Only Chifii, Mulan15652, and myself may post in this thread.
Rules of Engagement:-
Mulan's Team! (Pick One)
Cranidos (Wrecker) (Female)
Nature: Hasty (-Defense, +15% Speed, +10 Accuracy
Type: Rock
Abilities: Mold Breaker, Sheer Force(Hidden)
EC: 0/6
MC: 0
AC: 0/5
HP: 100
Atk: Rank 5
Def(-): Rank 1
SpA: Rank 2
SpD: Rank 2
Spe(+): 67
+10 Accuracy
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Moves:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash
Crunch
Hammer Arm
Iron Tail
Stomp
Whirlwind
Bulldoze
Earthquake
Ice Beam
Rock Slide
Thunderbolt
Gible (Nibble) (Male)
Type: Dragon/Ground
Abilities: Sand Veil, Rough Skin (H, locked)
Nature: Naive (+Attack, -Special Defense)
EC: 0/9
MC: 0
AC: 0/5
Stats:
HP: 90
Attack(+): 4
Defense: 2
Special Attack: 2
Special Defense(-): 1
Speed: 42
BRT: 13
SC: 1
WC: 2
Moves:
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Iron Head
Thrash
Body Slam
Scary Face
Earthquake
Stone Edge
Aerial Ace
Fire Blast
Toxic
Solosis (Telekinetic) (Female)
Type: Psychic
Abilities: Overcoat, Magic Guard, Regenerator(H, locked)
Nature: Modest (+Special Attack, - Attack)
HP: 90
Attack(-): 1
Defense: 2
Sp.Attack(+): 5
Sp.Defense: 2
Speed: 20
SC: 1
WC: 1
BRT: 13
EC: 0/9
MC: 0
AC: 0/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power
Light Screen
Charm
Recover
Psyshock
Trick
Night Shade
Imprison
Confuse Ray
Acid Armor
Shadow Ball
Energy Ball
Flash Cannon
Psychic
Infestation
Chifii's Team (Pick One):-
Abra (female)
Types: Psychic
Abilities:: Synchronize / Inner Focus / Magic Guard (H)
Nature: Modest (-1 Atk, +1 SpA)
Stats:
HP: 80
Atk: 0 (-)
Def: 1
SpA: 5 (+)
SpD: 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
AC: 0/5
Attacks (Current move total):
Level Up
Teleport*
Egg
Encore*
Guard Swap*
Skill Swap*
Barrier*
Ice Punch*
TM/HM
Protect*
Psychic*
Dazzling Gleam*
Light Screen*
Reflect*
Tutor
Other
Timburr (male)
Types: Fighting
Abilities:: Guts / Sheer Force / Iron Fist (H)
Nature: Adamant (+1 Atk, -1 SpA)
Stats:
HP: 100
Atk: 4(+)
Def: 2
SpA: 0 (-)
SpD: 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
AC: 0/5
Attacks (Current move total):
Level Up
Pound*
Leer*
Focus Energy*
Bide*
Low Kick*
Rock Throw*
Wake-Up Slap*
Chip Away*
Egg
Endure*
Reversal*
Drain Punch*
Counter*
Comet Punch*
TM/HM
Protect*
Focus Blast*
Bulk Up*
Taunt*
Facade*
Tutor
Other
This is how we do:-
Mulan sends out and equips
Chifii sends out, equips, and orders
Mulan orders
I get simple things wrong because it's half past one in the morning and I'm drunk.
Rules of Engagement:-
Arena:-Da Rulez said:1v1 LC Singles
Training Items
Switch = OK
All Abilities
2 Recovers/5 Chills per mon
2 Subs
2 Day DQ
Based off of the Pokemon Stadium stage series from the SSB series. I did modify it, though.
Arena: Pokemon Stadium
Type: Varies
Comlpexity: Medium
Restrictions:
Unless otherwise mentioned, the following are in effect always:
No sources of anything
No siesmic attacks
Digging is allowed.
Description:
Pokemon Stadium can change between types quickly. At the end of each round, it has a 75% chance of changing into any other arena type.
Moves matching the arena type have a 10% greater final damage (after all effects of items, abilities, moves, etc.)
Moves of the type the the arena type is weak to have a 10% lesser final damage.
When the arena changes types, it will change to each type with equal probability (including the one it just was).
