RefffffTraining Battle (sorry)
Items On
Switch=KO
All Abilities
3v3 Doubles
2 Day DQ
2 Recoveries/5 Chills
Arena: Referee's Choice; Just don't make it either The ASB Tournament Arena, Unown Soup, & any variations of the aforementioned arena's.
RefffffTraining Battle (sorry)
Items On
Switch=KO
All Abilities
3v3 Doubles
2 Day DQ
2 Recoveries/5 Chills
Arena: Referee's Choice; Just don't make it either The ASB Tournament Arena, Unown Soup, & any variations of the aforementioned arena's.
Looking for a quick(very quick) 1vs1 baby pokemon battle
DQ time: 1 day
Switch: Balls
Items: Off
All abilities
Arena: You choose
Looking for a ref :3I'll fight you.
We'll fight in Unown soup.
ASM Mossdeep Promotional Matches Three and Four:
6 vs 6 singles Strongmons (1) 2 vs 2 doubles Strongmons (2)
60 hour DQ all
Infinite recoveries/chills
Items=on
Switch=OK
All abilities
Now as for what it is, it is a match in a location from Mossdeep against me. The victor and ref, if they don't get DQ'd, get ensured entrance into ASM G0 when it starts (admittedly it'll be awhile). But enough of that, now to the arenas.
ASM Promotion 3 Arena:
The battle is underwater, in a cavern half-filled with the hold of a ship. This hold just happens to be filled with gold and silver spilling out everywhere. However, I did mention it's underwater, right? For the purposes of the battle, all Pokemon can breathe underwater. Additionally, the match is treated as permanent rain existing, with rain abilities activating, water attacks getting a +3 BP boost, and fire attacks will fail. Sorry, just that change to rain. Furthermore, Dive won't be evasive, Fly, Bounce, and Sky Drop will fail, and Dig users can be hit by Surf. I think that's it...
Challenging Kaxtar!
4v4 Singles
Switch=OK
3 day DQ
Infinite chills/recoveries
Arena: Frozen Throne (stolen from zarator)
The Frozen Throne, the dreaded seat of power of the Lich King, is a large ice platform upon the top of a giant spire. An invisible wall surrounds the platform, preventing any Pokémon from falling below. However, it is highly unadvisable to fly too much above the arena, because the strong winds generally cause the unfortunate mon to be blown away (which would result in the Pokémon being effectively knocked out).
An interesting feature of the Frozen Throne is its soul siphon. Whenever a Pokémon deals 30 or more damage in a single round, he acquires a Soul Fragment at the end of the round. The Fragment can be used at the start of the next round to get one of the following effects:
- Restoring 10 Energy. This effect does not consume an action.
- Powering up an attack, causing it to deal 3 more damage. The user must declare which attack will be powered up (for example, he could issue the following order: Tackle - Thunder Wave - Tackle (powered up) ).
The Soul Fragment must be used in the round it gets available or it is lost (so, you cannot store it up). If the Soul Fragment is not used in the turn it is available, the user takes 10 flat damage caused by the fragment exploding.
gimmeAccepting^^^
Switch=OK
Items ON
All Abilities
Arena: Chrono Stadium
This arena resembles a giant version of the face of Prague’s Astronomical Clock. There is a moat around the edge of the arena but there are no natural elements such as grass nearby. The flow of time in this arena can change radically with the following effects:
Normal time flow - nothing special.
Fast time flow - every pokemon's attack and special attack ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 evasion.
Slow time flow - every pokemon's defence and special defence ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 accuracy.
Reverse time flow - turn order is completely reversed (ie, higher priority attacks happen after lower priority ones and a slower mon's attack happens before a faster mon's one of the same priority); for attacks with a charge-up or evasive action (eg, Focus Punch, Sky Attack, Dig), swap the priorities of the charge-up/evasive action and attacking action before reversing the turn order; the "cooldown" action for combos occurs on the action before the combo is executed rather than after.
Crazy time flow - turn order is randomised, disregarding priority and speed completely; attacks with a charge-up or evasive action still have that action occur before the attacking action.
Round 1 has normal time flow, then at the end of every round, each of the five time flows has an equal chance of being chosen for the next round. A time flow's effects remain until the time flow changes to something else.