Geez Mewtwo, why do you have a bunch of annoying-to-memorize numbers in your name.
Shame on you.
Embirch(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)
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 flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *** (+1)
Def: * (-1)
SpA: ***
SpD: **
Spe: 50
EC: 1/9
MC: 0
DC: 1/5
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.
Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
(*)Counter
(*)Dragonbreath
(*)Seed Bomb
(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day
Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
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: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60
EC: 1/4/9
MC: 1
DC: 1/5
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 tranfer 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(*)
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Marshtomp(*) Vladdy (M)
Nature: Relaxed
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).
Stats:
HP: 100
Atk: ***
Def: **** (+ nature)
SpA: ***
SpD: ***
Spe: 43 (- nature)
RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
EC: 5/9
MC: 1
DC: 2/5
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)
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:
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake
(*)Counter
(*)Mirror Coat
(*)Avalanche
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Whirlipede(*) Dokuto (M)
Nature:Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Bug/Poison
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Poison Point: (Can be Disabled.) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Swarm: (Innate) 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, Scissor Cross from 8 to 10)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk: ***(+)
Def: ****
SpA: *(-)
SpD: ***
Spe: 47
EC: 4/9
MC: 2
DC: 3/5
Attacks:
Defense Curl(*)
Rollout(*)
Poison Sting(*)
Screech(*)
Pursuit(*)
Protect(*)
Poison Tail(*)
Iron Defense
Bug Bite(*)
Steamroller
Spikes(*)
Toxic Spikes(*)
Twinneedle(*)
Poison Jab(*)
Double Team(*)
Payback(*)
Mareep(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
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
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.
Plus(DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Stats:
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30 (35/1.15= 30.4.., truncated to 30)
EC: 3/9
MC: 0
DC: 3/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Snorunt- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
Hp: 90
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Hex
Disable
Fake Tears
Ice Beam
Toxic
Shadow Ball
Cacnea * (Male)
Nature: Brave (Adds * to Attack, and a 15% decrease in Base Speed and a +5% increase in accuracy on an opponent's attacks.)
Characteristic: Highly curious. Needles is a silly little cactus Pokemon, and tends to get on his teammates nerves quite often. However, his loyalty to his team is strong and although he tends to be annoying, he knows when to use that trait against his opponents.
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **** (+)
Def: **
SpA: ***
SpD: **
Spe: 30 (35 x 0.85v)
EC: 2/6
MC: 2
DC: 2/5
Abilities:
Sand Veil: This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW): This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Attacks:
Poison Sting(*)
Leer(*)
Absorb(*)
Growth(*)
Leech Seed(*)
Sand Attack(*)
Pin Missile(*)
Ingrain(*)
Disable(*)
Seed Bomb(*)
Worry Seed(*)
Double Team(*)
Payback(*)
Swords Dance(*)
Sucker Punch
Mantine * (Female)
Nature: Modest (Adds * to Special Attack, and subtracts * from Attack.)
Characteristic: Often lost in thought. Finn is a very kind Pokemon, acting as a motherly figure for the other Pokemon in her team. However, she also tends to think ahead a lot and tries to work problems out logically. Her battle style tends involve confusing her opponents by thinking ahead and determining what they will do before they actually do it.
Type:
Water/Flying:
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: *****
Spe: 70
EC: 6/6
MC: 4
DC: 2/5
Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Water Absorb: This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Water Veil (DW): Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Twister(*)
Mud Sport(*)
Haze(*)
Boiling Water(*)
Hidden Power Ground 7(*)
Ice Beam(*)
Confuse Ray
Bullet Seed
Signal Beam
Psybeam
Air Cutter
Growlithe * (Male)
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
EC: 2/6
MC: 0
DC: 1/5
Abilities:
Intimidate: 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.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): 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.
Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Close Combat
Morning Sun
Iron Tail
Wild Charge
Flame Charge
Dig
Flare Blitz
Mewtwo=1
Ritter=2
Temper=3
Acklow=4
First round: 1234321 (mewtwo sends out pokemon, ritter does, temper does, ack does and attacks, temper attacks, ritter, mewtwo)
Second round: 1432 (mewtwo attacks, then ack, then temper, then ritter)
Third round: 2143 (ritter, mewtwo, acklow, temper)
4th round: 3214 (temper, ritter, mewtwo, acklow)
5th round: rinse and repeat
So, send out your pokemon! Also, if your name isn't mewtwo15026, vote for the switching, item, and ability clauses!
And make sure to give them items and choose the ability, just in case that stuff is relevant, kay?
LET'S GET THIS PARTY STARTED
Shame on you.
Originally Posted by Fat mewtwo15026
Tag Doubles, 3 Pokemon per player (6 per team, 2 players per team)
2 Recoveries, 5 Chills per Pokemon
3 Day Player DQ, 5 Day Ref DQ
One evolved Pokemon per player (can't lead with it)
No evolutions during the match unless an Evolved Pokemon is on the field.
ARENA: Basic Circle Pit
A 50-foot-deep, 100-foot across circular hole in the ground. The top of the hole is covered by a grate; Pokemon can't get out, but weather can get in. While the walls are completely solid, the floor is diggable up to 25 feet. Energy reservoirs in the walls allow the use of any sort of elemental attack, and the pit isn't caving in anytime soon.
Embirch(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)
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 flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *** (+1)
Def: * (-1)
SpA: ***
SpD: **
Spe: 50
EC: 1/9
MC: 0
DC: 1/5
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.
Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
(*)Counter
(*)Dragonbreath
(*)Seed Bomb
(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day
Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)
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: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60
EC: 1/4/9
MC: 1
DC: 1/5
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 tranfer 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(*)
Volt Tackle(*)
Wish(*)
Encore(*)
Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)
Marshtomp(*) Vladdy (M)
Nature: Relaxed
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).
Stats:
HP: 100
Atk: ***
Def: **** (+ nature)
SpA: ***
SpD: ***
Spe: 43 (- nature)
RELAXED: Adds * to Defense; a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
EC: 5/9
MC: 1
DC: 2/5
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)
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:
(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake
(*)Counter
(*)Mirror Coat
(*)Avalanche
(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Nature:Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Bug/Poison
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Poison Point: (Can be Disabled.) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Swarm: (Innate) 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, Scissor Cross from 8 to 10)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk: ***(+)
Def: ****
SpA: *(-)
SpD: ***
Spe: 47
EC: 4/9
MC: 2
DC: 3/5
Attacks:
Defense Curl(*)
Rollout(*)
Poison Sting(*)
Screech(*)
Pursuit(*)
Protect(*)
Poison Tail(*)
Iron Defense
Bug Bite(*)
Steamroller
Spikes(*)
Toxic Spikes(*)
Twinneedle(*)
Poison Jab(*)
Double Team(*)
Payback(*)
Mareep(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
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
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.
Plus(DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Stats:
HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30 (35/1.15= 30.4.., truncated to 30)
EC: 3/9
MC: 0
DC: 3/5
Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Agility(*)
Body Slam(*)
Screech(*)
Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)
Snorunt- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
Hp: 90
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Hex
Disable
Fake Tears
Ice Beam
Toxic
Shadow Ball
Deino [Ringo] (Male)
Nature: Modest
Nature: Modest
Type:
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).
Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).
Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Stats:
HP: 90
Atk: **(-1)
Def: **
SpA: ***(+1)
SpD: **
Spe: 38
Atk: **(-1)
Def: **
SpA: ***(+1)
SpD: **
Spe: 38
EC: 0/9
MC: 0
DC: 0/5
MC: 0
DC: 0/5
Abilities:
Ability 1: Hustle
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Ability 1: Hustle
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dark Pulse
Earth Power
Ice Fang
Taunt
Protect
Swagger
Mienfoo [Grace] (Female)
Nature: Hasty
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dark Pulse
Earth Power
Ice Fang
Taunt
Protect
Swagger
Mienfoo [Grace] (Female)
Nature: Hasty
Type:
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ***
Def: *(-1)
SpA: **
SpD: **
Spe: 75(65x1.15)
Atk: ***
Def: *(-1)
SpA: **
SpD: **
Spe: 75(65x1.15)
EC: 0/6
MC: 0
DC: 0/5
MC: 0
DC: 0/5
Abilities:
Ability 1: Inner Focus
Type: 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.
