Arcanite's Contest Hall: Contest #1 - (Sign ups Closed) (Final team Edits required)

Status
Not open for further replies.
Welcome to Arcanite’s Contest Hall!


Sign ups closed!

We are pleased to announce the sign ups for our first contest!

Across the Kanto, Johto, Hoenn and Sinnoh regions, many trainers choose not to battle, but to show their skills off in contests! Famous Co-ordinators such as Wallace, May, Dawn, Zoey and many many more all skillfully combined their pokemon's moves in order to appeal to the spectators. Do you think you will be able to become one of the greatest Co-ordinators?


Explanation:

To Enter, Competitors pay 2TC.

Competitors will enter the first round with one of their Pokémon. They will then use their Pokémon’s moves and abilities in order to make a spectacular appeal! A Panel of three judges (myself, and two others) will judge the appeals, and choose the best appeals! These trainers will then advance to the second round, where they will battle it out in our contest hall!

Each appeal will be 6 actions long, in this time you should try to be as appealing as possible.

The number of participants advancing to the second round is given by 2^ (Round down (log2(X/4))), where X is the number of participants. For those who don’t understand, the number of participants is quartered, then rounded down to the next power of 2.

The Audience will also choose 25% of the second round competitors with a vote. The other 75% is then chosen by the panel of five judges. (The most appealing will be chosen). The Five Judges will score each appeal out of 10, and these scores will be totaled. Then, the top appeals will advance to the next round.

In the battle round, As well as battling to defeat the opponent, the competitors must try to make the battle a spectacle for our audience to enjoy. one of the appeals judges will judge how appealing the battle is, but the audience (Any spectators who are not participating in battles) will be able to voice their opinions in the audience thread which will be set up. (This may, or may not influence the judge). The bvattles will be reffed normally, with the appeals judge controling the appeals gauge, and posting the changes in appeal gauge after each round is reffed.

The appeal of the Pokémon is counted by the appeal gauge, which is out of 100. After 4 rounds, he battle will conclude, and the Pokémon with the highest combined appeal gauge and HP is the winner.

Examples:
  • Successful combo: +5
  • Blocking damage (not via protect): +X (X is amount of damaged blocked)
  • Inventive move use: +5
  • Being unevolved, and battling a Fully evolved pokemon +15
  • Being Not fully evolved (Stage 2 of a 3 stage evo line) and against a fully evolved pokemon: +10
  • Refs will then give points as to the general appeal of the round. (max 10 appeal points per round)
General appeal is at the ref’s discretion.


This contest will be held in a Basic Arena, just like the Tournament Arena. Future contests will be held in different arenas, with different criteria for entry (Eg. Doubles or Triples).


Contest Prizes:

Sucessful Co-ordinators will be invited to the Grand Festival, which will be held after 8 contests. The invites will be detirmined by a leaderboard, which is updated after each contest. The Points will be determined by how sucessful you are, and the size of the contest (bigger contests will be worth more!)

There are also other prizes:

Winner:
40% TC, Normal counters for battles.

Runner up:
30% TC, Normal counters for battles.

3rd:
20% TC, Normal counters for battles.

4th:
20% TC, Normal counters for battles.

Everyone who makes an appeal (including those who advance):
1 EC, 1 MC and 1 DC for the participating Pokémon


Rules:


  • No Posting in Spectator threads if you are participating in the contest.
  • There are No restrictions on Pokemon that can be used in this contest. (However, he Legendaries obtained from the tournament cannot be used)
  • You may use the same, or a different Pokémon in each round, as long as they are not battling or are in another role-play.
  • You must use the same pokemon for every battle in the battle round.
  • Second Round (Battle) Rules:
STANDARD BATTLE RULES
NUMBER OF POKEMON: 1v1
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities
LENGTH: 4 Rounds

Turn order will be decided on a coinflip.

Order of process:
  1. Signups for competitors and battle round refs/panel.
  2. All competitors have 72 Hours to post appeals in the appeals thread.
  3. Once this time is up, another thread will be posted, so that spectators can vote. The top X will be put through to the second round. Voting will close after 48 Hours. (Spectators can vote for three appeals each)
  4. Then, the remaining participants are chosen by a vote within a panel of 5 judges (including myself).
  5. The Pairings are then announced, and the Referees will run the battles in the normal manner. After each round is reffed, the assigned appeals judge will modify the appeals gauge of each pokemon.
  6. Then the loser of each battle is removed from the contest with the winner advancing to the next knockout round, and the process continues until there is a winner!


