Heaven or Hell... ~Vibrant rays of sunlight pour down upon the grass, sparkling the forest with dazzling hues. A serene lake flows softly to the side, its surface smooth as a mirror. The all too tranquil trees and atmosphere hides an enigmatic secret, but what exactly? As oddysey and Elevator Music step forward, they can't help but feel there's some kind of higher power at work, perhaps with the ability to warp the fabric of time itself...~ RULES Battle Type: 1v1 Singles; Training DQ Time: 1 Day (24 hour period) Restrictions: No recoveries, 5 chills, no weather moves/abilities Items: Off Abilities: All Music: Maplestory - Kamuna Arena: Time Traveler's Forest Time Traveller's Forest (Move your mouse to reveal the content) Time Traveller's Forest (open) Time Traveller's Forest (close) Arena: Time Traveller's Forest Field Type: Diverse Complexity: Intense Format: All Restrictions: Weather moves won't work. Description: A simple little grove in the middle of a forest, with a 50m clearing in the middle. A river runs silently off to the side of the arena, about 2.5m deep and 3m wide, and sunlight flutters softly down onto this picturesque scene. So, what make this arena so special? Time Travel. At the beginning of every round after the first one, Celebi shows up (Non-catchable) and shifts everyone from the current timeline to a random alternate (Schroeder's Cat Principle. It's Quantum Physics, hard to explain). The potential timelines are: - Natural Life: The starting arena. Call it home if you like, because it'll be the only promise of comfort you'll get. No special effects. - Forest Fire: Tiger, Tiger, burning bright... All Fire Moves enjoy a +2BP Boost, while Water Moves suffer a -2BP Boost. In adition, all pokemon unused to the intense heat with have -1 Accuracy. - Industrialization: Welcome to the Streets. Desolate for as far as the eye can see, nothing but concrete and iron under the harsh street lamps of the Big City. The river and all the trees are gone, and Seismic Activity and Dig are unusable. Steel, Poison and Electric types are right at home, and have the Energy cost reduced of all moves by 2. - Drought: Sunlight, so harsh it burns. The trees have lost their leaves, and offer little to no relief to wary battlers. All Grass-Types will be treated as if they have Solar Power, as well as their normal abilities. Water-types will also be treated as if they have Dry Skin. - Storm: Thunderbolts and Lightning, very very Frightening! The river has flooded, and everyone has about 50cm of water around their ankles! This impedes foot-movement, and all moves that require going up and striking your opponent to have negative priority. Flying types, Levitators and Water-types are able to ignore this, due to their ability to avoid/thrive in watery conditions. - Deadland: The river dried up, and the land died with it. Nothing but Sand as far as the eye can see, which isn't very far, with the giant Sandstorm in your face. Pokemon uncomfortable with Desert conditions have -1 Accuracy. - Snowbound: Welcome to a Winter Wonderland. Weather is Snowing (Hail, without the damage per Action). Pokemon unfit for Winter conditions will move slower than normal. - Volcanic Pile: From out of the ashes I leap! The volcano has long since died down, but its scar against the countryside is left forever. The ground is rocky and loose, giving all direct damaging attacks a 1/10 of outright failing, with the exception of Flying, Rock, Ground or Levitating Pokemon. - Midnight in a Perfect World: Identical to Natural Life, but during the Night. Because of the tranquility, a sense of peace befalls all Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 50% more effective, and will work with their maximum level of effectiveness (even Sythesis/Morning Sun). This peace also affects a Pokemon's fighting prowess; All Pokemon's Attack and Special Attack Ranks are halved, rounded up. - 1994 Kanto: Taking it way back, when Pokemon was just ˜150. Long before the Physical/Special Split, Abilities, Items and Natures, there was these 16-bit trees and the most catchy music in the world. If you haven't worked out what the conditions are, look it over. the dead mans oddysey O Infestation the Scylar (Move your mouse to reveal the content) Infestation the Scylar (open) Infestation the Scylar (close) Infestation - Scylar (F) Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Special Defense) Type: 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 one Rock-type attack per round Technician: (Dream World; 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). HP: 90 Atk: Rank 3 Def: Rank 2 SpA: Rank 3 SpD: Rank 1 (-) Spe: 105 + 25 Accuracy (+) Size Class: 1 Weight Class: 2 Base Rank Total: 15 EC: 0/6 MC: 0 DC: 0/5 Attacks: Level up: Leer(*) Leech Life(*) Scratch(*) Focus Energy(*) Ice Shard(*) Slash(*) Bug Bite(*) Icicle Spear(*) Avalanche (*) Water Pulse (*) Protect(*) Earth Power(*) Superpower(*) Spikes(*) The Burned the Embirch (Move your mouse to reveal the content) The Burned the Embirch (open) The Burned the Embirch (close) The Burned - Embirch(M) Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.) 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. Abilities: 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: (Dream World; Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. HP: 90 Atk: Rank 2 Def: Rank 3 (+) SpA: Rank 3 SpD: Rank 2 Spe: 43 (-) Size Class: 2 Weight Class: 3 Base Rank Total: 13 EC: 0/9 MC: 0 DC: 0/5 Attacks: Bullet Seed Sweet Scent Absorb Growth Ember Leech Seed Flame Wheel Giga Drain Will-O-Wisp Substitute Double team Counter Earth Power Dragonbreath VS Elevator Music O Togechikku (Togetic) (Move your mouse to reveal the content) Togechikku (Togetic) (open) Togechikku (Togetic) (close) Togetic [Togechikku] (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: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 4 Spe: 40 Size Class: 1 Weight Class: 1 Base Rank Total: 16 Total Moves: 46 EC: 9/9 MC: 0 DC: 5/5 Attacks: Magical Leaf Growl Charm Metronome Sweet Kiss Yawn Encore AncientPower Follow Me Bestow Safeguard Baton Pass After You 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 Tri Attack Counter Magic Coat Softboiled Uproar Body Slam Mimic Ominous Wind Heal Bell (Revenankh) (Move your mouse to reveal the content) (Revenankh) (open) (Revenankh) (close) 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. Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. 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: 21 MC: 0 DC: 3/5 Attacks: Wrap Bide Sand Tomb Wring Out Rock Tomb Arm Thrust Mean Look Glare Shadow Punch Revenge Power Whip Hammer Arm Moonlight Shadow Sneak Curse Drain Punch Toxic Protect Rest Bulk Up Torment dead mans oddysey sends out first. Elevator Music sends out after. Elevator Music attacks first. dead mans oddysey attacks after.