Ability 1: Inner Focus
Type: 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.
Ability 2: Regenerator
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Ability 3: Reckless
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Attacks:
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind
Knock Off
Low Kick
Vital Throw
Dig
Stone Edge
Swords Dance
Nohface [Shade] (Female)
Nature: Adamant
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind
Knock Off
Low Kick
Vital Throw
Dig
Stone Edge
Swords Dance
Nohface [Shade] (Female)
Nature: Adamant
Type:
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Stats:
HP: 90
Atk: ***(+1)
SpA: *(-1)
SpD: ***
Spe: 10
Atk: ***(+1)
SpA: *(-1)
SpD: ***
Spe: 10
EC: 0/6
MC: 0
DC: 0/5
MC: 0
DC: 0/5
Abilities:
Ability 1: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Ability 1: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Attacks:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Tackle
Leer
FeatherDance
Yawn
Meteor Mash
Dig
Will-o-Wisp
Dream Eater
[/LEFT]Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Tackle
Leer
FeatherDance
Yawn
Meteor Mash
Dig
Will-o-Wisp
Dream Eater
Cacnea * (Male)
Nature: Brave (Adds * to Attack, and a 15% decrease in Base Speed and a +5% increase in accuracy on an opponent's attacks.)
Characteristic: Highly curious. Needles is a silly little cactus Pokemon, and tends to get on his teammates nerves quite often. However, his loyalty to his team is strong and although he tends to be annoying, he knows when to use that trait against his opponents.
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: **** (+)
Def: **
SpA: ***
SpD: **
Spe: 30 (35 x 0.85v)
EC: 2/6
MC: 2
DC: 2/5
Abilities:
Sand Veil: This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW): This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Attacks:
Poison Sting(*)
Leer(*)
Absorb(*)
Growth(*)
Leech Seed(*)
Sand Attack(*)
Pin Missile(*)
Ingrain(*)
Disable(*)
Seed Bomb(*)
Worry Seed(*)
Double Team(*)
Payback(*)
Swords Dance(*)
Sucker Punch
Mantine * (Female)
Nature: Modest (Adds * to Special Attack, and subtracts * from Attack.)
Characteristic: Often lost in thought. Finn is a very kind Pokemon, acting as a motherly figure for the other Pokemon in her team. However, she also tends to think ahead a lot and tries to work problems out logically. Her battle style tends involve confusing her opponents by thinking ahead and determining what they will do before they actually do it.
Type:
Water/Flying:
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: *(-)
Def: ***
SpA: ****(+)
SpD: *****
Spe: 70
EC: 6/6
MC: 4
DC: 2/5
Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Water Absorb: This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Water Veil (DW): Pokemon with this ability always have their body coated in a lair of water which prevents burns.
Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Twister(*)
Mud Sport(*)
Haze(*)
Boiling Water(*)
Hidden Power Ground 7(*)
Ice Beam(*)
Confuse Ray
Bullet Seed
Signal Beam
Psybeam
Air Cutter
Growlithe * (Male)
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60
EC: 2/6
MC: 0
DC: 1/5
Abilities:
Intimidate: 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.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): 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.
Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Close Combat
Morning Sun
Iron Tail
Wild Charge
Flame Charge
Dig
Flare Blitz
Mewtwo=1
Ritter=2
Temper=3
Acklow=4
First round: 1234321 (mewtwo sends out pokemon, ritter does, temper does, ack does and attacks, temper attacks, ritter, mewtwo)
Second round: 1432 (mewtwo attacks, then ack, then temper, then ritter)
Third round: 2143 (ritter, mewtwo, acklow, temper)
4th round: 3214 (temper, ritter, mewtwo, acklow)
5th round: rinse and repeat
So, send out your pokemon! Also, if your name isn't mewtwo15026, vote for the switching, item, and ability clauses!
And make sure to give them items and choose the ability, just in case that stuff is relevant, kay?
LET'S GET THIS PARTY STARTED