Welcome to the hall of the mountain king, travelers. My name is Gem, and i'm the queen of the mountain. if it is a battle you are looking for, then you must come and battle in this area. however, I do have a few rules for the battle:
4v4 FE doubles
1 Day DQ
2 Subs
2 Chills/recovers
All Abilities
Items:ON
Switch = KO
And i'll be nice and show you each other's teams.
Ragnarokalex
Are you two ready? good. Ragnarokalex will send his pokemon with items first. Then the wanderer will send out his pokemon and make some orders after that. Ragnarokalex can make his moves before I ref.
LET THE BATTLE COMMENCE!
Arena: The Hall of the Mountain King
4v4 FE doubles
1 Day DQ
2 Subs
2 Chills/recovers
All Abilities
Items:ON
Switch = KO
And i'll be nice and show you each other's teams.
Ragnarokalex
THE WANDERERRagnarokalex said:Thanks for reffing!
![]()
Fidgit (Ryversha) Female
Nature:
Bold
Type:
Poison: STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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.
Abilities:
Persistent:
Type: (Innate)
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit:
Type: (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.
Prankster (DW):
Type: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
HP: 100
Atk: Rank 2 (-)
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20
EC: 6/6
DC: 5/5
MC: 0
Attacks: 49 Total
Air Slash
Ally Switch
Comet Punch
Copycat
Dig
Disable
Double Team
Earth Power
Encore
Endure
Energy Ball
Entrainment
Follow Me
Gust
Gravity
Heal Block
Heal Pulse
Icy Wind
Knock Off
Light Screen
Magic Room
Me First
Protect
Quash
Rain Dance
Rapid Spin
Razor Wind
Reflect
Safeguard
Sandstorm
Sand Attack
Shadow Ball
Snatch
Spikes
Stealth Rock
Substitute
Tailwind
Taunt
Telekinesis
Thief
Torment
Toxic
Toxic Spikes
U-Turn
Venoshock
Whirlwind
Wide Guard
Wish
Wonder Room![]()
Gengar (Maltia) Female
Nature:
Timid
Type:
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.
Poison: STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:
Levitate:
Type: 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 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+) (+19% Accuracy % Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
Attacks: 39 Total
Bide
Confuse Ray
Counter
Curse
Dark Pulse
Destiny Bond
Disable
Double Team
Dream Eater
Endure
Focus Blast
Giga Drain
Hex
Hidden Power (Fire, 7)
Hypnosis
Icy Wind
Knock Off
Lick
Magic Coat
Mean Look
Nightmare
Night Shade
Pain Split
Perish Song
Protect
Psychic
Rest
Shadow Ball
Shadow Punch
Snatch
Spite
Substitute
Sucker Punch
Taunt
Thunder
Thunderbolt
Torment
Venoshock
Will o Wisp![]()
*Cyclohm (Daezara) Female*
Nature:
Modest
Type:
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.
Dragon: STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust:
Type: Innate
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Overcoat (DW):
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
EC: 9/9
DC: 5/5
MC: 0
Attacks: 53 Total
Bide
Blizzard
Charge
Discharge
Double Hit
Double Team
Draco Metour
Dragonbreath
Dragon Pulse
Dragon Rage
Dragon Tail
Electroweb
Endure
Fire Blast
Flamethrower
Growl
Hail
Heal Bell
Hidden Power (Fighting, 7)
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Leer
Light Screen
Magnet Rise
Power Gem
Protect
Rain Dance
Rest
Roar
Signal Beam
Slack Off
Sleep Talk
Sonicboom
Spark
Substitute
Sunny Day
Surf
Swift
Tackle
Thunder
Thundershock
Thunderbolt
Thunder Wave
Torment
Toxic
Tri Attack
Twister
Volt Switch
Weather Ball
Whirlwind![]()
Infernape (Malspar) Male
Nature:
Naughty
Type:
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Blaze:
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW):
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
DC: 5/5
MC: 0
Attacks: 38 Total
Acrobatics
Aerial Ace
Blast Burn
Brick Break
Close Combat
Counter
Dig
Earthquake
Ember
Encore
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Punch
Fury Swipes
Grass Knot
Helping Hand
Leer
Mach Punch
Magic Coat
Nasty Plot
Overheat
Scratch
Shadow Claw
Slack Off
Stone Edge
Substitute
Sunny Day
Swift
Taunt
Thunder Punch
Torment
Toxic
Will o Wisp
The Wanderer said:HOORAY
![]()
Lucario(*) [Rico] (Male)
"See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
The Kumar to Ben's Harold (or is it the other way around?). Hot-headed and hotter-blooded, Rico is a devout follower of the rule of cool...seriously, why else would he wear that scarf?
Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities: Inner Focus, Steadfast, Justified (DW)
Inner Focus: (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.
Steadfast: (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. This speed boost is maintained at the end of each round.
Justified (DW, unlocked): (innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: Mastered!
MC: 0
DC: Mastered!
Attacks (57/101):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed
Heal Pulse
Me First
Calm Mind
Quick Guard
Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
Hi Jump Kick
Agility
Crunch
TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic
Shadow Claw
Double Team
Bulldoze
Substitute
Rock Slide
Focus Blast
Dig
Toxic
Poison Jab
Roar
Flash Cannon
Hyper Beam
Other:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
Drain Punch
Sleep Talk
Focus Punch
Low Kick
Water Pulse
Bonemerang![]()
Zoroark [Auroch] (Female)
"<Hook, line and sucker!>"
A shiny Zoroark temporarily in Ben's care. Disciplined and level-headed, Auroch constantly finds herself at odds with Rico. In spite of this, she hasn't seriously challenged his status as leader...yet.
Nature: Hasty (+16 Spe, +17 Accuracy, -1 Def)
Type: Dark
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ability: Illusion
Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Mastered!
MC: 0
Moves (20/73):
Level Up:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
U-Turn
Hone Claws
Nasty Plot
Agility
Egg:
Extrasensory
Dark Pulse
Counter
TM:
Dig
Shadow Ball
Toxic
Focus Blast
Hidden Power (Electric, Power 7)![]()
Necturna [Fion] (Female)
"<Go away. I don't like you.>"
Anonicus's ward. Fion is an ice queen to just about everyone, save for the aforementioned Haxorus...and she seems to be taking an increasingly unhealthy interest in Sethim...
Nature: Relaxed (+1 Def, -15% speed, -10 Evasion)
Type: Grass / Ghost
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.
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: Forewarn, Telepathy (DW)
Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Telepathy (DW, Unlocked): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: Mastered!
MC: 0
DC: Mastered!
Attacks (24 total):
Level Up:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Shadow Ball
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Egg:
Leaf Blade
Giga Drain
Sketch (Extremespeed)
TM:
Protect
Psychic
Torment
Stone Edge
Payback
Other:
Seed Bomb
Synthesis![]()
Haxorus [Anonicus] (Male)
"<Vae victus!>"
A Haxorus Ben met along with Fion the Necturine, and for reasons unknown, something of a surrogate father to her. Noble and charismatic, Anonicus finds himself in a leader role more often than not.
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities: Rivalry, Mold Breaker, Unnerve (DW)
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve (DW, Unlocked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: Rank 7 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 5
Base Rank Total: 21
EC: Mastered!
MC: 0
DC: Mastered!
Attacks (22/68):
Level Up:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Swords Dance
Taunt
Dragon Dance
Outrage
Egg:
Focus Energy
Reversal
Counter
TM:
Dig
Aerial Ace
Protect
Dragon Tail
Earthquake
Other:
Aqua Tail
Superpower
Are you two ready? good. Ragnarokalex will send his pokemon with items first. Then the wanderer will send out his pokemon and make some orders after that. Ragnarokalex can make his moves before I ref.
LET THE BATTLE COMMENCE!
Arena: The Hall of the Mountain King
Field Type- Neutral
Complexity- Moderate
Format- Single/Double
Restrictions- Low ceiling, artificial arena, no seismic activity, no water source, No weather
The Hall of the Mountain King: The Mountain King is filthy rich. How so? he invested in stocks. duh. The battle takes place in his fabulous mansion, which is built in, can you guess, a mountain. The area that you battle in is in one of the halls. more duh. The hall is 300 feet long, and 10 feet wide. the ceiling is 20 feet up, and the hall is rectangular. the east side of the hall is all glass, for its basically one giant window. it shows all of the land surrounding the Mountain King's beautiful mountain, and the splendor. The West side of the hall is decorated with fancy side tables, vases, pictures, and other fancy things you would expect in a fancy mansion. The feel of the hall is 17th century british, so think that era of fancy. And finally the most intersting aspect of the battle is that the hall is rigged to play this song non stop (The mountain King loves techno)
Complexity- Moderate
Format- Single/Double
Restrictions- Low ceiling, artificial arena, no seismic activity, no water source, No weather
The Hall of the Mountain King: The Mountain King is filthy rich. How so? he invested in stocks. duh. The battle takes place in his fabulous mansion, which is built in, can you guess, a mountain. The area that you battle in is in one of the halls. more duh. The hall is 300 feet long, and 10 feet wide. the ceiling is 20 feet up, and the hall is rectangular. the east side of the hall is all glass, for its basically one giant window. it shows all of the land surrounding the Mountain King's beautiful mountain, and the splendor. The West side of the hall is decorated with fancy side tables, vases, pictures, and other fancy things you would expect in a fancy mansion. The feel of the hall is 17th century british, so think that era of fancy. And finally the most intersting aspect of the battle is that the hall is rigged to play this song non stop (The mountain King loves techno)