin / No Guard (H)
Stats:
HP: 90
Atk: 4 (+)
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Attacks (17):
Physical
Counter
Drill Run
False Swipe
Feint Attack
Fury Attack
Fury Cutter
Headbutt
Knock Off
Megahorn
Peck
Special
Infestation
Status
Leer
Endure
Protect
Rest
Sleep Talk
Substitute
cbrevan equips.
Mowtom equips and orders.
cbrevan orders.
Training Items
2 Subs
2 Recoveries, 5 Chills
3 Day DQ
Arena: Referee's Favor
Field Type: ASB Arena
Complexity: Simple IMO
Format: Probably better for Singles, but can be used for anything really.
Restrictions: None. At least at the start.
You are walking through the corridors towards the ASB Arena, where a battle you are taking part in was scheduled. When you are getting near the end, a suspicious looking character gets in your way.
- Greetings, trainer.
- Who are you, if I may know?
- Oh, me? I’m the ref that got hired for your battle.
You take a look at him, and confirm that he is indeed wearing the uniform characteristic of refs. You can also see his ID.
- Oh, is there a problem? – You ask, now curious.
- No, no problem. Just wondering if you would want to discuss some… things.
- Things? Like what?
- You know, there are a lot of things I have control over during the battles. I could, you know, make some “tweaks” here and there, make sure some things happen and some don’t.
- Wait, are you offering to rig the battle in my favor?
- Oh, no, I would never do that. Just saying that I could make things happen, not that I would do it if someone asked me. Do you get it?
You nod slowly. He then walks in the direction you came from, while you decide to continue forward. You can’t stop thinking about what he said, as you realize he could have made the same offer to your opponent, too.
Arena Mechanics:
- ASB Arena. At least at the start.
- Ref’s Favor: The core part of the arena. Each player gets X amount of “favors”, which they can use to “make sure things happen, or don’t.” This is activated by using an extra, free sub specially for this. Example:
Horn Drill + Horn Drill Combo - Cooldown (Earthquake) – Earhquake
-[Ref’s Favor] Make Horn Drill + Horn Drill combo hit.
Conflicting favors nullify each others, but they still use up a favor. If the opponent asked the referee for the combo to miss, then the accuracy of the combo would be checked normally.
You can also use it in an attack or chance sub, but then you don't get the free sub. For example:
Pain Split - Chill - Crunch
- [Ref's Favor] IF Focus Blast AND in a combo, THEN make the combo miss.
Would use one of your regular subs.
Only one Favor may be used per round.
Things You Can Ask For:
- A move/combo to hit/miss. --% accuracy moves/combos can not miss, even with a favor.
- A secondary effect to happen/not happen.
- Increase/decrease a field effect's duration (maximum one round for those that last certain amount of rounds, maximum two actions for those that last a certain amount of actions).
- Make sure a crit happens/doesn't happen.
- Get rid of a minor status.
- Cause a consecutive move use penalty, even if the move was not used last action. This stacks with natural consecutive use penalty (Earthquake *3 can go from 7+11+15 to 11+15+19).
- Make a consecutive move use penalty dissapear (Earthquake *3 can go from 7+11+15 to 7+11+7).
- Interrupt charge attacks with single hit moves.
- Make an attack work as if a certain condition had been fullfiled. Example: Solar Beam haviing 6 BAP for a use, making a charge attack have no charge time, Synthesis healing as if the weather was sunny, etc.
- Ask for a certain move to be rolled via Sleep talk / Assits / Metronome / Similar moves.
- Allow an infeasible combo.
- More to be added.
Things You May NOT ask for:
- Use of a move your mon doesn't know.
- Make your oponent's mon forget a move.
- Get rid of mayor status ailments.
- Create a field effect.
- Gain an Ability.
- Change type effectiveness.
- Inflict a status, minor or mayor.
- Deal direct damage to the opponent's HP / EN.
- OHKOes, invulnerabilitie, and other dumb things.
- More to be added.
In Case What You Want To Ask For Is Not Listed:
The ref shall decide if you can do it or not, so you are encouraged to ask him/her. Things will be added to the lists as people mention/suggest/try to do things.
Field Type: ASB Arena
Complexity: Simple IMO
Format: Probably better for Singles, but can be used for anything really.
Restrictions: None. At least at the start.
You are walking through the corridors towards the ASB Arena, where a battle you are taking part in was scheduled. When you are getting near the end, a suspicious looking character gets in your way.
- Greetings, trainer.
- Who are you, if I may know?
- Oh, me? I’m the ref that got hired for your battle.
You take a look at him, and confirm that he is indeed wearing the uniform characteristic of refs. You can also see his ID.
- Oh, is there a problem? – You ask, now curious.
- No, no problem. Just wondering if you would want to discuss some… things.
- Things? Like what?
- You know, there are a lot of things I have control over during the battles. I could, you know, make some “tweaks” here and there, make sure some things happen and some don’t.
- Wait, are you offering to rig the battle in my favor?
- Oh, no, I would never do that. Just saying that I could make things happen, not that I would do it if someone asked me. Do you get it?
You nod slowly. He then walks in the direction you came from, while you decide to continue forward. You can’t stop thinking about what he said, as you realize he could have made the same offer to your opponent, too.
Arena Mechanics:
- ASB Arena. At least at the start.
- Ref’s Favor: The core part of the arena. Each player gets X amount of “favors”, which they can use to “make sure things happen, or don’t.” This is activated by using an extra, free sub specially for this. Example:
Horn Drill + Horn Drill Combo - Cooldown (Earthquake) – Earhquake
-[Ref’s Favor] Make Horn Drill + Horn Drill combo hit.
Conflicting favors nullify each others, but they still use up a favor. If the opponent asked the referee for the combo to miss, then the accuracy of the combo would be checked normally.
You can also use it in an attack or chance sub, but then you don't get the free sub. For example:
Pain Split - Chill - Crunch
- [Ref's Favor] IF Focus Blast AND in a combo, THEN make the combo miss.
Would use one of your regular subs.
Only one Favor may be used per round.
Things You Can Ask For:
- A move/combo to hit/miss. --% accuracy moves/combos can not miss, even with a favor.
- A secondary effect to happen/not happen.
- Increase/decrease a field effect's duration (maximum one round for those that last certain amount of rounds, maximum two actions for those that last a certain amount of actions).
- Make sure a crit happens/doesn't happen.
- Get rid of a minor status.
- Cause a consecutive move use penalty, even if the move was not used last action. This stacks with natural consecutive use penalty (Earthquake *3 can go from 7+11+15 to 11+15+19).
- Make a consecutive move use penalty dissapear (Earthquake *3 can go from 7+11+15 to 7+11+7).
- Interrupt charge attacks with single hit moves.
- Make an attack work as if a certain condition had been fullfiled. Example: Solar Beam haviing 6 BAP for a use, making a charge attack have no charge time, Synthesis healing as if the weather was sunny, etc.
- Ask for a certain move to be rolled via Sleep talk / Assits / Metronome / Similar moves.
- Allow an infeasible combo.
- More to be added.
Things You May NOT ask for:
- Use of a move your mon doesn't know.
- Make your oponent's mon forget a move.
- Get rid of mayor status ailments.
- Create a field effect.
- Gain an Ability.
- Change type effectiveness.
- Inflict a status, minor or mayor.
- Deal direct damage to the opponent's HP / EN.
- OHKOes, invulnerabilitie, and other dumb things.
- More to be added.
In Case What You Want To Ask For Is Not Listed:
The ref shall decide if you can do it or not, so you are encouraged to ask him/her. Things will be added to the lists as people mention/suggest/try to do things.
Gulpin [Bump II] (M)
Bump II is a descendant of a well-known Swalot from the Kanto region. When Mowtom visited there, a strange Kabutops that was part Steel offered Bump II to Mowtom as a companion. Mowtom, always happy to gain a new team member, gratefully accepted, and was never disappointed with his choice.
Types: Poison
- Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
- Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Liquid Ooze / Sticky Hold / Gluttony (H)
- This Pokemon's body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
- This Pokemon's body is covered in a sticky substance that prevents item theft or swapping.
