All right we're gonna start off by giving the rules that I allowed you tiny mortals to create
Originally Posted by Fat Ragnarokalex
reposting my challange with a couple tweaks
6v6 Brawl
1.5 Day DQ/3 for Ref
2 Recovers/0 Chills
ASB Arena for simplicity for ref, if ref would like to do something more complicated then it is their choice
3 Subs per team per round, the 3 must be split amongst your mons as either specific chance substitutions for a single mon, or broad KO subs that can affect multiple mons.
Also items being on or at least set to training would be appreciated
OK, let's do this!
Items = On
Abilities = One
there they are for you.
Now the Prey!
Team Ragnarokalex
The Inner Sanctum!!
You will first post what you're taking and what you're giving up: you each have your own set
Dream Sword
Power of the Warrior
Invincible Courage
A sword of terrible destruction
Is this the power you seek?
Choosing this as your weapon will give you +2 ATK and you don't flinch ever, along with you're crits deal an extra 6 not 3.
Choosing to give this weapon up gives you a -2 to ATK and you cannot crit
Dream Staff
Power of the Mystic
Inner Strength
A staff of wonder and ruin
Is this the power you seek?
Choosing this as your weapon will give you +2 SP.ATK and all of your hit chances and effect chances go up by 15%
Choosing to give up this weapon reduces your SP.ATK by 2 and your effect chances go down by 10%
Dream Shield
Power of the Guardian
Kindness to aid friends
A shield to repel all
Is this the power you seek?
Choosing this as your weapon will give you +2 DEF and the ability to use Reflect, Light Screen and Mirror Coat as a STAB move.
Choosing to give up this weapon will Give you -2 DEF and you're able to be critted 3 times as often.
All effects are permanent
After you choose you fight like normal
EM
RA
TRG
GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGO!
Originally Posted by Fat Ragnarokalex
reposting my challange with a couple tweaks
6v6 Brawl
1.5 Day DQ/3 for Ref
2 Recovers/0 Chills
ASB Arena for simplicity for ref, if ref would like to do something more complicated then it is their choice
3 Subs per team per round, the 3 must be split amongst your mons as either specific chance substitutions for a single mon, or broad KO subs that can affect multiple mons.
Also items being on or at least set to training would be appreciated
OK, let's do this!
Items = On
Abilities = One
there they are for you.
Now the Prey!
Team Ragnarokalex
Team Elevator MusicRagnarokalex said:
Porygon-Z (Hacketia)
Nature:
Modest
Type:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download:
Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Dreamworld)
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 9/9
DC: 5/5
MC: 0
Attacks: 30 Total
COnversion
Conversion2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Tri Attack
Magic Coat
Defense Curl
Trick Room
Nasty Plot
Swift
Pain Split
Endure
Protect
Hyper Beam
Psychic
Shadow Ball
Thunder Wave
Thunderbolt
Ice Beam
Dark Pulse
Reflect
Bide
Solar Beam
Toxic
Teleport
Electivire (Tahlzara) Male
Nature:
Naughty
Type:
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:
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.
Vital Spirit (Dreamworld)
Type: 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.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 9/9
DC: 5/5
MC: 4
Attacks: 30 Total
Quick Attack
Leer
Thunder Punch
Thundershock
Low Kick
Shock Wave
Swift
Light Screen
Thunderbolt
Discharge
Thunder
Fire Punch
Ice Punch
Cross Chop
Counter
Endure
Helping Hand
Protect
Psychic
Wild Charge
Earthquake
Rock Slide
Taunt
Earthquake
Reflect
Brick Break
Torment
Bide
Dig
Octillery (Feralyn) Female
Nature:
Quiet
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper:
Type: 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.
Moody:(Dreamworld)
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 38 (-) (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
DC: 5/5
MC: 1
Attacks: 32 Total
Water Gun
Lock on
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Signal Beam
Ice Beam
Soak
Octazooka
Gunk Shot
Constrict
Wring Out
Lock On
Water Spout
Rock Blast
Thunder Wave
Acid Spray
Endure
Bounce
Seed Bomb
Flamethrower
Psychic
Protect
Energy Ball
Surf
Brine
Scald
Hidden Power Ghost (7)
Payback
Substitute
Dive
Mismagius (Amalia) Female
Nature:
Modest
Type:
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.
Abilities:
Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 105
Size Class: 2
Weight Class: 1
Base Rank Total: 18
EC: 6/6
MC: 0
Attacks: 31 Total
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Shadow Ball
Pain Split
Power Gem
Magical Leaf
Lucky Chant
Pain Split
Perish Song
Payback
Nasty Plot
Imprison
Destiny Bond
Endure
Heal Bell
Snatch
Taunt
Thunderbolt
Will-O-Wisp
Psychic
Dark Pulse
Protect
Energy Ball
Torment
Thunder Wave
Toxic
Syclant (Nyri) Female
Nature:
Brave
Type:
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.
Bug: STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities:
Compoundeyes:
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer:
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW):
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 102 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
DC: 5/5
MC: 0
Attacks: 25 Total
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Icicle Crash
X-Scissor
Ice Punch
Superpower
Earth Power
String Shot
Counter
Endure
Acrobatics
Struggle Bug
Rock Slide
Taunt
Dig
Swagger
U-Turn
Water Pulse
Chandelure (Zakireth) Male
Nature:
Timid
Type:
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.
