Gem on a Glacier

2 day DQ
FEs
No recoveries/infinite chills
One Non-Training Item ONLY (Two pokes get training items)
No Megas
3vs3 Doubles (B5P3)
All Abilities
One Flavor move per turn Required (ex: a1 tackle~a2 rock throw @chandelier to knock it to the ground on top of pokemon B~a3 water gun)
ONLY ONE ICE-TYPED POKEMON PER PLAYER
ONLY ONE WATER-TYPED POKEMON PER PLAYER
(An ice-water pokemon counts as both, of course)
2 Subs + 1 KO Sub

Arena:
Frostbitten Catacombs
-No natural Grass or Rocks (Rock moves using external rock source will become ice or steel typed instead (RNG 50% ice and 50% steel for the typing))
-No Digging, Diving is okay.
-Using Fly or Bounce has a 10% chance to knock an ice stalctite to the ground, dealing 10 fixed damage to all pokemon on the ground, and a 10% for the bouncing/flying pokemon to hit a stalctite and take 10 fixed damage (RNG 1-10, 1 is 10 to ground on the gorund, 2 is flyer/bouncer)
-All non-ice pokemon and pokemon without thick fat get hypothermia after one round (or three actions) of being in/making contact with the freezing water/sludge. Hypothermia makes the pokemon lose 3EN per action. If a pokemon Chills and has hypothermia, they only regain 8EN. Pokemon with Hypothermia are more susceptible to ice and water moves (after calucating how much an ice or water move would deal to target pokemon, add an extra 2 damage to the final amount).
-Being hit with a water move that uses external water or any ice move counts as one action towards hypothermia
-Flying types or pokemon with levitate avoid the water, thus will only get actions towards hypothermia/get hypothermia if they are knocked into the water, trapped in the water, or are hit by external water moves/ice moves.
-Healing bell/Aromatherapy/moves that heal status moves heal hypothermia.
-if/when 2 torches are put out, all pokemon without a dark tpying, ghost typing, or keen eye get permanent -1 accuracy. when 4 torches are out, nondark/ghost/keen eye pokemon get permanent -2 accuracy. when all 8 torches are out, nondark/ghost/keen eye pokemon get permanent -4 accuracy.
-Nature Power becomes Shadow Ball/Secret Power gets a 30% chance to Freeze or Disable the damaged pokemon's last move used (when rolling for SP, roll 30% chance normally. Then if the secondary effect is rolled, roll 50% for freeze and then 50% for disable)

gotd's team

Castform [pleut] M
Nature: Modest (-atk, + spa)

Type:Normal

Ability:
Forecast (Passive)

stats:
Hp: 100
Atk: 2 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 70

SizeC: 1
WeightC 1

mc: 1

Moves:
Tackle
ember
water gun
powder snow
headbutt
hail
rain dance
sunny day

disable
clear smog
hex
ominous wind
future sight

solar beam
thunderbolt
thunder wave
sandstorm
Hidden power (psychic)
weather ball
tailwind
substitute
fire blast
mimic
ice beam
flamethrower
blizzard
hydro pump
shadow ball
protect
thunder
toxic
energy ball
double team
endure
Swagger
scald
rest
sleep talk
reflect type

Gallade [Esponce] (M)
Nature: Adamant (+ Atk, -1 SpA)
Type: Psychic/Fighting

Abilities:
Steadfast
Justified (Hidden, unlocked)

Stats:
HP: 100
Atk: 6 (+)
Def: 3
SAtk: 2 (-)
SDef: 4
Spe: 80
SC: 3
WC: 4
BRT: 21

EC: 9/9
MC: 0
AC: 5/5

moves:
Stored power
Close combat
Night slash
Leer
Growl
Confusion
Double Team
Teleport
Slash
Swords dance
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Hypnosis
imprison

Confuse ray
Will-o-Wisp
Disable
encore
shadow sneak

telekinesis
theif
facade
thunder wave
toxic
zen headbutt
thunderpunch
shadow ball
skill swap
ice punch
taunt
protect
Stone edge
Drain punch
protect
substitute
endure
Brick break
earthquake
snatch

Ditto [Toi] (-)
Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)
Type: Normal

Abilities: Limber (passive)
Imposter (Passive)(HA LOCKED)

Stats:
HP: 90
Atk: 2
Def: 2
SpA: 1 (-)
SpD: 2
SpE: 55 (+)

AC: 0/5

Moves:
Transform
-->

Lucario (M)
Naive (-Sdef, +Spe, +12% acc, + 19% acc)
Type: Fighting/Steel

Abilities:
Steadfast
Inner focus
Justified (HA) (LOCKED)
Adaptability (mega)

Stats
HP: 100
Atk: 4 --> 6
Def: 3 --> 3
Satk: 4 --> 5
Sdef: 2 --> 2 (-)
Spe: 104 --> 129 (+) (+12 acc, +19 Acc when mega)
SC: 3 --> 3
WC: 4 --> 4
BRT: 20 --> 24

EC: 6/6
MC: 0
AC: 1/5

Moves (41/--):
Extremespeed
Dragon pulse
Close combat
Aura sphere
Dark pulse
Foresight
Detect
Metal claw
Quick Attack
Endure
Counter
Feint
Power-up punch
swords dance
Force Palm
Me-first
Bone rush
Metal sound
Copycat
Screech

Agility
Bullet Punch
Blaze Kick
Crunch
Vacuum Wave

Protect
Substitute
Earthquake
Shadow Claw
Roar
Stone edge
Poison jab
Flash cannon
Shadow ball
Toxic
Dig
Nasty plot
Drain punch
Ice punch
Iron tail
Focus blast

Kitsunoh (Chanoir) (M)
Nature: Jolly (+15% Spe, +19% Acc, -1 SpA)
Type: Steel/Ghost

Abilities:
Frisk
Limber
Cursed Body (hidden, unlocked)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)(10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 1
AC: 5/5

Moves: (42/102)
scratch
iron defense
lick
metal burst
odor sleuth
faint attack
shadow sneak
curse
copycat
shadowstrike
perish song
Iron head

phantom force
foul play
meteor mash
psycho shift
yawn
magic coat
pain split
revenge
Superpower
Snatch
Sucker punch
thunder punch
Ice punch
Trick

u-turn
earthquake
taunt
endure
return
toxic
dig
torment
swagger
protect
substitute
fake out
double team
will o wisp
dark pulse


CURSE YOU FOR MAKING ME REMOVE TRICK OR TREAT

gk's team



Mamoswine(*) [Truffles, "The Boss"] (Male)

Nature: Jolly (+Spe -Spa)

Info on Truffles: Words cannot express the bond that Truffles and Glacier share. Since the beginning, when Glacier was just a little kid in a world of Knights and great expectations, Truffles has been by his trainer's side, and together they have grown and become one soul. Surely a Mamoswine can't be psychic, but it seems as though Truffles always knows how Glacier is feeling, or what needs to be done. Glacier has raised Truffles from runthood, to adolescene, and is proud of his huge wooly buddy. Glacier can trust Truffles to do absolutely anything, and is his rock. Likewise, Glacier is Truffle's rock; if the two were to be seperated, or one had fallen, the Other would be on high alert to remedy the situation.

He was the very first. He is Glacier's very best. The pride and joy of the traveling explorer, Truffles is here to stay, and can rumble with the best of them.


Type:
Ice:
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.




Abilities:
Oblivious:
(Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW,Unlocked): (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 (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 92 (+Spe, +10% Accuracy)
Size Class: 5
Weight Class: 7
Base Rank Total: 20


EC: 9/9
MC: 0
DC: 5/5 Dream World Ability Unlocked!

Attacks:
Ancient Power
Peck
Tackle*
Odor Sleuth*
Mud Sport*
Powder Snow*
Mud-slap*
Endure*
Mud Bomb*
Icy Wind*
Blizzard
Earthquake
Ice Fang
Scary Face
Ice Shard
Amnesia
Mist
Thrash
Double Hit
Flail
Fury Attack

Curse*
Body Slam*
Icicle Spear*
Fissure
Horn Attack
Icicle Crash
Rock Slide
Bite
Sleep Talk
Earth Power
Iron Head
Block
Knock Off
Double-Edge
Take Down
Endeavor
Superpower
Captivate
Defense Curl
Detect
Fury Cutter
Headbutt
Mimic
Mudshot

Whirlwind
Charm

Ice Beam*
Toxic*
Hail*
Dig
Light Screen
Protect
Avalanche
Bulldoze
Rock Tomb
Stone Edge
Secret Power
Facade
Substitute
Stealth Rock
Reflect
Rest
Hidden Power (Grass 7)
Double Team
Sandstorm
Roar
Attract
Giga Impact
Rock Climb
Strength
Frustration
Rain Dance
Natural Gift
Rock Smash
Return
Round
Hyper Beam
Snore
Swagger

80 Moves
~FULL MOVEPOOL~

need:


Simisear(*) [Fernando] (Male)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Info on Fernando: Fernando was the third of the three pokemon Glacier first received when beginning his pokemon journey. Fernando was given as a symbol of his Father's fiery passion and skill as the Inferno Knight.


