1v1 FE singles
1 day DQ
Training items
Arena: Tokyo
Everything else standard.
Arcanite mons. Your pictures didn't copy too well, so I had to write the names myself. (Lol)
Geodude mons.
Angel of Death [Charizard] (F)
Nature: Naughty
Type: Fire/Flying
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 bushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
<Pwnemon> can i claim .2 uc for geodude's prize claim for "emotional trauma"
Abilities:
Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Air Slash
Heat Wave
Dragon Claw
Scratch
Growl
Ember
Smokescreen
Metal Claw
Dragon Rage
Rage
Scary Face
Fire Fang
Flame Burst
Flamethrower
Slash
Flare Blitz
Ancientpower
Counter
Crunch
Dragon Dance
Focus Punch
Sunny Day
Solarbeam
Dig
Double Team
Fire Blast
Rest
Attract
Overheat
Sky Drop
Shadow Claw
Body Slam
Outrage
Sleep Talk
Thunderpunch
You guys should know what to do, so go nucking futs.
IAR EDIT: Please use Hide Tags. Also please, post the rules & regulations as well as the arena for the onlookers... -.-'
1 day DQ
Training items
Arena: Tokyo
Everything else standard.
Assault on Tokyo
Field Type: Neutral
Complexity: Moderate
Format: Any
Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round
Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?
When the pokemon are 500 feet tall, that's how.
In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.
Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.
Field Type: Neutral
Complexity: Moderate
Format: Any
Restrictions: All Pokemon have a size class of 7 and a weight class of 12, all attacks ignore weight restrictions, random pokemon gets attacked by the SDF at the end of every round
Description: The battlefield is Japan's capital in all of its entirety, from the heart of Shinjuku all the way out to the city limits. How could both trainers' pokemon possibly find each other in such a crowded metropolis?
When the pokemon are 500 feet tall, that's how.
In short, we're playing Godzilla here. All pokemon are treated as if their size class was 7 and their weight class 12. Furthermore, any weight restrictions on attacks (such as psychic) can be ignored for this battle. There's enough seawater to use water attacks, enough vegetation (natural or otherwise) to use Grass Knot, and enough buildings/tanks/laser cannons to serve for certain rock moves.
Lastly, At the end of each round, RNG one of the pokemon currently in play. The Japanese self-defense force will attack that pokemon for a fixed 10 damage.
Arcanite mons. Your pictures didn't copy too well, so I had to write the names myself. (Lol)
Final Fantasy IV - Battle Theme
Nature:
Rash: +1 SpA, -1 SpD
Type:
Nidoking
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (25)
Chip Away
Dig
Disable
Double Kick
Drill Run
Earth Power
Earthquake
Endure
Focus Energy
Flamethrower
Fury Attack
Head Smash
Helping Hand
Horn Attack
Ice Beam
Leer
Megahorn
Natural Gift
Peck
Poison Jab
Poison Sting
Protect
Tackle
Thrash
Thunderbolt
Toxic Spikes
Venoshock
Nature:
Rash: +1 SpA, -1 SpD
Type:
- 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.
- Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
- Poison Point: (Toggle) 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).
- Rivalry: (Passive) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
- Sheer Force (DW): (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Nidoking
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks: (25)
Chip Away
Dig
Disable
Double Kick
Drill Run
Earth Power
Earthquake
Endure
Focus Energy
Flamethrower
Fury Attack
Head Smash
Helping Hand
Horn Attack
Ice Beam
Leer
Megahorn
Natural Gift
Peck
Poison Jab
Poison Sting
Protect
Tackle
Thrash
Thunderbolt
Toxic Spikes
Venoshock
Final Fantasy 3 - Boss Theme
Nature:
Brave: (+1 Atk, -15% Speed, -10% Evasion)
Type:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (-) (56/1.15, Truncated)
-10% Evasion
Size Class: 5
Weight Class: 7
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (23)
Absorb
Bite
Crunch
Curse
Earth Power
Earthquake
Energy Ball
Frenzy Plant
Giga Drain
Growth
Leaf Storm
Mega Drain
Natural Gift
Protect
Razor Leaf
Reflect
Rock Slide
Stone Edge
Superpower
Swords Dance
Tackle
Withdraw
Wood Hammer
Nature:
Brave: (+1 Atk, -15% Speed, -10% Evasion)
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.
- Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
- Overgrow: (Passive) 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)
- Shell Armour (DW): (Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (-) (56/1.15, Truncated)
-10% Evasion
Size Class: 5
Weight Class: 7
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (23)
Absorb
Bite
Crunch
Curse
Earth Power
Earthquake
Energy Ball
Frenzy Plant
Giga Drain
Growth
Leaf Storm
Mega Drain
Natural Gift
Protect
Razor Leaf
Reflect
Rock Slide
Stone Edge
Superpower
Swords Dance
Tackle
Withdraw
Wood Hammer
Battle Scene II
Nature:
Serious: No effect on stats
Type:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Original Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: (55)
Aerial Ace (*)
Agility
Attract
Bide
Bite (*)
Body Slam
Bulldoze
Close Combat (*)
Crunch
Dig
Double Kick
Double Team
Ember (*)
Endure
Extremespeed
Facade
Fire Fang
Fire Spin
Flame Burst
Flame Charge (*)
Flame Wheel (*)
Flamethrower
Flare Blitz
Giga Impact
Heat Wave
Helping Hand (*)
Howl (*)
Leer (*)
Mimic
Morning Sun (*)
Mud Slap
Odour Sleuth (*)
Outrage
Overheat
Protect
Reflect
Rest
Retaliate
Return
Reversal (*)
Roar (*)
Safeguard
Sleep Talk
Snarl
Solarbeam
Substitute
Sunny Day
Swagger
Take Down (*)
Teleport
Thief
Thunder Fang
Toxic
Wild Charge (*)
Will-O-Wisp
Nature:
Serious: No effect on stats
Type:
- Fire: 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.
- Intimidate: (Trigger) 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 thier 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.
- Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
- Justified (DW): (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Original Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: (55)
Aerial Ace (*)
Agility
Attract
Bide
Bite (*)
Body Slam
Bulldoze
Close Combat (*)
Crunch
Dig
Double Kick
Double Team
Ember (*)
Endure
Extremespeed
Facade
Fire Fang
Fire Spin
Flame Burst
Flame Charge (*)
Flame Wheel (*)
Flamethrower
Flare Blitz
Giga Impact
Heat Wave
Helping Hand (*)
Howl (*)
Leer (*)
Mimic
Morning Sun (*)
Mud Slap
Odour Sleuth (*)
Outrage
Overheat
Protect
Reflect
Rest
Retaliate
Return
Reversal (*)
Roar (*)
Safeguard
Sleep Talk
Snarl
Solarbeam
Substitute
Sunny Day
Swagger
Take Down (*)
Teleport
Thief
Thunder Fang
Toxic
Wild Charge (*)
Will-O-Wisp
Geodude mons.
Nature: Naughty
Type: Fire/Flying
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 bushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
<Pwnemon> can i claim .2 uc for geodude's prize claim for "emotional trauma"
Abilities:
Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Air Slash
Heat Wave
Dragon Claw
Scratch
Growl
Ember
Smokescreen
Metal Claw
Dragon Rage
Rage
Scary Face
Fire Fang
Flame Burst
Flamethrower
Slash
Flare Blitz
Ancientpower
Counter
Crunch
Dragon Dance
Focus Punch
Sunny Day
Solarbeam
Dig
Double Team
Fire Blast
Rest
Attract
Overheat
Sky Drop
Shadow Claw
Body Slam
Outrage
Sleep Talk
Thunderpunch
You guys should know what to do, so go nucking futs.
IAR EDIT: Please use Hide Tags. Also please, post the rules & regulations as well as the arena for the onlookers... -.-'
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