To Sign up, post with two pokemon you will be limited to using in the contest. Remember they must not be participating in other Roleplays at the time they are being used in the contest. If they are not being used in the current round, they can be in other role plays. The Tournament does not count as a roleplay. Sign-ups will last until 23:59 Saturday 11th June.

EDIT: You can use pokemon that are battling now!

If you wish to sign up as a Panel Judge, or Referee, post here.

There will be a top 4 no matter how many participants sign up.

Feel Free to PM/VM me with any questions.
 
I would love to participate, and have the TC.

Zubat [bozzy] (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: Poison/flying
Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Summary: 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.

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.
Infiltrator: [DW locked] (innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats
Hp 90
Atk 2
Def 2
Satk 3 (+nature)
Sdef 2
Speed 43 (-nature)

EC: 2/9
DC: 2/5
MC:

Moves:
Leech life
Supersonic
Astonish
Bite
wing attack
Confuse ray
Air cutter

Toxic
Venoshock
U-turn
Taunt

Heat Wave
Snatch
Whirlwind
Giga drain
Nasty plot


Electabuzz [Twinkletoes] (M) (*)



Nature: Naughty (Adds 1 Rank to Attack; Subtracts 1 Rank from Spdef)

Personality: Like the terrifying big brother you never wanted, He's the leader of the crew. He will play every cruel joke known to man on you, but he loves you. One of the "Twins" and extremely over-protective of Moar Hugs.

Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments
Abilities:
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
[DW Locked] Vital Spirit: (inate) 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.

Stats:

HP: 100
Atk: Rank 4 (+ nature)
Def: Rank 2
Satk: Rank 3
Sdef: Rank 2 (- nature)
Spe: 105

EC: 5/9
DC: 4/5
MC: 0

Moves:
Quick attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Screech

Cross chop
Fire punch
Ice punch
Counter
Magnet Rise

Substitute
Thunder
Psychic
Rain dance
 
Have TC! in!


Revenankh [Umbra] (♀)

Nature: Relaxed (Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, 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.)
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1).

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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 55.25 (-15%)
MC: 2
DC: 1/5

Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight

Counter
Destiny Bond
Hex

Focus Punch
Drain Punch
Toxic
Taunt



Nickleback [Rotom] (♂)
Nature: Calm (+ Special Defense, - Attack)

Type:
Ghost / Electric
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: 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:
Levitate: (Innate) 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: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 91

MC: 0

Attacks:
Trick
Astonish
Thunderwave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Discharge
Substitute
Hex

Toxic
Will-O-Wisp
Light Screen
 
Count me in if I'm not picked as a judge! (I might also pull out of this pending a raid I'm planning with Objection, so don't put me down as a for sure quite yet... :D)


Fidgit [Zephyr] (M) (*)
Nature: Modest (+SpA, -Atk)
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105

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


Attacks:
Level Up:
Gust(*)
Sand-Attack(*)
Tailwind(*)
Encore(*)
Knock Off(*)
Copycat(*)
Healing Beam(*)
Whirlwind(*)
Razor Wind(*)
Entrainment(*)
Magic Room
Wonder Room
Rapid Spin
Knock Off
Helping Hand
Comet Punch
Air Slash
Acrobatics
Heal Block
Sludge Bomb
Wide Guard

Earth Power(*)
Wish(*)
Disable(*)

Energy Ball (*)
Toxic(*)
Taunt(*)
Shadow Ball
Stone Edge



Tomohawk [Shaman] (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)

Type: Flying/Fighting
Flying: 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.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

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 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 98 (+)

EC: 6/6
MC: 0
DC: 1/5

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Heat Wave
Hurricane

Confuse Ray
Roost
Yawn

Focus Blast
Taunt
Toxic
 
Putting TC in please right now I must participate!

Equinox the Volcarona

Volcarona(*) (F) (Equinox)
Nature: Mild (Special Attack increased by *, Defense reduced by *)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost 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).

Stats:

HP: 100
Atk:Rank 2
Def:Rank 2
SpA:Rank 6
SpD:Rank 4
Spe:100

EC: 6/6
MC: 3
DC: 5/5

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.
Swarm Unlocked (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Flare Blitz
Quiver Dance
Fiery Dance
Rage Powder
Hurricane
Morning Sun (*)
Zen Headbutt (*)
Endure (*)
Incinerate (*)
Solar Beam (*)
Sunny Day (*)


Aviatrix the Sigilyph

Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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 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.
Flying: 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.