Type:
Fire


Abilities:
Gluttony/Blaze (DW UNLOCKED)

Stats:


HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 101
Size Class: 2
Weight Class: 3
Base Rank Total: 21


EC: 6/6
MC: 0
AC: 5/5 DW unlocked

Attacks:

Scratch*
Leer*
Lick*
Incinerate*
Fury Swipes*
Yawn*
Bite*
Flame Burst*
Amnesia*
Acrobatics
Crunch
Fire Blast
Recycle
Play Nice

Fire Punch*
Low Kick*
Tickle*
Nasty Plot
Heat Wave
Helping Hand
Role Play
Low Kick
Superpower
Covet
Fire Spin

Hone Claws*
Flamethrower*
Solarbeam*
Taunt
Toxic
Low Sweep
Protect
Dig
Overheat
Will-O-Wisp
Rock Slide
Grass Knot

39 Moves (40 Moves)

FLAME ON!

00:04 Deck_Knight I will allow your homosexual Simisear attract. But only as a signature move named "Flame On!". Yes, it must have the exclamation point in the name. No, it cannot be a Pokemon other than Simisear.


Mr. Mime [SydnI] (Female) (OT: Espy Owner)
Nature: Bold: (+1 Defense, -1 Attack)
Type: Psychic/Fairy

Abilities:

Soundproof/Filter/Technician

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 1
Weight Class: 2

EC: 6/6
MC: 0
AC: 5/5

Moves:

Barrier
Confusion
Copycat
Doubleslap
Encore
Guard Swap
Light Screen
Magical Leaf
Meditate
Mimic
Power Swap
Psybeam
Psychic
Quick Guard
Reflect
Safeguard
Substitute
Tickle
Wide Guard
Misty Terrain

Fake Out
Future Sight
Icy Wind
Teeter Dance
Nasty Plot

Counter
Magic Coat
Skill Swap

Bide
Hidden Power (Fire) (6)
Protect
Psyshock
Snatch
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Shadow Ball
Energy Ball
Toxic
Trick Room
Dazzling Gleam

43 Moves



Bidziil [Gallade] (M)

Nature: Impish (+def, -spa)

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. Superior reaction time in close quarters.

Abilities:
Steadfast:
(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.

Justified (DW): (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 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks
Leaf Blade
Night Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Slash
Fury Cutter
Psycho Cut
Close Combat
Swords Dance
Feint
False Swipe
Helping Hand
Imprison
Hypnosis

Disable
Encore
Shadow Sneak
Destiny Bond
Mean Look
Grudge

Ice Punch
Fire Punch
Thunder Punch
Zen Headbutt
Trick
Drain Punch
Magic Coat
Skill Swap
Pain Split
Low Kick
Icy Wind

Protect
Shadow Ball
Thunder Wave
Taunt
Torment
Snatch
Endure
Will-O-Wisp
Low Sweep
Brick Break

47 Moves


Snorunt [Artica, "The Departed"] (Female)
Nature: mild (+spa, -def)

Info on Artica:

Type:
Ice:
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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:
Snow Cloak:
(Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Cursed Body (DW UNLOCKED): (Innate)When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3

Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19


EC: 6/6
MC:
DC:
5/5

Attacks:
Astonish
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Confuse Ray
Ominous Wind
Wake-Up Slap
Hail
Ice Fang
Crunch
Destiny Bond


Disable
Fake Tears
Hex
Block
Weather Ball
Pain Split
Signal Beam
Snatch
Sucker Punch
Trick
Ice Punch
Spite
Spikes
Bide

Safe Guard
Light Screen
Ice Beam
Substitute
Taunt
Thunderbolt
Thunder Wave
Shadow Ball
Psychic
Telekinesis
Embargo
Endure
Toxic
Rain Dance
Avalanche


45 Moves

GemOftheDay sends out and equips.
Glacier Knight sends out, equips, and orders.
Gem orders.
A kitty refs.
 
Hey sweetie. It's good to see you again. But, sadly, you're possessed. I'll add flavor stuff in my orders.

Kitsunoh + Gallade.

Kitsunoh @ XP share, Gallade @ XP share.
 
Last edited:
This vessel has a disappointing selection of warriors on him.. but do not take that as a sign towards your victory... with my pawn's Mamoswine and Mr(s). Mime... I will send out the Mamoswine first, and as the hulking brute takes his stance in my chamber's dank sludge water, I release my psychic second, hurling its ball right on top of the swine! The psychic therefore comes out atop my vessel's prized mamoswine... avoiding contact with the encumbering liquid...

Mamoswine is equipped with a petty Exp. Share... I believe the psychic however deserves a much more useful item... this Mental Herb shall help it greatly kekekeke...

From the get go, Mrs. Mime shall launch a nasty Thunderbolt, aimed right in-between the two opposing pokemon... The water is deep enough for all standing in its icy embodiment to be shocked powerfully by the attack... I suppose my own other pokemon might be hurt by the attack, despite the ground typing.. however if the dunce of a beast is hurt, it should be minimal, and worth the pain inflicted upon my enemies. Mamoswine will launch an Ice Beam aimed at Gallade's left leg and the water around it, further encumbering the whelp.. the intention will be to trap gallade in its place, a task that should not fail; the water in this chamber is already near freezing temperatures, with ice being already present in the pool... the small bit of water around gallade's leg should solidify into a thick ice...