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.
Abilities:
Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire:
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag:
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+) (+10% Accuracy & Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 1
DC: 5/5
Attacks: 27 Total
Ember
Minimize
Astonish
Smog
Firespin
Confuse Ray
Nightshade
Will o Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Curse
Overheat
Inferno
Endure
Heat Wave
Acid Armor
Taunt
Trick Room
Energy Ball
Psychic
Flamethrower
Sunny Day
Solar Beam
Protect
Safeguard
The starting Arena shall be one I made just tonight!Elevator Music said:Sorry, I just got updates approved, so can I send this instead??
Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
Type: Fire
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.
Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 35
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Ember(*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-O-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Fire Blast
Nasty Plot
Inferno
Extrasensory
Hypnosis(*)
Disable(*)
Heat Wave(*)
Hex
Spite
Reflect
Bide
Hidden Power (Rock, 7)(*)
Energy Ball(*)
Substitute(*)
Toxic
SolarBeam
Dig
Psyshock
Flame Charge
Double Team
Protect
Pain Split
Magic Coat
Endure
Milotic(*) [Mirokarosu] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Cute Charm (DW): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20
Total Moves: 34
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Splash(*)
Tackle(*)
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Rain Dance
Hydro Pump
Safeguard
Aqua Ring
Mirror Coat(*)
Hypnosis(*)
Confuse Ray(*)
Brine
Dragon Pulse
DragonBreath
Haze
Endure
Ice Beam(*)
Double Team(*)
Scald(*)
Protect
Dragon Tail
Toxic
Light Screen
Rest
Hidden Power (Electric, 7)
Substitute
Mud-Slap
Icy Wind
Steelix [Haganeiru] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Steel/Ground
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21
Total Moves: 44
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
DragonBreath
Stone Edge
Sand Tomb
Iron Tail
Crunch
Curse
Autotomize
Double-Edge
Rock Blast
Heavy Slam
Stealth Rock
Block
Bide
Fissure
Skull Bash
Taunt
Earthquake
Dragon Tail
Dig
Protect
Roar
Toxic
Swagger
Explosion
Bulldoze
Torment
Aqua Tail
Endure
Magnet Rise
Body Slam
Togekiss [Togekissu] F
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 54
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Safeguard
Baton Pass
After You
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash
Nasty Plot
Psycho Shift
Extrasensory
Morning Sun
Foresight
Future Sight
Zap Cannon
Detect
Water Pulse
Endure
Silver Wind
Mud-Slap
Protect
Flamethrower
Thunder Wave
Sunny Day
SolarBeam
Shadow Ball
Toxic
Light Screen
Reflect
Psyshock
Telekinesis
Swagger
Hyper Beam
Psychic
Tri Attack
Counter
Magic Coat
Softboiled
Uproar
Body Slam
Mimic
Ominous Wind
Heal Bell
Signal Beam
Air Cutter
Revenankh [] M
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Ghost/Fighting
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 of throwing/grappling moves. 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
Total Moves: 31
MC: 1
DC: 5/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Revenge
Power Whip
Hammer Arm
Moonlight
Superpower
Vital Throw
Shadow Sneak
Curse
Drain Punch
Counter
Mach Punch
Wide Guard
Toxic
Protect
Rest
Bulk Up
Torment
Rock Slide
Earthquake
Pain Split
Ice Punch
Focus Punch
Ariados [Ariadosu] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Bug/Poison
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/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 Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Sniper (DW): (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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 15
Total Moves: 32
EC: 6/6
MC: 1
DC: 5/5
Attacks:
Poison Sting
String Shot
Scary Face
Constrict
Leech Life
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch
Spider Web
Agility
Pin Missile
Poison Jab
Bug Bite
Cross Poison
Disable
Toxic Spikes
Twineedle
Electroweb
Baton Pass
Night Slash
Rage Powder
Pursuit
Endure
Hone Claws
Protect
Dig
Double Team
Struggle Bug
Flash
Substitute
Bounce
The Inner Sanctum!!
You will first post what you're taking and what you're giving up: you each have your own set
Dream Sword
Power of the Warrior
Invincible Courage
A sword of terrible destruction
Is this the power you seek?
Choosing this as your weapon will give you +2 ATK and you don't flinch ever, along with you're crits deal an extra 6 not 3.
Choosing to give this weapon up gives you a -2 to ATK and you cannot crit
Dream Staff
Power of the Mystic
Inner Strength
A staff of wonder and ruin
Is this the power you seek?
Choosing this as your weapon will give you +2 SP.ATK and all of your hit chances and effect chances go up by 15%
Choosing to give up this weapon reduces your SP.ATK by 2 and your effect chances go down by 10%
Dream Shield
Power of the Guardian
Kindness to aid friends
A shield to repel all
Is this the power you seek?
Choosing this as your weapon will give you +2 DEF and the ability to use Reflect, Light Screen and Mirror Coat as a STAB move.
Choosing to give up this weapon will Give you -2 DEF and you're able to be critted 3 times as often.
All effects are permanent
After you choose you fight like normal
EM
RA
TRG
GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGO!