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,
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.....
In the Blue Corner, we have Fanal!
In the Red Corner, we have TIO
Here are there mons
TIO,
Fanal,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
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.
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.