Rules
You know very well what I meant
Team Moai
I'm assuming I have to RNG the mons if I'm wrong tell me so
Maxims roll 2/3 = Eevee his only normal type wait how is he going to use it in his gym when it evolves O.o
Moai's roll 2/3 = Trapinch
Maxims equips item(s)
Moai does the same and orders
Maxim orders
I ref
Alright, going to send out an open challenge testing out my new idea (with a lot of help from Lou) for the Normal gym arena. Check it out.
3v3 LC Rotation battle
2 Day DQ (I may need to ask an extension depending on wi-fi availability)
1 Substitution
2 Recoveries/5 Chills per pokemon
Arena: Sword and Shield Gym Version 2.0
(Requesting Items=On to test an aspect of this gym)
Flavor:
Hidden in Opelucid City in the Unova region, there lies an old gym that was once used for Rotation Battles, but was left abandoned after some people were hurt in the gym. Maxim has renovated (and improved the safety features of) this gym, and now serves as his (possible and unlikely) gym arena. The gym puzzle generally involves two types of rotating platforms, long sword platforms that connect one place to the next, and circular shield platforms that connect to four places. Every time one platform is rotated, all the others rotate as well. The trick of the gym is to get rotate the shield platforms in such a manner that the sword platforms lead you to the gym stadium.
Recently however, he renovated the arena again in order to fit a new concept that he had figured out (with Lou's help). The gym puzzle remains the same, but now everything has a slightly more organic look, with a pool of water underneath the platforms giving a cool look to the still somewhat dark area. Additionally, some grass and a few trees have been inserted all around the place, though the spinning platforms retain their futuristic look.
Arena:
The arena however has undergone massive revisions. Instead of a long arena with black platforms for the rotations, the battle now takes place in a much bigger room (connected to the puzzle by means of a door). This room is a very wide open space just outside the city itself, filled with grass and, more importantly, lots of berry trees. When one enters the arena, he crosses a small bridge past the moat that wraps around the arena, albeit with a few very small creeks going across the arena itself. The arena is about the size of an average football stadium (well, the playing area at least) and is covered in grass. Outside the moat, the aforementioned berry trees dot the "landscape" around the arena, giving a natural feel to the place. However, the arena also has a much less natural pair of circular, blue platforms, one on each side of the field. Additionally, upon closer inspection, another "moat" wrapping around the arena actually carries a conveyor belt, big enough for all items but small enough that it won't interfere with the battle. Upon looking ever closer the challenger finds that he/she is not outside, but rather in a greenhouse sort of area with a round glass ceiling and concrete walls, the walls painted with a mural that gives the impression of being in a field that stretches across over the horizon and a huge city in the distance.
But enough about that. The arena has an interesting set of rules for the aspiring challenger. First, the two blue platforms are where the Pokemon will stand and face rotation battle rules. Next, the conveyor belt surrounding the arena is a special item catching belt, which will allow any trainer to pick up any forlorn items and give them back to their pokemon, effectively giving all Pokemon the Sticky Hold Trait. Do note however that items that are consumed (any item that is Flung, Type gems, berries, etc) will not be subject to this trait. Next, all of the challenger's Pokemon and the leader's Pokemon will each get to choose one of the sixteen type resistant berries to give their Pokemon that they can hold alongside their standard item. Turns out this is necessary, as there's a strange generator under the arena that has an unusual effect. This effect is that when a Pokemon is either weak against or resistant to a move, the damage they take is modified as follows:
4x Weak: 3x Multiplier
2x Weak: 2x Multiplier
Neutral: 1x Multiplier
2x Resist: .6x Multiplier
4x Resist: .35x Multiplier
Finally, there is a second generator that creates a permanent increased Gravity field.
With that out of the way, can you use your knowledge and strategy to defeat the leader?
Summary:
Constant Gravity is in effect
Each Pokemon is given the Sticky Hold Trait (Consumed items will stay consumed)
The Trainer can choose one Type Resistant Berry to give to each of his Pokemon in addition to it's normal hold item
(For instance, Trainer A can give his Sceptile both a Miracle Seed and a Occa Berry, and his Staraptor a Life Orb and a Wacan Berry).
Type effectiveness is determined by the chart above instead of the normal multipliers
(For instance, were Trainer A to use Stone Edge on Trainer B's Delibird, then Delibird's damage would be like [Regular Damage from attack]*3 instead of [Regular Damage from attack]*2.25)
![]()
Occa Berry: Reduces type effectiveness of a super effective Fire-type move by one (1) stage (ex. 4x becomes 2x). It also cures any burn status resulting from the attack.
Cost: 5 | Activation: Thrice when hit by a super effective Fire-type attack | Natural Gift: 6 BAP, Fire
![]()
Passho Berry: Reduces type effectiveness of a super effective Water-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Water-type attack | Natural Gift: 6 BAP, Water
![]()
Wacan Berry: Reduces type effectiveness of a super effective Electric-type move by one (1) stage (ex. 4x becomes 2x). It also cures any paralysis status resulting from the attack.
