Completed Rediamond vs Dogfish44 in the Forest Temple!

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#1
Wooooshhh
Rustle rustle
chirp

rediamond said:
Challenging Dogfish44!

I'm sorry about picking all conditions, but the arena sort of requires it...

4 vs 4 FE singles
2 day DQ combatant, 3 day ref
Unlimited chills/recovers
All abilities
3 subs
Items=ON

Arena:



Forest Temple:

Deep inside of Ilex Forest, an ancient ruin stands.

The basis of the arena is that it is a maze of sorts, with a center room where the challenge begins, four rooms on the way, and a final room with a boss. The goal is to eliminate the other trainer(s), and defeating the boss can be a good way to do so. First, let's introduce the three basic ways to navigate the arena:

1) Fight. Simple. Issue the given number of actions for the format against the challenger. Subs can be made for Switch or Move, as well as standard substitutions.
2) Switch. Less simple. There is no such thing as a switch phase in this arena, and switching out a Pokemon consumes an entire round. While the switch occurs at the start of the round at +10 priority, the Pokemon must take a full round of beating before it can attack.
3) Advance. Much less simple. The player moves into a bordering room. This consumes all actions of their partner Pokemon, and the move occurs at -10 priority of the last action of the round. This means that the Pokemon of the trainer advancing must take a full round's worth of beating. If two trainers try to switch rooms (Trainer in Room A moves to B, trainer in B moves to A), the first person to issue orders will have their move succeed, while the later move will fail.

A few moves gain new value:

Mean Look and Spider Web can be used to prevent a Pokemon from advancing at the end of the round. Shadow Tag and Arena Trap prevent opposing trainers from advancing as well.

Entry Hazards are applied to the room a Pokemon is in. If an opposing trainer's Pokemon enters or is switched into battle inside of that room, they will take damage from the entry hazards laid.

Got it?

Anyways, there are six rooms in the dungeon. The order of the first and last are locked, but the ref will RNG which room is entered the first time it is. For example,

F-A-B-C-D-L

When A is entered for the first time, the ref will RNG which room A is. When B is entered for the first time, the ref will RNG which of the three remaining rooms B is, and etc.

Starting Room:

In the starting room of the arena, an enormous stone battling court stretches across a room with a fair amount of space to all sides and the cieling. A mystical presence hangs over the room, and all moves may be used without restriction. The court is quite worn, but still in usable condition. It is simply a battling court of some sort of ancient society.

Rain Room:

A large, half-flooded room, the rain room doesn't actually contain rain. Instead, the air is so moist and filled with mist, that the effects of rain are simulated. The ones that can not be simulated, such as swift swim activating, are achieved by the large amounts of water inside of the room. Large amounts of rocks and plant matter grow throughout the environment, creating what is effectively a swamp. As it is not actually raining, another weather can be summoned with the use of a weather rock. Rain will clear away any other weather, but do nothing else. Sun will cancel out the effects of rain, but cause no effects of sun, as long as it is in place. Sand and Hail will cause both the effect of the weather and rain to be in place at the same time.

Sun Room:

A lofty library high up in the temple, natural sunlight streams through a large window that appears to be made of some sort of early glass that completely seperates the room from the outside. Due to the height of the room, and the thickness of the wooden floor, Dig and Earthquake will fail. There are no available rocks or natural water, but there are plenty of plants due to the nature of the temple. The cieling is quite high off of the ground. Permanent sun will stream in through the windows. While weather rocks may summon another weather, the sun will still shine in from the outside world, keeping it in effect. If sun is summoned, any other weather will be cleared. Rain will temporarily cancel out the effects of sunlight. Sand and Hail will compound with the sunlight.

Sandstorm Room:

Deep below the main area of the temple, a narrow, ill-let corridor leads between rooms as tree roots grow down through the earthen cieling. While there are plenty of plants and rocks, and groundwater can be summoned, there is not enough natural light (bar sunny day) for Synthesis, Morning Sun, Light Screen, Reflect, or even Moonlight. Seismic activity is possible, as the tree roots hold the corridor intact during even the greatest of stresses. Permanent sandstorm is in place due to a large amount of dust hanging in the air combined with a somewhat powerful wind blowing through the tunnel. Weather rocks can summon other weathers, though. Sandstorm will clear any other weathers, and the effects of Rain and Hail will stack with Sandstorm. Sun will allow for light-based moves, and have its normal effects.

Hail Room:

A snowy forest exists in the center of the temple, kept in place by a large population of Snover and Abomasnow in the room. They will not interfere with the battle, and can not be attacked or harmed. The snowy forest has permanent Hail due to the cold and Hail summoners, but they will tolerate some other weather being introduced as long as they are allowed to observe the battle and keep some hail going. Additionally, fire-type attacks being used would greatly anger the Snover and Abomasnow, so it would be unwise to use any damaging fire moves. The ice-types also do not appreciate hazards, so they may not be placed in this room. The room is too cold to have an unfrozen water source, but there are plenty of rocks and plants. Weather may be summoned with the help of weather rocks. Hail will clear other weathers, and Sand will stack with Hail. Rain and Sun will partially melt some snow, and allow for the use of attacks requiring a water source in addition to their normal effects.

Final Room:

The final room of the temple is possibly the most interesting, consisting of a large network of webs hanging high above the rest of the temple. The webs are incredibly sticky, but all non-fliers or levitators (trait, ability, command), will be forced to walk on them. Bug types can manuever well on them due to their natural instincts, and will not suffer any penalty. However, non-bug types will suffer from -25% evasion, and an additional energy spent with every action equal to the Pokemon's weight class. A strong wind blows through the arena, giving all levitators and flying-types a Tailwind boost. Most importantly of all, Celebi itself resides in this room of the temple, and does not like the disturbance. Celebi has 150 HP and all of her stats boosted. At the end of every round, it will unleash a Leaf Storm+Leaf Storm combination on a Pokemon in the room (includes new arrivals), chosen by RNG, and restore 50 HP. If KO'd, Celebi will restore a Pokemon on the team of the trainer who scored the final blow to full health, and give them the option of teleporting to any room in the temple.
TEAM REDIAMOND:

Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)

Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 2/5

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect

Rock Slide
Rapid Spin
Cross Poison

Endure
Aqua Tail

X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down


Scylant (F) [Scadi]
Type: Ice/Bug
Nature: Mild (+SpAtt, -Def)

Ice: 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: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (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).

EC: 6/6
MC: 1
DC: 5/5

HP: 100
Atk: Rank 4
Def-: Rank 2
SpA+: Rank 5
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Moves: 33
Leer
Leech Life
Focus Energy
Bug Bite
Ice Shard
Slash
Icy Wind
Icicle Spear
Hail
Icicle Crash
Bug Buzz
Avalanche
Sheer Cold
Icy Wind
Ice Punch
Ice Beam

Earth Power
Spikes
Counter
Superpower

Blizzard
X-Scissor
Rock Slide
Acrobatics
Taunt
Double Team
Dig
U-Turn
Hone Claws
Toxic
Venoshock
Hidden Power Rock 6
Hyper Beam
Earthquake
Focus Punch


Volcarona [Flare] (F)
Nature: Modest (+1SpAtt, -1Att)

Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.

Stats:
HP: 100
Atk-: Rank 1
Def: Rank 3
SpA+: Rank 6
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flame Body: (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.
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)
[DreamWorld]

Attacks: 40
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia

Endure
Magnet Rise
Morning Sun
String Shot

SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly


Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 5/5

Abilities:
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.
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)
Moxie:(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. [DreamLocked]

Attacks: 43
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint

Bide
Revenge
Flail
Double Edge
Focus Punch

Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute


TEAM DOGFISH44:

Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
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. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Hyper Beam
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon

Dragonbreath
Dragon Dance
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Spark

Blizzard
Charge Beam
Double Team
Earthquake
Endure
Fire Blast
Flamethrower
Flash
Hidden Power (Ground)
Ice Beam
Light Screen
Protect
Rest
Roar
Substitute
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Volt Switch
Waterfall
Wild Charge

Draco Meteor
Headbutt
Signal Beam
Snore
Swift
Twister

Total moves: 59



Archeops [Rawk] (Male)
Nature: Mild (+1 SpA, -1 Def)

Type: Rock/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Defeatist (Trait): The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Faint-Hearted is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

Stats:

Archeops
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: N/A

Attacks:
Acrobatics
Agility
AncientPower
Crunch
Double Team
DragonBreath
Dragon Claw
Endeavor
Leer
Pluck
Quick Attack
Quick Guard
Rock Slide
Rock Throw
Scary Face
Thrash
U-Turn
Wing Attack

Bite
Dragon Pulse
Earth Power
Head Smash
Steel Wing

Dig
Dragon Tail
Earthquake
Focus Blast
Hone Claws
Protect
Roar
Smack Down
Stone Edge
Substitute
Taunt
Torment
Toxic

ASM Unlocked Moves:
Aerial Ace
Knock Off
Pluck
Sandstorm
Shadow Claw
Swagger
Rest


Total Attacks: 35



Cofagrigus [Cizin] (M)
Nature: Calm (+1 SpD, -1 Atk)
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.

Abilities:
Mummy (Innate): This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

Cofagrigus
HP: 90
Atk: Rank 1 (-)
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: N/A

Attacks:
Astonish
Curse
Destiny Bond
Disable
Haze
Hex
Mean Look
Night Shade
Ominous Wind
Power Split
Protect
Scary Face
Shadow Ball
Will-O-Wisp

Endure
Fake Tears
Imprison
Nasty Plot

Calm Mind
Double Team
Energy Ball
Hidden Power (Fighting, 7)
Psychic
Rest
Safeguard
Substitute
Telekinesis
Toxic
Trick Room

ASM Unlocked Moves:
Grass Knot
Guard Split


Total moves: 29



Porygon-Z [Data] (N/A)
Nature: Modest (+1 Sp.Atk ; -1 Atk)
Type: Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability (Innate):The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download (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, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW) (Innate): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

Porygon-Z
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
MC: 0
DC: 5/5

Attacks:
Agility
Conversion
Conversion 2
Defense Curl
Discharge
Embargo
Lock-On
Magic Coat
Magnet Rise
Nasty Plot
Psybeam
Recover
Recycle
Sharpen
Signal Beam
Tackle
Tri Attack
Trick Room
Zap Cannon

Charge Beam
Double Team
Hyper Beam
Ice Beam
Psyshock
Shadow Ball
SolarBeam
Toxic

Endure
Pain Split

Total moves: 29


1. Rediamond sends out
2. Dogfish sends out and orders
3. Rediamond orders
4. If I'm completely wrong and this arena has special rules regarding that, then follow them
5. I stall
6. I ref
 

Dogfish44

^_^
is a Forum Moderator
Moderator
#3
Nimbus @ Expert Belt, demonstrate our power.

Surf ~ Hydro Pump ~ Surf

IF Swagger AND you don't have a substitute up, THEN Substitute (15)
 
#7
Diego Armaldo resolutely endures a round of beating to approach the next room. Nimbus happily blasts his foe with super-effective attacks, but Armaldo ignores it. Is it worth it? The bulky bug-type looks disappointed as he opens the heavy doors, only to find damp, swampy ruins. The air drips with moisture, and the rock-type unhappily wades into the depths.


