Heaven or Hell...
~A mighty stone structure stands tall, piercing the clouds, and shoots straight into the heavens. What it stands for, who built it, and its purpose have been lost to the ages gone by, although many have scaled its heights searching for the answers. None have succeeded to return, let alone reach to its apex. Small insects rustle and flutter among the moss-studded tiles, which deceive the amount of terror and traps these ancient walls hold.~
RULES
Battle Type: 2v2 Doubles
DQ Time: 1 Day (24 hour period)
Restoration: 0 Recoveries/1 Chill
Switch: KO
Abilities: All
Items: One
Music: Luna Ascension
Arena: Tower of Heaven
The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.
All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.
For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.
If there's any questions or need clarification on anything, PM me.
Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.
Ragnarokalex
OO
Squirtle (Shorin) Male
Nature:
Modest
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish:(Dreamworld)
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
Squirtle
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
DC: 0/5
MC: 4
Attacks: 17 Total
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Hydro Pump
Water Spout
Magic Coat
Fake Out
Yawn
Ice Beam
Scald
Brick Break
Quilava (Sellian) Male
Nature:
Modest
Type:
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:
Blaze:
Type: 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)
Flash Fire:(Dreamworld)
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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 4/9
DC: 2/5
MC: 0
Attacks: 16 Total
Tackle
Leer
Smokescreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Eruption
Lava Plume
Extrasensory
Flame Burst
Foresight
Fire Blast
Protect
Sunny Day
Dig
VS
TheMogRunner
OO
Rarity:2
Petilil[Mint](F)
Nature:Modest (+1 SpA, -1 Atk)
Personality: (to be added)
Type:Grass
Summary: 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.
Abilities:
Chlorophyll: (Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (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.
(DW)Leaf Guard: (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. (LOCKED)
Stats:
Petilil
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC:3/6
MC:0
DC:2/5
Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Aromatherapy
Energy Ball
Leaf Storm
Charm
Healing Wish
Ingrain
Hidden Power (Fire[Attack:6])
Toxic
Dream Eater
Solarbeam
TheMogRunner attacks first.
Ragnarokalex attacks after.
Thou shall not use non-damaging commands.
~A mighty stone structure stands tall, piercing the clouds, and shoots straight into the heavens. What it stands for, who built it, and its purpose have been lost to the ages gone by, although many have scaled its heights searching for the answers. None have succeeded to return, let alone reach to its apex. Small insects rustle and flutter among the moss-studded tiles, which deceive the amount of terror and traps these ancient walls hold.~
RULES
Battle Type: 2v2 Doubles
DQ Time: 1 Day (24 hour period)
Restoration: 0 Recoveries/1 Chill
Switch: KO
Abilities: All
Items: One
Music: Luna Ascension
Arena: Tower of Heaven
The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.
All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.
For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.
If there's any questions or need clarification on anything, PM me.
Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.
Ragnarokalex
OO
Squirtle (Shorin) Male
Nature:
Modest
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish:(Dreamworld)
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
Squirtle
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/9
DC: 0/5
MC: 4
Attacks: 17 Total
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance
Hydro Pump
Water Spout
Magic Coat
Fake Out
Yawn
Ice Beam
Scald
Brick Break
Quilava (Sellian) Male
Nature:
Modest
Type:
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:
Blaze:
Type: 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)
Flash Fire:(Dreamworld)
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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 4/9
DC: 2/5
MC: 0
Attacks: 16 Total
Tackle
Leer
Smokescreen
Ember
Quick Attack
Flame Wheel
Defense Curl
Eruption
Lava Plume
Extrasensory
Flame Burst
Foresight
Fire Blast
Protect
Sunny Day
Dig
VS
TheMogRunner
OO
Scarlet the Vulpix
Vulpix(*) [Scarlet] (F)
Nature:Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Personality: Scarlet was my first Pokemon. We dreamed together of become great (or at least better than mediocre) that is why to this day she strategies. She gives me the best ones and we compare notes telepathically. She is calm never losing her cool and very modest. One of my best.
Type:
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.
(DW) Drought:(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. [Add (DW) after ability name if it's Dream World Ability](UNLOCKED)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 65
EC:3/6
MC:2
DC:5/5(UNLOCKED!)
Attacks:
Ember(*)
Tail Whip(*)
Quick Attack(*)
Fire Spin(*)
Will-O-Wisp(*)
Roar(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Extrasensory
Energy Ball(*)
Hex(*)
Psych Up(*)
Ominous Wind
Toxic(*)
Fire Blast(*)
Double Team(*)
Sunny Day
Vulpix(*) [Scarlet] (F)
Nature:Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Personality: Scarlet was my first Pokemon. We dreamed together of become great (or at least better than mediocre) that is why to this day she strategies. She gives me the best ones and we compare notes telepathically. She is calm never losing her cool and very modest. One of my best.
Type:
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.
(DW) Drought:(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. [Add (DW) after ability name if it's Dream World Ability](UNLOCKED)
Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 65
EC:3/6
MC:2
DC:5/5(UNLOCKED!)
Attacks:
Ember(*)
Tail Whip(*)
Quick Attack(*)
Fire Spin(*)
Will-O-Wisp(*)
Roar(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Extrasensory
Energy Ball(*)
Hex(*)
Psych Up(*)
Ominous Wind
Toxic(*)
Fire Blast(*)
Double Team(*)
Sunny Day
Rarity:2
Petilil[Mint](F)
Nature:Modest (+1 SpA, -1 Atk)
Personality: (to be added)
Type:Grass
Summary: 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.
Abilities:
Chlorophyll: (Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (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.
(DW)Leaf Guard: (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. (LOCKED)
Stats:
Petilil
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC:3/6
MC:0
DC:2/5
Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Aromatherapy
Energy Ball
Leaf Storm
Charm
Healing Wish
Ingrain
Hidden Power (Fire[Attack:6])
Toxic
Dream Eater
Solarbeam
TheMogRunner attacks first.
Ragnarokalex attacks after.
Thou shall not use non-damaging commands.