Frosty
=_=
Play test my new arena with me. A somewhat experienced ref would be appreciated
4v4 Doubles Underdeveloped Full Evolved (≤ 25 moves)
3 Day DQ
All Abilities
Switch = OK
Training Items On
2 Subs
5/2 Chills/Recoveries
If I missed anything it goes to the acceptor
First Circle of Hell ~ LimboField Type: Neutral
Complexity: High
Format: All
Field Description: Essentially the ASB arena, however the sky is blood red–preventing weather from being used. Minos/the Referee presiding over the battle ready to pass judgment on the pokemon/loosing trainer
Restrictions:
- No Weather
- If a pokemon is in the arena for 3 cumulative rounds, the pokemon will be judged at the end of the third round it's in. Then the pokemon is categorised into one of the lower circles of hell. This is decided by a RNG roll between 1 and 8 (the eight remaining circles of hell). A pokemon can only be judged once and the judging remains permanent.
The Circles of Hell:
- Lust - Contact moves heal 50% of damage dealt. When contacted by the opponent there is a 30% chance of infatuation regardless of the opponents gender, egg group or etc.
- Gluttony - 'Bite', 'Crunch' and any move with 'Fang' have base power increased by 2 to them before calculations. The user will be Sluggish the next action after use.
- Greed - The move 'Payday' is learnt by the pokemon for the battle (if Payday is already learnt the damage multiplied by 1.5). Payday will have -6 priority when used.
- Anger - The move Rage is learnt and both attacking stats are raised one rank. The accuracy of all attacking moves are lowered by 10%
- Heresy - The moves 'Taunt', 'Torment' and 'Nasty Plot' have their energy costs halved and are learned if not so already. The duration of these moves are doubled (Nasty Plot's boosts decay slower). Sound based moves will cause this pokemon to loose focus, making them confused for six actions.
- Violence - Close Combat, Beat Up (will always hit six times) and three random moves affected by Iron Fist (that it does not already know) are learnt. Moxie and Iron Fist become the pokemon's only abilities. The pokemon is slowed (-1 Speed) permanently.
- Fraud - All entry hazards (Spikes, Toxic Spikes & Stealth Rock), Mimic and Copy Cat are learnt by this pokemon. Due to its fraudulence the pokemon's highest attack rank is dropped by one rank.
- Treachery - The pokemon is covered in a veil of thick ice, reducing damage of incoming attacks by 3. However there is a 50% chance that the pokemon will be immobilised each action, this does not decay.
LupusAter said:A battle in Dante's Inferno? Accepting this.
DFrog said:
Kitsunoh [Desmond] M
Nature: Adamant
Type: Ghost/Steel
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.
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Abilities:
Frisk (Can be Activated): The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber (Innate): This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (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.
EC: 6/6
MC: 0
DW: 3/5
Moves:
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defence
Lick
Leer
Faint Attack
Shadow Sneak
Curse
Iron Head
Shadow Strike
Fake Out
Revenge
Feather Dance
Meteor Mash
Yawn
Will-o-Wisp
Taunt
Rock Slide
Colossoil [Diablo] M
Nature: Rash
Type: Dark/Ground
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 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.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Abilities:
Rebound (Can Be Activated): 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 (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.
EC: 6/6
MC: 1
DC: 2/5
Moves:
Leer
Tackle
Peck
Horn Attack
Drill Run
Mud Shot
Bubblebeam
Body Slam
Rapid Spin
Mud Bomb
Pursuit
Crunch
Muddy Water
Dig
Bounce
Water Spout
Earth Power
Thunder Fang
Earthquake
Hidden Power Ice (7)
Taunt
Aqua Tail
Mega Horn
Tomohawk [Grace] F
Nature: Modest
Type: Flying/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Abilities:
Intimidate (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 thier 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.
Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
EC: 6/6
MC: 0
DC: 4/5
Moves:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Whirlwind
Aerial Ace
Morning Sun
Hyper Voice
Earth Power
Heat Wave
Hurricane
Yawn
Confuse Ray
Roost
Hidden Power Ice 7
Taunt
Toxic
Rain Dance
Air Slash
Safeguard
Voodoom [Daddy] M
Nature: Naughty
Type: Fighting/Dark
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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.
Stats
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 110
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Abilities
Volt Absorb (Innate): TThis 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 (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.
EC: 6/6
MC: 0
DC: 5/5
Moves
Wrap
Revenge
Night Slash
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Mach Punch
Counter
Focus Punch
Shock Wave
Substitute
Taunt
Toxic
Torment
Aura Sphere
Close Combat
Order of Operations:LupusAter said:
Blaziken Fjalar (M)
Nature: Lonely
Type: Fire/Fighting
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, 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 of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze:(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)
Speed Boost (ulocked):Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 100
Atk: Rank 5 +
Def: Rank 2 -
SpA: Rank 4
SpD: Rank 3
Spe: 80
9/9 EC
0 MC
5/5 DC
Attacks:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Flamethrower
Double Kick
Sky Uppercut
Flare Blitz
Fire Punch
Hi Jump Kick
Crush Claw
Counter
Reversal
Rock Slide
Swords Dance
Shadow Claw
Acrobatics
Absol (F) Hel
Nature:Brave
Type:
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:
Pressure:(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.
Super Luck:(Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified:(DW locked)
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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Atk: Rank 6 +
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65 -
MC 2
DC 1/5
Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Bite
Pursuit
Swords Dance
Psycho Cut
Night Slash
Detect
Zen Headbutt
Hex
Sucker Punch
Toxic
Payback
Rock Slide
Electivire Thor (M)
Nature: Lonely
Type: Electric
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Abilities:
Motor Drive(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. 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.
Vital Spirit:(Dw Locked)This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
HP: 100
Atk: Rank 6 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 95
9/9 EC
0 MC
4/5 DC
Attacks:
Quick Attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Fire Punch
Ice Punch
Cross Chop
Toxic
Wild Charge
Thunder Wave
Earthquake
Rock Slide
Psychic
Honchkrow Muninn (M)
Nature: Relaxed (+Def, -Spe)
Type:
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.
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:
Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck:(Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie:(Locked)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: 110
Atk: Rank 5
Def: Rank 3(+)
SpA: Rank 4
SpD: Rank 2
Spe: 61(-)
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC 6/6
MC 0
DC 3/5
Peck
Astonish
Wing Attack
Night Shade
Assurance
Faint Attack
Sucker Punch
Taunt
Pursuit
Haze
Dark Pulse
Night Slash
Featherdance
Brave Bird
Roost
Psychic
Payback
Double Team
Fly
DFrog sends out pokemon with items
LupusAter sends out pokemon with items and orders
DFrog gives orders
I Ref.