Rules...
2v2 LC Singles
All Abilities
Training Items Only
Switch = OK
36 Hours DQ
5 Chills / 2 Recoveries
2 Subs
ASB Arena
Team YellowAdminSilver...
Nohr - Pancham (F).
Type: Fighting
Fighting STAB; ignores weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:Iron Fist / Mold Breaker /Scrappy (H)
Nature:Adamant (+1 Atk / -1 SpA)
Stats:
HP - 100
Atk - 4 (+)
Def - 3
SpA - 1 (-)
SpD - 2
Spe - 43
Size class - 1
Weight class - 1
Total: 15
EC:1/6
MC:0
AC:2/5
Attacks (19)
Level up:
Tackle
Leer
Arm Thrust
Work Up
Karate Chop
Comet Punch
Slash
Circle Throw
Egg:
Foul Play
Me First
Quash
Quick Guard
Storm Throw
TM:
Toxic
Protect
Payback
Stone Edge
Substitute
Dig
Credit for the animated battle sprite goes to N-Kin
Belladonna - Nohface (F).
Type: Ghost / Steel
Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Can switch out while affected by a partial trapping move.
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray.
Abilities: Levitate /Levitate (H)
Nature: Jolly (+15% Spe / +5% Acc / -1 SpA)
Stats:
HP - 100
Atk - 2
Def - 3
SpA – 0 (-)
SpD - 3
Spe - 12 (+)
Size class - 1
Weight class - 3
Total: 13
EC:0/6
MC:0
AC: 0/5
Attacks
Level up:
Scratch
Iron Defense
Lick
Metal Burst
Odor Sleuth
Feint Attack
Shadow Sneak
Curse
Egg:
Flail
Foul Play
Meteor Mash
Phantom Force
Yawn
TM:
Protect
Torment
Endure
Will-O-Wisp
Substitute
Team Rainman Legends...
Mime Jr. (Gogo) (M)
Type:
Psychic: Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fairy: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
Soundproof: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter: This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).
Technician (H): This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increasedy one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Nature: Bold: +1 Def, -1 Atk
HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Moves:
Level-Up:
Tickle
Barrier
Confusion
Copycat
Meditate
Double Slap
Mimic
Light Screen
Reflect
Psybeam
Encore
Egg Moves:
Fake Out
Nasty Plot
Hypnosis
Future Sight
Healing Wish
TM Moves:
Thunderbolt
Solarbeam
Taunt
Torment
Psyshock
Move Tutors:
Honedge (Dark Knight Cecil) (M)
Type:
Steel: Immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Ghost: Immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities:
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does the Pokemon sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Nature: Brave, -Speed, +Attack, -10% Evasion
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 24 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 15
EC: 0/9
MC: 0
AC: -/-
Moves:
Level-Up:
Tackle
Sword Dance
Fury Cutter
Metal Sound
Pursuit
Autotomize
Shadow Sneak
Aerial Ace
Egg Moves:
Destiny Bond
Wide Guard
TM Moves:
Shadow Claw
Gyro Ball
Rock Slide
Reflect
Protect
Move Tutors:
Iron Defense
Magnet Rise
Iron Head
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2v2 LC Singles
All Abilities
Training Items Only
Switch = OK
36 Hours DQ
5 Chills / 2 Recoveries
2 Subs
ASB Arena
Team YellowAdminSilver...
Nohr was the first Pokémon to join Silver's team after leaving his hometown. Nohr comes from a very traditional family and has a strict sense of honour, which is why she aims to travel the world in search of combat that will bring glory for herself and for her House. Nohr is typically stern and calm; however, combat is her greatest release. In the midst of battle, she usually drops her serious demeanor and becomes much more relaxed, mainly because she can rarely keep herself from laughing in the heat of battle. All the guts, all the glory is her favorite phrase, and it kinda makes her wish she had Guts. Peanut butter on toast is her favorite food.
Nohr - Pancham (F).
Type: Fighting
Fighting STAB; ignores weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:Iron Fist / Mold Breaker /Scrappy (H)
Nature:Adamant (+1 Atk / -1 SpA)
Stats:
HP - 100
Atk - 4 (+)
Def - 3
SpA - 1 (-)
SpD - 2
Spe - 43
Size class - 1
Weight class - 1
Total: 15
EC:1/6
MC:0
AC:2/5
Attacks (19)
Level up:
Tackle
Leer
Arm Thrust
Work Up
Karate Chop
Comet Punch
Slash
Circle Throw
Egg:
Foul Play
Me First
Quash
Quick Guard
Storm Throw
TM:
Toxic
Protect
Payback
Stone Edge
Substitute
Dig
Credit for the animated battle sprite goes to N-Kin
Belladonna - Nohface (F).
Type: Ghost / Steel
Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Can switch out while affected by a partial trapping move.
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray.
Abilities: Levitate /Levitate (H)
Nature: Jolly (+15% Spe / +5% Acc / -1 SpA)
Stats:
HP - 100
Atk - 2
Def - 3
SpA – 0 (-)
SpD - 3
Spe - 12 (+)
Size class - 1
Weight class - 3
Total: 13
EC:0/6
MC:0
AC: 0/5
Attacks
Level up:
Scratch
Iron Defense
Lick
Metal Burst
Odor Sleuth
Feint Attack
Shadow Sneak
Curse
Egg:
Flail
Foul Play
Meteor Mash
Phantom Force
Yawn
TM:
Protect
Torment
Endure
Will-O-Wisp
Substitute
Team Rainman Legends...
Mime Jr. (Gogo) (M)
Type:
Psychic: Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fairy: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
Soundproof: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter: This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).
Technician (H): This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increasedy one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Nature: Bold: +1 Def, -1 Atk
HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/6
MC: 0
AC: 0/5
Moves:
Level-Up:
Tickle
Barrier
Confusion
Copycat
Meditate
Double Slap
Mimic
Light Screen
Reflect
Psybeam
Encore
Egg Moves:
Fake Out
Nasty Plot
Hypnosis
Future Sight
Healing Wish
TM Moves:
Thunderbolt
Solarbeam
Taunt
Torment
Psyshock
Move Tutors:
Honedge (Dark Knight Cecil) (M)
Type:
Steel: Immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
Ghost: Immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Abilities:
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does the Pokemon sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Nature: Brave, -Speed, +Attack, -10% Evasion
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 24 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 15
EC: 0/9
MC: 0
AC: -/-
Moves:
Level-Up:
Tackle
Sword Dance
Fury Cutter
Metal Sound
Pursuit
Autotomize
Shadow Sneak
Aerial Ace
Egg Moves:
Destiny Bond
Wide Guard
TM Moves:
Shadow Claw
Gyro Ball
Rock Slide
Reflect
Protect
Move Tutors:
Iron Defense
Magnet Rise
Iron Head
YellowAdminSilver sends out Pokemon and equips...
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Rainman Legends orders...
YellowAdminSilver orders...
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