ability=1Challenging Fanal
2v2 doubles
Middlemon+NFE
Training items only
1 day DQ
arena: asb arena
switching is impossible annyways
Accepting.
Now we just need a ref.
ability=1Challenging Fanal
2v2 doubles
Middlemon+NFE
Training items only
1 day DQ
arena: asb arena
Putting up 2 idendentical battles.
1v1 training singles
PM the ref one pokemon.
2 day DQ
No chills/No recoveries
NFE mons please
Arena: The Emphasis Arena.
OK, so this is pretty simple. On odd numbered rounds emphasis is put on Non-damaging moves (even indirect damage such as toxic and sandstorm) and even numbered rounds has emphasis on damaging moves (only directly damaging moves).
If you use all three actions on moves that fit the above criteria in that given round then you get a 20 HP bonus at the end of the round. Thee is no penalty if you don't follow th emphasis.
BUMPI'll ref one of these when someone accepts it. I'll be tutor reffed though.
Putting up 2 idendentical battles.
1v1 training singles
PM the ref one pokemon.
2 day DQ
No chills/No recoveries
NFE mons please
Arena: The Emphasis Arena.
OK, so this is pretty simple. On odd numbered rounds emphasis is put on Non-damaging moves (even indirect damage such as toxic and sandstorm) and even numbered rounds has emphasis on damaging moves (only directly damaging moves).
If you use all three actions on moves that fit the above criteria in that given round then you get a 20 HP bonus at the end of the round. Thee is no penalty if you don't follow th emphasis.
I'll take this challenge.Fanal said:I'll ref one of these when someone accepts it. I'll be tutor reffed though.
Also I still need 1 more person to make one of these matches!Putting up 2 idendentical battles.
1v1 training singles
PM the ref one pokemon.
2 day DQ
No chills/No recoveries
NFE mons please
Arena: The Emphasis Arena.
OK, so this is pretty simple. On odd numbered rounds emphasis is put on Non-damaging moves (even indirect damage such as toxic and sandstorm) and even numbered rounds has emphasis on damaging moves (only directly damaging moves).
If you use all three actions on moves that fit the above criteria in that given round then you get a 20 HP bonus at the end of the round. Thee is no penalty if you don't follow th emphasis.
Reposting this due to Dummy007's failure to send a team and lucarioisawesome and Orcinus Duo dropping out due to it taking too long to start2+2 vs 2+2 doubles
Weakmon and/or middlemon
Christmas brawl
DQ: 2 days
5 Recovers/5 chills
Switch= DOOM GOT OF LOL
Abilities: ALL
Arena: Christmas Countdown
Everyone loves Christmas, right? The joy? The suspense? The anxiety of counting the days, the hours, the minutes, the seconds until this fantastic holiday's arrival? Well, now there's an arena for that! In Christmas Countdown, each pokemon starts at level one. At the end of every action, your level increases by one, increasing until 25(Christmas). Once level 25 is reached, the pokemon recieve 50% of their health back, status cured, and 30 energy. However, you don't have to wait forever, you can spend 15 energy on anticipating, increasing their level by 5.
-30x30 colored platform
-each pokemon starts at level 1, and at the end of every action, it increases by 1 at the end of each action
-once lv 25 is reached, the pokemon who reahed it gets 50% of their health back, 30 energy, and their status cured
-each pokemon cannot advance above lv 25
-each pokemon can spend an action and 15 energy anticipating, increasing their levels by 5
-all moves allowed
any Christmas song reference adds 1 to your level, able to get 3 boosts this way per round.
Signups:
Team 1:
-
-
Team 2:
-The Reptile
-
Flamestrike. No r. Anyway, I accept! (Doubles ;_;)Challenging Flamestriker
2v2 Doubles
NFE only
Training Items on
All abilities
areana: ref picks
Open Challenge:
4Vs4 Doubles (FE)
ASB Arena
2 Day DQ
Can we have a ref please?Mine Arcanite
Items=OK
Abilities=All
Switch=Ok
I'll take this!Dropping the tag team battle with luc and assorted people. Sorry, but this is taking way too long to set up.
