Law of Addition said:2v2 LC Doubles
2 day DQ / 3 day DQ (good job at that G6)
2 Recovers / 5 Chills
Abilities = All
Items = Training
Switch = KO
Arena = ASB Standard Arena
Darumaka (M)
Nature: Docile
Type: Fire
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 bushfire areas.
Abilities:
Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into 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.
Inner Focus (DW): (Passive) 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up
Protect
Double Team
Flame Charge
Rock Slide
U-turn
Encore
Endure
Flame Wheel
Focus Energy
Take Down
Nightcrawler [Houndour] (M)
Nature: Lonely
Type: Dark/Fire
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.
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 bushfire areas.
Abilities:
Early Bird: (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (DW): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 90
Atk: 3+
Def: 1-
SpA: 3
SpD: 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Flamethrower
Crunch
Nasty Plot
Counter
Feint
Fire Spin
Reversal
Sucker Punch
Sunny Day
Taunt
Solarbeam
Fire Blast
Snarl
Dark Pulse
<Bronzor> (Zero)
Nature: Brave (+Attack, -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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
About: A Bronzor met at the Iron Island, Zero always heard tales of the out-side world. Upon capture, the young Bronzor is extremely curious and courageous (If not reckless) to explore his new surroundings. Sadly, Zero also realised just how much better life would be if he had arms. The ability to punch and grabs things looks extremely interesting to him, but alas, it is not meant to be.
Abilities:
Levitate (Passive):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
Heatproof (Passive):This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW UNLOCKED, Passive): The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Stats
HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 4 (5 with heavy metal)
Base Rank Total: 11
EC: 3/6
MC: 0
DC: 5/5
Attacks:
Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Psywave (*)
Iron Defense (*)
Faint Attack (*)
Safeguard (*)
Heavy Slam
Future Sight
Payback
Heal Block
Earthquake (*)
Endure
Gravity (*)
Gyro Ball (*)
Psyshock (*)
Rest (*)
Rock-Slide (*)
Signal Beam (*)
Sleep Talk (*)
Solarbeam
Stealth Rock (*)
Toxic
Trick (*)
Trick-Room
<Snubull> (Stella) (F)
Nature: Careful (+1 Sp.Def, -1 Attack)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
About: An extremely wealthy Snubull, Stella Muchmoney always had an easy life. Acess to the finest foods, the best rooms and the most luxurious training programs, Stella really has everything. One day, when she happened to pass by Matezoide, she quickly developed a crush on Steve. This, as well as always wanting to battle and see just how powerful could be, she (basically) begged to be captured. Luckly, she did not lose any money with this and now, Matezoide's money has been tripled from her allowance!
Although she is a bit annoying and spoilled, the sheer amount of money made the vast majority of Matezoide's team (Matezoide included) hasty to accept her.
Abilities:
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 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 a Command, and will affect all opponents.
Run Away (Passive): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Rattled (DW LOCKED, Passive): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Ice Fang (*)
Thunder Fang (*)
Fire Fang (*)
Tackle (*)
Scary Face (*)
Tail Whip (*)
Charm (*)
Bite (*)
Lick (*)
Headbutt (*)
Roar (*)
Crunch
Payback
Brick-Break (*)
Earthquake (*)
Retaliate (*)
Return (*)
Thunder-Wave (*)
Facade
Heal Bell (*)
Focus Punch (*)
Double-Edge (*)
Mimic (*)
Metronome (*)
Close-Combat
So, uhm, good luck having a 5-day DQ ahead of you. Also, don't forget to equip your Training items before issuing your orders! ("Hmm, a hot plate of bulldog and another with a cushion of tartar sauce. Hot meal indeed.") Personally, though, smart money's on G6, given SE STABs that was lacking in Mate's team. Not to mention...
Mate's ordering first
G6 strings up second
I reff