4v4 FE Doubles
3 Day DQ
Switch: KO
2 Recovery / 3 Chills
Abilities: All
Items: Training
Subs: 2
Arena:
3 Day DQ
Switch: KO
2 Recovery / 3 Chills
Abilities: All
Items: Training
Subs: 2
Arena:
Arena: Windswept Meadow
Field Type: Grass
Complexity: Moderate
Format: All
Restrictions:
Weather only lasts one round before being blown away or canceled out.
Digging costs 1 less energy.
Surf is limited. (Ref Discretion)
See each wind direction for specific details.
Description:
The Windswept meadow would be paradise for grass-types, if it weren't for the ever-changing wind. This expansive meadow's location means that winds change rapidly and without warning, bringing different effects to the battlefield. The wind also means that weather-causing moves only last one round, as the storms are blown away or scudding clouds block the sun. The soft earth means that digging costs one less energy, but water sources are limited.
The arena starts out with no wind. There is a 1/5 chance, each round, of each of the following effects:
1) No Wind: Without wind, grass types can relax and enjoy the sunny meadow. Grass-type moves take 2 less energy to execute, and all grass-type attacks gain 2 BAP. Sunny Day is in effect, though it can be canceled out by another weather.
2) Wind from the North: To the north is a howling wasteland of snow and ice. Northern winds bring hail, so all non-ice-type pokemon suffer normal hail damage. The biting cold means that recovery moves are half as effective.
3) Wind from the East: To the east lies a large rose garden, so the scent is sweet. All pokemon relax, and evasion is reduced by one stage.
4) Wind from the South: To the south, a large group of Bellossum and Vileplume are enjoying the sunshine. The wind carries their spores to the battlefield, causing a 10% chance for 10% paralysis and a 10% chance for poison for each pokemon. (Normal poison, not bad.)
5) Wind from the West: To the west is a desert, with a raging sandstorm. The wind brings with it choking dust and grit, causing accuracy to drop one stage for all Pokemon unused to sandstorm. All non-steel/rock/ground types suffer normal sandstorm damage.
The wind direction can be changed with the moves Gust, Whirlwind, and Razor Wind.
Field Type: Grass
Complexity: Moderate
Format: All
Restrictions:
Weather only lasts one round before being blown away or canceled out.
Digging costs 1 less energy.
Surf is limited. (Ref Discretion)
See each wind direction for specific details.
Description:
The Windswept meadow would be paradise for grass-types, if it weren't for the ever-changing wind. This expansive meadow's location means that winds change rapidly and without warning, bringing different effects to the battlefield. The wind also means that weather-causing moves only last one round, as the storms are blown away or scudding clouds block the sun. The soft earth means that digging costs one less energy, but water sources are limited.
The arena starts out with no wind. There is a 1/5 chance, each round, of each of the following effects:
1) No Wind: Without wind, grass types can relax and enjoy the sunny meadow. Grass-type moves take 2 less energy to execute, and all grass-type attacks gain 2 BAP. Sunny Day is in effect, though it can be canceled out by another weather.
2) Wind from the North: To the north is a howling wasteland of snow and ice. Northern winds bring hail, so all non-ice-type pokemon suffer normal hail damage. The biting cold means that recovery moves are half as effective.
3) Wind from the East: To the east lies a large rose garden, so the scent is sweet. All pokemon relax, and evasion is reduced by one stage.
4) Wind from the South: To the south, a large group of Bellossum and Vileplume are enjoying the sunshine. The wind carries their spores to the battlefield, causing a 10% chance for 10% paralysis and a 10% chance for poison for each pokemon. (Normal poison, not bad.)
5) Wind from the West: To the west is a desert, with a raging sandstorm. The wind brings with it choking dust and grit, causing accuracy to drop one stage for all Pokemon unused to sandstorm. All non-steel/rock/ground types suffer normal sandstorm damage.
The wind direction can be changed with the moves Gust, Whirlwind, and Razor Wind.
Faylion said:![]()
Nature:
Mild (+SpA, - Def)
Type:
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
Abilities:
Ability 1: Sand Veil
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Rough Skin (DW: Unlocked)
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Physical:
Body Slam
Dig
Dragon Claw
Dual Chop
Earthquake
Fire Fang
Iron Head
Outrage
Sand Tomb
Slash
Stone Edge
Tackle
Take Down
Special:
Dragon Pulse
Dragon Rage
Earth Power
Flamethrower
Support:
Double Team
Endure
Protect
Sand-Attack
Sandstorm
Substitute
Sword Dance
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Nature:
Bold (+Def, -Atk)
Type:
Water STAB; can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Ability 1: Marvel Scale:
Type: Innate
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Ability 2: Cute Charm (DW: Unlocked)
Type: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical:
Tackle
Special:
Dragon Pulse
Ice Beam
Scald
Surf
Water Pulse
Support:
Aqua Ring
Confuse Ray
Haze
Mirror Coat
Rain Dance
Recover
Refresh
Rest
Safeguard
Sleep Talk
Splash
Toxic
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Nature:
Timid (+Spe, -Atk)
Type:
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Ability 1: Flame Body
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Ability 2: Swarm (DW: Unlocked)
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (+) (Acc +15%)
Size Class: 3
Weight Class: 3
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical:
Flare Blitz
Leech Life
Take Down
U-Turn
Special:
Bug Buzz
Ember
Fiery Dance
Fire Blast
Giga Drain
Heat Wave
Hidden Power 7 (Rock)
Hurricane
Silver Wind
Support:
Double Team
Endure
Foresight
Magnet Rise
Morning Sun
Protect
Rage Powder
Roost
Quiver Dance
Safeguard
String Shot
Sunny Day
Tailwind
Will-O-Wisp
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Nature:
Naive (+Spe, -SpD)
Type:
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Ability 1: 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.
Ability 2: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 3: Justified (DW: Unlocked)
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+) (Acc +12%)
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical:
Bullet Punch
Drain Punch
Extreme Speed
Feint
Force Palm
Hi Jump Kick
Ice Punch
Quick Attack
Rock Slide
Shadow Claw
Thunder Punch
Special:
Aura Sphere
Dark Pulse
Flash Cannon
Focus Blast
Support:
Agility
Copycat
Counter
Endure
Foresight
Heal Pulse
Magnet Rise
Nasty Plot
Screech
Substitute
Sword Dance
Matezoide said:Thankies
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<Tauros> [Aldebaran] (M)
Nature: Hasty (+15% Spe, +19% Acc, -1 Def)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
About: Aldebaran was the leader of a Tauros herd and aided the team at taking down a group of thieves. After this, he decided to accompany them as he always wanted to travel around the world, as he knew he wasnt necessary anymore, Aldebaran left the protection of the herd at the hands of his son. He can be describled as Brave, Wise and Strong. He knows a move called Great Horn, taught to him by his father (Rock Climb combo) and is currently training to master the Greater Horn (Double Edge combo), a move he created. Because of his relative old age, he is among the pokemon that gets along well with Twilight, Tara and Ernie.
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.
Anger Point (Innate): When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Sheer Force (DW UNLOCKED): (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: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 127 (110 * 1.15^)
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: N/A
MC: 0
DC: 5/5
Attacks:
Tackle (*)
Stomp (*)
Tail Whip (*)
Rage (*)
Horn Attack (*)
Scary Face (*)
Pursuit (*)
Rest (*)
Payback (*)
Fire-Blast (*)
Blizzard (*)
Rock Slide (*)
Iron Tail (*)
Outrage (*)
Helping Hand (*)
Rock Climb
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<Ivysaur> [Ozzy] (M)
Nature: Naughty (+ Attack, - Sp.Def)
Type:
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
About: Ozzy was , in fact, Matezoide's first pokemon, being kidnapped by a mysterious group, Matezoide and Ozzy met again on a circus that used stolen pokemon for the shows. After defeating the thieves, Ozzy chose to go with Matezoide again after all this time. He bears no grudge against Steve for ''taking his place''.
Abilites:
Overgrow (Innate):
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW UNLOCKED, Innate):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 60
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 8/9
MC: 0
DC: 5/5
Attacks
Tackle (*)
Growl (*)
Leech Seed (*)
Vine-Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Seed Bomb
Double Edge
Worry Seed
Substitute(*)
Venoshock(*)
Hidden Power (Ice, 7) (*)
Toxic
Giga Drain
Solar Beam
Sludge Bomb
Sunny Day
Dig
Endure (*)
Leaf Storm (*)
Skull Bash (*)
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<Omanyte> [Mordecai] (M)
Nature: Modest (+ Sp.Attack, - Attack)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
About: Recently born (and brought back to life), Mordecai has very little memories of his life before the meteor destroyed the world, because of that, he had very little problem accepting Matezoide and his pokemon as a family. Mordecai is very curious to learn about the world he lives in. He is also extremely shy to everyone else, prefering the company of his teammates.
Abilites:
Swift Swim (Innate):
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Shell Armor (Innate):
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Weak Armor (DW LOCKED, Can be enabled):
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
HP: 90
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
EC: 5/6
MC: 0
DC: 4/5
Attacks:
Constrict (*)
Withdraw (*)
Bite (*)
Water Gun (*)
Rollout (*)
Horn Attack (*)
Leer (*)
Mud Shot (*)
Ancient Power
Protect
Brine
Shell Smash
Hydro Pump
Rain Dance (*)
Surf (*)
Hidden Power (7, Electric) (*)
Earth Power
Stealth Rock
Endure
Ice Beam
Sandstorm
Double Team
Scald
Substitute
Bide (*)
Toxic Spikes (*)
Spikes (*)
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<Marill> [Natara] (F)
Nature: Adamant (+ Attack, - Sp.Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
About: A very jolly and happy Azurill caught by Athenodoros, Nate Natara is extremely easy to like, becoming friends with the usualy quiet and reserved Chuck in a few minutes, their oppositive natures made them bond with easy. Despite the sex changed caused by an unknown mutation (1/3 of each FEMALE Azurill become MALE upon evolving, not the oppositive), Natara is just as happy.
Nateis generaly seen as the team's little brother sister (alongside Mordecai) and is sure to bring joy and happiness wherever it goes.
Thick Fat (Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance.
Huge Power (Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Sap Sipper (DW UNLOCKED, Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
HP: 100
Atk: Rank 2 [4 Huge Power] (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 8/9
MC: 0
DC: 5/5
Attacks:
Splash (*)
Charm (*)
Tail Whip (*)
Bubble (*)
Slam (*)
Water Gun (*)
Bounce (*)
Helping Hand (*)
Bubblebeam (*)
Water Sport (*)
Rollout
Tackle
Defense Curl
Aqua Ring
Aqua Tail
Superpower
Ice Punch
Double Team (*)
Waterfall (*)
Substitute (*)
Facade
Rest
Sleep Talk
Toxic
Brick-Break
Dig
Encore (*)
Refresh (*)
Body Slam (*)
They will evolve pre-battle, no worries :)