Flora
Yep, that tasted purple!
I'm going to need a few more matches to build up my team. This field is good for 2 of my battle slots.
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
Arena: Pokemon Chess Board
Open Field: An opposing trainer may send any of their Pokemon onto an Open Field. The initial trainer's Pokemon are all selected beforehand.
The Pokemon Chess Board is an intricate arena, the effects of which change based on the Pokemon used. It is set on an artificial field consisting of alternating 8x8 black and white squares about 5 square feet each. All Attacks can be utilized, as the chess board will create any necessary element for the attack. Be warned that effects will disappear after each action and will have to generated from scratch, so the arena for example cannot be flooded out, even if Rain is summoned. Weathers still last their full duration and have all their other battle effects.
The Arena benefits or handicaps players based on the Pokemon they select in the following ways:
- If one player has more fully evolved Pokemon than the other, each of that player's Pokemon will lose one Rank in each stat (including HP), as well as 20% of their speed.
- If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
- If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
- If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.
This looks like a great arena. I'll take your challenge DK.
All Abilities
No items
Switch = KO.
EDIT: I'll basically be using fully evolved Pokemon if that's alright with you. I can tone it down though.
Hippopotas [Queen] (F)
Nature: Sassy (Adds One (1) Rank to Special Defense; 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 opponent’s attacks.
Type: Ground
Ground: 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:
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush Abilities.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 27 (32 / 1.15v) (-)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Tackle
Sand Attack
Bite
Yawn
Take Down
Dig
Sand Tomb
Body Slam
Revenge
Slack Off
Toxic
Earthquake
Rock Slide
Baltoy [Bishop] (U)
Nature: Relaxed (Adds One (1) Rank to Defense; 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 opponent’s attacks.
Type: Ground/Psychic
Ground: 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.
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.
Abilities:
Levitate: (Innate) 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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
EC: 2/6
MC: 0
DC: N/A
Attacks:
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Extrasensory
Earth Power
Ice Beam
Earthquake
Dig
Trick Room
Trapinch [King] (M)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)
Type: Ground
Ground: 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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW): (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.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 12 (10*1.15^) (+)
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Bite
Sand Attack
Faint Attack
Sand Tomb
Bug Bite
Endure
Quick Attack
Sunny Day
Earthquake
Struggle Bug
Knight [Gligar] (M)
Nature: Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Special Attack)
Type: Ground/Flying
Ground: 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.
Flying: 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:
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Counter
Power Trick
Sand Tomb
Hone Claws
Earthquake
Acrobatics
Lapras (M), "Typhon"
Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
HP: 120 [110]
Atk: *** [**]
Def: *** [**]
SpA: **** (+) [***]
SpD: *** [**]
Spe: 51 (-) [41]
EC: Doesn't Evolve
MC: 0
DC: Unlocked
Attacks:
-Sing
-Growl
-Water Gun
-Mist
-Confuse Ray
-Ice Shard
-Water Pulse
-Rain Dance
-Body Slam
-Perish Song
-Foresight
-Fissure
-Dragon Pulse
-Toxic
-Thunder
-Ice Beam
-Psychic
-Sheer Cold
-Hydro Pump
-Solarbeam
-Signal Beam
-Hidden Power Fighting (7)
-Substitute
-Bide
Gyarados (M), "Jormungandr"
Nature:
Rash - Special Attack increased by *. Special Defense decreased by *
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying - 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:
Intimidate - Can be Activated - When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again
Moxie - Innate - This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
HP: 100 [90]
Atk: ***** [****]
Def: *** [**]
SpA: *** (+) [**]
SpD: *** (-) [**]
Spe: 81 [65]
EC: Fully Evolved
MC: 1
DC: Unlocked
Attacks:
-Splash
-Tackle
-Flail
-Bounce
-Bubble
-Reversal
-Bite
-Dragon Rage
-Thrash
-Thunderbolt
-Ice Beam
-Flamethrower
-Stone Edge
-Earthquake
-Aqua Tail
-Hydro Pump
-Bide
-Protect
-Taunt
-Torment
-Avalanche
-Dragon Tail
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Special Attack increased by *
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Abilities:
Illuminate - (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
HP: 90 [80]
Atk: ** (-) [*]
Def: *** [**]
SpA: ***** (+) [****]
SpD: *** [**]
Spe: 115 [92]
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks:
-Tackle
-Harden
-Water Gun
-Rapid Spin
-Recover
-Camouflage
-Swift
-Minimize
-Power Gem
-Hydro Pump
-Psychic
-Thunderbolt
-Ice Beam
-Signal Beam
-Magic Coat
-Pain Split
-Confuse Ray
-Skill Swap
-Grass Knot
-Light Screen
-Reflect
-Thunder Wave
-Rain Dance
-Bide
-Teleport
Hephaestus the Prinplup (M)
Nature:
Rash - Adds * to Special Attack, and take * from Special Defence.
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).[/I][/I]
Abilities:
Torrent - (Innate) When this Pokemon’s 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)
Defiant (DW) - (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
HP: 100 [90]
Atk: *** [**]
Def: *** [**]
SpA: **** (+) [***]
SpD: ** (-) [*]
Spe: 50 [40]
EC: 5/9
MC: 0
DC: 4/5
Attacks:
-Pound
-Growl
-Bubble
-Water Sport
-Peck
-Bubblebeam
-Bide
-Fury Attack
-Hydro Pump
-Yawn
-Flail
-Ice Beam
-Grass Knot
-Substitute
-Bide
-Dig
-Brick Break
Okay, Deck sends out first two Pokemon, then Athenodoros sends out first two Pokemon and their orders. After that, Deck's orders!