In :oLooking to ref a match, requiring four or more participants, up eight.
It's multiple teams of two, with all trainers bringing two Pokemon. The match will start off as a 4 person melee, and after round one it will become a team match. RP actions will be heavily considered when reffing, as the environment will be extremely volatile and susceptible to attacks.
As a warning, you will NOT be choosing your teammate. Your teammate will be randomly chosen when the ship sinks.
Arena type: Varying (Heavy Water-type influence for most, but not all.)
Complexity: Intense
Format: FFA Melee, team doubles (melee or otherwise)
The battle will start out on board the St. Anna in the middle of the ocean. Trainers send out one Pokemon each, battling for one round before the ship capsizes and everyone on board the ship but the four trainers involved in battle has escaped.
As soon as the ship sinks, trainers are split into groups of two and scattered across the ship. They are then given paths to the "bottom" of the ship, which now should be called the roof, and they are to face obstacles on their way. It could be anything from a fire that's sparked out, to a broken passageway, to having to prevent themselves from drowning completely. They are to use roleplaying actions to pass these obstacles, and may use any non-KO'd member of their team to do so. This section of the battle is essentially a maze of death, proceed with caution and take no option at face value. These challenges may bring teams together to help each other escape the boat, for your own safety you may not battle while escaping the ship. It is encouraged that your bring a capable swimmer - you'll be killed at this point if your team does not have at least one Pokemon capable of carrying both of you to the surface.
Heavy Pokemon are not allowed during the escape portions, as anything above Weight Class 4 will begin to tilt the ship, causing all within to be sent to a watery grave.
Once the trainers have escaped the ship, the battles then continue on the items scattered by the shipwreck above water. There will be harsh sunlight, a breeze for gliding, and somewhat gentle water. Pokemon with a size class above three will not be able to battle due to the very limited amount of space to stand, unless they are completely water-capable such as Lapras or a completely airborne Pokemon.
The battle ends when the trainers reach land after six rounds of fighting or until only one team remains. Those with the fewest casualties are delcared the winners.
Logic will be used to dictate whether certains attacks may be used on a case-by-case basis. Obviously things such as Rock Slide will not be allowed during the driftwood battle, and Surf won't be used in the onboard segments.
yeah this is pretty much my 1k
Color me involved.Looking to ref a match, requiring four or more participants, up eight.
It's multiple teams of two, with all trainers bringing two Pokemon. The match will start off as a 4 person melee, and after round one it will become a team match. RP actions will be heavily considered when reffing, as the environment will be extremely volatile and susceptible to attacks.
As a warning, you will NOT be choosing your teammate. Your teammate will be randomly chosen when the ship sinks.
Arena type: Varying (Heavy Water-type influence for most, but not all.)
Complexity: Intense
Format: FFA Melee, team doubles (melee or otherwise)
The battle will start out on board the St. Anna in the middle of the ocean. Trainers send out one Pokemon each, battling for one round before the ship capsizes and everyone on board the ship but the four trainers involved in battle has escaped.
As soon as the ship sinks, trainers are split into groups of two and scattered across the ship. They are then given paths to the "bottom" of the ship, which now should be called the roof, and they are to face obstacles on their way. It could be anything from a fire that's sparked out, to a broken passageway, to having to prevent themselves from drowning completely. They are to use roleplaying actions to pass these obstacles, and may use any non-KO'd member of their team to do so. This section of the battle is essentially a maze of death, proceed with caution and take no option at face value. These challenges may bring teams together to help each other escape the boat, for your own safety you may not battle while escaping the ship. It is encouraged that your bring a capable swimmer - you'll be killed at this point if your team does not have at least one Pokemon capable of carrying both of you to the surface.
Heavy Pokemon are not allowed during the escape portions, as anything above Weight Class 4 will begin to tilt the ship, causing all within to be sent to a watery grave.
Once the trainers have escaped the ship, the battles then continue on the items scattered by the shipwreck above water. There will be harsh sunlight, a breeze for gliding, and somewhat gentle water. Pokemon with a size class above three will not be able to battle due to the very limited amount of space to stand, unless they are completely water-capable such as Lapras or a completely airborne Pokemon.
The battle ends when the trainers reach land after six rounds of fighting or until only one team remains. Those with the fewest casualties are delcared the winners.
Logic will be used to dictate whether certains attacks may be used on a case-by-case basis. Obviously things such as Rock Slide will not be allowed during the driftwood battle, and Surf won't be used in the onboard segments.
yeah this is pretty much my 1k
Let's get it. If we missed anything, just make it standard
I'll take your battle. Go ahead and send mons.Could someone assist with this real quick.
ME TOO! BRING IT ON! >:3jumping into Espys 1k!
Six, I'm going to wait until either all teams are in or I have eight combatants to close the signups for the battle.ME TOO! BRING IT ON! >:3
I think this makes eight of us, right?
fite my lotad
Lotad [Bilious Slick] (Male)
Nature: Modest (+SpA, -Atk)
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.
Own Tempo: Innate, DW (Locked). 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 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 1/9
MC: 2
DC: 1/5
Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam
Counter
Leech Seed
Giga Drain
Toxic
Scald
Protect
Total Moves: 14
1v1 training
training items
asb arena
1 day dq
you can make this as even or as one-sided as you wish. i just want to actually send this out once v_v
It's just a 1v1, so easy to ref.I accept the challenge Woodchuck, I'll be using my new Bronzor:
Bronzor [Demolisher] (G)
Nature: Brave (+1 Atk, - 15%Spe, -10% Evasion)
Type:
Steel:
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.
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:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Heatproof:
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal: (Locked)
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
HP: 90
Atk: Rank 2(+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20(-)
Size Class: 1
Weight Class: 4 [5 Heavy Metal]
Base Rank Total: 11
EC: 0/6
MC: 0
DC: 0/5
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Psywave
Iron Defense
Faint Attack
Safeguard
Signal Beam
Stealth Rock
Rollout
Toxic
Earthquake
Solarbeam
Eternal Drifter said:All right... I need to get a little training in for one of my Poke'mon, so...
Open Challenge *2
1 VS 1 Singles
DQ: 2 Days
Substitutions: 2
Infinite Recovers/Chills
Arena: Any (Above Complexity of ASB Arena and Below Insane Complexity)
Hope the Chimecho
Chimecho (Hope) (Female)
Bold Nature
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 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.
Ability:
Levitate: Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
HP: 100
Atk: Rank 1-
Def: Rank 4+
SpA: Rank 3
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 6/6
MC: 0
Attacks: (23 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Take Down
Yawn
Heal Bell
Safeguard
Heal Pulse
Psychic
Hypnosis
Recover
Wish
Mimic
Recycle
Signal Beam
Swift
Toxic
Light Screen
Protect
Shock Wave
Thunder Wave
Ref please?Complications said:Sorry Faylion, dropping our match to accept ED's.
I'll accept Eternal Drifter.
Items=Any
Arena=Unown Soup
I hope you are ok with me using Ninjask. Other than being my favorite arena, Unown Soup is useful for providing type coverage, so hopefully it's not too big of a deal.
Ninjask (Gasta) Male
Nature: Adamant (+Atk, -SAtk)
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Speed Boost
Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Infiltrator (DW, Locked)
Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 1
DC: 5/5
Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance
Endure (*)
Night Slash (*)
Final Gambit (*)
X-Scissor (*)
Aerial Ace (*)
Substitute (*)
Protect
Facade
Toxic
U-Turn
If you are opposed to it, I will change my mon.
OPEN CHALLENGE
5 Vs. 5 Doubles
NFE Only
All Abilities
Training Items
2 Day DQ
Accepter chooses Arena
Send Starting 2 pokemon to Ref marked
Ref randomizes who Attacks first!
Need a ref!!!Feordis, accepting your match. (I also have 3 Fresh NFEs.)
All abilities
Training Items
And accepting Arcanite.
Library of Abilities + Each Pokemon gets a random type
No you don't. Taking it!Need a ref!!!