Completed The Royal Guard guards Matezoide!

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#1
Originally Posted by Fat Matezoide

Open challenge
No items (except training ones)
6 vs 6 LC Singles.
Switch = Ok
Whoever accepts can choice the arena,but it must not be the ASB Arena and must allow every type of weather

Taking this
Teleportation is the Arena
All Abilities
The Royal Guard said:

<Pansage> [Fletcher] (Male)
Nature: Jolly
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:
Gluttony:(Innate)This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).


Overgrow:(Innate)(DW LOCKED)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)


Pansage
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 74(+)(+13%Accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 13


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

Attacks:(15)
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment

Astonish
Low Kick
Grasswhistle

Acrobatics
Protect
Taunt


<Turtwig> [Thadural] (Male)
Nature: Brave
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)


Shell Armor:Innate(DW LOCKED)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.



Turtwig
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26(-)(-10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 14


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

Attacks:(13)
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain

Superpower
Worry Seed
Sand Tomb

Reflect
Protect
Toxic


<Zell>[Shinx] [Male]
Nature: Jolly(+Speed -Special Attack)
Type: Electric
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.

Abilities:
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).

Intimidate:Can be Activated

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Guts: Innate
DW LOCKED:
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.



Shinx
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 52(+) (+9% Accuracy/Evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 13



EC:2/9
MC:0
DC:2/5

Moves:(24)

Tackle
Leer
Charge
Bite
Spark
Roar
Swagger
Crunch
Wild Charge
Scary Face
Discharge
Thunder Fang

Fire Fang
Ice Fang
Howl
Night Slash
Quick Attack

Toxic
Protect
Light Screen
Snarl
Roar
Thunder Wave
Double Team


Cyndaquil- Ifrit (M)
Nature: Modest (SpA raised by 1, Atk decreased by 1)
Type: Fire
Fire: 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.

Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Flash Fire:(DW LOCKED)(Innate):This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Stats:

Cyndaquil
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:(19)
Tackle
Leer
SmokeScreen
Ember
Qucik Attack
Flame Wheel
Defense Curl
Flame Charge

Extrasensory
Flame Burst
Flare Blitz

Protect
Toxic
Will-O-Wisp


Chimchar-Auron (M)
Nature: Lonely (Atk raised by 1, Def decreased by 1)
Type: Fire
Fire: 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.

Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist:(DW LOCKED)Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:

Chimchar
HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:(19)
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Fire Punch
Thunder Punch
Counter

Protect
Toxic
Shadow Claw


<Embrich> [Axel] (Male)
Nature: Brave
Type: Fire/Grass
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 (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.



Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43(-) (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 13

EC: 1/9
MC: 2
DC: 1/5

Attacks:(15)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin

Counter
GrassWhistle
Blaze Kick

Will-o-Wisp
Fire Blast
Sunny Day

Matezoide said:

<Mankey> [Steve] (Male)
Nature: Jolly (+16% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.


About: He was the very first pokemon Matt obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour. Steve is extremely strong,determined,honored and relatively docile Mankey, only feeling trully alive during a battle with a worth opponent,he cares very much about his trainer and team mates.


Abilities:
Vital Spirit : (Innate)

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.




Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 81 (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 14



EC: 4/6
MC: 0
DC: 3/5


Attacks:

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)



Close Combat(*)
Reversal(*)
Encore(*)
Counter
Substitute
Return
Punishment



Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
Endure




<Corphish> [Rob] (Male)
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

About: Rob was the first pokemon ever caught by Matt,using it's Double-Team and Trump-Card techniches,he slowy gained an advantage against Steve and was about to easily defeat him,until being caught off-guard by an extremely powerfull Reversal combo,weakning him enough to be captured. Being prety much powerless against the lobster pokemon,Steve grew determined to become stronger.
Similary to the others,he cares deeply about his friends,and is willing to risk his life for them if necessary.....he is also a huge nerd.




Abilities:
Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.


Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Adaptability: (DW UNLOCKED, Innate)


The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Stats
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 14


EC: 4/6
MC: 0
DC: 5/5


Attacks:
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Swords-Dance
Crabhammer


Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Superpower
Endeavor


Waterfall(*)
Brick-Break(*)
Double-Team(*)
X-Scissor
Hone-Claws






<Ponyta> [Twilight] (Female)

Nature: Naive (+25% accuracy)
Type: Fire
Fire: 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.

About: Caught after being found injured by Matt and nursed back to health,Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and ,despite managing to maintain a serious attitude,she is a sweet heart and quickly becomes timid depending on the situation.

Run Away (Innate):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Flash-Fire (Innate):

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body (DW LOCKED,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.


Ponyta
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 4/6
MC: 0
DC: 3/5


Attacks:

Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Bounce
Agility
Flare-Blitz

Fire-Blast(*)
Wild-Charge(*)
Sunny-Day(*)
Will-O-Wisp
Solar Beam
Overheat
Double Team

Hypnosis(*)
Low-Kick(*)
Charm(*)
Morning Sun
Double-Edge






<Elgyem> [Peter] (Male)
Nature: Brave nature (+ Attack,-10% evasion)
Type: Psychic; Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

About: Peter was captured after being over-powered by Rob's Crunch,his main characteristic are his remarkable inteligence (rivaling Twilight's) and braveness during combat,Peter strongly stands up for what he believes in and will fight until the bitter end.

Abilites:

Telepathy (Innate): This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Synchronize (Innate):

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Analytic (Innate,DW LOCKED):

If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Confusion(*)
Growl(*)
Heal Block(*)
Miracle Eye(*)
Psybeam(*)
Headbutt(*)
Hidden-Power -> Fighting (7) (*)
Imprison(*)
Psychic
Recover

Trick-Room(*)
Thunderbolt(*)
Rock-Slide(*)
Shadow-Ball

Skill-Swap(*)
Teleport(*)
Nasty-Plot(*)



Not sure if this is allowed,if it isnt,just ignore this.

On a side note,will it take too much longer for the thread?


<Fiona> [Vanillite] (Female)
Nature: Modest (+ Sp.Attack - Attack)
Type: Ice

Summary:
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.


About: Aside from her physical difference betwen other Vanillite (wich Bosco described as ''delicious looking''),Fiona is a highly timid and modest pokemon,refusing to show off no matter what. Sadly,this also causes her to understimate her own fighting abilites. She greatly hates using her Taunt move,but will not hesitate to use it if she feels it is necessary.

Abilites:
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.

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: 1/9
MC: 1
DC: 1/5

Attacks:

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)


Hail (*)
Blizzard (*)
Hidden-Power (7 BP,Electric) (*)
Flash Cannon

Automotize(*)
Water-Pulse(*)
Imprison(*)




<Johnny Bravo> [Pansage] (Male)
Nature: Hasty (+ Speed, - Def, + 12% accuracy)

Type: Grass
Summary: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.


About: Johnny posses an incredibly high level of swag and can easily get the heart of almost any lady he desires....that is,until he starts talking. Johnny met the group during a training section,becoming infatulated by Twilight (and to a lesser extent,Fiona),but she didnt feel attracted to him at all (Unlike Fiona,who blushed a bit),leading him to try and prove his power to impress her,Johnny fought Bosco,but was quickly and easly defeated (In part,due to his constant winking at Twilight),being captured shorty after.

Abilites:

Gluttony (Innate):

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Overgrow (DW LOCKED,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 1
SpA: Rank 2
SpD: Rank 2
Spe: 74
Size Class: 1
Weight Class: 2
Base Rank Total: 13


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

Attacks:

Scratch(*)
Leer(*)
Lick(*)
Vine Whip(*)
Fury-Swipes(*)
Leech-Seed(*)
Bite(*)
Seed Bomb(*)
Torment(*)

Dig(*)
Attract(*)
Shadow-Claw(*)

Leaf-Storm(*)
Nasty-Plot(*)
Role-Play(*)


I hope Yarnus doesnt gets upset.....

-Matezoide sends out
-TRG sends out, orders.
-Matezoide orders.
-I ref.
 
#3

"Well it seems we have a little monkey to deal with. Auron show this primate a little thing about what a real simian can do!