When the arena changes types to one with a certain weather, that weather will be in play, barring weather changes, until the next arena change, where it becomes no weather.
Normal:
Nothing special
Fire:
Fires are burning. Pokemon will get burned if they hit the fire.
The weather is always harsh sunlight.
Water:
The arena has lots of water.
A river dumps into the arena, creating a waterfall.
Rain is always pouring down.
Grass:
Grass sources exist.
Trees that you can hide behind exist.
There are a few hills to hide behind.
Solar rays are always flooding downwards.
Electric:
High voltage wires with no insulator are running across the arena.
Any pokemon to touch the wires gets hit by a 4 BAP, increasing by 2 each action it stays on the wire, STAB electric-type move from a Special Attack of 4.
Torrents of water are always rushing from the sky.
Psychic:
Psychic powers are much stronger. As such, limits or damage reductions (barring type effectiveness and stat stages) on psychic-type moves are lifted.
Ice:
The arena is made of pure ice.
It can be melted with Fire to make water, which can then be used for attacks.
It is constantly hailing.
Dragon:
Base Rank differences matter twice as much.
The arena is very warm, so ice melts and ice-type moves become water-type ones.
Dark:
Effects inflicted by moves (paralysis, attract, sleep, etc.) are twice as likely to have effect. Effects like sleep last twice as long.
Fairy:
Moves deal 75% normal damage (82.5% if Fairy, 67.5% if Steel or Poison).
Fighting:
Just a flat arena, stretching into infinity, with no special anything.
Seismic attacks are legal.
Flying:
Strong updrafts to make moves that involve flying upwards (fly, sky drop, etc.) have +1 priority.
Poison:
Covered in toxic sludge that poisons all pokemon, barring those immune to poison.
Ground:
Seismic attacks are legal.
Limited ceiling.
Either a sandstorm or bright sunlight, with equal probability, are happening.
Rock:
Giant rocks are scattered everywhere.
A sandstorm is always going on.
Bug:
It has a 50% chance to rain.
Each pokemon's stats are subtracted from 10 to get their new stats in this type (base rank 11+ still means new base rank 0).
Ghost:
The arena is a maze with a limited ceiling.
Ghost-types can move through the walls.
The walls can be dug through, but the floor can't.
Steel:
The arena is made entirely of steel.
It can not be dug through.
Rain is always flooding down.
Arena: Pokemon Stadium
Type: Varies
Comlpexity: Medium
Restrictions:
Unless otherwise mentioned, the following are in effect always:
No sources of anything
No siesmic attacks
Digging is allowed.
Description:
Pokemon Stadium can change between types quickly. At the end of each round, it has a 75% chance of changing into any other arena type.
Moves matching the arena type have a 10% greater final damage (after all effects of items, abilities, moves, etc.)
Moves of the type the the arena type is weak to have a 10% lesser final damage.
When the arena changes types, it will change to each type with equal probability (including the one it just was).
When the arena changes types to one with a certain weather, that weather will be in play, barring weather changes, until the next arena change, where it becomes no weather.
Normal:
Nothing special
Fire:
Fires are burning. Pokemon will get burned if they hit the fire.
The weather is always harsh sunlight.
Water:
The arena has lots of water.
A river dumps into the arena, creating a waterfall.
Rain is always pouring down.
Grass:
Grass sources exist.
Trees that you can hide behind exist.
There are a few hills to hide behind.
Solar rays are always flooding downwards.
Electric:
High voltage wires with no insulator are running across the arena.
Any pokemon to touch the wires gets hit by a 4 BAP, increasing by 2 each action it stays on the wire, STAB electric-type move from a Special Attack of 4.
Torrents of water are always rushing from the sky.
Psychic:
Psychic powers are much stronger. As such, limits or damage reductions (barring type effectiveness and stat stages) on psychic-type moves are lifted.
Ice:
The arena is made of pure ice.
It can be melted with Fire to make water, which can then be used for attacks.
It is constantly hailing.
Dragon:
Base Rank differences matter twice as much.
The arena is very warm, so ice melts and ice-type moves become water-type ones.
Dark:
Effects inflicted by moves (paralysis, attract, sleep, etc.) are twice as likely to have effect. Effects like sleep last twice as long.
Fairy:
Moves deal 75% normal damage (82.5% if Fairy, 67.5% if Steel or Poison).
Fighting:
Just a flat arena, stretching into infinity, with no special anything.
Seismic attacks are legal.
Flying:
Strong updrafts to make moves that involve flying upwards (fly, sky drop, etc.) have +1 priority.
Poison:
Covered in toxic sludge that poisons all pokemon, barring those immune to poison.
Ground:
Seismic attacks are legal.
Limited ceiling.
Either a sandstorm or bright sunlight, with equal probability, are happening.
Rock:
Giant rocks are scattered everywhere.
A sandstorm is always going on.
Bug:
It has a 50% chance to rain.
Each pokemon's stats are subtracted from 10 to get their new stats in this type (base rank 11+ still means new base rank 0).
Ghost:
The arena is a maze with a limited ceiling.
Ghost-types can move through the walls.
The walls can be dug through, but the floor can't.
Steel:
The arena is made entirely of steel.
It can not be dug through.
Rain is always flooding down.
Mulan's Team! (Pick One)
Nature: Hasty (-Defense, +15% Speed, +10 Accuracy
Type: Rock
Abilities: Mold Breaker, Sheer Force(Hidden)
EC: 0/6
MC: 0
AC: 0/5
HP: 100
Atk: Rank 5
Def(-): Rank 1
SpA: Rank 2
SpD: Rank 2
Spe(+): 67
+10 Accuracy
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Moves:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt
Head Smash
Crunch
Hammer Arm
Iron Tail
Stomp
Whirlwind
Bulldoze
Earthquake
Ice Beam
Rock Slide
Thunderbolt
Type: Dragon/Ground
Abilities: Sand Veil, Rough Skin (H, locked)
Nature: Naive (+Attack, -Special Defense)
EC: 0/9
MC: 0
AC: 0/5
Stats:
HP: 90
Attack(+): 4
Defense: 2
Special Attack: 2
Special Defense(-): 1
Speed: 42
BRT: 13
SC: 1
WC: 2
Moves:
Tackle
Sand Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Slash
Outrage
Iron Head
Thrash
Body Slam
Scary Face
Earthquake
Stone Edge
Aerial Ace
Fire Blast
Toxic
Solosis (Telekinetic) (Female)
Type: Psychic
Abilities: Overcoat, Magic Guard, Regenerator(H, locked)
Nature: Modest (+Special Attack, - Attack)
HP: 90
Attack(-): 1
Defense: 2
Sp.Attack(+): 5
Sp.Defense: 2
Speed: 20
SC: 1
WC: 1
BRT: 13
EC: 0/9
MC: 0
AC: 0/5
Moves:
Psywave
Reflect
Rollout
Snatch
Hidden Power
Light Screen
Charm
Recover
Psyshock
Trick
Night Shade
Imprison
Confuse Ray
Acid Armor
Shadow Ball
Energy Ball
Flash Cannon
Psychic
Infestation
Chifii's Team (Pick One):-
Abra (female)
Types: Psychic
Abilities:: Synchronize / Inner Focus / Magic Guard (H)
Nature: Modest (-1 Atk, +1 SpA)
Stats:
HP: 80
Atk: 0 (-)
Def: 1
SpA: 5 (+)
SpD: 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
AC: 0/5
Attacks (Current move total):
Level Up
Teleport*
Egg
Encore*
Guard Swap*
Skill Swap*
Barrier*
Ice Punch*
TM/HM
Protect*
Psychic*
Dazzling Gleam*
Light Screen*
Reflect*
Tutor
Other
Timburr (male)
Types: Fighting
Abilities:: Guts / Sheer Force / Iron Fist (H)
Nature: Adamant (+1 Atk, -1 SpA)
Stats:
HP: 100
Atk: 4(+)
Def: 2
SpA: 0 (-)
SpD: 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13
EC: 0/9
MC: 0
AC: 0/5
Attacks (Current move total):
Level Up
Pound*
Leer*
Focus Energy*
Bide*
Low Kick*
Rock Throw*
Wake-Up Slap*
Chip Away*
Egg
Endure*
Reversal*
Drain Punch*
Counter*
Comet Punch*
TM/HM
Protect*
Focus Blast*
Bulk Up*
Taunt*
Facade*
Tutor
Other
This is how we do:-
Mulan sends out and equips
Chifii sends out, equips, and orders
Mulan orders
I get simple things wrong because it's half past one in the morning and I'm drunk.
Last edited: