Welcome to Arcanite's Contest Hall!
Final: Temperantia V TravelLog V AlphaJolt!
Final: Temperantia V TravelLog V AlphaJolt!
Due to an error with one of the Semi-Finals, both of the SemiFinalists from that semifinal advance to the Final!
Arena: Contest Hall!
A Stadium not unlike the CAP ASB Arena, Water sources are available, and Seismic Activity is permitted. However, do the audience want Seismic activity? All Weathers are possible too.
DQ Time: 3 Days
No Switching
No Items
AlphaJolt will be using Argos the Arcanine:
Temperantia will be using Persephone the Litwick:
TravelLog will be Using Zephyr the Fidgit
Competitors should make their battle a show for the audience, Beuatiful, cool, spectacular, etc. This will then be evaluated using the appeal gauge. The appeal Gauge will work as following:
The Audience (Any spectators) can PM/VM me a comment, which will be added to the thread. Do not just post here. (Please label which round it is for)
Order:
TravelLog Orders
Alpha Jolt Orders
Temperantia Orders
I Ref and Appeal Gauge
Alpha Jolt Orders
Temperantia Orders
TravelLog Orders
I Ref and Appeal Gauge
Temperantia Orders
TravelLog Orders
Alpha Jolt Orders
I Ref and Appeal Gauge
TravelLog Orders
Alpha Jolt Orders
Temperantia Orders
I Ref, Appeal Gauge, and Announce the Winner!
The Winner gets 6 TC, 2nd gets 4 TC, 3rd gets 2 TC. (You also get more Leaderboard points, which could earn you an invite to the Grand Festival!)
Arena: Contest Hall!
A Stadium not unlike the CAP ASB Arena, Water sources are available, and Seismic Activity is permitted. However, do the audience want Seismic activity? All Weathers are possible too.
DQ Time: 3 Days
No Switching
No Items
AlphaJolt will be using Argos the Arcanine:
Arcanine* [Argos] (M)
Nature: Rash (+SpA, -SpD)
Type: Fire
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.
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.
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+1)
SpD: Rank 2 (-1)
Spe: 95
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Thunder Fang
Bite
Roar
Fire Fang
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Take Down
Reversal
Flamethrower
Agility
Crunch
Flare Blitz
Howl
Morning Sun
Close Combat
Toxic
Safeguard
Dig
Fire Blast
Swagger
Wild Charge
Nature: Rash (+SpA, -SpD)
Type: Fire
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.
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.
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+1)
SpD: Rank 2 (-1)
Spe: 95
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Thunder Fang
Bite
Roar
Fire Fang
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Take Down
Reversal
Flamethrower
Agility
Crunch
Flare Blitz
Howl
Morning Sun
Close Combat
Toxic
Safeguard
Dig
Fire Blast
Swagger
Wild Charge
Temperantia will be using Persephone the Litwick:
Litwick- Persephone (F)
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
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.
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.
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk(-): 1
Def: 2
SpA(+): 4
Spd: 2
Spe: 20
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split
Haze
Heat Wave
Acid Armor
Shadow Ball
Solarbeam
Flamethrower
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
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.
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.
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk(-): 1
Def: 2
SpA(+): 4
Spd: 2
Spe: 20
EC: 2/9
MC: 0
DC: 1/5
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split
Haze
Heat Wave
Acid Armor
Shadow Ball
Solarbeam
Flamethrower
TravelLog will be Using Zephyr the Fidgit
Fidgit [Zephyr] (M) (*)
Nature: Modest (+SpA, -Atk)
Type: Poison/Ground
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.
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:
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 (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Level Up:
Gust(*)
Sand-Attack(*)
Tailwind(*)
Encore(*)
Knock Off(*)
Copycat(*)
Healing Beam(*)
Whirlwind(*)
Razor Wind(*)
Entrainment(*)
Magic Room
Wonder Room
Rapid Spin
Knock Off
Helping Hand
Comet Punch
Air Slash
Acrobatics
Heal Block
Sludge Bomb
Wide Guard
Earth Power(*)
Wish(*)
Disable(*)
Energy Ball (*)
Toxic(*)
Taunt(*)
Shadow Ball
Stone Edge
Nature: Modest (+SpA, -Atk)
Type: Poison/Ground
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.
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:
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 (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Level Up:
Gust(*)
Sand-Attack(*)
Tailwind(*)
Encore(*)
Knock Off(*)
Copycat(*)
Healing Beam(*)
Whirlwind(*)
Razor Wind(*)
Entrainment(*)
Magic Room
Wonder Room
Rapid Spin
Knock Off
Helping Hand
Comet Punch
Air Slash
Acrobatics
Heal Block
Sludge Bomb
Wide Guard
Earth Power(*)
Wish(*)
Disable(*)
Energy Ball (*)
Toxic(*)
Taunt(*)
Shadow Ball
Stone Edge
Competitors should make their battle a show for the audience, Beuatiful, cool, spectacular, etc. This will then be evaluated using the appeal gauge. The appeal Gauge will work as following:
- Successful combo: +5
- Dodging an Attack (Dodge Command): +X (X is amount of damaged dodged)
- Inventive move use: +5
- Being unevolved, and battling a Fully evolved pokemon +15
- Being Not fully evolved (Stage 2 of a 3 stage evo line) and against a fully evolved pokemon: +10
- Inflicting a Status Effect: +5
- Erecting a defensive effect (Safeguard, Reflect, etc): +5
- Changing Weather: +5
- Removing a status effect from Self: +10
- Appeal Judges will then give points as to the general appeal of the round. (max 10 appeal points per round)
- KOing a Pokemon: +10
- If a Pokemon is ganged up upon significantly: +10
The Audience (Any spectators) can PM/VM me a comment, which will be added to the thread. Do not just post here. (Please label which round it is for)
Order:
TravelLog Orders
Alpha Jolt Orders
Temperantia Orders
I Ref and Appeal Gauge
Alpha Jolt Orders
Temperantia Orders
TravelLog Orders
I Ref and Appeal Gauge
Temperantia Orders
TravelLog Orders
Alpha Jolt Orders
I Ref and Appeal Gauge
TravelLog Orders
Alpha Jolt Orders
Temperantia Orders
I Ref, Appeal Gauge, and Announce the Winner!
The Winner gets 6 TC, 2nd gets 4 TC, 3rd gets 2 TC. (You also get more Leaderboard points, which could earn you an invite to the Grand Festival!)