2v2 Doubles
1 Day DQ
2 Recoveries/5 Chills
Your choice, or Tournament Arena if you can't be bothered.
Yeh, I'll take this one.
Switch = blah
No items
All abilities
The ref can choose the arena.
Team Lord JesseusOK then I'll ref Lord Jesseus vs elDino.
Arena: Protegas' Sanctuary
A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. The arena is set indoors so weather moves, SolarBeam and Thunder cannot be used. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake, Bulldoze and Magnitude to be used up to 3 times in total (not 3 times each though). The floor can be dug through as well but, because it is made of stone, the energy cost for Dig is increased by 2 for pokemon that aren't rock- or ground-type.
At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier will absorb up to 15 HP worth of damage or up to two non-damaging effects from enemy moves (including stat changes and flinches), whichever comes first. The barrier will always disappear at the end of the round. The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. A pokemon can still be considered ganged up on if it is the last pokemon on its team.
- At least four enemy single-target moves
- Three enemy single-target moves and at least two enemy multi-target moves
- Two enemy single-target moves and four enemy multi-target moves
- At least five enemy multi-target moves
Horsea [Kappa] (Female)
Nature: Quiet (+SpA, -Spe)
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: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 1
Spe: 52 (-15%)
EC: 1/9
MC: 4
DC: 1/5
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Outrage
Signal Beam
Disable
Surf
Hidden Power (Electric 7)
Ice Beam
Poliwag [Nu] (Male)
Nature: Quiet (+SpA, -Spe)
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: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 78 (-15%)
EC: 1/9
MC: 2
DC: 1/5
Abilities:
Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Encore(*)
Endure(*)
Endeavour(*)
Surf
Psychic
Dig
Nature: Quiet (+SpA, -Spe)
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: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 78 (-15%)
EC: 1/9
MC: 2
DC: 1/5
Abilities:
Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Encore(*)
Endure(*)
Endeavour(*)
Surf
Psychic
Dig
Team elDino
Lucario* Destruction (Male)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Typing:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up 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 Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Steadfast: If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: 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.
Justified: 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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 90
EC 6/6
MC 0
DW 5/5
Moves:
Dark Pulse
Quick Attack*
Foresight*
Detect
Metal Claw
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Metal Sound
Reversal*
Screech*
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Hi Jump Kick*
Crunch*
Agility*
Swords Dance*
Shadow Claw*
Dig*
Nasty Plot
Psychic
Drain Punch
Empoleon Domination (Male)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Typing:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Torrent: 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)
Defiant:(DW)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.(DW)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 60
EC 9/9
MC 2
DW 2/5
Moves:
Tackle
Pound
Growl
Bubble
Water Sport
Peck
Metal Claw
Bide
Bubblebeam
Fury Attack
Swagger
Swords Dance
Agility
Hydro Pump
Featherdance
Ice Beam
Scald
Grass Knot
Brick Break
Drilbur Damn Sexy (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Typing:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Sand Rush: This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker:(DW)
Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)(DW)
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 68
EC 0/6
MC 0
DW 0/5
Moves:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Submission
Crush Claw
Iron Defense
X-Scissor
Rock Slide
Sandstorm
Oh my, looks like elDino has a huge advantage here. So ...
elDino, pick your two mons and give orders.
Lord Jesseus will then give his orders.
And then I will ref.