Welcome to Arcanite's Contest Hall!
Semi-Final No.2: AlphaJolt Vs Temperantia
Semi-Final No.2: AlphaJolt Vs Temperantia


AlphaJolt will be using Argos the Arcanine:
Arcanine* [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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+1)
SpD: Rank 2 (-1)
Spe: 95
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Thunder Fang
Bite
Roar
Fire Fang
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Take Down
Reversal
Flamethrower
Agility
Crunch
Flare Blitz
Howl
Morning Sun
Close Combat
Toxic
Safeguard
Dig
Fire Blast
Swagger
Wild Charge
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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+1)
SpD: Rank 2 (-1)
Spe: 95
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Thunder Fang
Bite
Roar
Fire Fang
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Take Down
Reversal
Flamethrower
Agility
Crunch
Flare Blitz
Howl
Morning Sun
Close Combat
Toxic
Safeguard
Dig
Fire Blast
Swagger
Wild Charge
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
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
Competitors should make their battle a show for the audience, Beuatiful, cool, spectacular, etc. This will then be evaluated using the appeal gauge. The appeal Gauge will work as following:
- 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
- Appeal Judges will then give points as to the general appeal of the round. (max 10 appeal points per round)
- Temperantia Orders.
- AlphaJolt Orders.
- Gerrard Refs.
- Son_of_Shadoo judges your battle, using the appeal gauge.
- AlphaJolt Orders.
- Temperantia Orders.
- Gerrard Refs.
- Son_of_Shadoo judges your battle, using the appeal gauge.
- Temperantia Orders.
- AlphaJolt Orders.
- Gerrard Refs.
- Son_of_Shadoo judges your battle, using the appeal gauge.
- AlphaJolt Orders.
- Temperantia Orders.
- Gerrard Refs.
- Son_of_Shadoo judges your battle, using the appeal gauge.
- I then Total the Scores!
Good Luck!
(Temperantia is up first)