I am lazy. I quote.
I also made a small change in the description because it didn't make sense before. I'll be bolding it (it'll be a long line, not one word, the one word bold is for emphasize).
ALSO, I may manually increase the DQ time mainly because Aquamarius is from Europe (or the Netherlands more specifically), and we're over at US (I think), so it can get pretty bad. We'll have to see.
Arena: Castle Siege!
So here's the deal with the arena. One side has a continuous force of Weedle and one side has a continuous force of Caterpie. What are they doing? Seizing each other's castles over at a single ramp/bridge that connect to each other's castle! At the end of each round, both sides will spawn their respective Pokemon and they will charge into combat with each other. Additionally, you will get reinforcements in the form of other Pokemon. The cool thing? You get to command these Pokemon!
(Extra) Details in short:
- no evolved Pokemon.
- this is a bridge, no digging or earthquaking. also yes there is a river under the bridge, but it'll be stupid to try to summon a surf or dive or something like that.
- commanding a Pokemon soldier does not take up one of your 3 actions. it is separate so be aware! if you do not command your soldier(s), your soldier will automatically focus on your opponent's soldier. if you still have your soldier alive and your opponent doesn't, your solder will automatically target your opponent. this means that your soldier won't do anything special like "save my skin by getting in the way of the incoming hydro pump!"
- each Pokemon spawns at the end of their respective round.
- each Pokemon only comes in a quantity of 1.
- excluding caterpie and weedle, the types of reinforcements that spawn will never spawn again.
- you can have your own Pokemon attack these reinforcements.
- they do not have any set abilities, ever.
- area of effect moves, or moves that cover a range/wide range in general, can probably attack these Pokemon soldiers if they're in the way.
- the soldier's attacks are affected by any Pokemon's defensive stat/star when they attack. to be clear, the damage listed is the exact damage they will be doing. caterpie does 5 damage, but if your mon has 3 star defense, it will take 2 damage.
- to be even more clear, the type of damage they deal is ALWAYS neutral - they will not be super effective, resisted, or immune to. this is so you guys don't abuse ghost- and steel-type pokemon. you can say it's like dealing ??? type damage.
- when you start the match (before Round 1), you do not have any soldiers initially. after round 1, you will have something (just see below).
- some soldiers (aka Caterpie/Weedle) are so weak that even if they attempt to absorb an attack, they will probably just be blasted through and the attack will connect to your Pokemon (if that's what your opponent's intention was).
- you can order 1-2 attacking order to your soldier(s) per round, but you have to order 2-1 non-attacking orders. for example, "Bug Bite - Standby - Move into Hyper Beam" would work. basically, you can say you're the general of your army, lol.
Stats:
- Every Round Grunt Caterpie (P1)/Weedle (P2) - 1 HP | 5 Damage Tackle* | 0 Defense and Special Defense | 20 Speed | on ground
- Round 3 Air Support Pidgey (P1)/Spearow (P2) - 5 HP | 6 Damage swooping Fly | 0 Defense and Special Defense | 40 Speed | are always Flying, but can be attacked as it swoops down to attack
- Round 6 MegaSoldier Scyther (P1)/Pinsir (P2) - 15 HP | 10 Damage Slash | 1 Defense and Special Defense | 35 Speed | on ground
- Round 9 Heavy Artillery Pyroak (P1)/Magmortar (P2) - 10 HP | 25 Damage Hyper Beam | 4 Defense and Special Defense | 10 Speed | cannot move onto bridge, recharge after use (null round)
- Round 12 Engine of Destruction Hydreigon (both get it) - 25 HP | 20 Damage Draco Meteor (-5 after each use, stops at 5 Damage) | 5 Defense and Special Defense | 60 Speed | floats anywhere it feels like
- After Round 9, Caterpie and Weedle will be granted Double-Edge over Tackle (it will be replaced). This means they can deal 12 Damage, but will kill themselves upon doing so.
* Tackle is not originally learned by Weedle, but it's just for balance purposes.
I'm not sure if the diagram will help, but I made one anyway.
