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Thread: Item Battle! Em vs. Underscore (ref: Oslo)

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    Arrow Item Battle! Em vs. Underscore (ref: Oslo)

    I’ve had this idea bouncing around in my head for years and I think it’s about time I set it loose upon the world…

    This will be a regular, run-of-the-mill battle… except with held items! Yep, the participating trainers will be able to give their Pokemon held items that will aid them in battle. No need to purchase anything. They’ll all be made available for free.

    Some things to note…

    A Pokemon can only hold a maximum of one item at a time. Obviously.

    Oh, and when a Pokemon is “holding” an item, it’s not physically holding it. Where exactly would a Voltorb stow an Oran Berry, anyway? Instead, the item is invisible and simply becomes part of the Pokemon, sort of like a hidden ability. As such, if a Voltorb is holding an Oran Berry, the Oran Berry can’t be seen or touched but will still activate when it’s supposed to activate. This is to prevent Pokemon from simply walking up to their opponent and taking/destroying its held item. If they want to do that, they'll have to use a specific move such as Thief. Similarly, Pokemon cannot discard their held item unless using a move such as Fling.

    Which brings me to my next point. Our ASB has changed certain abilities and moves such as Unnerve and Embargo to accommodate the fact that we don’t generally use items. However, since items are active for this battle, those abilities and moves will revert to their in-game function. I’ve compiled a list of every ability and move that involves items and placed them here. Some have been tweaked a little, so give ‘em a read:

    Abilities:

    Spoiler:
    Frisk: Causes the foe’s held item to become known
    Gluttony: Causes the user to consume its Berry at 75% HP instead of 50%
    Harvest: Causes the user to regain its consumed Berry; however, this ability may only come into effect for the user once
    Klutz: Causes the user to be unable to use its held item
    Pickpocket: Causes the user to steal the foe’s held item when the foe hits the user with a contact move
    Sticky Hold: Causes the user to hold onto its held item even when Thief, Covet, Trick, Switcheroo, Bug Bite, Pluck or Knock Off are used against it
    Unburden: Causes the user’s Speed to double when its held item is lost or consumed
    Unnerve: Causes the foe to be unable to use its held item


    Moves:

    Spoiler:
    Bestow: The user transfers its held item to the target if the target has no held item
    Bug Bite: The user deals damage and consumes the foe’s held Berry
    Covet: The user deals damage and obtains the target’s held item if the user has no held item
    Embargo: The user negates the effect of the foe’s held item for a limited duration and prevents them from using Fling
    Incinerate: The user deals damage and destroys the opponent’s held Berry
    Fling: The user throws its held item at the foe
    Knock Off: The user attacks and has a 25% chance of destroying the foe’s held item
    Magic Room: The user suppresses the effect of all held items for a limited duration
    Natural Gift: The user deals damage, the type and strength of which is determined by its Berry; however, the Berry is not immediately consumed thereafter
    Pluck: The user deals damage and consumes the foe’s held Berry
    Recycle: The user regains a held item once it has been consumed; however, it may only use this attack once per battle
    Switcheroo: The user switches held items with the target
    Thief: The user deals damage and obtains the target’s held item if the user has no held item
    Trick: The user switches held items with the target


    Now, with that out of the way, here are the items! I've divided them into thirteen different categories. Some have been tweaked to prevent them from becoming over/underpowered. For example, Air Balloons cannot be popped and Herbs aren’t consumed after one use. The items that are consumed after one use will be denoted with a red asterisk.

    Berries:

    Spoiler:
    *Apicot Berry: Raises the holder’s Special Defence when HP falls below 50%
    *Ganlon Berry: Raises the holder’s Defence when its HP falls below 50%
    *Lansat Berry: Raises the holder’s critical hit ratio when HP falls below 50%
    *Leppa Berry: Restores the holder’s EP when its EP falls below 50%
    *Liechi Berry: Raises the holder’s Attack when its HP falls below 50%
    *Lum Berry: Cures any status ailment acquired by the holder
    *Oran Berry: Restores the holder’s HP when its HP falls below 50%
    *Petaya Berry: Raises the holder’s Special Attack when HP falls below 50%
    *Salac Berry: Raises the holder’s Speed when HP falls below 50%
    *Starf Berry: Sharply raises one of the holder’s stats when its HP falls below 50%


    Choice Items:

    Spoiler:
    Choice Band: Sharply boosts the holder’s Attack but only allows use of the first move selected
    Choice Scarf: Sharply boosts the holder’s Speed but only allows use of the first move selected
    Choice Specs: Sharply boosts the holder’s Special Attack but only allows use of the first move selected


    Condition Boosters:

    Spoiler:
    Binding Band: Boosts the damage dealt by partially trapping moves (Whirlpool, Sand Tomb, etc.) when used by the holder
    Damp Rock: Lengthens the duration of Rain Dance when used by the holder
    Grip Claw: Lengthens the duration of partially trapping moves (Whirlpool, Sand Tomb, etc.) when used by the holder
    Heat Rock: Lengthens the duration of Sunny Day when used by the holder
    Icy Rock: Lengthens the duration of Hail when used by the holder
    Light Clay: Lengthens the duration of Light Screen and Reflect when used by the holder
    Smooth Rock: Lengthens the duration of Sandstorm when used by the holder


    Gems:

    Spoiler:
    *Bug Gem: Sharply boosts the first Bug-type move used by the holder
    *Dark Gem: Sharply boosts the first Dark-type move used by the holder
    *Dragon Gem: Sharply boosts the first Dragon-type move used by the holder
    *Electric Gem: Sharply boosts the first Electric-type move used by the holder
    *Fighting Gem: Sharply boosts the first Fighting-type move used by the holder
    *Fire Gem: Sharply boosts the first Fire-type move used by the holder
    *Flying Gem: Sharply boosts the first Flying-type move used by the holder
    *Ghost Gem: Sharply boosts the first Ghost-type move used by the holder
    *Grass Gem: Sharply boosts the first Grass-type move used by the holder
    *Ground Gem: Sharply boosts the first Ground-type move used by the holder
    *Ice Gem: Sharply boosts the first Ice-type move used by the holder
    *Normal Gem: Sharply boosts the first Normal-type move used by the holder
    *Poison Gem: Sharply boosts the first Poison-type move used by the holder
    *Psychic Gem: Sharply boosts the first Psychic-type move used by the holder
    *Rock Gem: Sharply boosts the first Rock-type move used by the holder
    *Steel Gem: Sharply boosts the first Steel-type move used by the holder
    *Water Gem: Sharply boosts the first Water-type move used by the holder


    Herbs:

    Spoiler:
    Mental Herb: Gives the holder immunity to Attraction, Taunt, Encore, Torment, Amnesia and Cursed Body
    Power Herb: Gives the holder the ability to execute two-action moves (SolarBeam, Dig, etc.) in one action
    White Herb: Gives the holder immunity to negative stat changes


    HP Restoration:

    Spoiler:
    Big Root: Boosts the HP yield of the holder’s HP-draining moves (Giga Drain, Dream Eater, etc.)
    Black Sludge: Restores the holder’s HP at the end of every round if the holder is Poison-type
    Leftovers: Restores the holder’s HP at the end of every round
    Shell Bell: Causes the holder to restore a small amount of HP when dealing damage


    Incense:

    Spoiler:
    Full Incense: Forces the holder to make moves last
    Lack Incense: Boosts the holder’s Evasion
    Odd Incense: Boosts the power of the holder’s Psychic-type moves
    Rock Incense: Boosts the power of the holder’s Rock-type moves
    Rose Incense: Boosts the power of the holder’s Grass-type moves
    Sea Incense: Boosts the power of the holder’s Water-type moves
    Wave Incense: Boosts the power of the holder’s Water-type moves


    Negative Effect on Holder:

    Spoiler:
    Flame Orb: Burns the holder after one action
    Toxic Orb: Poisons the holder after one action
    Iron Ball: Lowers the holder’s Speed and makes them vulnerable to Ground-type moves
    Ring Target: The holder loses its type immunities
    Sticky Barb: Damages the holder at the end of every round


    Pokemon-specific:

    Spoiler:
    Adamant Orb: Boosts the power of the holder’s Dragon- and Steel-type moves when held by Dialga
    DeepSeaScale: Boosts the holder’s Special Defence when held by Clamperl
    DeepSeaTooth: Boosts the holder’s Special Attack when held by Clamperl
    Eviolite: Boosts the holder’s Defence and Special Defence when held by Pokemon that can still evolve
    Griseous Orb: Boosts the power of the holder’s Dragon- and Ghost-type moves when held by Giratina
    Light Ball: Boosts the holder’s Attack and Special Attack when held by Pikachu
    Lucky Punch: Boosts the holder’s critical hit ratio when held by Chansey
    Lustrous Orb: Boosts the power of the holder’s Dragon- and Water-type moves when held by Palkia
    Metal Powder: Boosts the holder’s Defence and Special Defence when held by Ditto (even if Transformed)
    Quick Powder: Boosts the holder’s Speed when held by Ditto (even if Transformed)
    Soul Dew: Boosts the holder’s Special Attack and Special Defence when held by Latios and Latias
    Stick: Boosts the holder’s critical hit ratio when held by Farfetch’d
    Thick Club: Boosts the holder’s Attack when held by Cubone and Marowak


    Power Boosters:

