Emma wants more money! (VS Engineer Pikachu)

Frosty

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Challenging Pwnemon to a 6v6 FE triples

Challenging Engineer Pikachu to a 6v6 FE triples

they can pick the rules because idc
3 Day DQ
Items: All
Abilities: All
Positioning: Off
Substitutions: 3
Infinite chills / Recovers
Switch: OK

Referee can choose a (not too crazy) arena.
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 arenas 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 do not count, either...Neither does TELEPORTATION! itself.

Summary: A new arena every round.


First Arena is....

Arena: Oasis and Pyramid
Field Type: Ground, Fire, Water, Grass
Complexity: Moderate
Format: All

Arena: A pyramid that is right next to an oasis (about 10 feet away, the oasis is about 200 sq feet in the shape of a circle), which is filled with lush growth and plenty of desert plants. There is a pool that sits next to the pyramid and it is about 15 feet deep. Battlers begin midway between the top of the pyramid and the bottom and can either climb or descend the pyramid. A Revenankh (of life) sits at the top of the pyramid, meditating and it will reward them with 30 Health. Desukan may appear randomly if the sandstorm is damaged too much (as well as Desumasu). They will Curse any Pokemon that get in their way. Sunny Day is always in effect here, with a 10% chance of a Sandstorm occurring. Although the weather is warm here, there is a decent amount of humidity in the air as well. This means that there is a 1% chance of Rain Dance of occurring on its own. And if we want to go into any deeper details, there is only a 0.0000000001% chance of Hail occurring around here. Anyways, this image sort of gives us a feeling of what the arena should look like:
[/QUOTE]

Elevator Music said:

Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Spe, +15% Acc, -1 Atk)
Type: Fire
Fire: Fire STAB; immune to burn, 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:
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.
Drought (DW): (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 79 [Movepool Complete]

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

Attacks:
Attract
Bide
Body Slam
Calm Mind
Captivate
Charm
Confuse Ray
Covet
Curse
Dark Pulse
Dig
Disable
Double-Edge
Double Team
Dream Eater
Ember
Endure
Energy Ball
Extrasensory
Facade
Faint Attack
Fire Blast
Fire Spin
Flail
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Foul Play
Frustration
Giga Impact
Grudge
Headbutt
Heat Wave
Hex
Hidden Power
Howl
Hyper Beam
Hypnosis
Imprison
Incinerate
Inferno
Iron Tail
Mimic
Nasty Plot
Natural Gift
Ominous Wind
Overheat
Pain Split
Payback
Power Swap
Protect
Psych Up
Psyshock
Quick Attack
Rage
Reflect
Rest
Return
Roar
Role Play
Round
Safeguard
Secret Power
Skull Bash
Sleep Talk
Snore
SolarBeam
Spite
Substitute
Sunny Day
Swagger
Swift
Tail Slap
Tail Whip
Take Down
Toxic
Will-O-Wisp
Zen Headbutt

Milotic(*) [Mirokarosu] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Marvel Scale: (Innate) This Pokemon's coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Cute Charm (DW): (Innate) This Pokemon's natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20
Total Moves: 68 [Movepool Complete]

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

Attacks:
Aqua Ring
Aqua Tail
Attract
Avalanche
Bind
Blizzard
Body Slam
Brine
Bulldoze
Captivate
Confuse Ray
Dive
Double-Edge
Double Team
DragonBreath
Dragon Pulse
Dragon Tail
Endure
Facade
Flail
Frustration
Giga Impact
Hail
Haze
Hidden Power
Hydro Pump
Hyper Beam
Hypnosis
Ice Beam
Icy Wind
Iron Head
Iron Tail
Light Screen
Magic Coat
Mimic
Mirror Coat
Mist
Mud-Slap
Mud Sport
Natural Gift
Protect
Psych Up
Rain Dance
Recover
Refresh
Rest
Return
Round
Safeguard
Scald
Secret Power
Sleep Talk
Snore
Splash
Substitute
Surf
Swagger
Swift
Tackle
Tickle
Toxic
Twister
Waterfall
Water Gun
Water Pulse
Water Sport
Whirlpool

Venomoth [Morufon] (M)
Nature: Timid (+15% Spe, +12% Acc, -1 Atk)
Type: Bug/Poison
Bug: 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: 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: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (e.g. burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Wonder Skin (DW): (Innate) 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:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 104 (90 *1.15) (+) (12% Accuracy boost)
Size Class: 3
Weight Class: 2
Base Rank Total: 17
Total Moves: 80 [Movepool Complete]

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

Attacks:
Acrobatics
Aerial Ace
Agility
Air Cutter
Attract
Baton Pass
Bide
Bug Bite
Bug Buzz
Captivate
Confusion
Curse
Defog
Disable
Double-Edge
Double Team
Endure
Energy Ball
Facade
Flash
Foresight
Frustration
Giga Drain
Giga Impact
Gust
Hidden Power
Hyper Beam
Leech Life
Mega Drain
Mimic
Morning Sun
Natural Gift
Ominous Wind
Poison Fang
PoisonPowder
Protect
Psybeam
Psychic
Psywave
Quiver Dance
Rage
Rage Powder
Razor Wind
Reflect
Refresh
Rest
Return
Roost
Round
Screech
Secret Power
Signal Beam
Silver Wind
Skill Swap
Sleep Powder
Sleep Talk
Sludge Bomb
Snore
SolarBeam
String Shot
Struggle Bug
Stun Spore
Substitute
Sunny Day
Supersonic
Swagger
Sweet Scent
Swift
Tackle
Tailwind
Take Down
Teleport
Thief
Toxic
Toxic Spikes
Twister
U-turn
Venoshock
Whirlwind
Zen Headbutt

Necturna [] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Grass/Ghost
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.
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:
Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Telepathy (DW): (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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4 (-)
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23
Total Moves: 66 [Movepool Complete]

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

Attacks:
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustration
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power (Water, 7)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Skill Swap
Sleep Talk
Snatch
Snore
Soak (Sketched)
SolarBeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed

Conkeldurr [Roobushin] (M)
Nature: Careful (+1 SpD, -1 SpA)
Type: Fighting
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.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force: (Can be Enabled) 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.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 68 [Movepool Complete]

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

Attacks:
Attract
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Counter
Detect
Dig
Double Team
Drain Punch
DynamicPunch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power (Psychic, 7)
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Protect
Rain Dance
Rest
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Scary Face
Sleep Talk
Smack Down
SmellingSalt
Snore
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Taunt
ThunderPunch
Toxic
Wake-Up Slap
Wide Guard
Work Up

Mollux [] (F)
Nature: Timid (+15% Spe, +9% Acc, -1 Atk)
Type:
Fire: Fire STAB; immune to burn, 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.
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:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76 *1.15) (+) (9% Accuracy boost)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 67 [Movepool Complete]

MC: 0
DC: 5/5

Attacks:
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Facade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hidden Power (Ice, 7)
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
SolarBeam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-O-Wisp
Withdraw

Engineer Pikachu said:

Mollux (Yogan) (F)
NATR: Bold (Defense increased by *, Attack decreased by *)

TYPE: Fire / Poison
Fire STAB; immune to burn, 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.

