LightWolf
lightwoof
Switch: How?Also, challenging Box to a 2v2 NFE Doubles.
DQ: 2 days
Recover: 3
Chill: 4
Arena: Tournament Arena
Items: Off
Abilities: One
Arena:
Field Type: Dark
Complexity: Moderate
Format: All
Restrictions: No weather, no Digging, no large water sources
Description: This torn up, withered arena got its name during its old function: a building used to house Pokemon diagnosed with severe mental disorders. Since then, it has fallen into disrepair, and is no longer the pristine, eerie padded room it used to be. It has a plethora of small hiding places for Pokemon, and only has one light source: a faintly-lit lamp swinging from the ceiling. The atmosphere is incredibly quiet, dark, and tense, and all Pokemon feel can't help but feel afraid coming here.
Mechanic: Each Pokemon gains (1) Fear for each action it remains out of its Pokeball and fighting, regardless of abilities or active moves, except for Dark and Ghost type Pokemon, who gain Fear half as quickly. Fear is treated as "Other" for the sake of certain moves, and cannot be reduced by Refresh or similar moves. Fear can only be reset by switching out, or can be reduced by (1) (per usage) by using attacks with a defined light source, such as Fire-type moves or Electric-type moves. In multi-battles, moves used by teammates can reduce the Fear of other teammates, as well as their own. Moves like Wish, Morning Sun, and Moonlight can reduce Fear as well, but other recovery moves cannot. If a Pokemon falls asleep, becomes frozen, or becomes confused, their Fear is reset when the status fades. Pokemon who are Poisoned, Burned, or Paralyzed gain fear twice as quickly.
Different effects apply when Fear reaches certain levels:
- 3 to 6: blanket 5% reduction in accuracy
- 7 to 9: blanket 10% reduction in accuracy
- 9 to 15: 50% chance of a move not working at all (like Attraction, except Dark-types with Dark STAB are not exempt)
- 15 and higher: The Pokemon cannot use moves.
Complexity: Moderate
Format: All
Restrictions: No weather, no Digging, no large water sources
Description: This torn up, withered arena got its name during its old function: a building used to house Pokemon diagnosed with severe mental disorders. Since then, it has fallen into disrepair, and is no longer the pristine, eerie padded room it used to be. It has a plethora of small hiding places for Pokemon, and only has one light source: a faintly-lit lamp swinging from the ceiling. The atmosphere is incredibly quiet, dark, and tense, and all Pokemon feel can't help but feel afraid coming here.
Mechanic: Each Pokemon gains (1) Fear for each action it remains out of its Pokeball and fighting, regardless of abilities or active moves, except for Dark and Ghost type Pokemon, who gain Fear half as quickly. Fear is treated as "Other" for the sake of certain moves, and cannot be reduced by Refresh or similar moves. Fear can only be reset by switching out, or can be reduced by (1) (per usage) by using attacks with a defined light source, such as Fire-type moves or Electric-type moves. In multi-battles, moves used by teammates can reduce the Fear of other teammates, as well as their own. Moves like Wish, Morning Sun, and Moonlight can reduce Fear as well, but other recovery moves cannot. If a Pokemon falls asleep, becomes frozen, or becomes confused, their Fear is reset when the status fades. Pokemon who are Poisoned, Burned, or Paralyzed gain fear twice as quickly.
Different effects apply when Fear reaches certain levels:
- 3 to 6: blanket 5% reduction in accuracy
- 7 to 9: blanket 10% reduction in accuracy
- 9 to 15: 50% chance of a move not working at all (like Attraction, except Dark-types with Dark STAB are not exempt)
- 15 and higher: The Pokemon cannot use moves.
What a dark and scary place to battle... Little Box doesn't know what he got himself into by accepting that challenge... At least with Kyuu by his side, he has his own ghost finding flashlight, which quickly spots XVI and his ghost Hindenburg. Richter and Priscilla on the hand lack the typing to feel safe in such an arena. But a battle is a battle, which shall now commence! BOOOOH!!!
XVI:
Hindenburg - Drifloon (M)
Nature: Timid (+15% Speed, +X Accuracy, -1 Attack)
Type: Ghost/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 81 (+) (+13% accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 2/6
MC: 3
DC: 2/5
Abilities:
Aftermath (Innate) - If this Pokemon uses Selfdestruct or Explosion, the attack does ten (10) more damage.
Unburden (Innate) - This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (Innate) (DW) - This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.
Moves:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
------------
Clear Smog
Disable
Hypnosis
------------
Protect
Will-o-wisp
Thunder Wave
-------------
Total: 13
Richter - Phanpy (M)
Nature: Adamant (+1 Attack, -1 Sp. Attack)
Type: Ground
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: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 3
Base Rank Total: 13
EC: 3/6
MC: 2
DC: 1/5
Abilities:
Pickup (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.
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:
Odor Sleuth
Tackle
Growl
Defense Curl
Flail
Take Down
Rollout
Natural Gift
Slam
----------------
Bulldoze
Rock Slide
Facade
----------------
Ice Shard
Head Smash
Heavy Slam
----------------
Total: 15
Box:
Vulpix (*) Kyuu (Female)
Nature: Modest (Special Attack increased by * ; Attack decreased by *)
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 brushfire areas.
Abilities:
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.
Drought (Type: Innate, DW Locked)
When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Command: (Ability: Drought)
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 1/6
MC: 2
DC: 1/5
Attacks (17 Total):
Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Extrasensory(*)
Energy Ball(*)
Disable(*)
Substitute(*)
Toxic(*)
Fire Blast(*)
Petilil (*) Priscilla (Female)
Nature: Modest (Special Attack increased by * ; Attack decreased by *)
Type:
Grass
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Chlorophyll (Type: Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo (Type: Innate)
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard (Type: Innate, DW Locked)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Attacks (14 Total):
Absorb (*)
Growth (*)
Leech Seed (*)
Sleep Power (*)
Mega Drain (*)
Synthesis (*)
Magical Leaf (*)
Stun Spore (*)
Healing Wish (*)
Ingrain (*)
Charm (*)
Solarbeam (*)
Substitute (*)
Grass Knot (*)
Sending out is for pussies, Box orders first.
XVI second
I ref Box's other battle
I ref this battle
go