god damn xvi for using accents normal english people don't
and simon don't put the arena in quotes or i can't copy/paste it as efficiently, hide tags are better
and simon don't put the arena in quotes or i can't copy/paste it as efficiently, hide tags are better
Bump from last page, open challenge:
3v3 NFE Doubles (Training Battle)
DQ: 2 days
Recover: 2
Chill: 4
Arena: Accepter's choice.
Switch = Ok
1 Ability
Items = On
Arena: Time Traveller's Forest
Field Type: Diverse
Complexity: Intense
Format: All
Restrictions: Weather moves won't work.
Description:
A simple little grove in the middle of a forest, with a 50m clearing in the middle. A river runs silently off to the side of the arena, about 2.5m deep and 3m wide, and sunlight flutters softly down onto this picturesque scene. So, what make this arena so special?
Time Travel.
At the beginning of every round, Celebi shows up (Non-catchable) and shifts everyone from the current timeline to a random alternate (Schroeder's Cat Principle. It's Quantum Physics, hard to explain). The potential timelines are:
- Natural Life: The starting arena. Call it home if you like, because it'll be the only promise of comfort you'll get. No special effects.
- Forest Fire: Tiger, Tiger, burning bright... All Fire Moves enjoy a +2BP Boost, while Water Moves suffer a -2BP Boost. In adition, all pokemon unused to the intense heat with have -1 Accuracy.
- Industrialization: Welcome to the Streets. Desolate for as far as the eye can see, nothing but concrete and iron under the harsh street lamps of the Big City. The river and all the trees are gone, and Seismic Activity and Dig are unusable. Steel, Poison and Electric types are right at home, and have the Energy cost reduced of all moves by 2.
- Drought: Sunlight, so harsh it burns. The trees have lost their leaves, and offer little to no relief to wary battlers. All Grass-Types will be treated as if they have Solar Power, as well as their normal abilities. Water-types will also be treated as if they have Dry Skin.
- Storm: Thunderbolts and Lightning, very very Frightening! The river has flooded, and everyone has about 50cm of water around their ankles! This impedes foot-movement, and all moves that require going up and striking your opponent to have negative priority. Flying types, Levitators and Water-types are able to ignore this, due to their ability to avoid/thrive in watery conditions.
- Deadland: The river dried up, and the land died with it. Nothing but Sand as far as the eye can see, which isn't very far, with the giant Sandstorm in your face. Pokemon uncomfortable with Desert conditions have -1 Accuracy.
- Snowbound: Welcome to a Winter Wonderland. Weather is Snowing (Hail, without the damage per Action). Pokemon unfit for Winter conditions will move slower than normal.
- Midnight in a Perfect World: Identical to Natural Life, but during the Night. Because of the tranquility, a sense of peace befalls all Pokemon; Chilling regains 10 health as well as 18% Energy, and Recoveries are 15% more effective, and will work with their maximum level of effectiveness. This peace also affects a Pokemon's fighting prowess; All Pokemon lose 1 Rank in both Attacks for the duration of this Round.
- 1994 Kanto: Kicking it in the classic ASB Arena. Abilities are Disabled (Even Levitate), and the Physical/Special Split doesn't exist yet: A move targets the foe's Defence based on the move's Type.
And any other little place that may pop into the Ref's head, as long as it's simple.
Écrevisse - Corphish (F)
Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 30 (35/1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 14
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.
Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability (DW) (Innate): The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Moves:
Bubble
Harden
Vicegrip
Leer
Bubblebeam
Protect
------------
Superpower
Ancientpower
Endeavor
------------
Waterfall
Payback
Brick Break
------------
Total: 12
Malefic - Murkrow (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dark/Flying
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.
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.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 79 (91/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 0/6
MC: 0
DC: 0/5
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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently
Super Luck (Innate): This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% 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.
Moves:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
-------------
Brave Bird
Roost
Mirror Move
------------
Thunder Wave
Psychic
Payback
------------
Total: 13
Rex - Larvitar (M)
Nature: Impish (+1 Def, -1 SpA)
Type: Rock/Ground
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.
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: 90
Atk: Rank 3
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 41
Size Class: 1
Weight Class: 4
Base Rank Total: 13
EC: 0/9
MC: 0
DC: 0/5
Abilities:
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.
Sand Veil (DW) (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.
Moves:
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
--------------
Outrage
Assurance
Curse
--------------
Bulldoze
Brick Break
Torment
--------------
Total: 13
Combee (Duchess) [F]
Nature: Quiet; [Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.]
Type: Bug/ Flying
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:
Honey Gather: (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW): (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.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60 (70/1.15, rounded down)
Eva: -10%
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 2/6
MC: 2
DC: 1/5
Attacks:
Sweet Scent
Gust
Bug Bite
Air Cutter
Mud Slap
Ominous Wind
Moves: 6
Vigoroth (Duke) [M]
Nature: Docile; (No effect)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 90
Size Class: 3
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
Attacks:
Uproar
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Crush Claw
Night Slash
Hammer Arm
Body Slam
Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Moves: 22
Baltoy (SandGiant) (U)
Nature: Relaxed (Add One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
Type: Ground/Psychic
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.
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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55 / 1.15, rounded down)
Size Class: 1
Weight Class: 2
EC: 1/6
MC: 2
Attacks:
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
SelfDestruct
AncientPower
Cosmic Power
Earth Power
Extrasensory
Calm Mind
SolarBeam
Bulldoze
Moves: 14
xvi poke, simon poke and actions, xvi actions
BLOOD