Pretty much the same challenge as my last one:
Open Challenge
1 Day DQ, 2 for ref
1v1 Singles
arena: you choose
0 Chills/Recovers
I'd prefer NFE pokes, thanks!
Dropping my other challenge and accepting Rewindman's.
Items=Off
Switch=lol
Abilities=One
Choosing the arena:
Arena: Windswept Meadow
Field Type: Grass
Complexity: Moderate
Format: All
Restrictions:
Weather only lasts one round before being blown away or canceled out.
Digging costs 1 less energy.
Surf is limited (Costs 1 more energy every time it's used)
See each wind direction for specific details.
Description:
The Windswept meadow would be paradise for grass-types, if it weren't for the ever-changing wind. This expansive meadow's location means that winds change rapidly and without warning, bringing different effects to the battlefield. The wind also means that weather-causing moves only last one round, as the storms are blown away or scudding clouds block the sun. The soft earth means that digging costs one less energy, but water sources are limited and cost more energy to find each time.
The arena starts out with no wind. There is a 1/5 chance, each round, of each of the following effects:
1) No Wind: Without wind, grass types can relax and enjoy the sunny meadow. Grass-type moves take 2 less energy to execute, and all grass-type attacks gain 2 BAP. Sunny Day is in effect, though it can be canceled out by another weather.
2) Wind from the North: To the north is a howling wasteland of snow and ice. Northern winds bring hail, so all non-ice-type pokemon suffer normal hail damage. The biting cold means that recovery moves are half as effective.
3) Wind from the East: To the east lies a large rose garden, so the scent is sweet. All pokemon relax, and evasion is reduced by one stage.
4) Wind from the South: To the south, a large group of Bellossum and Vileplume are enjoying the sunshine. The wind carries their spores to the battlefield, causing a 10% chance for 10% paralysis and a 10% chance for poison for each pokemon. (Normal poison, not bad.)
5) Wind from the West: To the west is a desert, with a raging sandstorm. The wind brings with it choking dust and grit, causing accuracy to drop one stage for all Pokemon unused to sandstorm. All non-steel/rock/ground types suffer normal sandstorm damage.
The wind direction can be changed for two rounds with the moves Gust, Whirlwind, and Razor Wind.
Let's find ourselves a ref :)
rewindman:
Misdreavus (Clare) F
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Ghost
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:
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 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 15
EC: 3/6
MC: 0
DC: N/A
Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Nasty Plot
Destiny Bond
Imprison
Substitute
Taunt
Will-o-Wisp
Thunder Wave
Thunderbolt
Moves: 15
Croconaw(*) Fang (M)
Nature: Adamant: Adds * to Attack, subtracts * from Special Attack
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16
EC: 6/9
MC: 0
DC: 4/5
Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW): (Can be Enabled, Locked) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks: (22)
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Crunch
Superpower
Counter
Seismic Toss
Endure
Mimic
Dragon Dance (*)
Aqua Jet (*)
Mud Sport (*)
Dig (*)
Shadow Claw(*)
Waterfall (*)
Double Team
EndQuote's actions
rewindman's actions
Good luck and have fun!