2 vs 2 Doubles
0/0 recoveries and chills
1 day dq
all abilities
Items: ON
Switch: N/A
Arena:Pure Chill
[/QUOTE]
Glacier Knight
pwnemon
Glacier Knight sends out first, equiping items.
pwnemon sends out second, equiping items and attacking.
Glacier Knight attacks.
Eternal Drifter refs to the best of his ability.
Best of luck to the both of you!
0/0 recoveries and chills
1 day dq
all abilities
Items: ON
Switch: N/A
Arena:Pure Chill
Field Type: Ice
Complexity: Moderate
Format: All
Restrictions: see mechanics
*Ten Years Ago*
"Mommy!"
"Yes my dear child? What's the matter, why are you crying?"
"Mommy, truffles was battling a staryu and got hurt by a water attack!"
"Yes baby, He's part ground, that means-"
"But mommy! He's Ice too! doesn't ice resist water?"
"Sorry hun, but that's not how it works."
"WHA? but mommy it makes sens-"
"Perhaps dear. but it just doesn't work that way. Now go draw mommy a picture."
"Sniff. Okay...."
As he grew, that little boy also found that Ice did not resist anything besides itself. It was also weak to things that the boy couldn't even believe. It was his favorite type, and the boy thought to himself, "Why is this so? Ice should resist certain things. It makes sense!"
That boy was me. And i promised to find a way to allow Ice types the justice they deserved. i traveled the globe for proof and clues, and ingredients to enact my master plan. Finally, with enough supplies and money, i created an artificial habitat that would allow Ice types to experience what they deserve.
This is the Pure Chill Experiment.
Mechanics
The Pure Chill Experiment is taken place in a large square room, 500 feet long and 500 feet wide. The ceiling is 20 feet high. The walls are lined with steel, but most of the steel has ice formed on it. Even if a section does not have ice on it, it is extremely cold to touch. The Floor is coated in ice as well, though it is not very thick. The room acts as freezer, keeping the cool in and pulling the heat out. This Area is quite simple and plain-jane, but I have created the perfect conditions for ice types. The exact temperature (kept classified), alongside key substances and elements in the air (also kept classified), give Ice the ability to resist certain types they weren't able to before! This arena gives Ice pokemon the resists they deserve. its only natural, after all.
-The Ice Type now resists Grass, Water, and Ground. Also, Rock is not super-effective against Ice. Ice is super-effective against Rock. Rock attacks do neutral damage to Ice Types.
-The floor has ice, so every action non-ice pokemon have a 5% chance to slip and take 10 damage (Pokemon with Levitate/Suction Cups/Anchor Body are not effected)
-Because the room is lined with steel, Dig cannot be used
-Hail is the only weather that works here
-Scald is the only water attack that Ice Types do not resist
Complexity: Moderate
Format: All
Restrictions: see mechanics
*Ten Years Ago*
"Mommy!"
"Yes my dear child? What's the matter, why are you crying?"
"Mommy, truffles was battling a staryu and got hurt by a water attack!"
"Yes baby, He's part ground, that means-"
"But mommy! He's Ice too! doesn't ice resist water?"
"Sorry hun, but that's not how it works."
"WHA? but mommy it makes sens-"
"Perhaps dear. but it just doesn't work that way. Now go draw mommy a picture."
"Sniff. Okay...."
As he grew, that little boy also found that Ice did not resist anything besides itself. It was also weak to things that the boy couldn't even believe. It was his favorite type, and the boy thought to himself, "Why is this so? Ice should resist certain things. It makes sense!"
That boy was me. And i promised to find a way to allow Ice types the justice they deserved. i traveled the globe for proof and clues, and ingredients to enact my master plan. Finally, with enough supplies and money, i created an artificial habitat that would allow Ice types to experience what they deserve.
This is the Pure Chill Experiment.
Mechanics
The Pure Chill Experiment is taken place in a large square room, 500 feet long and 500 feet wide. The ceiling is 20 feet high. The walls are lined with steel, but most of the steel has ice formed on it. Even if a section does not have ice on it, it is extremely cold to touch. The Floor is coated in ice as well, though it is not very thick. The room acts as freezer, keeping the cool in and pulling the heat out. This Area is quite simple and plain-jane, but I have created the perfect conditions for ice types. The exact temperature (kept classified), alongside key substances and elements in the air (also kept classified), give Ice the ability to resist certain types they weren't able to before! This arena gives Ice pokemon the resists they deserve. its only natural, after all.
-The Ice Type now resists Grass, Water, and Ground. Also, Rock is not super-effective against Ice. Ice is super-effective against Rock. Rock attacks do neutral damage to Ice Types.
-The floor has ice, so every action non-ice pokemon have a 5% chance to slip and take 10 damage (Pokemon with Levitate/Suction Cups/Anchor Body are not effected)
-Because the room is lined with steel, Dig cannot be used
-Hail is the only weather that works here
-Scald is the only water attack that Ice Types do not resist
Glacier Knight
Glacier Knight said:![]()
Snorunt [Artica, "The Departed"] (Female)
Nature: mild (+spa, -def)
Info on Artica:
Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW UNLOCKED): (Innate)When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 2
DC: 5/5
Attacks:
Astonish
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Confuse Ray
Ominous Wind
Wake-Up Slap
Blizzard
Hail
Disable
Fake Tears
Hex
Block
Weather Ball
Pain Split
Signal Beam
Snatch
Safe Guard
Light Screen
Ice Beam
Substitute
Taunt
Thunderbolt
Thunder Wave
Shadow Ball
30 Moves![]()
Syclant [Kelvin, "The Recluse"] (Male)
Nature: Mild (+spa, -def)
Info on Sub-Zero:
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Bug Bite
Icicle Spear
Icicle Crash
Bug Buzz
Hail
Icy Wind
Ice Punch
Tail Glow
Earth Power
Super Power
Counter
Water Pulse
Ice Beam
Brick Break
Dig
Protect
Blizzard
Acrobatics
Venoshock
25 Moves
pwnemon
Pwnemon said:![]()
(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
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:
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: FULL
MC: 1
DC: FULL
Attacks:
Wood Hammer
Flare Blitz
Sweet Scent
Growth
Absorb
Ember
Leech Seed
Bullet Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume
Zap Cannon
Flame Burst
Earth Power
Counter
Dragonbreath
Aromatherapy
Revenge
Sunny Day
SolarBeam
Fire Blast
Will-O-Wisp
Hidden Power (Ice, 7)
Endure
Protect
Substitute
Bulldoze
Light Screen
Stone Edge![]()
(Gallade) Rodney (M)
Types:
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 regardless of Special Attack Rank. 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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
EC: FULL
MC: 0
DC: FULL
Nature: Impish (+Def, -SpA)
Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21
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: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves:
Leaf Blade
Night Slash
Double Team
Fury Cutter
Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Hypnosis
Imprison
Protect
Feint
Helping Hand
Close Combat
Encore
Will-O-Wisp
Disable
Shadow Sneak
Confuse Ray
Pain Split
ThunderPunch
Fire Punch
Ice Punch
Magic Coat
Helping Hand
Zen Headbutt
Skill Swap
Drain Punch
Snatch
Icy Wind
Reflect
Toxic
Ally Switch
Light Screen
Telekenesis
Taunt
Torment
Thunder Wave
Substitute
Wish
Glacier Knight sends out first, equiping items.
pwnemon sends out second, equiping items and attacking.
Glacier Knight attacks.
Eternal Drifter refs to the best of his ability.
Best of luck to the both of you!