Posting this for Terrador due to his recent run-in with the law :P
Da Rules:
I can't un-italics because formatting can be retarded. I'm reffing plant-placing as post-action, after plant damage. Act accordingly.
Houndour - Ambrocious
Nature: Hasty (Spe +10, Accuracy +13%, Def: -1)
Type: Dark / Fire
Dark Type - 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.
Fire Type - 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:
Early Bird - (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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.
(DW) Unnerve - (Dormant) - (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:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks:
Physical Moves - Beat Up, Bite, Counter, Reversal, Sucker Punch
Special Moves - Ember, Fire Blast, Smog
Status Moves - Howl, Leer, Odor Sleuth, Roar, Swagger, Will-O-Wisp
Impetuous and inconsiderate, Ambrocious as mindlessly playful and cheery when left idle; begging for attention and play. Only when his playmates are threatened is Ambrocious roused, and when this occurs his demeanour shifts radically; leaving him ruthless and impulsive, acting on emotion alone and without forethought.
Peashooter | 3 DPA for the opponent | 2 Sun
Sunflower | 1 extra Sun per action | 2 Sun
Wall-Nut | 3 less damage from contact attacks. Lasts for 25 damage | 2 Sun
Pumpkin | Lowers the Sun Cost of <Plant> by 1 | 2 Sun
Potato Mine | 20 damage 3 rounds later | 2 Sun
Torchwood | Doubles the power of *All* peashooters | 3 Sun
Chomper | Immobilizes opponent for 2 actions when contact attacks are used | 5 Sun
Blover | Rebounds all plant-related damage done in an actions | 4 Sun
Pumpkin | Lowers the Sun Cost of Peashooters by 1 | 2 Sun
Umbrella Leaf | Protects from all plant-related damage once per round | 5 Sun
Shroomish (Idk yet) (F)
Nature: Adamant
+1 Atk, -1 SpA
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:
Effect Spore
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal
Type: Innate
Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Quick Feet (DW)
Type: Innate
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk+: 3
Def: 2
SpA-: 1
SpD: 2
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Drain Punch
Focus Punch
Helping Hand
Toxic
Substitute
Facade
Plants: Sunflower, Wall-Nut, Peashooter, Snow Pea, Spikeweed, Umbrella Leaf, Threepeater, Melon-pult, Potato Mine, Starfruit
Da Rules:
Lou specified neither abilities nor items, so it'll be your good ol' all abilities/no items/switch=pun format.Fire Blast said:Arena: Plants vs. Zombies
Field Type: Neutral
Complexity: High
Format: Singles
Restrictions: None
Description: We are in the backyard of Plants vs Zombies! There is water in the middle, so all Water-type moves can be freely used. In addition to the regular actions in a round, players will be able to plant different plants that have effects on themselves and their opponent. Before the battle begins, the player PMs 10 of the plants they want to be able to use, along with their team. The ref will display which plants they choose in the OP, as well as the other information.
Every action, the players receive 1 Sun. This is the currency that is used to get plants. Once a certain amount it reached, the Sun can be expended, and a plant will be placed. A maximum of 3 Plants may be placed during a round. Only 1 of a certain plant can be placed each round. Certain plants effect Sun, and more Sun can be obtained by them.
Since the plants cause much damage, all pokemon start with twice as much HP, so that the battle can last a reasonable amount of time.
Below, is a list of plants available. The player must choose 10 that they will be capable of using during the battle.
Name | Effect | Sun Cost
Peashooter | 3 DPA for the opponent | 2 Sun
Sunflower | 1 extra Sun per action | 2 Sun
Cherry Bomb | 10 damage. One time use | 4 Sun
Wall-Nut | 3 less damage from contact attacks. Lasts for 25 damage | 2 Sun
Potato Mine | 20 damage 3 rounds later | 2 Sun
Snow Pea | 3 DPA for the opponent. -1 Spe for the opponent | 4 Sun
Chomper | Immobilizes opponent for 2 actions when contact attacks are used | 5 Sun
Repeater | 5 DPA for the opponent | 5 Sun
Threepeater | 1/4 chance for 1 or 3 hits. 1/2 chance for 2 hits. 2 DPA per hit for the opponent | 4 Sun
Squash | 1/5 chance for 15 damage | 2 Sun
Jalepeno | 25 damage. Once per battle | 5 Sun
Spikeweed | DPA = 10 - Spe/10. Only one may be placed | 4 Sun
Torchwood | Doubles the power of *All* peashooters | 3 Sun
Tall-Nut | 3 less damage from contact attacks. Lasts for 50 damage | 4 Sun
Cactus | 2 DPA for the opponent. Opponent loses all their immunities | 3 Sun
Blover | Rebounds all plant-related damage done in an actions | 4 Sun
Starfruit | 1/5 chance for 1-5 hits. 2 DPA per hit | 5 Sun
Pumpkin | Lowers the Sun Cost of <Plant> by 1 | 2 Sun
Kernel-Pult | 2 DPA for the opponent. 1/5 chance to stop all plant related damage | 3 Sun
Umbrella Leaf | Protects from all plant-related damage once per round | 5 Sun
Melon-pult | 8 DPA for the opponent | 10 Sun
I can't un-italics because formatting can be retarded. I'm reffing plant-placing as post-action, after plant damage. Act accordingly.
Houndour - Ambrocious
Nature: Hasty (Spe +10, Accuracy +13%, Def: -1)
Type: Dark / Fire
Dark Type - 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.
Fire Type - 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:
Early Bird - (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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.
(DW) Unnerve - (Dormant) - (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:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (+)
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks:
Physical Moves - Beat Up, Bite, Counter, Reversal, Sucker Punch
Special Moves - Ember, Fire Blast, Smog
Status Moves - Howl, Leer, Odor Sleuth, Roar, Swagger, Will-O-Wisp
Impetuous and inconsiderate, Ambrocious as mindlessly playful and cheery when left idle; begging for attention and play. Only when his playmates are threatened is Ambrocious roused, and when this occurs his demeanour shifts radically; leaving him ruthless and impulsive, acting on emotion alone and without forethought.
Peashooter | 3 DPA for the opponent | 2 Sun
Sunflower | 1 extra Sun per action | 2 Sun
Wall-Nut | 3 less damage from contact attacks. Lasts for 25 damage | 2 Sun
Pumpkin | Lowers the Sun Cost of <Plant> by 1 | 2 Sun
Potato Mine | 20 damage 3 rounds later | 2 Sun
Torchwood | Doubles the power of *All* peashooters | 3 Sun
Chomper | Immobilizes opponent for 2 actions when contact attacks are used | 5 Sun
Blover | Rebounds all plant-related damage done in an actions | 4 Sun
Pumpkin | Lowers the Sun Cost of Peashooters by 1 | 2 Sun
Umbrella Leaf | Protects from all plant-related damage once per round | 5 Sun
Shroomish (Idk yet) (F)
Nature: Adamant
+1 Atk, -1 SpA
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:
Effect Spore
Type: Can be Disabled
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal
Type: Innate
Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Quick Feet (DW)
Type: Innate
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Stats:
HP: 90
Atk+: 3
Def: 2
SpA-: 1
SpD: 2
Spe: 35
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Drain Punch
Focus Punch
Helping Hand
Toxic
Substitute
Facade
Plants: Sunflower, Wall-Nut, Peashooter, Snow Pea, Spikeweed, Umbrella Leaf, Threepeater, Melon-pult, Potato Mine, Starfruit