ok need some fights rolling
4v4 FE Doubles
1 Day Player/2 Day ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: ON
Switch:OK
Arena is up to either ref or opponent, but nothing too insane
I'm not too terribly intent on these rules, so if anyone wants I'm fine with some alterations.
Arena: Crash BallAccepting RagnarokAlex's 4v4 doubles, arena of ref's choosing.
The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources.
In this arena, the pokemon are riding special hovercrafts located in goals around the edges of the arena. The arena is divided into a goal for each team and the middle. At the end of each round, a ball is added to the middle of the arena and directed towards one of the goals at random. At the end of each action, balls that are already in play will move to a different part of the arena depending on where they are at the moment.
- Balls that are in the middle will move to their designated goal areas.
- Balls that are already at their designated goal areas that are successfully blocked in that action will move to the middle and be directed towards a different goal (chosen at random if more than one different goal is available). Fast balls, however, will instead move straight to their newly chosen goal areas.
- Balls that are already at their designated goal areas that are not blocked in that action will go through the goal and be removed from play.
Every ball that threatens to go through a team's goal has a chance of being blocked equal to the highest blocking potential on that team (halved versus fast balls and capped at 95%). If the Wailord in the above example used, say, Water Spout or Chill, then the team's blocking potential in that action would be 94%. If the Wailord used something like Bounce or Rollout but the Blaziken used something like Flamethrower, then the team's blocking potential in that action would be 44%. If Wailord used Bounce and Blaziken used Hi Jump Kick, then the team's blocking potential would be 0%. This passive blocking chance is only applied to those balls that are not dealt with by one of these other methods:
- The Block Ball command will block one ball for 6 energy. This command will prioritise blocking fast balls first. If there are none, its energy cost is reduced by 3. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
- The Kick Ball command will block one ball for 7 energy. This command will prioritise blocking regular balls first. A regular ball that is blocked with this command becomes a fast ball. If there is more than one possible goal the blocked ball could be redirected to, the user of this command can specify which goal to direct the blocked ball to. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
- Quick Guard automatically blocks all fast balls not blocked by either of the above commands.
- Wide Guard automatically blocks all balls not blocked by Quick Guard or either of the arena-specific commands above.
Team Ragnarokalex
*Thanks to Toast Tyrant for the sprite*
Infernape (Malspar) Male
Nature:
Naughty
Type:
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW):
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
DC: 5/5
MC: 0
Attacks: 38 Total
Acrobatics
Aerial Ace
Blast Burn
Brick Break
Close Combat
Counter
Dig
Earthquake
Ember
Encore
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Punch
Fury Swipes
Grass Knot
Helping Hand
Leer
Mach Punch
Magic Coat
Nasty Plot
Overheat
Scratch
Shadow Claw
Slack Off
Stone Edge
Substitute
Sunny Day
Swift
Taunt
Thunder Punch
Torment
Toxic
Will o Wisp
*Thanks to Simonsays for the sprite*
Lucario (Aerza) Female
Nature:
Brave
Type:
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities:
Steadfast:
Type: 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.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW):
Type: 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 3
SpA: Rank 4
SpD: Rank 3
Spe: 76 (-) (-10% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
DC: 5/5
MC: 0
Attacks: 36 Total
Aura Sphere
Blaze Kick
Bone Rush
Bullet Punch
Close Combat
Counter
Dark Pulse
Detect
Dig
Dragon Pulse
Drain Punch
Earthquake
Endure
Extreme Speed
Feint
Focus Punch
Force Palm
Foresight
Heal Pulse
Helping Hand
Hi Jump Kick
Ice Punch
Magnet Rise
Metal Claw
Metal Sound
Payback
Protect
Quick Attack
Reversal
Screech
Sky Uppercut
Substitute
Swagger
Swords Dance
Thunder Punch
Zen Headbutt
Golurk [Armstrong]
Nature:
Quiet
Type:
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.
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:
Iron Fist:
Type: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz:
Type: 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.
