2 Day DQ (3 for Ref)
Switch=OK
Items=All
2 Recoveries/3 Chills per mon
2 Subs per mon
Arena:
(It looks like the bridge on this album.)
Complications loves music. Loves. LOVES!!!!!!!!!!!!! As such, it's not surprising that this arena is influenced by it, with Complications' favorite bands and music thumping around unceasingly. Because the loud music drowns out most noise, the BAP of all sound-based attacks is reduced by 2. Floating through the space near Earth, Euphoria is a massive, multicolored bridge made of an unknown material spanning a distance of many miles through space. Floating around the path is a tunnel of hexagonal tiles in all colors of the rainbow. Somehow these tiles generate an atmosphere akin to Earth's field within Euphoria, allowing the Pokemon to survive, and when attacks that require external sources are ordered, they appear from the tiles. (If a Pokemon uses a move such as dig, they jump into a tile below them and reappear for the attack.) At the beginning of each round, the tiles flash and a new song begins to play (Via Complications rolling an RNG). This song will remain for the rest of the round. The music empowers the Pokemon, and they learn a move for that round based on the song playing. (Complications chooses the move based on the lyrics or music.) If at least one Pokemon on a team doesn't use the given move each round, both teammates will lose 20 HP and energy! (None of the given moves will be completely detrimental to the user.) These attacks are not affected by any negative status effects on the user. THINK YOU CAN HANDLE EUPHORIA? GOOD LUCK!
Switch=OK
Items=All
2 Recoveries/3 Chills per mon
2 Subs per mon
Arena:
(It looks like the bridge on this album.)
Complications loves music. Loves. LOVES!!!!!!!!!!!!! As such, it's not surprising that this arena is influenced by it, with Complications' favorite bands and music thumping around unceasingly. Because the loud music drowns out most noise, the BAP of all sound-based attacks is reduced by 2. Floating through the space near Earth, Euphoria is a massive, multicolored bridge made of an unknown material spanning a distance of many miles through space. Floating around the path is a tunnel of hexagonal tiles in all colors of the rainbow. Somehow these tiles generate an atmosphere akin to Earth's field within Euphoria, allowing the Pokemon to survive, and when attacks that require external sources are ordered, they appear from the tiles. (If a Pokemon uses a move such as dig, they jump into a tile below them and reappear for the attack.) At the beginning of each round, the tiles flash and a new song begins to play (Via Complications rolling an RNG). This song will remain for the rest of the round. The music empowers the Pokemon, and they learn a move for that round based on the song playing. (Complications chooses the move based on the lyrics or music.) If at least one Pokemon on a team doesn't use the given move each round, both teammates will lose 20 HP and energy! (None of the given moves will be completely detrimental to the user.) These attacks are not affected by any negative status effects on the user. THINK YOU CAN HANDLE EUPHORIA? GOOD LUCK!
Well my my it has been a trip, hasn't it? Let's see... I joined ASB at the beginning of last February, so pretty much a year, and ASB is where pretty much all of my posts came from, so...
Team Musical Texans!In places as varied as the Saharan Desert to LA, four trainers are preparing for their next match... Nah, who am I kidding- they're all at the ASB Arena. Anyways...preparing for their next match, when suddenly every TV in the world flickers on to reveal the bespectacled face of an old man, yellow hat on head. "Helloooo," he announces stridently, excitement evident in his voice. "Greetings, trainers. My name is Complications, and I have a special proposition for you today, the only restriction being that your Pokemon must be powerful enough. You see, I am celebrating today a special occasion of my own design: my one-thousandth post on a forum named Smogon. You've probably never heard of it. To honor it, I will be hosting and reffing a battle on a most unique arena of my own device: The Euphoria Bridge!" The screen changes to an image of a massive, orange-yellow bridge floating in space, surrounded by rhousands of multicolored hexagonal panels. The screen changes back to Complications, and he says, "To battle, I need two teams of two. Is their anyone bold enough? I can't wait to find out!" The TVs all flicker to black, and anyone watching falls to brooding silence. To many, Complications was just a crazy old loon. Some where to busy to indulge his challenge. Some where too afraid to go to space. But alas, the four brave souls decided they'd test their metal against the Euphoria Bridge, and the instant they did, they vanished, and when they next opened their euros they where in space...
