Completed Its_A_Random's 3k! Lady Salamence, SimonSays, and C$FP join in on the celebrations!

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#1
And so this epic team battle begins! Congratulations to IAR on being an excellent member of the ASB community (and gym leadership!), and we all hope you stay around for another 3,000 posts!

Now, instead of getting my butt kicked by IAR for the nth time, I'll be reffing this battle!

The Rules and Arena:
3+3v3+3 FE Tag Team Battle
3 Day DQ Time
2 Recoveries/5 Chills per mon
2 Substitutions per mon
Switch=OK
Abilities=All
Items=On

Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable

Restrictions: Weather Effects, Room Effects & 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.


And the teams, TEAM Its_A_Random and SimonSays!

IAR:

Gliscor(*) [Capers] (M)
NATURE: Impish

TYPE
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.
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.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (64)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Brick Break
Bulldoze
Counter
Dig
Earthquake*
Facade
Faint Attack*
Feint
Fire Fang
Frustration
Fury Cutter*
Giga Impact
Guillotine
Ice Fang
Iron Tail
Knock Off*
Natural Gift
Night Slash*
Poison Jab
Poison Sting*
Quick Attack*
Return
Rock Tomb
Rock Slide*
Sand Tomb
Sky Attack
Slash
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
X-Scissor

SPECIAL
Hyper Beam
Round
Sludge Bomb
Venoshock

OTHER

Agility*
Attract
Baton Pass*
Defog
Double Team
Endure
Harden*
Hone Claws
Power Trick
Protect
Rain Dance
Rest
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Substitute
Sunny Day
Swagger
Swords Dance*
Taunt
Torment
Toxic

Eelektross [Sheeldon] (M)
NATURE: Brave (-10% Evasion)

TYPE
Electric
: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

ABILITIES
Levitate
: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

STATS
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: N/A

ATTACKS (39)
PHYSICAL
Acrobatics
Bind
Brick Break
Crunch
Crush Claw
Dragon Claw
Dragon Tail
Facade
Headbutt
Return
Rock Slide
Spark
Tackle
Thrash
U-Turn
Wild Charge

SPECIAL
Acid
Acid Spray
Charge Beam
Discharge
Flamethrower
Flash Cannon
Grass Knot
Hidden Power (Ground 7)
Hyper Beam
Thunder
Thunderbolt
Volt Switch
Zap Cannon

OTHER

Coil
Double Team
Gastro Acid
Light Screen
Protect
Rain Dance
Rest
Substitute
Thunder Wave
Toxic

Rotom [motoR] (-)
NATURE: Modest

TYPE
Electric
: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ghost: 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.
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.

ABILITIES
Levitate
: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

STATS
HP: 90
Atk: Rank 1 2 (-)
Def: Rank 3 4
SpA: Rank 4 5 (+)
SpD: Rank 3 4
Spe: 91 87
Size Class: 1 2
Weight Class: 1 3
Base Rank Total: 16 20

EC: N/A
MC: 0
DC: N/A

ATTACKS (39)
PHYSICAL
Astonish
Sucker Punch

SPECIAL
Charge Beam
Dark Pulse
Discharge
Electro Ball
Hex
Hidden Power (Ground 7)
Leaf Storm
Mud-Slap
Ominous Wind
Shock Wave
Shadow Ball
Signal Beam
Thunder
Thunderbolt
Thundershock
Uproar
Volt Switch

OTHER

Charge
Confuse Ray
Double Team
Endure
Light Screen
Pain Split
Protect
Psych Up
Reflect
Rest
Sleep Talk
Snatch
Spite
Substitute
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Will-O-Wisp


SIMONSAYS:



Slowking [Sleuth] (M)
Nature: Relaxed (Adds one (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Regenerator (DW): (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: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 36 (30/1.15, rounded down)
-10 Eva.
Size Class: 3
Weight Class: 4
Base Rank Total: 19


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


Attacks:
Power Gem
Hidden Power (Grass, 7)
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse

Belly Drum
Mud Sport
Zen Headbutt
Me First

Trick Room
Telekinesis
Fire Blast
Scald
Protect
Toxic
Dragon Tail
Ice Beam
Focus Blast


Aqua Tail
Pay Day
Magic Coat
Zap Cannon

Moves: 30



Dragonair (*) Ace (F)
Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
Type: Dragon / Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
(Dragonite line capable of breathing underwater)

Abilities:
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.


Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 4
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22


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


Attacks:
ThunderPunch
Fire Punch
Roost
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Safeguard
Outrage
Dragon Tail
Hurricane
Aqua Tail

Dragon Dance(*)
ExtremeSpeed(*)
Dragon Rush(*)
Dragon Pulse

Rest(*)
Waterfall(*)
Fire Blast(*)
Thunder
Blizzard
Stone Edge
Earthquake

Moves: 26



Sawsbuck [Prince] (M)
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack]
Type: Normal/ Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate)This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Serene Grace (DW): (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18


EC: 6/6
MC: 3
DC: 5/5


Attacks:
Megahorn
Tackle
Camouflage
Growl
Sand Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
SolarBeam
Aromatherapy
Horn Leech
Double-Edge

Sythesis
Agility
Odour Sleuth
Natural Gift
Baton Pass

Protect
Return
Wild Charge
Sword Dance
Sunny Day
Toxic
Giga Impact
Thunder Wave
Substitute
Light Screen

Moves: 30


And TEAM C$FP AND LADY SALEMENCE:

CMFP:

Dragonite [White Belly] (Female)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Inner Focus
Type: 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.

Ability 2 (DW) [unlocked]: Multiscale
Type:Innate
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 70 (80/1.15=69.56)
Size Class: 4
Weight Class: 6
Base Rank Total: 22

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

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Safeguard
Outrage
Fire Punch
Thunder Punch
Roost
Hurricane
Hydro Pump

Dragon Dance
Dragon Pulse
Extreme Speed
Draco Meteor

Ice Beam
Thunderbolt
Flamethrower
Earthquake
Stone Edge
Fire Blast
Blizzard
Surf
Brick Break
Thunder
Fly
Focus Blast
Sky Drop
Endure

Moves: 33

Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
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.
Ghost: 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.

Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW) [unlocked]: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:

Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Fake Out
Shadow Claw
Metal Claw
Revenge
Iron Head
Memento
Metal Burst
Copycat
Imprison
Hex

Yawn
Meteor Mash
Foul Play
Pain Split
Super Fang
Magic Coat
Spite
Sucker Punch
Ice Punch
Thunder Punch
Endeavor
Superpower
Trick
Last Resort
Knock Off
Low Kick

Toxic
Will-o-Wisp
Gyro Ball
U-Turn
Dig
Taunt
Torment
Earthquake
Substitute
Aerial Ace
Protect
Double Team
Trick Room
Facade
Psycho Shift
Roar
Thief
Bulldoze
Rock Slide
Rest
Snatch
Sleep Talk
Swagger
Hone Claws
Iron Tail
Payback
Giga Impact
Safeguard
Embargo
Hidden Power Fire 7
Defog
Psych Up

Moves: 68

Steelix [Boulder] (Male)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Ground/Steel
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.
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:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Ability 3: Sheer Force (DW) [unlocked]
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

Attacks:

Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Ice Fang
Fire Fang
Thunder Fang
Iron Tail
Crunch
Double Edge
Stone Edge

Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure

Rock Slide
Earthquake
Torment
Gyro Ball
Dig
Payback
Bide
Taunt
Dragon Tail
Double Team
Protect
Substitute
Toxic
Endure
Roar

Moves: 40


LADY SALEMENCE:
Salamence [Hirome] (Male)
Nature:
Adamant (+1 Atk, -1 SpA)

Type: Dragon/Flying
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.

Intimidate: 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.

Moxie: Type: Innate (DW)
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.


HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 3(-)
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22


EC: 9/9
MC: 12
DC: 5/5


Attacks:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Dragon Rush(*)
Fire Fang (*)
Dragon Dance (*)
Dragon Claw (*)
Shadow Claw (*)
Substitute (*)
Zen Headbutt
Crunch
Protect
Outrage
Fire Fang
Thunder Fang
Move Total: 18


Progressive (Machamp) (M)
Nature: Nature: Adamant (+1 Atk, -1 SpA)
Type: 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:
Guts Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

No Guard Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Steadfast Type: Innate (DW)
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.

Stats:


HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19

Weight Class: 5

EC: 9/9
MC: 7
DC: 5/5

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Scary Face
DynamicPunch
Earthquake
Retaliate
Smack Down
Rock Slide
Stone Edge
Protect
Substitute
Close Combat
Encore
Bullet Punch
Total Moves: 21




Emboar [iiMKUlta] (M)
Nature: Lonely (+1 Atk, -1 Def)
Type: Fire/Fighting
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 brushfire areas.
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.


Stats:

Emboar

Emboar
HP: 110
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 3
Weight Class: 5
Base Rank Total: 22


EC: 9/9
MC: 10
DC: 5/5

Abilities:
Blaze Type: Innate
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)
Thick Fat Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)


Attacks:
Hammer Arm
Tackle
Ember
Odor Sleuth
Tail Whip
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Roar
Flare Blitz
Arm Thrust
Heat Crash
Double Team
Wild Charge
Sunny Day
Stone Edge
Earthquake
Protect
Endeavor
Yawn
Magnitude
Superpower
Move Total: 24


And now, for this revolutionary order for team battles (which I like quite a lot), this will be the order.

1.TEAM A SENDS OUT(IAR AND SS)
2. TEAM B SENDS OUT (CMFP AND LS), AND GIVES ORDERS
3. TEAM A GIVES ORDERS (IAR AND SS)
4. you guys remind me several times
5. REF
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#2
Thanks Leet, also, what's the arena for Round 1? (inb4 "It's going to be the ASB Tournament Arena"). Anyways, I shall open this battle with none other than my Gliscor.

Capers @ Razor Fang

Over to you SimonSays.
 
#3
Sorry, thought it began in ASB Arena. Here it is, C$FP's Crystal Colloseum!


Field Type: Electric/Rock
Complexity: Simple/Moderate
Restrictions: Water source far below (costing extra energy to use), seismic activity will cause crystals to drop, electric and rock moves get +2 BAP, no weather.

This is a colosseum from Pokemon Battle Revolution. It is an underground cave with crystals glowing with electricity (or at least that is how I perceive it). There is a nicely painted arena-rectangle for battling, but that certainly doesn't define any boundaries. This cave is just charged with electricity and full of rock. All electric or rock moves get +3 to their base attack power. There is no water supply except for down below, so it takes extra energy (3 energy) to summon it up for moves like Surf. If any seismic activity should take place, all Pokemon are hit will crystals (a 4 BAP physical electric attack with 3 Attack). Since it is an underground cave, no weather can reach the arena. It should make for interesting battles - it could potentially even be a gym if someone wanted to use it for that!
 
#6
White Belly the Dragonite @ Expert Belt. btw it says in the arena summary that Electric and Rock moves get +2 BAP and in the description it says +3, but I think it's supposed to be +2 for real.

Ice Beam (Gliscor), Thunder (Slowking), Ice Beam (Gliscor)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#8
Good luck everyone.

  • If someone on a team wants to initiate a switch phase, then the user who wants to switch MUST act first, & only if their team is scheduled to attack first for the round.
  • Once a switch phase is initiated, then the other teammate will say if they want to switch or not.
    • If the initiators teammate chooses not to switch, then if either player on the opposition team chooses to switch, then that team will issue actions first for the round.
    • If the initiators teammate chooses to switch, then if the opposition team will issue actions only if both players on that team decide to switch. Otherwise, the initiator's team acts first for the round.
  • After that, play continues as normal.


Watching on as the rest of the trainers sent out their Pokemon, it looked a little bit obvoius that the opposition weren't going to give Capers a free turn...At any rate, Random knew that playing conservative & getting Multiscale out of the way would be nice...


Agility (Evade) > U-Turn (White Belly, switch in Sheeldon @ Smoke Ball at the end of the round) > Stealth Rock
 
#9

"Am I the only one scared? Like really, really scared? 2 Dragons, just waiting to tear me a new cavity."

