Amelia
HP: 84| EN: 50| Spe: 127
Ranks: 4/3/1/3
Size: 3| Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: No mouth in the main mask. Quick Claw. + 19 accuracy. + 1 KOC
Quass
HP:68| EN:81| Spe: 80
Ranks: 5/3/
4/4
Size: 3| Weight: 4
Abilities: Steadfast, Justified.
Other: Cutting arms. Dawn Stone. +2 BAP on Fighting and Ghost moves.
VS
Odolwa
HP: 4| EN: 24| Spe:
60 120
Ranks: 3/3/4/
5
Size: 3| Weight: 4
Abilities: Swift Swim, Rain Dish, Own Tempo
Other: Has a cool sombrero. Water Stone.
Saria
HP: 5| EN: 71| Spe: 90
Ranks: 2/2/
7/
5
Size: 2| Weight: 2
Abilities: Natural Cure, Poison Point, Technician
Other: Bouquet hands. Rose Incense. + 1 BAP on Grass moves.
Amelia
HP: 84| EN: 31| Spe: 127
Ranks: 4/3/1/3
Size: 3| Weight: 4
Abilities: Shield Dust, Static, Overcoat
Other: No mouth in the main mask. Quick Claw. + 19 accuracy. + 1 KOC
Quass
HP:
KO| EN:
KO| Spe: 80
Ranks: 5/3/
4/4
Size: 3| Weight: 4
Abilities: Steadfast, Justified.
Other: Cutting arms. Dawn Stone. +2 BAP on Fighting and Ghost moves.
VS
Odolwa
HP: 1| EN: 1| Spe:
60 120 40
Ranks: 3/3/4/
5
Size: 3| Weight: 4
Abilities: Swift Swim, Rain Dish, Own Tempo
Other: Has a cool sombrero. Water Stone. Paralised (10%). 1 KOC.
Saria
HP: 1| EN: 38| Spe: 90
Ranks: 2/2/
7/
5
Size: 2| Weight: 2
Abilities: Natural Cure, Poison Point, Technician
Other: Bouquet hands. Rose Incense. + 1 BAP on Grass moves.
New Arena
Arena: The Valley of the Dolls
Field Type: Ghost
Complexity: Intense
Format: All
Restrictions: Only Rainy Weather, Restricted Mobility, Increased Evasion
Description:
A Dark grove, where the sunlight barely reaches the ground, and where there is no sound, nothing moves in the forest, and long trees with somethings hanging from them is the only visible thing around, there are dolls, thousands of Dolls hanging from the trees, all the trees are full with old, mutilated dolls that give anyone the feeling that they’re constantly being watched, looking at the battlers and judging them from the shadows with their empty eye sockets, the woods are full of them, and there's almost no space to move into the forest, and the forest itself cannot be harmed, still there are some clear spaces with some empty houses and some human-made objects that haven't seen a person in a very long time, there are some canals around the valley, but be careful since it has been known that many people has drowned on them, the things that have happened in this place are tainted by the mistery since there's nobody left to tell the story, well... except for the dolls which are said to whisper in the shadows, ghost pokemon will feel at home in here, any other type, well... let's just say they better offer them a gift upon setting foot on the Valley, you know... just to be safe
- Rain is the only weather possible
- Ghost attacks have +3 in their BP
- Normal pokemon are susceptible to Ghost attacks
- Fire moves can be used, but will not affect the woods
- Pokemon can fly, but they won't see a thing thanks to the woods
- Pokemon have their speed reduced to 3/5 of their original speed (With the exception of ghost pokes and some regular pokemon*)
- Every Pokemon that enters the field has their Attack reduced by one (1) (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless, but the ability is annulled)
- NFE pokemon have their attack reduced by two (2) (No exceptions)
- Every pokemon begins with a +2 Evasion Bonus
- After every action, every pokemon (With the exception of ghost pokes and pokemon with the ability Justified, Guts or Reckless) have a 5x%** chance of being affected by fear (reducing their attacks BP in two (2), and having a 25% chance of being paralysed by fear) for 6 actions
- Light related moves have their light supply at minimum
- Ground attacks have their BP halved (This is due to the ground being covered in many layers of dead leaves and other stuff)
- Rock attacks are unusable if they need outside rocks (Stone Edge, Rock Slide, etc..., there are no many rocks in here)
- Taunt last 3 more actions (At the cost of +2 energy)
- Foresigh (And similar moves) cannot be used
- Contact moves are harder to excecute***
- Water supply on the canals in the forest (7.5% of faint if used)
- Confusion last one more turn
- Curse will do 8 damage per action
- Destiny Bond, Nightmare and Spite will have their power doubled
- Hex always acts as if the foe is statused
- Moves that require Focusing have a 50% chance of failure (except ghost ones)
- If a pokemon tries to damage the forest (or actually damages it), spirits will attack them****
- Healing moves will regain half the health they should (bar Pain Split)
- Every Bad Effect is removed if the pokemon uses his first action to honor the Woods (Like Pay Day, Naturl Gift, Present, etc...)
* Ref discretion, but something real, Aipom and Furret are OK, Ursaring and Claydol are NOT
* x being the number of rounds the pokemon has been on the field
***Ref discretion
****Shadow Snakes (number and everything else is up to the ref) that traps the pokemon, making it unable for it to move
Frosty, you may go first now.