With gallade trapped in its spot, Mr. Mime will leave her perch to allow the beast the ability to charge and confront the enemies... Teleporting to the far edge of the arena- more specifically right at the wall that is constructed of bones and ice... (glaciernote: the ref has not supplied us with the description i made of the arena, but the floor closest to the walls is not water-logged; there is about a 4-5 foot space between the walls and where the floor dips low enough to be encompassed by water).... and since the Mamoswine no longer has a passenger he shall into the Kitsunoh and recklessly Bite the spector...

Finally, Mr. Mime will blast a Dazzling Gleam square into Gallade, as Mamoswine will continue to target Kitsunoh with an Odor Sleuth...

Mr. Mime: Thunderbolt (Flavor)~Teleport (Evade/Flavor)~Dazzling Gleam (Gallade)
Mamoswine: Ice Beam (Flavor)~Bite (Kitsunoh)~Odor Sleuth (Kitsunoh)

Subs:

Mr. Mime
-If Mr.Mime is the target of Trick, use Protect the first time and then Trick (Kitsunoh) the second/third time, and push action chain back
-If Kitsunoh has clones up a2, use Icy Wind (Kitsunoh) a2 instead


Mamoswine
-If Gallade has clones up, use Icy Wind that action and push the action chain back
-If Mamoswine is taunted a3, use Icicle Crash (Gallade) a3 instead
 
The northernmost city in Aurorok (Which also happens to be its capitol), Djin-Fros, has a deep and colorful history that surpasses almost all tales in the region; a great deal of these colors, however, are somber hued and riddled with notes of crimson red. Centuries ago, before Djin-Fros become the Capitol but was still a very large port city (The town had spent nearly 50 years planting its roots in the harsh permafrost of the tundra), two great forces were fated to alter its future for all the times to come. The native Ice pokemon- great and prideful clans of Abomasnow, Avaluggs, and Mamoswine- were sent into a massive belligerence by some unknown force, and struck the port town with all their primal rage just when Aurorok's only enemy at the time- The Pirate Islands of Baelfjord- had launched their largest collective fleet to siege the southern bays. As the natives of Djin-Fros were assaulted by the fierce, icy wrath of the pokemon, the King of Aurorok was commanding all the southern regions to flee north, for the Baelfjordians were too strong and were known not to favor the chill of winter. In the span of a month, Aurorok's country shriveled up nearly 50%, its south lands completely taken under pirate's rule; all the while Djin-Fros and its feeble population perished at the claws and fangs of the north's fauna. When the King's court finally arrived safely to Djin-Fros, there were hardly any survivors; just a ragtag group of hypothermia-stricken peasants hiding in the slush-clogged pipes of the Fros sewers.

Within two months, both the pirates and ice pokemon were no longer problems; the former were shutout from the rest of Aurorok by the great Middle-pass walls, while the latter had strangely subdued their previous rage and gone back to living quite docilely and ignoring the Auroroks. However, the King's new task was to transform the grisly bloodbath and wreckage of Djin-Fros into a livable and thriving Capitol. With his well-known Iron grit and apathy for his subjects, he drove the masses of peasants traveling in his court to clean out the Fros sewers and carve them deeper into the underground, and taking all the dead (those that died in the pokemon onslaught as well as those that died of hypothermia, other assorted illnesses, and labor exhaustion) into the inky depths of this newly made frosty hell. That was the beginning of the Frostbitten Catacombs.

As time passed, Aurorok ebbed and flowed in terms of wealth and success, and whenever the country took a turn for war, poverty, or sickness- anything amassing up to death really- the Frostbitten Catacombs grew. Soon it grew accustomed to send all deceased loved ones in ponyta-drawn carriages to be given proper blessings in Djin-Fros. The rich would be secured the most lavish mausoleums and rememberalls near the 7 different entrance ways to the Catacombs, while most of the peasant corpses would usually find their bodies merely dumped into the well of the devil- a newer addition that went down so far nobody could even guess (but it did save the country time and money instead of giving all their poor proper burials; sadly, those recently mentioned peasants, with good intentions for their beloved deceased, never knew what they were really sending off the bodies to.).

Then, in the year 717, the event that would ensure the Frostbitten Catacomb's eternal recognition and title of being the country's most terrifying and haunted place; the disappearance of National Pokemon Tournament: Rebirth. In the four greatest nations (Aurorok, Cambridigin, Faux-Grigora, and Yuccai), Pokemon Champion Tournaments were quite popular (think olympics) and held in the capitols every 5 years. The last Tournament, with the theme "Peace", was set and Yuccai but sadly brought the opposite: the nations were split and sent into another terrible war. After some time had settled the blood and dust, they decided to "Rebirth" the tournament in Aurorok (The country on the winning side of the previous war). In a weird twist, the Tournament headmasters decided to hold the bulk of the matches and tournament in the Frostbitten Catacombs: apparently to signify the theme and revere the fallen. By this time in the world, the Catacombs had swelled up to practically twenty times the size of Djin-Fros itself, and the dead below the Metropolis outnumbered its living population 8 to 1 (approximate population of Djin-Fros in 717: 58 million). There was plenty of room, with there being many chambers that resembled arenas- fully empty bar the walls of bones and skulls. While people from all four nations opposed and boycotted this particular tournament, there were more instead fervently excited for this unique and dearly missed tournament. When all the preparations and decorations were complete, there were nearly two million participating or watching the heavily acclaimed National Pokemon Tournament: Rebirth. The Tournament went off with a huge bang, and reports declared this tournament to be the top grossing, most viewed tournament; many said it would go down in history (which they were correct about, but not for its success...).

When the Nation Pokemon Tournament: Rebirth got down to the top sixteen, the first domino out of a whole chain of fear and mystery knocked over; The most likely candidate for the Champion Title vanished. The day after the Sixteen were slated, the first 4 battles were to begin- but one trainer was missing. Due to his popularity and wealthy connections, there was outrage and discord. No battles finished, and in the midst of searching and chaos not only were the remaining Eight trainers not slated to battle disappeared as well. Panic set in as the electricity and heat were abruptly cut off; the crowds attempted to flee but to no avail, as the main passageways to the surface were alarmingly gone. Like a labyrinth that strangely came to life, the catacombs seemingly decided to cancel and end this Tournament once and for all, changing its bone-riddled halls and constructing no possible escape. People tried to teleport out, call loved ones, and flee, but too many people trapped in the cold, murky depths could only end in one way.

Exactly three weeks after the Sixteen finalists were announced, people from the surface finally were able to break through enough walls and find an opening into the Catacombs; to their shock, no trace of the Tournament was found. Pokeballs of all kinds littered the largest room of the catacombs, were the main Tourney was slated to take place, but when examined and observed, no pokemon were held- nor any remains that they had held pokemon. Rumors and fear tripled, and Aurorok lost many citizens and credit. Djin-Fros was all but abandoned, with no one wanting to live underneath millions of the dead and a devilish secret.

So, why then are you here? On a bitter winter night, you take out your map and level it against the cold iron of the 4th entrance to the Frostbitten Catacombs; The large Crimson statues of angels beckon you either in or away, their faces never revealing truly which one. You hold a hidden charm tightly in your right palm, shivering slightly as the warm breath escapes your lungs and visibly enters the frozen world around you. After a quick calculation and a brief skim of your chosen path, you bundle the map back up into your pack and navigate the uneven ground, careful not to slip on any of the large patches of ice or steel spires shooting up from the cement.

You enter the Frostbitten Catacombs. Without warning a cold, hard object hits your right temple, and you black out immediately, not even recognizing the pain or noticing your charm fall below into the foul slush of the Catacombs.

When your eyes rip open you gasp and jump in reaction to the previous attack, but you find yourself alone and drenched in sewer slush. Your second instinct is to curse and hold your body, as the chill sets in and you start to succumb to the Catacomb's renowned hypothermia. With a ragged breath and another string of curses you quickly get up and survey your surroundings. It is extremely dark, and the only sounds you can hear are the ominous drips of water tucked into unseen crevices. You stare nerovusly into one corner, hoping your eyes will adjust and something will reveal itself- but when a quick white figure slips through your peripheral vision and vanishes, you think to yourself that you don't really care if something doesn't reveal itself. You turn left and try to run, but after splashing through the slush and sewage water, a sudden yank sends you crashing into the murk and cold iron below. More water, more ice, more pain. You weakly cringe as you lift your right leg, revealing a thick iron cuff around your ankle. You can't see where the chain is tethered, but it doesn't matter because your heart races with fear and you just want to abandon your mission. Screw the charm, screw the Catacombs. screw G-

"Yeah, I tried that a few times too. Think my nose finally stopped bleeding though."

You know that voice. You hear his ragged breath and the curse he mutters under his breath. Before you can say a reply or even sigh in relief, light blinds you. Both you and your companion flinch and recoil, but the piercing light finally abates to reveal that it is, indeed,

Glacier.

"Fancy seeing you here. Thanks for trying to find me.." he smiles sheepishly, but sorrow and concern is prominent on his face. "I'm so sorry doll-face, but it was a trap. He got me."

Once again you're cut off before a reply by a flickering of the lights and a deep, whispering voice. You have to strain to hear every syllable, but the message runs a chill to your spine colder than the crippling sewage slush.