Stats:

HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97

EC: 6/6
MC: 4
DC: 2/5

Abilities:
Wonder Skin:
(Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Tinted Lens(DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
 
I'm in, Arcanite!


Budew- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [Accuracy increase= 64^2/350=12%]
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Natural Cure: (Innate)This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk(-): 1
Def: 2
SpA: 2
SpD: 3
Spe: 64 (55*1.15=63.25, rounded up)

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Sleep Powder
Giga Drain
Extrasensory

Sludge Bomb
Solarbeam
Venoshock


Litwick- Persephone (F)
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
Ghost: 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.
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. Superior senses in volcanic or brushfire areas.

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).
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.
Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk(-): 1
Def: 2
SpA(+): 4
Spd: 2
Spe: 20

EC: 2/9
MC: 0
DC: 1/5

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split

Haze
Heat Wave
Acid Armor

Shadow Ball
Solarbeam
Flamethrower


EDIT: Here's my final team.
 
Lyris Entry

I'm in, under 1 condition, You wait until my Prizes are approved (http://www.smogon.com/forums/showthread.php?t=86269&page=77), I don't have the Trainer Counters!
P.S.: Hope you saw my pre-registration, Thank you!
EDIT: Here's my other Pokemon:

Snivy (F)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Stats:
Nature: Hasty
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 73 (63 * 1.15 = 72.45, which rounds up to 73.)(+)

EC: 1/9
MC: 0
DC: 2/5

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Giga Drain

Grass Pledge

Mirror Coat
Captivate
Sweet Scent

Attract
Protect
Aerial Ace
Solarbeam

Final Team:

Riolu(*) Auralia (F)

Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Stradfast: (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: (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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 69 (60 * 1.15 = 69.) (+)

EC: 4/6
MC: 0
DC: 3/5

Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Copycat
Nasty Plot

Agility (*)
Bullet Punch (*)
Vacuum Wave (*)

Brick Break (*)
Work Up (*)
Swords Dance (*)
Attract
Drain Punch


Snivy (F)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Stats:
Nature: Hasty
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 73 (63 * 1.15 = 72.45, which rounds up to 73.)(+)

EC: 2/9
MC: 0
DC: 4/5

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Leaf Blade
Giga Drain

Grass Pledge

Mirror Coat
Captivate
Sweet Scent

Attract
Protect
Aerial Ace
Solarbeam
 
In case I'm not approved as a judge I'd love to participate in the contest.


Grovyle* [Maximus] (M)
Nature: Naughty (+Atk, - SpD)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2).
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: Rank 4 (+1)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-1)
Spe: 95

EC: 5/9
MC: 1
DC: 3/5

Attacks:
*Pound
*Leer
*Absorb
*Quick Attack
*Fury Cutter
*Pursuit
*Screech
Giga Drain
Detect
Leaf Storm

Leech Seed
*Synthesis
*Crunch
*Grasswhistle

Dig
Brick Break
*Energy Ball
*Swords Dance
*Rock Slide


Growlithe* [Argos] (M)
Nature: Rash (+SpA, -SpD)
Type: Fire
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. Superior senses in volcanic or brushfire areas.

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 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.
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).
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: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+1)
SpD: Rank 1 (-1)
Spe: 60

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

Attacks:
*Bite
*Roar
*Ember
*Leer
*Odor Sleuth
*Helping Hand
*Flame Wheel
*Reversal
Flamethrower
Agility
Crunch
Flare Blitz

*Howl
*Morning Sun
*Close Combat

Toxic
Safeguard
Dig
*Fire Blast
*Swagger
*Wild Charge
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Might as well join up. Pity so much of my team is tied up, alas...


Grumpig [GRUMPus] (Male) (*)
Nature: Lonely

Type:
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 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.

Stats:

Grumpig
HP: 100
Atk: Rank 3 (Stat Boosted by Nature)
Def: Rank 2 (Stat Dropped by Nature)
SpA: Rank 3
SpD: Rank 4
Spe: 80

Abilities:
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
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.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

EC: 6/6
MC: 0
DC 5/5 - UNLOCKED!