Stats:
HP: 100
Atk: 2
Def: 3 (+)
SpA: 2
SpD: 2
Spe: 34 (-) (-10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Attacks (16):
Physical
Gunk Shot
Pound
Special
Infestation
Mud-Slap
Sludge
Sludge Wave
Smog
Venoshock
Status
Acid Armor
Amnesia
Encore
Pain Split
Poison Gas
Protect
Substitute
Yawn
Karrablast [Kent] (M)
Kent began his life as a younger brother to Shelby, a worm who lives in a viola. However, Kent was forced to leave his brother, never to return. After experiencing significant physical changes (and possibly a trip through a time machine), he found Mowtom, and the two bonded quite well.
Types: Bug
- Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Swarm / Shed Skin / No Guard (H)
- When this Pokemon's HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
- 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.
Stats:
HP: 90
Atk: 4 (+)
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Attacks (17):
Physical
Counter
Drill Run
False Swipe
Feint Attack
Fury Attack
Fury Cutter
Headbutt
Knock Off
Megahorn
Peck
Special
Infestation
Status
Leer
Endure
Protect
Rest
Sleep Talk
Substitute
cbrevan's Team
Ralts [Jaina] Female
Type: Psychic / Fairy
Abilities: Synchronize / Trace / Telepathy (H)
Nature: Modest (+SAtk, -Atk)
Stats:
Hp: 90
Atk: 0 (-)
Def: 1
SAtk: 3 (+)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Stat Total: 10
EC: 0/9
MC: 0
AC: 0/5
Moves(17):
Level Up
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Egg
Destiny Bond
Disable
Encore
Will-o-Wisp
Shadow Sneak
TM/HM
Psychic
Dazzling Gleam
Taunt
Psych Up
Substitute
Tutor
Other
Type: Normal
Abilities: Soundproof / Rattled (H)
Nature: Quiet (+SAtk, Speed/1.15, -10% Evasion)
Stats:
Hp: 100
Atk: 2
Def: 1
SAtk: 3 (+)
SpD: 1
Spe: 24 (-)
Size Class: 1
Weight Class: 2
Base Stat Total: 11
EC: 0/9
MC: 0
AC: 0/5
Moves():
Level Up
Pound
Uproar
Astonish
Howl
Supersonic
Stomp
Egg
Endeavor
Extrasensory
Hammer Arm
Disarming Voice
Fake Tears
TM/HM
Ice Beam
Shadow ball
Toxic
Flamethrower
Protect
Tutor
Other
This should be a fierce battle between the electric mower and the short can! Who will come out victorious, and who will only leave with consolation?Ralts [Jaina] Female
Type: Psychic / Fairy
Abilities: Synchronize / Trace / Telepathy (H)
Nature: Modest (+SAtk, -Atk)
Stats:
Hp: 90
Atk: 0 (-)
Def: 1
SAtk: 3 (+)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Stat Total: 10
EC: 0/9
MC: 0
AC: 0/5
Moves(17):
Level Up
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Egg
Destiny Bond
Disable
Encore
Will-o-Wisp
Shadow Sneak
TM/HM
Psychic
Dazzling Gleam
Taunt
Psych Up
Substitute
Tutor
Other
Type: Normal
Abilities: Soundproof / Rattled (H)
Nature: Quiet (+SAtk, Speed/1.15, -10% Evasion)
Stats:
Hp: 100
Atk: 2
Def: 1
SAtk: 3 (+)
SpD: 1
Spe: 24 (-)
Size Class: 1
Weight Class: 2
Base Stat Total: 11
EC: 0/9
MC: 0
AC: 0/5
Moves():
Level Up
Pound
Uproar
Astonish
Howl
Supersonic
Stomp
Egg
Endeavor
Extrasensory
Hammer Arm
Disarming Voice
Fake Tears
TM/HM
Ice Beam
Shadow ball
Toxic
Flamethrower
Protect
Tutor
Other
cbrevan equips.
Mowtom equips and orders.
cbrevan orders.
Last edited: