Challenge 2:
2vs2 Singles
2-day DQ
Infinite Recoveries / Infinite Chills
Arena: Acceptor's choice
Accepting challenge 2.
Switch = OK
Items = No
Abilities = 1
Team Korski:Arena: The Frozen Throne
Field Type: Ground
Complexity: Moderate
Format: Multiples
Restriction: No Water Source
The Frozen Throne, the dreaded seat of power of the Lich King, is a large ice platform upon the top of a giant spire. An invisible wall surrounds the platform, preventing any Pokémon from falling below. However, it is highly unadvisable to fly too much above the arena, because the strong winds generally cause the unfortunate mon to be blown away (which would result in the Pokémon being effectively knocked out).
An interesting feature of the Frozen Throne is its soul siphon. Whenever a Pokémon deals 30 or more damage in a single round, he acquires a Soul Fragment at the end of the round. The Fragment can be used at the start of the next round to get one of the following effects:
- Restoring 10 Energy. This effect does not consume an action.
- Powering up an attack, causing it to deal 3 more damage. The user must declare which attack will be powered up (for example, he could issue the following order: Tackle - Thunder Wave - Tackle (powered up) ).
The Soul Fragment must be used in the round it gets available or it is lost (so, you cannot store it up). If the Soul Fragment is not used in the turn it is available, the user takes 10 flat damage caused by the fragment exploding.
Colossoil Sucker (M)
Type: Dark/Ground
- 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.
- 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.
- Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
- Guts: (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.
- Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Leer
Peck
Horn Attack
Bite
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Magnitude
Pursuit
Body Slam
Bounce
Crunch
Megahorn
Aqua Tail
Encore
Fake Out
Sucker Punch
Superpower
Roar
Toxic
Taunt
Protect
Dig
Torment
Stone Edge
Knock Down
U-turn
Substitute
Earthquake
Hydreigon* Turvy (F)
Type: Dark/Dragon
- 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.
- Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
- Levitate: (Innate) 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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
EC: 9/9
MC: 1
Attacks:
Double Hit
Tri Attack
Tackle*
Dragon Rage*
Focus Energy*
Bite*
Headbutt*
Dragonbreath*
Roar*
Crunch*
Dragon Pulse
Outrage
Dark Pulse*
Earth Power*
Head Smash
Screech*
Thunder Fang
Draco Meteor
Taunt*
Protect
Earthquake
Reflect
Fire Blast
Torment
Focus Blast
Acrobatics
Stone Edge
Thunder Wave*
Rock Slide
Work Up*
U-turn
Substitute
Fly
Surf
Team Son of Shadoo:
Mr. Mime "Lil SoS" (M)
Nature: Modest - adds rank to SpA, subtracts rank from Atk.
Type: Psychic
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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 90
EC: 6/6
MC: 2
DC: 5/5
Abilities:
Soundproof: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar. (Innate)
Filter: This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2). (Innate)
Technician (DW, UNLOCKED): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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). (Innate)
Attacks:
Levelup:
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Mimic
Light Screen
Reflect
Psybeam
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Substitute
BW TM:
Thunderbolt
Protect
Shadow Ball
Egg:
Nasty Plot
Fake Out
Charm
Voodoom (Fiyero) (M)
Nature: Rash - adds rank to special attack, subtracts rank from special defense.
Type: Fighting/Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.
Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 110
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Levelup:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Substitute
Revenge
Night Slash
Wrap
Aura Sphere
BW TM:
Toxic
Psychic
Double Team
Protect
Egg:
Mach Punch
Perish Song
Psycho Cut
-Korski sends out mon
-SoS sends out mon and gives orders
-Korski gives orders
-I ref
-Korski gives orders
-SoS gives orders
-I ref
Good Luck Trainers!