Attacks:
Splash (*)
Psywave (*)
Odor Sleuth (*)
Psybeam (*)
Psych Up (*)
Confuse Ray (*)
Magic Coat (*)

Extrasensory (*)
Future Sight (*)
Zen Headbutt (*)

Shadow Ball (*)
Taunt (*)
Thunder Wave (*)

DynamicPunch
Psychic
Fire Punch



Emonga [Boltair] (Female) (*)
Nature: Mild

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Flying: 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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 103

Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Motor Drive (DW - NOT ACTIVATED): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

EC: N/A
MC: 3
DC: 2/5

Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit
Double Team (*)
Shock Wave (*)

Air Slash (*)
Iron Tail (*)
Roost (*)

Toxic (*)
Thunderbolt (*)
Acrobat (*)

Light Screen
Agility
Electro Ball


These 2 should do the job. Bought for contests day 1, and damned well gonna DO contests.
 
All above are signed up. Looking at a top 2 with no audience votes. I will cut down the appeals gauge if no-one else signs up.

Prizes are looking at:

1st: 5 TC
2nd: 3 TC
 
Im close to being able to participate, I just need to have my noctowl to be finished with the current battle its in. Can I reserve a spot untill I have met the requirements?


Steelix [Rocky] (Male)
Nature:
Adamant
Type:
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: ****
Def: *****(+3)
SpA: *
SpD: ***
Spe: 30
EC/MC/DC
Battle 1: 0/0/0
Battle 2: 1/1/1
Battle 3: 2/1/1
Battle 4: 3/1/1
Battle 5: 0/1/1
Battle 6: 0/0/0
Battle 7: 0/1/1
Battle 8: 0/0/0
Battle 9: 0/0/0
Total : 6/5/5
Abilities:
Ability 1: 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.
Ability 2: Sturdy:(Innate)This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Dream World: Sheer Force:(Enabled)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.
Attacks:
Level-up
Bind(*)
Ice Fang(*)
Harden(*)
Fire Fang(*)
Mud Sport(*)
Tackle(*)
Thunder Fang(*)
Screech(*)
Rock Throw(*)
Rage(*)
Rock Tomb(*)
Smack Down(*)
Sandstorm(*)
Egg-learned
Heavy Slam(*)
Defense Curl(*)
Rollout(*)
BW-TM
Earthquake(*)
Explosion(*)
Dragon Tail(*)



Noctowl [Hoot-chan] (Female)
Nature:
Modest
Type:
Flying: 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.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Stats:
HP: 110
Atk: *
Def: **
SpA: ****
SpD: ****
Spe: 70
EC/MC/DC
Battle 1: 1/1/1
Battle 2: 2/1/1
Battle 3: 1/1/1
Battle 4: 2/1/1
Battle 5: 0/0/0
Battle 6: 0/1/1
Battle 7: 0/0/0
Battle 8: 0/0/0
Battle 9: 0/0/0
Total : 6/5/5
Abilities:
Ability 1: Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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
Ability 2: 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.
Dream World: Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Level-up
Lvl 1 - Foresight(*)
Lvl 1 - Growl(*)
Lvl 1 - Hypnosis(*)
Lvl 1 - Sky Attack(*)
Lvl 1 - Tackle(*)
Lvl 9 - Peck(*)
Lvl 13 - Uproar(*)
Lvl 17 - Reflect(*)
Lvl 22 - Confusion(*)
Egg-learned
Night Shade(*)
Supersonic(*)
Whirlwind(*)
BW-TM
Psychic(*)
Dream Eater(*)
Substitute(*)
 

shadowbone66

Banned deucer.
I am SO IN this. Just need to wait for an approval, and this is on like a baton. Which is on something.

Edit: Let me present the contestants!

For the Appeals:

Marill [Bouncy] (F) {OT: dogfish44}
Nature - Quiet (+Sp.Atk, -Speed)

Type:
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 2
Spe: 34 (-)

Abilities:
Huge Power: (Innate) This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.

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.)

Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

EC: 4/9
MC: 0
DC: 1/5

Attacks:
Splash
Charm
Tail Whip
Bubble
Slam
Water Gun
Tackle
Defense Curl
Rollout
BubbleBeam
Aqua Ring
Hydro Pump

Muddy Water
Sing
Refresh

Waterfall
Work Up
Toxic


And for the Battling:

Zweilous [Leslie] (Female)
Nature: Naive
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.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.


Abilities:
Ability 1: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.


Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (lowered by nature)
Spe: 67 (boosted by nature, 6.4% flat accuracy boost)

EC: 4/9
MC: 2

Attacks:
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Rush
Hyper Voice
Outrage

Fire Fang
Thunder Fang
Dark Pulse

Work Up
Substitute
Return
Taunt
Dragon Tail
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top