3v3 LC singles
2 day DQ
(With a water source.)
Field Type- Neutral
The Temple is open and stretches across the side of a mountain. Four hundred feet below, down an 80 degree slope, lies a forest and a large lake, making around the Temple very peaceful. The area itself looks like an ancient Temple-yard, with the floor and everything standing being built of a worn yellow-brown stone.
On the ground there are also worn out pictures of mythical and supernatural beasts that glow dimly at night time. At night, the cracks and lines that separate and run through the stones glow bright green, giving the area a mystical (and TRON-like) feel. The battle area is two hundred feet long and one hundred feet wide, making a rectangle. The left side of the arena is facing the forest and lake, making that side dangerous. Pokemon can fall off the side, even though there is a two foot ancient guard rail. The right side of the arena meets the side of the mountain, and the mountain doesnít slope, it juts upward at a 90 degree angle.
Also in the Temple there are large totem pole- like columns that rise from the ground in ten different places. Each one is three feet thick and twenty feet tall. Each column has a mythical/supernatural creature on it (e.g one has only pegasi on it, one has only minotaurs on it, etc).
As soon as a pokemon enters this arena, the powers of the gods alter the pokemon randomly. There are ten ways the Pokemon could be altered, either making your partner a terrifying beast or a bad excuse for a sci-fi monster. (when a dual-typed pokemon is transformed and it gains a type (e.g Aggron with Pegasus transformation), the pokemon loses its second type and gets the type said in the description of the transformation)
Descriptive list of creatures
∑ Pegasus: A Mythical Beast originating from Greek culture, the Pegasus stood for beauty and grace, And with the gods crafting its wings onto your pokemon, surely it will be graceful too! The wings will spurt from the back of the pokemon, and grow proportional to the pokemon (12 feet long wings wonít be crafted onto a Pikachu). The pokemon will gain the flying type, and learns the moves whirlwind, wing attack, and aerial ace. The pokemonís speed will increase by 20 (e.g a Mamoswine with 80 speed would become a ground/flying with 100 speed). The pokemon gains the ability Serene grace.
∑ Zombie: If you enter the battlefield and find your prized pokemon is now moldy and green, you sir have been the victim of a horrible prank played by the gods. Actually the zombification process does not hurt the pokemon, but it leaves the poor beast looking disgusting and hideous. Because of its vile look (and smell), the accuracy of all moves launched at the pokemon is decreased by 25% (if sleep powder was used on a pokemon that was zombified, the base accuracy would be 50% instead of 75%).The pokemonís speed will decrease by 20 (a Mamoswine with 80 speed would become a zombie Mamoswine with 60 speed). The pokemon also gains the poison type (if it doesnít already have it), and learns the moves toxic, sludge bomb, and screech. The pokemon gains the ability Poison touch.
∑ Abominable Snowman: When the gods mix part of this dangerous beast into your pokemonís configuration, they will grow four feet taller and gain immense strength. They will have a pale blue coloration, and will emit a chilling aura from their body, and the chilly atmosphere will make a hailstorm appear for the whole battle! If the pokemon has no fur they will find themselves coated in a small layer of the wooly substance; If they do then the fur will lengthen until the pokemon looks shaggy. The Pokemon gains the ice type, and learns blizzard, rock climb, and ice fang. The pokemon gains the ability snow warning. The pokemonís attack becomes rank 4.
∑ Squonk: a most ugly and depressing creature, when parts of the squonk enter your pokemon, it will turn a most unnerving shade of gray and green, and boils and warts of all sizes will grow on every inch of its body. This drastic change will sadden said pokemon, and make it very conscious about itself. In fact, it will not want to battle at all! Your pokemon will try to avoid all attacks and avoid battling itself (all opponents attacks have a fifty-fifty chance they will hit, and there is a fifty-fifty chance that your pokemon will not use a move when you command it to). Also if your pokemonís health gets lower than 20 HP, The squonk inside will activate its last form of escape; melting. Before your eyes, your pokemon will melt and form a large puddle on the battle field! It is not gone however, it can still use water moves! The pokemon gains the water type when it becomes part Squonk, and learns the moves surf, muddy water, and aqua ring. The pokemon will gain the ability Storm drain and gain 30 speed.
∑ Chupacabra: The goat suckerís viciousness and bizarre appearance has been merged with your pokemon! The partner you own loses all its hair and fur (if it had any), and turned a deep mottled grey, with blood red claws protruding from its hands (if the pokemon has hands). Also spikes jut from the pokemonís back, the same blood-red color. Finally if the pokemon had fangs they turn the same dreaded color, but if not two large canine teeth burst from the mouth. Primed up and ready for battle, the chupacabra like pokemon can now jump, climb, and move very agilely, with its speed and evasiveness increasing. The pokemon gains the dark type, and learns crunch, leech life, and night slash. The pokemonís speed will be increased by 25, and gain 15% evasion. The pokemon gains the ability intimidate
∑ Minotaur: The beast from Crete flows within your pokemon and transforms it into a wild and raging monster! Its head becomes bull-like, spurting horns, growing thick black fur all around the neck and face, and even a ring through the bottom of the nose forms! The pokemon gets the trait of the minotaur most feared; its anger. Fury courses through your Pokemonís body, strengthening all its attacks. However, the rage makes the minotaurish pokemon only use attacks. The pokemon gains the fight type and learns brick break, head smash, and Head charge. The pokemonís attack will become rank 5. The pokemon gains the ability sheer force.
∑ Mongolian Death Worm: The pokemon resembles the most feared in-vertebrate in Asia! Your pokemon will turn bright red, and lose its appendages (and grow slightly chubby). It will also gain amazing stamina! However it will get amazing digging powers, able to tunnel faster than dugtrios and excadrills. The pokemon will gain the type ground and learn the moves dig, gunk shot, and earthquake. Speed increases by 20 underground. The pokemonís health will become 120. The pokemon gains the ability Arena trap.
∑ Chimera: An ancient beast from Greek and middle eastern mythology, your pokemon will gain fire breath, and grow a long scorpion tail that can poison your enemies! The pokemonís face will also grow lionish, and if the pokemon has multi heads they will take the shape of a goat. The pokemon will gain the fire type and learn the moves flamethrower, poison fang, and roar. pokemon gains the ability flame body. The chimera is very skilled at fighting, so the pokemon gets rank 3 attack and rank 4 special attack.
∑ Gargoyle: Your pokemon will become like the stone beasts of the city that watch the helpless humans down below. The pokemon affected will become stone, literally! And they will not be able to speak or use any moves dealing with sound! Its defenses will increases greatly, but it will move very little whatsoever! The pokemon will gain the type rock and learn the moves rock throw, glare, and rock wrecker. Its defense will become rank 6, and special defense rank 4, but it will gain the ability Truant.
∑ Wyvern: A medium sized breed of dragon, The blood of the royal heir of dragons will be placed inside your pokemon! It will turn pale blue-green, and grow scales. Wings will spurt from the back, and it will be able to breath out dragon fire, more potent and deadly than regular fire. The pokemon will gain the dragon type and learn the moves dragon breath, dragon claw, and hone claws. The pokemon will also gain the ability cursed body. The pokemon will also be able to fly.
Summary for Mythical/Supernatural beasts:
able to fly
Whirlwind, wing attack, and aerial ace
Opponentís accuracy -25%
Toxic, sludge bomb, and screech
Rank 4 attack
Blizzard, Rock climb, and ice fang
Opponentís attacks have a 50/50 chance to hit
There is a 50/50 chance your pokemon will not attack
Melts into water when HP is lower than 20
Surf, Muddy water, and Aqua ring
Night slash, Crunch, Leech life
Can only use attacks
Rank 5 Attack
Brick break, Head smash, and head charge
Mongolian Death Worm:
+20 speed when in the ground
Dig, gunk shot, and Earthquake
Grow a snake for a tail
Flamethrower, Poison fang, and Roar
Rank 3 attack and rank 4 special attack
Cannot use moves dealing with sound
Rock Throw, Glare, Rock Wrecker
Rank 6 defense and rank 4 special defense
Able to fly
Dragon Breath, Dragon Claw, Hone Claws
The Ref will Roll the RNG to decide what mythical creature is mixed with the battling pokemon. Pokemon are morphed as soon as they enter the battlefield and cannot be changed for the rest of the battle, even if they switch out and come back in.
Originally Posted by Fat ThunderBar
Pokemon Team :
Eevee Light Eater(M) Nature: Modest(+1 SpA,-1Atk)
Normal:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.
The moves that match this Pokemonís type have their Base Attack Power increased by two (2).
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Mudkip Kiper(M) Nature: Brave (Adds One (1) Rank to 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) on an opponentís attacks.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
When this Pokemonís HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
DW(Locked) Damp (Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponentís ability to use Selfdestruct or Explosion.
Mime Jr. Mimey (F) Nature: Calm (+Spd, -Atk)
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.
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponentís super-effective attack by two (2).
DW(Locked) Technician (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.
Meditite [Fury] (F)
Nature: Adamant (+Atk, -SpA)
Type: 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. 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: Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank. Telepathy (DW-Locked): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Hidden Power (Rock, 7)
Jolt the Electrike
Electrike [Jolt] (M)
Nature: Naive (+10 Speed, +13% Accuracy, -SpD)
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: Lightningrod: (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, Lightningrod will not activate. Static: (Innate) This Pokemonís body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. Minus (DW- Locked): (Trait) This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemonís special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Archen [Terror] (M)
Nature: Adamant (+Atk, -SpA)
Type: 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. 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: Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.