Heaven or Hell... ~A massive mountain encases a perfect square stadium that reaches fifty feet in all directions. A moat of water surrounds the field, reaching down into unknown depths. The afternoon sun's rays reflect upon the iridescent gemstones in the natural rock, showering the field in a rainbow of colors. Stands are placed all throughout the interior, with several spectators eager for a fine battle. Several giant television screens are placed all over the stadium which will display the action to come.~ RULES Battle Type: 4v4 Doubles DQ Time: 2 Days (48 hour period) Restoration: 2 Recoveries/5 Chills Substitutions: Two Switch: OK Abilities: One Items: On Music: Pokemon Reorchestrated - Kanto Trainer Battle Arena: Center Stage Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide Description: This arena is a reasonably popular arena where crowds gather to see a different type of battle. You see, they don't want to see any standard issue stuff like at the ASB Arena, they want battles with flair, creative moves, and intensely close calls. As such, in this arena roleplaying actions are more likely to work. Additionally, the ref can modify the arena as he desires (within reason, no teleporting to another dimension) to either cause pain to the competitors or open up new roleplaying opportunities. For instance, he could have a tent appear over the competitors thus allowing them to use the poles to smack each other or even bring the tent down and muck everything up. As for the arena itself, it's a fairly simple battlefield. The competitors are on the top of a platform about 50 ft in the air, surrounding a simple moat (though the ref can modify this as he so chooses). This platform is a square measuring about 50 yards on each side. The floor is white, although some grass covers the arena allowing Energy Ball and similar moves to work at full effectiveness. The arena is contained within a cavernous area, but the sun shines through the ceiling giving ample light. All moves are allowed. Summary: Roleplaying actions are easier to pull off Referee can modify the arena within reason All moves are allowed Maxim OOOO Ian (Move your mouse to reveal the content) Ian (open) Ian (close) Camerupt [Ian] (M) Nature: Quiet (Increases Special Attack by *, -15% Speed, -10% Evasion) Type: Fire: Fire STAB; immune to burn, 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. 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: Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1). Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2). Anger Point (DW): (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). Stats: HP: 100 Atk: Rank 4 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 34 (40/1.15) Size Class: 4 Weight Class: 6 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 1/5 Attacks: Growl Tackle Ember Magnitude Focus Energy Take Down Flame Burst Amnesia Lava Plume Flamethrower Earthquake Eruption Mud Bomb Ancientpower Endure Protect Will-o-Wisp Fire Blast Imhotep (Move your mouse to reveal the content) Imhotep (open) Imhotep (close) Revenankh [Imhotep] (M) Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion) Type: Ghost: 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. 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: 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. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. Stats: HP: 100 Atk: Rank 4 Def: Rank 4 (+) SpA: Rank 3 SpD: Rank 4 Spe: 56 (65/1.15) Size Class: 3 Weight Class: 3 Base Rank Total: 20 MC: 0 DC: 0/5 Attacks: Wrap Bide Sand Tomb Wring Out Rock Tomb Arm Thrust Mean Look Glare Shadow Punch Counter Wide Guard Mach Punch Protect Earthquake Rock Slide Korangir (Move your mouse to reveal the content) Korangir (open) Korangir (close) Aerodactyl [Korangir] (M) Nature: Adamant (Attack increased by *, Special Attack decreased by *) Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. 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: 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. 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. Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used. Stats: HP: 100 Atk: Rank 5 (+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 3 Spe: 130 Size Class: 4 Weight Class: 4 Base Rank Total: 20 MC: 0 DC: 5/5 Attacks (28): Ice Fang Fire Fang Thunder Fang Wing Attack Supersonic Bite Scary Face Roar Agility Ancientpower Rock Slide Sky Drop Iron Head Giga Impact Roost Tailwind Foresight Aqua Tail Double-Edge Sky Attack Taunt Aerial Ace Stone Edge Smack Down Dragon Claw Earthquake Protect Fly Bahamut (Move your mouse to reveal the content) Bahamut (open) Bahamut (close) Salamence [Bahamut] (Male) Nature: Lonely (+ to Attack; - from Defense) Type: Dragon Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Flying: 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. 