Challenging the DESTINY WARRIOR
4v4 NFE Doubles
2 Day DQ
2 recovers/5 Chills
2 Subs per mons
Arena: DW's/ref's choice
The Warrior of Destiny accepts.
Training Items
All Abilities
Switch=Magic Bananas
Team Lord JesseusArena: Witches' Brew
The trainers battle on a huge platform suspended over a relatively small cauldron. The base of the platform is an iron circle with a tall indestructible glass barrier around the edge. On top of this circle is some earth that, at the top, has been made into a dirt circle with small boulders and patches of grass dotted around and a small water hole in the center. Basically, all moves can be used as normal in this arena.
During battle, some of the elemental energy from the pokemon's attacks will be absorbed by a strange liquid that is brewing inside the cauldron. This liquid is known as the Witches' Brew and the elemental properties it has absorbed are denoted by the Witches' Brew's seventeen elemental strengths (one for each attacking type except typeless). Any time a direct damaging attack is used, the Brew's matching elemental strength is increased by the BAP* of the move (for example, Fire Blast increases the Brew's fire elemental strength by 12). If, however, the move has fixed damage instead of BAP, such as Super Fang or Dragon Rage, the elemental strength is increased by the move's energy cost (ignoring STAB) instead. The increase happens if the move is successfully performed, regardless of whether or not the move hits.
Should the total of the Witches' Brew's elemental strengths ever equal or exceed 50, the cauldron will erupt at the end of the round and the Brew will splash over the base of the platform, causing the arena to transform in some way for the duration of the following round. If there is one highest elemental strength for the Brew, the arena transforms into one of these depending on which elemental strength is the highest:
The platform turns from an earth-covered iron circle into grey plastic, as do the rocks and grass, though they can still be used as normal. The blandness of the platform rubs off on the pokemon. All items and abilities (including traits) are disabled and all pokemon become typeless, meaning they do not get STAB, weaknesses, resistances or immunities (for example, a Steel-type is now vulnerable to Poison-type moves and can be poisoned). The attacks, however, retain their typing. If, at the end of the round, a pokemon is suffering from a status that it is normally immune to, the status is removed unless this arena effect is refreshed.The ground turns into ash and volcanic rock with several fissures appearing in the rocky parts of the arena. Flames shoot out of these fissures at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get burned by the flames. This chance is equal to (size class) * 10%. In addition, the water in the water hole becomes much hotter, so Surf and Soak have a 10% burn chance in addition to their normal effects. Dive has a 10% chance of burning the user on the turn they go underwater and on every action they remain underwater.The ground becomes sandy and the water level rises until it reaches 1ft above ground level. The deep water slows down the smaller pokemon in the arena. Size class 1 pokemon have their current speed reduced to 33%, size class 2 pokemon have theirs reduced to 50%, size class 3 pokemon have theirs reduced to 67% and size class 4 pokemon have theirs reduced to 75%. Flying, levitating and Water-type pokemon are exempt from this. The ability Swift Swim is activated by this effect unless it is already active due to rain.Writhing vines grow from the platform and cover the arena surface. These vines entangle all pokemon in the arena, keeping them in place. All speed boosts and drops are ignored for the round, moves that can't be used in Gravity will fail, and if a pokemon attempts to use a contact move, it pays the usual energy cost but the move fails as the vines prevent it from getting close enough to the opponent. Flying and levitating pokemon are vulnerable to all Ground-type moves while they are caught in the vines as though they were affected by Smack Down or Gravity.The barrier around the platform and the ground near the edge are covered in electrically-charged iron mesh. If a pokemon is hit by an attack with 8 or more BAP*, there is a chance that the attack will knock the pokemon into the mesh. This chance is equal to (move BAP* - target weight class) * 5%. If the pokemon is knocked into the mesh, it is inflicted with 25% paralysis unless it is Ground-type or has the ability Limber. Lightningrod, Motor Drive and Volt Absorb do not provide immunity to this effect.The ground becomes much more rocky and several huge stalagmites appear on the platform’s surface. These can be used to take cover behind as per the Take Cover command described in the DAT. The stalagmites are treated as having a size class of 6 for this purpose. If a seismic move is used and its BAP* is at least 3 more than the stalagmites’ size class, the stalagmites’ size class is lowered by 1 (to a minimum of 1) and any pokemon taking cover behind stalagmites take damage from a 6 BAP physical Rock-type attack from rank 5 attack.The ground becomes much harder and very cracked and uneven. The platform vibrates violently, causing intense tremors that throw the pokemon off balance. By default, the pokemon will focus purely on the action they are taking; however, with each action, pokemon may choose to keep balance in addition to whatever they are doing. Keeping balance increases the energy cost of the action by 4, while if a pokemon does not keep balance, there is a 25% chance that the tremors throw it off and its action fails (though the energy cost is still paid). Flying and