deoxys314 said:Looking for some fun:
2v2 singles
4 day DQ
0 recover/3 chills
I decline to choose an arena in exchange for attacking second. Surprise me with a good one!
(Forgive me, I'm new to this, but doesn't the Match Seeker usually attack second anyway? In which case, how does giving up the arena choice benefit them? Or am I mistaken?)Objection said:I'll battle you deoxys314.
Switch=KO
All abilities
No items
EDIT: Now here's the arena: Deathtrap Dungeon
A 100ft-by-100ft square chamber with a ceiling 50ft above the ground. The walls are engraved with various pokemon faces. The chamber has no windows and the only light comes from wooden torches on the walls 30ft above the ground. These torches cannot be put out.
At the end of each round for the first eight rounds, the East and West walls will both move 5ft inwards (reducing the width of the arena by a total of 10ft).
Also at the end of each round, a trap will trigger. All have an equal chance of happening but the same trap cannot activate two rounds in a row. The traps are as follows:
Several poison-tipped darts will be fired from holes in the North and South walls. All pokemon have a 90% chance of being hit and poisoned. Poison- and Steel-type pokemon are unaffected by these.
A giant axe will swing across the arena from North to South or vice versa (alternating with each activation). This will miss any pokemon on the ground, but any airborne pokemon have a 75% chance of being hit. The axe will do damage equal to 1/2 of the pokemon's max HP (round fractions up). Unless otherwise specified, Flying-type pokemon and pokemon with the ability Levitate are assumed to be airborne.
Spikes will rise from the floor. Any grounded pokemon will be hit by them and will lose HP equal to 1/8 of their max HP (round fractions up). The spikes will then retreat back into the floor.
A thick cloud of gas will fill the arena, impeding the vision of all pokemon for one round. Pokemon that rely less on sight will be less affected.
The torches will spawn some magical flames that will float towards any pokemon in the arena. They have a 60% chance of hitting each pokemon and any pokemon hit by them will be burned. Fire-type pokemon are unaffected by these.
The engraved faces on the walls will shriek loudly for one round, waking up any sleeping pokemon and preventing all sleep-inducing and sound-based moves.
Surf, Blizzard, Solar Beam, Thunder, Moonlight, Morning Sun and weather-inducing moves cannot be used. Wind-based moves (such as Gust, Whirlwind and Silver Wind) cost 2 more energy to use. The arena is strong enough to withstand moves like Earthquake and Magnitude.
deoxys314 sends out a Pokémon
Objection sends out a Pokéon and issues orders
deoxys314 issues orders
I ref
deoxys314 issues orders
Objection issues orders
I ref
lather, rise, repeat
Objection sends out a Pokéon and issues orders
deoxys314 issues orders
I ref
deoxys314 issues orders
Objection issues orders
I ref
lather, rise, repeat
Treecko(*) [Dino] (M)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Abilities:
Overgrow: [Innate] When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Unburden (DW): [Innate] This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Stats:
HP: 90
Atk: *** (+)
Def: **
SpA: ** (-)
SpD: **
Spe: 70
EC: 1/9
MC: 1
DC: 1
Pound (*)
Leer (*)
Absorb (*)
Quick Attack (*)
Pursuit (*)
Screech (*)
Brick Break (*)
Aerial Ace (*)
Facade (*)
Crunch (*)
Leech Seed (*)
Magical Leaf (*)
Gastly (*) [Ghostfreak] (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
EC: 2/9
MC: 0
DC: 1
Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Confuse Ray (*)
Night Shade (*)
Sucker Punch (*)
Thunderbolt (*)
Shadow Ball (*)
Sludge Bomb (*)
Astonish (*)
Psywave (*)
Disable (*)
Dark Pulse
Type: Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Abilities:
Plus: [Innate] This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.
Minus: [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.
Clear Body: [Innate] (DW) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Nature: Sassy Adds * to Special Defense and a 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
HP: 90
Atk: **
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-)
EC: 0/9
MC: 0
DC: 0
Moves:
ViceGrip
Charge
Thundershock
Gear Grind
Bind
Lock-On
Zap Cannon
Shift Gear
Volt Switch
Charge Beam
Double Team
Facilier the Murkrow
Murkrow (*) [Facilier] (M)
Nature: Naive (+Speed, -Special Defence)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: **
SpA: ***
SpD: * (-)
Spe: 105 (+)
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Taunt (*)
Aerial Ace (*)
Snarl (*)
Heat Wave
Ursula the Frillish
Frillish [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 40
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
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.
Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Acid Armor
Confuse Ray
Pain Split
Ice Beam
Shadow Ball
Surf
Scald
Jafar the Gligar
Gligar [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)
Type: Ground/Flying
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Metal Claw
Night Slash
Wing Attack
Earthquake
Stone Edge
X-Scissor
Murkrow (*) [Facilier] (M)
Nature: Naive (+Speed, -Special Defence)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ***
Def: **
SpA: ***
SpD: * (-)
Spe: 105 (+)
EC: 2/6
MC: 0
DC: 2/5
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Taunt (*)
Aerial Ace (*)
Snarl (*)
Heat Wave
Ursula the Frillish
Frillish [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 40
EC: 1/6
MC: 0
DC: 1/5
Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
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.
Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse
Acid Armor
Confuse Ray
Pain Split
Ice Beam
Shadow Ball
Surf
Scald
Jafar the Gligar
Gligar [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)
Type: Ground/Flying
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Metal Claw
Night Slash
Wing Attack
Earthquake
Stone Edge
X-Scissor
Well now, this is an eerie sight... Deep underground, a horrific chamber has been carved out of the bedrock. No light filters down to this dungeon, but smoky torches line the walls, giving off a flickering glow. Some mad artist has carved the walls with twisted representations of Pokémon, their stone faces seeming to scream with the agony of their existence. A few holes and slots in the walls speak of dangerous traps jsut waiting to be sprung. And two daring individuals have decided that this makes it the perfect place for a Pokémon fight!