Originally Posted by Fat Its_A_Random
EDIT: Issuing an Open Challenge of my own.
3v3 NFE Singles
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
Sequences=OFF
2 Substitutions per Pokemon
Arena: 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. The arena also has a strange feel to it, as if it was rather hot. As a result, any non-Ground & non-Fire Pokemon using a Water or Ice Type move will have its BAP reduced by 2. Lastly there is a strange, undescribable force in this arena, where if two Pokemon on the same team use a seismic move like Earthquake, they will never hit each other, almost as if to say, they will always synchronise, irrespective of turn order.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...
Mechanics:
Summary: Ground Type Paradise...
- 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.
- Because of the arena heat, any Water & Ice Type move used by any non-Ground Type Pokemon (And any non-Fire Types by default) have their BAP reduced by 2 (Ground Types & Fire Types are used to the heat).
- If two Pokemon on the same team use a seismic move that has 0 Priority, AND a Pokemon with a speed stat in-between the fastest & the slowest users of the move in question uses a move with 0 priority, then that move in question will be treated as -1 priority attack for the action.
- In other words, synchroquakes are far easier to pull off successfully
- Sky Drop, Fly, & Bounce all do not gain altitutde to successfully evade attacks, that is, they instead become 0 Priority attacks
Who wants a fair fight on a Gym Arena? Also Requesting Switch=OK, thanks.
So we have come to see the match between IAR and Maxim so we have the rules and arena but we dont have the pokemon well here they are
Team IAR
Magmar [Thestalos] (M)
NATURE: Lonely
TYPE
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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 bushfire areas.
ABILITIES
Flame Body: (Innate) 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.
Vital Spirit (DW Unlocked): (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 4 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/9
MC: 0
DC: 5/5
ATTACKS (18)
PHYSICAL
Cross Chop
Faint Attack
Fire Punch
Flare Blitz
Thunderpunch
SPECIAL
Ember
Fire Spin
Flamethrower
Focus Blast
Hidden Power (Ice 7)
Psychic
Smog
OTHER
Confuse Ray
Leer
Protect
Smokescreen
Sunny Day
Will-O-Wisp
Onix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)
TYPE
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.
ABILITIES
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (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.
Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17
EC: 4/6
MC: 0
DC: 4/5
ATTACKS (22)
PHYSICAL
Bind
Dragon Tail
Earthquake
Flail
Gyro Ball
Heavy Slam
Rage
Rock Throw
Rock Tomb
Sand Tomb
Slam
Smack Down
Stone Edge
Tackle
SPECIAL
None
OTHER
Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Substitute
Taunt
Vigoroth [Behemoth] (M)
NATURE: Brave (-10% Evasion)
TYPE
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 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 78 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 16
EC: 4/9
MC: 0
DC: N/A
ATTACKS (18)
PHYSICAL
Body Slam
Counter
Faint Attack
Fury Swipes
Hammer Arm
Reversal
Scratch
SPECIAL
Flamethrower
Ice Beam
Thunderbolt
Uproar
OTHER
Amnesia
Encore
Endure
Focus Energy
Slack Off
Sleep Talk
Yawn
Team Maxim
Shelgon [Bahamut] (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Ability 2 (DW):Overcoat
Type: 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: 100
Atk: Rank 4 (+)
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 2
Weight Class: 5
Base Rank Total: 16
EC: 4/9
MC: 0
DC: 1/5
Attacks (19):
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Dragonbreath
Crunch
Zen Headbutt
Dragon Claw
Dragon Dance
Hydro Pump
Shadow Claw
Dragon Pulse
Draco Meteor
Outrage
Protect
Fire Blast
Brick Break
Dusclops [Sovereign] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
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:
Pressure: (Innate) 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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 7/9
MC: 0
Attacks (29):
Fire Punch
Ice Punch
Thunder Punch
Shadow Punch
Gravity
Bind
Leer
Nightshade
Disable
Foresight
Future Sight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Mean Look
Payback
Faint Attack
Imprison
Pain Split
Spite
Protect
Shadow Ball
Taunt
Ice Beam
Brick Break
Trick Room
Elekid [Zant] (M)
Nature: Rash (Special Attack increased by *, Special Defense decreased by *)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Vital Spirit (DW): (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: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 3/9
MC: 2
DC: 3/5
Attacks (16):
Quick Attack
Leer
Thunderpunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Thunder
Fire Punch
Ice Punch
Cross Chop
Protect
Thunder Wave
Psychic
Brick Break
Volt Switch
Well lets get started
IAR sends out mon
Maxim sends out mon and orders
IAR orders
Edit IAR I have a hipster index of 4 read it weep