Elevator Music said:
Dragonite [Kairyu] (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 69 (80 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
Total Moves: 53
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Agility
Aqua Tail
Dragon Dance
Dragon Rage
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer
Outrage
Roost
Safeguard
Slam
ThunderPunch
Thunder Wave
Twister
Wing Attack
Wrap
Aqua Jet
ExtremeSpeed
Haze
Aerial Ace
Bide
Brick Break
Dive
Double Team
Dragon Claw
Earthquake
Endure
Flamethrower
Fly
Focus Blast
Light Screen
Protect
Rain Dance
Reflect
Rest
Sky Drop
Sleep Talk
Stone Edge
Substitute
Sunny Day
Surf
Swagger
Thunderbolt
Toxic
Dragon Pulse
Heal Bell
Hydro Pump
Icy Wind
Superpower
Whirlwind
Girafarig [Kirinriki] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal/Psychic
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 4
Weight Class: 3
Base Rank Total: 18
Total Moves: 45
MC: 0
DC: 5/5
Attacks:
Agility
Assurance
Astonish
Baton Pass
Confusion
Crunch
Double Hit
Growl
Guard Swap
Odor Sleuth
Power Swap
Psybeam
Psychic
Stomp
Tackle
Zen Headbutt
Double Kick
Future Sight
Mirror Coat
Razor Wind
Wish
Earthquake
Energy Ball
Facade
Light Screen
Protect
Psyshock
Reflect
Rest
Thunderbolt
Toxic
Trick Room
Endure
Foul Play
Gravity
Hyper Voice
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Snore
Sucker Punch
Swift
Uproar
Texas Cloverleaf said:
Lucario [Jimmy Jean-Louis] (Male)
Nature: Naive (+15% Speed, -1 Special Defense, +12% Accuracy)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (Dream World):
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 4
DC: 2/5
Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Copycat
Screech
Dark Pulse
Metal Claw
Detect
Bone Rush
Me First
Metal Sound
Heal Pulse
Aura Sphere
ExtremeSpeed
Blaze Kick
Hi Jump Kick
Crunch
Ice Punch
Thunder Punch
Drain Punch
Earthquake
Shadow Claw
Focus Blast
Revenankh [Maury Parkman] (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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 (Dream World):
(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.
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
MC: 5
DC: 1/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Counter
Mach Punch
Shadow Sneak
Wide Guard
Drain Punch
Ice Punch
Earthquake
Taunt
Torment
Team Daring Psychos!
Madotsuki said:
Fidgit [Feferi] (F)
Nature: Quirky (No change)
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster(DW)(UNLOCKED): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20
MC: 2
DC: 5/5
EC: 6/6
Attacks:
Magic Room
Wonder Room
Circle Throw
Gust
Tailwind
Comet Punch
Helping Hand
Encore
Rapid Spin
Clear Smog
Knock Off
Copycat
Whirlwind
Razor Wind
Wide Guard
Sludge Bomb
Toxic Spikes
Earth Power
Gravity
Spikes
Stealth Rock
Wish
Trick Room
Taunt
U-turn
Thief
Double Team
Protect
Snatch
Rock Slide
Dusknoir [Doc Scratch] (M)
Nature: Impish (+1 Def., -1 Spc. Att.)
Type: Ghost
Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Pressure (Innate) - This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:
HP: 90
Atk: Rank 4
Def: Rank 6 (+1)
SpA: Rank 2 (-1)
SpD: Rank 5
Spe: 45
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 0
Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Curse
Shadow Punch
Memento
Pain Split
Imprison
DynamicPunch
Trick Room
Taunt
Torment
Rest
Sleep Talk
Protect
Earthquake
Sucker Punch
Spite
Dare234 said:Here it is.
Manectric [Jolt] (M)
Nature: Naive (+10% Speed, +17% Accuracy, -SpD)
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.
Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.
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.
Minus (DW- Unlocked): (Trait) This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 121 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 4
DC: 5/5
Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Thunder
Bite
Fire Fang
Ice Fang
Headbutt
Thunderbolt
Flamethrower
Double Team
Rain Dance
Archeops [Terror] (M)
Nature: Adamant (+Atk, -SpA)
Type:
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 22
EC: 6/6
MC: 4
Attacks:
Leer
Quick Attack
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
Ancient Power
Agility
Quick Guard
Acrobatics
Dragon Claw
Dragon Pulse
Bite
Earth Power
Rest
Rock Tomb
Dig
Roar
The pairs of trainers stand about 100 feet apart from each other on the bridge as Complications and Optimus sit on a floating referee's booth a few yards to the right of the bridge.
Complications: Now down to business, let's see what song will be our opener?
Rng: 70/81=Boulevard of Broken Dreams by Green Day
Complications: Hey! That's a good song! I'm surprised!Optimus: Of course it is... You picked it...
Complications: ...right. Well how about we do order of ops and then we begin?
Optimus: Wait! They need a move to use! The move to use is... Shadow Claw!
Rng: 1/2
Musical Texans send out and equip one mon each
Daring Psychos send out and equip one mon each and order
Musical Texans order
I ref
Good luck guys!
(Madotsuki I suggest you give Fidgit 100 HP ;) )