Challenging user Unoriginal Name to a 3v3 LC Singles Match
Everything Standard, Switch OK Arena is
KAP Attraction #71: Haunter's Haunted House
Type: Ghost
Complexity: Moderate
Format: All
Restrictions:
Evasive Teleport, Agility and similar actions only usable on Dark- and Ghost-types Due to the darkness and labyrinthine corridors, it is impossible for most Pokemon to use evasive actions, like Agility (Evasive). Protect and Detect may be used regardless, and Dark- and Ghost-types are immune to this restriction, due to the former's superior senses in such an environment and latter's comfortability in this place and most of the species' abilities to phaze through walls.
Seismic actions priority locked at -6, even in combos with priority moves Seismic attacks have -6 priority due to the well-constructed flooring.
No water source Due to the lack of a usable water source, attacks like Surf and Dive may not be used in the mansion.
Non-Ghost moves have accuracy reduction of 3% percent flat Excluding those that specialize in paranormal or Ghostly arts, every move has a 3% flat accuracy reduction. It's small, but can really effect a battle.
Description:
Koffing Amusement Park may be fun for the full family, but there are certainly some attractions that can scare a child out of their wits, and Haunter's Haunted House is one of the best, most literal examples of this. Even the outside shows traces of this: a rickety, old, wood house that almost radiates fear- and the Haunter's and Gastly that float around the outside doesn't hurt it's creepiness either. Perhaps you aren't looking forward to it, but this deliberately-possessed mansion is the setting of your next battle.
As you walk inside, you notice that, the closer you walk, the darker the sky appears to get. The outside is creepy enough, but once you walk inside, the pure atmosphere terrifies you. Various residents of multiple Ghost family lines float around the inside- and a Mismagius seems to be staring at you with malicious intent. Every step makes the floorboard creak, and the only source of light it the Chandelure hanging from the ceiling, and they hardly help at all. Ghosts phaze through the walls, muttering what are probably the Pokemon language equivalent of evil curses and despaired wishes to be alive again. Even in such a horrifying environment, you must go on with your battle. Pokeball in hand, you ready your team. If you have to battle in such a horrifying place, you should at least make the most of it, right?
yoshinite said:
Name: Nohface [Pokerface] (M)
Nature: Adamant (+Atk -SpA)
Type: Ghost/Steel
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.
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:
Levitate: Trait This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 2/6
MC: 0
DC: 2/5
Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Iron Head
Fake Out
Icy Wind
Payback
Toxic
Gyro Ball
Meteor Mash
Psycho Shift
Hex
Frillish [Violet] (M)
Nature: Bold (+Def -Atk)
Type: Ghost/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Water Absorb:Type: 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
Cursed Body:Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp:Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC 0/6
MC 0
DC 0/5
Moves:
Bubble
Absorb
Water Sport
Night Shade
Bubblebeam
Recover
Water Pulse
Will-O'-Wisp
Taunt
Toxic
Rain Dance
Pain Split
Confuse Ray
Acid Armor
Snorunt [Cloaky] (F)
Nature: Mild (+SpA -Def)
Type: Ice
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.
Abilities:
Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: Type: Innate
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody: Type: Innate
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/6
MC: 0
DC: 0/5
Moves:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Hidden Power Fighting 7
Shadow Ball
Hail
Hex
Weather Ball
Disable
Yoshi sends first.Unoriginal Name said:Thanks for reffing. :D
Even though my picks should be obvious, seeing as I only actually have 3 Pokemon, I'll put them here nonetheless.
Piplup [Emperor Iceberg] (M) (*)
Nature: Modest
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent: (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)
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round. (DW) Inactive
Stats:
HP: 90
Atk: Rank 1-
Def: Rank 2
SpA: Rank 4+
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 3/9
MC: 0
DC: 1/5
Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Fury Attack
Aqua Ring
Hydro Pump
Icy Wind
Blizzard
Surf
Scald
Sing (2012 Event Move)
Total Moves: 15
Zorua [Red Spy] (M) (*)
Nature: Adamant
Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 4+
Def: Rank 2
SpA: Rank 2-
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 0/6
MC: 0
Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Sucker Punch
Counter
Detect
Swords Dance
Roar
U-Turn
Total Moves: 14
Vanillite [Vanilla DEATH] (F) (*)
Nature: Modest
Type: Ice
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.
Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor: (Can be enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit. (DW) (Innactive)
Stats:
HP: 90
Atk: Rank 1-
Def: Rank 2
SpA: Rank 4+
SpD: Rank 2
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Automize
Iron Defense
Powder Snow
Hail
Ice Beam
Blizzard
Total Moves: 14