Battle Rules said:3v3 FE Singles
ALL Items
ALL Abilities
Switch OK
3 Day DQ
Arena: jas' Flying Gym
Arena said:Arena: Flying Gym
A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
No Sandstorm or Hail
The thin battle platform prevents Dig.
Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
Seriously though, this is the flying gym. Why would you be using Dig anyways?
All other attacks are allowed.
Energy Cost of Roost reduced by 1.
Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost). This effect lasts for 4 rounds from the beginning of the battle.
Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
Wind Based attacks have base power increased by 2
Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
AND NOW AGAINST DRIFTER
Venomoth (Koiga) (F)
NATR: Timid (+15% Speed, +12% [12.43%] Acc, -1 Atk)
TYPE: Bug / Poison
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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
Shield Dust: (Passive) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Tinted Lens: (Passive) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin (Unlocked): (Passive) The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.
STATS: 70 / 65 / 60 / 90 / 75 / 90
HP: 100
Atk-: ** (2)
Def: ** (2)
SpA: *** (3)
SpD: *** (3)
Spe+: 104 (90 * 1.15)
SC: 3
WC: 2
BRT: 17
EC: 6 / 6
MC: 1
DC: 5 / 5
Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
ATTACKS [62]Confusion
Bug Buzz
Disable
Foresight
Gust
Leech Life
Poison Fang
PoisonPowder
Psybeam
Psychic
Quiver Dance
Signal Beam
Silver Wind
Sleep Powder
Stun Spore
Supersonic
Tackle
Zen Headbutt
Agility (#)
Baton Pass
Morning Sun (#)
Rage Powder
Toxic Spikes (#)
Air Cutter
Bug Bite
Giga Drain
Ominous Wind
Skill Swap
Sleep Talk
String Shot
Tailwind
Twister
Acrobatics
Aerial Ace
Attract
Double Team
Energy Ball
Flash
Frustration
Hidden Power [Ground 7]
Hyper Beam
Flash
Protect
Rest
Roost
Sludge Bomb
SolarBeam
Struggle Bug (#)
Substitute
Sunny Day
Swagger
Thief
Toxic (#)
U-turn
Venoshock (#)
Bide
Defog
Endure
Razor Wind
Reflect
Teleport
Whirlwind
Cyclohm (Kumo) (F)
NATR: Modest (+1 SpA, -1 Atk)
TYPE: Dragon / Electric
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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
Shield Dust: (Passive) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Passive) 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.
Overcoat (Unlocked): (Passive) 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).
STATS: 108 / 60 / 118 / 112 / 70 / 80
HP: 110
Atk-: * (1)
Def: **** (4)
SpA+: ***** (5)
SpD: *** (3)
Spe: 80
SC: 4
WC: 4
BRT: 20
EC: 9 / 9
MC: 0
DC: 5 / 5
ATTACKS [59]:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Spark
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
Dragon Dance
Gust
Hydro Pump (#)
Magnet Rise (#)
Power Gem
Signal Beam (#)
Draco Meteor
Electroweb
Heal Bell
Sleep Talk
Snore
Aerial Ace
Blizzard
Bulldoze
Double Team
Fire Blast (#)
Flamethrower
Flash
Hidden Power [Grass 7]
Hone Claws (#)
Ice Beam
Incinerate
Light Screen
Protect
Rest
Roar
Substitute
Surf
Thunder (#)
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Volt Switch
Endure
Dragonite* (Kidoku) (M)
NATR: Quiet (+1 SpA, -15% Speed, -10% Eva)
TYPE: Dragon / Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (Unlocked): (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
STATS: 91 / 134 / 95 / 100 / 100 / 80
HP: 100
Atk: ***** (5)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)
SC: 4
WC: 6
BRT: 22
EC: 9 / 9
MC: 0
DC: 5 / 5
ATTACKS [62]:
Agility (*)
Aqua Tail
Dragon Dance
Dragon Rage (*)
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer (*)
Outrage
Roost
Safeguard
Slam (*)
ThunderPunch
Thunder Wave (*)
Twister (*)
Wing Attack
Wrap (*)
Aqua Jet (*)
Dragon Pulse (*)
DragonBreath
ExtremeSpeed (*)
Haze
Draco Meteor
Heat Wave
Ominous Wind
Superpower
Tailwind
Aerial Ace
Blizzard
Brick Break
Bulldoze
Dive
Double Team
Dragon Claw
Earthquake
Fire Blast (*)
Flamethrower
Fly
Focus Blast
Giga Impact
Hidden Power [Grass 7]
Ice Beam (*)
Incinerate
Light Screen
Protect
Rain Dance
Rest
Sky Drop
Stone Edge
Substitute
Surf
Thunderbolt (*)
Toxic
Bide
Endure
Focus Punch
Reflect
Shock Wave
Sleep Talk
Dispel [R]
Engineer Pikachu sends out and equipsBattle against a gym leader... *Gulp* I hope I am skilled enough.
Rook the Bisharp
Rook (Male Bisharp)
Adamant Nature
Type: Dark/Steel
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.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Defiant: Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
(Dream World: Unlocked!) Pressure: Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 2
DC: 5/5
Attacks: (35/74 Moves Known)
Metal Burst
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Slash
Assurance
Metal Sound
Embargo
Iron Defense
Night Slash
Iron Head
Swords Dance
Guillotine
Headbutt
Psycho Cut
Pursuit
Revenge
Sucker Punch
Dual Chop
Low Kick
Stealth Rock
Hone Claws
Toxic
Protect
Brick Break
Sandstorm
Aerial Ace
Thief
False Swipe
Retaliate
Thunder Wave
Demon Lord Itsumo the Spiritomb<===>
Itsumo (Male Spiritomb)
Relaxed Nature
Type: Ghost/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.
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:
Pressure: Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
(Dream World: Unlocked!) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 29 (-) (29.75 Unrounded)
Size Class: 2
Weight Class: 5
Base Rank Total: 18
Evasion Penalty: -10% Evasion
MC: 0
DC: 5/5
Attacks: (65/65 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse
Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen
Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room
Water Pulse
Calm Mind
Toxic
Hidden Power (Fighting 7)
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Double Team
Shock Wave
Rock Tomb
Torment
Facade
Secret Power
Rest
Attract
Thief
Endure
Round
Quash
Will-O-Wisp
Silver Wind
Embargo
Retaliate
Giga Impact
Flash
Psych Up
Natural Gift
Swagger
Substitute
Snarl
Notes:
Special Thanks to UllarWarlord for the sprite of the humanoid form of Itsumo.
Followers NOT on Eternal Drifter's Team: 2 (Chuck (Matezoide's Banette), GemoftheDay)
Hope the Chimecho
Hope (Female Chimecho)
Bold Nature
Type: 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.
Ability:
Levitate: Type: Innate
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.
HP: 100
Atk: Rank 1-
Def: Rank 4+
SpA: Rank 3
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16
EC: 6/6
MC: 0
Attacks: (37/82 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Take Down
Yawn
Psywave
Double-Edge
Heal Bell
Safeguard
Extrasensory
Heal Pulse
Psychic
Disable
Future Sight
Hypnosis
Recover
Stored Power
Wish
Helping Hand
Mimic
Recycle
Signal Beam
Skill Swap
Swift
Psyshock
Calm Mind
Toxic
Light Screen
Protect
Double Team
Reflect
Shock Wave
Thunder Wave
Eternal Drifter sends out, equips, and orders
Engineer Pikachu orders
Ref