i need to train.
2vs2 doubles (bring whatever you want)
1day DQ (Flashie, so be quick about it)
0/0 chills/recoveries
1 Sub
No Switch
Training Items
All Abilites
Arena: I refuse to battle in the standard boring asb arena! i refuse! Let's battle in the Ref's Mind. there. that's good. *sigh*
accepting above, be prepared to face a most fearsome combo of Pokemon...
Glacier Knight said:Xatu(*) [Twila] (Female)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Info on Twila: A somber period of being unused turned Twila cold, and she vowed to become stronger and more of an asset. Training solo she now has returned, and is proving to be quite a force to be reckoned with. Her hidden Abilities shine bright, and her Support is bare none the best on the team. And she still yearns for more power......
Type:
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 82 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5 DW unlocked
Attacks:
Peck*
Leer*
Nightshade*
Teleport*
Lucky Chant*
Miracle Eye*
Me First*
Confuse Ray*
Tailwind
Psycho Shift
Future Sight
Ominous Wind
Roost*
Haze*
Quick Attack*
Heat Wave
Light Screen*
Psychic*
Aerial Ace*
Toxic
Protect
Thunder Wave
Reflect
Flash
24 Moves
Machamp [Richter] (male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Info on Richter: He could be different from the stereo-typcial "Beat'em up Fighting type", but Richter doesn't care. He knows he was made for Offense, so he works on perfecting that, not trying to better something he is not made for. Richter is a blunt, cut-throat pokemon who is fierce when it comes to not only winning a match but protecting his allies.
Type:
Fighting: (summary) Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts: (innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does 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 benefitted by No Guard, they will have their normal accuracy.
Steadfast: (DW) (innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 4/5
Attacks:
Wide Guard
Low Kick
Leer
Focus Energy
Karate chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Light Screen
Thunder Punch
Rolling Kick
Ice Punch
Encore
Bulk Up
Brick Break
Focus Blast
Poison Jab
Protect
Payback
Earthquake
Smack Down
Mega Kick
Fire Punch
Stone Edge
27 Moves
EspyOwner said:
Feebas* [Spotless] (Female)
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim:
Type: Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability (DW-Locked):
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
HP: 80
Atk: 0 (-)
Def: 1
SpA: 2 (+)
SpD: 2
Spe: 80
Size Class: 1
Weight Class: 1
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Splash*
Tackle*
Flail*
Hypnosis*
Mirror Coat*
Haze*
Scald*
Ice Beam*
Rain Dance*
Toxic
Dive
Tyrogue [Untouchable] (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Vital Spirit (DW-Locked):
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
HP: 90
Atk: 3 (+)
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 35
Size Class: 1
Weight Class: 2
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Helping Hand
Fake Out
Foresight
Endure
Hi Jump Kick
Rapid Spin
Rock Slide
Earthquake
Protect
The first thing you notice is that you don't really notice anything. We're in the pits of Athenodoros' weird mind, and you never quite know what's going to come up in here. In fact, you could just about get anything as the mists around you all clear, to reveal that you seem to be in Iron Cage, the pit at the bottom of Iron Dungeon. You can see Registeel lying dormant in the corner, but as he snores quietly you notice that the whole room seem to be going in slow motion, leaving those weird trails you see when people move in slow motion in bad movies, and it looks like it isn't quite distributed equally around the room. Furthermore, every now and then a fully armed hoplite spawns in the room and prods someone/something, causing him to lose his focus, starting with Glacier Knight. Lastly, Gravity seems to be inverted. Make of that what you will.
Iron Cage said:You come to the pit of the desolate dungeon surrounded by what appears to be a junkyard of broken machine parts. Shrapnel is littered around the room in a disgusting, decrepit clutter. The entire room has a dingy quality to it, despite having all the pretense of a regal palace. What isn't covered in junk shines with an unnatural sheen, polished beyond all reason. Most unfathomable is a giant thrown in the background that has all the markings of a machine, complete with gear prints, and sitting on the thrown is an iron king whose weapon of choice appears to be vicious claws. Whatever the case may be, he doesn't look honorable, but is clearly wealthy beyond imagine, for in his parlor lies a stone on a pedestal that exactly matches the stone in the mosaic at the entrance.
Arena Rules
Constant, unalterable Shrapnel Weather. Shrapnel weather does 3 DPA to every non-Steel type, and adjusts for type. Types resistant to Steel will take 2DPA, types weak to Steel will take 4 DPA. Sandstorm or Hail can be added to Shrapnel, but will not override it.
Strong magnetic field disables Magnet Pull abilities and prevents Pokemon other than Registeel from using Magnet Rise.
All of the junk makes Steel-types more focused, increasing their accuracy by 10 (flat)