Sounding off an Endquote!

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Orcinus Duo

Banned deucer.
[/B]1 Recovery, 5 Chills, 2 Subs
2 Day DQ
Items=On
Switch=KO
All abilities
Arena:
Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable

Restrictions: Weather Effects, Room Effects & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable

Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arena's there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.

*0 represents the ASB Tournament Arena.

Concept Arenas don't count, either...Neither does TELEPORTATION! itself.

Summary: A new arena every round.

Sound said:
Thank you for reffing my battle against Enquote.

619.png

Mienfoo [Grenade] (F)
Nature: Naïve (+15% Speed, +13% Accuracy, -1 SpD)
Type: Fighting
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:

Inner Focus: (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.
Regenerator: (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.
Reckless (DW-Locked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 75 (+)
SC: 2
WC: 2

EC: 0/6
MC: 0
DC: 0/5

Attacks:

Pound
Meditate
Detect
Fake Out
DoubleSlap
Swift
Calm Mind
Bounce
Hi Jump Kick
U-Turn
Force Palm

Endure
Vital Throw
Me First

Swords Dance
Rock Slide
Substitute

240.png

Magby [Anti-Tank] (M)
Nature: Mild (+1 SpA, -1 Def)
Type: Fire
Fire: Fire STAB; immune to burn, 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.

Abilities:

Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW-Locked): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 83
SC: 1
WC: 2

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

Attacks:

Smog
Leer
Ember
SmokeScreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Fire Punch
Confuse Ray

Cross Chop
ThunderPunch
Mach Punch

Fire Blast
Hidden Power (Ice 7)
Will-O-Wisp

EndQuote said:
570.png

Zorua: Nightfall (M)

Nature: Quirky

Type:

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:
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 4/6
MC: 0

Attacks: (26)
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Agility
Night Daze
Embargo
Foul Play

Counter
Extrasensory
Snatch
Sucker Punch
Detect

Bounce
Dark Pulse
Knock Off

Dig
U-Turn
Swagger
Aerial Ace
Payback
Grass Knot
572.png

Minccino: Opal (F)

Nature: Jolly: x1.15 speed, +17% accuracy; Subtracts one (1) Rank from Special Attack

Type:

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Technician (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Skill Link (DW): (Locked, Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 86 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
+17% Accuracy

EC: 4/6
MC: 0
DC: 4/5

Attacks: (26)
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap
Wake-Up Slap
After You
Last Resort

Endure
Aqua Tail
Flail
Knock Off

Covet
Sleep Talk

Dig
Thunder Wave
Double Team
Protect
Rest
Toxic
Safeguard
U-Turn
147.png

Dratini: Valoo (M)

Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
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.
Marvel Scale (DW): (Locked, Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13

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

Attacks: (18)
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Dragon Tail

ExtremeSpeed
Haze
DragonBreath

Dragon Pulse

Thunderbolt
Flamethrower
Ice Beam
Surf
Light Screen

Thanks for reffing, mate!

Endquote sends out first!
 
Wow, that's a lot of moves. I'll go with Grenade the Mienfoo, no items.

Force Palm - Force Palm - Force Palm
If Doubleteam is used, then Rock Slide that action.
If Minccino uses Dig, then use Bounce that action.
 
Jk I’m black

570.png

Opal
Nightfall (M) @Expert Belt
HP: 90 | EN: 100 | Spe: 65
Ranks: 3/2/3/2
Size: 1 | Weight: 2
Abilities: Illusion
Other:
619.png

Grenade (M) @
HP: 90 | EN: 100 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy

Cody’s spirit hovers around the arena…
Eevee_Ghost_by_Eevee_on_08-08-07-104125.jpeg


Grenade uses Force Palm -5 en
To crit 6532 no
To paralyze 612 yes
(6+3+1.5)*1.5=15.75
To move 4853 yes
Nightfall uses Counter -14 en
23.625

Grenade uses Force Palm -9 en
To crit 3724 no
(6+3+1.5)*1.5=15.75
To move 3816 yes
Nightfall uses Extrasensory -6 en
To crit 5977 no
(8+3)*1.5=16.5

Grenade uses Force Palm -13 en
To crit 871 no
(6+3+1.5)*1.5=15.75
To move 5231 yes
Nightfall uses Counter -14 en
23.625

570.png

Nightfall (M) @Expert Belt
HP: 43 | EN: 66 | Spe: 65
Ranks: 3/2/3/2
Size: 1 | Weight: 2
Abilities: Illusion
Other:
619.png

Grenade (M) @
HP: 26 | EN: 73 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy
 
Fantastic job, Nightfall!

Extrasensory ~ Aerial Ace ~ Extrasensory

IF Hi-Jump Kick THEN Evasive Agility the first time.
IF Bounce (Not in a combo) THEN Bounce.

And, Orcinus, that Eevee had it coming...
 
