Ok, I have a free battle slot and want to try out an arena. I require the ref to be creative or, at the very least, interesting!!
Ok, with that said and done, here is the arena:
The Ref's Mind!!
Field Type- Varies
Complexity- Simple-Super Intense
Format- Varies
Restrictions- Varies
The Ref's Mind: The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!
2 day DQ
3v3 or 4v4 singles
2 LC mons and 2 Middle-Cup mons
0 items
all abilities
2 recovers / 5 chills
switch = NO
Challenger should take note that I will be training a Magikarp. Bring a weak LC mon if at all possible.
Team King SerperiorI'll accept that match KS.
Switch=KO
Items=Off
All Abilities
Magikarp [Bane] (Male)
Nature: Lonely (+1 Atk, -1 Def)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Swift Swim: (Inate)The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rattled (DW-Locked): (Inate)These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 80
Atk: Rank 2 (+1)
Def: Rank 1 (-1)
SpA: Rank 1
SpD: Rank 1
Spe: 80
Size Class: 1
Weight Class: 2
Base Rank Total: 9
EC: 1/6
MC: 2
DC: 1/5
KOC: 0
Attacks:
Splash
Tackle
Bounce
Bubble (event)
Reversal (event)
Move Total: 6
Nidorino [Tyrant] (male)
Nature: Mild (+1 SpA, -1 Def)
Type:
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.
Poison Point: (Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate)This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Hustle(DW -Locked): (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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-Def)
SpA: Rank 3 (+ Sp. Atk)
SpD: Rank 2
Spe: 65
Size Class: 2
Weight Class: 2
Base Rank Total: 15
EC: 4/9
MC: 0
DC: 4/5
KOC: 0
Attacks:
Leer(*)
Peck(*)
Focus Energy(*)
Tackle(*)
Horn Attack(*)
Double Kick(*)
Poison Sting(*)
Focus Energy(*)
Fury Attack(*)
Helping Hand(*)
Poison Jab
Sucker Punch(*)
Head Smash(*)
Confusion(*)
Sludge Bomb(*)
Thunderbolt(*)
Ice Beam(*)
Protect
Water Pulse
Dig
Double Team
Hone Claws
Move Number: 22
Flarelm [Firestorm] (Male)
Nature: Rash (+1 SpA, -1 SpD)
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.
Grass: 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.
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+ Sp. Atk)
SpD: Rank 2 (-Sp. Def)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 5/5
KOC: 0
Attacks:
Bullet Seed(*)
Sweet Scent(*)
Absorb(*)
Growth(*)
Ember(*)
Leech Seed(*)
Flame Wheel(*)
Giga Drain(*)
Fire Spin(*)
Synthisis
Lava Plume
Petal Dance
Fire Spin
Seed Bomb(*)
Earth Power(*)
Dragonbreath(*)
Inferno
Flamethrower(*)
Energy Ball(*)
Overheat(*)
Low Kick
Flash Cannon
Move Number: 22
Team Maxim
Dusclops [Dominos] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
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:
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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
Attacks (27):
Fire Punch
Ice Punch
Thunder Punch
Gravity
Bind
Leer
Nightshade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Mean Look
Payback
Faint Attack
Imprison
Pain Split
Spite
Protect
Shadow Ball
Taunt
Ice Beam
Brick Break
Trick Room
MagneTON (Calculus) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)
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.
<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.
Abilities:
Sturdy: 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.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70
Diameter Class: 2
Magnetic Force Class: 3
EC:5/9
MC:0
DC:5/5
Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark
Mirror Shot
Zap Cannon
Tri Attack
Magnet Rise
Discharge
Lock-On
Signal Beam
Bide
Teleport
Thunderbolt
Light Screen
Flash Cannon
Cubone [Quartz] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type:
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.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Battle Armor (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/6
MC: 1
DC: 2/5
Attacks (15):
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Detect
Belly Drum
Perish Song
Brick Break
Dig
Aerial Ace
Thunderpunch
Initial arena
Starlight Garden
The pokemon are battling in what appears to be a seemingly-endless garden. A fountain provides an external water source and a rockery provides external rocks for the pokemon. Due to the abundance of grass and plant life, Grass Knot has its BAP increased by either 2 or half of the target's Weight Class, whichever is greater, and all other Grass-type moves except SolarBeam have their BAP increased by 2.
It is always night in Starlight Garden, meaning that the healing from Morning Sun is halved, SolarBeam has its BAP reduced by 3 in clear weather and 2 in rain, hail or sandstorm, and Sunny Day and Drought will cause intense moonlight instead of intense sunlight.
Intense moonlight does not adjust the BAP of Fire-type and Water-type attacks, but it allows SolarBeam to be used at its normal BAP as a 0 priority attack with no charge-up action. Thunder and Hurricane have their normal accuracy in intense moonlight. Weather Ball's BAP is doubled but it remains Normal-type. Abilities that are active in intense sunlight such as Chlorophyll, Solar Power and Forecast are not active in intense moonlight. The moves Moonlight, Morning Sun and Synthesis have their healing increased just like in intense sunlight. Pokemon can still be frozen during intense moonlight and Growth increases attack and special attack by 2 stages (and has its energy cost increased by 2) only if the user is or at some point evolves into Parasect, Shiftry, Cacturne or Amoongus.
Finally, Starlight Garden is a naturally calm place. If a pokemon is hit by a sleep-inducing move and is not immune to sleep, it falls asleep for either 1 action or 2 actions with a 50:50 chance of each (pokemon with Early Bird will always fall asleep for 1 action only). In addition, Taunt and Torment have their energy cost reduced by 3, but they only last for 3 actions. If a pokemon uses Rage or Belly Drum or is hit by Rage Powder, then until the pokemon switches out, uses a move that causes it to switch out (such as U-Turn) or is hit by a move that causes it to switch out (such as Roar), the effects mentioned in this paragraph do not apply when that pokemon is put to sleep or uses Taunt or Torment.
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And that's just the first arena I have in mind for y'all! Who knows when I might decide to make some changes?
How it's gonna go down
- King Serperior sends out his first pokemon
- Maxim sends out his first pokemon and gives orders
- King Serperior gives orders
- I ref and come up with more crazy shit