Scyther [Ed] (♂)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: ***
SpA: *** (+)
SpD: ***
Spe: 89 (105 - 15%)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Steadfast (DW) (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Attacks:
Vacuum Wave*
Quick Attack*
Leer*
Focus Energy*
Double Team*
Pursuit*
False Swipe*
Agility*
Wing Attack*
Fury Cutter*
Safeguard*
Counter*
Silver Wind*
Swords Dance*
Roost*
Substitute*
Brick Break*
Darumaka(*) [Daredevil] (♀)
Nature:
Adamant (+ * to Attack, - * to Special Attack
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Inner Focus (DW) (Innate): When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*
Privatike [Matey] (M)
Nature: Adamant (+* to Attack, -* to Sp.Atk)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
EC: 1/6
MC: 1
DC: 1/5
HP: 100
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 35
Moves:
Bubble*
Smokescreen*
Yawn*
Wrap*
Arm Thrust*
Recover*
Bulk Up*
Drain Punch*
Taunt*
Toxic*
Waterfall*
Bronzor [Boomer] (Genderless) (*)
Nature: Brave
Type:
Steel/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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks, Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: **(+)
Def: ***
SpA: *
SpD: ***
Spe: 20(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Heavy Metal (DW - NOT ACTIVATED): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Attacks:
Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Safeguard (*)
Gyro Ball (*)
Payback (*)
Light Screen (*)
Reflect (*)
Trick Room (*)
Slowpoke [Poker King] (Male) (*)
Nature: Sassy
Type:
Water/Psychic: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1), 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: ***
Def: ***
SpA: **
SpD: ***(+)
Spe: 13(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (DW - NOT ACTIVATED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Mud Sport (*)
Safeguard (*)
Wonder Room (*)
Light Screen (*)
Flamethrower (*)
Trick Room (*)
Okay, good luck and have fun! I think this arena is more suited for 3v3 now that I look at it, but I just want to get into the "mid-game" of the arena to see how it plays out first.
2v2
Singles
dq 2 days
no recovers/chills
No Items
All Abilities
Switch=KO
I also made a small change in the description because it didn't make sense before. I'll be bolding it (it'll be a long line, not one word, the one word bold is for emphasize).
ALSO, I may manually increase the DQ time mainly because Aquamarius is from Europe (or the Netherlands more specifically), and we're over at US (I think), so it can get pretty bad. We'll have to see.
Arena: Castle Siege!
So here's the deal with the arena. One side has a continuous force of Weedle and one side has a continuous force of Caterpie. What are they doing? Seizing each other's castles over at a single ramp/bridge that connect to each other's castle! At the end of each round, both sides will spawn their respective Pokemon and they will charge into combat with each other. Additionally, you will get reinforcements in the form of other Pokemon. The cool thing? You get to command these Pokemon!
(Extra) Details in short:
- no evolved Pokemon.
- this is a bridge, no digging or earthquaking. also yes there is a river under the bridge, but it'll be stupid to try to summon a surf or dive or something like that.
- commanding a Pokemon soldier does not take up one of your 3 actions. it is separate so be aware! if you do not command your soldier(s), your soldier will automatically focus on your opponent's soldier. if you still have your soldier alive and your opponent doesn't, your solder will automatically target your opponent. this means that your soldier won't do anything special like "save my skin by getting in the way of the incoming hydro pump!"
- each Pokemon spawns at the end of their respective round.
- each Pokemon only comes in a quantity of 1.
- excluding caterpie and weedle, the types of reinforcements that spawn will never spawn again.
- you can have your own Pokemon attack these reinforcements.
- they do not have any set abilities, ever.
- area of effect moves, or moves that cover a range/wide range in general, can probably attack these Pokemon soldiers if they're in the way.
- the soldier's attacks are affected by any Pokemon's defensive stat/star when they attack. to be clear, the damage listed is the exact damage they will be doing. caterpie does 5 damage, but if your mon has 3 star defense, it will take 2 damage.
- to be even more clear, the type of damage they deal is ALWAYS neutral - they will not be super effective, resisted, or immune to. this is so you guys don't abuse ghost- and steel-type pokemon. you can say it's like dealing ??? type damage.
- when you start the match (before Round 1), you do not have any soldiers initially. after round 1, you will have something (just see below).
- some soldiers (aka Caterpie/Weedle) are so weak that even if they attempt to absorb an attack, they will probably just be blasted through and the attack will connect to your Pokemon (if that's what your opponent's intention was).
- you can order 1-2 attacking order to your soldier(s) per round, but you have to order 2-1 non-attacking orders. for example, "Bug Bite - Standby - Move into Hyper Beam" would work. basically, you can say you're the general of your army, lol.
Stats:
- Every Round Grunt Caterpie (P1)/Weedle (P2) - 1 HP | 5 Damage Tackle* | 0 Defense and Special Defense | 20 Speed | on ground
- Round 3 Air Support Pidgey (P1)/Spearow (P2) - 5 HP | 6 Damage swooping Fly | 0 Defense and Special Defense | 40 Speed | are always Flying, but can be attacked as it swoops down to attack
- Round 6 MegaSoldier Scyther (P1)/Pinsir (P2) - 15 HP | 10 Damage Slash | 1 Defense and Special Defense | 35 Speed | on ground
- Round 9 Heavy Artillery Pyroak (P1)/Magmortar (P2) - 10 HP | 25 Damage Hyper Beam | 4 Defense and Special Defense | 10 Speed | cannot move onto bridge, recharge after use (null round)
- Round 12 Engine of Destruction Hydreigon (both get it) - 25 HP | 20 Damage Draco Meteor (-5 after each use, stops at 5 Damage) | 5 Defense and Special Defense | 60 Speed | floats anywhere it feels like
- After Round 9, Caterpie and Weedle will be granted Double-Edge over Tackle (it will be replaced). This means they can deal 12 Damage, but will kill themselves upon doing so.
* Tackle is not originally learned by Weedle, but it's just for balance purposes.
I'm not sure if the diagram will help, but I made one anyway.
- bridge in middle
- water underneath
- match seeker on left
- match challenger on right
- water underneath
- match seeker on left
- match challenger on right
Venser sends out first Pokemon
Aqua sends out first Pokemon and its orders
Venser orders
me
Venser
Aqua
me
Aqua
Venser
me
Venser
Aqua
me
yaddayadda
Aqua sends out first Pokemon and its orders
Venser orders
me
Venser
Aqua
me
Aqua
Venser
me
Venser
Aqua
me
yaddayadda
Scyther [Ed] (♂)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy on an opponent's attacks)
Type: Bug / Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: ***
SpA: *** (+)
SpD: ***
Spe: 89 (105 - 15%)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Technician (Innate): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Swarm (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Steadfast (DW) (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Attacks:
Vacuum Wave*
Quick Attack*
Leer*
Focus Energy*
Double Team*
Pursuit*
False Swipe*
Agility*
Wing Attack*
Fury Cutter*
Safeguard*
Counter*
Silver Wind*
Swords Dance*
Roost*
Substitute*
Brick Break*
Darumaka(*) [Daredevil] (♀)
Nature:
Adamant (+ * to Attack, - * to Special Attack
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. Solarbeam has Energy Cost reduced by one (1).
Stats:
HP: 100
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
EC: 0/4
MC: 0
DC: 0/5
Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Inner Focus (DW) (Innate): When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*
Privatike [Matey] (M)
Nature: Adamant (+* to Attack, -* to Sp.Atk)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
EC: 1/6
MC: 1
DC: 1/5
HP: 100
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 35
Moves:
Bubble*
Smokescreen*
Yawn*
Wrap*
Arm Thrust*
Recover*
Bulk Up*
Drain Punch*
Taunt*
Toxic*
Waterfall*
Bronzor [Boomer] (Genderless) (*)
Nature: Brave
Type:
Steel/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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks, Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Stats:
HP: 100
Atk: **(+)
Def: ***
SpA: *
SpD: ***
Spe: 20(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Heavy Metal (DW - NOT ACTIVATED): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.
Attacks:
Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Safeguard (*)
Gyro Ball (*)
Payback (*)
Light Screen (*)
Reflect (*)
Trick Room (*)
Slowpoke [Poker King] (Male) (*)
Nature: Sassy
Type:
Water/Psychic: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1), 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Stats:
HP: 100
Atk: ***
Def: ***
SpA: **
SpD: ***(+)
Spe: 13(-)
EC: 0/6
MC: 0
DC: 0/5
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regeneration (DW - NOT ACTIVATED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Attacks:
Curse (*)
Yawn (*)
Tackle (*)
Growl (*)
Water Gun (*)
Confusion (*)
Disable (*)
Headbutt (*)
Mud Sport (*)
Safeguard (*)
Wonder Room (*)
Light Screen (*)
Flamethrower (*)
Trick Room (*)
Okay, good luck and have fun! I think this arena is more suited for 3v3 now that I look at it, but I just want to get into the "mid-game" of the arena to see how it plays out first.