Seriously, I can't. Anyways, someone's got to explain to me why IAR's gym is the gym most (read: only) gym used for regular matches...
And, thanks to Lou being the boss he is, here are the mons:
So, Heroes characters vs.... ok, Iminalt doesn't really seem to have a theme. BEGIN THE MATCH!!
EspyOwner sends out mons with items
Iminalt sends out mons with items and orders
EspyOwner orders
I ref
I'm going to be daring here - who wants to battle me?
Open challenge as long as your name isn't Its_A_Random for obvious reasons.
4v4 FE Doubles
Items = ON (gasp)
60 hour DQ
All abilitiesArena: Earth Mausoleum
Field Type: Ground
Complexity: Intense
Format: All
Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena
Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrace, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokemon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing's obvious; This was a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokemon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...
Mechanics:
- Mud patches around the arena have enough water to be considered usable as an external Water Source.
However, all the mud means that such attacks become Ground Type moves.
These attacks can still be nullified by Storm Drain.
Any Pokemon hiding in Mud Patches through the use of moves like Dive can also be affected by seismic moves at x2 Power.- Sky Drop, Fly, & Bounce all do not gain altitutde to successfully evade attacks, that is, they instead become 0 Priority attacks
Summary: Ground Type Paradise.
Two subs
Switch = OK
Two recovery/5 chills
I'll accept espyowners challenge as soon as my prize claim gets approved
And, thanks to Lou being the boss he is, here are the mons:
Imanalt said:![]()
Colossoil(*) Whale? (M)
Nature: Jolly (+14% accuracy)
Type:
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.
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.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 109 (95*1.15) (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Ec: 6/6
MC:4
DC: 3/5
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate, Locked) 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.
Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Bubblebeam(*)
Rapid Spin(*)
Mud Bomb(*)
Pursuit(*)
Dig
Crunch
Encore(*)
Fake Out(*)
Dive(*)
Substitute
Taunt(*)
Torment(*)
U-Turn(*)
Earthquake![]()
Lucario(*) OHAI (M)
Nature: Hasty (+12% accuracy)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel:Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Ec: 6/6
MC: 5
DC: 3/5
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.
Steadfast: (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.
Justified: (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.
Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Hi Jump Kick(*)
Blaze Kick(*)
Crunch(*)
Dig(*)
Rock Slide(*)
Substitute(*)![]()
Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 36 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its 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.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power Grass Power 7(*)
Rain Dance(*)
Recover
Muddy Water
Body Slam
Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall![]()
Mamoswine TUSKS (m)
Nature: Mild (+satk, -def)
Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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.
Stats:
HP: 110
Atk: Rank 5
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 2
Spe: 80
Size Class: 5
Weight Class: 7
Base Rank Total: 20
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW) (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.)
Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud Slap
Endure
Mud Bomb
Icy Wind
Ice Shard
Ancientpower
Peck
Horn Attack
Icicle Crash
Rock Slide
Avalanche
Earthquake
Substitute
Dig
Stealth rock
Superpower
Ice Beam
EspyOwner said:![]()
Milotic* [Claire Bennet] (Female)
Nature: Modest (+1 Special Attack, -1 Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Marvel Scale:
Type: Innate
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Cute Charm:
Type: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 5
Spe: 81
Size Class: 5
Weight Class: 5
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Aqua Ring
Captivate
Flail*
Hydro Pump
Recover
Refresh
Safeguard
Splash*
Tackle*
Twister
Water Gun
Water Pulse
Water Sport
Wrap
Haze*
Hypnosis*
Mirror Coat*
Brine
Dive
Double Team
Dragon Tail
Hidden Power (Electric) (7)
Ice Beam*
Protect
Rain Dance*
Scald*
Substitute
Surf
Toxic![]()
Mr. Mime [Angela Petrelli] (Female)
Nature: Bold: (+1 Defense, -1 Attack)
Type: Psychic
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:
Soundproof:
Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).
Technician (DW):
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 1
Weight Class: 2
EC: 6/6
MC: 0
DC: 5/5
Moves:
Barrier
Confusion
Copycat
Doubleslap
Encore
Guard Swap
Light Screen
Magical Leaf
Meditate
Mimic
Power Swap
Psybeam
Psychic
Quick Guard
Reflect
Safeguard
Substitute
Tickle
Wide Guard
Fake Out
Future Sight
Icy Wind
Teeter Dance
Counter
Magic Coat
Bide
Hidden Power (Fire) (6)
Protect
Psyshock
Snatch
Taunt
Teleport
Thunder Wave
Thunderbolt
Torment
Trick Room![]()
Fidgit [Hiro Nakamura] (Male)
Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Persistent:
Type: 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:
Type: 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):
Type: 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: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91 (-)
Size Class: 1
Weight Class: 1
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Air Slash
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gust
Heal Block
Helping Hand
Knock Off
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Whirlwind
Wide Guard
Wonder Room
Disable
Spikes
Stealth Rock
Gastro Acid
Protect
Shadow Ball
Sludge Wave
Taunt![]()
Golurk [D.L. Hawkins]
Nature: Quiet: (+1 Special Attack, -10% eva, -15% Speed)
Type: Ground/Ghost
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.
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:
Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard (DW):
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Astonish
Curse
Defense Curl
Dynamicpunch
Earthquake
Focus Punch
Hammer Arm
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Rollout
Shadow Punch
Grass Knot
Gyro Ball
Ice Beam
Protect
Psychic
Rock Slide
Shadow Ball
Stone Edge
So, Heroes characters vs.... ok, Iminalt doesn't really seem to have a theme. BEGIN THE MATCH!!
EspyOwner sends out mons with items
Iminalt sends out mons with items and orders
EspyOwner orders
I ref