Frosty
=_=
Ok, looking forward to this
2 Day DQ
Items: Training
Subs: 4 along the team
Recovers/Chills: 5
Switch = OK
Arena:
RNG Roll (Post) [1-54]: 53/54 (Zarator's)
RNG Roll (Arena) [1-1]: 1/1 .-. (The Well of Souls)
Field Type: Ghost
Field Complexity: Moderate
Format: All
Restrictions: No Weather (indoors), No Digging (see flavor explaination), No Seismic Moves (see flavor explaination), No water source (see flavor explaination), No vines for Grass Knot
The Well of Souls is a circular, high building, akin to a tower, with a 60 ft radius and about 300 ft tall. A glassy circle is suspended in the middle, connected with the walls by four ramps, built in a X pattern around the circle. The glass can't be dug through, and any kind of seismic move would cause it to crumble. It is still possible to cause effects like Rock Slide and Rock Tomb by pounding the tower's walls, though.
Below the glass, you can see a blue, swirling vortex. Feeble screams and cry can be heard coming from the pit, and you can spot many whisps floating in it, drifting like leaves. It is possible to harness the souls of the well to empower the user's own soul-based attacks, as well as consuming the whisps into fierce, infernal techniques. Translating into game terms, this means that:
- Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul upon the Well
- Will-O-Wisp and Inferno have 100% accuracy. The whisps provide decent enough fodder for these wicked spells
- Destiny Bond's energy cost is reduced by (5), and its CAP is raised to 40. The connection with the underworld is very strong near the Well.
Is this Ok for you?
Elevator Music said:
Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting
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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 59
MC: 0
DC: 5/5
Attacks:
Arm Thrust
Bide
Glare
Grudge
Hammer Arm
Mean Look
Moonlight
Power Whip
Punishment
Revenge
Rock Tomb
Sand Tomb
Shadow Punch
Vital Throw
Wrap
Wring Out
Counter
Curse
Drain Punch
Force Palm
Mach Punch
Shadow Sneak
Submission
Wide Guard
Brick Break
Bulk Up
Double Team
Earthquake
Embargo
Endure
Focus Punch
Giga Impact
Low Sweep
Payback
Poison Jab
Protect
Rest
Rock Slide
Rock Smash
Safeguard
Smack Down
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Torment
Toxic
Bind
Dual Chop
Helping Hand
Ice Punch
Knock Off
Mud-Slap
Pain Split
Sleep Talk
Sucker Punch
Superpower
Trick
Girafarig [Kirinriki] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal/Psychic
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 4
Weight Class: 3
Base Rank Total: 18
Total Moves: 43
MC: 0
DC: 5/5
Attacks:
Agility
Assurance
Astonish
Baton Pass
Confusion
Crunch
Double Hit
Growl
Guard Swap
Odor Sleuth
Power Swap
Psybeam
Psychic
Stomp
Tackle
Zen Headbutt
Double Kick
Future Sight
Mirror Coat
Razor Wind
Wish
Earthquake
Facade
Light Screen
Protect
Reflect
Rest
Thunderbolt
Toxic
Trick Room
Endure
Foul Play
Gravity
Hyper Voice
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Snore
Sucker Punch
Swift
Uproar
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 Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Stats:
HP: 100
Atk: Rank1 (-)
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: 14
MC: 0
EC: 0/5
Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Aqua Ring
Fire Spin
Heal Pulse
Fire Blast
Protect
Toxic
Slowpoke [Yadon] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 13 (15 /1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
Total Moves: 14
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Block
Future Sight
Mud Sport
Flamethrower
Scald
Toxic
Chikorita [Chikoriita] (F)
Nature: Brave (+1 SpA, -15% Spe, -10% Eva)
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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Leaf Guard (DW): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 39 (45 /1.15) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
Total Moves: 15
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Growl
Razor Leaf
Reflect
PoisonPowder
Synthesis
Magical Leaf
Natural Gift
Counter
Heal Pulse
Leech Seed
Energy Ball
Protect
Toxic
you are welcome.Gerard said:Maureen (Marill) {}Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Think Fat: (Innate)
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
- Huge Power: (Trait)
This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
- Sap Sipper: (Innate)
This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.Stats:
HP: 100
Atk: 1 [3]
Def: 2
SpA: 2 (+)
SpD: 2
Spe: 34 (-)
SC: 1
WC: 1
BST: 13
EC: 4/9
MC: 0
DC: 3/5
Attacks: 27
Splash
Charm
Bubble
Tail Whip
Slam
Water Sport
Water Gun
BubbleBeam
Helping Hand
Bounce
Tackle
Defense Curl
Rollout
Aqua Ring
Aqua Tail
Double Edge
Rain Dance
Superpower
Hydro Pump
Encore
Muddy Water
Soak
Scald
Ice Beam
Waterfall
Brick Break
Dig
Misdreavus (Pandora) {}Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Ghost
- 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:
- Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate. Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 3
Spe: 98 (+)
SC: 1
WC: 1
BST: 15
EC: 5/6
MC: 2
DC: x.x
Attacks: 22
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Shadow Ball
Pain Split
Perish Song
Skill Swap
Destiny Bond
Shadow Sneak
Heal Bell
Torment
Thunder Wave
Will-O-Wisp
Taunt
Psychic
Hidden Power Fighting [7]
Icy Wind
Gardevoir (Katherine) {}
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic
- 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.