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
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (Unlocked): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

STATS: 95 / 45 / 83 / 131 / 106 / 76

HP: 100
Atk-: * (1)
Def+: **** (4)
SpA: ***** (5)
SpD: **** (4)
Spe: 76

SC: 3
WC: 3
BRT: 20

EC:
MC: 0
DC: 5 / 5

ATTACKS [53]:
Acid
Acid Armor
Acid Spray
Bide
Clear Smog
Confuse Ray
Ember
Eruption
Final Gambit
Gunk Shot
Heat Wave
Inferno
Lava Plume
Moonlight
Recover
Toxic Spikes
Withdraw

Aqua Ring (#)
Fire Spin (#)
Heal Pulse (#)

Bind
Gastro Acid
Heal Bell
Helping Hand
Knock Off
Sleep Talk
Snatch
Stealth Rock

Attract
Double Team
Explosion
Hidden Power [Ice 7]
Hyper Beam
Fire Blast
Flame Charge
Flamethrower
Flash
Light Screen
Overheat
Protect
Rain Dance
Rest
Sludge Bomb
Sludge Wave
SolarBeam
Substitute
Sunny Day
Thunder Wave
Thunder
Thunderbolt (#)
Toxic (#)
Venoshock (#)
Will-O-Wisp

Syclant* (Hyomu) (M)
NATR: Mild (Special Attack increased by *, Defense reduced by *)

TYPE: Ice / Bug
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 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 (Unlocked): (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.

STATS: 70 / 116 / 70 / 114 / 64 / 121

HP: 100
Atk: **** (4)
Def-: ** (2)
SpA+: ***** (5)
SpD: *** (3)
Spe: 121

SC: 3
WC: 4
BRT: 21

EC: 6 / 6
MC: 4
DC: 5 / 5

ATTACKS [47]:
Avalanche
Bug Bite (*)
Bug Buzz
Focus Energy (*)
Hail
Ice Beam
Ice Punch
Ice Shard (*)
Icicle Drop
Icicle Spear (*)
Icy Wind (*)
Leech Life (*)
Leer (*)
Scratch
Sheer Cold
Slash (*)
X-Scissor

Counter
Earth Power (*)
Pin Missile
Spikes
Tail Glow (*)
Water Pulse (*)

Electroweb
Superpower

Acrobatics (*)
Aerial Ace
Blizzard (*)
Brick Break
Bulldoze
Dig
Double Team
Earthquake
False Swipe
Focus Blast
Frost Breath
Hidden Power [Electric 6]
Protect
Rock Slide (*)
SolarBeam
Stone Edge
Struggle Bug
Substitute
Taunt
Toxic
U-turn
Venom Shock

Dragonite* (Kidoku) (M)
NATR: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

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: (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.
Multiscale (Unlocked): (Innate) 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: 7
DC: 5 / 5

ATTACKS [55]:

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 (*)
ExtremeSpeed (*)

Draco Meteor
Heat Wave
Ominous Wind
Superpower
Tailwind

Brick Break
Bulldoze
Dive
Double Team
Dragon Claw
Dragon Tail
Earthquake
Fire Blast (*)
Fly
Focus Blast
Hidden Power [Grass 7]
Ice Beam (*)
Light Screen
Protect
Rain Dance
Sky Drop
Stone Edge
Substitute
Surf
Thunderbolt (*)
Toxic

Bide
Endure
Focus Punch
Reflect
Shock Wave
Sleep Talk

Dispel [R]

Aerodactyl (Malcolm) (M)
NATR: Jolly (+15% Spe, +26% [25.86%] Acc, Special Attack reduced by *)

Type: Rock / Flying
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb 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
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.
Pressure: (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.
Unnerve (Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

STATS: 80 / 105 / 65 / 60 / 75 / 130

HP: 100
Atk: **** (4)
Def: *** (3)
SpA-: * (1)
SpD: *** (3)
Spe+: 150 (130 * 1.15)

SC: 4
WC: 4
BRT: 20

EC:
MC: 5
DC: 5 / 5

ATTACKS [47]:
Agility
Ancientpower
Bite
Crunch
Fire Fang
Giga Impact (#)
Hyper Beam
Ice Fang
Iron Head
Roar
Rock Slide (#)
Scary Face
Sky Drop
Supersonic
Supersonic
Take Down
Thunder Fang
Wing Attack

Pursuit
Roost (#)
Steel Wing (#)
Tailwind (#)
Whirlwind

Air Cutter
Aqua Tail
Endure
Heat Wave
Sky Attack

Aerial Ace
Bulldoze
Double Team
Dragon Claw
Earthquake
Fly
Payback
Protect
Rest
Sandstorm
Smack Down
Stone Edge
Substitute
Sunny Day
Taunt (#)
Torment

Bide
Razor Wind
Reflect
Sleep Talk
Stealth Rock

Colossoil (Kujira) (F)
NATR: Hasty (+15% Spe, +14% [13.91%] Acc, Defense decreased by *)

Type: Dark / Ground
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.

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (Unlocked): (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.

STATS: 133 / 122 / 72 / 71 / 72 / 95

HP: 120
Atk: ***** (5)
Def-: ** (2)
SpA: *** (3)
SpD: *** (3)
Spe+: 110 (95 * 1.15)

SC: 5
WC: 10
BRT: 22

EC: 6 / 6
MC: 8
DC: 5 / 5

ATTACKS [78]:
Bite
Body Slam
Bounce
BubbleBeam
Crunch
Dark Pulse
Dig
Drill Run
Horn Attack
Horn Drill
Leer
Magnitude
Megahorn
Mud Bomb
Mud Shot
Muddy Water
Peck
Pursuit
Rapid Spin
Spit Up
Stockpile
Swallow
Tackle

Dive
Encore (#)
Fake Out (#)
Fire Fang
Fissure
Flail
Sand Tomb
Sucker Punch
Thunder Fang
Water Spout (#)

Aqua Tail
Earth Power
Foul Play
Iron Tail
Knock Off
Snatch
Snore
Superpower

Attract
Brick Break
Bulldoze
Double Team
Dragon Tail
Earthquake (#)
Echoed Voice
Embargo
Facade
Frustration
Giga Impact
Payback
Poison Jab
Protect
Quash
Rain Dance
Rest
Retaliate
Return
Roar
Rock Slide
Rock Tomb
Round
Sandstorm
Sludge Bomb
Sludge Wave
Smack Down
Snarl
Stone Edge
Substitute
Sunny Day
Taunt (#)
Thief
Toxic
U-turn

Endure
Sleep Talk

Fidgit (Shokoli) (F)
NATR: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)

TYPE: Ground / Poison
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.

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
Persistent:
(Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

STATS: 95 / 76 / 109 / 90 / 80 / 105

HP: 100
Atk: *** (3)
Def: **** (4)
SpA+: **** (4)
SpD: *** (3)
Spe-: 91 (105 / 1.15)

SC: 2
WC: 4
BRT: 20

EC: 6 / 6
MC: 13
DC: 5 / 5

ATTACKS [94]:
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gravity
Gust
Heal Block
Helping Hand
Knock Off
Lucky Chant
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Toxic Spikes
Whirlwind
Wide Guard
Wonder Room

Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Spikes
Stealth Rock (#)
Wish (#)

Block
Drill Run
Skill Swap
Snatch
Snore
Swift
Twister

Acrobatics
Aerial Ace
Ally Switch
Attract
Bulldoze
Dig
Double Team
Earthquake
Echoed Voice
Embargo
Facade
Fling
Frustration
Giga Impact
Hidden Power [Grass 7]
Hyper Beam
Light Screen
Low Sweep
Poison Jab
Protect
Quash
Rain Dance
Reflect (#)
Retaliate
Rest
Return
Rock Slide
Rock Tomb
Round
Safeguard
Sandstorm
Shadow Ball (#)
Sludge Wave
Smack Down
Stone Edge
Struggle Bug
Substitute
Sunny Day
Swagger
Taunt (#)
Telekinesis
Thief
Torment
Toxic
U-turn
Venom Shock

Endure
Sleep Talk

Dispel [R]

Order of Operations:
Elevator Music sends out pokemon with items
Engineer Pikachu sends out pokemon with items and orders
Elevator Music gives orders
I Ref
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Let's try this?
|
|

Malcolm @ Hard Stone | Kujira @ Expert Belt | Shokoli @ Hard Stone

Malcolm: Rock Slide - Rock Slide
IF (Thunder Wave (Malcolm) is used outside of a combination) THEN (Use Fly (Conkeldurr))
[ONCE] IF (Wide Guard is used) THEN (Use Sky Drop (Conkeldurr))

Kujira: Rock Slide - Rock Slide
[ONCE] IF (Wide Guard is used) THEN (Use Dig (Mollux))

Shokoli: Rock Slide - Rock Slide
[ONCE] IF (Speed-Reducing Attack is used) THEN (Use Tailwind)
[ONCE] IF (Wide Guard is used) AND (The above sub does NOT activate) THEN (Use Spikes)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Team Elevator Music

Hp: 100
En: 100
1/5/4/5/81
Other:
Item: Prism Scale


Hp: 100
En: 100
1/3/5/4/88 (+9 acc.)
Other:
Item: Black Sludge


Hp: 110
En: 100
5/3/1/4/45 (-10 eva)
Other: Sheer Force Enabled
Item: Expert Belt



Hp:100
En:100
4/3/1/3/150 (+26 acc)
Other:
Item: Hard Stone


Hp: 120
En: 100
5/2/3/3/110 (+15 acc)
Other:
Item: Expert Belt


Hp: 100
En: 100
3/4/4/3/91 (-10 eva)
Other:
Item: Hard Stone

Round 1!

Rock Slide flinched Milotic and Conkeldurr A1 and one of them critted against Mollux.

Everything else went as expected.

Also, and this is hilarious, the next arena iiiiissss:

Rap it up!

Field Type: Normal
Complexity: Intense
Format: All
Restrictions: See mechanics


Yo Yo Yo! Let's see how sick you spit those rhymes! You and your opponent are teleported to a dark alley-way in some random shady city! Here is the perfect place to battle and rap! See, the Ref is an expert rapper (usually), and will rate your raps as you spit them out! Do better than your opponent, and your pokemon gets a bonus that round! Do worse, and your enemy is going to get the boost! So get that mind thinking, and come up with some tight lyrics!

Mechanics
-The Trainer will Command their pokemon normally. but alongside commands they will post a rap they come up with. The rap cannot be longer than 300 words and must have a rhyme scheme (Abab cdcd efef/aaaa bbbb cccc/aabb ccdd eeff/ etc).
-the rap must diss/slander the opponent and their pokemon. you can trash talk about the type, how much their pokemon sucks, or how you slept with their mother last night. it doesn't matter, just make your rap unique and epic!
-The ref will judge who has the best rap out of the two, and whoever he deems the winner, their pokemon receives a certain bonus that round (Attacks gain +5BAP, Immune to Poison, gain 30 energy, Stab attacks gain +4BAP, etc)
- The arena is a dark alley way. 30 feet long and 7 feet wide with no ceiling. Trash coats the arena, and there are trash cans and escape ladders lining the walls.
-No Move restrictions

Ref Notes:
The winner will be decided by IRC and will get +5BAP for all attacks used this round.
If none post raps, a gang of Scrafties will beat you all up and all of your active pokemon will lose 30hp flat at the end of the round.


Roll for sandstorm (1=yes): 3 (no)

Sunny day it is!

Mollux: Snatch for 4 energy

Fidgit: Tailwi---oopsie (for 10 energy) Mollux used Tailwind for 10 energy

Elevator Music's team's speed was doubled!

Aerodactyl: Rock Slide for 6 energy
vs Milotic: (8*0.75+3-1.5)+4= 11.5hp
vs Mollux: (8*0.75+3+1.5)*1.5+4= 19.75hp
vs Conkeldurr: (8*0.75+3+1.5)*0.67+4= 11.03hp
Crit (1=yes, order is milotic, mollux, Conkeldurr): 10, 2, 13 (no no no)
Flinch (1-3=flinch, order is milotic, mollux, Conkeldurr): 3, 8, 9 (milotic)

Colossoil: Rock Slide for 6 energy
vs Milotic: (8*0.75) = 6hp
vs Mollux: (8*0.75+3+2+3)*1.5= 21hp
vs Conkeldurr: (8*0.75+3)*0.67= 6hp
Crit: 3, 1, 7 (mollux)
Flinch: 2, 6, 3 (Milotic and Conkeldurr)

Milotic: flinch

Conkeldurr: flinch

+1hp for Mollux due to Black Sludge
-2hp for Mollux due to Dry Skin and the arena's Sunny day!

Fidgit: Tailwind for 10 energy

Conkeldurr: Wide Guard for 7 energy

Mollux: Acid Armor for 6 energy
+2 def
Immunity to physical attacks

Milotic: Bulldoze for 5 energy
vs Conkeldurr: 6*0.75-3= 1.5hp
vs Colossoil: 6*0.75-1.5 = 3hp
vs Fidgit: (6*0.75-4.5)*1.5= 0 (1)hp
Crit: 10, 13 (no no)
Colossoil and Fidgit's speed was lowered one stage!

Aerodactyl: Sky Drop (Conkeldurr)

Colossoil: Dig

Aerodactyl: Sky Drop (Conkeldurr): (10+3+1.5)*1.5= 21.75 damage for 5 energy
Crit: 8 (no)

Colossoil: Dig (Mollux): fails for 9 energy

+1hp for Mollux due to Black Sludge
-2hp for Mollux due to Dry Skin and the arena's Sunny day!

Next Arena: 220/319 (Rap it up!)


Team Elevator Music
Tailwind for 5a

Hp: 82
En: 95
1/5/4/5/81
Other:
Item: Prism Scale


Hp: 61
En: 80
1/3/5/4/88 (+9 acc.)
Other:
Item: Black Sludge


Hp: 71
En: 93
5/3/1/4/45 (-10 eva)
Other: Sheer Force Enabled, -1spe for 2r
Item: Expert Belt


Team Engineer Pikachu
Tailwind for 6a


Hp:100
En:89
4/3/1/3/150 (+26 acc)
Other:
Item: Hard Stone


Hp: 117
En: 85
5/2/3/3/110 (+15 acc)
Other: -1spe for 2r
Item: Expert Belt


Hp: 99
En: 80
3/4/4/3/91 (-10 eva)
Other: -1spe for 2r
Item: Hard Stone

Elevator Music's turn!
 
Rock Slide spam isn't cool
If I was playing to win, I'd feel like a fool
I'm not though, it's all good
I'm just whoring my mons out, I'm so hood

If you win, you can enjoy the KOC
But no matter what, I'm getting way more currency

Go on now, do your worst
A matchup like this isn't a first
Against yours, my Pokemon are crappy
If I was playing to win, I wouldn't be happy

Counters, hurry up and come to me
When this ends, I'll get so much damn money

If I was playing to win, I'd fucking murder you
But for my purposes, this will do
That's not to say I won't try
If I lose though, you won't see me cry

What makes me a content guy?
Just thinking about the stuff I can buy


Milotic: Surf ~ Surf
IF (Wide Guard is used) THEN (use Hydro Pump (Colossoil))
IF (a Speed-Reducing move is used) AND (the above sub doesn't activate) THEN (use Icy Wind)​
Mollux: Fire Blast (Colossoil) ~ Fire Blast (Colossoil)
[DO ONCE] IF (a damaging Ground-type move is used) AND (you are not Taunted) THEN (use Protect)
IF (Colossoil is under the effects of a protective/evasive move) AND (the above sub doesn't activate) THEN (use Fire Blast (Fidgit))​
Conkeldurr: Low Kick (Colossoil) ~ Low Kick (Colossoil)
IF (Follow Me is used) THEN (use Ice Punch (Fidgit))
IF (Colossoil uses a damaging evasive move) AND (the above sub doesn't activate) THEN (use Mach Punch (Colossoil))​
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
rock slide might not be cool
but it sure hurts like hell
squashes both your fool
and your lamp with a shell

are you high
turning mons into tools
there are some things cc can't buy
but for everything else you have... max movepools

i'm absolutely enthralled
as to what you need that much cc for
the only things that expensive are balls
...should've known you'd be needing more

your mons gonna crumble
like a good apple pie
so go ahead - try not to cry
but at least get ready to rumble! rhyme scheme change leggo

Malcolm:
Fly (Conkeldurr) – Sky Drop (Conkeldurr)
IF (EM wins the rap) THEN (Use Sky Attack (Conkeldurr) A1)

Kujira: Encore (Mollux) – Aqua Tail (Mollux)
IF (EM wins the rap) THEN (Use Crunch (Mollux) A2)

Shokoli: Skill Swap [Shokoli Vital Spirit / Mollux Dry Skin; Shokoli Dry Skin / Kujira Rebound; Shokoli Persistent / Conkeldurr Sheer Force] – Stealth Rock

(I think EM's Mollux should be at +2 Def right now, and Persistent increases Tailwind by 3a)

also i'm legitly braindead right now so...
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
<Frosty> Hey Guys. Question: who do you think did the best rap? http://www.smogon.com/forums/showthread.php?t=3481598
<Canis_Majoris> engi wins
<SubwayJ> Posted battle Zt
<Ullar> Hey I just noticed
<Ullar> We've hit 200 pages
<Ullar> Woo
<Canis_Majoris> solely for are you high/turning mons into tools/there are some things cc can't buy/but for everything else you have... max movepools
<Canis_Majoris> that and the only things that expensive are balls/...should've known you'd be needing more
<maserato> frosty engi won
<Frosty> k, 2 for engi. Anybody else?
<Objection> is this ASB's take on epic rap battles of history?
<Canis_Majoris> it's the arena
<Ullar> No, it's a specific arena
<Canis_Majoris> which is rap it up
<Objection> and i'm gonna vote for engi too
<SubwayJ> !vote Engineer
<Ullar> ^


So Engineer gets the boost.

Team Elevator Music
Tailwind for 5a

Hp: 82
En: 95
1/5/4/5/81
Other:
Item: Prism Scale


Hp: 61
En: 80
1/3/5/4/88 (+9 acc.)
Other: +2def
Item: Black Sludge


Hp: 71
En: 93
5/3/1/4/45 (-10 eva)
Other: Sheer Force Enabled, -1spe for 2r
Item: Expert Belt


Team Engineer Pikachu
Tailwind for 9a


Hp:100
En:89
4/3/1/3/150 (+26 acc)
Other:
Item: Hard Stone


Hp: 117
En: 85
5/2/3/3/11062 (+15 acc)
Other: -1spe for 2r
Item: Expert Belt


Hp: 99
En: 80
3/4/4/3/9152 (-10 eva)
Other: -1spe for 2r
Item: Hard Stone


Round 2​

I am positive that I got something wrong.

Also, next arena iiiisss:

Type: Fire/Water/Ground/Ice (based on current weather)
Complexity: Intense
Format: Probably all, but built with Singles in mind

Restrictions:
Randomized weather, no manual weather changing At the end of every turn/period of actions (or whenever the ref feels fit, if (s)he so decides to change it) the weather is randomized. Randomized weather can change the course of a battle. Each weather has a 25% chance of happening. Of course, weather moves and abilities have no effect, as this is indoors and the weather is controlled purely by technology.

Dig priority -3 Tough walls and flooring make Dig have a priority of -3.

Moves restricted based on weather Surf and Dive may only be used in rain, Grass-type recovery moves (I.E Leech Seed) only in sun, Blizzard only in Hail (basically a guaranteed miss in non-hail, not just a miss chance), and attacks with the word Sand, Mud or Muddy (like Muddy Water) may only be used in Sandstorm. In return, each attack in this list's priority is increased by 1 (so 0 priority to +1 priority).

-3 Priority for air-based moves Due to the huge coaster overhead, Fly, Bounce and Sky Drop have a priority of -3 each in order to prepare and make sure the move user doesn't hit and ruin the ride.

Description: At Koffing Amusement Park, or KAP, there is a very quirky ride tucked between the Koffing Cones stand and Combee Hive: the Castform Coaster, an indoor roller coaster full of loops, twirls, and, as the name suggests, constantly changing weather. Well, simulated weather, but it works the same way as the authentic. This weather changes randomly at regular intervals; first it's sunny, then a sandstorm rages, followed by hail taking over, and so on. The coaster itself is controlled with power generated by a Castform's Thunderbolt and Weather Ball, but you're not battling on the ride, oh no. You're battling below it.

KAP likes to hold random battles with randomly selected trainers all over the place, and under Castform's signature ride is no exception. You and your competitor have been chosen to have a battle for the spectator's enjoyment, and are preparing to duel it out with your Pokemon of choice. The randomized weather will certainly make a big impact in this indoor attraction's battle, and a mascot dressed as Castform sitting inside a booth will decide it with the RNG his smartphone has accessed. With an equal chance of each weather, a good roll can turn the tide of a battle; a surprise Sand Rush activation or Ice Body heal-up can make all the difference. However, unlike everyone's favourite Poke-meteorologist, it's not all about the weather. The well-constructed walls and floor, flashing lights and marvelous ride overhead also may make an impact of a battle, and the most important thing in any battle, strategy, is still vital. You just need to utilize the weather, whether good or bad, wisely to control the battlefield and, ultimately, the battle completely. "Best of luck to both competitors!" a voice booms via the speaker system. "Five... Four... Three... Two..."


The Weather is Sunny!

Fidgit: Skill Swap [Shokoli Vital Spirit / Mollux Dry Skin; Shokoli Dry Skin / Kujira Rebound; Shokoli Persistent / Conkeldurr Sheer Force] for 21 energy

soo...

Fidgit has Prankster/Rebound/Sheer Force
Colossoil has Dry Skin/Pressure/Guts
Mollux has Vital Spirit/Illuminate
Conkeldurr has Persistent/Guts/Iron Fist

Aerodactyl: Fly (Conkeldurr): goes up

Mollux: Fire Blast (Colossoil): 12+3+2+3 = 20 damage for 7 energy
Hit: 32 (yes)
Crit: 14 (no)
Burn: 5 (no)
+2hp due to black sludge

Milotic: Surf (oh c'mon...) for 6 energy
vs Mollux: (10*0.75+3)*1.5= 15.75hp
vs Conkeldurr: (10*0.75+3+1.5)= 12hp
vs Colossoil: (10*0.75+3+1.5)*1.5*0.25= +4.5hp
vs Fidgit: (10*0.75+3+1.5)*1.5= 18hp
vs Aerodactyl: flying for goodness's sake!
Crit: 13, 12, 2, 10, 3 (no no no no no)

Colossoil: Encore (Mollux) for 10 energy and god knows why.

Conkeldurr: Low Kick (Colossoil): (16+3+4.5+2)*1.5= 38.25 damage for 8 energy
Crit: 4 (no)

Aerodactyl: Fly (Conkeldurr): (9+5+3+1.5)*1.5= 27.75 damage for 10 energy
Crit: 10 (no)

Fidgit: Stealth Rock for 12 energy

Aerodactyl: Sky Drop (Conkeldurr): both go uuup.

Mollux: Fire Blast (Colossoil): Fire Blast (Colossoil): 12+3+2+3 = 20 damage for 7 energy
Hit: 16 (yes)
Crit: 15 (no)
Burn: 6 (no)
+2hp due to black sludge

Milotic: Surf for 10 energy
vs Mollux: 15.75hp
vs Colossoil: +4.5
vs Conkeldurr: flying
vs Fidgit: 18hp
vs Aerodactyl: flying. From Veekun: Inflicts regular damage. User carries the target high into the air for one turn, during which no moves will hit either Pokémon and neither can act. On the following turn, the user drops the target, inflicting damage and ending the effect.
Crit: 14, 16, 13, 11, 10 (no no no no no)

Colossoil: Aqua Tail (Mollux): (9+3+2)*1.5-3.5= 17.5 damage for 7 energy
Hit: 13 (yes)
Crit: 3 (no)

Conkeldurr: Low Kick (Colossoil): can't for 12 energy

Aerodactyl: Sky Drop (Conkeldurr): (10+5+3+1.5)*1.5= 29.25 damage for 5 energy
Crit: 16 (no)

Arena: 286/319 (Castform Coaster)

Weather (sun, rain, hail, sand): 1 (sun)


Team Elevator Music
Tailwind for 3a
STEALTH ROCK

Hp: 82
En: 79
1/5/4/5/81
Other:
Item: Prism Scale


Hp: 35
En: 66
1/3/5/4/88 (+9 acc.)
Other: +1def, Vital Spirit/Illuminate, fire blast encored for 1a
Item: Black Sludge


Hp: 2
En: 73
5/3/1/4/45 (-10 eva)
Other: -1spe for 1r, Persistent/Guts/Iron Fist
Item: Expert Belt


Team Engineer Pikachu
Tailwind for 7a


Hp:100
En: 74
4/3/1/3/150 (+26 acc)
Other:
Item: Hard Stone


Hp: 48
En: 68
5/2/3/3/11062 (+15 acc)
Other: -1spe for 1r, Dry Skin/Pressure/Guts
Item: Expert Belt


Hp: 63
En: 47
3/4/4/3/9152 (-10 eva)
Other: -1spe for 1r, Prankster/Rebound/Sheer Force
Item: Hard Stone

Engineer's turn!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Yeah I'm actually not sure why I did that >_>

Malcolm: Rock Slide - Rock Slide
IF (Conkeldurr faints) AND (Mollux faints) THEN (Use Stealth Rock)
IF (Milotic uses Icy Wind A2) AND (You are to use Stealth Rock) THEN (Use Substitute [15] instead)

Kujira: Drill Run (Mollux) - Drill Run (Mollux)
[ONCE] IF (Conkeldurr uses a combination with Mach Punch) THEN (Fake Out (Conkeldurr))
IF (Mollux uses Protect (Mollux) A2) THEN (Crunch (Milotic) instead)
IF (Mollux faints) THEN (Redirect to Conkeldurr)
IF (Conkeldurr faints) THEN (Redirect to Milotic)

Shokoli: Earth Power (Mollux) - Earth Power (Mollux)
[ONCE] IF (Milotic uses Protect (Mollux)) AND (Kujira is to use Drill Run) THEN (Use After You (Kujira) instead)
[ONCE] IF (Conkeldurr has used Endure) AND (Conkeldurr is NOT poisoned) THEN (Toxic (Conkeldurr) instead)
IF (Mollux faints) AND (Conkeldurr faints) THEN (Use Light Screen)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Team Elevator Music
Tailwind for 3a
STEALTH ROCK

Hp: 82
En: 79
1/5/4/5/81
Other:
Item: Prism Scale


Hp: 35
En: 66
1/3/5/4/88 (+9 acc.)
Other: +1def, Vital Spirit/Illuminate, fire blast encored for 1a
Item: Black Sludge


Hp: 2
En: 73
5/3/1/4/4525.7 (-10 eva)
Other: -1spe for 1r, Persistent/Guts/Iron Fist
Item: Expert Belt


Team Engineer Pikachu
Tailwind for 7a


Hp:100
En: 74
4/3/1/3/150 (+26 acc)
Other:
Item: Hard Stone


Hp: 48
En: 68
5/2/3/3/11062 (+15 acc)
Other: -1spe for 1r, Dry Skin/Pressure/Guts
Item: Expert Belt


Hp: 63
En: 47
3/4/4/3/9152 (-10 eva)
Other: -1spe for 1r, Prankster/Rebound/Sheer Force
Item: Hard Stone

Round 3​

Stuff happens.

Next Arena:

Arena: Tynamo Ridge
Field Type: Neutral
Complexity: Intense
Format: All

Restrictions: No Water Source

Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokémon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokémon that killed one a 20 HP & Energy Bonus.
Also, at the end of every round, there is a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokémon it strikes & has a 100% chance of inflicting 25% paralysis, even if it is a Ground Type. These bolts cannot be redirected by Lightningrod.

Summary: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.

Special Note: If this arena is chosen for a battle using arenas such as TELEPORTATION! for the arena, Any Tynamo that joins the battle remains until it has fainted. Do roll for Tynamo before the arena change.


Conkeldurr: Wide Guard for 7 energy

Aerodactyl: Rock Slide: Wide Guard for 5 energy

Mollux: Fire Blast (Colossoil): 12+3+3+2 = 20 damage for 7 energy
Hit: 81 (yes)
Crit: 6
Burn: 5 (no)

Milotic: Icy Wind for 5 energy
vs Colossoil: (6*0.75+1.5)*1.5= 9
vs Fidgit: (6*0.75+1.5)*1.5= 9
vs Aerodactyl: (6*0.75+1.5)*1.5= 9
Hit: 84, 26 (yes, yes)
Crit: 10, 3, 6

Colossoil: Drill Run (Mollux): (8+3+3)*2.25-1.75= 29.75 damage for 5 energy
Crit: doesn't matter

Fidgit: Earth Power (Mollux): (9+3)*2.25-1.75= 25.25 damage for 6 energy
Crit: doesn't matter
Effect: doesn't matter

Mollux fainted!

Conkeldurr: Mach Punch (Colossoil): (4+2+3+4.5+2+3)*1.5= 27.75 damage for 3 energy
Crit: 1 (yes)

Colossoil fainted!

Aerodactyl: Rock Slide for 9 energy
vs Conkeldurr: IT KOES, K?
vs Milotic: 8*0.75+3-1.5+4 = 11.5 damage
Crit: doesn't matter, 6 (no)
Flinch: doesn't matter, 2 (yes)

Milotic: flinch

Fidgit: Earth Power (Milotic): 9+3-1.5 = 10.5 damage for 10 energy
Crit: 13 (no)
Effect: 10 (no)

Arena: 33/319 (Tynamo's Ridge)


Team Elevator Music
Tailwind for 1a
STEALTH ROCK

Hp: 71
En: 74
1/5/4/5/81
Other:
Item: Prism Scale


Hp: KO
En: KO
1/3/5/4/88 (+9 acc.)
Other: +1def, Vital Spirit/Illuminate, fire blast encored for 1a
Item: Black Sludge


Hp: KO
En: KO
5/3/1/4/4525.7 (-10 eva)
Other: -1spe for 1r, Persistent/Guts/Iron Fist
Item: Expert Belt


Team Engineer Pikachu
Tailwind for 5a


Hp: 91
En: 60
4/3/1/15085 (+26 acc)
Other: -1spe for 2r
Item: Hard Stone


Hp: KO
En: KO
5/2/3/3/11062 (+15 acc)
Other: -1spe for 2r, Dry Skin/Pressure/Guts
Item: Expert Belt


Hp: 54
En: 31
3/4/4/3/9152 (-10 eva)
Other: -1spe for 2r, Prankster/Rebound/Sheer Force
Item: Hard Stone

Elevator_Music's turn!

to correct me probably.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
oh send out

sure

forgot that detail

Engineer Pikachu sends out pokemon with item
Elevator_Music sends out pokemon with items and orders
Engineer Pikachu gives orders
I Ref
 
I'll send out Ninetales @ Focus Sash and Venomoth @ Rare Candy.

Milotic: Ice Beam (Fidgit) ~ Icy Wind
IF (Fidgit uses a protective/evasive move) THEN (use Icy Wind and push actions back)
IF (Fidgit uses Endure) THEN (use Whirlpool (Fidgit) and push actions back)​
Ninetales: Flame Burst (Fidgit) ~ Heat Wave
IF (Fidgit uses a protective/evasive move) THEN (use SolarBeam (Aerodactyl))
IF (Fidgit faints) THEN (use Flame Burst (Aerodactyl) all future actions)​
Venomoth: Psychic (Fidgit) ~ Tailwind
IF (Fidgit uses a protective/evasive move) THEN (use Twister and push actions back)​
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Malcolm: Sky Attack (Venomoth) – Rock Slide

Kidoku:
Fire Punch (Venomoth) - Icy Wind
IF (Shokoli has fainted when you act A2) THEN (Use Bulldoze instead)

Shokoli: Disable (Milotic) [Icy Wind] – Protect (Aerodactyl)

This takes "While in midair, the opponent can only use moves that solely target the Pokemon lifting it into the air" at face value - Tailwind does not solely target the Sky Drop user. If I'm wrong in this assumption tell me?
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Team Elevator Music
Tailwind for 1a

Hp: 71
En: 74
1/5/4/5/81
Other:
Item: Prism Scale


Hp: 100
En: 100
2/3/3/4/115
Other:
Item: Focus Sash


Hp: 100
En: 100
2/2/5/3/104
Other:
Item: Rare Candy


Team Engineer Pikachu
Tailwind for 5a


Hp: 91
En: 60
4/3/1/15085 (+26 acc)
Other: -1spe for 2r
Item: Hard Stone


Hp: 100
En: 100
5/3/5/4/69
Other:
Item: Shell Bell


Hp: 54
En: 31
3/4/4/3/9152 (-10 eva)
Other: -1spe for 2r, Prankster/Rebound/Sheer Force
Item: Hard Stone

Round 4​

Field Type- Neutral
Complexity- Moderate
Format- Singles/Doubles/Triples
Restrictions- Artificial arena, low ceiling, no seismic acitivity, always all abilities

Library of Abilites: Somewhere deep in the empirical city (no not the famous one, the lesser known empirical city), lies a forgotten place of magical literature, The Etheral Libraries. This majestic palace of a place is getting older due to no one taking care of it, but it still holds a pwerful secret; The books! they hold descriptive passages of every known ability of man and pokemon. and since this place is magic, when you battle here the books come alive! they miss being used (refer to the kitchen ware fom beauty and the beast), and they will willignly let you use their power! As you send a pokemon in, two random books will soar straight into your pokemon, and with a flash of power, they will be incapable of using their original abilites! but fret not, they will have two new abilites! weather its for good or worse, we know not, but it sure does make for an intersting battle!

Ref RNGs two abilites for each pokemon. If a pokemon is FE then they get 3 RNG'd abilities.

The arena is 200 feet by 200 feet, square shaped. the walls of this arena are tall and dusty book shelves, and the floor is covered in a deep pruple and gold carpet, giving the place an old but magical feel. there are some lights, not too much though. every pokemon can see just fine though


The constant Teleportation = no rocks!

Fidgit: Disable Milotic's Icy Wind for 7 energy

Ninetales: Flame Burst (Fidgit): 7+3= 10 damage for 4 energy
Crit: 5

Aerodactyl and Dragonite lost 6hp due to flame burst

Venomoth: Psychic (Fidgit): (10+3)*1.5 = 19.5 damage for 7 energy
Crit: 11
Effect: 4

Milotic: Ice Beam (Fidgit): (10+1.5)*1.5 = 17.25 damage for 7 energy
Crit: 15
Freeze: 6

Aerodactyl: Sky Attack (Venomoth): (14+3+3)*1.5 = 30 damage for 9 energy
Crit: 14

Dragonite: Fire Punch (Venomoth): (8+3+4.5)*1.5= 23.25 damage for 6 energy
Crit: 15
Burn: 6
+2hp

Fidgit: Protect (Aerodactyl) for 14 energy

Aerodactyl: Rock Slide for 5 energy
vs Milotic: 8*0.75+3-1.5+4= 11.5hp
vs Venomoth: (8*0.75+3+3)*1.5+4= 22hp
vs Ninetales: (8*0.75+3+1.5-2)*1.5+4= 16.75hp
Crit: 5, 3, 2
Flinch: 2, 2, 9 (milotic and shield dust)

Dragonite: Icy Wind for 5 energy
vs Milotic: (6*0.75)*0.67= 3hp
vs Venomoth: (6*0.75+4.5)= 9hp
vs Ninetales: (6*0.75+1.5-2)*0.67= 2.68hp
Hit: 68, 6 (yes yes)
Crit: 12, 5, 10
+2hp due to shell bell

Ninetales: Solarbeam (Aerodactyl): 12 protected damage for 8 energy

Venomoth: Twister for 3 energy
NOTE: Twister? Really? is it just to please your local ref?
vs Aerodactyl: 4*0.75+3= 6hp
vs Fidgit: 4*0.75+3+3= 9hp
vs Dragonite: (4*0.75+1.5)*1.5/2= 3.375hp
Crit: 3,1,15 (fidgit)

Fidgit fainted!

Milotic: flinch

Tynamo (1=yes): 2 (no)

BIG THUNDA (1=yes): 6 (no)

Next Arena: 78/319 (Library of Abilities)

oh you have got to be kidding me. MORE ROLLS!

Milotic: 103, 79, 152 (Klutz, Rivalry, Mummy)
Venomoth: 36, 54, 61 (Trace, Truant, Shed Skin)
Ninetales: 19, 24, 118 (Shield Dust, Rough Skin, Honey Gather)

Aerodactyl: 4, 61, 134 (Battle Armor, Shed Skin, Heavy Metal)
Dragonite: 119, 104, 37 (Frisk, Mold Breaker, HUGE POWER)

REFNOTE: New Abilities only for the next round. Also this nulls Skill Swap.


Team Elevator Music

Hp: 56
En: 67
1/5/4/5/81
Other: -1spe, Klutz, Rivalry, Mummy.
Item: Prism Scale


Hp: 81
En: 88
2/3/3/4/115
Other: -1spe, Shield Dust, Rough Skin, Honey Gather.
Item: Focus Sash


Hp: 16
En: 90
2/2/5/3/104
Other: -1spe, Trace, Truant, Shed Skin
Item: Rare Candy


Team Engineer Pikachu
Tailwind for 3a


Hp: 85
En: 46
4/3/1/150 (+26 acc)
Other: Battle Armor, Shed Skin, Heavy Metal
Item: Hard Stone


Hp: 95
En: 89
58/3/5/4/69
Other: Frisk, Mold Breaker, Huge Power
Item: Shell Bell


Hp: KO
En: KO
3/4/4/3/9152 (-10 eva)
Other:
Item: Hard Stone

Order of Operations:
Engineer sends out pokemon with item
I roll abilities for said mon
Elevator Music Uses abilities or not
Engineer Pikachu Orders
Elevator Music Orders
I Ref

(complicated, but I didn't find any better way to do this all <_<)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
uh right this exists

Malcolm: Stone Edge (Ninetales) - Rock Slide
IF (Will-O-Wisp (Malcolm) is used outside of a combination) THEN (Use Fly (Ninetales) and push actions back)
IF (Disable [Rock Slide] (Malcolm) is used) THEN (Use Fly (Ninetales) instead)

Kidoku: Rock Slide - Rock Slide
IF (Speed-Reducing Attack is used A1) AND (Venomoth is not fainted) THEN (Use Icy Wind instead)
IF (Ninetales uses Protective / Evasive Action) AND (Venomoth is not fainted) THEN (Use ThunderPunch (Milotic) instead)

Yogan:
Eruption - Heat Wave
IF (Venomoth uses Endure) THEN (Use Fire Spin (Venomoth) instead)
IF (Venomoth uses Protect) THEN (Use SolarBeam (Milotic) instead)
IF (Venomoth faints) THEN (Use Acid Spray (Milotic) instead)
 
Milotic: Hydro Pump (Mollux) ~ Hydro Pump (Mollux)

