Rules:
FE
1 Pokemon each participant
2 day DQ
Arena is the one below
All abilities
Training items only
2 Subs
All abilities
2 recovs 5 chills
PS: the center is bigger
6 platforms above goo. The goo will transform into anything the pokemon need, so there is no worry about restricted moves. Each pokemon is on a different platform, and the platform they are on will switch each time. When on a platform the pokemon can only hit pokemon on the platform next to it. For example, a pokemon on platform #1 would only be able to hit pokemon on platforms 2 and 6. What these means is a pokemon on a even numbered platform cannot hit a pokemon on another even number platform. You cannot target out of reach Pokemon with ANY move.
I want to highly encourage stuff like alliances and teaming up on people. It creates many interesting situations, and adds mind games to an already interesting melee. Using the platform position to determine targets and allies can be wise, but be careful about being back stabbed. However, in the end only one pokemon can win. Due to the nature of this battle, all actions will be PMed to the ref.
Also, since this is a large battle, I would want the participants and the ref to be active, so that the battle can go faster, and people can communicate to decided alliances.
Users:
1: Lady Salamence
2: Glacier
3: EspyOwner
4: Gerard
5: waterwarrior
6: UllarWarlord the chicken who dropped out
6: Rickheg
Teams (in no particular order)
Dragonite (Loch) (F)
Nature: Rash (Adds 1 to Special Attack, Subtracts 1 from Special Defense)
Type: Dragon/Flying
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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 Locked) (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 3(-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Thunder Punch
Fire Punch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Hurricane
Aqua Tail
Outrage
Dragon Rush
Dragon Dance
Dragon Tail
Water Pulse
Dragon Pulse
Extremespeed
Toxic
Thunderbolt
Flamethrower
Ice Beam
Double Team
Total Moves: 25
Mr. Mime [Sally Smiles] (Female)
Nature: Bold: (+1 Defense, -1 Attack)
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 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:
Soundproof:
Type: Innate
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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Technician (DW):
Type: Innate
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). 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 1
Weight Class: 2
EC: 6/6
MC: 0
DC: 5/5
Moves:
Barrier
Confusion
Copycat
Doubleslap
Encore
Guard Swap
Light Screen
Magical Leaf
Meditate
Mimic
Power Swap
Psybeam
Psychic
Quick Guard
Reflect
Safeguard
Substitute
Tickle
Wide Guard
Fake Out
Future Sight
Icy Wind
Teeter Dance
Counter
Magic Coat
Bide
Hidden Power (Fire) (6)
Protect
Snatch
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14
Damp (DW ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (29 total)
Physical:
Avalanche*
Brick Break
Dig*
Dive
Earthquake
Endeavor
Giga Impact
Hammer Arm
Return
Stone Edge
Tackle*
Take Down
Waterfall*
Special:
Hydro Cannon
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
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
Disable
Encore
Shadow Sneak
Ice Punch
Fire Punch
Thunder Punch
Zen Headbutt
Protect
Shadow Ball
Thunder Wave
Taunt
Torment
Snatch
Endure
29 Moves
I'll start you off on the platform reflective of your sign up order; ie Lady Salamence will start on platform 1, andUlla Rickheg will start on platform 6. (The numbers are right next to your names up there)
Send me your actions. I will ref on the 19th.
FE
1 Pokemon each participant
2 day DQ
Arena is the one below
All abilities
Training items only
2 Subs
All abilities
2 recovs 5 chills
PS: the center is bigger
6 platforms above goo. The goo will transform into anything the pokemon need, so there is no worry about restricted moves. Each pokemon is on a different platform, and the platform they are on will switch each time. When on a platform the pokemon can only hit pokemon on the platform next to it. For example, a pokemon on platform #1 would only be able to hit pokemon on platforms 2 and 6. What these means is a pokemon on a even numbered platform cannot hit a pokemon on another even number platform. You cannot target out of reach Pokemon with ANY move.