570.png

Nightfall (M) @Expert Belt
HP: 43 | EN: 66 | Spe: 65
Ranks: 3/2/3/2
Size: 1 | Weight: 2
Abilities: Illusion
Other: 15% paralyzed
619.png

Grenade (M) @
HP: 26 | EN: 73 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy

Grenade uses Endure -15 en
To move 3341 yes
Nightfall uses Extrasensory -6 en
To crit 4728 no
(8+3)*1.5=16.5

Grenade uses Force Palm -5 en
To crit 9326 no
(6+3+1.5)*1.5=15.75
To move 4713 yes
Nightfall uses Aerial Ace -4 en
To crit 8537 no
(6+1.5)*1.5=11.25
Grenade endures the hit!

Grenade uses Force Palm -9 en
To crit 9326 no
(6+3+1.5)*1.5=15.75
To move 1133 no

570.png

Nightfall (M) @Expert Belt
HP: 11 | EN: 56 | Spe: 65
Ranks: 3/2/3/2
Size: 1 | Weight: 2
Abilities: Illusion
Other: 5% paralyzed
619.png

Grenade (M) @
HP: 1 | EN: 44 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy, Cannot Endure


Yeah, so once again I completely forgot about expert belt. However, it really doesn’t matter, so we’ll proceed as normal…
 
Fake Out - Fake Out - Fake Out
If detect is used, then chill that action.

I'm sure glad Fake Out doesn't fail entirely if used twice, that it just fails to flinch.
 
Oh wow. I completely forgot arena effects.

I rolled The Hall of the Mountain King, and seeing as that has no effect on this round, I’ll just continue with it.

Field Type- Neutral
Complexity- Moderate
Format- Single/Double
Restrictions- Low ceiling, artificial arena, no seismic activity, no water source, No weather

The Hall of the Mountain King:
The Mountain King is filthy rich. How so? he invested in stocks. duh. The battle takes place in his fabulous mansion, which is built in, can you guess, a mountain. The area that you battle in is in one of the halls. more duh. The hall is 300 feet long, and 10 feet wide. the ceiling is 20 feet up, and the hall is rectangular. the east side of the hall is all glass, for its basically one giant window. it shows all of the land surrounding the Mountain King's beautiful mountain, and the splendor. The West side of the hall is decorated with fancy side tables, vases, pictures, and other fancy things you would expect in a fancy mansion. The feel of the hall is 17th century british, so think that era of fancy. And finally the most intersting aspect of the battle is that the hall is rigged to play this song non stop (The mountain King loves techno)

570.png

Nightfall (M) @Expert Belt
HP: 11 | EN: 56 | Spe: 65
Ranks: 3/2/3/2
Size: 1 | Weight: 2
Abilities: Illusion
Other: 5% paralyzed
619.png

Grenade (M) @
HP: 1 | EN: 44 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy, Cannot Endure

Grenade is on the brink of fainting, with only a drop of blood left in him… The world spins in an incoherent blur of grey and black…but the words of Sound brings the fighter back. Nightfall gradually focuses in front of him…the tricker…the traitor.

In the Hall of the Mountain King, amid the din and the grandiose of the mansion, Grenade finds within him the power to continue on. He leaps forward, striking Nightfall with a blast of his hands, the ferocity of the attack shocking the Zorua so much that he can do nothing! Grenade grits his teeth, and leaps forward once again…

And at last, the villain of the land falls down sideways, unable to battle!

Grenade uses Fake Out -4 en
To crit 4300 no
(4+1.5)=5.5
Nightfall flinched!

Grenade uses Fake Out -8 en
4+1.5=5.5
Nightfall fainted!

(I honestly had no idea you could do that)

619.png

Grenade (M) @
HP: 1 | EN: 44 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy, Cannot Endure

Endquote sends out his next mon, and I'll roll for the arena.
 
Arena: Abandoned Boxing Ring
Type: Water/Ground/Poison if you will
Complexity: Moderate
Format: Singles or Doubles
Restrictions: No Weather
Limited Ceiling
No Digging
No Seismic Attacks
No Water Source
Arena: An abandoned boxing ring that was long ago played on for the last time... or was it? The audience seats are eerily empty, and loud noises echo, which has no effect on the battlefield but can be either creepy or relaxing depending on your perspective. The light is minimal, meaning that all Pokemon that cannot see well in the dark or don't have their own light source have a permanent -1 stage accuracy drop. The battlefield, the ring, is closed-in, allowing fighting types superior senses, but it is big enough for a singles or even doubles match. There is a force field around the ring that prevents any Pokemon from leaving during the battle; getting knocked out of the arena would result in the Pokemon bouncing back in with no harm done. It actually feels like a trampoline! This is Spenstar's secret base of sorts, and as such, he much lead his opponent into the arena and out, and nobody can get in besides Spenstar and whoever is with him.
 
Extremespeed ~ Extremespeed ~ Extremespeed
IF Endure THEN Wrap
IF successful Detect THEN Light Screen the first time and Agility (Speed boosting) the second.
 