Ninetales: Will-O-Wisp+Flame Burst (Aerodactyl)~ Cooldown (Chill)

Venomoth: Endure ~ Chill
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Team Elevator Music

Hp: 56
En: 67
1/5/4/5/81 46.2
Other: -1spe, Klutz, Rivalry, Mummy.
Item: Prism Scale


Hp: 81
En: 88
2/3/3/4/11565.7
Other: -1spe, Shield Dust, Rough Skin, Honey Gather.
Item: Focus Sash


Hp: 16
En: 90
2/2/5/3/10459.4
Other: -1spe, Trace, Truant, Shed Skin
Item: Rare Candy


Team Engineer Pikachu
Tailwind for 3a


Hp: 85
En: 46
4/3/1/150 (+26 acc)
Other: Battle Armor, Shed Skin, Heavy Metal
Item: Hard Stone


Hp: 95
En: 89
58/3/5/4/69
Other: Frisk, Mold Breaker, Huge Power
Item: Shell Bell


Hp: 100
En: 100
1/4/5/4/76
Other: Mold Breaker, Unaware, Stench
Item: Focus Sash

Round 5

Okay, now who was the moron that picked teleportation and rolled this arena?!



...oh

Field Type- Ice/Grass/Water
Complexity- Simple
Format- All
Restrictions- No sandstorm

Cascadia: Glacier discovered this beautiful north-western paradise while on one of his many expeditions to locate new areas for asbers to battle. the area is huge, encompassing a 2000ft by 2000ft area. the seeker of the battle will be positioned in the north, while the acceptor will start in the south. to the west is a sharp incline, where a combination of a glacier and cliffside reside. the glacier sits in an indent near the center of the cliffside and due to slight melting pure water cascades down gracefully below, creating a chilly but serene lake. the waterfall is quite high, about 250 feet, so the water flies down in such a way the surrounding area is heavily but majestically misted. the mountain/glacier is climbable, and the top is surprisingly flat, with a few peaks. if battling up on the glacier be careful; it is fragile and might break, sending you down the waterfall! to the east lies an equally massive coniferous forest. pinetrees are the main composition, and though very big (40 feet to 70 feet tall), their width is small so climbing is only for the most nimble and agile pokemon. the forest is pretty dense, with a few spaces big enough for sparring. from the lake to the forest is about 200 feet. between the two arenas and every other open area is composed of short but thick canadian grass, rich with the glacier water minerals. also there are patches of dirt scattered here and there. there is a 15 mph wind blowing south, and it is very cool wind. the temperature here is a nice 55 degrees fahrenheit, and the wind chill makes it feel colder. the sun is in the middle of the sky, and the sky is clear besides for a few small clouds.


Venomoth: Endure for 15 energy

Aerodactyl: Stone Edge (Ninetales): (10+3+1.5-2)*1.5+4= 22.75 damage for 6 energy
Hit: 71 (yes)
Crit:15 (no)

Mollux: Fire Spin (Venomoth): (4+3+3)*1.5 = 15 damage for 4 energy
Hit: 68 (yes)
Crit: 11 (no)

Dragonite: Rock Slide for 6 energy
vs Ninetales: (8*0.75+6-2)*1.5= 15hp
vs Venomoth: (8*0.75+6)*1.5= endure'd
vs Milotic: (8*0.75+3)= 9hp
Crit: 4, 15, 13 (no no no)
Flinch (go go mold breaker!): 10, 5, 10 (no no no)
+5hp due to shell bell

Milotic: Hydro Pump (Mollux): (12+3-2)*1.5 = 18.5 damage for 7 energy
Hit: 44 (yes)
Crit: 4 (no)

Ninetales: Will-o-Wisp + Flame Burst (Aerodactyl): (7+3)*0.67= 6.7 damage for 12 energy
Hit: 49 (yes)
Crit: 13 (no)

Aerodactyl is burned!

Dragonite and Mollux lose 6hp due to residual damage

Dragonite is burned!

Aerodactyl and Dragonite lose 2hp due to burn

Venomoth lost 2hp due to fire spin

Venomoth fainted!

Aerodactyl: Rock Slide for 5 energy
vs Ninetales: (8*0.75+3-3+1.5)*1.5+4= 15.25hp
vs Milotic: (8*0.75+3-1.5-3)+4= 8.5hp
Crit: 6, 13, 14 (no no no)
Flinch (ninetales has Shield Dust): 4, 5, 3 (Milotic flinched)
-2hp due to burn

Mollux: Heat Wave for 6 energy
vs Ninetales: (10*0.75+3+1.5)*0.67= 8hp
vs Milotic: (10*0.75+3)*0.67= 7hp
Crit: 13, 13, 8
Burn (m-m-m-m-mold breaker): 4, 8, 9
Stench: 10, 5, 10

Dragonite: Rock Slide for 10 energy
vs Ninetales: (8*0.75+6-3+3)*1.5= 18hp
vs Milotic: (8*0.75+3-3)= 6hp
Crit: 1, 2, 13 (ninetales)
Flinch (go go mold breaker!): 6 (no)
+3hp due to shell bell
-2hp due to burn

Ninetales: cooldown

Milotic: Flinch

Aerodactyl: Shed Skin: 1/10 (yes)

Aerodactyl shed its skin!

Arena: 75/319 (Cascadia)


Team Elevator Music

Hp: 25
En: 60
1/5/4/5/81 46.2
Other: -1spe for 1r.
Item: Prism Scale


Hp: 2
En: 76
2/3/3/4/11565.7
Other: -1spefor 1r
Item: Focus Sash


Hp: KO
En: KO
2/2/5/3/10459.4
Other: -1spe, Trace, Truant, Shed Skin
Item: Rare Candy


Team Engineer Pikachu
Tailwind for 1a


Hp: 74
En: 35
4/3/1/3/150 (+26 acc)
Other:
Item: Hard Stone


Hp: 98
En: 73
5/3/5/4/69
Other: Burn
Item: Shell Bell


Hp: 75
En: 90
1/4/5/4/76
Other:
Item: Focus Sash

Elevator Music's turn!
 
Necturna @ Amulet Coin

Ninetales: SolarBeam (Aerodactyl) ~ SolarBeam (Aerodactyl)

Milotic: Earthquake ~ Earthquake

Necturna: Stone Edge (Mollux) ~ Stone Edge (Mollux)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
uhh

Malcolm: Rock Slide – Sky Attack (Necturna)

Kidoku: Thunderbolt (Milotic) – Thunderbolt (Milotic)
IF (Milotic faints) THEN (Mega Ice Beam (Necturna))

Yogan: Sludge Bomb (Milotic) – Sludge Bomb (Milotic)
IF (Milotic faints) THEN (Use FIREBALL [Ember + Flamethrower] (Necturna))
 

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