IAR's 5k of Epic Proportions Teleporting through SPAAAAAACE!

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Texas Cloverleaf

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zomfg 5k posts. Shoutouts to everyone I know & have talked to, thing is, I am too lazy to write out shout outs individually... :/

Anyhow...

OPEN CHALLENGE

4v4 FE Singles (At least two Pokemon must have 30 or less moves)
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
2 Substitutions
Switch = OK
Abilities = All
Items = On
Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable

Restrictions: Weather Effects, Room Effects, Entry Hazards, & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable

Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arena's there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.

*0 represents the ASB Tournament Arena.

Concept Arenas don't count, either...Neither does TELEPORTATION! itself.

Summary: A new arena every round.


Who is up for it?
I'm game for the above everything seems to be covered so...

IAR and Wobbanaut square off for a match in celebration of IAR's many posts, lets see the teams!

IAR

Gliscor(*) [Capers] (M)
NATURE: Jolly (+14% Accuracy) (NC)

TYPE
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (96/96)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Brick Break
Bug Bite
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake*
Facade
Faint Attack*
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter*
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off*
Metal Claw
Natural Gift
Night Slash*
Payback
Poison Jab
Poison Sting*
Poison Tail
Quick Attack*
Return
Rock Climb
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Sky Uppercut
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor

SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock

OTHER
Agility*
Attract
Baton Pass*
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden*
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance*
Tailwind
Taunt
Torment
Toxic

Eelektross [Sheeldon] (M)
NATURE: Quiet (-10% Evasion) (NC)

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
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. 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.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: N/A

ATTACKS (54/65)
PHYSICAL
Acrobatics
Aqua Tail
Bind
Brick Break
Crunch
Crush Claw
Cut
Dragon Claw
Dragon Tail
Drain Punch
Facade
Frustration
Giga Impact
Headbutt
Return
Rock Slide
Rock Smash
Rock Tomb
Spark
Strength
Tackle
Thrash
U-Turn
Wild Charge

SPECIAL
Acid
Acid Spray
Charge Beam
Discharge
Flamethrower
Flash Cannon
Giga Drain
Grass Knot
Hidden Power (Ground 7)
Hyper Beam
Round
Thunder
Thunderbolt
Volt Switch
Zap Cannon

OTHER
Attract
Coil
Double Team
Flash
Gastro Acid
Hone Claws
Light Screen
Protect
Rain Dance
Rest
Roar
Substitute
Swagger
Thunder Wave
Toxic

Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)

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.
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 bushfire areas.

ABILITIES
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.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 metres of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5

ATTACKS (21/62)
PHYSICAL
Astonish

SPECIAL
Clear Smog
Ember
Energy Ball
Fire Spin
Flame Burst
Heat Wave
Hex
Hidden Power (Ice 7)
Inferno
Night Shade
Overheat
Shadow Ball
Smog

OTHER

Confuse Ray
Endure
Imprison
Minimise
Pain Split
Protect
Will-O-Wisp

Delibird [Kringles] (M)
NATURE: Naive (+9% Accuracy)

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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Vital Spirit: (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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Hustle: (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.
Insomnia (DW): (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

STATS
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 87 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: N/A
MC: 0
DC: 5/5

ATTACKS (16/66)
PHYSICAL
Brick Break
Counter
Fake Out
Fly
Ice Punch
Present

SPECIAL
Blizzard
Frost Breath
Future Sight
Hidden Power (Electric 7)
Ice Beam
Signal Beam

OTHER

Double Team
Endure
Protect
Substitute


And Wobbanaut's Crew!

Ambipom(Handy)M
Nature: Adamant(+Att , -Spa )
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Technician: [Type: Innate] This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Pick Up:[Type: 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.
Skill Link: [Type: Innate] [DW] This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats
HP: 90
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Level Up: Scratch, Tail Whip, Sand Attack, Astonish, Baton Pass, Tickle, Fury Swipes, Swift, Screech, Double Hit, Agility
TM/HM: Low Sweep, Double Team, Protect, Substitute, Acrobatics, Taunt, U-Turn
Egg Moves: Fake Out, Bounce, Counter, Spite
5th Gen Tutor : Snatch, Role Play, Seed Bomb
4th Gen Tutor: Fire Punch, Thunder Punch, Ice Punch
Total Moves: 28
[pimg]642[/pimg]
Haxorus[Bloodshed](M)
Nature: Adamant(+Att, -Spa)
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:

Rivalry:[Type: Innate] This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Mold Breaker:[Type: Innate]Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve:[Type: Innate][DW]The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Stats
HP: 100
Atk: Rank 7(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC:0
DC:5/5


Attacks:
Level Up: Scratch, Leer, Assurance, Dragon Rage, Dual Chop, Scary Face, Slash, False Swipe, Outrage, Taunt, Guillotine, Swords Dance, Dragon Dance, Dragon Claw, Giga Impact
TM/HMs: Double Team, Substitute, Dig, Hone Claws, X Scissor, Brick Break, Toxic, Earthquake, Dragon Tail, Rest, Protect, Bulldoze
Egg Moves: Endure, Reversal, Endeaver, Iron Tail, Focus Energy
5th Gen Tutor - Aqua Tail, Low Kick, Sleep Talk
Total Moves: 35

[pimg]230[/pimg]
Kingdra(Pyrophobe)(M)
Nature: Mild(+SpA,-Def)
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:

Swift Swim:[Type: Innate]The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper:[Type: Innate]This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp:[Type: Innate][DW]This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats
HP: 100
Atk: Rank 3
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 5
Base Rank Total: 16

EC: 9/9
MC: 1
DC: 5/5


Attacks:
Level Up: Bubble, Smokescreen, Leer, Water Gun, Focus Energy, Bubblebeam, Agility, Dragon Pulse, Hydro Pump, Dragon Dance, Yawn
TM/HM: Dive, Double Team, Scald, Ice Beam, Rain Dance, Quash, Protect
Egg Moves: Disable, Outrage, Razor Wind, Muddy Water
5th Gen Tutor: Draco Meteor, Bounce
Total Moves: 24

[pimg]609[/pimg]
Reuniclus[Fission](M)
Nature: Brave(+Att, -Spe, -10%Eva)
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.

Abilities:

Overcoat:[Type: Innate]This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard:[Type: Innate]This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
Regenerator:[Type: Innate][DW]When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26(-)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5


Attacks:
Level Up: Psywave, Reflect, Rollout, Snatch, Hidden Power Ground 7, Light Screen, Charm, Recover, Psyshock, Pain Split, Psychic, Wonder Room
TM/HM: Safeguard, Trick Room, Explosion, Shadow Ball, Thunder, Gyro Ball, Protect, Heal Block
Egg Moves: Imprison, Confuse Ray, Acid Armour
5th Gen Tutor: Magic Coat, After You, Fire Punch, Ice Punch
Total Moves: 27


And there they are!

IAR will send out his Pokemon and items first, followed by Wobbanaut who will then post orders. IAR will then order in kind before I ref!

Let's get to it!
 

Texas Cloverleaf

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I had been planning to ref the arena at the beginning of each round but that would be me not reading closely. The arena is....(roll=136/255)

Arena: Strong Badia
Field Type: Neutral
Complexity: Simple enough to be a viable alternative to the ASB arena
Format: All
Restrictions No Water Source


A field with a white picket fence along the edge. There is also a tyre leaning on the fence and a stop sign with graffiti on it leaning on a cinder block. There is no external water source for moves like Surf and Soak. Apart from that, everything else can be used as normal.
 
Reuniclus i choose you have a Leppa berry

Reflect - Psyshok - Psychic
If U-Turn then Protect but not consecutivly and push actions back (if this is illegal i would like to reorder
[ONLY ONCE]If Double Team Snatch and push back
If Thunder Wave AND Sheeldon is not behind a Sub Magic Coat and push back
 

Texas Cloverleaf

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[Pre-Round Information]

Expert Belt
100 HP
100 EN
No Status Issues

vs


Leppa Berry (1)
100 HP
100 EN
No Status Issues

Speed Order: Eelektross>Reuniclus

Eelektross used Thunderbolt on Reuniclus! (-6 EN)
no para (72)
no crit (11)
10+3+3=16

Reuniclus used Reflect! (-8 EN)

Eelektross used Volt Switch! (-4 EN)
no crit (16)
7+3+3=13

Reuniclus used Psyshock on Eelektross! (-5 EN)
no crit (7)
8+3+3=14

Eelektross used Thunderbolt on Reuniclus! (-6 EN)
paralysis (8)
no crit (14)
10+3+3=16
Reuniclus was paralyzed! (15%)

to move (45=yes)
Reuniclus used Psychic on Eelektross! (-6 EN)
no effect (37)
no crit (10)
10+3+3=16

Reuniclus's paralysis stage decreased (10%)


We kick off this match teleporting through spaaaaaaaaaaaace and settle into an area known as the Strong Badia. A simple place, most everything is allowed with the exception of an etxernal water source.

Analyzing the situation, IAR sends out his trusty Sheeldon the Eelektross, while Wobbanaut counters with Reuniclus. These are both powerful attackers, and it looks to be a battle of damage in this one.

Sheeldon starts off the match with a warning Thunderbolt across the bows of Reuniclus, warning it from trying anything tricky. Heedless of the attack, Reuniclus sets up a Reflective barrier to ward further physical attacks.

Sheeldon keeps up the offensive pressure with a Volt Switch, preparing to return to its Pokeball shortly. This could prove to be a wise idea, as Reuniclus fires balls of Psychic energy which shock Sheeldon.

Regaining its composure, Sheeldon returns to form with another Thunderbolt, this time paralysing Reuniclus! Reuniclus gets angry and decided enough is enough, hitting Sheeldon with a strong Psychic in response.

At the end of the round both Pokemon are still healthy but are beginning to wear down. Sheeldon returns to its Pokeball and IAR prepares to send out his second PoOkemon.

[Post-Round Information]

Expert Belt
70 HP
84 EN
No Status Issues
Switching out

vs


Leppa Berry (1)
55 HP
89 EN
Paralyzed (10%)

Reflect 4 actions
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Arena again...

"Alright Glowfire @ Dusk Stone, time to make the most of a good matchup!"

Imprison (Imprison | Shadow Ball | Pain Split) > Shadow Ball > Hex
IF Snatch is issued when you are scheduled to use Imprison, THEN use Shadow Ball that action, pushing actions back.
IF Light Screen is issued when you are scheduled to use Imprison, THEN use Shadow Ball on the first instance, pushing actions back.
 

Texas Cloverleaf

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soz IAR, not used to teleportation, the arena thing keeps slipping in and out of my mind

Time Traveller's Forest

Arena: Time Traveller's Forest
Field Type: Diverse
Complexity: Intense
Format: All
Restrictions: Weather moves won't work.

Description:
A simple little grove in the middle of a forest, with a 50m clearing in the middle. A river runs silently off to the side of the arena, about 2.5m deep and 3m wide, and sunlight flutters softly down onto this picturesque scene. So, what make this arena so special?

Time Travel.

At the beginning of every round, Celebi shows up (Non-catchable) and shifts everyone from the current timeline to a random alternate (Schroeder's Cat Principle. It's Quantum Physics, hard to explain). The potential timelines are:

- Natural Life: The starting arena. Call it home if you like, because it'll be the only promise of comfort you'll get. No special effects.
- Forest Fire: Tiger, Tiger, burning bright... All Fire Moves enjoy a +2BP Boost, while Water Moves suffer a -2BP Boost. In adition, all pokemon unused to the intense heat with have -1 Accuracy.
- Industrialization: Welcome to the Streets. Desolate for as far as the eye can see, nothing but concrete and iron under the harsh street lamps of the Big City. The river and all the trees are gone, and Seismic Activity and Dig are unusable. Steel, Poison and Electric types are right at home, and have the Energy cost reduced of all moves by 2.
- Drought: Sunlight, so harsh it burns. The trees have lost their leaves, and offer little to no relief to wary battlers. All Grass-Types will be treated as if they have Solar Power, as well as their normal abilities. Water-types will also be treated as if they have Dry Skin.
- Storm: Thunderbolts and Lightning, very very Frightening! The river has flooded, and everyone has about 50cm of water around their ankles! This impedes foot-movement, and all moves that require going up and striking your opponent to have negative priority. Flying types, Levitators and Water-types are able to ignore this, due to their ability to avoid/thrive in watery conditions.
- Deadland: The river dried up, and the land died with it. Nothing but Sand as far as the eye can see, which isn't very far, with the giant Sandstorm in your face. Pokemon uncomfortable with Desert conditions have -1 Accuracy.
- Snowbound: Welcome to a Winter Wonderland. Weather is Snowing (Hail, without the damage per Action). Pokemon unfit for Winter conditions will move slower than normal.
- Volcanic Pile: From out of the ashes I leap! The volcano has long since died down, but its scar against the countryside is left forever. The ground is rocky and loose, giving all direct damaging attacks a 1/10 of outright failing, with the exception of Flying, Rock, Ground or Levitating Pokemon.
- Midnight in a Perfect World: Identical to Natural Life, but during the Night. Because of the tranquility, a sense of peace befalls all Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 50% more effective, and will work with their maximum level of effectiveness (even Sythesis/Morning Sun). This peace also affects a Pokemon's fighting prowess; All Pokemon's Attack and Special Attack Ranks are halved, rounded up.
- 1994 Kanto: Taking it way back, when Pokemon was just ≈150. Long before the Physical/Special Split, Abilities, Items and Natures, there was these 16-bit trees and the most catchy music in the world. If you haven't worked out what the conditions are, look it over.

And any other little place that may pop into the Ref's head, as long as it's simple.


~OR~


Time passes by quite quickly. Every Second Round, we move on to a new Phase of the Day:

Daybreak: Casual battle. Low light, Optimism. Hopes begin at around this time of the day. (No effect)
Midday: Better grab the Sunscreen, it's gettin' hot! (Sunny Day)
Sunset: As the day fades away, bright reds and yellows draw your eyes away from the fight. (Accuracy Drop)
Midnight: It's cold, it's dark, and now there's a thunderstorm coming! Great! (Raining)
Daybreak again, so on and so forth.



RNG states Volcanic Pile!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"This does not appear to be going anywhere, despite reminders on IRC...Perhaps a slight bump might get my opponent to post?"
 

Texas Cloverleaf

This user has a custom title
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[Pre-Round Information]

Dusk Stone
100 HP
100 EN
No Status Issues

vs


Leppa Berry (1)
55 HP
89 EN
Paralyzed (10%)

Reflect 4 actions

Speed Order: Chandelure>Reuniclus

Chandelure used Imprison (Imprison, Shadow Ball, Pain Split)! (-8 EN)
The moves were sealed off for 6a

74=no para
Reuniclus used Confuse Ray! (-5 EN)
1/3=light confusion
Chandelure was confused for 2a

Chandelure is confused! (84=yes)
Chandelure hit itself in confusion! (-3 EN)
4-3=1
Chandelure's confusion stage dropped from the self hit!
Chandelure's confusion stage dropped from end of action!

37=no para
Reuniclus used Hidden Power Ground (7)! (-5 EN)
no crit (6)
(7+3)*1.5=15

40=no para
Reuniclus used Protect! (-19 EN)

Chandelure snapped out of confusion!
Chandelure used Hex! (-6 EN)
no crit (13)
(12+3+5)*1.5=30 damage blocked

Reuniclus's paralysis stage decreased


Chandelure enters the fray and wastes no time Imprisoning Reuniclus, sealing off almost all of its options. With little else to do Reuniclus sends a Confuse Ray at Chandelure, slightly confusing it. This proves to be a worthwhile strategy, as Chandelure hits itself in confusion, allowing Reuniclus a free shot with its Hidden Power. Knowing Chandelure can put the hurt on, Reuniclus Protects itself, a wise strategy, though a costly one, as the barrier absorbs Chandelure's powerful Hex.

[Post-Round Information]

Dusk Stone
85 HP
86 EN
No Status Issues

vs


Leppa Berry (1)
55 HP
60 EN
Paralyzed (5%)
Imprisoned for 3a (Shadow Ball, Imprison, Pain Split)

Reflect 1 actions


Wobba
IAR
Me


Arena: RNG roll for post=36/53
Roll for arena=3/3

The Royal guard said:
Arena: Frostbite Cave

A small tunnel that empties into a small cavern that is only barely lit by light reflecting down from ice from the surface. Except for a small patch of rock (about 10M by 10M) in the center of the cavern, the floor and walls are coated in ice, making moving around the room very difficult. There are also Icicles hanging from the ceiling of the cave, so any overly loud or seismic attacks have a chance to drop icicles on either combatant, regardless of who used the attack (percentages and damage dealt up to ref). The ground is also very hard so any non rock, ground, or steel type pokemon trying to use dig will only smash its digging apendage on the floor hurting itself. There is no source of water other than the layer of ice which cant be utilized unless it is somehow thawed. Also the ceiling is high enough that Fly and bounce can safely be used.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Sheeldon, we certainly have an option for that!"

Switch Phase: Glowfire > Sheeldon

Dragon Claw > Thunderbolt > Dragon Claw
IF Focus Energy is issued, THEN use Gastro Acid on the first instance.
IF Pyrophobe has Double Team clones up when you act, THEN use Discharge that action.
 

Texas Cloverleaf

This user has a custom title
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Wobbanaut, those are illegal orders and I will require you to reorder. I cannot allow you to Dive or Rain Dance in the present arena
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
[Pre-Round Information]

Expert Belt
100 HP
100 EN
No Status Issues

vs


Dragon Scale
100 HP
100 EN
n/a

Reflect 1 actions

Speed Order: Kingdra>Eelektross

Kingdra Bounced up high!

Eelektross used Dragon Claw! (-6 EN)
It missed!

Kingdra used Bounce! (-10 EN)
no para (80)
no crit (11)
(8+1.5)/1.5=6

Kingdra used Hydro Pump! (-7 EN)
hit (12)
no crit (6)
12+3+3=18

Eelektross used Thunderbolt! (-7 EN)
no para (55)
no crit (9)
10+3+3=16

Kingdra used Disable (Dragon Claw)! (-7 EN)
Dragon Claw is disabled!

Sheeldon tried to use Dragon Claw!
Dragon Claw is disabled!


Kingdra and Eelektross hit the field in place of Reuniclus and Chandelure. Kingdra bounces up high to avoid a Dragon Claw before landing on Eelektross. It then fires a Hydro Pump to the face, although Eelektross uses this jet of a water to send a Thunderbolt dancing back at Kingdra. Finally, Kingdra focuses its power on Eelektross, Disabling Dragon Claw and causing Eeletross to be unable to act.

The arena suddenly teleports around us and we end up in...the ASB Arena!

[Post-Round Information]

None
76 HP
87 EN
No Status Issues

vs


Dragon Scale
84 HP
76 EN
n/a


Wobba
IAR
Me


Arena: RNG roll=1

ASB Arena!




Dusk Stone
85 HP
86 EN
No Status Issues

vs


Leppa Berry (1)
55 HP
60 EN
Paralyzed (5%)
Imprisoned for 3a (Shadow Ball, Imprison, Pain Split)
 
Rain Dance - Hydro Pump - Yawn
[ONLY ONCE]If Protect Focus Energy and push back
If Sheeldon is behind a substitute when you are to use Roar use Hydro Pump instead
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Yo, my Eelektross has an Expert Belt as denoted by post #2.

"Cool, we can take advantage of that!"

Thunder > Volt Switch > Thunder
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
[Pre-Round Information]

None
76 HP
87 EN
No Status Issues

vs


Dragon Scale
84 HP
76 EN
n/a

Speed Order: Kingdra>Eelektross

Kingdra used Rain Dance! (-9 EN)
It started to Rain!

Eelektross used Thunder! (-7 EN)
no para (60)
no crit (8)
12+3+3=18

Kingdra used Hydro Pump! (-7 EN)
hit (7)
no crit (4)
12+3+3+3=21

Eelektross used Volt Switch! (-4 EN)
no crit (5)
7+3+3=13

Kingdra used Yawn! (-7 EN)

Eelektross used Thunder! (-7 EN)
no para (76)
no crit (16)
12+3+3=18


flavour

[Post-Round Information]

Expert Belt
55 HP
69 EN
Switching Out

vs


Dragon Scale
35 HP
53 EN
n/a

Iar switches out Eel and orders
Wobb
Me


Arena: MoonSim Inc.
Field Type: Neutral
Complexity: Moderate/Intense
Format: Singles

In the deserts of Nevada, there is a deceptively large building. Why 'deceptively' large? While it seems to sprawl out across the dunes, there is actually only one room. Indeed, it is a large room, but nothing spectacular.

Though it may seem weathered and abandoned from the outside, the interior of MoonSim Inc. is as full of hustle and business as any modern corporation, but with a subtle difference. In the middle of the room, only separated from black marble flooring and whirring machinery by a knee-height plexiglass barrier, there is 100ft x 80ft of the moon. Or close enough, anyway.

Hitting the temptingly-red button causes a large Pokémon battling arena to erupt from the centre, immediately entrancing the multiple Elgyem acting as aides to the scientists. They were found here in the desert about twenty years ago, and MoonSim Inc. was subsequently founded on the site. The founders couldn't remember why they'd made it - it was just as if the idea had popped into their minds. Anyway, I digress.

Gravity is being tested today, so there will be two effects in progress: 1) When the match Seeker's Pokémon is winning, all Pokémon gain the Levitate trait, and accuracy of all moves is lowered by a flat 10%.
2) When the match Seeker's Pokémon is losing, strong Gravity comes into effect.

Whether a Pokémon is winning or losing is decided by 100-([(Damage taken + energy spent) / (HP at start of round + energy at start of round)]*100).


I hate teleportation




Dusk Stone
85 HP
86 EN
No Status Issues

vs


Leppa Berry (1)
55 HP
60 EN
Paralyzed (5%)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alrightio Kringles @ Everstone, to work!"

[Enable Hustle] Blizzard > Blizzard > Blizzard
IF (Non-Combo Evasive Damaging Move) is issued without suspense, AND Pyrophobe out-speeds, THEN use Fly that action.
IF Blizzard is disabled, THEN replace all remaining instances of Blizzard with Ice Beam.
 
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