[PSYCHIC] Leader Gerard vs Challenger Leethoof - Take 2

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
WHOA deja vu...

rules said:

I hereby accept your challenge, with a warning about what would happen if you are to disappear on me, which I assure you, won't be pretty. Now, since my arena hasn't been uploaded for whatever reason I'll give it to you right here. We're fighting in the dreamworld, specifically in the Dreamlands, the deepest place of them all, where even the subconscious is afraid to wander but where every single though originates from.

4v4 Doubles (GL brings 7, chooses 4)
2 Day Player DQ Time (3 Day ref)
10 Recoveries & 25 Chills per team
3 Subs per pokemon
1 Mega per team
Switch = OK
Abilities = All
Items = On
Turn Order = Coin
Arena = Dreamlands
Summary: Huge Desert of Cristal Sand (Sand terrain)
All moves are usable (materials are generated on the spot by the user)

- All pokemon get a once stage accuracy boost boost (+1 Acc). Any change in accuracy will return to this point.
- All pokemon with a BST total of 17 or less get an increase of five (5) points to their original stats, changing rankings if the new stat passes the cutoff. (Ex. Forretress stats (75/90/140/60/60/40) become 80/95/145/65/65/45 thus gaining +1 Def, SpA & SpD along with 5 extra speed)
- Non Damaging moves cost one (1) less energy to execute if performed by a Psychic Pokemon

- Magic Room, Trick Room, Wonder Room & Gravity have their duration increased by (1) round.
- Imprison, Telekinesis, Miracle Eye & Levitate (Command) have their duration increased by three (3) actions.
- Wish, Heal Pulse & Healing Wish recover five (5) more Hp at the cost of two (2) more energy
- Ghost Moves go through the invulnerable phase of Phantom Force & their BP is doubled.


I am lazy so no fancy introductions here. Pay attention to Katherine the Gardevoir and Giovanna the Houndoom. Because I said so.

Team Leader:

Wilde (Gallade) {♂}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
  • Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities: Steadfast / Justified (H)
  • Steadfast: (Passive) 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: (Passive) 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.
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 4
WC: 6
BRT: 22

EC: 9/9
MC: 0
AC: 5/5

Attacks (129/129)

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Double Team
Double Edge
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power Rock
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Mud Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Vogue (Starmie) {O}
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic

  • Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

  • Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Illuminate / Natural Cure / Analityc (H)
  • Illuminate: (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
  • Natural Cure: (Passive) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (89/89)


Attract
Aurora Beam
Avalanche
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confide
Confuse Ray
Cosmic Power
Curse
Dazzling Gleam
Dive
Double Team
Double-Edge
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Natural Gift
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Rapid Spin
Recover
Recycle
Reflect
Reflect Type
Refresh
Rest
Return
Rollout
Round
Scald
Secret Power
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic
Surf
Swagger
Swift
Tackle
Take Down
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon

Simone (Jynx) {♀}
Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice / Psychic

  • Ice STAB; Immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
  • Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Oblivious / Forewarn / Dry Skin (H)
  • Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Charm, Captivate, or Taunt.
  • Forewarn: (Passive) 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.
  • Dry Skin: (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
HP: 100
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BRT: 17

EC: 6/6
MC: 2
AC: 5/5

Attacks (70/---)

Attract
Avalanche
Bide
Blizzard
Brick Break
BubbleBeam
Confusion
Copycat
Counter
Covet
DoubleSlap
Double Team
Drain Punch
Draining Kiss
Dream Eater
Dynamic Punch
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nasty Plot
Nightmare
Perish Song
Petal Dance
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Telekinesis
Teleport
Thief
Torment
Toxic
Uproar
Wake-Up Slap
Water Pulse
Wish

Kirot (Metagross) {O}
Nature: Careful (+1 SpD, -1 SpA)
Type: Steel / Psychic

  • Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-Type attacks and Poison/Toxic Status.
  • Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Clear Body / Light Metal (H)
  • Clear Body: (Passive) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal: (Passive) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
HP: 100
Atk: 5
Def: 5
SpA: 2 (-)
SpD: 4
Spe: 70
SC: 4
WC: 9 [7]
BRT: 22

