2v2 Doubles
2 day DQ
2 recoveries/5 chills
You choose Arena, I send out second!
NFEs please!
Lord Jesseus was victorious here once before, and it looks like he's bringing the same two pokemon as before:Accepting Arcanite's challenge.
No switching obviously
All abilities
No Items
Arena: Nabbing one from the Arena Compendium
Arena: Protegas' Sanctuary
Field Type: Neutral
Complexity: Moderate
Format: Multiples, Melee (does not work in singles at all)
Restrictions: Limited Seismic Moves, No Weather, No SolarBeam/Thunder
A 50ft-by-50ft stone temple for the relatively unknown deity Protegas that provides protection to those who seek it. The room is lit by torches that provide ample light. There is a fountain in one of the walls that provides a water source for moves like Surf. The arena is set indoors so weather moves, SolarBeam and Thunder cannot be used. Despite being ancient, the temple still has a relatively strong structure that allows seismic moves like Earthquake, Bulldoze and Magnitude to be used up to 3 times in total (not 3 times each though). The floor can be dug through as well but, because it is made of stone, the energy cost for Dig is increased by 2 for pokemon that aren't rock- or ground-type. Over the centuries, some plant life has broken through the floor, allowing non-grass-types to use moves like Grass Knot.
At the beginning of every round, Protegas will protect any pokemon he feels is being ganged up on. A pokemon is considered to be ganged up on if it is targeted by:
Note: this is done by the commands issued and stuff like Encore and Disable changing a pokemon's moves will not affect this, but substitutions will. Substitutions cannot be made based on whether or not an opponent's pokemon gets the barrier.
- At least four enemy single-target moves
- Three enemy single-target moves and at least two enemy multi-target moves
- Two enemy single-target moves and four enemy multi-target moves
- Six enemy moves, whether they are single-target, multi-target or a combination of the two
Any pokemon that meets any of those criteria will be given a protective barrier for that round. The barrier is treated as a 20 HP typeless pokemon with the same rank defences as the pokemon it is protecting. The barrier protects the pokemon from all effects of enemy attacks and will disappear once it runs out of HP, is hit by two enemy non-damaging moves or at the end of the round, whichever comes first. The barrier will not protect from any spillover damage (so an attack that does 25 damage will destroy the barrier and do 5 damage to the target). The barrier will not protect a pokemon from allied attacks that hit it, nor will it be affected by allied attacks. A last pokemon standing will always receive Protegas' barrier at the start of a round except in a 1v1 matchup.
Horsea [Kappa] (Female)
Nature: Quiet (+SpA, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 1
Spe: 52 (-) (Opponent's accuracy boost: 10%)
EC: 2/9
MC: 8
DC: 2/5
Abilities:
Sniper: (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.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Outrage
Signal Beam
Disable
Surf
Hidden Power (Electric 7)
Ice Beam
Nature: Quiet (+SpA, -Spe)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 78 (-) (Opponent's accuracy boost: 10%)
EC: 2/9
MC: 4
DC: 2/5
Abilities:
Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Attacks:
Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Encore(*)
Endure(*)
Endeavour(*)
Surf
Psychic
Dig
Meanwhile, Arcanite, new to this arena, has brought these three, but which two will he use?
Minccino (M) Moogle
Nature: Naive (+15% Speed, +18% Accuracy, -1 SpD)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Cute Charm: (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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 87 (+) (Accuracy boost: 17%)
EC: 0/6
MC: 0
DC: 0/5
Attacks:
Pound
Growl
Helping Hand
Tickle
Doubleslap
Encore
Swift
Sing
Tail Slap
Aqua Tail
Mud Slap
Fake Tears
Protect
Thunder Wave
U-Turn
Snivy (M) (Edge)
Nature:
Rash: Adds One Rank to Special Attack; Subtracts One Rank From Special Defense
Type:
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.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 63
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam
Reflect
Light Screen
Taunt
Glare
Pursuit
Magical Leaf
Duclohm (M) Cloud Strife
Nature:
Modest: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank 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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
EC: 4/9
MC: 0
DC: 2/5
Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Discharge
DragonBreath
Hydro Pump
Power Gem
Flamethrower
Taunt
Ice Beam
Dragon Pulse
So, since Lord Jesseus picked the arena, he sends out first ... but since we know what he's sending out, Arcanite can just send out his two now and give orders. Then Lord Jesseus will give orders and I will ref this.