Cost: 5 | Activation: Thrice when hit by a super effective Electric-type attack | Natural Gift: 6 BAP, Electric
![]()
Rindo Berry: Reduces type effectiveness of a super effective Grass-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Grass-type attack | Natural Gift: 6 BAP, Grass
![]()
Yache Berry: Reduces type effectiveness of a super effective Ice-type move by one (1) stage (ex. 4x becomes 2x). It also cures any freeze status resulting from the attack.
Cost: 5 | Activation: Thrice when hit by a super effective Ice-type attack | Natural Gift: 6 BAP, Ice
![]()
Chople Berry: Reduces type effectiveness of a super effective Fighting-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Fighting-type attack | Natural Gift: 6 BAP, Fighting
![]()
Kebia Berry: Reduces type effectiveness of a super effective Poison-type move by one (1) stage (ex. 4x becomes 2x). It also cures any poison status resulting from the attack.
Cost: 5 | Activation: Thrice when hit by a super effective Poison-type attack | Natural Gift: 6 BAP, Poison
![]()
Shuca Berry: Reduces type effectiveness of a super effective Ground-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Ground-type attack | Natural Gift: 6 BAP, Ground
![]()
Coba Berry: Reduces type effectiveness of a super effective Flying-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Flying-type attack | Natural Gift: 6 BAP, Flying
![]()
Payapa Berry: Reduces type effectiveness of a super effective Psychic-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Psychic-type attack | Natural Gift: 6 BAP, Psychic
![]()
Tanga Berry: Reduces type effectiveness of a super effective Bug-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Bug-type attack | Natural Gift: 6 BAP, Bug
![]()
Charti Berry: Reduces type effectiveness of a super effective Rock-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Rock-type attack | Natural Gift: 6 BAP, Rock
![]()
Kasib Berry: Reduces type effectiveness of a super effective Ghost-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Ghost-type attack | Natural Gift: 6 BAP, Ghost
![]()
Haban Berry: Reduces type effectiveness of a super effective Dragon-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Dragon-type attack | Natural Gift: 6 BAP, Dragon
![]()
Colbur Berry: Reduces type effectiveness of a super effective Dark-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Three times when hit by a super effective Dark-type attack | Natural Gift: 6 BAP, Dark
![]()
Babiri Berry: Reduces type effectiveness of a super effective Steel-type move by one (1) stage (ex. 4x becomes 2x).
Cost: 5 | Activation: Thrice when hit by a super effective Steel-type attack | Natural Gift: 6 BAP, Steel
So, who's in?
I will accept Maxim's Open Challenge.
Switch=KO
Items=OK
All Abilities
Maxim said:Thanks for reffing! (Especially since nobody seems to want to ref rotation battles. And what did you mean by shoot yourself in your foot? :P)
![]()
Misdreavus [Shadow] (F)
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type:
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.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 98 (85*1.15^)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
Attacks (13):
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Psybeam
Nasty Plot
Imprison
Ominous Wind
Protect
Thunder Wave
Shadow Ball
![]()
Eruca [Eevee] (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks (11):
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Wish
Yawn
Endure
Shadow Ball
Protect
Toxic
![]()
Deino [Ivan] (M)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Defense)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
Size Class: 1
Weight Class: 2
EC: 3/9
MC: 3
DC: N/A
Abilities:
Hustle:
Type: 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.
Attacks:
Bite
Crunch
DragonBreath
Dragon Rage
Dragon Rush
Focus Energy
Headbutt
Roar
Tackle
Earth Power
Fire Fang
Ice Fang
Draco Meteor
Hidden Power (Grass) (7)
Protect
Taunt
Thunder Wave
Torment
You know very well what I meant
Team Moai
Moai said:![]()
Zigzagoon(*) Bolt (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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.
Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet [DW - Locked]: [Innate] This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11
EC: 2/6
MC: 0
DC: 2/5
Attacks:
Tackle (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Sand-Attack (*)
Odor Sleuth (*)
Mud Sport (*)
Pin Missile (*)
Flail
Covet
Rock Climb (*)
Simple Beam (*)
Pursuit (*)
Thunder Wave (*)
Dig (*)
Swagger (*)
Seed Bomb
![]()
Trapinch(*) Fleur (F)
Nature:
Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force [DW - Locked] : [Innate] 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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 2/9
MC: 0
DC: 2/5
Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)
Mud-Slap
Bide
Bulldoze
Sandstorm
Crunch
Superpower
Feint
Quick Attack (*)
Endure (*)
Bug Bite (*)
Earthquake (*)
Dig (*)
Rock Slide (*)
Protect
![]()
Tentacool - Venn (M)
Nature: Modest (+1 SpA, -1 Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Clear Body: [Innate] This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Liquid Ooze: [Innate] This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Rain Dish [DW - Locked] : [Innate] This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting
Acid
Supersonic
Wrap
Water Gun
Constrict
Toxic Spikes
Bubblebeam
Confuse Ray
Mirror Coat
Muddy Water
Toxic
Venoshock
Ice Beam
I'm assuming I have to RNG the mons if I'm wrong tell me so
Maxims roll 2/3 = Eevee his only normal type wait how is he going to use it in his gym when it evolves O.o
Moai's roll 2/3 = Trapinch
Maxims equips item(s)
Moai does the same and orders
Maxim orders
I ref