EC: 9/9
MC: 0
AC: 5/5

Attacks (69/80)

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Edge
Double Team
DynamicPunch
Earthquake
Endure
Explosion
Facade
Flash
Flash Cannon
Frustration
Fury Cutter
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power Fire
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Mud Slap
Protect
Psych Up
Psychic
Psyshock
Pursuit
Rain Dance
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Selfdestruct
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Snore
Stealth Rock
Substitute
Swagger
Take Down
Telekinesis
ThunderPunch
Toxic
Trick
Zen Headbutt

Katherine (Gardevoir) {♀}
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic / Fairy

  • Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
  • Fairy STAB; -1 EN on non-Fairy Typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities: Synchronize / Trace / Telepathy (H) / Pixilate (M)
  • Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-Types cannot be poisoned, Fire-Types cannot be burned & Electric-Types cannot be paralyzed in this manner.
  • Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
  • Telepathy: (Passive) 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.
  • Pixilate (Toggle) By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BRT: 21

(Mega Stats)

HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
SC: 3
WC: 3
BRT: 25

EC: 9/9
MC: 2
AC: 5/5

Attacks (90/101)

Ally Switch
Attract
Calm Mind
Captivate
Charge Beam
Charm
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Misty Terrain
Moonblast
Mud Slap
Pain Split
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt

Hecate (Aurumoth) {♀}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Bug / Psychic

  • Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
  • Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Weak Armor / No Guard / Illusion (H)
  • Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
  • No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
  • Illusion: (Passive) 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 Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 110
Atk: 5
Def: 4
SpA: 6 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BRT: 23

EC: 9/9
MC: 1
AC: 5/5

Attacks (79/81)


Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confide
Confusion
Counter
Dazzling Gleam
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Infestation
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
Steel Wing
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt

Diabola (Delphox) {♀}

Nature: Modest (+1 SpA, -Atk)
Type: Fire / Psychic

  • Fire STAB; Immune to burn status. Brighten Command.
  • Psychic STAB; Can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-Type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Blaze / Magician (H)
  • Blaze: (Passive) 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)
  • Magician: (Passive) This Pokemon is crafty and will steal items from an opposing Pokemon during any of its damaging attacks if it does not have one of its own.
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 4
Spe: 104


SC: 3
WC: 3
BRT: 21


EC: 9/9
MC: 0
AC: 5/5


Attacks (48/58)

Attract
Blast Burn
Calm Mind
Double Team
Dream Eater
Ember
Facade
Fire Blast
Fire Pledge
Fire Spin
Flame Charge
Flamethrower
Future Sight
Grass Knot
Heat Wave
Hidden Power Fairy
Howl
Hyper Beam
Hypnosis
Incinerate
Light Screen
Lucky Chant
Magic Coat
Magic Room
Mystical Fire
Overheat
Protect
Psybeam
Psychic
Psyshock
Rain Dance
Rest
Role Play
Round
Safeguard
Scratch
Shadow Ball
Sleep Talk
Solarbeam
Substitute
Sunny Day
Swagger
Switcheroo
Tail Whip
Toxic
Trick Room
Will-o-Wisp
Wish



Team Challenger:


Mandibuzz (Jambalaya) (F)
Nature
: Adamant (+Atk, -SpA)

Jambalaya is aloof and haughty, distancing herself from the rest of her team. A fierce loner,
she often flies for days on her own, scouring the sky for someone to meet up with - she has absurdly high standards for friendship. However, she has shown unexpected kindness and taken Jurassic under her wing, helping him out as he becomes accustomed to this new world.

Type: Dark/Flying

Abilities: Big Pecks/Overcoat/Weak Armor

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Bone Rush, Brave Bird, Feint Attack, Fly, Foul Play, Fury Attack, Giga Impact, Knock Off, Payback, Pluck, Punishment, Retaliate, Rock Tomb, Sky Attack, Steel Wing, Thief, U-Turn
Special: Air Slash, Dark Pulse, Gust, Heat Wave, Hyper Beam
Other: Attract, Block, Defog, Double Team, Embargo, Fake Tears, Flatter, Iron Defense, Leer, Mean Look, Mirror Move, Nasty Plot, Protect, Psych Up, Rest, Roost, Scary Face, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Torment, Toxic, Whirlwind


Houndoom (Giovanna) (F)
Nature
: Hasty (+15% Speed, +14% Accuracy, -1 Def)

Giovanna is a smug, harsh judge, and frankly, quite a bitch. Always playing hard-to-get, Giovanna's friends are few and far between, but turns her sass into loyalty to any who get close to her. Stasis has managed to make friends with Giovanna, mostly because the latter pities her.

