EDIT:
Putting up a new battle for my third slot.
1v1 Weak FEs (<30 moves)
Any Arena besides ASB
2 Day DQ
Infinity Subs
2 recover/5 chills
Switch=Lol
1 Ability
Team yoshiniteTaking that yoshinite, with the fe under 30 moves
Arena is the ref's mind!
Items on
Revenankh [CleoPatrick] (M)
Nature: Brave (+Atk -Spe -10% Evasion)
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.
Infiltrator (DW LOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 0/5
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Earthquake
Brick Break
Smack Down
Counter
Mach Puch
Shadow Sneak
Team Glacier Knight
Abomasnow [Twiggy "The Beserker"] (Female)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Info on Twiggy:
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.
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:
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Snow Warning) Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard’s accuracy to 100% and letting it have an additional 30% chance to bypass Protect.
Soundproof (DW): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 17
EC: 6/6
MC: 5
DC: 5/5
Attacks:
Ice Punch
Powder Snow
Leer
Razor Leaf
Icy Wind
Grass Whistle
Swagger
Mist
Ice Shard
Blizzard
Wood Hammer
Sheer Cold
Seed Bomb
Stomp
Leech Seed
Hail
Ice Beam
Swords Dance
Protect
Shadow Ball
Earthquake
21 Moves
Objection's first arena idea (and probably the only one you'll see this match)
"nite" sounds like "knight" ... so it's Yoshi Knight vs Glacier Knight ... how about a knightly arena? Ooh, I got it!
Jousting!
The pokemon will be riding on horseback in a special tiltyard. The tiltyard provides ample natural elements except for a water source. However, due to the nature of the battle, it is not possible to dig or use any seismic moves.
Every time a pokemon takes damage from a damaging move, there is a percent chance equal to the damage the move dealt (rounded up to the nearest whole number) that the pokemon will be unhorsed (ie, fall off of its horse) at the end of the action. It will then automatically forfeit its next action to get back onto the horse. This cannot be stopped by any means short of KOing the pokemon - the horse will help its rider back on if necessary.
If the move is a contact move, multiply the unhorsing chance by 1.5. If the target is asleep or frozen, multiply the unhorsing chance by 2 (being both asleep and frozen does not increase the multiplier to 4). If the target is neither asleep nor frozen but is paralysed, multiply the unhorsing chance by 1.5.
Every time a pokemon takes damage from a damaging move, there is a percent chance equal to the damage the move dealt (rounded up to the nearest whole number) that the pokemon will be unhorsed (ie, fall off of its horse) at the end of the action. It will then automatically forfeit its next action to get back onto the horse. This cannot be stopped by any means short of KOing the pokemon - the horse will help its rider back on if necessary.
If the move is a contact move, multiply the unhorsing chance by 1.5. If the target is asleep or frozen, multiply the unhorsing chance by 2 (being both asleep and frozen does not increase the multiplier to 4). If the target is neither asleep nor frozen but is paralysed, multiply the unhorsing chance by 1.5.
How it's gonna go down
- yoshinite chooses which item to give to his pokemon.
- Glacier Knight chooses which item to give to his pokemon and orders.
- yoshinite orders.
- Objection's reffing wins the heart of the princess.