Flora
Yep, that tasted purple!
Korski said:Okay I want to try out my new arena, so open challenge...
4 vs. 4 Doubles
2-day DQ
2 Recovers/5 Chills
Arena:
ARENA: Pokemon Online Battle Simulator
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions:
- Non-attack-based movements (e.g. dodging, "creating distance," etc.) are prohibited; the Pokemon stand in place to launch attacks.
- ALL moves have PP! The PP of a move is equal to its in-game PP / 2, rounded up. This means that the move Fire Blast (5 PP) has 5/2^=3 PP, Leech Seed (10 PP) has 10/2=5 PP, Bullet Punch (30 PP) has 30/2=15 PP, etc., and so an individual move cannot be used more times than it has PP for the move over the course of the match (the ref will keep track of this). HP and Energy consumption are calculated normally. Recovery and Chill restrictions are enforced normally. No abilities or moves can effect the PP of a particular move (Pressure et. al. conform to ASB standards). Combo attacks take 1 PP from each attack in the combo.
- Charge and Recharge moves (e.g. SolarBeam, Hyper Beam, Fly, Dig, etc.) take TWO ACTIONS to complete (unless particluar field effects allow them to forego the turn, e.g. Sunlight + SolarBeam) at .75x energy per turn, rounded up and have +/- 0 priority for both Actions (so Fly would cost 5 energy on each of its two turns for a total of 10, as opposed to 6 energy over 1 turn; Hyper Beam would cost 16 energy over two Actions and the Poke would do nothing on the second Action).
- OPTIONAL: At the end of every Round, there is a 50% chance the server will crash. If this happens, Rising_Dusk must post in the battle in order to reboot the server and allow the battle to continue.
Description:
We're in trippy territory here, simulating competitive Pokemon while simulating anime-style Pokemon battling, and battling on a competitive Pokemon battling simulator. Each trainer will hook their Pokemon up to some expensive technology that allows them to compete in virtual reality against each other! So, just picture the PO experience you know so well as teams square off! The technology does not allow for spacial movement of any kind, so the competitors will just sort of stare at each other, doing damage and whatnot, and each competitor will only have a few chances to use any single move before they have to Struggle! Other than that, it's fair game!
hi and thanks if you want to keep track of your PP - that would be nice!Dropping my acceptance of Limewire's earlier challenge (sorry bud) to accept Korski's instead!
Switch=OK
No items
One ability
Humbly requesting a ref
Munchlax Bullshorts (M)
Type: Normal
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
- 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 (LOCKED): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 120
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 4 (5/1.15v) (-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Metronome (5 PP)
Odor Sleuth (20 PP)
Tackle (18 PP)
Defense Curl (20 PP)
Amnesia (10 PP)
Lick (15 PP)
Recycle (5 PP)
Screech (20 PP)
Chip Away (10 PP)
Counter (10 PP)
Double-edge (8 PP)
Zen Headbutt (8 PP)
Thunderbolt (8 PP)
Ice Beam (5 PP)
Rest (5 PP)
Colossoil Sucker (M)
Type: Dark/Ground
- 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.
- 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.
- Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
- Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
- Pressure (LOCKED): (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.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (95x1.15^) (+)
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Leer (15 PP)
Peck (18 PP)
Horn Attack (13 PP)
Bite (13 PP)
Tackle (18 PP)
Mud Shot (8 PP)
Bubblebeam (10 PP)
Rapid Spin (20 PP)
Mud Bomb (5 PP)
Magnitude (15 PP)
Pursuit (10 PP)
Body Slam (8 PP)
Encore (3 PP)
Fake Out (5 PP)
Sucker Punch (3 PP)
Aqua Tail (5 PP)
Protect (5 PP)
Taunt (10 PP)
Substitute (5 PP)
Earthquake (5 PP)
Gyarados(*) Topsy (M)
Type: Water/Flying
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- 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.
- 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) at the cost of two (2) Energy. 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.
- Moxie (DW): (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.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 81
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thrash (5 PP)
Splash(*) (20 PP)
Tackle(*) (18 PP)
Bite (13 PP)
Dragon Rage (5 PP)
Aqua Tail (5 PP)
Dragon Dance (10 PP)
Bubble(*) (15 PP)
Reversal(*) (8 PP)
Bounce(*) (3 PP)
Taunt (10 PP)
Earthquake (5 PP)
Thunder Wave (10 PP)
Stone Edge (3 PP)
Substitute (5 PP)
Combusken Yonderwear (M)
Type: Fire/Fighting
- 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.
- Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
- Blaze: (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).
- Speed Boost (LOCKED): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 55
EC: 5/9
MC: 0
DC: 1/5
Attacks:
Scratch (18 PP)
Growl (20 PP)
Focus Energy (15 PP)
Ember (13 PP)
Double Kick (15 PP)
Peck (18 PP)
Sand-Attack (8 PP)
Fire Spin (8 PP)
Mirror Move (10 PP)
Flare Blitz (8 PP)
Counter (10 PP)
Baton Pass (20 PP)
Rock Slide (5 PP)
Protect (5 PP)
Will-o-Wisp (8 PP)
Flamethrower (8 PP)
Oshawott - Aquastrike (M)
Nature: Quiet (Adds one Rank to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (Innate) 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)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (45/1.15v)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Air Slash
Brine
Night Slash
Taunt
Ice Beam
Scald
Ferroseed - Thornstrike (M)
Nature: Brave (Adds one Rank to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Grass/Steel
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.
Steel: 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:
Iron Barbs: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 8 (10/1.15v)
EC: 0/6
MC: 0
Attacks:
Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Bullet Seed
Leech Seed
Worry Seed
Toxic
Protect
Payback
Heracross - Beetlestrike (F)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Swarm: (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, X-Scissor from 8 to 10)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie (DW): (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.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (+)
SpD: Rank 3
Spe: 85
MC: 0
DC: 0/5
Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Close Combat
Megahorn
Bide
Double-Edge
Focus Punch
Earthquake
Stone Edge
Swords Dance
Gallade - Mindstrike (M)
Nature: Brave (Adds one Rank to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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. This speed boost is maintained at the end of each round.
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.
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 69 (80/1.15v)
EC: 9/9
MC: 2
DC: 5/5
Attacks:
Leaf Blade
Night Slash
Growl
Confusion
Double Team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse
Swords Dance
Psychic
Psycho Cut
Imprison
Hypnosis
Close Combat
Disable
Encore
Shadow Sneak
Taunt
Thunderbolt
Shadow Ball
Will-O-Wisp
Trick Room
PICK YOUR ABILITY WHEN SENDING OUT MON KTHX
GO KORSKI YOUR 2 MONS, THEN FLAMESTRIKE'S 2 MONS AND ACTIONS, THEN KORSKI'S ACTIONS TO KICK FLAMESTRIKE'S BUTT GOGOGO!
(as fun as it looks, i don't think i'd want to pester RD to constantly come to this thread to reboot the server!)