Auron with Amulet Coin

Taunt-Toxic-Fire Punch
If Encore is used then Protect and push actions down
 
#4

``A real simian,you say? Steve,show your Fist Of The Monkey style!``


*cracking nuckles*

Dig -> Substitute (20) -> Covet

If somehow taunted A1,use Dig A2.
If the Amulet Coin wouldnt give you moar prizes,use Dig instead (Take the substitute with you!)
 
#5

Mankey
HP: 90
EN: 100
Other: none
Item: none


Chimchar
HP: 90
EN: 100
Other: none
Item: Amulet Coin

Arena: none
KOC: none


Action 1:
Mankey dug underground!

Chimchar used Taunt!
fail
-10 Energy

Mankey used Dig!
Crit: [<=625] 4997/10000 (No)
Calculation: (8+3*1.5-1*1.5)*1.5=16.5
-10 Energy

Action 2:
Mankey used Substitute (20)!
-18 Energy

Chimchar used Toxic!
fail
-7 Energy

Action 3:
Mankey used Covet!
Crit: [<=625] 6602/10000 (No)
Calculation: 4+3*1.5-1*1.5=7
-3 Energy

Chimchar used Fire Punch!
Crit: [<=625] 8182/10000 (No)
Calculation: 8+3+3*1.5-2*1.5=12.5
-5 Energy

END OF ROUND



Mankey
HP: 70
EN: 69
Other: Substitute (7 HP)
Item: none Amulet Coin


Chimchar
HP: 66
EN: 78
Other: none
Item: Amulet Coin none

Arena: none
KOC: none


-Matezoide
-TRG
-Me
 
#8
The Rift

http://images2.wikia.nocookie.net/_...ntasy/images/5/53/DissidiaDimensionCastle.jpg

Field Type: Grass, Flying
Complexity: Complex
Format: Singles
Traits: No Digging, No Seismic Attacks, No Water Source

Description:
An open arena, with a large central castle surrounded by several smaller turrets and towers floating in the air. The castle's structure will randomly shift around, drastically changing the environment: turrets will appear in mid-air upside down, towers will stack up on each other, and some buildings will vanish altogether. Only the central castle's base will remain unchanged, though the keep in the center of the base and the bridges around it will still shift.

Omega Shift - At the end of each round, the referee will roll for three properties from the list below. Those three properties will be in effect during the next round, and stack with themselves. Each round, the effects are wiped clean and replaced with three new properties.

Resplendence - Increases effect chances by 10% flat, after Serene Grace and Oaths.
Inversion - The type chart is inverted; weaknesses become resistances and vice-versa. On a second helping of Inversion, battlers trade En totals, and on a third helping of Inversion they trade HP totals.
Incitement - Each mon's Attack and Sp. Attack stages increases by 2.
Hippocratics - Damage is decreased by 10 after all other modifiers. If this makes the damage dealt negative, the attacker instead regains that much HP. E.g, instead of dealing 7 damage, the attacker recovers 3 HP. Only direct damage is affected.
Fire Sale - Attacks don't cost Energy, but combinations become disallowed for the duration. On a second helping of Fire Sale, indirect damage is halted, and on a third helping combinations become permitted.
Body Swap - The mons swap bodies, and use each others' attacks, stats, HP, and so on, and may not use combinations. They swap back at rounds' end, making attacking a risk vs. reward decision. They may use combinations on a second helping, and they are restored 20 En on a third helping.
 
#9
The Rift

http://images2.wikia.nocookie.net/_...ntasy/images/5/53/DissidiaDimensionCastle.jpg

Field Type: Grass, Flying
Complexity: Complex
Format: Singles
Traits: No Digging, No Seismic Attacks, No Water Source

Description:
An open arena, with a large central castle surrounded by several smaller turrets and towers floating in the air. The castle's structure will randomly shift around, drastically changing the environment: turrets will appear in mid-air upside down, towers will stack up on each other, and some buildings will vanish altogether. Only the central castle's base will remain unchanged, though the keep in the center of the base and the bridges around it will still shift.

Omega Shift - At the end of each round, the referee will roll for three properties from the list below. Those three properties will be in effect during the next round, and stack with themselves. Each round, the effects are wiped clean and replaced with three new properties.

Resplendence - Increases effect chances by 10% flat, after Serene Grace and Oaths.
Inversion - The type chart is inverted; weaknesses become resistances and vice-versa. On a second helping of Inversion, battlers trade En totals, and on a third helping of Inversion they trade HP totals.
Incitement - Each mon's Attack and Sp. Attack stages increases by 2.
Hippocratics - Damage is decreased by 10 after all other modifiers. If this makes the damage dealt negative, the attacker instead regains that much HP. E.g, instead of dealing 7 damage, the attacker recovers 3 HP. Only direct damage is affected.
Fire Sale - Attacks don't cost Energy, but combinations become disallowed for the duration. On a second helping of Fire Sale, indirect damage is halted, and on a third helping combinations become permitted.
Body Swap - The mons swap bodies, and use each others' attacks, stats, HP, and so on, and may not use combinations. They swap back at rounds' end, making attacking a risk vs. reward decision. They may use combinations on a second helping, and they are restored 20 En on a third helping.
Format: Singles
Traits: No Digging, No Seismic Attacks, No Water Source

Description:
An open arena, with a large central castle surrounded by several smaller turrets and towers floating in the air. The castle's structure will randomly shift around, drastically changing the environment: turrets will appear in mid-air upside down, towers will stack up on each other, and some buildings will vanish altogether. Only the central castle's base will remain unchanged, though the keep in the center of the base and the bridges around it will still shift.

Omega Shift - At the end of each round, the referee will roll for three properties from the list below. Those three properties will be in effect during the next round, and stack with themselves. Each round, the effects are wiped clean and replaced with three new properties.

Resplendence - Increases effect chances by 10% flat, after Serene Grace and Oaths.
Inversion - The type chart is inverted; weaknesses become resistances and vice-versa. On a second helping of Inversion, battlers trade En totals, and on a third helping of Inversion they trade HP totals.
Incitement - Each mon's Attack and Sp. Attack stages increases by 2.
Hippocratics - Dam
Traits: No Digging, No Seismic Attacks, No Water Source

Description:
An open arena, with a large central castle surrounded by several smaller turrets and towers floating in the air. The castle's structure will randomly shift around
Traits: No Digging, No Seismic Attacks, No Water Source

FFFFFFFFFFFFUUUUUUUUUUUU



''What? How did we get here?''


Beats me,but they dont seem surprised.....perharps that wierd mumbojumbo at the beggining had something to do with it?

''Could be,but we dont have time for that....''

Focus-Energy -> Rock-Slide -> Close-Combat

In case of a non-damaging move AND you arent Taunted,use Encore and push-back.
If taunt is ordered AND you arent behind a substitute,use Substitute (15) that action and then Encore and push back.
 
#13

Mankey
HP: 70
EN: 69
Other: Substitute (7 HP)
Item: none Amulet Coin


Chimchar
HP: 66
EN: 78
Other: none
Item: Amulet Coin none

Arena: none
KOC: none


Action 1:
Mankey used Focus Energy!
-12 Energy

Chimchar used Toxic!
lolwut
-7 Energy

Action 2:
Mankey used Rock Slide!
Flinch: [<=3000] 3302/10000 (No)
Calculation: (6+3+3*1.5-1*1.5)*1.5=18
-6 Energy

Chimchar used Counter!
27 damage, no more Substitute
-15 Energy

Action 3:
Mankey used Close Combat!
Calculation: 12+3+3+3*1.5-1*1.5=21
-7 Energy

Chimchar used Counter!
31.5 damage
-20.5 Energy

END OF ROUND



Mankey
HP: 38
EN: 44
Other: Focus Energy (3a)
Item: none Amulet Coin


Chimchar
HP: 27
EN: 35
Other: none
Item: Amulet Coin none

Arena: none
KOC: none


-TRG
-Matezoide
-Me
 
#15
WHY DO I KEEP FORGETTING

Arena: Delibird's Christmas Bash
Field Type: All Types
Complexity: Intense
Format: Doubles, Triples

Restrictions: None.

Description:
As it is perpetually Christmas season in Delibird land, the Delibird have constructed an arena just to celebrate! The arena is in the outdoors, with a clear lake in the center and trees dotted all around. None of these features really affect battling, but it does suffice as a water source and natural grass, respectively. Of course, since the Delibird designed this arena, there are a few touches that truly make it unique. There are a startling amount of Presents in the arena, and it appears that not all of them are safe to open...

At the beginning of each round, five presents suddenly appear--four red presents and one blue present. A Pokemon may take an action to either use the command "Pick Up and Throw <color> Present at <Pokemon>" for six energy or "Throw <color> Present at <Pokemon" for four energy; the latter command may only be used if the Pokemon has the Present on it at the time. In the event that the Present that you want to get is taken by the time it is your turn, the Pokemon chooses a different present at random; if there are no presents, the energy is expended and nothing happens. Presents can be stolen through Pickpocket and Thief, and they can be Knocked Off as well.

At the end of each round, each Pokemon opens however many presents they have on them. The effects that are possible are as follows:

Red Present
- 10%: 20 DMG
- 20%: 15 DMG
- 30%: 10 HP Restored
- 40%: 10 DMG

Blue Present
- 10%: All Presents next round go to the Pokemon and cannot be removed.
- 20%: All Presents next round thrown at the Pokemon deal 5 DMG.
- 30%: 20 DMG
- 40%: 15 HP Restored

Should all the Presents be opened in one round, the Delibird get very happy that people are "enjoying" their Presents, and thus drop even more special Presents for the next round! They will drop three Green Presents, and their effects are as follows:

Green Present
- 10%: Explosion, dealing 20 DMG to all allies.
- 20%: 25 DMG and -25 Energy
- 30%: 15 DMG and -15 Energy
- 40%: 10 DMG and -10 Energy
 
#17


Where are we now?



I think it is some sort of shopping....and it seems we are right in the middle of one of these christimas events....

Christmas? Already?

Yeah,they always make those happen earlier and....hang on,doesnt the Delibird look familiar?


Ho! Ho! Ho!
*The Delibird looks at their direction*

Matt? Steve? What are you guys doing here?


Thats what we could ask you,Bosco....

Well,since you guys left me out of this match,i decided to take a job to pass time and get some cash,i am Santa Bird and i have presents for everyone ^^

You are not fooling anyone and.....wait,presents? What did i get?


Nope,you are battling,you can get it later.....the others can get it now though


*The rest of Matt`s current team leave their pokeballs and go get their presents*

Give me the damn present,Bosco!


*As Steve attacks,Matt grabs his tail*

We...got....a....fight to win,damn it!

Fine,but i will want my present once this is over.





Encore -> Screech -> Dig
 
#18

Mankey
HP: 38
EN: 44
Other: Focus Energy (3a)
Item: none Amulet Coin


Chimchar
HP: 27
EN: 35
Other: none
Item: Amulet Coin none

Arena: none
KOC: none


Action 1:
Mankey used Encore!
-10 Energy

Chimchar used Counter!
fail
-10 Energy

Action 2:
Mankey used Screech!
-7 Energy

Chimchar used Counter!
fail
-10 Energy

Action 3:
Mankey dug underground!

Chimchar used Fire Punch!
miss
-5 Energy

Mankey used Dig!
Calculation: (8+3+3*1.5-1*1.5)*1.5+3.5=24.5
-10 Energy

END OF ROUND



Mankey
HP: 38
EN: 17
Other: none
Item: none Amulet Coin


Chimchar
HP: 2
EN: 10
Other: -2 Defense
Item: Amulet Coin none

Arena: none
KOC: none


Arena: Forest of Souls
Field Type: Dark/Bug/Grass/Ghost
Complexity: Moderate
Format: All
Restrictions: No Dig/Earthquake

The Forest of Souls, said to be over a thousand years standing. The ancients used to bury their dead in the relative seclusion of this mysterious and dark grotto. The ancients' souls are now said to inhabit the various flora (trees mainly) and thus has caused them to gnarl and grow throughout the forest floor. Dark, Bug and Ghost-type Pokemon are known to flock here.

Important Facts:
-Dig and EQ are unusable because of the large roots that are present both above and below the ground.

-The forest is very dark, and thus Pokemon adapted to light that cannot make light of their own (Flash, open flames, etc.) will suffer a stat drop (-1 to either Atk, Def, SpA, SpD, Spe, Acc or Eva; chosen randomly) due to fear and lack of vision. Dark and Ghost types are immune to this effect.

-When a Pokemon is knocked into a tree, a Bug, Dark or Ghost Pokemon will fall/come out and perform one attack on a random combatant at the end of the turn, then leave the battle. (Base Stats are used for the Pokemon; natures are considered neutral)

-Pokemon possibilities are up to ref discretion, but the standard is: Cherubi (Magical Leaf)=40% chance; Purrloin (Night Slash)=30%; Duskull (Confuse Ray)=20% ; Pineco (Self-Destruct)=10%


-Matezoide
-TRG
-Me
 
#19

''Switching out for Twilight would be the best choice for several reasons.....oh well,Steve,lets end this.''

Karate-Chop -> Scratch -> Karate-Chop


In case of Protect,chill and push-back.
 
#21
Uh so Karate Chop KOs.

Matezoide AOOOOO

Mankey
HP: 38
EN: 15
Other: none
Item: none Amulet Coin

TRG XOOOOO

Chimchar
HP: -13
EN: 10
Other: -KOed
Item: Amulet Coin none

Arena: none
KOC: Mankey


Edge of Madness

Field Type: Bug, Dark, Dragon, Electric, Fighting, Fire, Flying, Ghost, Grass, Ground, Ice, Normal, Poison, Psychic, Rock, Steel, Water
Complexity: Moderate
Format: All
Traits: Artificial Field, No Digging, No Water Source, No Seismic Attacks

Description:
A small, simple arena, a circular platform with Chaos's throne at one end, and the stage reaches very high vertically. In the background surrounding the arena is a long staircase leading to the floor before Chaos's throne, as well as several gigantic swords that belong to Chaos.

Omega Chaos - All RNG roll targets are randomized on 1d10000, instead of their normal values. For example, if Thunderbolt were used, the target number for paralysis would be randomized, and then a roll would be made to try and inflict paralysis.


-TRG sends out, orders
-Matezoide orders
-Me
 
#24


How would you like to faint,Steve? Flat out KO'ed by the opponent or doing an incredibly dangerous stunt that might be incredibly usefull?



You already know my answer


Great,lets do it!


Focus-Energy -> Karate-Chop -> Super Sexy Fist Of The Monkey (Close-Combat combo)



My original plan was to trigger Anger Point by having Steve attack himself with the Karate-Chop and then using a Reversal combo.....it would have been awesome.
 
#25
Matezoide AOOOOO

Mankey
HP: 38
EN: 15
Other: none
Item: none Amulet Coin

TRG XOOOOO

Turtwig
HP: 90
EN: 100
Other: none
Item: none

Arena: none
KOC: Mankey
Matezoide:
none

TRG:

Chimchar
HP: -13
EN: 10
Other: -KOed
Item: Amulet Coin none


Action 1:
Mankey used Focus Energy!
-12 Energy

Turtwig used Reflect!
-8 Energy

Action 2:
Mankey used Karate Chop!
Calculation: 5+3+3+3*1.5-3*1.5=11
-2 Energy

Turtwig used Mega Drain!
Crit: [<=625] 8743/10000 (No)
Calculation: 6+3+2*1.5-2*1.5=9
+4.5 HP
-8 Energy

Action 3:
Turtwig used Superpower!
Crit: [<=625] 6915/10000 (No)
Calculation: 12+4*1.5-2*1.5=15
-8 Energy

Mankey used Ultra Fist!
Calculation: 27+3+3+3*1.5-3*1.5+1.75=34.75
-34 Energy
EN KO!

END OF ROUND


Matezoide XOOOOO

Mankey
HP: 14
EN: -33
Other: KOed
Item: none Amulet Coin

TRG XOOOOO (Reflect 3a)

Turtwig
HP: 44
EN: 76
Other: -1 Attack, -1 Defense
Item: none

Arena: none
KOC: Mankey
Matezoide:
none

TRG:

Chimchar
HP: -13
EN: 10
Other: -KOed
Item: Amulet Coin none


-Matezoide sends out new mon and orders.
-TRG orders.
-I ref.
 
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