    Spoiler:
    Absorb Bulb: Boosts the holder’s Special Attack when hit by a Water-type move
    BrightPowder: Boosts the holder’s Evasion
    Cell Battery: Boosts the holder’s Attack when hit by an Electric-type move
    Expert Belt: Boosts the power of the holder’s super effective attacks
    Life Orb: Sharply boosts the holder’s attacks while draining its HP
    Metronome: Boosts the power of the holder’s attacks when used repeatedly
    Muscle Band: Boosts the power of the holder’s Physical attacks
    Scope Lens: Boosts the holder’s critical hit ratio
    Wide Lens: Boosts the holder’s Accuracy
    Wise Glasses: Boosts the power of the holder’s Special attacks
    Zoom Lens: Sharply boosts the holder’s Accuracy when attacking last


    Turn Order Alteration:

    Spoiler:
    Lagging Tail: Causes the holder to move last within its priority bracket
    Quick Claw: Sometimes causes the holder to move first within its priority bracket


    Type-enhancers:

    Spoiler:
    Black Belt: Boosts the power of the holder’s Fighting-type moves
    BlackGlasses: Boosts the power of the holder’s Dark-type moves
    Charcoal: Boosts the power of the holder’s Fire-type moves
    Dragon Fang: Boosts the power of the holder’s Dragon-type moves
    Hard Stone: Boosts the power of the holder’s Rock-type moves
    Magnet: Boosts the power of the holder’s Electric-type moves
    Metal Coat: Boosts the power of the holder’s Steel-type moves
    Miracle Seed: Boosts the power of the holder’s Grass-type moves
    Mystic Water: Boosts the power of the holder’s Water-type moves
    NeverMeltIce: Boosts the power of the holder’s Ice-type moves
    Poison Barb: Boosts the power of the holder’s Poison-type moves
    Sharp Beak: Boosts the power of the holder’s Flying-type moves
    Silk Scarf: Boosts the power of the holder’s Normal-type moves
    SilverPowder: Boosts the power of the holder’s Bug-type moves
    Soft Sand: Boosts the power of the holder’s Ground-type moves
    Spell Tag: Boosts the power of the holder’s Ghost-type moves
    TwistedSpoon: Boosts the power of the holder’s Psychic-type moves


    Various:

    Spoiler:
    Air Balloon: Gives the holder immunity to Ground-type moves; cannot pop
    Destiny Knot: Infatuates the foe if the holder is infatuated
    *Eject Button: Forces the holder to switch out if hit by an attack
    Float Stone: Halves the weight of the holder
    *Focus Sash: Causes the user to endure any attack that would bring it to 0 HP
    King’s Rock: Moves without added effects have a chance of causing flinch
    *Red Card: Forces the opponent to switch to a random Pokemon when the holder is attacked by a move
    Rocky Helmet: Causes the opponent to sustain damage when using contact moves against the holder
    Shed Shell: Allows the holder to switch out even if trapped


    Now that you’ve seen the items, it’s time to get to the battle…

    This will be a 6 on 6, one Pokemon at a time. The arena will be Indigo Plateau and we’ll have a damage cap of 40% as well as a DQ time of one week. The battlers will PM me their six Pokemon which I will list at the bottom of this post for everyone to see. They'll state which Pokemon they will use first but the rest can be called upon in any order. Switching is permitted. The battlers will also mention in their PM which items they're giving to which Pokemon—and they may only pick one item per category, meaning they can't give a Choice Band to one Pokemon and a Choice Scarf to another. Obviously, this means that they can't give out the same item more than once, so they'll have to resist the urge to give all of their Pokemon Leftovers.

    Just like in the games, the items will be secret. If somebody releases an Electabuzz with an Air Balloon, their opponent isn’t going to know about the Air Balloon until they use a Ground-type move. When that happens, the item is no longer a secret—so it will be listed on the reffing sheet right beneath the Pokemon’s ability for all to see. Similarly, a Sharp Beak will remain secret until the holder uses a Flying-type move. As well, an item will also no longer be secret if it trades hands or is consumed. (It might help if the battlers write down which items they're giving to which Pokemon just so they don't forget. However, if they do forget, they can PM me and I'll remind them.)

    Hopefully that’s not too confusing. If anyone has any questions, feel free to ask and I’ll do my best to clarify whatever I can. This is obviously one massive test run so if anything seems to be amiss then feel free to let me know. With that out of the way, do I have two volunteers? Anyone who has six Pokemon and an empty slot may join.

    Let’s roll!

    Here are the teams...

    Team Emerald_Gen.3:

    Undine (Slowking F @Regenerator *Shell Blade)
    Forcystus (Pidove M @Rivalry) [Sharp Beak]
    Gnome (Diglett F @Arena Trap)
    Commander Crushface (Rhyhorn F @Lightningrod) [Lagging Tail]
    Amaterasu (Darumaka F @Inner Focus) [Iron Ball]
    Speak (Pansage F @Overgrow)

    Team Underscore:

    Ambipom M @Technician
    Muk F @Poison Touch
    Yamask F @Mummy [Quick Claw]
    Yanmega M @Speed Boost
    Piloswine M @Thick Fat
    Dragonite M @Multiscale

    Bold denotes the Pokemon currently in use.
    Last edited by Oslo; 31st August 2013 at 08:58 PM.

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