I want to highly encourage stuff like alliances and teaming up on people. It creates many interesting situations, and adds mind games to an already interesting melee. Using the platform position to determine targets and allies can be wise, but be careful about being back stabbed. However, in the end only one pokemon can win. Due to the nature of this battle, all actions will be PMed to the ref.
Also, since this is a large battle, I would want the participants and the ref to be active, so that the battle can go faster, and people can communicate to decided alliances.
Users:
1: Lady Salamence
2: Glacier
3: EspyOwner
4: Gerard
5: waterwarrior
6: Rickheg
Teams (in no particular order)
Dragonite (Loch) (F)
Nature: Rash (Adds 1 to Special Attack, Subtracts 1 from Special Defense)
Type: Dragon/Flying
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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 Locked) (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 3(-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Thunder Punch
Fire Punch
Roost
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Hurricane
Aqua Tail
Outrage
Dragon Rush
Dragon Dance
Dragon Tail
Water Pulse
Dragon Pulse
Extremespeed
Toxic
Thunderbolt
Flamethrower
Ice Beam
Double Team
Total Moves: 25
Mr. Mime [Sally Smiles] (Female)
Nature: Bold: (+1 Defense, -1 Attack)
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 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:
Soundproof:
Type: Innate
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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Technician (DW):
Type: Innate
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). 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.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 1
Weight Class: 2
EC: 6/6
MC: 0
DC: 5/5
Moves:
Barrier
Confusion
Copycat
Doubleslap
Encore
Guard Swap
Light Screen
Magical Leaf
Meditate
Mimic
Power Swap
Psybeam
Psychic
Quick Guard
Reflect
Safeguard
Substitute
Tickle
Wide Guard
Fake Out
Future Sight
Icy Wind
Teeter Dance
Counter
Magic Coat
Bide
Hidden Power (Fire) (6)
Protect
Snatch
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Salamence [Hirome] (Male)
Nature:
Lonely (+1 Atk, -1 Def)
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: 11
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
Toxic
Dragon Tail
Earthquake
Wish
Hydro Pump
Flamethrower
Draco Meteor
Move Total: 25
Nature:
Lonely (+1 Atk, -1 Def)
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: 11
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
Toxic
Dragon Tail
Earthquake
Wish
Hydro Pump
Flamethrower
Draco Meteor
Move Total: 25
Swampert (Kippy) Male ♫
Nature: Adamant
Type: Water / Ground
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 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14
Damp (DW ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
Attacks: (29 total)
Physical:
Avalanche*
Brick Break
Dig*
Dive
Earthquake
Endeavor
Giga Impact
Hammer Arm
Return
Stone Edge
Tackle*
Take Down
Waterfall*
Special:
Hydro Cannon
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*
Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
Jinx (Lola) {}
Nature: Hasty (+15% Speed, +14% Acc, -1 Def)
Type: Ice/Psychic
Abilities:
HP: 100
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BST: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks: 19
Sweet Kiss
Confusion
Sing
Pound
Lick
Lovely Kiss
Powder Snow
DoubleSlap
Ice Punch
Heart Stamp
Mean Look
Fake Tears
Fake Out
Wish
Miracle Eye
Counter
Ice Beam
Shadow Ball
Focus Blast
Nature: Hasty (+15% Speed, +14% Acc, -1 Def)
Type: Ice/Psychic
- 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.
- 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.
Abilities:
- Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
- Forewarn: (Innate)
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
- Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Stats:HP: 100
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BST: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks: 19
Sweet Kiss
Confusion
Sing
Pound
Lick
Lovely Kiss
Powder Snow
DoubleSlap
Ice Punch
Heart Stamp
Mean Look
Fake Tears
Fake Out
Wish
Miracle Eye
Counter
Ice Beam
Shadow Ball
Focus Blast
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
Disable
Encore
Shadow Sneak
Ice Punch
Fire Punch
Thunder Punch
Zen Headbutt
Protect
Shadow Ball
Thunder Wave
Taunt
Torment
Snatch
Endure
29 Moves
I'll start you off on the platform reflective of your sign up order; ie Lady Salamence will start on platform 1, and
Send me your actions. I will ref on the 19th.