Disable (Dragonite's Ice Beam) ~ Ice Beam (Salamence) ~ Slack Off
 
#13
All these brave and furious trainers rush into the ASB Arena, eagerly expecting a boring and fair battle, when suddenly they are TELEPORTED to the DERPFISH-BIASED Caverns of Crystals (by C$FP!). Hah, too bad none of them brought their local Stunfisk!

Anyways, cliffnotes are easier too read!

Action 1:
-Capers begins going into some divebombing Agile evasive maneuvers for some reason
-Salamence (which I finally found out how to spell) chomps down on poor little (fat) Slowking with a Thunder Fang
-It is now clear why Capers was going into super-dodge mode, as White Belly misses his Ice Beam
-Sleuth, so vastly outsped by everyone else, helps out his buddy by Disabling said Ice Beam, that did nothing anyways.

Action 2:
-Hirome goes Raaaaaawwwww (he made that exact sound) and slashes Capers with a Dragon Claw for somewhat acceptable damage, considering its a Gliscor.
-Capers then flys at a super high speed towards White Belly, lightly taps his shining scales, and then goes flying back to his pokeball.
-White Belly calls down a mighty THUNDER upon Sleuth, empowered by the crystals themselves, and this makes the Slowking sad.
-Slowking is quite stressed out this his ally just left him, yet still manages to focus enough for an Ice Beam aimed at Salamence

Action 3:
-Hirome repeats action 1....borrririiiinnnnggg, just like the ASB Arena
-Gliscor remembers there is still an Action 3, and throws some Rocks Stealthily from out of his Pokeball
-White Belly seems overcome with amnesia
-Sleuth laughs, but is still scared to be alone, so he just Slacks Off with indecision.


Sheeldon
HP: 100
En: 100


Sleuth
HP: 62
EN: 74



White Belly
HP: 97
EN: 85
Multiscaled Broked


Hirome
HP: 70
EN: 85

STEALTH ROCK


Hirome = Thunder FANG Slowking(5 EN) [17 Damage]
Gliscor= Agilidodge (7 EN)
White Belly= Ice Beam Gliscor (7 EN)
Sleuth= Disable Ice Beam (7 EN)

Hirome = Dragon Claw Gliscor(5 EN) [11 Damage]
Gliscor = U-Turn Dragonite (5 EN) [3 Damage] [multiscale broked]
White Belly = Thunder Slowking (8 EN) [24 Damage]
Sleuth = Ice Beam Salamence (7 EN) [30 Damage]

Hirome=Thunder FANG Slowking(5 EN) [17 Damage]
Gliscor= Stealth Rock (12 EN)
White Belly = Fail
Sleuth = Slack Off (12 EN) [20 HP]



Capers
HP: 89
EN: 76


ANNNNDDD TELEPORT TOOOOO
GLACIER'S
Vespiqueen Throne Room
Field Type: Bug
Complexity: Intense
Format: Singles
Restriction: No water source, No seismic activity, Artificial arena

Vespiqueen Throne Room:
The central hive of the combee race is massive, nearly half a mile long and wide, and stretching up to the height of a 30 story building. Deep within lies the supreme Vespiqueen/s Throne room, where she waits for entertainment, which you much provide! how? battling of course! (duh this is asb) Her room is 400 feet long and 200 feet wide, with a height of 800 feet. the walls for the first hundred feet are honeycombs, filled with hard centers. as the walls rise however the combs are empty, allowing combee from different parts of the hive to enter the arena and buzz freely above. the entrance to the throne room opens into a rectangular platform made of hardened honey, 25 feet long and 55 feet wide. on the opposite side of the room lies the throne and a larger area to battle, but the two areas are separated by a large pool of honey, which makes up almost the whole front of the throne room. the pool bottom is tiled like honey combs. what connects the two area is a thin platform of hardened honey that is 175 feet long and 5 feet wide. after entering and crossing the honey pools, there lies the largest platform in the back, 200 feet wide and long. there are a series of steps that lead to the throne, where the supreme vespiqueen sits. she will watch your battle! if the battle is not satisfactory, or is boring, she will activate a special surprise! with a cry of command the platform of stairs her throne sits on will rise, but thats not the surprise. the lady Vespiqueen doesnt want to get sticky! remember the walls of honeycombs with hard centers? well actually they are plugged, well, were plugged! when the queen gives the call they will burst out, flooding the whole arena in the sweet sticky honey! be careful! its super sticky, and it will mess with your speed, agility, and such! (Ref gets to choose when or if this is used, and how the honey affects the pokemon)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#14
Heh, we can still use Rocks according to this arena...Anyways, solid start, let's keep up the pressure SimonSays, but we should still be conservative...