"In the depths, I have waaaaaaiiiited.... The cold and frost has stripped me of any tangible body I had previously possesssssssed, but I am with new puuuurrpose and prize.... The aaaaaancient souls fill my mind with their torment and anguish, fear and foolishness..... I had known you before this place ceeeeeeaased to exist..... Glaaaaaaaaaaaaaaaaaaaacier. Your true name alludes me yet, but with your body, I am but one step behind where I seek to beeeeeee."
You shoot a scared glance across the pool of water, muck, and frost and meet the Explorer's eyes- you have never seen them filled with such fear and hopelessness.

"I stripped yoooooou of your loved ones and all you love many months ago, tooooorrrrturing you to no avail; in this i give you crediiiitttit, but I grow bored and anxious to begin my resurrection.... nooooooow that I have your love captured as well, perhaaaaaaps you shall let me enterrrrrr..."
Without warning, pain erupts from your cheek and you give a shriek as the skin slices open and hot blood reacts with the deadly cold catacomb air. Glacier screams your name and lashes out to grab you, but his own chain pulls back hard, sending him down into the sewage.

"Damn you! Damn you!" he cries, holding his arm out towards you own. It's no use- you two are easily twenty meters apart. You hold your breath as you feel the touch of something on your skin- invisible claws, icy numb and razor sharp. You blink back tears as the voice reenters your mind.

"Glaaaaaaaaaaaaacccier, make your choice... I can sennnnnssse her will is much easier to snaaaaap than yours... Shall i shrrrrreeeeed your dearly beloved into ribbons? Or will you conceeeeedde your body to -"
"LEAVE JULIA BE, PHYREXSIS" The explorer bellows with his heart in his throat, the pain reverberating through the chamber. You feel the claws disappear instantly, and you see an eerie trail of ice slowly forming across the watery floor; heading in a tangible line towards Glacier.

You shout and plead, but Glacier just gives you a look of iron. "I'm sorry Julia. I'm sorry for all of th-" he says with ragged breath, but then roars in pain. You fall to the floor, thighs numb to the frosted water as Glacier begins to lurch and spasm. His yells of pain grow stronger, as the lights blink in and out faster and as the only exit to your left slowly fills with a wall of rapidly growing ice. With a final, primal screech of pain, he falls, just as the lights go out for good.

You whimper and shakily call out for Glacier, though nothing can be heard. Even the dripping as ceased, and the only noise comes from your movements in the freezing water. You call a second time, a third time, a fourth- and then all at once, torches blare up into use all around the chamber. They blaze with a deep purple and blue hue, not like any normal fire you've seen, and they don't help with the chill problem in the slightest (In fact, you think they worsen the numbing pain). As your eyes adjust, you quickly glance across the room, to where Glacier was held captive; but the chains are broken, and he is nowhere to be seen.

"..............Yeeeeeeeeeeeeeeeeeeessssssssssssssssss.....this will do for now....."
The voice makes you jump, because it whispers directly in your ear. You ump up and make your way to your side of the wall, clinging against to ice for protection against whatever is nearby. You gaze at the center of the chamber, and choke in fear as the ice and shadows seem to pool together into the middle, forming something lean and tall. Like an instance Ice Sculpture, you gasp again as the elements form a figure alarmingly like Glacier; it gives a sudden screech of pain and you jump, its voice garbled with the torment and whispers of lost souls. It starts to reform- more ice and shadow building upon the already standing Glacier-like body. It grows another four feet, and limbs become scarecrow thing with sharp, jagged spikes jutting out. Mist blue and Shadow black auras begin to swirl as the head erupts in a spasm of spikes, fangs protruding painfully from the mouth cavity. The being gurgles as thick seemingly black, liquid spills from the ruptured skin, and you cannot take the torture. You screech and beg for it to stop, but it seems to be done; Claws extend carefully and with purpose, the dreaded soul entering a new body for the first time in eons. Its eyes look up from admiring its form and peer right into your own, sending you into a paralysis of fear. It opens its mouth to speak, and the tears can't be held back when it sounds perfectly like Glacier's voice.

"My my, such a long time since I could speak with a true voice. Your beloved will do perfectly, kekekekeke. Now, for the name. Give it to me."

".....Oh? My dear, I have already been to hell kekekeke. I'VE SEEN EVERY INCH OF DESPAIR AND INSANITY THAT LIES BELOW IN THE MURKY DEPTHS."

"....A battle? And his name if I win? Surely it will not be hard at all to best a naive soul such as yours. kekeke, I HAVE TAKEN COUNTLESS LIVES AND SOULS. THIS ONE HAS NO HOPE, AND NEITHER DO YOU."