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 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 (DW): (Innate) 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. Stats: HP: 100 Atk: Rank 6 (+) Def: Rank 2 (-) SpA: Rank 4 SpD: Rank 3 Spe: 100 Size Class: 4 Weight Class: 5 Base Rank Total: 22 EC: 9/9 MC: 0 DC: 5/5 Attacks (23): Fire Fang Thunder Fang Rage Bite Leer Headbutt Focus Energy Ember Dragonbreath Crunch Zen Headbutt Dragon Claw Dragon Dance Hydro Pump Shadow Claw Dragon Pulse Draco Meteor Outrage Protect Fire Blast Brick Break Rock Slide Shadow Claw VS. Eternal Drifter OOOO Oblivion Knight the Scrafty (Move your mouse to reveal the content) Oblivion Knight the Scrafty (open) Oblivion Knight the Scrafty (close) Oblivion Knight* (Male Scrafty) Adamant Type: Dark/Fighting 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. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Shed Skin: Type: 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. Moxie: Type: Innate 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. (Dream World: Unlocked!) 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. Command: (Ability: Intimidate) HP: 100 Atk: Rank 4 (+) Def: Rank 4 SpA: Rank 1 (-) SpD: Rank 4 Spe: 58 Size Class: 2 Weight Class: 3 Base Rank Total: 18 EC: 6/6 MC: 0 DC: 5/5 Attacks: (30 Moves Known) Leer* Low Kick* Sand-Attack* Faint Attack* Headbutt* Swagger* Brick Break* Payback* Chip Away Hi Jump Kick Scary Face Crunch Facade Rock Climb Focus Punch Head Smash Dragon Dance* Drain Punch Fake Out Fire Punch Ice Punch* ThunderPunch* Dual Chop Knock Off Dragon Claw* Toxic Bulk Up* Protect Rest* Thief Fern the Persian (Move your mouse to reveal the content) Fern the Persian (open) Fern the Persian (close) Fern (Persian) (Female) Hardy Nature Type: Normal Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilties: Limber: Type: Innate This Pokemon’s body is well trained and immune to paralysis. 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: Unlocked!) 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: 100 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 3 Spe: 115 Size Class: 2 Weight Class: 3 Base Rank Total: 18 EC: 6/6 MC: 0 DC: 5/5 Attacks: (28 Moves Known) Switcheroo Scratch Growl Bite Fake Out Fury Swipes Screech Faint Attack Taunt Pay Day Power Gem Slash Nasty Plot Feint Hypnosis Odor Sleuth Spite Icy Wind Mimic Swift Water Pulse Toxic Protect Double Team Shock Wave Aerial Ace Thief Retaliate Decoy the Electrode (Move your mouse to reveal the content) Decoy the Electrode (open) Decoy the Electrode (close) Electrode (Decoy) (Genderless) Naive Nature Type: Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. 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.) Static: Type: Innate This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon. (Dream World: Unlocked!) Aftermath: Type: Innate If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute. HP: 90 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 SpD: Rank 2 (-) Spe: 161 (+) Size Class: 2 Weight Class: 3 Base Rank Total: 18 Accuracy Bonus: +30% EC: 6/6 MC: 0 DC: 5/5 Attacks: (27 Moves Known) Charge Tackle Sonicboom Spark Rollout Screech Charge Beam Light Screen Electro Ball Selfdestruct Swift Magnet Rise Gyro Ball Explosion Mirror Coat Headbutt Mimic Signal Beam Sucker Punch Toxic Protect Thunderbolt Thunder Teleport Double Team Agility Refresh Mirage the Zoroark (Move your mouse to reveal the content) Mirage the Zoroark (open) Mirage the Zoroark (close) Mirage (Female Zoroark) Hasty Nature 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. Abilty: Illusion: Type: Innate Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] HP: 90 Atk: Rank 4 Def: Rank 1(-) SpA: Rank 5 SpD: Rank 2 Spe: 121 (+) Size Class: 3 Weight Class: 4 Base Rank Total: 19 Accuracy Bonus: +17% EC: 6/6 MC: 0 Attacks: (39 Moves Known) U-Turn Scratch Leer Pursuit Fake Tears Hone Claws Fury Swipes Faint Attack Scary Face Taunt Foul Play Torment Agility Embargo Punishment Nasty Plot Imprison Night Daze Counter Detect Extrasensory Sucker Punch Bounce Dark Pulse Snatch Snore Toxic Hidden Power (Ice, 7) Protect Dig Shadow Ball Double Team Flamethrower Aerial Ace Rest Thief Low Sweep Focus Blast Grass Knot Maxim sends out first, equips items, and sets abilities. Eternal Drifter sends out after, equips items, sets an abilities, and attacks first. Maxim attacks after.