06:06 orcinus wait, hang on
06:06 orcinus If pokemon A uses fake out on one pokemon, and that pokemon faints
06:06 orcinus can it still use fake out and flinch on the second pokemon?
06:06 dogfish44 I think so
06:06 Objection actually i think you used to
06:07 Objection but it got changed
06:07 Objection by the Deck Knight himself

06:14 Objection in-game precedence says that fake outs after the first auto fail
06:14 Objection *first turn
06:14 Objection so i guess for ASB, the closest thing we can go for with Fake Out's in-game precedence
06:14 Objection is that only the first use of Fake Out flinches in switch=KO

Would you like to reorder, Sound?


Matezoide said:
So.....
I was reading Endquote's battle with Sound and Zorua's illusion says you HAVE to use pokemon it was disguised as.
Since this is a 2 on 2,shouldnt Endquote be forced to use Opal?

smh endquote
 
Sending out Opal the Minccino, holding a Life Orb.

Covet ~ Covet ~ Covet
IF Endure THEN Toxic
IF Me First THEN Toxic
 
Okay, looks like it's still priority barrage, but only with 2 hits instead of three.

Fake Out + Fake Out combo - Cooldown (die) - die

And, for future reference EndQuote, Me First only works if the user is faster. So, in this instance, it wouldn't work.
 
Ahhhhh I am /so/ stupid

I'll blame this on the fact that due to jet lag i've been reffing for about 7 hours

I forgot to remove "cannot endure" from Grenade's end of round description. You guys can reorder with this in mind. -.-
 
My actions stand. You'll notice I subbed for Endure.

I doubt Sound wants to die from Toxic Poisoning, so I think we can proceed.
 
619.png

Grenade (M) @
HP: 1 | EN: 44 | Spe: 75
Ranks: 3/2/2/1
Size: 2 | Weight: 2
Abilities: Inner Focus, Regenerator
Other: +13% Accuracy
572.png

Opal (F) @
HP: 90 | EN: 100 | Spe: 86
Ranks: 2/2/1/2
Size: 1 | Weight: 1
Abilities: Cute Charm, Technician
Other: +13% Accuracy


Action One
Grenade uses Fake Out+Fake Out -49 Energy
To crit 6928 no
(9+1.5)=10.5
Grenade fainted!
Opal uses Covet -2 en
But there was no target…

Action Two


Action Three

572.png

Opal (F) @
HP: 79 | EN: 98 | Spe: 86
Ranks: 2/2/1/2
Size: 1 | Weight: 1
Abilities: Cute Charm, Technician
Other: +13% Accuracy

07:38 orcinus hey endquote
07:39 orcinus do you mind if i cheat a little with calculating the shape-shifting arena?
07:39 orcinus I've been doing it the proper way the last time, but I was really thinking that you could save me a few minutes of counting arenas
07:39 orcinus I'll RNG the post, and then RNG the arena within that post
07:40 orcinus it means that glacier's arenas get slightly less of a chance of being chosen...but it would really help me out. ;_; pelase
07:47 EndQuote That seems fair.

RNG: 11

123.jpg

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:

pokemonstadium-rock.jpg

Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).

pokemonstadium-grass.jpg

Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).

pokemonstadium-water.jpg

Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.

pokemonstadium-fire.jpg

Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).

pokemonstadium2-electric.jpg

Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).

pokemonstadium2-flying.jpg

Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.

pokemonstadium2-ground.jpg

Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.

pokemonstadium2-ice.jpg

Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.

RNG: 4, Fire!
 
I believe I order first, so Anti-Tank the Magby is coming out and ready to abuse the arena.

Fire Blast - Fire Blast - Fire Blast
If Doubleteam is used, then use Faint Attack that action.
 
572.png

Opal (F) @
HP: 79 | EN: 98 | Spe: 86
Ranks: 2/2/1/2
Size: 1 | Weight: 1
Abilities: Cute Charm, Technician
Other: +13% Accuracy

240.png

Antitank (F) @
HP: 90 | EN: 100 | Spe: 83
Ranks:3/1/4/2
Size: 1 | Weight: 2
Abilities: Flame Body
Other:

Action One
Opal uses Safeguard -9 en
Antitank uses Fire Blast -7 en
To hit 723 yes
To crit 3795 no
(12+3+2)=17

Action Two
Opal uses Dig -10 en
Antitank uses Fire blast -11 en
To crit 981 no
(8+1.5)*1.5=14.25

Action Three
Opal uses Dig -14 en
Antitank uses Fire blast -15 en
To crit 5247 no
(8+1.5)*1.5=14.25


572.png

Opal (F) @
HP: 62 | EN: 65 | Spe: 86
Ranks: 2/2/1/2
Size: 1 | Weight: 1
Abilities: Cute Charm, Technician
Other: +13% Accuracy

240.png

Antitank (F) @
HP: 61 | EN: 67 | Spe: 83
Ranks:3/1/4/2
Size: 1 | Weight: 2
Abilities: Flame Body
Other:

RNG: 7


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

island-of-the-dolls-1.jpg



  • 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

dear god gerard what is this
 
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