BATTLE IN THE FROSTBITTEN CATACOMBS

The Chamber of Phyrexsis is an octogon shaped room, about 65 feet from wall to opposite wall. All but one of the walls are a thick, unbreakable tempered steel, and most are coated with a thick layer of grim ice; the eighth wall is made of bones and skulls stacked thickly upon each other, cemented with the ice-sludge (Google catacombs in paris and youll see bone walls that are the basis of this). The ceiling raises up to about 40 feet above the floor and is also covered in ice that has formed into large stalactites, a few even reaching the ground, forming with ice stalagmites to create columns of ice (columns are roughly 2 feet thick and are around the edges of the arena, near the walls). The floor slants into the center, and the floor is covered in icy sludge and freezing water. The water at its deepest is two feet, and beneath it, the floor is slippery with ice stuck to the iron floors. At the bottom of the walls, where they connect to the floor, are 8 sewage pipe openings (They have grates over them, same thick, tempered steel.). The pipes connect the chamber to the rest of the Catacombs, and some are spitting out a slow but steady stream of cold water and sludge. Each Wall has a large torch attached to its center, and is blazing a bright purple/blue light, though no heat is being given off. The floor that is not underwater is littered with bones and skulls, and under the water if you kick around, you will feel ice and bones alike.

-No natural Grass or Rocks (Rock moves using external rock source will become ice or steel typed instead (RNG 50% ice and 50% steel for the typing))
-No Digging, Diving is okay.
-Using Fly or Bounce has a 10% chance to knock an ice stalctite to the ground, dealing 10 fixed damage to all pokemon on the ground, and a 10% for the bouncing/flying pokemon to hit a stalctite and take 10 fixed damage (RNG 1-10, 1 is 10 to ground on the gorund, 2 is flyer/bouncer)
-All non-ice pokemon and pokemon without thick fat get hypothermia after one round (or three actions) of being in/making contact with the freezing water/sludge. Hypothermia makes the pokemon lose 3EN per action. If a pokemon Chills and has hypothermia, they only regain 8EN. Pokemon with Hypothermia are more susceptible to ice and water moves (after calucating how much an ice or water move would deal to target pokemon, add an extra 2 damage to the final amount).
-Being hit with a water move that uses external water or any ice move counts as one action towards hypothermia
-Flying types or pokemon with levitate avoid the water, thus will only get actions towards hypothermia/get hypothermia if they are knocked into the water, trapped in the water, or are hit by external water moves/ice moves.
-Healing bell/Aromatherapy/moves that heal status moves heal hypothermia.
-if/when 2 torches are put out, all pokemon without a dark typing, ghost typing, or keen eye get permanent -1 accuracy. when 4 torches are out, nondark/ghost/keen eye pokemon get permanent -2 accuracy. when all 8 torches are out, nondark/ghost/keen eye pokemon get permanent -4 accuracy.
-Nature Power becomes Shadow Ball/Secret Power gets a 30% chance to Freeze or Disable the damaged pokemon's last move used (when rolling for SP, roll 30% chance normally. Then if the secondary effect is rolled, roll 50% for freeze and then 50% for disable)

And so, it begins...


Julianna, gripped by fear and anxiety, pulled out two pokeballs from her sides. Shivering in fear, she called out her Gallade, Esponce, and also her Kitsunoh, Chanoir.


"Madamoiselle, qu'est-ce qu'il y a?"


c-c-c-cold... I need help... M'aidez...


Help? Of course... We'll Help by attacking from the shadows! Suivez-moi!

In a frenzy, Chanoir jumped into the shadows, evading the thunderbolt that was aimed straight at his leg. Esponce simply stood in place, and protected himself from the beams of ice and the rest of the onslaught. Kitsunoh then popped up behind Mr. Mime, attempting to knock it off its mount.

Chanoir then guarded itself, ready to counteract any attack that would be headed its way. Esponce then ran to the edge of the water by a large stalagmite, and tried its best to smash it like it was Breaking a Brick, making the water splash up and land on Mime.

Finally, the duo teamed up for one last attack. The duo tried to do its best to disrupt the cavern and make the Ice fall on everyone, by using their combined earthquakes to make Ice pillars fall left and right, and making a few torches fall to the ground.

Kitsunoh: Phantom force (Mime, knock Mime off mamoswine) -> Counter -> synchroquake
Gallade: Protect (block the ice beam especially) -> Brick break (on ice pillar, give Mime hypothermia) -> Synchroquake

EDIT:
Just realized that the title could be interpreted the completely wrong way...
 
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Kitsunoh disappeared into the shadows!

Gallade protected itself!
-11 energy (Ice Beam's power reduced by flavor, but other usefulness would have been increased)

Mamoswine used Ice Beam!
Gallade protected itself!
-7 energy

Mr. Mime used Thunderbolt!
The terrain was electrified!
Gallade protected itself!
Kitsunoh is hiding!
Mamoswine was minorly electrified(5% para)
-7 energy

Kitsunoh attacked!
Crit(5771): No
Damage: (9+3+6-6-2)*1.5=15
-10 energy

Mr. Mime used Teleport!
Mr. Mime is way over there!
-7 energy

Mamoswine used Bite!
Crit(9758): No
Effect(7365): No
Damage: (6+7.5-4.5)*1.5=13.5
-4 energy

Gallade used Brick Break!
The pillar broke!
-6 energy

Kitsunoh countered the Bite!
20.25 damage
-12.75 energy

Kitsunoh used Earthquake with Gallade!
This is also the effect of Gallade's Earthquake(this represents both)
6 torches fell!
The ice fell on everyone!
25 damage each!

