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2 vs. 2
Single battle
Disqualification: 7 days
Restrictions: No moves created after first generation (see description) or direct recovery moves
Damage Cap: 50%
Set style
Arena: Old Cinnabar Island
Description: Due to a mechanical error involving a Xatu, a PC transferring Pokéballs, and forty-two paperclips, you have been transported to a beach on Cinnabar Island in 1995. The sky is sort of grey, as is the water, the sand is uniformly tan, and all the plants on the nearby volcanic mountain are the same shade of green. There are also a lot of boxes scattered along the beach, colored in black and white squares.
If someone sends out a pokemon that would not exist in this time (anything not first generation), the pokemon looks like the nearest equivalent from first generation (for example, a Ralts would look like an Abra, a Houndour like a Growlithe, and a Munchlax like a very small Snorlax). Their movesets don't change, but trying to use a non-first generation move will cause the words "404 error" to flash across the sky
3v3
Single battle
DQ: 2 weeks
Restrictions: no OHKO moves, one recovery move per round, weather moves
Damage cap: none
Arena: Hell (sim)
The arena is technically a high-tech virtual reality room, but that doesn't actually matter to the battle; I only say that so religious people don't take offense to this place being "Hell".
There is no water. At all. The effect of the heat is essentially that of Sunny Day, except you don't get Chlorophyll et al type boosts, and Solarbeam still has to charge; otherwise, fire moves are boosted, water moves are weakened, etc.
Essentially, the insides kind of look like a cave. There are stalagmites but no stalactites, as there is no ceiling. There is, however, a collection of smoke roughly 75 feet in the air. This smoke is highly toxic. Not only does it temporarily paralyze a Pokemon (just enough for it to drop to the ground; it's not necessarily the paralysis status), but it inflicts Toxic-level poison as well (this is permanent). Basically, don't fly too high; the sky's not the limit (I had to say it). The smoke cannot be blown away with Whirlwind, etc. Also, the smoke blocks all weather moves.
Though the arena is a cave, it's not dark. On random intervals, fire and/or magma shoot up from the ground. When this happens, it will leave a hole in the ground; fire and magma can still shoot back up from a used hole. Falling into these is probably a bad idea. The fire will not boost Flash Fire and the likes; it's hellfire. The fire and magma have a 50% chance of burning any Pokemon that's hit; however, as Fire-types apparently can't be burned, they only sustain damage. Water-types that are hit with the fire and/or magma will find that they cannot produce water from their bodies for 2 rounds.
There are no wild Pokemon to interfere. Satan is also too busy to mess around.
Right, I forgot I changed that multiplier. In any case, sunny day does not reduce the energy cost of fire attacks.I can explain Flamethrower, I was under the impression the Sunny Day only gave 1.25 boost, and I felt being in such an arena, the sunny day like affects and the heat made it easier to use Flamethrower.
Typically pokemon don't revert to their alternative commands if one of their primaries doesn't work out. However, you should make note of that sort of thing if you do it.And for some odd resaon I felt like Bearform should use Rock Tomb just because I didn't think it would be easy at all for Bearform to make Mud, and all I could think of was spit and crush rocks. So I moved over to Rock Tomb.
Make note of that. Although how would being familiar with the arena have anything to do with it? It's not like it was conjuring fire from the environment.I figured that as a result of both the effects of the arena and Cerberus' familiarity with the arena (it's a hellhound, duh), it would have an easier time summoning fire.
Great. Next time that should be in your description.As for Mud-Slap... it spit on some dirt/eroded rocks/whatnot to form a substance that was close enough to mud.