Heaven or Hell...
Thick gusts of wind vibrate harmoniously through a massive glass dome. Much of the dome consists of nothing more of pure, clear air giving to perfect visibility. There is a healthy amount of vegetation and water at the ground, yet the air currents cause them to sway along with the wind. The sun's rays rain upon the dome's surface, showering the insides with a dazzling away of colors. However, thick storm clouds also approach on the horizon; both sun and rain a precursor of events to come.
RULES
Battle Type: 3v3 NFE Doubles
DQ Time: 3 Days (72 hour period)
Restoration: Infinite Recoveries/Infinite Chills
Substitutions: One
Switch: OK
Items: Training
Abilities: All
Music: Bastion - Brusher Patrol
Arena: Ethereal Dome
Ethereal Dome:
Welcome to the Ethereal Dome! In this Arena Those that take to the skies have a decent advantage, while those stuck to the earth have a harder time fighting. Inside the dome, we have a lake that is 100 feet by 100 feet, with a small island in the middle that is 25 by 30 and raises 20 feet out of the water. Around the edge of the arena there are extremely jagged rocks useful for decoration or attacking. The ground is made up of two thirds thick, short, soft grass and one third is soft earth easy for digging. But the real action is up in the air. The Dome has a special sphere that allows air currents to be created and they tend to favor those using bird pokemon(mind that people, bird not flying). and will the manager will create air currents making some flying type attacks hit more accurately and harder(Resulting in an increase to Fly, Bounce, Sky Drop, Aerial Ace, Wing Attack, High Jump Kick, really any moves that require that you take to the air). They also enjoy making a bit of rain, or sun for the birds to revel in.
Summary
-Lake with island in the middle
-Jagged rocks surronding the arena
-Dig takes 2 less energy to do
-Earthquake loses 2 BAP
-Moves that require you to take flight or to the air have their BAP increased by 2 and their accuracy increased by 10%
-25% chance of Rain or Sun being created 50% they leave it alone
The Royal Guard
OOO
Piplup (Azorius) Male
Nature: Modest
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: 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: (Dreamworld)
Type: 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.
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: 2/9
MC: 0
DC: 0/5
Attacks:(14)
Bide
Bubble
Bubble Beam
Fury Attack
Growl
Peck
Pound
Water Sport
Agility
Aqua Ring
Yawn
Ice Beam
Rain Dance
Toxic
<Zell>[Luxio] [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.
Luxio
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 69(+) (+8% Accuracy/Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC:6/9
MC:0
DC:3/5
Moves:(25)
Bite
Charge
Crunch
Discharge
Leer
Roar
Scary Face
Spark
Swagger
Tackle
Thunder Fang
Wild Charge
Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack
Double Team
Light Screen
Protect
Roar
Snarl
Thunder Wave
Toxic
Frillish (Zheslid) Male
Nature:Modest
Type: Water/Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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.
Cursed Body:(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:(DW LOCKED)(Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
Frillish
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks: (16)
Absorb
Brine
Bubble
BubbleBeam
Hydro Pump
Night Shade
Recovery
Water Pulse
Water Sport
Water Spout
Acid Armor
Confuse Ray
Pain Split
Protect
Taunt
Toxic
VS.
Deck Knight
OOO
Monohm(*) [Hi Jack!] (M)
Nature: Sassy (+1 SpD; Divides Base Speed by 1.15, Evasion -10)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 52 (60 / 1.15v) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 2/9
MC: 1
DC: 2/5
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Twister(*)
Slack Off
Hurricane
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Spark (*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)
Swinub [Tusk] (Female)
Nature: Hasty (+15% Spe, +12% Acc; -1 Def)
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (50 * 1.15^) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Body Slam
Icicle Crash
Stealth Rock
Roar
Reflect
Rock Slide
Phanpy [Wheel of Fortune] (F)
Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)
Type: Ground
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.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (40 * 1.15^) (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 1 / 6
MC: 0
DC: 1 / 5
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
Sand Veil (DW) (Locked): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Odor Sleuth
Tackle
Growl
Defense Curl
Flail
Take Down
Rollout
Natural Gift
Slam
Double-Edge
Body Slam
Counter
Head Smash
Earth Power
Double Team
Roar
Rock Slide
The Royal Guard sends out first and equips items.
Deck Knight sends out after, equips items, and attacks first.
The Royal Guard attacks after.
Thick gusts of wind vibrate harmoniously through a massive glass dome. Much of the dome consists of nothing more of pure, clear air giving to perfect visibility. There is a healthy amount of vegetation and water at the ground, yet the air currents cause them to sway along with the wind. The sun's rays rain upon the dome's surface, showering the insides with a dazzling away of colors. However, thick storm clouds also approach on the horizon; both sun and rain a precursor of events to come.