levitating pokemon are exempt from this. In addition, the move Dig causes 10 damage to the user plus 10 damage for every action they remain underground, and flying and levitating pokemon are not exempt from this.A lot of fans appear in the barrier and blow strong gusts of wind in random directions. Every time a pokemon tries to act, there is a chance that the winds will blow it about so much that it cannot act. This chance is equal to (9 - weight class) * 5%, or * 10% if the pokemon is flying or levitating. If a pokemon cannot act for this reason, it does not use any energy.The ground turns into ice, making the arena very slippery. Evading attacks by means of the Dodge command, evasive Agility and evasive Teleport is impossible as pokemon try to maintain their balance on the ice, while contact attacks have their base power reduced by 3 for the same reason. Flying, levitating and Ice-type pokemon as well as those with the ability Suction Cups are exempt from this.Some white markings are made in the ground to make the arena resemble a stadium of some kind, and a crowd appears around the edge of the arena and starts to call for a real fight. This results in all pokemon being unable to use non-damaging moves and commands as though they had been taunted. Any pokemon that are encored into a non-damaging move are no longer encored.Toxic sludge geysers appear in the ground and erupt at random. At the end of every action after other end-of-action effects have happened, there is a chance that a pokemon will get badly poisoned by the geysers. This chance is equal to (size class) * 10%. If the pokemon is already badly poisoned, the sludge increases the DPA by 1. If the pokemon already has regular poison, the sludge replaces this with bad poison with an initial DPA of 3. In addition, the water in the water hole turns to acid, so Surf has its base power increased by 2 and corrodes Steel-type targets, while Soak does 10 damage in addition to its normal effect. Dive does 10 damage to the user plus 10 damage for every action they remain underwater and, if they are a Steel-type, it corrodes them.Moving multi-coloured patterns appear on the barrier and the ground, making all pokemon think they’re tripping. This is reinforced by waves of psychic energy that are generated by the barrier and interfere with the pokemon’s minds. Every time a pokemon tries to act, there is a chance that the psychic energy will prevent it from performing its action. This chance is equal to (10 - special defence rank - special defence boosts) * 5%. Special defence drops count as negative special defence boosts and are added to the chance of failure. If a pokemon cannot act for this reason, it does not use any energy.The ground is covered in abnormally large plants and flowers that emit a scent that attracts a swarm of bees. Every time a pokemon uses a direct damaging move, there is a 20% chance that it will disturb the bees. If it does, that pokemon takes 10 damage at the end of each action until the end of the round. In addition, the scent is so calming that the ability Anger Point is suppressed, any Taunt and Torment effects are removed and the moves Taunt, Torment, Rage and Rage Powder will fail if they are used (though the energy cost is still paid for each one).The arena takes on the appearance of a graveyard and frightening ghosts rise up from the graves, terrifying all pokemon. If a pokemon flinches, it must return to its pokeball at the end of the round and be replaced by another pokemon unless switching is not allowed or there are no available replacements. Ghost-type pokemon and pokemon with the ability Steadfast or Scrappy are exempt from this and pokemon with the ability Intimidate must flinch twice before being forced out. In addition, all actions have their energy cost increased by 2 and chilling restores no energy. Only Ghost-type pokemon and pokemon with the ability Scrappy are exempt from this.The ground changes to bloodstained ash and scorched grass and a glowing crystal appears in the air above the water hole. The crystal gives off an aura that makes all pokemon feel more powerful, causing the base power of all direct damaging moves to be increased by 5 and their energy costs to be reduced by 2 (to a minimum of 1). In addition, if a pokemon uses a move with 14 or more BAP*, that pokemon’s relevant attacking stat is boosted to +6 regardless of whether or not the move hit.While the texture of the ground remains unchanged, the colour changes to pitch black and shadow duplicates of all pokemon emerge from the water hole. Every time a pokemon uses a direct damaging move, its shadow duplicate does damage to the target(s) of that move immediately after, even if the move failed to damage them. This damage is equal to the BAP* of the move used. If the move has fixed damage instead of BAP, the shadow duplicate's damage is equal to the energy cost of the move instead.The ground turns into iron with small amounts of rocks and grass being available in large glass containers. The iron arena is so hard that any attempt at digging through it will fail (though the energy cost is still paid). The water hole is removed, meaning all moves that require an external water source will fail, and a cannon takes its place. Pokemon of size class 4 or less can fire themselves out of the cannon for (8 + (weight class / 2)) energy. Firing oneself out of the cannon is a physical typeless attack with a BAP equal to (12 + weight class), 75% accuracy and a charge-up priority of +1 and a hit priority of -1, but multi-hit moves like Fury Swipes do not disrupt it. Only one pokemon may use the cannon at a time, so if a second pokemon tries to get into the cannon, it fails and does not pay the energy cost.
If, when the cauldron erupts, there is a tie for the highest elemental strength, then the arena will transform into this:
Due to the conflicting elemental properties of the brew, the arena tries to transform in two or more very different ways. After some shaking, the arena transforms into an elemental amalgamation, meaning it is part bloodstained ash, part volcanic rock, part giant grass, part ice, part upward-flowing water, part toxic sludge, part dark matter, part electrically-charged iron and part patterned plastic. As if that wasn’t screwed up enough, injury and healing are swapped around, so any time a pokemon would normally take damage, it heals that amount of HP instead. Likewise, whenever a pokemon would normally restore HP, it loses that amount of HP instead.
*here, BAP is used to refer to the base power of the move before all modifiers (including STAB and any arena modifiers) except the following: Technician, multi-target reduction and multi-hit hit roll.
Lotad [Samba] (Male)
Nature: Quiet (+SpA, -Spe)
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (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.
Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Giga Drain
Counter
Leech Seed
Ice Beam
Rain Dance
Surf
Bulbasaur [Triassic] (Male)
Nature: Brave (+Atk, -Spe)
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.
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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Overgrow: (Innate) 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)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Giga Drain
Power Whip
Nature Power
Sunny Day
Light Screen
Protect
Squirtle [Lambda] (Female)
Nature: Quiet (+SpA, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/9
MC: 1
DC: 3/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Attacks:
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Mirror Coat
Brine
Fake Out
Ice Beam
Scald
Toxic
Surf
Dig
Brick Break
Counter
Totodile [Eta] (Male)
Nature: Adamant (+Atk, -SpA)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/9
MC: 0
DC: 3/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Sheer Force (DW): (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.
Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash
Crunch
Ice Punch
Dragon Dance
Aqua Jet
Brick Break
Rock Slide
Dive
Waterfall
Dig
Protect
Team Destiny Warrior
Dratini(F)
Types:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Quiet Nature(+SpA, -Spe)
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 43(-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13
-10% Evasion
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Shed Skin(Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale(Innate)(DW)(Locked): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Thunderbolt
Flamethrower
Waterfall
Aqua Jet
Dragon Pulse
Dragon Rush
Horsea(F)
Type:
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rash Nature(+SpA, -SpD)
Stats
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 0(-)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Swift Swim(Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper(Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp(Innate)(DW)(Locked): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Ice Beam
Return
Surf
Disable
Outrage
Signal Beam
Trapinch(M)
Types:
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.
Hasty Nature(+Spe, -Def)
Stats
HP: 90
Atk: Rank 4
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 12(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
+5% Accuracy
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Hyper Cutter(Innate): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap(Innate): This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force(Can Be Enabled)(DW)(Locked): 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.
Attacks:
Bite
Faint Attack
Sand-Attack
Sand Tomb
SolarBeam
Bulldoze
Rock Slide
Bug Bite
Endure
Signal Beam
Bagon(M)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Hasty Nature(+Spe, -Def)
Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58(+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
+12% Accuracy
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Rock Head(Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force(Can Be Enabled)(DW)(Locked): 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.
Attacks:
Rage
Leer
Bite
Headbutt
Focus Energy
Ember
Brick Break
Fire Blast
Rock Slide
Dragon Rush
Endure
Hydro Pump
How it's gonna go down
- Lord Jesseus sends out his first two pokemon
- Destiny Warrior sends out his first two pokemon and gives orders
- Lord Jesseus gives orders
- Objection refs