Open challenge: 2v2 singles.
DQ time: 1 Day.
2 recoveries, 5 chills per pokemon.
Arena:
Arena: Hall of Origin
The home of Arceus, the Original One. It has deigned to observe the duel between two Trainers. Normally it won't interfere, being the creator of justice and honor; however, should his home (Rank 5 Def, Rank 5 S Def, ??? Type) take an increment of 20 Damage (takes damage whenever a multi hit attack occurs or an attack misses, even activated by attacks such as Heat Wave and Rock Slide), Arceus will lash out with a random-typed 5 SpA Judgement against the offending party. The dimensions of the arena are 50 meters long and 20 meters wide; long story short, it'll hold pretty much anything.
NFE pokes only.
EDIT: Awesome, Gerard. Now let's find ourselves a ref...
Teams:Then i guess i'll accept this one :9
Joltik: Watt (M)
Nature: Rash: Adds * to Special Attack, subtracts * from Special Defense
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW): (Innate, Locked) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Attacks:
String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
Electroweb (*)
Bug Bite (*)
Gastro Acid (*)
Cross Poison (*)
Disable (*)
Rock Climb (*)
Substitute (*)
Light Screen (*)
X-Scissor (*)
Energy Ball
Litwick(*) Spook (F)
Nature: Modest Adds * to Special Attack, subtracts * from Attack
Type:
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 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20
EC: 1/9
MC: 0
DC: 1/5
Abilities:
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.
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 (DW): (Innate, Locked) 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.
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Curse
Pain Split
Clear Smog
Captivate
Endure
Taunt
Shadow Ball
Flamethrower
Metang (Kirot) {O}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel/Psychic
HP: 90
Atk: 3
Def: 4
SpA: 3 (+)
SpD: 3
Spe: 43 (-)
EC: 6/9
MC: 2
DC: 2/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash
Iron Head
Zen Headbutt
Iron Defense
Earthquake
Protect
Shadow Ball
Rock Slide
Ralts (Katherine) {F}
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
HP: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
EC 0/9
MC 0
DC 0/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Thunderbolt
Shadow Ball
Will-O-Wisp
Disable
Confuse Ray
Encore
Abra (Nessarose) {M}
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
Type: Psychic
HP: 90
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
EC 0/9
MC 0
DC 0/5
Attacks:
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy Ball
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Steel/Psychic
- Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
- 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.
- Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
- Light Metal (DW): (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 90
Atk: 3
Def: 4
SpA: 3 (+)
SpD: 3
Spe: 43 (-)
EC: 6/9
MC: 2
DC: 2/5
Attacks:
Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Psychic
Meteor Mash
Iron Head
Zen Headbutt
Iron Defense
Earthquake
Protect
Shadow Ball
Rock Slide
Ralts (Katherine) {F}
Nature: Modest (+1 SpA, -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.
- 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)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
- Telepathy (DW): (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: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40
EC 0/9
MC 0
DC 0/5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Thunderbolt
Shadow Ball
Will-O-Wisp
Disable
Confuse Ray
Encore
Abra (Nessarose) {M}
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
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.
- 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.
- 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.
- Magic Guard (DW) (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:
HP: 90
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)
EC 0/9
MC 0
DC 0/5
Attacks:
Teleport
Guard Split
Light Screen
Encore
Psychic
Shadow Ball
Energy Ball
Gerard, send out your first pokemon and state the item/ability/switch rulings!