RULES
Battle Type: 3v3 NFE Doubles
DQ Time: 3 Days (72 hour period)
Restoration: Infinite Recoveries/Infinite Chills
Substitutions: One
Switch: OK
Items: Training
Abilities: All
Music: Bastion - Brusher Patrol
Arena: Ethereal Dome
Ethereal Dome:
Welcome to the Ethereal Dome! In this Arena Those that take to the skies have a decent advantage, while those stuck to the earth have a harder time fighting. Inside the dome, we have a lake that is 100 feet by 100 feet, with a small island in the middle that is 25 by 30 and raises 20 feet out of the water. Around the edge of the arena there are extremely jagged rocks useful for decoration or attacking. The ground is made up of two thirds thick, short, soft grass and one third is soft earth easy for digging. But the real action is up in the air. The Dome has a special sphere that allows air currents to be created and they tend to favor those using bird pokemon(mind that people, bird not flying). and will the manager will create air currents making some flying type attacks hit more accurately and harder(Resulting in an increase to Fly, Bounce, Sky Drop, Aerial Ace, Wing Attack, High Jump Kick, really any moves that require that you take to the air). They also enjoy making a bit of rain, or sun for the birds to revel in.
Summary
-Lake with island in the middle
-Jagged rocks surronding the arena
-Dig takes 2 less energy to do
-Earthquake loses 2 BAP
-Moves that require you to take flight or to the air have their BAP increased by 2 and their accuracy increased by 10%
-25% chance of Rain or Sun being created 50% they leave it alone
The Royal Guard
OOO
Piplup (Azorius) Male
Nature: Modest
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Torrent:
Type: 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: (Dreamworld)
Type: 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.
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: 2/9
MC: 0
DC: 0/5
Attacks:(14)
Bide
Bubble
Bubble Beam
Fury Attack
Growl
Peck
Pound
Water Sport
Agility
Aqua Ring
Yawn
Ice Beam
Rain Dance
Toxic
<Zell>[Luxio] [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.
Luxio
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 69(+) (+8% Accuracy/Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC:6/9
MC:0
DC:3/5
Moves:(25)
Bite
Charge
Crunch
Discharge
Leer
Roar
Scary Face
Spark
Swagger
Tackle
Thunder Fang
Wild Charge
Fire Fang
Helping Hand
Howl
Ice Fang
Night Slash
Quick Attack
Double Team
Light Screen
Protect
Roar
Snarl
Thunder Wave
Toxic
Frillish (Zheslid) Male
Nature:Modest
Type: Water/Ghost
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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.
Cursed Body:(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:(DW LOCKED)(Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
Frillish
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 1/6
MC: 0
DC: 1/5
Attacks: (16)
Absorb
Brine
Bubble
BubbleBeam
Hydro Pump
Night Shade
Recovery
Water Pulse
Water Sport
Water Spout
Acid Armor
Confuse Ray
Pain Split
Protect
Taunt
Toxic
VS.
Deck Knight
OOO
Monohm(*) [Hi Jack!] (M)
Nature: Sassy (+1 SpD; Divides Base Speed by 1.15, Evasion -10)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 52 (60 / 1.15v) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 2/9
MC: 1
DC: 2/5
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Attacks:
Tackle(*)
Growl(*)
Dragon Rage(*)
Charge(*)
Thundershock(*)
Rain Dance(*)
Sonicboom(*)
Twister(*)
Slack Off
Hurricane
Hydro Pump(*)
Heal Bell(*)
Magnet Rise(*)
Spark (*)
Thunderbolt(*)
Flamethrower(*)
Dragon Pulse(*)
Swinub [Tusk] (Female)
Nature: Hasty (+15% Spe, +12% Acc; -1 Def)
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.
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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (50 * 1.15^) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Body Slam
Icicle Crash
Stealth Rock
Roar
Reflect
Rock Slide
Phanpy [Wheel of Fortune] (F)
Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)
Type: Ground
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.
Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (40 * 1.15^) (+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 1 / 6
MC: 0
DC: 1 / 5
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
Sand Veil (DW) (Locked): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Odor Sleuth
Tackle
Growl
Defense Curl
Flail
Take Down
Rollout
Natural Gift
Slam
Double-Edge
Body Slam
Counter
Head Smash
Earth Power
Double Team
Roar
Rock Slide
The Royal Guard sends out first and equips items.
Deck Knight sends out after, equips items, and attacks first.
The Royal Guard attacks after.