Come one, come all! Prepare to witness what promises to be the match of the century as Argetlam and Classical duke it out in the ASB arena. I'm your host, Aweshucks.
Pokemon:
Argetlam-
Marshtomp*(Lama Monstrum)(Male)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Nature: Quiet(+SpA, -Speed, -10 Evasion)
Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power 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):
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 43(-)(50/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 3/5
Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Hydro Pump
Mud Shot
Mud Bomb
Muddy Water
Earthquake
Egg Moves
Counter*
Mirror Coat*
Wide Guard*
TM/HM Moves
Toxic*
Ice Beam*
Dig*
Rock Slide
Sludge Wave
Brick Break
Total Moves: 21
Necturine*(Herba Spiritus)
Type: Grass / Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Quiet (+1 SpA, -15% Speed, -10% Evasion)
Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 44(-)(51/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/6
MC: 0
DW: 4/5
Level Up Moves:
Vine Whip*
Leer*
Ominous Wind*
Shadow Sneak*
Toxic Spikes*
Will-O-Wisp*
Hex*
Shadow Ball
Pain Split
Power Whip
Egg Moves:
Leaf Blade*
Leaf Storm*
Nightmare*
TM/HM Moves:
Calm Mind
Protect*
Psychic*
Torment*
Return
Substitute
Total Moves: 19
Bagon(Male)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Nature: Hasty(+15% Speed, +12% Accuracy, -1 Defense)
Abilities
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force(DW):
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 58(50*1.15)(+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Level Up Moves
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Egg Moves
Dragon Dance
Fire Fang
Hydro Pump
TM/HM Moves
Brick Break
Fire Blast
Rock slide
Classical:
Lotad "Twinkletoes" (M)
Nature: Naughty (+Atk -SpD)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] 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.
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
DC: 0/5
MC:
Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Ice beam
Protect
Toxic
Leech Seed
Synthesis
Teeter Dance
Ralts "Galinda" (F)
Nature: Modest (+SpA -Atk)
Type: Psychic
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 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
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.
Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
[DW] Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
DC: 0/5
MC
Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Will-O-Wisp
Shadow Sneak
Shadow Ball
Energy Ball
Thunder Wave
Turn order:
Argetlam sends out pokemon
Classical sends out pokemon; orders
Argetlam orders
I ref
As a side note, this is my first time reffing, so if you see any mistakes I make, don't hesitate to tell me
Argetlam said:2v2 Doubles
1 Day DQ(2 for ref)
2 Recovers/5Chills
Arena: ASB
1 Substitution
Classical said:1 ability
Switch = rancor pit
Accepting :)
Pokemon:
Argetlam-
Marshtomp*(Lama Monstrum)(Male)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Nature: Quiet(+SpA, -Speed, -10 Evasion)
Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power 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):
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 43(-)(50/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 3/5
Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Hydro Pump
Mud Shot
Mud Bomb
Muddy Water
Earthquake
Egg Moves
Counter*
Mirror Coat*
Wide Guard*
TM/HM Moves
Toxic*
Ice Beam*
Dig*
Rock Slide
Sludge Wave
Brick Break
Total Moves: 21
Necturine*(Herba Spiritus)
Type: Grass / Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Quiet (+1 SpA, -15% Speed, -10% Evasion)
Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 44(-)(51/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 4/6
MC: 0
DW: 4/5
Level Up Moves:
Vine Whip*
Leer*
Ominous Wind*
Shadow Sneak*
Toxic Spikes*
Will-O-Wisp*
Hex*
Shadow Ball
Pain Split
Power Whip
Egg Moves:
Leaf Blade*
Leaf Storm*
Nightmare*
TM/HM Moves:
Calm Mind
Protect*
Psychic*
Torment*
Return
Substitute
Total Moves: 19
Bagon(Male)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Nature: Hasty(+15% Speed, +12% Accuracy, -1 Defense)
Abilities
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force(DW):
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 58(50*1.15)(+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Level Up Moves
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Egg Moves
Dragon Dance
Fire Fang
Hydro Pump
TM/HM Moves
Brick Break
Fire Blast
Rock slide
Classical:
Lotad "Twinkletoes" (M)
Nature: Naughty (+Atk -SpD)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] 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.
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
DC: 0/5
MC:
Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Ice beam
Protect
Toxic
Leech Seed
Synthesis
Teeter Dance
Ralts "Galinda" (F)
Nature: Modest (+SpA -Atk)
Type: Psychic
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 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
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.
Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
[DW] Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
DC: 0/5
MC
Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Will-O-Wisp
Shadow Sneak
Shadow Ball
Energy Ball
Thunder Wave
Turn order:
Argetlam sends out pokemon
Classical sends out pokemon; orders
Argetlam orders
I ref
As a side note, this is my first time reffing, so if you see any mistakes I make, don't hesitate to tell me