Alright maggots, listen up! Only P2X7 and Psyco_Josho, or whoever his Subway ref is, should be posting in this thread! Failure to comply will result in things happening. Terrible things. Things that will make you piss yourself at the sight of those little mint thingies put on the pillows in hotel rooms. YOU HAVE BEEN WARNED.
Mode: Doubles (No streak)
Mon 1: Tomohawk (Rare Candy, Prankster)
Mon 2: Gardevoir (Gardevoirite, Gardevoirite, Trace -> Pixilate)
Mon 3: Gallade (Expert Belt, Justified)
Mon 4: Aurumoth (Expert Belt, No Guard)
Mode: Doubles (No streak)
Mon 1: Tomohawk (Rare Candy, Prankster)
Mon 2: Gardevoir (Gardevoirite, Gardevoirite, Trace -> Pixilate)
Mon 3: Gallade (Expert Belt, Justified)
Mon 4: Aurumoth (Expert Belt, No Guard)
Tomohawk [Saber] (Male) (*)
Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or battle cry that shakes all opponents on the battlefield, lowering 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 a command, and will affect all opponents.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Passive) 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: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
KOC: 0
Moves (41/86):
Level-up:
Sunny Day
Aura Sphere
Scratch (*)
Fury Swipes (*)
Baby-Doll Eyes
Harden (*)
Focus Energy (*)
Aerial Ace
Rock Smash (*)
Morning Sun
Roar (*)
Whirlwind
Noble Roar
Rain Dance
Earth Power
Taunt
Hyper Voice
Air Slash
Heat Wave
Sky Drop
Rest
Hurricane
Egg Moves:
Air Cutter
Confuse Ray (*)
Stealth Rock (*)
Yawn (*)
Haze (*)
Nature Power (*)
TM Moves:
SolarBeam
Return (*)
Brick Break (*)
Double Team (*)
Reflect
Substitute (*)
Incinerate
Bulldoze
Rock Slide (*)
Grass Knot
Tutor Moves:
After You
Bounce
Helping Hand
Sleep Talk
Snatch
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic/Fairy
Psychic: Psychic STAB; 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.
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities:
Synchronize: (Passive)
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: (Trigger)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. 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.
Telepathy (DW Unlocked): (Passive)
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Pixilate (Mega): (Toggle)
By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Pixilate receive this boost, and not all Fairy-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
Sp.Atk: Rank 5
Sp.Def: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
Mega Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
Sp.Atk: Rank 7
Sp.Def: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 25
EC: 9/9
MC: 0
DC: 5/5
KOC: 0
Moves (38/???):
Level-up:
Moonblast
Stored Power
Misty Terrain
Healing Wish
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Imprison
Hypnosis
Egg Moves:
Confuse Ray
Destiny Bond
Disable
Encore
Skill Swap
TM Moves:
Taunt
Psyshock
Light Screen
Shadow Ball
Reflect
Thunderbolt
Thunder Wave
Torment
Focus Blast
Will-O-Wisp
Dazzling Gleam
Substitute
Tutor Moves:
Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Magic Coat
Pain Split
Gallade [Arthur] (Male)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities:
Steadfast: (Passive)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.
Justified (DW): (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack will increase by one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 69 (69.5) (-10% evasion) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 1
DC: 5/5
Moves (38/???):
Level-up:
Stored Power
Close Combat
Leaf Blade
Night Slash
Leer
Growl
Confusion
Double Team
Teleport
Lucky Chant
Fury Cutter
Magical Leaf
Slash
Heal Pulse
Calm Mind
Psycho Cut
Imprison
Feint
Hypnosis
Protect
Egg Moves:
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap
TM Moves:
Taunt
Psyshock
Thunderbolt
Shadow Ball
Will-O-Wisp
Thunder Wave
Telekinesis
Dazzling Gleam
Tutor Moves:
Endure
Fire Punch
Helping Hand
Ice Punch
Pain Split
Snatch
Other:
Wish
Aurumoth [Purity] (Male)
Nature: Hasty(+15% Spe, +14% Accuracy, -1 Def)
Type: Bug/Psychic
Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Psychic: Psychic STAB; 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:
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens 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.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an 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 OHKO moves prevents them from being benefitted by No Guard; they will have their normal accuracy.
Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 110
Atk: Rank 5
Def: Rank 3 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 109 (108.1) (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 23
EC: 9/9
MC: 0
DC: 5/5
KOC: 0
Moves (28/???):
Level-up:
Quiver Dance
Dragon Dance
Tackle
String Shot
Silver Wind
Bug Bite
Sunny Day
Heal Pulse
Confusion
Ancientpower
Wish
Light Screen
Egg Moves:
Bug Buzz
Close Combat
Counter
Disable
Feint
Hydro Pump
Megahorn
TM Moves:
Ice Beam
Psychic
Shadow Ball
Reflect
Focus Blast
Will-O-Wisp
Substitute
Tutor Moves:
Electroweb
Helping Hand
Magic Coat
Rules said:Doubles Battle Subway
[Also, 2 subs]
- Pokemon: 2v2
- DQ: 2 days
- Switch: KO
- Abilities: 1
- Items: OK
- Recovers: ∞
- Chills: ∞
"Alright P2X7, here we are. As your Subway Referee, I'll be standing by to look things over every Round.
"Good luck on the Battle subway!"
BATTLE ONE
Pokémon 1: 14/50 Audino
Ability: 2/3 Regenerator
Pokémon 2: 29/50 Yamask
Ability: Mummy
Audino (F)
Nature: Bold
+1 Def, -1 Atk
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Healer:
(Passive) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator:
(Passive) 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.
Klutz (DW):
(Toggle) 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. When toggled, there is no effect.
Item:
Leftovers
Stats:
HP: 110
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 50
SC: 2
WC: 3
BST: 16
Attacks:
Pound
Growl
Helping Hand
Refresh
Doubleslap
Attract
Secret Power
Entrainment
Heal Pulse
Encore
Heal Bell
Sweet Kiss
Wish
Yawn
Magic Coat
Pain Split
Toxic
Sunny Day
Ice Beam
Light Screen
Protect
Rain Dance
Telekinesis
Thunderbolt
Double Team
Reflect
Flamethrower
Attract
Incinerate
Flash
Thunder Wave
Psych Up
Grass Knot
Substitute
Trick Room
Surf
Yamask (M)
Nature: Bold
+1 Def, -1 Atk
Type: 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.
Abilities:
Mummy:
(Passive) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.
Item:
Focus Sash
Stats:
HP: 90
Atk-: 1
Def+: 4
SpA: 2
SpD: 3
Spe: 30
SC: 1
WC: 1
BST: 14
Attacks:
Astonish
Protect
Disable
Haze
Night Shade
Hex
Will-o-wisp
Ominous Wind
Endure
Fake Tears
Heal Block
Imprison
Nasty Plot
Magic Coat
Pain Split
Toxic
Telekinesis
Psychic
Shadow Ball
Double Team
Energy Ball
Embargo
Payback
Flash
Swagger
Trick Room
Doctor Benjamin would like to fight!
"Alright guys, it's time to show that our years of Medical School were not for nothing!"
"Checkup time! I call the stethoscope!"
"Hey! Then I get the vaccine shots!"
Thunder Wave (Guinevere) ~ Light Screen ~ Ice Beam (Saber)
IF [you are targeted with Taunt] AND [the user of Taunt is not Taunted], THEN [Magic Coat that instance] AND [push actions back]. THIS SUB HAS PRIORITY.
IF [you would be unable to use your move], THEN [Flash (Saber) that instant]
Imprison (Imprison; Magic Coat; Disable) ~ Shadow Ball (Guinevere) ~
IF [you are targeted with Taunt] AND [the user of Taunt is not Taunted], THEN [Magic Coat that instance] AND [push actions back].
IF [you would be unable to use your move], THEN [Flash (Guinevere) that instant].