Fanal vs. TIO, can't come up with a better name.

Ladies and gentelmen welcome to TELEPORTATION!
In the Blue Corner, we have Fanal!
In the Red Corner, we have TIO
Here are there mons
TIO,

TIO said:

Scraggy [Arthur] (M)
Nature: Adamant (+Att, -SpA)
Type:
Dark: 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.
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: Type: 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.
Moxie: Type: Innate. This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW): Type: 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 their 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 as an Action, and will affect all opponents. Command: (Ability: Intimidate)

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
High Jump Kick
Crunch

Detect
Drain Punch
Fake Out

Dig
Stone Edge
Retaliate


Minccino [Dexter](M)
Nature: Adamant (+Att, -SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Cute Charm: Type: Innate. This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.

Technician: Type: Innate. This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Skill Link (DW): Type: Innate. This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap

Endure
Knock Off
Flail

Safeguard
Dig
Double Team


Solosis[Anne](F)
Nature: Quiet (+SpA, -Spe, -10 Evasion)
Type:
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:
Overcoat: Type: Innate. This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Magic Guard: Type: 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.

Regenerator (DW): Type: 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: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5(+)
SpD: Rank 2
Spe: 17(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
DC: 0/5

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Ground 7
Light Screen
Charm
Recover
Psyshock

Confuse Ray
Imprison
Trick

Shadow Ball
Energy Ball
Flash Cannon
Fanal,


Snorunt(*) Hali(F)
Nature: Timid

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+ 12 accuracy)
Size Class:Class 1
Weight Class: Class 2
Base Rank Total: 12

EC: 0/6
MC: 0
DC: 0/5

Abilities:

Inner Focus:[/B]
(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.
Ice Body:
(Innate)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody:(DW Locked)
(Innate)This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:

Powder Snow(*)
Leer(*)
Double Team(*)
Bite(*)
Icy Wind(*)
Headbutt(*)
Protect(*)

Block(*)
Disable(*)
Spikes(*)

Shadow Ball(*)
Hidden Power(Fighting 7)(*)
Ice Beam(*)

Moves Total:13


Wooper(*) Starov(M)
Nature: Sassy

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1
SpD: Rank 2(+)
Spe: 13 (15/1.15; -10 evasion) (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 9

EC: 0/6
MC: 0
DC: 0/5

Abilities:

Damp:
(Innate)This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb:
(Innate)This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Unaware:(DW Locked)
(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.

Attacks:

Water Gun(*)
Tail Whip(*)
Mud Sport(*)
Mud Shot(*)
Slam(*)
Mud Bomb(*)
Amnesia(*)

Curse(*)
Recover(*)
Safeguard(*)

Toxic(*)
Earthquake(*)
Scald(*)

Moves Total:13


Venipede(*) Pence(M)
Nature: Adamant

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Poison Point:
(Can be Disabled)This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Swarm:
(Innate)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)
Quick Feet:(DW Locked)
(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.

Attacks:

Defense Curl(*)
Rollout(*)
Poison Sting(*)
Screech(*)
Pursuit(*)
Protect(*)
Poison Tail(*)
Bug Bite(*)


Pin Missile(*)
Rock Climb(*)
Take Down(*)

Double Team(*)
Facade(*)
Poison Jab(*)

Moves Total:14


Fanal, send out mons
TIO, Likewise and order
Fanal Order

AND...... The first Arena is.....
Arena: Arceus' Plate Platform
Field Type: Diverse
Complexity: Moderate
Format: All
Restrictions: No Restrictions

Description:
Deep in the the Sinnoh Underground, the excavators have discovered a stranger arena: Within it lie 17 Plates, each glowing with a faint tinge. As time progressed and studies increased, people began to see the wonders these plates held: they could grant the user a momentary boost in power, or access to powers they did not previously possess. The Plates were promptly moved to a place where they could be more readily used for battling.

- There are 17 Different Plates, each representing the 17 Types of Pokemon (For these purposes, I'm introducing the Simple [Normal] Plate).
- When a plate is stepped on, the user is granted a choice: Either Boost the BP of moves of that corresponding type by 3 for for 3 actions, or use any move of that type.
- Stepping on a Plate costs 3 En. If using the BP Boost, it takes an action. If using an Attack, it does not.
- Once a Plate is used for either purpose, it is unusable for the duration of the match. In addition, the great power required by the plates makes it impossible to use more than 1 plate per round, to the detriment of the User.
- The platform itself supports all forms of battling: there is plenty of room, a deep pool in the centre of the field, and the ground is soft enough to dig through, yet hard enough that Seismic moves have their full strength.
 