Mamoswine sniffed Kitsunoh!
-6 energy

Mr. Mime used Dazzling Gleam!
Gallade and Kitsunoh's Earthquake made it off-center!
(6+3+6-6)*1.5=13.5(I made it like spread)
-6 energy

Mon: Gallade/Kitsunoh/Mamoswine/Mr. Mime
HP:62/62/65/46
EN:76/70/83/80
Other:N/N/5% para/N
Electrified Water(2a) Paralysis cannot decay on a mon within the water.
 
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copycatcat , Just a couple of things:
-To get hypothermia, you need to be in contact with the water for 3 actions/1 round- therefore gallade's attack would not be enough for mr. Mine to contract

-I used teleport as evasive/flavor, the flavor part mearly choosing a location for the teleport. I believe It should still retain it's effect as a p/e move.
-hypothermia already has pre-decided effects, therefore if/when a Pokemon gets hypothermia, you do not need to add defense/spd/speed drops
-synchroquake does NOT happen: speed order is kistunoh/mr.mime/gallade/para mamo. Mr.mime attacks Inbetween the earthquakes, therefore breaks synchro. Also stalactite damage would hit gallade/kistunoh too, don't see why it would only hit my Pokemon (they can't control how the ice stalactites fall unless they purposefully attempted such)
 
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g-g-good work... keep it up...


No. You need help. Esponce, get over there and help her. Someone else can come in and fill your spot.


Qui?


celui la.

Gallade out, Ditto in.

DITTO @ metal powder

counterswitch, my dear?
 
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I'm still confused... Why is dazzling gleam spread? I specifically targeted gallade. And the earthquake thing is perplexing me as well... But alas, I want the battle to continue.

*getting back into character*

I am not afraid of your shapeshifterrrrrr..... I decline the counterswitch
 
The Blob came out onto the field, straight faced and seemingly unaware of what was happening in the battle.


Ditto dit.

Julia looked up, as the gallade tried to use heal pulses to speed up the recovery process. Finally able to speak, she spoke with her voice soft, yet ice cold.


Don't hurt him, but help him too.


Will do Milady.


ditto dit.


Toi, i'm going to need you to be another Chanoir. While Toi changes, I'm going to need Kitsunoh to guard him. After that, Chanoir can go and smash his head into the mime according to his heart's desire. Toi will try to get some heat in here by burning the mammoth, followed by both kitsunoh synchronizing their shadow moves to knock torches off the walls

Toi: transform (kitsunoh) -> will o wisp -> shadow sneak (knock torches off walls)

Chanoir: protect (ditto) -> iron head (mime) -> shadow sneak (knock torches off walls)
 
fufufufufu...... Oh my deeeeeeeeeeeeaar, I will shoooooooooooww that I truly should not be underesitmaaaaaaaaatteeeeeeeeedd.....

(I have to go to work soon, but to describe the flavor actions:
-Fake Out: I'm still using it to flinch, but Mr. Mime is using the shock and force of the fake out to knock Kitsunoh deeper into the water; He's bashing Kits head into the icy water
-Will-O-Wisp: Mamoswine (Transformed so in kit form) will use Will-O-Wisp, but instead of launching it at an eneym, will have the ghost flames encircle his body, so that he gets a fire shield. If an enemy makes contact with him, the flames should burn them (like a normal will-o-wisp))

Mamoswine: Mimic (Transform)~Transform (Chanoir)~Will-O-Wisp (Flavor: Concentrate a barrier of ghostly fire around you)
-If Mamoswine is burned a3, use Psycho Shift (Chanoir) that action instead



Mr. Mime: Fake Out (Chanoir) (Flinch/flavor: Dunk Kitsunoh deeper into the water)~Mimic (Transform)~Transform (Chanoir)
-If Mr. Mime Flinches a2, use Taunt (Chanoir) a3




11:08WorkstrikeAnd would gain Limber upon transforming
11:08WorkstrikeSo would the paralysis be cured
11:08WorkstrikeA Pokémon with this Ability will be cured of paralysis if it is paralyzed while in battle (such as if it gains the Ability outside of battle or by an effect like Skill Swap, or is paralyzed by a Pokémon with an Ability like Mold Breaker). If the Pokémon is holding a Cheri Berry or a Lum Berry, it will be eaten before Limber cures the Pokémon of paralysis.
11:08WorkstrikeApparently yes if you randomly gain the ability mid-battle you cure paralysis
11:08Glacier
 

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