waterwarrior said:While I'm at it, OPEN CHALLENGE!
2v2 FE doubles (<=35 moves)
2 Day DQ
2 subs
Switch = KO
Abilities = All
Complications said:Ok, accepting Waterwarrior's challenge.
Items=All
Switch=Derp
Arena: Boxing ring of heaven!
Description: In the middle of the dessert, a rectangular pillar of earth 30 feet by 30 rises ten miles into the air. At the top... A Pokemon battling arena! As the arena is made of earth, all seismic attacks are allowed. A thin line of grass along the edge and a five-inch wide moat provide just enough water and vegetation to use grass and water type attacks that require external sources of water. As the arena is so high in the air, all weather bar rain is available. (The arena is above the clouds.) This may all sound nice, but here's the catch: because of the size of the arena, critical hits and attacks that deal 30 damage or more will cause the opponent to fall of the side of the arena. If this happens, the opponent must use their next action to climb back in, at the cost of five energy, negating the command for that action. (This can be subbed against- ie, "If Poliwrath gets knocked out of the stadium, cling on that action and climb up on the following acting in a sense as a form of evasive move.) Because of their innate abilities, flying Pokemom and Pokemon targete by the moves Storm Throw and Frost Breath are not affected by this, and if the opponent uses Focus Energy, only the first instance of attack will knock the target off of the pillar.
Summary: -All attacks bar Rain Dance are legal
-Critical hits or attacks dealing 30 or more damage knock the opponent out of bounds.
-If the opponent is knocked out of the arena, their next action is negated and they must spend that action and 5 energy climbing out
-The above effect can be subbed against
-Flying types are immune to the above effect
-Frost Breath and Storm Throw do not knock the opponent out of the arena
-Only the first direct attack after Focus Energy knocks the targe out of the arena
Description: In the middle of the dessert, a rectangular pillar of earth 30 feet by 30 rises ten miles into the air. At the top... A Pokemon battling arena! As the arena is made of earth, all seismic attacks are allowed. A thin line of grass along the edge and a five-inch wide moat provide just enough water and vegetation to use grass and water type attacks that require external sources of water. As the arena is so high in the air, all weather bar rain is available. (The arena is above the clouds.) This may all sound nice, but here's the catch: because of the size of the arena, critical hits and attacks that deal 30 damage or more will cause the opponent to fall of the side of the arena. If this happens, the opponent must use their next action to climb back in, at the cost of five energy, negating the command for that action. (This can be subbed against- ie, "If Poliwrath gets knocked out of the stadium, cling on that action and climb up on the following acting in a sense as a form of evasive move.) Because of their innate abilities, flying Pokemom and Pokemon targete by the moves Storm Throw and Frost Breath are not affected by this, and if the opponent uses Focus Energy, only the first instance of attack will knock the target off of the pillar.
Summary: -All attacks bar Rain Dance are legal
-Critical hits or attacks dealing 30 or more damage knock the opponent out of bounds.
-If the opponent is knocked out of the arena, their next action is negated and they must spend that action and 5 energy climbing out
-The above effect can be subbed against
-Flying types are immune to the above effect
-Frost Breath and Storm Throw do not knock the opponent out of the arena
-Only the first direct attack after Focus Energy knocks the targe out of the arena
"What do you MEAN, all the refs are taken?! We've got an order here, and if my branch can't meet our quota, we're kaput!"
"I'm truly sorry, Ma'am, but Ref Co. policy is first come, first serve. Perhaps you should've managed a more populated area."
"Isn't there ANYTHING you can do? One spare ref?"
"Well... There's one..." the voice trailed off. "But he's new, and he shows a... remarkable lack of talent..."
"I don't care! Anything!"
"...I'll see what I can do."
"I'm truly sorry, Ma'am, but Ref Co. policy is first come, first serve. Perhaps you should've managed a more populated area."
"Isn't there ANYTHING you can do? One spare ref?"
"Well... There's one..." the voice trailed off. "But he's new, and he shows a... remarkable lack of talent..."
"I don't care! Anything!"
"...I'll see what I can do."
The battlers waited on their perch, miles above the dusty desert. The thin air and cold chill were getting to their heads, and their arguments could be heard from a mile away. At least, that's what they felt. No one was within a mile. It was just sky and sand.
