And here, in an arena unlike any other, two trainers are facing off in a NFE battle! Can the Pokemon avoid the spike pits long enough, on these terrifying treadmills? Let's begin!
Arena and Rules:
2v2 NFE/FE Singles (Doesn't matter)
2 Day DQ Time
2 Recoveries/5 Chills per mon
Switch = OK
Items = Off
Abilities = One
And now, the teams:
Objection:
Purrloin [Shere Khan] (M)
Nature: Impish (+Defence, -Special Attack)
Type: Dark
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 66
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Moves: 17
EC: 1/6
MC: 0
DC: 2/5
Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (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.
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.
Attacks:
Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Snatch
Sucker Punch
Encore
Foul Play
Pay Day
Taunt
Thunder Wave
Swagger
Rhyhorn [Clayton] (M)
Nature: Careful (+Special Defence, -Special Attack)
Type: Ground/Rock
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 25
Size Class: 3
Weight Class: 5
Base Rank Total: 14
Moves: 12
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
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.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Counter
Magnitude
Pursuit
Dig
Payback
Rock Slide
Its_a_Random
Elekid [Zaborg] (M)
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.
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.
Vital Spirit (DW): (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.
STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 2/9
MC: 0
DC: 2/5
ATTACKS (16)
PHYSICAL
Cross Chop
Fire Punch
Ice Punch
Low Kick
Quick Attack
Thunderpunch
SPECIAL
Electro Ball
Hidden Power (Ice 7)
Psychic
Shock Wave
Swift
Thunderbolt
Thundershock
OTHER
Leer
Light Screen
Protect
Cleffairy [Kuraz] (M)
NATURE: Quiet (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
ABILITIES
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
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.
Friend Guard (DW Unlocked): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
STATS
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 6/9
MC: 0
DC: 5/5
ATTACKS (25)
PHYSICAL
Doubleslap
Meteor Mash
Pound
Wake-Up Slap
SPECIAL
Flamethrower
Magical Leaf
Psychic
OTHER
Aromatherapy
Bestow
Charm
Copycat
Defence Curl
Encore
Follow Me
Gravity
Growl
Lucky Chant
Metronome
Mimic
Minimise
Protect
Sing
Substitute
Sweet Kiss
Wish
1. Its_A_Random send out his first Pokemon.
2. Objection sends out his first pokemon, and then gives orders.
3. Its_A_Random orders.
Arena and Rules:
2v2 NFE/FE Singles (Doesn't matter)
2 Day DQ Time
2 Recoveries/5 Chills per mon
Switch = OK
Items = Off
Abilities = One
Arena basics:
The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.
Detailed arena mechanics:
At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.
At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.
All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).
Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.
Note: A pokemon under the effects of Ingrain cannot run at all.
Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.
- No weather or SolarBeam
- No external water source
- No natural elements (rocks, grass, etc.)
- No digging
- Seismic moves allowed
The key aspect of this arena is position, or more specifically, how far along the treadmills the pokemon are. The treadmills span positions from 1ft to 100ft, and the spike pits are at locations 0ft backwards and 101ft onwards. The treadmills go in the direction of the spike pit that they are closer to. Flying and levitating pokemon are not exempt from this as the gravity in this room is slightly intensified - not enough for the move Gravity's effect to happen, but enough to force flying and levitating pokemon to come to the ground briefly at the end of each action.
Detailed arena mechanics:
At the start of the battle, whoever sends out their mons first sends them out at the 50ft mark and whoever sends their mons out second sends theirs out at the 51ft mark.
At the end of every action, every pokemon will be pulled 1ft by the treadmills. For pokemon whose position is between 1ft and 50ft, subtract 1ft. For pokemon whose position is between 51ft and 100ft, add 1ft. In addition, all pokemon lose 1 energy as they try to stay away from the spike pits. However, if a pokemon chills, cools down after a combo, is under the effects of Ingrain or fails to act at all for any reason (including but not limited to flinch, sleep and full paralysis), the pokemon is pulled 5ft instead but loses no energy.
All direct damaging moves, in addition to doing damage, knock the target away from the user of the move. If the user and target are in the same position, the move knocks the target towards the nearest spike pit. The knockback component is equal to the BAP of the move (before all adjustments except Technician, the *0.75 for multi-target moves and multi-hit calculation) plus the user's attack or special attack rank minus double the target's weight class. The end result is rounded off to the nearest whole number using normal rounding rules, but the knockback component is always at least 0ft.
- For example, a Modest Tomohawk's Hurricane against a Machamp has a knockback component of (12+5-2*5)=7ft.
In this arena, a pokemon may use the Run command for 5 energy to run to a particular position. The valid range of positions the pokemon can run to is its current position plus or minus 10% of its current speed (rounded to the nearest whole number).
- For example, a neutral-nature Raticate at 20ft can run up to 10ft in either direction, so it can move to 10ft or 30ft or anywhere in between.
- For example, if the aforementioned Raticate tries to run to 35ft, it will run to 30ft as that is as far as it can go.
Contact moves can only be used if the user is close enough to the target. That is, the difference between the user and target's positions must be no greater than the user's size class.
- For example, a Gliscor at 30ft can only use Acrobatics on an opponent whose position is between 27ft and 33ft.
- For example, let us suppose that the aforementioned Gliscor is Adamant. If it tries to use Acrobatics on an opponent at position 20ft, it has 95 speed so it can run (95/10)=9.5->10ft. However, it only needs to run to 23ft to be able to use the move, so it runs to 23ft, expending 2 energy, and then uses Acrobatics. The knockback of the move will be (11*1.5+4-2*Target's WC), rounded to the nearest whole number.
Note: A pokemon under the effects of Ingrain cannot run at all.
Lastly, if a pokemon is pulled into a spike pit (ie, its position is not between 1ft and 100ft), it is KO'd immediately.
And now, the teams:
Objection:
Purrloin [Shere Khan] (M)
Nature: Impish (+Defence, -Special Attack)
Type: Dark
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 66
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Moves: 17
EC: 1/6
MC: 0
DC: 2/5
Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (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.
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.
Attacks:
Scratch
Growl
Assist
Sand-Attack
Fury Swipes
Pursuit
Torment
Fake Out
Hone Claws
Snatch
Sucker Punch
Encore
Foul Play
Pay Day
Taunt
Thunder Wave
Swagger
Rhyhorn [Clayton] (M)
Nature: Careful (+Special Defence, -Special Attack)
Type: Ground/Rock
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 25
Size Class: 3
Weight Class: 5
Base Rank Total: 14
Moves: 12
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
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.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Attacks:
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Counter
Magnitude
Pursuit
Dig
Payback
Rock Slide
Its_a_Random
Elekid [Zaborg] (M)
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.
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.
Vital Spirit (DW): (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.
STATS
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 2/9
MC: 0
DC: 2/5
ATTACKS (16)
PHYSICAL
Cross Chop
Fire Punch
Ice Punch
Low Kick
Quick Attack
Thunderpunch
SPECIAL
Electro Ball
Hidden Power (Ice 7)
Psychic
Shock Wave
Swift
Thunderbolt
Thundershock
OTHER
Leer
Light Screen
Protect
Cleffairy [Kuraz] (M)
NATURE: Quiet (-10% Evasion)
TYPE
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
ABILITIES
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
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.
Friend Guard (DW Unlocked): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).
STATS
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 6/9
MC: 0
DC: 5/5
ATTACKS (25)
PHYSICAL
Doubleslap
Meteor Mash
Pound
Wake-Up Slap
SPECIAL
Flamethrower
Magical Leaf
Psychic
OTHER
Aromatherapy
Bestow
Charm
Copycat
Defence Curl
Encore
Follow Me
Gravity
Growl
Lucky Chant
Metronome
Mimic
Minimise
Protect
Sing
Substitute
Sweet Kiss
Wish
1. Its_A_Random send out his first Pokemon.
2. Objection sends out his first pokemon, and then gives orders.
3. Its_A_Random orders.