Open challenge
2v2 Doubles, 1 FE and 1 NFE
Training Items on
All abilities
Challenging Dogfish44
2v2 Doubles
2-Day DQ
Infinite recoveries/chills
Arena: Hyperbolic Time Chamber
That's right, the hyperbolic time chamber of Dragon Ball Z fame. Here, Gravity is always in effect. A la Subway, the strange environment allows for the success of all moves like Dive, Earthquake, etc. In addition, the weather cannot be manipulated; it instead fluctuates between two weathers: Extreme Heat (about 45 degrees Celsius), which gives a +3 boost to the BAP of Fire-Type moves and deals 1 damage for every 10 Energy a Pokemon uses during the round, and Bone-Chilling Cold (about -20 degrees Celsius), which gives a +3 boost to the BAP of Water- and Ice-Type moves and has a 20% chance of inflicting Freeze on Pokemon that use less than 6 Energy in a given action. Pokemon with extraordinarily weak constitutions (ex. Ditto, Grimer) cannot battle here, as they will collapse under the intense gravity.
E: Taking a leaf from Dogfish44's book, and posting these two mons, as they shall be post-evolution.
Hydreigon (Apocalypse) (F)
Nature: Hasty (+Spe, -Def, +15 Acc/Dodge)
Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)
Size Class: 3
Weight Class: 5
BST: 22
EC: 8=>9/9
MC: 0
Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Pulse
Dragon Rush
Outrage
Double Hit
Tri Attack
Dark Pulse
Earth Power
Thunder Fang
Taunt
Torment
Substitute
Total: 19
Kingdra (Atlanta) (F)
Nature: Quiet (+SpA, -Spe, -10 Eva/Dodge)
Type: Water/Dragon: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (-)
Size Class: 3
Weight Class: 5
BST: 18
EC: 8=>9/9
MC: 0
DC: 4/5
Attacks:
Yawn
Bubble
SmokeScreen
Leer
Water Gun
Focus Energy
BubbleBeam
Agility
Brine
Hydro Pump
Dragon Pulse
Dragon Dance
Signal Beam
Disable
Muddy Water
Bounce
Rain Dance
Ice Beam
Substitute
Bide
Surf
Total: 21
Bumpity doo dah~Sure, let's see what you've got.
Items: On
Switch: KO
Abilities: All
E: Whoever refs this, here's my team, in case I've logged off. Terrador's already told me his team (Hydreigon and Kingdra), and I don't think he'll change it.
Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)
Type:
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Abilities:
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.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.
EC: N/A
MC: 0
DC: 5/5
Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit (*)
Double Team (*)
Shock Wave (*)
Light Screen
Agility
Electro Ball
Encore
Volt Switch
Discharge
Air Slash (*)
Iron Tail (*)
Roost (*)
Tickle
Shock Wave
Baton Pass
Astonish
Covet
Toxic (*)
Thunderbolt (*)
Acrobatics (*)
U-Turn
Flash
Substitute
Thunder Wave
Charge Beam
Protect
Taunt
Hidden Power (Grass)
Thunder
Rain Dance
Frustration
Aerial Ace
Rest
Swagger
Wild Charge
Total Moves: 40
Wanted: Charm (Egg) ; Facade (TM) ; Attract (TM) ; Round (TM) ; Fling (TM) ; Cut (HM)
Manectric [Sparky] (Male)
Nature: Modest (+1 Sp.Atk -1 Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Abilities:
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.
LightningRod (Innate): These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Minus (DW) (Innate): This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.
Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Roar
Charge
Thunder
Ice Fang
Crunch
Discharge
Fire Fang
Flamethrower
Volt Change
Hidden Power (Grass)
Thunderbolt
Protect
Substitute
Double Team
Toxic
Light Screen
Snarl
Endure
Magnet Rise
Signal Beam
Mud-Slap
Total Moves: 28
My recently-opened battle slot compels me to participate! RED TEAM ALL THE WAYlong TF2 battle description