Looking for a battle:
4 Vs. 4 Singles
2 Day DQ (3 for Ref)
Arena:
Inside the Giant of Babil! (Final Fantasy 4)
No Earthquake/Magnitude or Surf, as this is an indoor arena. You will be battling the Four Fiends (in pokemon form), in the order they are fought. However, the CPU decides to assist the four fiends, and such, the attack node has a 20% chance of hitting your pokemon for 10 damage, and the Defence node has a 20% chance of casting Curaga and healing one of the elemental archfiends by 10HP. (One Fully evolved pokemon allowed).
4 Recoveries/0 Chills
Bring it, Arcanite, I'm ready for a rematch.
Switch = OK (GIGIGIGIGIGASP!)
All Abilities
No Items.
A lone trainer wanders through some empty corridors. He knows not why he is her, nor how he got here, but is desperately trying to find a way to escape. He continues to wander through the mysterious hallways, fighting off random monsters that seem to pop out of nowhere. Eventually he reaches a large room, where a mysterious figure stands in the middle. The stranger has a dark aura around him, and begins to speak.
"Welcome to within the Giant of Babil! If you wish to escape, you must defeat me and the four hellish archfiends I control"
The man reaches for his pokeball and sends first monster, the dark and ghostly Scarmiglione! The creature emerges from the ground, wrapped in rotting bandages and ready to tear his new foe to shreds. The trainer understands he has no choice but to battle if he is ever to escape and return to his journey. He grabs a pokeball and prepares for battle. Another presence haunts the room, ready to aid the fiends in battle.
"This is going to be harder than I though..." says the trainer as he sends out his first pokemon.
Arcanite's team:
Scarmiglione the Revenankh:
Revenankh (M) Scarmiglione
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 opponent’s attacks.
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
- Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
- Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
- Mummy: (DW) (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. (Not yet active)
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (65/1.15, Rounded down)
MC: 0
DC: 0/5
KO: 0
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Mach Punch
Drain Punch
Hex
Bulk Up
Taunt
Toxic
Cagnazzo the Tirtouga:
Tirtouga (M) Cagnazzo
Nature:
Quiet: Adds One (1) Rank to Special 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 opponent’s attacks.
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
- Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
- Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
- Swift Swim: (DW) (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain. (Not yet Active)
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 19 (22/1.15, Rounded down)
EC: 0/6
MC: 0
DC: 0/5
KO: 0
Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
Ancient Power
Crunch
Wide Guard
Body Slam
Iron Defence
Whirlpool
Substitute
Earthquake
Ice Beam
Barbariccia the Cottonee:
Cottonee (F) Barbariccia
Nature:
Quirky: No Effect on Stats
Type:
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.
Abilities:
- Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
- Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
- Chlorophyll: (DW) (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Not yet Active)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 66
EC: 0/6
MC: 0
DC: 0/5
KO: 0
Attacks:
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Beat Up
Encore
Fake Tears
Taunt
Substitute
Toxic
Rubicante the Embirch:
Embirch (M) Rubicante
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 opponent’s attacks.
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.
Abilities:
- Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
- Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
- Chlorophyll: (DW) (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Not yet Active)
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (50/1.15, Rounded Down)
Attacks:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Blaze Kick
Earth Power
Seed Bomb
Sunny Day
Will o' Wisp
Flamethrower
Son of Shadoo's team:
Embirch "Phloem" (M)
Nature: Bashful - no effect
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 50
EC: 2/9
MC: 2
DC: 1/5
Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Levelup:
Pound
Sweet Scent
Growth
Ember
Leech Seed
Bullet Seed
Flame Wheel
TM:
Flamethrower
Will-O-Wisp
Protect
Egg:
Aromatherapy
Seed Bomb
Earth Power
Arghonaut (Eoleo)(M)
Nature: Adamant - Adds * to Attack, subtracts * from Special Attack.
Type: Water/Fighting
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
HP: 110
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 75
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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) (Unlocked)
Attacks:
Level Up:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Focus Punch
Cross Chop
Punishment
Taunt
Egg Moves:
Recover
Bulk Up
Ice Punch
BW TM:
Rock Slide
Waterfall
Brick Break
Substitute
Drain Punch
Surf
Toxic
Duclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Abilities:
Shield Dust: (Innate) 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: (Innate) 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.
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: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60
EC: 7/9
MC: 0
DC: 5/5 (UNLOCKED!)
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Double Hit
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Toxic
Heal Bell
Hydro Pump
Signal Beam
Elekid "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.
Type: Electric
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95
EC: 1/9
MC: 1
DC: 1/5
Abilities:
Static: 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. (Innate)
Vital Spirit: 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. (Innate, DW)
Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
BW TM:
Substitute
Thunderbolt
Thunder Wave
Egg:
Cross Chop
Fire Punch
Ice Punch
Battle Order:
Shadoo sends out his pokemon and orders
Arcanite orders
I ref