ALL
90 HP
100 EN
Other Effects: N/A

No time for flavor, as I had to start over twice and I have a lot of homework, Promise to have flavor later.:-)

Solosis used Energy Ball!
Hit: Irrelevant
Crit: 6726 [No]
-6 EN
28 Damage

Wooper used Horn Smash!
Hit: 8425 [Yes]
Crit: 6216 [No]
- 20 EN
19 Damage

Solosis used Giga Drain!
Hit: Irrelevant
Crit: 7816 [No]
- 3 EN
28 Damage
Solosis Restored 14 HP!

Wooper Cooled Down!

Solosis used Energy Ball!
Hit: Irrelevant
Crit: 6726 [No]
-6 EN
28 Damage


Wooper used Recover!
- 11 EN
Wooper Restored 20 HP!

AND....
THE...
NEXT...
ARENA
IS..........


Magma colloseum
Field Type: Fire
Complexity: Moderate
Restrictions: No water source, water moves have -3 BAP, fire moves get +3 BAP, no hail or rain, seismic activity results in lava flooding the field, Eruption mega-boosted, Digging is an idiotic thing to do.

Sorry for the small picture, it was all I could find. Anyway, the Magma Colosseum is an arena bulit in the middle of a volcano, floating on lava. It has a nice arena painted on it. Due to the extreme heat, all water moves are less powerful (three less base attack power), and fire moves are much more powerful (three more base attack power). If any Pokemon summons an Eruption, it will hit all Pokemon except the user with 20 base attack power, no matter the user's health. No precipitation (hail or rain) can reach the arena, but they can block out the sunny weather if there is any. If there is any seismic activity, it will cause surrounding lava to splash onto Pokemon. This lava will hit all Pokemon on the field as a special attack with 4 base attack power and 3 special attack, and will leave all Pokemon (except fire-types) with a third degree burn. If a Pokemon tries to Dig, they will experience the same lava-attack for each action the Pokemon is underground. This is seriously a very good arena for a Fire gym!



26 HP
69 EN
Other Effects: N/A


81 HP
85 EN
Other Effects: N/A
 
Umm, I don't really remember what I did. You can just calc it yourself if you think I did anything wrong!

Hello there, I'm the Unseen PBR Announcer, and I'll ref our match. Solosis shoots out an Energy Ball at Wooper! What a hit! It's super effective! Wooper is KO'ed


26 HP
69 EN
Other Effects: N/A


81 HP
85 EN
Other Effects: N/A


Solosis used Energy Ball!
Hit: Irrelevant
Crit: Irrelevant
- 6 EN
Wooper was KO'ed

WOOPER IS DED


81 HP
79 EN
Other Effects: N/A

TELEPORT!!!!
Field Type: Electric
Complexity: Moderate
Format: Singles/Doubles/Triples
Restrictions: No digging; other (see below)

A power plant in the middle of nowhere, not unlike the one in eastern Kanto (minus Zapdos, of course). Even after years of disuse, its generators still crackle with electrical energy. (Apparently OSHA doesn’t exist in the Pokemon world.) This energy can be harnessed by Electric-type Pokemon to make for truly electrifying battles.

The electric energy that imbues the plant is hazardous when a Pokemon is exposed to it for too long. All Pokemon that are not Electric and do not have the ability Lightningrod, Motor Drive, or Volt Absorb will take damage at the end of each round (calculated as a ThunderShock from Rank 5 Special Attack). Note that Lightningrod, Volt Absorb, and Motor Drive will not activate as a result of this damage; these abilities merely serve to grant invincibility to the recurring damage. The air is thick with electric energy, and all Pokemon are affected in some way by the charge (some more than others). All Pokemon have their weaknesses and resistances to the Electric type brought down to the next weakness level (neutral becomes x2 weakness, x4 weakness becomes x6 weakness, etc.). Ground-types have their immunity to Electric moves removed, and now resist them 2x unless they have another type that resists/is weak to Electric.

Another side effect of the electricity in the air is the power and ease with which Electric attacks are cast; all Electric moves, regardless of user, will receive a 2 BAP boost and require 2 less Energy to use. There is a river near the power plant, as well as a meadow right outside. Since the plant is in fact abandoned, nobody will care about seismic activity, so seismic attacks are usable; however, it is impossible to dig through the tile floor of the plant. In addition, all Electric-types will be able to shift the polarity in their bodies more easily, meaning they will essentially be granted permanent Magnet Rise status (unless the Pokemon already has the ability Levitate, in which case nothing changes), so seismic attacks are for the most part nearly useless anyway.

Can you shock the opponent and claim a victory?

