Can Frosty handle the heat??Awesome. My Team:
Dusclops * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (25*0.85v) (-)
EC: 7/9
MC: 0
DC: doesn't matter
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.
Attacks:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Shadow Punch
Curse
Destiny Bond (*)
Pain Split (*)
Imprison (*)
Trick Room (*)
Will-o-Wisp (*)
Return (*)
Earthquake
Rock Slide
Focus Punch
Counter
Substitute
Protect
Magmar [Efreet] (Male)
Nature: Hasty (+15% to speed, +19% accuracy; Subtracts One (1) Rank From Defense)
Type: Fire
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:
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): [LOCKED] (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 106 (+)
EC: 4/9
MC: 3
DC: 2/5
Moves:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Fire Blast
Sunny Day
Flamethrower
Mach Punch
Cross Chop
Flare Blitz
Psychic
Will-o-Wisp
Protect
Counter
Lampent [Jalhalla] (M)
Nature: Relaxed (+ Defense, - Speed)
Type: Ghost / Fire
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.
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:
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.
Flash Fire: (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.
Shadow Tag (DW): [LOCKED] (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 47 (-)
EC: 6/9
MC: 0
DC 2/5
Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Hex
Pain Split
Heat Wave
Haze
Endure
Trick Room
Solarbeam
Shadow Ball
Sunny Day
Fire Blast
Thanks.
UllarWarlord said:
<Pichu> [Battery] (Male)
Nature: Rash (+SpA, -SpD)
Type: Electric
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: (Type: 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.
Lightningrod: (Type: Innate) [DW, Locked]
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Stats:
HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 2/9
MC: 1
DC: 2/5
Attacks:
Thundershock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Volt Tackle
Wish
Fake Out
Thunderbolt
Substitute
Grass Knot
Pain Split
<Duskull> [Count Black] (Male)
Nature: Quiet (+SpA, -Spe)
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: (Type: Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 21 (-, -10% evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: N/A
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Imprison
Dark Pulse
Pain Split
Toxic
Shadow Ball
Ice Beam
Can Ullar battle both the heat and the cold?
Rules said:2v2 Training NFE Singles
2 Day DQ Time
1 Substitution
0 Recovery Moves
2 Chills
Items On
Switch = yeah right
Abilities = one
Arena: The Underground Arena of Doom.
In the frenzy to find a good place to fight, the battlers have the terrible idea to go underground. They reach a cavern with rock-solid floor, conveniently placed Stalagtites and Stalagmites, near a big lava lake. The lake itself is unreachable, but it emits so much heat that all water bodies in the cave are boiling and all fire attacks are enhanced. The cavern is as stable as it gets and it won't go down that easily. The stalagtites, in the other hand, may go down if one tries hard enough.
And yeah, you (stupid) are there to enjoy the weather and battle.
Summary:
- Stalagmites and Stalagtites.
- Intense Heat
- +1BP for all Fire Attacks
- All Water Attacks have 30% burn chance (ya hallo thar Scald) and Scald itself gets guaranteed burn.
Ok, according to the arena, I am assuming that there are 6 Stalagmites and 6 Stalagtites. Each of them will be a Size Class of 7. They can be destroyed by a move of 9BAP or more.
With the Intense Heat, I am assuming that water attacks have their BAP decreased by 2.
The hot water will have a 50% burn chance for any pokemon using Dive unless they have Thick Fat or are a Fire Type. There will also be a 50% chance for any pokemon using Dig of being Burned unless they have Thick fat or are a Fire Type.
Ullar made the challenge, so he sends out his mon and equips his item.
Frosty does the same plus actions
Ullar makes his actions.
I ref.