No Guard (DW):
Type: Innate
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 using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
EC: 6/6
MC: 1
DC: 5/5
Attacks: 32 Total
Brick Break
Bulldoze
Curse
Defense Curl
Drain Punch
Dynamicpunch
Earthquake
Earth Power
Fire Punch
Focus Blast
Focus Punch
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Ice Beam
Ice Punch
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Protect
Psychic
Rest
Rock Slide
Rollout
Shadow Ball
Shadow Punch
Sleep Talk
Stone Edge
Toxic
SlowKing (Arlin) Male
Nature:
Relaxed
Type:
Water: STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious:
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo:
Type: Innate
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.
Regenerator (DW):
Type: Innate
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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
DC: 5/5
MC: 0
Attacks: 26 Total
Confusion
Counter
Curse
Disable
Flamethrower
Future Sight
Grass Knot
Growl
Headbutt
Heal Pulse
Hidden Power (TBD)
Ice Beam
Light Screen
Magic Coat
Mud Sport
Nasty Plot
Power Gem
Psychic
Safeguard
Scald
Slack Off
Swagger
Tackle
Water Gun
Yawn
Zen Headbutt
Team LupusAter
Houndoom(*) [Fenris] (M)
Nature: Rash
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Abilities:
Flash fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Early bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 +
SpD: Rank 2 -
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer(*)
Ember(*)
Howl (*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Nasty Plot
Flamethrower
Crunch
Thunder Fang
Inferno
Foul Play
Fire Fang
Embargo
Will-O-Wisp(*)
Fire Spin(*)
Sucker Punch(*)
Counter
Feint
Shadow Ball(*)
Sludge Bomb(*)
Flame Charge(*)
Dark Pulse
Taunt
Solarbeam
Sunny Day
Hidden Power (Electric, 7)
Snarl
Protect
Torment
Fire Blast
Double Team
Swift
Scraggy Tyr (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Dark/Fighting
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.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
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.
Shed Skin:(Innate)This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Intimidate:(Innate)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 thier 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.
6/6 EC
0 MC
5/5 DC
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Crunch
Hi Jump Kick
Head Smash
Focus Punch
Chip Away
Facade
Rock Climb
Fire Punch
Ice Punch
Thunderpunch
Fake Out
Dragon Claw
Stone Edge
Protect
Drain Punch
Poison Jab
Dig
Taunt
Substitute
Zen Headbutt
Super Fang
Braviary Hraesvelgr (M)
Nature: Adamant
Type: Normal/Flying
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sheer Force:(Activated)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Defiant:(DW locked)The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
HP: 110
Atk: Rank 6 +
Def: Rank 3
SpA: Rank 1 -
SpD: Rank 3
Spe: 80
Spe: 61
Size Class: 3
Weight Class: 3
Base Rank Total: 20
6/6 EC
0 MC
2/5 DC
Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Brave Bird
Crush Claw
Sky Drop
Tailwind
Superpower
Thrash
Shadow Claw
U-Turn
Rock Tomb
Tyranitar Thrym (M)
Nature:Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
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.
Glyph of Crunch: Raises the base power of Crunch by 1
Stats:
HP: 110
Atk: Rank 6 +
Def: Rank 4
SpA: Rank 3
SpD: Rank 3 -
Spe: 61
EC 9/9
MC 0
DC 5/5
Abilities:
Sand Stream (Innate):When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Dark Pulse
Dragon Dance
Ancient Power
Iron Head
Aqua Tail
Assurance
Snarl
Stone Edge
Earthquake
Thunderbolt
Hone Claws
Ice Beam
Flamethrower
Aerial Ace
Dynamicpunch
Dragon Tail
Dig
Superpower
Fire Punch
Ice Punch
Thunder Punch
Stealth Rock
Low Kick
Protect
Substitute
How it's gonna go down in round 1
- Ragnarokalex sends out his first two pokemon and chooses their items
- LupusAter does likewise and orders
- Ragnarokalex orders
- I ref
- BALLS OF STEEL