Summary:
-non-Electric Pokemon that do not have Lightningrod, Volt Absorb, or Motor Drive are damaged at the end of each turn (ThunderShock from 5 SpA)
-all weaknesses/resistances to Electric brought down 1 level; Ground type considered resistant, but not immune
-all Electric moves gain 2 BAP and cost 2 less Energy
-water source and plant life; seismic activity allowed, but no digging
-all Electric-types under permanent effect of Magnet Rise
 

90 HP
100 EN
Other Effects: N/A


81 HP
79 EN
Other Effects: N/A

flavor goes here

Venipide usde Protect!
-19 EN
Venipede protected itself

Solosis used Psyschock!
-5 EN

Venipede used Stinging Jab!
Hit: Irrelevant
2475 [No]
- 12 EN
24 Damage
Secondary Effect: 3518 [Yes] Solosis was Poisoned!

Solosis used Reflect!
-7 EN
Reflect went up! (6)

Venipede Cooled Down!

Solosis used Psychock!
Hit: Irrelevant
Crit: 7627 [No]
-5 EN
22 Damage




68 HP
69 EN
Other Effects: N/A


54 HP
62 EN
Other Effects: Reflect (4), Poison


THE NEXT AARENA ISSSSSS
Field Type: Grass, Flying
Complexity: Complex
Format: Singles
Traits: No Digging, No Seismic Attacks, No Water Source

Description:
An open arena, with a large central castle surrounded by several smaller turrets and towers floating in the air. The castle's structure will randomly shift around, drastically changing the environment: turrets will appear in mid-air upside down, towers will stack up on each other, and some buildings will vanish altogether. Only the central castle's base will remain unchanged, though the keep in the center of the base and the bridges around it will still shift.

Omega Shift - At the end of each round, the referee will roll for three properties from the list below. Those three properties will be in effect during the next round, and stack with themselves. Each round, the effects are wiped clean and replaced with three new properties.

Resplendence - Increases effect chances by 10% flat, after Serene Grace and Oaths.
Inversion - The type chart is inverted; weaknesses become resistances and vice-versa. On a second helping of Inversion, battlers trade En totals, and on a third helping of Inversion they trade HP totals.
Incitement - Each mon's Attack and Sp. Attack stages increases by 2.
Hippocratics - Damage is decreased by 10 after all other modifiers. If this makes the damage dealt negative, the attacker instead regains that much HP. E.g, instead of dealing 7 damage, the attacker recovers 3 HP. Only direct damage is affected.
Fire Sale - Attacks don't cost Energy, but combinations become disallowed for the duration. On a second helping of Fire Sale, indirect damage is halted, and on a third helping combinations become permitted.
Body Swap - The mons swap bodies, and use each others' attacks, stats, HP, and so on, and may not use combinations. They swap back at rounds' end, making attacking a risk vs. reward decision. They may use combinations on a second helping, and they are restored 20 En on a third helping.

EDIT: Fixed
 
Man, I feel like a massive prick now. Sorry. :(
Stinging Jab should've been a crit.
Poison Sting: The Pokemon fires a volley of poisonous needles that inject the foe with poison. A stinger may also be used to deliver for a more pinpoint contact attack, which will always score a critical hit. If combined with Fury Attack or Pin Missile, the attack will always hit 5 times. If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
And I think you didn't account for STAB either.
Also, Protect costs 7+damage/2.5 energy

Protect: The Pokemon erects a barrier that protects them from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Detect, Agility (Evasive), Teleport (Evasive), or the Dodge Command. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 + (Damage Blocked / 2.5) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 4 | CT: Passive
and Magic guard prevents poison damage.​
 
Poison Missile(Poison Sting+Pin Missile)>cooldown>Bug Bite
IF Charm change actions to Screech>Poison Missile(Poison Sting+Pin Missile)>cooldown
 

68 HP
69 EN
Other Effects: N/A


40 HP
62 EN
Other Effects: Reflect (4), Poison

Venipede begins the match by shooting 5 Poison Missiles at Solosis. She retaliates by... Recovering some of her Health! Venipede Cools Down, tired from his previous combination. Solosis Psyshocks him! Solosis the Chills out, and Venipede Bites him with all his Buggy powers!
Solosis used Recover!
-11 EN
Solosis restored 20 Health

Venipede used Poison Missile!
Hit: 3398 [Yes]
Crit: 9402 [No]
Pin Missile Hits: 6482 [5]
-8 EN
19 Damage
Secondary Effect: Irrelevant

Solosis used Psyshock!
Hit: Irrelevant
Crit: 5269 [No]
-5 EN
22 Damage

Venipede Cooled Down!

Solosis Chilled Out!
It Restored 12 Energy!

Venipede used Bug Bite!
Hit: Irrelevant
Crit: 4725 [No]
- 3 EN
15 Damage

RNG For Effects, 3,6,5 [Incitement, Body Swap, Fire Sale]


46 HP
58 EN
Other Effects: N/A


20 HP
58 EN
Other Effects: Reflect (3), Poison
 
Chill ~ Chill ~ Chill
Also, we need a new arena. If this negates current arena effects, say something.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top