Open Challenge!
Format: Doubles
Size: 4v4
DQ: 3 days
Rules: smashlloyd20 cannot accept this battle!
Arena: Rock Pillars
Like the image, but with hundreds of them. Grassy mossy stuff grows on each of them, making them easy to grip for your Pokemon. You can target the columns to destroy them if you want, but it takes an action and the pillars have 10 HP. They can only be targeted for destruction by ranged attacks, unless you want to KO yourself. The weather is a combination of both hail and fog, doing damage per turn and reducing accuracy of all attacks by 30%. All attempts to change the weather fail. You can only fall from a pillar if the pillar you are standing on is destroyed and you make no action (or fail at the action) to save or if you jump off and KO yourself for some reason.
Arena Effects:
Requests:
- All attempts to change the weather fail.
- Foggy Weather: All attacks have 25% reduced accuracy. Doesn't affect attacks that never miss, Pokemon with Keen Eye, or moves used after Odor Sleuth / etc. Speed nature accuracy boosts are flat boosts that happen before this drop. Accuracy boosts from moves apply multiplicatively after this drop.
- Hail Weather: Hail is in effect for the duration of the battle, battering all Pokemon.
- Rock Pillars: Pillars have 10HP, and the accuracy of attacks used against them are affected by accuracy drops (including from fog). If you KO a pillar, it is destroyed. If the pillar you are standing on is destroyed and you don't make a specific action to move to another one, you are automatically KO'd. Flying-type Pokemon have no fear of falling, obviously, but Levitating Pokemon still do. Move substitutions to jump/climb to another pillar are accepted, but the 1 substitution per Pokemon per round limit is always in place.
- Jumping to a new Pillar: "Leap To Nearby Pillar" Command succeeds based on the Speed of the Pokemon. MIN(100,SPEED)% chance of success. If you fail, you fall and KO your own Pokemon.
- Climbing to a new Pillar: "Climb to Nearby Pillar" Command succeeds only if your Pokemon is "snake-like" and has a height >20'. (Gyarados / Steelix / Milotic / etc.). If you attempt this and fail, you fall and KO your own Pokemon.
Please be active, and please be a ref that actually follows the specific rules I've put in place under Arena Effects! I'm going camping tonight, so I won't be around tonight, but after that I'll be very active.
Accepted.
Switch = KO
One Ability
No Items
Lucario (M)*
Nature: Naive
+15% Spe, +10.8% Accuracy, -1 SpD
Type: Fighting / Steel
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:
(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.
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.
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 will be maintained at the end of each round.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD-: 2
Spe+: 104
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Bone Rush
Reversal*
Screech*
Nasty Plot
Metal Sound
Dark Pulse
Detect
Metal Claw
ExtremeSpeed
Aura Sphere
Vacuum Wave*
Agility*
Crunch*
Hi Jump Kick
Swords Dance*
Brick Break*
Hidden Power Ice (7)*
Weavile (M)*
Nature: Jolly
+15% Spe, +20.7% Accuracy, -1 SpA
Type: Dark / Ice
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.
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.
Abilities:
Pressure:
(Innate) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Pickpocket (DW):
(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 144
EC: 6/6
MC: 0
DC: 3/5
Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*
Beat Up
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Hone Claws
Ice Shard*
Ice Punch*
Pursuit*
DynamicPunch
Swords Dance*
Brick Break*
Aerial Ace*
Aerodactyl (F)
Nature: Jolly
+15% Spe, +22.5% Accuracy, -1 SpA
Type: Rock / Flying
Rock STAB; take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Rock Head:
(Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure:
(Innate) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (DW):
(Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 150
MC: 0
DC: 0/5
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Roost
Tailwind
Whirlwind
Stone Edge
Earthquake
Taunt
Feebas (F)
Nature: Bold
+1 Def, -1 Atk
Type: Water
Water STAB; can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim:
(Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability (DW):
(Innate) The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Stats:
HP: 80
Atk-: 0
Def+: 2
SpA: 1
SpD: 2
Spe: 80
EC: 5/6
MC: 0
DC: 0/5
Attacks:
Splash
Tackle
Haze
Mirror Coat
Light Screen
Surf
Ice Beam
Scald
Breezi [Murdoc] (Female)
Nature: Modest
Type: Poison/Flying
<Poison>: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare 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:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85
EC: 1/6
MC: 1
DC: 1
Attacks:
Gust (*)
Sand Attack (*)
Tailwind (*)
Encore (*)
Rapid Spin (*)
Knock Off (*)
Healing Beam (*)
Copycat (*)
Whirlwind (*)
Razor Wind (*)
Make Friends (*)
Gastro Acid (*)
Earth Power (*)
Icy Wind (*)
Venom Shock (*)
Double Team (*)
Taunt (*)
<Gastly> [Spork] (Male)
Nature: Timid
Type: Poison/Ghost
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ****
SpD: **
Spe: 86 (+6)
EC: 3/9
MC: 2
DC: N/A
Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Confuse Ray (*)
Thunderbolt (*)
Shadow Ball (*)
Telekinesis (*)
Disable (*)
Smog (*)
Mudkip [Frederick] [Male]
Nature: Adamant
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ability:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp DW: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
EC: 0/9
MC: 0
DC: 0
Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport
Counter
Mirror Coat
Curse
Waterfall
Rock Slide
Protect
Privatyke [Popeye] (Male)
Nature: Adamant
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Abilities:
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.
Klutz (DW): (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, however an item is necessary to pull it off.
Stats:
HP: 100
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 35
EC: 5/6
MC: 3
DC: 4
Attacks:
Bubble (*)
Smokescreen (*)
Yawn (*)
Wrap (*)
Arm Thrust (*)
Bulk Up (*)
Drain Punch (*)
Ice Punch (*)
Earthquake (*)
Waterfall (*)
Rockslide (*)
- R_D sends out Pokes
- NJiggly sends out Pokes and gives orders
- R_D gives orders
- I ref
- R_D gives orders
- NJiggly gives orders
- I ref some more
Good Luck Trainers!