Type: Dark/Fire

Abilities: Early Bird, Flash Fire, Unnerve (DW), Solar Power (Mega)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 110 (+) (14% Accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

Mega Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 133 (+) (20% Accuracy)
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Beat Up, Bite, Counter, Crunch, Feint Attack, Fire Fang, Flame Charge, Foul Play, Sucker Punch, Super Fang, Thunder Fang
Special: Dark Pulse, Ember, Fire Blast, Fire Spin, Flamethrower, Heat Wave, Hyper Beam, Incinerate, Inferno, Overheat, Shadow Ball, Sludge Bomb, Smog, Snarl, Solarbeam
Other: Destiny Bond, Detect, Double Team, Endure, Howl, Leer, Mimic, Nasty Plot, Odor Sleuth, Protect, Rest, Roar, Role Play, Sleep Talk, Snatch, Spite, Substitute, Taunt, Torment, Toxic, Will-o-wisp


Armaldo [Thrawn] (M)
Nature
: Careful (+Sp Def, -Sp Atk)

Thrawn methodically thinks out his every action, from the simplest route to the most complex battle. His skills of observation are unparalleled - he never misses a single minute detail. In battle, every action is coolly calculated, and Thrawn always has a plan to victory.

Type: Bug/Rock

Abilities: Battle Armor/Swift Swim (DW)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Aerial Ace, Aqua Jet, Aqua Tail, Brick Break, Bug Bite, Bulldoze, Cross Poison, Dig, Double-Edge, Earthquake, Fury Cutter, Giga Impact, Headbutt, Iron Tail, Knock Off, Low Kick, Metal Claw, Rapid Spin, Rock Slide, Rock Blast, Rock Tomb, Scratch, Slash, Smack Down, Stone Edge, Superpower, X-Scissor
Special: Mud-Slap, Struggle Bug, Water Gun
Other: Block, Double Team, Endure, Harden, Iron Defense, Mud Sport, Protect, Rest, Rock Polish, Sand-Attack, Sandstorm, Screech, Sleep Talk, Stealth Rock, String Shot, Substitute, Swords Dance


Musharna (Siddhartha) (M)
Nature
: Quiet (+Sp Atk, -15% Speed)

At first glance, Siddhartha might seem to be the most compassionate of Pokemon in the Stratons' team. He often strikes up conversations and asking others about their lives, and his nightly dream duty saves a lot of Pokemon from nightmares before they start. However, behind this lies an ulterior motive - to know absolutely everything. Siddhartha actively seeks out the educated elite of the world, invading and prodding their mind with Psychic assaults. His unquenchable thirst for knowledge is toned down among his few true friends, but he is still constantly searching.

Type: Psychic

Abilities: Forewarn/Synchronize/Telepathy

Stats:
HP: 120
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 25 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Physical: Frustration, Gyro Ball, Rock Slide, Rock Tomb, Zen Headbutt
Special: Charge Beam, Dazzling Gleam, Dream Eater, Energy Ball, Future Sight, Hyper Beam, Psybeam, Psychic, Psyshock, Psywave, Shadow Ball, Signal Beam, Stored Power, Swift, Synchronoise
Other: After You, Barrier, Baton Pass, Calm Mind, Defense Curl, Double Team, Gravity, Heal Bell, Healing Wish, Helping Hand, Hypnosis, Imprison, Light Screen, Lucky Chant, Magic Coat, Moonlight, Nightmare, Pain Split, Protect, Reflect, Rest, Safeguard, Skill Swap, Sleep Talk, Substitute, Telekinesis, Thunder Wave, Torment, Toxic, Trick, Trick Room, Wonder Room, Worry Seed, Yawn

