Its_A_Random vs. Son_of_Shadoo
3v3 Triples
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon Maximum
Unevolved mons only, no mid-battle evolutions
Switch = waffles.
One ability.
No items.
Arena: The Bosses' Way
Field Type: Ground/Electric
Complexity: Intense
Format: Singles
Restrictions: Limited Ceiling, Artificial Field, No Weather, No Water Source, No Digging
Description:
The arena is in a darkened, concrete indoor Gym with a large throne chair placed on top of a stone balcony with two flanking concrete brickwork stairwells on either side. In front of this lies a standard Gym floor pattern, with a twist. The arena is lined by 6 surrounding blue orbed poles that generate an electric field that keeps the Pokemon inside the 20 W x 40 L X 15 H (feet) arena. If any Pokemon other than an Electric or Ground type hits the barrier, they will suffer 4 HP damage. Resistance to electricity will reduce this damage by 2, while Weakness to electricity will increase it by 2.
Because it is enclosed, weather moves will not work in this arena. It has no water sources and the concrete is too thick and musty to be dug through. The arena has fairly low natural lighting, but most Pokemon can see just fine, and if the electric field is hit it will generate light.
Accepted SoS's challenge, now we need a ref for this!
Good on you SoS for picking a complicated arena. A simple arena would've been fine...X_X
Open Challenge
4v4 (ref RNGs between 1 and 2 for singles or doubles)
2 Day DQ
Ref selected Arena
Switch=OK (Rediamond)Hmm...I seem to be amassing a LOT of mons VERY quickly...and they need training...
12v4+4+4 NFE only Triples
First player decides switch status
Second player decides ability status
Third player decides item status. The third player can never be Rising Dusk.
2 recoveries/5 chills per mon
2 days DQ, 4 days ref DQ
Arena: The Ice Canyon
Field Type: Ice (Ice-type moves take less energy, Hail costs less to summon, while Sandstorm costs more, and Sun does not boost Fire-type moves or unfreeze Pokemon, although other effects still apply.)
Complexity: Moderate (all moves available, but several restrictions, mostly weather-based, still apply.)
Format: All
Restrictions:
Flavor
- Ice-type moves other than Hail cost 1 less energy.
- Hail, whether by move or by Snow Warning, costs 2 less energy to summon. Pokemon holding an Icy Rock extend move-based Hail to 7 rounds rather than 6.
- Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon. This +energy effect works regardless of Smooth Rock-Sand Stream will cost 2 energy to activate with Smooth Rock here. Additionally, Smooth Rock only extends the duration of Sand to 5 rounds.
- Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still works properly. However, Heat Rock only extends the duration of Sun to 5 rounds.
- Rain faces no restrictions.
- Dig is considered to be an Ice-type move.
- Through various loopholes, all other moves are available.
A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here.
The icy locale naturally makes Ice-type moves and Hail easier to form...while buffering against most other weather types. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. In fact, it's said that Icy Rock extends Hail's natural duration even further than usual here. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm and regardless of items, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.) Both the Heat Rock and the Smooth Rock seem to lose a little power here-both only extend their respective weathers by a single round. Rain lacks restrictions.
And to the challengers, I can only say...
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credit to icepick
Switch=OK
2 abilities
Needs one more battler with 4 NFEs!
Tortferngatr said:12v4+4+4 NFE only Triples
First player decides switch status
Second player decides ability status
Third player decides item status. The third player can never be Rising Dusk.
2 recoveries/5 chills per mon
2 days DQ, 4 days ref DQ
I'll battle you, Blazikenmaster-Zeo!
Switch=OK
All Abilities
No Items
Seeking a subref for http://www.smogon.com/forums/showthread.php?t=3449559.
Accepting.Looking for another battle.
1 v 1 Singles
1 day DQ/2 Ref
2 Recoveries/5 Chill
Arena: Challenger's choice
NFE please.