"WELCOME TO THE TOWER OF HEAVEN. ONLY ONE OF YOU WILL PROVE STRONG ENOUGH TO ENDURE."
3v3 LC Singles Training Match
2 Recover/5 Chill
Switch=KO
Training Items
All Abilities
2 Subs
The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.
All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.
For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.
If there's any questions or need clarification on anything, PM me.
Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.
Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.
SEEKER GALLADIATOR
Cupra [Klaus] (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Bug/Psychic
Bug: Bug STAB: more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent's evasion and the Pokemon's own accuracy.
Illusion (DW): (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 44
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Attacks:
Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Bug Buzz
Close Combat
Disable
Protect
Psychic
Will-o-Wisp
Total Moves: 11
Feebas [Adeline] (F)
Nature: Calm (+Sp. Def, -Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Adaptability (DW): (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 1
SpD: Rank 3 (+)
Spe: 80
Size Class: 1
Weight Class: 1
Base Rank Total: 9
EC: 1/6
MC: 0
DC: 2/5
Moves:
Splash
Tackle
Confuse Ray
Dragon Pulse
Hypnosis
Ice Beam
Scald
Surf
Toxic
Total Moves: 9
Scyther [Lloyd] (M)
Nature: Jolly (+15% Speed, +30% Accuracy, -1 SpA)
Type:
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (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.
Steadfast (DW): (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.
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 2/6
MC: 0
DC: 1/5
Moves:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Feint
Swords Dance
Counter
Night Slash
Reversal
Brick Break
Aerial Ace
U-Turn
Toxic
Light Screen
Bug Bite
Total Moves: 19
CHALLENGER ULLARWARLORD
<Ponyta> [Marecraft Carrier] (Female)
Nature: Naive (+Spe, -SpD)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Run Away (Type: Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Flash Fire (Type: Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (Type: Innate) [DW, Locked]
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+, 25% Accuracy Boost)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
EC: 5/6
MC: 0
DC: 0/5
Attacks:
Quick Attack
Tackle
Growl
Tail Whip
Ember
Flame Wheel
Stomp
Flame Charge
Fire Spin
Morning Sun
Low Kick
Hypnosis
Flamethrower
Protect
Wild Charge
<Remoraid> [Tentacleese] (Male)
Nature: Serious (Neutral)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Hustle (Type: Can Be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper (Type: 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.
Moody (Type: Innate) [DW, Locked]
This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 5/6
MC: 0
DC: 0/5
Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Swift
Water Spout
Haze
Charge Beam
Substitute
Surf
<Nosepass> [SpaceBoss] (Male)
Nature: Brave (+Atk, -Spe)
Type: Rock
Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Sturdy (Type: Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull (Type: Can Be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (Type: Innate) [DW, Locked]
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.
Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-, -10% Evasion)
Size Class: 2
Weight Class: 4
Base Rank Total: 16
EC: 5/6
MC: 0
DC: 0/5
Attacks:
Tackle
Harden
Block
Rock Throw
Thunder Wave
Rock Blast
Rest
Spark
Endure
Explosion
Head Smash
Protect
Substitute
Double Team
Levitate
"GO MY CHILDREN AND PROVE YOUR WORTH!"
"BE WARY MORTALS, THE LAWS MUST BE FOLLOWED OR THERE WILL BE REPERCUSSIONS."
I Decree ACTIONS MAY NOT BE USED CONSECUTIVELY
1. ACTIONS MAY NOT BE USED CONSECUTIVELY
Galladiator sends out Pokemon and equip
Ullarwarlord sends out Pokemon, equip, and moves
Galladiator moves