LightWolf
lightwoof
Did you know that I'm prone to yelling?
Challenging Alchemator!
3v3 FE Singles
3 Day DQ
2 Recoveries/ 5 Chills
And because I'm really nice, (plus, I love forests):
Arena:
Arena: Forest of Silence
Field Type: Psychic
Complexity: Intense
Format: N/A
If a tree falls in a forest and no one is around to hear it, does it make a sound? Image
Within the Forest of Silence, there is no sound. In fact, it seems time -- and thus motion -- has stopped completely, as everything is coated in a grey pallor, and leaves pause halfway down to the ground, perhaps to ask directions. It has become a regular haunt for trainers over the years, hoping that their exciting battles will set time in motion yet again, allowing the forest to continue in its natural cycle. That includes that natural cycle of the wildlife too, who haven't been able to relieve themselves for almost a decade now.
However, even the shortest amount of exposure to the forest will begin to freeze the Pokémon -- they will never become fully immobilised, but from the very start of the battle their attacks will become... hm... somewhat unreliable. The Pokémon must focus their minds, needing extra effort to launch an attack successfully. Naturally, Psychic Pokémon are more able at this task, though once some Pokémon get a whiff (or, in some rather strange cases, a taste) of their opponents, they will find it much easier to focus on the battle at hand. These such Pokémon must hit the opponent with a contact attack, or be hit in the same manner, for their primal instincts to activate.
The battle takes place in a clearing, which is open to the heavily-overcast sky (it is Britain, after all). This doesn't mean, however, that one couldn't alter that. In fact, please do -- it's a little chilly [SolarBeam will work as normal]. Nature will behave as usual, but don't expect it to go anywhere while you aren't looking. Well, apart from that one time... Err, anyway, apart from that instance, trees cannot be toppled. They can, however, be burned to the ground and climbed. Unfortunately, there is no water around, save for the small amount present in the loamy ground.
In the next clearing there seems to be a swarm of blue Pokémon attending to some kind of machine, spewing out smoke and sparks. They are unreachable, however, due to some kind of forcefield...
Mechanics
- Strict Soundproofing (EG, no Growl.)
- Pokémon begin to be frozen, causing a 40% [flat] drop in accuracy. Psychic Pokémon, and those listed below, can focus and increase the accuracy of their moves back to their original standard by 20% for 1 extra en. Other Pokémon can increase their accuracy by 10% for 1 extra en. These boosts stack (E.G., you can add 40% for 4 EN).
- Smelling and tasting Pokémon must hit -- or be hit -- with a contact attack before the extra EN reduction takes place.
- Focus Punch's accuracy is unchanged by the arena.
- The Dodge chances of all non-Psychic Pokémon not listed below are halved.
- There is a 1/1,000,000 chance of a tree falling per round, dealing Wood Hammer damage to one Pokémon (decided by RNG). All of the effects listed above are then nulled. Only a tree that falls in this manner will cause this effect.
- Using Odor Sleuth gives the user smelling powers (and thus the energy reduction) for as long as it is active.
- Only Psychic Pokémon can Chill consecutively, successfully. All other Pokémon will be inflicted with a Freeze condition (of varying intensity) if this is attempted.
Smelling mons: Ninetales family, Persian family, Arcanine family, all Eevee-related Pokémon, Granbull family, Mamoswine family, Houndoom family, Donphan family, Ursaring family, Smeargle, Mightyena family, Linoone family, Delcatty family, Zangoose, Absol, Luxray family, Pachirisu, Purugly family, Emboar family, Stoutland family, Liepard family, Emolga, Zoroark family, Tomohawk family.
Tasting mons: Muk family, Lickitung family, Swalot family, Vanilluxe family, Haunter.
Non-psychic with Psychic powers: Ninetales family, Golduck family, Venemoth family, Stantler, Lucario family.
........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................I will pick up this thrown-down gauntlet!
Switch = OK
Items = Off
Abilities = All
Can't remember what else. There probably isn't even anything else I need to mention.
(That was me introducing the battlers, that you couldn't hear, duh)
Alch's team:
Claydol [Clive] (N/A)
- Nature: Relaxed (Adds a Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
- [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.
- [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:
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class: 5
Base Rank Total: 19
EC: 6/6
MC: 0
DC: N/A
Abilities:
- Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks (33):
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot
Explosion
Shadow Ball
Hidden Power [Fire] [7]
Signal Beam
Power Trick
Earthquake
Reflect
Light Screen
Protect
Dig
Trick Room
Hyper Beam
Psyshock
Rock Slide
Bulldoze
Cosmic Power
Metagross [Christopher] (N/A)
- Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type:
- [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.
- [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:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Abilities:
- Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
- Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Attacks (33):
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace
Stealth Rock
Hyper Beam
Double-Edge
Signal Beam
Girafarig [Anna] (F)
- Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)
Type:
- [Normal]: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- [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:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 4
Weight Class: 3
Base Rank Total: 18
EC: N/A
MC: 0
DC: 5/5
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.
- Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
- Sap Sipper (DW UNLOCKED): (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.
Attacks (31):
Power Swap
Guard Swap
Astonish
Tackle
Growl
Confusion
Odor Sleuth
Agility
Psybeam
Baton Pass
Magic Coat
Skill Swap
Wish
Shadow Ball
Thunderbolt
Earthquake
Psychic
Crunch
Sucker Punch
Hidden Power [Ice] [7]
Energy Ball
Protect
Substitute
Mirror Coat
Endure
Reflect
Light Screen
Double Kick
Double Hit
Double Team
Zen Headbutt
Psyshock
Razor Wind
SimonSays' team:
Arcanine (*) Prometheus (M)
Nature: Naughty [Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense]
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.
Abilites:
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 opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Thunder Fang
Fire Fang
Helping Hand
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odour Sleuth(*)
Flame Wheel(*)
Reversal(*)
Take Down(*)
Crunch
Flamethrower
Flame Burst
ExtremeSpeed
Agility
Close Combat(*)
Flare Blitz(*)
Morning Sun(*)
Dig(*)
Flame Charge(*)
Wild Charge(*)
Substitute
Giga Impact
Protect
Moves: 25
Sawsbuck [Prince] (M)
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal/ Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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. 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.
Serene Grace (DW): (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Megahorn
Tackle
Camouflage
Growl
Sand Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
SolarBeam
Aromatherapy
Horn Leech
Double-Edge
Sythesis
Agility
Odour Sleuth
Natural Gift
Protect
Return
Wild Charge
Sword Dance
Sunny Day
Toxic
Giga Impact
Thunder Wave
Moves: 27
Espeon (Fawkes) [F]
Nature: Bashful (No effect)
Type: Psychic
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.
Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 110
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Tackle
Tail Whip
Helping Hand
Growl
Sand Attack
Quick Attack
Last Resort
Focus Energy
Baton Pass
Trump Card
Future Sight
Psybeam
Psychic
Morning Sun
Tickle
Wish
Yawn
Sunny Day
Shadow Ball
Return
Moves: 20
SimonSays sends out his mon
Alch sends out his mon and orders
SomonSays his orders
I stall
Alch bugs me
I ref