Diego Armaldo
HP: 28
EN: 100
Status: OK!
Location: Room A (Rain)


Nimbus
HP: 110
EN: 81
Status: OK!
Location: Entry Room

Ohm=Surf (6 EN) [23 Damage]
Ohm=Hydro Pump (7 EN) [26 Damage]
Ohm=Surf (6 EN) [23 Damage]
Armaldo=Advance
 
#10
Both Pokemon advance onwards. Diego Armaldo slides open the heavy doors into the next unexplored room, and enters a winter wonderland. Instead of soft snow calmly drifting down, heavy hail pelts the rock-type. Looking through the low visibility, he can see faint shadows of ice-type Pokemon running around, unappreciative of the intruder. He wanders around, awaiting his opponent again. Meanwhile, Nimbus disappointingly follows his escaping prey, and enters the refreshing swamp room.


Diego Armaldo
HP: 28
EN: 100
Status: OK!
Location: Room B (Hail)


Nimbus
HP: 110
EN: 81
Status: OK!
Location: Room A (Rain)
 
#13
Seeing that his beloved rock-type (honestly, who doesn't love rock-types?) is in grave danger, Rediamond recalls the wounded Armaldo, replacing it with the fierce Scadi, well-suited to this room's enviroments. Nimbus finally catches up with his opponent, only to fall into the waiting trap of a dozen Sneasels and their best friend Scadi.


Scadi
HP: 100
EN: 100
Status: OK!
Location: Room B (Hail)


Nimbus
HP: 110
EN: 81
Status: OK!
Location: Room B (Hail)


Diego Armaldo
HP: 28
EN: 100
Status: OK!
Location: Room B (Hail)
 
#16
Nimbus wastes no time running into the ambush, and begins firing out magical rocks blindly in the snowstorm. In the swirling hail, Scadi makes a large amount of illusionary clones...and then a larger amount...and a larger amount? That was exciting.


Scadi
HP: 100
EN: 40
Status: Double Team (3 Clones)
Location: Room B (Hail)


Nimbus
HP: 110
EN: 54
Status: OK!
Location: Room B (Hail)


Diego Armaldo
HP: 28
EN: 100
Status: OK!
Location: Room B (Hail)


Syclant=Double Team 4 (16 EN)
Cyclohm=Power Gem (5 EN)

Syclant=Double Team 4 (20 EN)
Cyclohm=Power Gem (9 EN)

Syclant=Double Team 4 (24 EN)
Cyclohm=Power Gem (13 EN)
 
#19
Scadi launches a mighty Blizzard at his foe, while deftly dodging another barrage of rocks after his evasive clones are crushed. Taking a moment to rest in the favorable weather, Syclant seems to be turning this around.


Scadi
HP: 88
EN: 35
Status: Ok!
Location: Room B (Hail)


Nimbus
HP: 71
EN: 35
Status: OK!
Location: Room B (Hail)


Diego Armaldo
HP: 28
EN: 100
Status: OK!
Location: Room B (Hail)


Syclant=Blizzard (7 EN) [27 Damage]
Ohm=Earthquake (7 EN) [6 Damage]

Syclant=Dig (10 EN) [12 Damage]
Ohm=Power Gem (5 EN) [No damage]

Syclant=chill (+12 EN)
Ohm=Earthquake (7 EN) [6 Damage]
 
#23
Additionally, fire-type attacks being used would greatly anger the Snover and Abomasnow, so it would be unwise to use any damaging fire moves.

This part of the arena description basically means they shouldn't be used... or you can risk a KO... this wasn't actually very specific...

I'll point this out now for ref interp/possible reorder before it gets reffed.
 

Dogfish44

^_^
is a Forum Moderator
Moderator
#24
I assumed it meant something about being attacked by the Snover and co if you use any - And since I'm EN KOing myself anyhow, it seemed perfectly fine.

Awaiting Leethoof's judgment before possible reordering.
 
#25
Like df44 said, hes EN KOing himself anyways. However, for future references, the strongest SE hit possible from both a Sneasel and a Snover will happen. I'll ref this later.
 
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