Frosty
=_=
2 vs 2 Singles
LC
No items
Switch: Ok
2 subs
1 day DQ
Arena: Who ever accepts can choose it,but it cant be the ASB Arena.
Preferably with flavor.
Accepting.
How about Yarnus of Bethany's Hall of Light?
Field Type: Normal
Complexity: Moderate
Format: All
Restrictions: No sandstorm or hail, artificial water source, no diving
Indoors in a large barren white-walled room is the Normal gym of Yarnus senior. However, due to the immense power of the stash of Normal gems Yarnus has kept, the room of able to alter itself to get rid of another type. As a result, fighting type moves become *1.1 against Normal types and other resistances and weaknesses are only .9 and 1.7, respectively. If something would be neutral against an attack due to a combination, e.g. Venasaur vs Ground, it instead becomes 1.53(.9*1.7) Also, non-STAB moves gain two (2) extra BP. All moves not specified to be disallowed are allowed. Nature Power is a random type each time it is used. En for each normal mon starts at 110. Due to the bright artificial and natural light everywhere, all moves requiring light or benefiting from it take 2 less energy. Chlorophyll is activated automatically, and only goes away if Rain is summoned.
Complexity: Moderate
Format: All
Restrictions: No sandstorm or hail, artificial water source, no diving
Indoors in a large barren white-walled room is the Normal gym of Yarnus senior. However, due to the immense power of the stash of Normal gems Yarnus has kept, the room of able to alter itself to get rid of another type. As a result, fighting type moves become *1.1 against Normal types and other resistances and weaknesses are only .9 and 1.7, respectively. If something would be neutral against an attack due to a combination, e.g. Venasaur vs Ground, it instead becomes 1.53(.9*1.7) Also, non-STAB moves gain two (2) extra BP. All moves not specified to be disallowed are allowed. Nature Power is a random type each time it is used. En for each normal mon starts at 110. Due to the bright artificial and natural light everywhere, all moves requiring light or benefiting from it take 2 less energy. Chlorophyll is activated automatically, and only goes away if Rain is summoned.
Matezoide
<Fiona> [Vanillite]
Nature: Modest (+ Sp.Attack - Attack)
Type: Ice Summary: 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.
Abilites:
Ice-Body (Innate):
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (Can be enabled):
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Hail (*)
Blizzard (*)
Hidden-Power (7 BP,Fighting) (*)
Automotize(*)
Water-Pulse(*)
Imprison(*)
<Mankey> [Steve] (Male)
Nature: Jolly (+16% accuracy)
Type: Fighting
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:
Vital Spirit : (Innate)
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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 81 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 14
EC: 3/6
MC: 0
DC: 2/5
Attacks:
Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Close Combat(*)
Reversal(*)
Encore(*)
Counter
Substitute
Endure
Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
Endure
<Corphish> [Rob] (Male)
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability: (DW LOCKED,Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 2/6
MC: 2
DC: 2/5
Attacks:
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Superpower
Endeavor
Waterfall(*)
Brick-Break(*)
Double-Team(*)
X-Scissor
Eternal Drifter
Fern the Mewoth
Fern (Meowth) (Female)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilties:
Pick Up:Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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.
(Dream World: Locked) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 0
DC: 3/5
Attacks: (18 Moves Known)
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Feint
Hypnosis
Odor Sleuth
Spite
Toxic
Aerial Ace
Thief
Icy Wind
Swift
Hope the Chingling
Chingling (Hope) (Female)
Bold Nature
Type: 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.
Ability:
Levitate: Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.
HP: 90
Atk: Rank 1-
Def: Rank 3+
SpA: Rank 3
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
Attacks: (13 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Hypnosis
Recover
Wish
Toxic
Protect
Thunder Wave
Order of Operations
-Eternal Drifter sends out pokemon
-Matezoide sends out pokemon with orders
-Eternal Drifter gives orders
- I ref.