2v2 NFE doubles
2 day DQ
1 substitution per mon
Training Items
0 chills/recoveries
Unown Soup
All abilities.
Accepting C$FP.
Here's C$FP's pokemon;
Staryu (Genderless)
Nature: Timid (+ to Speed; +22% Accuracy; - from Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Illuminate
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)
Ability 2: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 3 (DW): Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 5/6
MC: 0
DC: 4/5
Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Hydro Pump
Power Gem
Light Screen
Reflect Type
Aurora Beam
Barrier
Supersonic
Pain Split
Blizzard
Thunder
Surf
Ice Beam
Rain Dance
Reflect
Psychic
Moves: 22
Privatyke (Male)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Ability 1: Unaware
Type: Innate
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Ability 2 (DW): Klutz
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 15
EC: 4/6
MC: 0
DC: 3/5
Attacks:
Bubble
Smokescreen
Yawn
Chip Away
Wrap
Arm Thrust
Aqua Jet
Focus Punch
Waterfall
Mach Punch
Revenge
Circle Throw
Recover
Rock Blast
Ice Punch
Taunt
Earthquake
Rock Slide
Dive
Torment
Moves: 20
And here's AOPSUser's pokemon;
Slowpoke "Hermit" (F)
Nature: Bold (+Defense, -Attack)
Type: Water/Psychic
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 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:
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 LOCKED) (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.
Stats:
Slowpoke
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 15
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 2/6
MC: 0
DC: 1/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Future Sight
Sleep Talk
Wonder Room
Rest
Ice Beam
Scald
Eevee "EspyOwned" (F)
Nature: Timid (+15% Speed, -1 Attack, )
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptablility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW LOCKED): This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 64 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
+9% Accuracy
EC: 3/6
MC: 0
DC: 2/5
Moves:
Tail Whip
Tackle
Helping Hand
Sand-Attack
Growl
Quick Attack
Last Resort
Take Down
Trump Card
Endure
Yawn
Stored Power
Protect
Work Up
Double Team
Hidden Power (Fighting 7)
It's late and I'm sleepy, so just do what you do. I assume you both know Unown Soup. AOPSUser, you declare actions first, and be sure to equip any training items you'd like. C$FP, add training items when you issue counter-actions.