Order of Operations:
Heads: Leader
Tails: Challenger


(Heads)

Gerard sends out pokemon with item
Leethoof sends out pokemon with item and orders
Gerard gives orders
I Ref
 
go go hyper offense kill everything ignore aurumoth mentally block out all the scary things gerard will do

Jambalaya @ Power Herb
Giovanna @ Houndoomite

Jambalaya: Sky Attack (Wilde) -> Brave Bird (Wilde) -> Sky Attack (Wilde)
If Wilde uses Taunt and you are faster and Taunt is not imprisoned and neither of you are Taunted, then use Taunt (Wilde).
If Wilde uses Imprison and you are faster and Taunt is not imprisoned and neither of you are Taunted, then use Taunt (Wilde).
Giovanna: [Mega Evolve] Heat Wave -> Fire Blast (Simone) -> Flamethrower (Simone)
If Wilde uses a damaging fighting-type combo against you AND you are not taunted AND Protect is not imprisoned, then use Protect that action and push actions back. Priority here.
If Simone is under the effects of Flash Fire, then begin the action string Dark Pulse (Simone) -> Crunch (Simone) -> Dark Pulse (Simone)
 
Well, Lett has definitively managed to put us in a difficult position, but that has never stopped us before, and this will not be an exception. Wilde, Simone, you'll have to take a lot of punishment here, but I assure you it will be worth it. Specially for you Wilde (though we can hope for a little flinches). This should leave us in the best position we could hope for.
Wilde: Helping Hand (Simone) ~ Encore (Giovanna) ~ Rock Slide
Simone: Blizzard ~ Icy Wind ~ Skill Swap (Simone's Dry Skin & Giovanna's Flash Fire)
 

Frosty

=_=
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Hp: 100
En: 100
5/3/4/4/69
Other:
Item: Expert Belt


Hp: 100
En: 100
1/2/5/4/115
Other:
Item: Weakness Policy


Hp: 110
En: 100
4/4/1/3/80
Other:
Item: Power Herb


Hp: 100
En: 100
3/2/5/3/133
Other:
Item: Mega Stone
Round 1!

And after a session of johning by yours truly this battle starts!

The Leader begins with Simone the Jynx and Wilde the Gallade. The Challenger counters with Jambalaya the Mandibuzz and Giovanna the Houndoom, activating the Mega Stone asap.

The challenger opts for an all-out approach and the leader is seemed forced to adopt a more defensive route using Encore and Skill Swap to get rid of those fire attacks on Jynx...at the cost of it receiving two powerful Fire Attacks right to the face.

The end result is oddly even. The challenger has more hp overall, but Giovanna is encored on Fire Blast against the Flash Fire Simone, which means that it won't be able to deal damage at least on action 1. Also, Giovanna and Mandibuzz are the Challenger's heavy hitters, given the type-matchup....while the same can't be said about the leader.

This usually isn't the expected result of a Round 1 where the Psychic Gym Leader orders last. Which probably means that this battle will be more intense than usual. Way more unpredictable.

Which is good.​
DATA:

ACTION 1!

Gallade used Helping Hand! (-15en)

Houndoom used Heat Wave! (-6en)
Crit: 8, 4
Effect: 7, 9
Damage:
vs Gallade: (10*0.75+3+2+2+1.5)= 16hp
vs Jynx: (10*0.75+3+2+2+2+1.5)*1.5= 27hp


Jynx used Blizzard! (-7en)
Crit: 3, 7
Effect: 4, 4
Damage:
vs Mandibuzz: (11*0.75*2+3+3)*1.5+4= 37.75hp
vs Houndoom: (11*0.75*2+3+3)*0.67+4= 19.07hp

Mandibuzz used Sky Attack (Gallade)! (-9en)
Crit: 13
Damage: (14+3+1.5)*1.5= 27.75hp

ACTION 2!

