Mine! Now we need a ref.issuing a challenge. a very challenging challenge involving challenges. beware!
3vs3 triples (nfe)
3 day battler DQ/ 5 day Ref DQ
no recoveries/ 3 chills
arena: Algorstorm
Field Type- Ice
Complexity- Intense
Format- All
Restrictions and important notes:
Algorstorms can be generated by using hail
Algorstorms last three rounds
A-storms deal 4HP to all non ice types, give 30% freeze chance to ice attacks with freeze chance and 10% freeze chance to ice types originally without a freeze chance, and can the attack sheer cold
in an a-storm sheer cold becomes a 15BP ice move with 60 accuracy and a 75% chance to freeze foe completely
at the end of round one all non ice pokemon contract weak hypothermia
at the end of round three all non ice pokemon, non fire pokemon, and pokemon without thick fat contract moderate Hypothermia
at the end of round five all non ice/fire/thick fat pokemon contract extreme hypothermia
non ice pokemon use three more energy to dig
if non ice/fire/thick fat pokemon touch the water or make contact with the water, they go up one grade of hypothermia and ice attacks gain 5% more freeze chance when directed towards them
Algorstorm: A harsh and extreme enviroment, Algorstorm is a chilly paradise to ice types and a frozen hell for others. This arena resembles the taiga of Siberian Russia, and the area available to battle on is 1500 feet wide and long, circular shaped. for a description of the terrain, imagine the arena is a bullseye. the white outer ring consists of mountains, all snowy and treacherous (ring is 200 feet thick). the white and blue rings are merged together and form a large forest (300 feet thick). the forest's trees are tall and skinny, due to the massive snow storms packing the needles together. the forest is a large clump of frozen life. The red ring of the bullseye is plains, thick with snow (400 feet thick). in the center of the arena area lies a huge frozen lake (400 feet long and 200 feet wide). the water is 30 degrees, but surprisingly it isnt all ice. you dont want to touch the water though, unless you're part ice or have some thick fat. The area's temperature never reaches above -20 degrees fahrenheit, and it is always either snowing, hailing, blizzarding, or even worse, Algorstorming. named after the area in which it resides, Algorstorms are blizzards bigger and meaner old brothers. if one whips up, beware! it will release destructive hail, worse than regular, so non ice types will lose 4HP per action. The sub zero power of the storm, as well as the arena, boosts ice moves, so their ability to freeze is increased! (ice moves that give a chance to freeze now have a 30% freeze chance. ice moves that do not give a chance to freeze now have a 10% freeze chance. also ice move combonations have a 100% chance to freeze target.) and if that weren't enough, the trump move of all ice types changes drastically! Sheer cold gets more accuracy and will almost surely freeze you! (though it powers down oddly enough).
so, think you can handle algorstorms? sadly, the area does not produce these wonders naturally anymore. you'll have to trigger one yourself! if a pokemon uses the move hail, their icy powers to react with the already stormy ice weather can create, can you guess, an algorstorm! algorstorms last 3 round.
as if the storms weren't enough, another factor plays into this arena drastically. Due to the hellish climate of the area (remember, -20 fahrenheit!), your pokemon may succumb to Hypothermia. now, ice pokemon will never be affected by hypothermia, and fire types (and pokemon with the ability thick fat in play) can only contract weak hypothermia. but everyone else, beware! there are three stages of Hypothermia:
Weak Hypothermia: The battler loses 10 base speed (e.g a pokemon with originally 80 speed gets weak hypothermia and now has 70 speed)
Moderate Hypothermia: battler loses 20 base speed (e.g pokemon with 80 now has 60 base) and loses 1BP to all non ice attacks
Extreme Hypothermia: Battler loses 30 base speed (e.g pokemon with 80 speed now has 50 base speed), loses 2BP to all non ice attacks, and loses 2HP per action
Ways you contract Hypothermia:
1) battling in the Algorstorm arena: the climate and weather is too harsh! Hypothermia is always prone here! At the end of round one all non ice pokemon get weak hypothermia. after round three it goes up to moderate hypothermia (fire types and thick fat users do not get moderate or extreme). at the end of round five a pokemon with moderate hypothermia now has extreme hypothermia.
2) getting hit by ice moves: if a pokemon has weak hypothermia and loses 25 or more HP from ice attacks, they will get Moderate Hypothermia. if a pokemon has Moderate hypothermia and loses 45 or more HP form ice attacks, they will get extreme Hypothermia.
Other things to be wary of:
Due to the frozen ground, only ice types can use dig with ease. dig used by non ice types cost 3 more ener.
If a pokemon comes in contact with the water in the center of the arena and is not ice type or have thick fat, they get weak hypothermia (or hypothermia boosts up a grade if already present), and ice attacks against them will have a 5% more chance of freezing.
The weather cannot be changed, unless to induce a algorstorm. at the beginning of the match there is a 30% for snow, 30% for hail, 40% chance for blizzarding.
For the refs benefit, the team i will use. (Go away Glacier)
Tepig
Tepig, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
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)
(Hidden) Thick Fat: (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.)
Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Superpower
Curse
Yawn
Wild Charge
Grass Knot
Flamethrower
Total Moves: 15
Slowpoke
Slowpoke, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW) Regenerator: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Slowpoke
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Sleep Talk
Belly Drum
Zen Headbutt
Rest
Toxic
Scald
Total Moves: 14
Onix
Onix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Rock
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
(DW) 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.
Onix
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 0/6
MC: 0
DC: 0/5
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Stealth Rock
Explosion
Rock Blast
Toxic
Dig
Taunt
Total Moves: 17

Tepig, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
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)
(Hidden) Thick Fat: (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.)
Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Superpower
Curse
Yawn
Wild Charge
Grass Knot
Flamethrower
Total Moves: 15
Slowpoke

Slowpoke, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW) Regenerator: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Slowpoke
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 14
EC: 0/9
MC: 0
DC: 0/5
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Sleep Talk
Belly Drum
Zen Headbutt
Rest
Toxic
Scald
Total Moves: 14
Onix

Onix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Rock
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
(DW) 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.
Onix
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 0/6
MC: 0
DC: 0/5
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Stealth Rock
Explosion
Rock Blast
Toxic
Dig
Taunt
Total Moves: 17