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Arena: The Spike Pit
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Arena: The Spike Pit
Arena: Spike Pit
Field Type: All Types
Complexity: Simple
Format: All Formats
Restrictions: None.
Description:
A commodious chamber probably intended for large-scale torture, the Spike Pit has now been transformed into a battling arena for sadistic trainers and masochistic Pokemon. Trainers stand on a walkway that hugs the edge of the circular chamber, while their Pokemon battle it out on a circular, medium-sized metal platform below. The platform does not reach the edges of the chamber; there exists a space large enough between the edge of the platform and the closest point of the wall of the chamber such that Pokemon of all sizes could easily fall off the platform. Below and to the sides of the platform is a layer of dense spikes. The room is constructed such that Flying-type Pokemon cannot fly to the level of the trainers or above, and Ghost-type Pokemon are unable to pass through the spikes or the platform. Inexplicably, all moves are able to be used without harm to the chamber, even those that would require sources.
The platform itself has a few interesting facets. There are metal rungs evenly spaced, near the edge of the platform, that smaller Pokemon with dexterous digits or appendages could possibly hold onto to avoid getting struck into the pit or other purposes. In addition, the the platform also has large circular pillars—also made of metal—closer to the center of the platform that larger Pokemon could hold onto; the circumference of the pillar is so large, however, that smaller Pokemon may find it difficult to hold on. Every so often, a warning will sound at the end of the round stating an exact action; at the end of that action the next round, the platform will spin rapidly, spinning all Pokemon that are not successfully anchored to the platform in some way into the pit below.
For each action a given Pokemon is in contact with the spikes, it takes 10 DMG, not affected by weakness, resistance, or stat ranks. Should a Pokemon fall into the pit, its subsequent actions will be replaced with "Climb out of Pit" until successful, costing 3 EN every time. This action is subject to neither the consecutive move penalty nor the effects of any other attack. The nature and damage of the spikes may be changed by means of attacks.
Summary: Don't fall into spikes. Things not codified are referee discretion.
Field Type: All Types
Complexity: Simple
Format: All Formats
Restrictions: None.
Description:
A commodious chamber probably intended for large-scale torture, the Spike Pit has now been transformed into a battling arena for sadistic trainers and masochistic Pokemon. Trainers stand on a walkway that hugs the edge of the circular chamber, while their Pokemon battle it out on a circular, medium-sized metal platform below. The platform does not reach the edges of the chamber; there exists a space large enough between the edge of the platform and the closest point of the wall of the chamber such that Pokemon of all sizes could easily fall off the platform. Below and to the sides of the platform is a layer of dense spikes. The room is constructed such that Flying-type Pokemon cannot fly to the level of the trainers or above, and Ghost-type Pokemon are unable to pass through the spikes or the platform. Inexplicably, all moves are able to be used without harm to the chamber, even those that would require sources.
The platform itself has a few interesting facets. There are metal rungs evenly spaced, near the edge of the platform, that smaller Pokemon with dexterous digits or appendages could possibly hold onto to avoid getting struck into the pit or other purposes. In addition, the the platform also has large circular pillars—also made of metal—closer to the center of the platform that larger Pokemon could hold onto; the circumference of the pillar is so large, however, that smaller Pokemon may find it difficult to hold on. Every so often, a warning will sound at the end of the round stating an exact action; at the end of that action the next round, the platform will spin rapidly, spinning all Pokemon that are not successfully anchored to the platform in some way into the pit below.
For each action a given Pokemon is in contact with the spikes, it takes 10 DMG, not affected by weakness, resistance, or stat ranks. Should a Pokemon fall into the pit, its subsequent actions will be replaced with "Climb out of Pit" until successful, costing 3 EN every time. This action is subject to neither the consecutive move penalty nor the effects of any other attack. The nature and damage of the spikes may be changed by means of attacks.
Summary: Don't fall into spikes. Things not codified are referee discretion.
Glacier Knight said:stuck in philly for the next few days, so i get to battle.
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Syclant [Kelvin, "The Recluse"] (Male)
Nature: Mild (+spa, -def)
Info on Sub-Zero:
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Bug Bite
Icicle Spear
Icicle Crash
Bug Buzz
Hail
Icy Wind
Ice Punch
Tail Glow
Earth Power
Super Power
Counter
Water Pulse
Ice Beam
Brick Break
Dig
Protect
Blizzard
Acrobatics
Venoshock
25 Moves![]()
Walrein [Norita, "The Crash-Waker"] (Female)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Info on Norita:
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
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 (2x weak becomes neutral, neutral becomes resistance, etc.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW Unlocked): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Rest
Snore
Blizzard
Hail
Crunch
Ice Fang
Sheer Cold
Curse
Signal Beam
Yawn
Sleep Talk
Aqua Tail
Rollout
Water Pulse
Iron Head
Mimic
Ice Beam
Earthquake
Hidden Power Psychic 7
Surf
Protect
Iron Tail
Brine
Rock Tomb
Bulldoze
Rock Slide
Avalanche
Roar
36 Moves
AOPSUser said:![]()
Sandile "Krok" (M)
Nature: Jolly (- Special Attack, +15% Speed, +19% Accuracy)
Type: Ground/Dark
Ground: 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.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.
Command: (Ability: Intimidate)
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Anger Point (DW Locked): (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).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
+19% Accuracy
EC: 7/9
MC: 0
DC: 3/5
Attacks:
Leer
Rage
Bite
Sand-Attack
Torment
Sand Tomb
Assurance
Mud-Slap
Embargo
Swagger
Fire Fang
Thunder Fang
Beat Up
Protect
Return
Double Team
Total: 16![]()
Woobat "Probat" (F)
Nature: Timid (+15% Speed, -Attack, +15% Accuracy)
Type: Flying/Psychic
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.
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:
Klutz: (Can Be Disabled) 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.
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Simple (DW Locked): (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 83 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
+15% Accuracy
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air Cutter
Attract
Roost
Stored Power
Helping Hand
Calm Mind
Hidden Power (Fighting 7)
Shadow Ball
Total: 14
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