Houndoom used Fire Blast (Jynx)! (-7en)
Crit: 2
Effect: 4
Damage: (11+3+2+2+2+1.5)*1.5= 32.25hp

Jynx used Icy Wind! (-4en)
Crit: 4, 15
Damage:
vs Mandibuzz: (6*0.75+3+3)*1.5+4= 19.75hp
vs Houndoom: (6*0.75+3+3)*0.67+4= 11hp

Mandibuzz used Brave Bird! (-7.5en)
Crit: 6
Damage: (13+3+1.5)*1.5= 26.25hp
-8.75hp

Gallade used Encore (Houndoom)! (-10en)

ACTION 3!

Jynx used Skill Swap! (-6en)
Dry Skin for Flash Fire

Houndoom used Fire Blast (Jynx)! (-7en)
Flash Fire


Gallade used Rock Slide! (-6en)
Crit: 16, 10 (no)
Effect: 1 (yes)
Damage:
vs Mandibuzz: (8*0.75+2+1.5)*1.5= 14.25hp
vs Houndoom: (8*0.75+2+4.5)*1.5= 18.75hp

Mandibuzz flinched!


- - -


Hp: 30
En: 71
5/3/4/4/69
Other:
Item: Expert Belt


Hp: 41
En: 84
1/2/5/4/115
Other: +2Atk/SpA, Flash Fire instead of Dry Skin
Item:


Hp: 29
En: 83
4/4/1/3/80
Other: -1spe
Item: Power Herb (2/3)


Hp: 51
En: 80
3/2/5/3/133
Other: Encored on Fire Blast for 1a, Dry Skin instead of Flash Fire, -1spe
Item: Mega Stone

- - -

Gerard gives orders
Leethoof gives orders
I Ref

EDIT: @ below

1) New Mega Evo rules were on when this battle was started (same day, but sooner). Check here: http://www.smogon.com/forums/threads/mega-evolutions.3507092/#post-5466811 . Because of those rules, megavolving affects speed from the get-go.
2) Mandibuzz has 3 weight so Brave Bird is 13BAP.
3) Fixed.
4) Fixed.
5) Fixed.
 
Last edited:
Everything went according to plan. We even managed to get lucky with that last flinch (thought don't worry Leet, unless it had flinched Wilde would still have 1 Hp left). This is why you should always keep your guard up at all times. Now this will be a very simple round: First Wilde, you shall help Simone get a powerful snowstorm going, a blizzard strong enough to knock down Jambalaya out of the sky and cold enough even Giovanna will feel it in her bones. Unable to defend herself as she's forced into using a useless attack. Just to be quickly dispatched by the swift hands of Jynx and the powerful fist of Gallade.
Wilde: Helping Hand (Simone) ~ Focus Punch (Giovanna) ~ Rock Slide
* If Jambalaya uses a Protective or Evasive Move, on herself A1, then use Focus Punch (Giovanna) A1 & push actions
* If Giovanna uses a Protective or Evasive Move, on herself A2, then use Wish A2 & push actions
* If Giovanna uses Endure A2 then use Drain Punch A2 & A3 instead


Simone: Blizzard ~ Fake Out (Giovanna) ~ Blizzard
* If Jambalaya uses a Protective or Evasive Move, on herself A1, then use Focus Blast (Giovanna) A1 & push actions
* If Giovanna uses a Protective or Evasive Move, on herself A2, then use Frost Command (Once) & push actions
* If Giovanna uses Endure A2 then replace A2 with Frost Command & A3 with Fake Out (Giovanna)
Just a few nitpicks: Jynx is faster than Houndoom A1 (Since Megavolving's speed boost doesn't affect the turn order of the turn when it happens and 115 > 110) so both Houndoom & Mandibuzz should have 4 more hp (since heat wave hasn't activate WP). This battle started before the Weight moves voting were closed, so BB should have 14 BP. There is a 3 where there should be a 2 vs Houndoom's Rock Slide (I'm assuming you confused Expert Belt since I don't see a crit on your calcs and you correctly put it vs Mandibuzz). Gallade should have 2 more energy & Jynx should have 1 more since all non-damaging moves cost 1 less energy to execute in this arena for Psychics. And both Mandibuzz & Houndoom should still be at -1 Spe [Gallade 28/71, Jynx 41/84, Mandibuzz 33/83, Houndoom 55/80]
 

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