2v2 Doubles
1 Day DQ
No recs/chills
You can choose Arena. I'd like to request Items on for training items (Amulet Coin, EXP Share etc).
As for the mons, I'll be using relatively fresh FEs, as in they have only just evolved and have little investment.
TEAM LJI'll take that Jesseus
Items=Nope
Switch=Dope
Abilities=Elope (All)
Arena: Unown Soup
Slowpoke [Omega] (Male)
Nature: Brave (+Atk, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Eva: -10%
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (DW) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks (22):
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Zen Headbutt
Psychic
Heal Pulse
Belly Drum
Sleep Talk
Safeguard
Surf
Rest
Trick Room
Pay Day
Dig
Dive
Light Screen
Ice Beam
Gyarados [Theta] (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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
Gyarados
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 70 (-)
Size Class: 6
Weight Class: 6
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 1/5
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 an Action, and will affect all opponents.
Moxie: (DW) (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Attacks (9):
Splash
Tackle
Flail
Bite
Dragon Rage
Thrash
Bounce
Reversal
Bubble
VS
TEAM SOLSTICE
Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-1)
SpD: Rank 2
Spe: 81 (70x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 17
EC: 6/6
MC: 4
DC: 5/5
Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Technician Unlocked(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Attacks:
Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Counter
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Bulk Up
Stone Edge
Total Moves: 18
Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced 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. Superior senses in power plant environments.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Unlocked) (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.
Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam
Thunderbolt
Last Resort
Total Moves: 20
You know the drill. Solstice, your orders.