Hellooooo ladies and gentlemen! Welcome to another ASB battle, this time taking place at the gorgeous Teleportation Arena! In our Red Corner, we have Complications, while in our Blue Corner, we have Glacier Knight!
"I accept Peewee! You are no match for my Magcargo!"
sizzle...
"Ok, bring the heat!"
Ancient Power~Flamethrower~Ancient Power
-if bide, change actions to Smokescreen x3
-if protective/evasive action, shell smash the first instance, and smokescreen the second, BUT not twice in a row
(Jk guys, I'm just messing with you. Complications this isnt a battle hall thread, remove that lol.)
___________________________________________
Open Challenge
1vs1 FE pokemon 30-40 moves
2 day DQ
2 recoveries and chills
No Switch
All Abilities
All Items
Arena: Teleportation!
I shall not accept this mockery!!! :P
Accepting.
Complications
Possible Pokémon:
Excadrill (The Boulder) (M)
Nature: Adamant (+Atk, -SAtk)
Type:
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.
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.
Abilities:
Sand Rush
Innate
This Pokemon thrives in Sandstorm conditions, feeling more at home in *them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) *in a Sandstorm. Pokemon with this ability are immune to Sandstorm *damage.
Sand Force
Innate
This Pokemon thrives in Sandstorm conditions, using the power of the *swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. *Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have *the Base Attack Power increased by two (2). Pokemon with this ability *are immune to Sandstorm damage.
Mold Breaker*
Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick *pulse preceding the attack that disables the opponents natural abilities *(e.g. Levitators plummet towards the ground before Earthquake hits, *Volt Absorb will not absorb electric attacks, Clear Body does not *prevent stat-drops, etc.)
Stats
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch (*)
Mud Sport (*)
Rapid Spin (*)
Mud Slap (*)
Fury Swipes (*)
Metal Claw (*)
Dig (*)
Hone Claws (*)
Drill Run
Fissure
Swords Dance
Iron Defense (*)
Crush Claw (*)
Skull Bash (*)
Brick Break (*)
X-Scissor (*)
Rock Slide (*)
Protect
Giga Impact
Double Team
Sandstorm
Aerial Ace
Shadow Claw
Poison Jab
Substitute
Bulldoze
Stealth Rock
Iron Head
Magnet Rise
Nature: Adamant (+Atk, -SAtk)
Type:
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.
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.
Abilities:
Sand Rush
Innate
This Pokemon thrives in Sandstorm conditions, feeling more at home in *them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) *in a Sandstorm. Pokemon with this ability are immune to Sandstorm *damage.
Sand Force
Innate
This Pokemon thrives in Sandstorm conditions, using the power of the *swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. *Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have *the Base Attack Power increased by two (2). Pokemon with this ability *are immune to Sandstorm damage.
Mold Breaker*
Innate
Whenever this Pokemon attacks, it emits an invisible, blindingly quick *pulse preceding the attack that disables the opponents natural abilities *(e.g. Levitators plummet towards the ground before Earthquake hits, *Volt Absorb will not absorb electric attacks, Clear Body does not *prevent stat-drops, etc.)
Stats
HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch (*)
Mud Sport (*)
Rapid Spin (*)
Mud Slap (*)
Fury Swipes (*)
Metal Claw (*)
Dig (*)
Hone Claws (*)
Drill Run
Fissure
Swords Dance
Iron Defense (*)
Crush Claw (*)
Skull Bash (*)
Brick Break (*)
X-Scissor (*)
Rock Slide (*)
Protect
Giga Impact
Double Team
Sandstorm
Aerial Ace
Shadow Claw
Poison Jab
Substitute
Bulldoze
Stealth Rock
Iron Head
Magnet Rise
Empoleon (Napoleon) (M)
Nature: Relaxed +Def, -Spe, -10 Evasion
Type:
Water: Water STAB; *Can breathe and have excellent mobility when *underwater, are less capable on land unless they are entirely *amphibious.
Abilities:
Torrent
Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any *water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, *Hydro Pump from 12 to 14)
Defiant (DW Unlocked)
Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are *decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that round.
Stats
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 52 (52.2>52)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Pound (*)
Growl (*)
Bubble (*)
Water Sport (*)
Peck (*)
Bubblebeam (*)
Bide (*)
Fury Attack (*)
Metal Claw
Swagger
Swords Dance
Aqua Jet
Brine
Drill Peck
Agility (*)
Yawn (*)
Mud Sport (*)
Ice Beam (*)
Surf (*)
Grass Knot (*)
Earthquake
Brick Break
Protect
Substitute
Hyper Beam
Scald
Shadow Claw
Rock Slide
Double Team
Icy Wind
Knock Off
Hydro Cannon
Vacuum Wave
Nature: Relaxed +Def, -Spe, -10 Evasion
Type:
Water: Water STAB; *Can breathe and have excellent mobility when *underwater, are less capable on land unless they are entirely *amphibious.
Abilities:
Torrent
Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any *water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, *Hydro Pump from 12 to 14)
Defiant (DW Unlocked)
Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are *decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that round.
Stats
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 52 (52.2>52)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Pound (*)
Growl (*)
Bubble (*)
Water Sport (*)
Peck (*)
Bubblebeam (*)
Bide (*)
Fury Attack (*)
Metal Claw
Swagger
Swords Dance
Aqua Jet
Brine
Drill Peck
Agility (*)
Yawn (*)
Mud Sport (*)
Ice Beam (*)
Surf (*)
Grass Knot (*)
Earthquake
Brick Break
Protect
Substitute
Hyper Beam
Scald
Shadow Claw
Rock Slide
Double Team
Icy Wind
Knock Off
Hydro Cannon
Vacuum Wave
Glacier Knight
Nolan [Gallade] (M)
Nature: Impish (+def, -spa)
Type: Psychic/Fighting
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
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:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified (DW): (Innate) 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Attacks
Leaf Blade
Night Slash
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Slash
Fury Cutter
Psycho Cut
Close Combat
Swords Dance
Feint
Disable
Encore
Shadow Sneak
Ice Punch
Fire Punch
Thunder Punch
Zen Headbutt
Trick
Drain Punch
Protect
Shadow Ball
Thunder Wave
Taunt
Torment
Snatch
Endure
32 Moves
And our Arena...
Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable
Restrictions: Weather Effects, Room Effects, Entry Hazards, & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable
Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arena's there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.
*0 represents the ASB Tournament Arena.
Concept Arenas don't count, either...Neither does TELEPORTATION! itself.
Summary: A new arena every round.
Field Type: Variable
Complexity: Variable
Format: Variable
Restrictions: Weather Effects, Room Effects, Entry Hazards, & Gravity only last until the end of a round, unless the same arena is rolled twice in a row, otherwise, Variable
Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arena's there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.
*0 represents the ASB Tournament Arena.
Concept Arenas don't count, either...Neither does TELEPORTATION! itself.
Summary: A new arena every round.
...and our first Arena! :D
I rolled a 40, so here is Glacier Knight's Rage Beach.
Field Type- Water/Fighting/Rock
Complexity- Moderate
Format- All
Restrictions- Except Sandstorm all weather is banned, No digging
Rage Beach: Many brawlers and karate enthusiasts enjoy this secluded cove. The rough waves that come in are enjoyed by many physically fit pokemon, and the coarse red sand gives the beachgoers a feeling of inner strength. All along the beach there are medium sized boulders (Three feet tall and wide, pretty heavy) and although most are crushed by the Mankeys and Primapes that live in the mountain above there are still some that battlers can use to their advantage. Speaking of the mountain and it’s residents, most of the brawlers don’t venture up Rage Mountain, because even though there’s an excellent battling area on one of the lower peaks the Primapes are very territorial. The area between the beach and mountain is very rocky and slopes ever so slightly. If a battling pokemon even comes near the mountain’s edge you can be sure they will soon be confronted by a Mankey scout, or even rarer, the Primeape Chieftain. Because of this threat most battles stay on the shoreline and waterfront. Since the sand is so coarse and rocky digging around here is a no-go, but the fighters love a good earthquake to shake up the field. Also the temperature here is sunny and hot, and it stays that way. Summary: No dig, Earthquake is okay though. Weather will always be sunny, though a sandstorm could be whipped up. Water can be used and the battle can be taken out into the bay (Not too far). If any pokemon gets near the mountain’s edge a wild pokemon will attack then flee (Mankey 80% Primeape 20%)
Complexity- Moderate
Format- All
Restrictions- Except Sandstorm all weather is banned, No digging
Rage Beach: Many brawlers and karate enthusiasts enjoy this secluded cove. The rough waves that come in are enjoyed by many physically fit pokemon, and the coarse red sand gives the beachgoers a feeling of inner strength. All along the beach there are medium sized boulders (Three feet tall and wide, pretty heavy) and although most are crushed by the Mankeys and Primapes that live in the mountain above there are still some that battlers can use to their advantage. Speaking of the mountain and it’s residents, most of the brawlers don’t venture up Rage Mountain, because even though there’s an excellent battling area on one of the lower peaks the Primapes are very territorial. The area between the beach and mountain is very rocky and slopes ever so slightly. If a battling pokemon even comes near the mountain’s edge you can be sure they will soon be confronted by a Mankey scout, or even rarer, the Primeape Chieftain. Because of this threat most battles stay on the shoreline and waterfront. Since the sand is so coarse and rocky digging around here is a no-go, but the fighters love a good earthquake to shake up the field. Also the temperature here is sunny and hot, and it stays that way. Summary: No dig, Earthquake is okay though. Weather will always be sunny, though a sandstorm could be whipped up. Water can be used and the battle can be taken out into the bay (Not too far). If any pokemon gets near the mountain’s edge a wild pokemon will attack then flee (Mankey 80% Primeape 20%)
Order
Glace sends out and equips
Comp sends out, equips, and orders
Glace orders
I ref