"I DID contact them! They said the ref'd be here waiting for us!"
"Some bullshit service YOU picked out."
"It's not my fault that YOU picked an arena in the middle of Nowhere Fucking Orre!"
"It's not MY fault that you'r-"
Suddenly, the argument ceased. Footsteps were approaching.
A tall, lanky man approached, seeming to have been no more than 20 in age. He was of light complexion, with a perfectly arrogant yet perfectly vapid expression on his face. He was evidently spent after the climb to the arena, for he was hunched over with his hands on his knees, panting heavily. He made a few heaving noises, then straightened up, his t-shirt proudly displaying the crooked grin known as the "troll face."
"Do... do you..." panted the man.
"Do you guys... even lift?"
WATERWARRIOR
Cloyster (Frozone) Male
Nature: Lonely (+Atk, -Def)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3)
Overcoat (DW ability- UNLOCKED): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 6 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks: (24 moves total)
Physical:
Avalanche
Clamp
Dive
Explosion
Ice Shard
Icicle Crash
Icicle Spear
Payback
Razor Shell
Rock Blast
Spike Cannon
Tackle
Twineedle
Special:
Aurora Beam
Brine
Hydro Pump
Status:
Leer
Protect
Shell Smash
Spikes
Substitute
Supersonic
Toxic Spikes
Withdraw
Revenankh (Ra's al Ghul) Male
Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from 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 (DW ability- LOCKED): (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.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 0/5
Attacks: (35/ 90 total moves)
Physical:
Arm Thrust
Brick Break
Counter
Drain Punch
Focus Punch
Hammer Arm
Low Sweep
Mach Punch
Payback
Power Whip
Revenge
Rock Slide
Rock Tomb
Shadow Punch
Shadow Sneak
Smack Down
Superpower
Vital Throw
Wrap
Special:
Sand Tomb
Wring Out
Status:
Bide
Destiny Bond
Endure
Glare
Helping Hand
Mean Look
Moonlight
Pain Split
Protect
Substitute
Taunt
Telekinesis
Torment
Wide Guard
VS.
Complications
Ninjask (Gasta) Male
Nature: Adamant (+Atk, -SAtk)
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:
Speed Boost
Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Infiltrator (DW, Locked)
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 4/5
Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance
Endure (*)
Night Slash (*)
Final Gambit (*)
X-Scissor (*)
Aerial Ace (*)
Substitute (*)
Protect
Facade
Toxic
Nature: Adamant (+Atk, -SAtk)
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:
Speed Boost
Innate
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
Infiltrator (DW, Locked)
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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 160
Size Class: 1
Weight Class: 2
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 4/5
Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance
Endure (*)
Night Slash (*)
Final Gambit (*)
X-Scissor (*)
Aerial Ace (*)
Substitute (*)
Protect
Facade
Toxic
Shedinja (Envy)
Nature: Quiet (+SAtk, -Spe, -10 Evasion)
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:
Wonder Guard
Innate
Pokemon with this ability have their maximum HP set to 60, but suffer no damage from attacks that are not super effective.
Stats:
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (34.7>35)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 6/6
MC: 0
Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Spite
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance
Shadow Sneak
Shadow Ball
Endure (*)
Night Slash (*)
Final Gambit (*)
Bug Buzz
X-Scissor (*)
Aerial Ace (*)
Substitute (*)
Protect
Facade
Toxic
Shadow Claw
Will-O-Wisp
Nature: Quiet (+SAtk, -Spe, -10 Evasion)
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:
Wonder Guard
Innate
Pokemon with this ability have their maximum HP set to 60, but suffer no damage from attacks that are not super effective.
Stats:
HP: 80
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (34.7>35)
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 6/6
MC: 0
Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)
Dig
Spite
Bug Bite
Double Team
Fury Cutter
Screech
Swords Dance
Shadow Sneak
Shadow Ball
Endure (*)
Night Slash (*)
Final Gambit (*)
Bug Buzz
X-Scissor (*)
Aerial Ace (*)
Substitute (*)
Protect
Facade
Toxic
Shadow Claw
Will-O-Wisp
Waterwarrior equips
Complications equips (though he already said what he's equipping >.>) and orders
Waterwarrior orders
Both try to survive shitty overused memes
(Tell me if I'm doing something wrong, please...)