Abilities:
- Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
- Trace: (Can be Activated)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
- Telepathy: (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.Stats:
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21
EC: 9/9
MC: 3
DC: 5/5
Attacks: 47
Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Dream Eater
Encore
Endure
Energy Ball
Focus Blast
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Rain Dance
Reflect
Safeguard
Shadow Ball
Signal Beam
Skill Swap
Snatch
Stored Power
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Will-O-Wisp
WishStarmie (Vogue) {O}Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic
- 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.
- Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
- Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
- 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: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.Stats:
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BST: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks: 61
Aurora Beam
Barrier
Bide
Blizzard
Brine
Camouflage
Confuse Ray
Cosmic Power
Dive
Double Team
Dream Eater
Endure
Flash
Flash Cannon
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Refect Type
Reflect
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick
Twister
Water Gun
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Columbia (Krillowatt) {}Nature: Timid (+15% Speed, +17% Acc, -1 Atk)
Type: Water/Electric
- Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
- 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.
Abilities:
- Trace: (Can be Activated)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
- Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
- Shell Armor (DW): (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.Stats:
HP: 125
Atk: 2 (-)
Def: 3
SpA: 3
SpD: 3
Spe: 121 (+)
SC: 1
WC: 2
BST: 22
EC: 6/6
MC: 0
DC: 3/5
Attacks: 24
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Thundershock
Confuse Ray
Aqua Jet
Mirror Coat
Counter
Imprison
Hydro Pump
Thunder
Volt Switch
Discharge
Muddy Water
Follow Me
Me First
Sheer Cold
Earth Power
Blizzard
Scald
Thunder WaveÉponine (Togekiss) {}Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying
- Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
- 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:
- Hustle: (Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
- Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
- Super Luck: (Innate)
This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.Stats:
HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 96 (+)
SC: 3
WC: 3
BST: 20
EC: 9/9
MC: 4
DC: 5/5
Attacks: 54
After You
Air Slash
AncientPower
Aura Sphere
Baton Pass
Bestow
Charm
Counter
Defog
Double Edge
Double Team
Encore
Endeavour
Endure
ExtremeSpeed
Flamethrower
Fly
Follow Me
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ice (7)
Hyper Beam
Hyper Voice
Icy Wind
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Morning Sun
Nasty Plot
Protect
Psych Up
Psychic
Psycho Shift
Reflect
Rest
Roost
Round
Safeguard
Shadow Ball
Signal Beam
Sky Attack
Sleep Talk
Solarbeam
Sunny Day
Sweet Kiss
Tailwind
Thunder Wave
Tri Attack
Wish
Yawn
I hope this to be a cool batte, thanks for reffing :3
Also, NOTE: since this is a 5vs5 match and Gerard brought 6 pokemon to the battle, the last one won't be considered and can't be used, k? I just pasted it in case I made some kind of mistake.
Order of Operations:
Gerard sends out pokemon with items
Elevator_Music sends out pokemon with items and orders
Gerard gives orders
I Ref.