Rock Slide > Dragon Claw (White Belly) > Rock Slide
 
#15
"Strike our foes without being boring? Seems do-able."

Ice Beam (White Belly) ~ Dragon Tail (Salamence) ~ Slack Off
IF White Belly uses Evasive Agility A1, redirect to Salamence.
IF Salamence uses Protect A2, use Slack Off ~ Dragon Tail (Salamence)
 
#18
And in a sudden flash of light, the trainers suddenly reappear in the strange and combee-filled Vespiqueen's Throne Room! Among all the buzzing and stickiness, the battle continues.

Action 1:
-Hirome, still the fastest dragon in the battle, ragefaces all over the enemy team, and ends up hitting Sheeldon with his Outrageous attack!
- White Belly's spidey sense is going crazy, so he Flys up
- Sheeldon picks up some Combees, and tosses them at the enemy team, somewhat similar to a Rock Slide, though it only hits Salamence
- Sleuth misses his Ice Beam, because Dragonite was up high in the sky hitting on Vespiqueen
- White Belly decides its time to come down, and nails Sleuth with his attack

Action 2:
-Hirome continues raging on Sleuth
-White Belly sends a zappy Thunderbolt at Sleuth, -only- frying six innocent Combees in the process, finally KO'ing the tough Slowking!
- Eelektross avenges the Combees (and Slowking, I guess) by slashing White Belly with a powerful Dragon Claw

Action 3:
-Hirome is quite mad the he didnt get the KOC, and rages some more, this time on Eelektross
-White Belly calls down a terrifyingly powerful Draco Meteor from the skys on Sheeldon
-Sheeldon continues the Combee barrage


Sheeldon
HP: 61
En: 82


Sleuth
HP: KO
EN: KO



White Belly
HP: 50
EN: 59
Multiscaled Broked


Hirome
HP: 42
EN: 64
Confused (3A)

STEALTH ROCK


Hirome = Outrage Slowking (7 EN) [18 Damage]
White Belly= Fly Slowking (10 EN) [14 Damage]
Sheeldon= Rock Slide (6 EN) [14 Damage Both]
Sleuth= Ice Beam (7 EN) Fail

Hirome = Outrage Slowking (7 EN) [18 Damage]
White Belly = Thunderbolt Slowking (7 EN) [20 Damage]
Sheeldon= Dragon Claw Dnite (6 EN) [17 Damage]

Hirome=Outrage Eelektross (7 EN) [19 Damage]
White Belly= Draco Meteor Eelektross (9 EN) [20 Damage]
Eelektross=Rock Slide (6 EN) [14 Damage both]



Capers
HP: 89
EN: 76


WeeeooooooTellleepoorrrttttt

SS's Arceus Plate Platform!
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.


TEAM A (Simonsays) sends out mon
TEAM B orders
TEAM A orders
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#19
Apologies for speaking out of turn, but unless you genuinely rolled for it, Smoke Ball allows a Pokemon to hit a Pokemon in the invulnerable stage of any evasive damaging move; Something that my Eelektross holds. Please fix?
 
#21
"I remember this place... I was hoping to use it as an alternate to Unown Soup. I still have yet to use it. Prince! let's show them what it's like to be on our home ground!"

@ Pomeg Berry

Run, Dear Foes. You're dealing with a badass over here.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#24
As the two opponents switch, Random wondered what they were planning...Let's wait & see what happens & allow my teammate a free switch while still attacking second...

Counterswitch declined
 
#25
"Ohh, wow. You actually listened. But I know a bad match-up when I see it, so Ace, my Diamond Girl! Do battle with grace!"

@ Amulet Coin

Not because of the extra CC, but because I'm out of battle items. Heh heh heh...
 
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