[Psychic] Leader Gerard vs. Challenger Frosty [Ref: Gale]

Rules:
5v5 Doubles (GL brings 8, chooses 5)
2 Day Player DQ Time (3 Day ref)
10 Recoveries & 25 Chills per team
3 Subs per pokemon
Mega = Infinite [ Why do you do this? ]
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.

Leader Gerard's Team:
Wilde (Gallade) {♂}
Nature: Jolly (+15% Speed, +10% / 19% [Mega] Accuracy, -1 SpA)
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) / Inner Focus (M)
  • 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.
  • Inner Focus: (Passive) 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.
HP: 100
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 4
Spe: 92 (+)
SC: 3
WC: 4
BRT: 22

(Mega Stats)

HP: 100
Atk: 7
Def: 3
SpA: 2 (-)
SpD: 4
Spe: 127 (+)
SC: 3
WC: 4
BRT: 25

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

Attacks (133/133)

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
Disarming Voice
Double Team
Double Edge
Drain Punch
Draining Kiss
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
Quick Guard
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
Wide Guard
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Mirage (Bronzong) {O}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
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: Levitate / Heatproof / Heavy Metal (H)
  • Levitate: (Passive) 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.
  • Heatproof: (Passive) This Pokemon's mirror-like alloyed skin protects it from Fire-Type attacks, reducing the Type effectiveness of Fire-Typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
  • Heavy Metal: (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. .
HP: 100
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 5
Spe: 28 (-)
SC: 3
WC: 5 (8)
BRT: 19

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

Attacks (72/72)


AncientPower
Block
Bulldoze
Calm Mind
Charge Beam
Confide
Confuse Ray
Confusion
Double Team
Dream Eater
Earthquake
Endure
Explosion
Extrasensory
Facade
Faint Attack
Feint Attack
Flash
Flash Cannon
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hidden Power Ground
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Natural Gift
Payback
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Recycle
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snore
SolarBeam
Stealth Rock
Strength
Substitute
Sunny Day
Swagger
Tackle
Telekinesis
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt

Kurt (Slowbro) {♂}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Water

  • 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.
  • 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.
Abilities: Oblivious / Own Tempo / Regenerator (H) / Shell Armor (M)
  • Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Charm, Captivate, or Taunt.
  • Own Tempo: (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
  • Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
  • Shell Armor: (Passive) This Pokemon's thick, bony outer shell prevents it from taking critical hits.
HP: 100
Atk: 3
Def: 4
SpA: 5 (+)
SpD: 3
Spe: 26 (-)
SC: 3
WC: 4
BRT: 19

(Mega Stats)

HP: 100
Atk: 3
Def: 8
SpA: 6 (+)
SpD: 3
Spe: 26 (-)
SC: 3
WC: 4
BRT: 24

EC: 6/6
MC: 1
AC: 5/5

Attacks (80/---)


Aerial Ace
After You
Amnesia
Aqua Tail
Avalanche
Belch
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Double Team
Drain Punch
Dynamic Punch
Earthquake
Echoed Voice
Endure
Facade
Fire Blast
Fissure
Flamethrower
Fling
Focus Blast
Focus Punch
Future Sight
Grass Knot
Gravity
Growl
Hail
Headbutt
Heal Pulse
Hidden Power Electric
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Skull Bash
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Swagger
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Water Pulse
Withdraw
Wonder Room
Yawn
Zen Headbutt

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) / Tough Claws
  • 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.)
  • Tough Claws: (Passive) This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.
HP: 100
Atk: 5
Def: 5
SpA: 2 (-)
SpD: 4 (+)
Spe: 70
SC: 4
WC: 9 [7]
BRT: 22

(Mega Stats)

HP: 100
Atk: 6
Def: 6
SpA: 3 (-)
SpD: 5 (+)
Spe: 110
SC: 4
WC: 11 [9]
BRT: 27

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

Attacks (71/80)

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
Natural Gift
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
Sunny Day
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: 0
AC: 5/5

Attacks (101/101)


Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
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
Grudge
Headbutt
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
Memento
Mimic
Misty Terrain
Moonblast
Mud Slap
Natural Gift
Nightmare
Pain Split
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
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: 4
AC: 5/5

Attacks (81/81)


Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confide
Confusion
Counter
Cut
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
Retaliate
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

Gavroche (Reuniclus) {♂}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic

  • 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: Magic Guard / Overcoat / Regenerator (H)
  • Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
  • Overcoat: (Passive) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
  • Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 110
Atk: 4 (+)
Def: 3
SpA: 5
SpD: 3
Spe: 26 (-)
SC: 2
WC: 2
BRT: 20

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

Attacks (78/78)

Acid Armor
After You
Astonish
Attract
Calm Mind
Charm
Confuse Ray
Dazzling Gleam
Dizzy Punch
Double Team
Drain Punch
Dream Eater
Embargo
Endeavor
Energy Ball
Explosion
Facade
Fire Punch
Flash
Flash Cannon
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Helping Hand
Hidden Power Fire
Hyper Beam
Ice Punch
Imprison
Infestation
Knock Off
Light Screen
Magic Coat
Night Shade
Pain Split
Power-up Punch
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Recover
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Rollout
Round
Safeguard
Secret Power
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Strength
Substitute
Superpower
Swagger
Telekinesis
Thunder
Thunder Wave
ThunderPunch
Toxic
Trick
Trick Room
Wonder Room
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 one of its 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 (58/58)

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

The Gym Leader Gerard, has been on an off lately... And his forms seems to be in a slump. But he has got some luck in his favor to take him through this difficult time. He has brought the exact same team from his other challenge with the exception of Gavroche. Idk, how Gavroche would be helpful. But this most certainly looks to be the challenger's game from the start. Either the Leader has to outplay the challenger almost every round or has to have insane luck. Both of which don't seem realistic. But you never know ...

Challenger Frosty's Team:

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
Type: Ghost

Abilities:
Pressure/Frisk (H) [UNLOCKED]


Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

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

Attacks (100/100 - MOVEPOOL COMPLETED!):
Astonish (*)
Attract
Bind
Blizzard
Body Slam
Brick Break
Bulldoze
Calm Mind
Captivate
Charge Beam
Confide
Confuse Ray (*)
Counter
Curse
Dark Pulse
Destiny Bond (*)
Disable (*)
Double-Edge
Double Team
Dream Eater
DynamicPunch
Earthquake
Embargo
Endure
Facade
Faint Attack
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight (*)
Frustration
Future Sight
Giga Impact
Gravity
Grudge
Haze
Headbutt
Helping Hand
Hex
Hidden Power Water
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison (*)
Infestation
Leer (*)
Mean Look
Mega Kick
Mega Punch
Memento
Metronome
Mimic
Mud Slap
Natural Gift
Night Shade (*)
Nightmare
Ominous Wind
Pain Split (*)
Payback
Power-Up Punch
Protect
Psych Up
Psychic
Pursuit (*)
Rain Dance
Rapid Spin
Return (*)
Rest
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Ball
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Strength
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room

Shadow Mend

Chandelure [Jalhalla] (M)

Nature: Modest (+SpA, - Attack)

Type: Ghost / Fire
Abilities: Flame Body/Flash Fire/Infiltrator [UNLOCKED]

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (66/66 - Movepool Completed!):
Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confide
Confuse Ray
Curse
Dark Pulse
Double Team
Dream Eater
Embargo
Ember
Endure
Energy Ball
Facade
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Flash
Frustration
Giga Impact
Haze
Heat Wave
Hex
Hidden Power Water
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Payback
Power Split
Protect
Psych Up
Psychic
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Sleep Talk
Smog
Snore
Solarbeam
Spite
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will-o-Wisp

Shadow Mend

Sableye (Zant) (M)

Types: Ghost/Dark

Nature: Brave (+1 Atk, -15% spe, -10% evasion)

Abilities:
Keen Eye/Stall/Prankster (H) [UNLOCKED]

Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16


Mega Sableye (Zant) (M)
Types: Ghost/Dark

Abilities:
Keen Eye/Stall/Prankster (H) [UNLOCKED]/Magic Bounce [Mega]


Stats:
HP: 90
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 4
Spe: 17 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 18


EC:Not Aplicable
MC: 0
AC:5/5

Attacks (92/105+X):
Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Confuse ray
Counter
Dark Pulse
Dazzling Gleam
Detect
Dig
Double-Edge
Double Team
Dynamic Punch
Embargo
Endure
Facade
Faint attack
Fake Out
Feint
Fire Punch
Flatter
Focus Punch
Foresight
Foul play
Frustration
Fury Swipes
Gravity
Helping Hand
Hidden Power Flying
Hone Claws
Ice Punch
Icy Wind
Imprison
Incinerate
Knock off
Leer
Lick
Low Kick
Low Sweep
Magic Coat
Mean look
Metal Burst
Metronome
Mimic
Moonlight
Mud Slap
Nasty Plot
Night Shade
Nightmare
Pain Split
Payback
Poison Jab
Power gem
Power Up Punch
Protect
Psych Up
Psychic
Punishment
Quash
Rain Dance
Recover
Rest
Return
Rock Smash
Rock Tomb
Role Play
Scratch
Shadow ball
Shadow claw
Shadow Sneak
Signal Beam
Sleep Talk
Sleep Talk
Snarl
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thief
Thunderpunch
Torment
Toxic
Trick
Will-o-Wisp
Wonder Room
Zen headbutt

Shadow Mend

Aegislash [Ghirahim] (M)

Type: Steel/Ghost

Abilities: Stance Change

Nature: Quiet (+1SpA, - Speed, -10% evasion)

Stats:
Hp: 90
Atk: 2
Def: 6
SpA: 3 (+)
SpD: 6
Spe: 52 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
AC: Not applicable

Attacks (51/??):

Aerial Ace
After You
Autotomize
Block
Brick Break
Confide
Cut
Destiny Bond
Double Team
Facade
False Swipe
Flash Cannon
Frustration
Fury Cutter
Giga Impact
Gyro Ball
Head Smash
Hidden Power Ice
Hyper Beam
Iron Defense
Iron Head
King's shield
Magnet Rise
Metal Sound
Night Slash
Power Trick
Protect
Pursuit
Rain Dance
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Sacred Sword
Secret Power
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Slash
Sleep Talk
Snore
Spite
Substitute
Sunny Day
Swords Dance
Tackle
Toxic
Wide Guard

Banette [M] [Puppet Ganon]

Type: Ghost

Abilities: Insomnia/Frisk/Cursed Body (UNLOCKED)

Nature: Brave (+Atk, -Spe, -10% Evasion)

Stats:
Hp: 100
Atk: 5 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 56 (-)
Size Class: 2
Weight Class: 2
Base Stat Total: 19



Banette [M] [Puppet Ganon]

Type: Ghost
Abilities: Insomnia/Frisk/Cursed Body (UNLOCKED)/Prankster

Nature: Brave (+Atk, -Spe, -10% Evasion)

Stats:
Hp: 100
Atk: 8 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 65 (-)
Size Class: 2
Weight Class: 2
Base Stat Total: 22


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

Attacks (77/83):
Astonish
Attract
Calm Mind
Charge Beam
Confide
Confuse Ray
Curse
Dark Pulse
Dazzling Gleam
Destiny Bond
Disable
Double-Edge
Double Team
Dream Eater
Embargo
Endure
Facade
Feint Attack
Foresight
Foul Play
Giga Impact
Grudge
Gunk Shot
Headbutt
Helping Hand
Hex
Hidden Power Poison
Hyper Beam
Icy Wind
Imprison
Infestation
Knock Off
Magic Coat
Magic Room
Metronome
Mimic
Mud-Slap
Natural Gift
Night Shade
Nightmare
Ominous Wind
Ominous Wind (for the love of god...)
Pain Split
Payback
Phantom Force
Protect
Psych Up
Psychic
Pursuit
Rain Dance
Rest
Role Play
Round
Screech
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Skill Swap
Sleep Talk
Snatch
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thundebolt
Thunder
Thunder Wave
Torment
Toxic
Trick
Trick Room
Will-o-Wisp

Shadow Mend
Now the challenger here is very special. He hasn't lost a single Gym Challenge since he starter and is not going to let that reputation be tarnished this time either. He has brought his ghost squad to this battle, Bongo Bongo, Jalhalla, Zant, Ghirahim and Puppet Ganon all have considerable experience against tough opponents in the past; And have not even left a deadfox behind. It is an almost impossible battle to defend against this team and especially the challenger himself.

What strategies have both of these awesome trainers brought here today? I can't wait to see too. So lets go to the honorary coin toss.

Roll: 4567
[ Okay since the last battle I know that sending out first is theoretically good,
But we have seen vs IAR that Gerard got a KO but got himself in trouble later.
Nevertheless, The Gym Leader has some luck going for him right now.
But will it prolong? Idk ]​
Leader Gerard Sends Out and Equips
Challenger Frosty Sends Out, Equips and Orders
Leader Gerard Orders

Ref
 
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On and Off... Prepare to see how we can still make our enemies fear. Wilde, as usual I shall open with you, I trust your skills to be able to swiftly eliminate all opposition. Our second pick though, shall be a little more unexpected. I chose you Kurt. this might be your first battle in this gym but I've never believed you couldn't do it. Now teach them why you're a hundred times superior to that pompous King.

Galladite & Slowbronite
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
DISCLAIMER: I do not endorse any word of the OP. As far as I am concerned this is an uphill battle to say the least. But I am the one doing the tough climbing.



"You know...Almost every day after I posted the challenge I had this urge to delete the post. Now I know why. This isn't just hard. This is terrifying."

Go


Zant the Sableye with Sablenite
[MEGAEVOLVE]


Bongo Bongo the Dusknoir with Weakness Policy

- - -

Sableye: Shadow Ball (Slowbro) [STALL] - Dark Pulse (Slowbro) [STALL] - Shadow Sneak (Gallade)
IF
Gallade is ordered to use Snatch A1 THEN Taunt (Gallade) A1
IF Gallade is ordered to use Imprison A1, A2 or A3 THEN Imprison (Imprison, Taunt, Skill Swap) A1
IF Skill Swap is ordered A1, A2 or A3 THEN Imprison (Imprison, Taunt, Skill Swap) A1

Dusknoir: Shadow Punch (Gallade) - Shadow Sneak (Gallade) - Shadow Punch (Gallade)
[ONCE]IF
Slowbro is ordered to Skill Swap AND Gallade is ordered to use Snatch A1 AND Trick Room isn't up AND Dusknoir is faster THEN Taunt (Slowbro) AND Shadow Sneak (Gallade) on the following action
IF Asleep THEN Sleep Talk (Shadow Punch (Gallade) - Shadow Sneak (Gallade) - Shadow Ball (Gallade) - Astonish (Gallade)) AND Replace the following action with Shadow Sneak (Gallade)
IF Ghost Typed damaging combo AND by Slowbro AND aimed at Dusknoir AND this sub wasn't triggered on the action prior THEN Protect AND replace the following action with Shadow Sneak (Gallade)


I checked these subs like 23095823095823095823059823 times, so let me know if something is illegal, k? tks.
 
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A very hard battle, I recognize Bongo Bongo was among the pokemon I feared the most coming to my gym. And along with Sableye... That's a duet that just won't die. Still, Slowbro, let's try to make that very thing he subbed against, and show him you're not one to fall for childish pranks and name-calling. He's as Oblivious as that you'll see. Meanwhile I think we'll be preparing ourselves for a better situation. This took a long time to plan so I hope you appreciate the effort, it seems this is gonna be a long and fun battle.

*If I don't get angry about being eaten to death then fat jokes won't do the trick*

Wilde: Snatch ~ [Megavolve] Encore (Bongo Bongo) ~ Will-o-Wisp (Bongo Bongo)

Kurt: [Megavolve] Skill Swap [Sableye's Prankster / Slowbro's Own Tempo; Gallade's Nothing / Slowbro's Prankter; Gallade's Justified / Slowbro's Oblivious] ~ Scald (Zant) ~ Scald (Zant)
* If Zant is burned A3 then use Psychic (Bongo Bongo) A3 instead
 
Team Gerard:

Wilde (Gallade) {♂} | Kurt (Slowbro) {♂}
Psychic/Fighting | Psychic / Water
100 | 100
100 | 100
Galladite | Slowbronite
5/3/2/4/92/3/4 | 3/4/5/3/26/3/4
Steadfast, Justified | Oblivious, Own Temp, Regenerator
+10% Accuracy | -10% Evasion
Normal | Normal
Team Frosty:

Sableye (Zant) (M) | Dusknoir * (Bongo Bongo) M
Ghost/Dark | Ghost
90 | 90
100 | 100
Sablenite | Weakness Policy
4/3/3/3/43/1/2 | 5/5/3/5/39/4/5
Keen Eye/Stall/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Normal
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!

Round 1: Wtf:
Totally Dazzled...
Flavor will come when I know what is happening around here. Also, there is a certainty that I would have screwed up something.

Speed Order: Gallade, Sableye, Dusknoir, Slowbro

Sableye Mega Evolves!
Slowbro Mega Evolves!

Action 1:

Turn Order: Gallade(+3), Mega Sableye(+1), Dusknoir, Mega Slowbro

Gallade uses Snatch!
EN Used: 4 - 1

Mega Sableye uses Taunt (Gallade)!
EN Used: 9

Dusknoir uses Taunt on Mega Slowbro!
EN Used: 10

Mega Slowbro uses Skill Swap [Sableye's Prankster <-> Slowbro's Own Tempo; Gallade's Nothing <-> Slowbro's Prankter; Gallade's Justified / Slowbro's Oblivious]!
EN Used: 20 - 1

Action 2:

Gallade Mega Evolves!

Turn Order: Mega Gallade(+1), Dusknoir, Mega Slowbro, Mega Sableye(STALL),

Mega Gallade uses Encore on Dusknoir!
EN Used: 10 + 2 - 1

Dusknoir uses Taunt on Mega Slowbro!
EN Used: 10

Mega Slowbro uses Scald on Mega Sableye!
Critical Hit Check (625): 6685 (No)
Damage: (8 + 3 + 9 - 6)*1 = 14
Effect Chance(3000): 2386 (Yes) [GDI Gerard, you are too lucky :o]
EN Used: 5

Mega Sableye uses Dark Pulse on Mega Slowbro!
Critical Hit Check (625): Shell Armor (No)
Damage: (8 + 3 + 4.5 - 4.5)*1.5 = 16.5
Justified boosted Attack!
EN Used: 5

Burn damage on Mega Sableye = 2

Action 3:

Turn Order: Mega Gallade(+1), Mega Sableye(+1), Dusknoir, Mega Slowbro

Mega Gallade uses Will-O-Wisp on Dusknoir!
Accuracy Check(9500): 5250 (Hit) [+1 Accuracy All]
Dusknoir is burned!
EN Used: 7 + 2 - 1

Mega Sableye uses Shadow Sneak on Mega Gallade!
Critical Hit Check (625): 979 (No)
Damage: (4 + 3 + 6 - 3 - 4.5)*1.5 = 8.25
EN Used: 3

Dusknoir uses Taunt on Mega Slowbro!
EN Used: 10
Dusknoir's Taunt ends!

Mega Slowbro uses Psychic on Dusknoir!
Critical Hit Check (625): 4644 (No)
Damage: (11 + 3 + 9 - 7.5)*1 = 15.5
Effect Chance(1000): 7090 (No)
EN Used: 6.5

Burn damage on Dusknoir = 2
Burn damage on Mega Sableye = 2
Team Gerard:

Wilde (Mega Gallade) {♂} | Kurt (Mega Slowbro) {♂}
Psychic/Fighting | Psychic/Water
92 | 83
78 | 69
Galladite | Slowbronite
7/3/2/4/127/3/4 | 3/8/6/3/26/3/4
Steadfast, Oblivious, Prankster, Inner Focus | Justified, Regenerator, Shell Armor
+19% Accuracy | -10% Evasion
Taunted(3a) | +1 Atk(Perm), Taunted(5a)
Team Frosty:

Mega Sableye (Zant) (M) | Dusknoir * (Bongo Bongo) M
Ghost/Dark | Ghost
72 | 72
83 | 70
Sablenite | Weakness Policy
4/5/3/4/17/1/5 | 5/5/3/5/39/4/5
Keen Eye/Stall/Own Tempo/Magic Bounce | Pressure/Frisk
-10% Evasion | -10% Evasion
BRN(2 DPA) | BRN(2 DPA)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Errors are Identified and Fixed!
Gerard Orders
Frosty Orders
Ref
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Handbook: A Pokemon can Mega Evolve before the first action in a round under any condition, including Sleep, Freeze, or Taunt. Mega Evolution does not itself take up an action, and does not have an inherent Energy Cost (it may activate abilities that do, such as Drought or Sand Stream). Mega Evolution occurs before any other action takes place, regardless of priority (Pokemon will mega Evolve in the speed order of the Pokemon if multiple Pokemon are Mega Evolving). Mega Evolved Pokemon remain Mega Evolved for the duration of the battle once they have activated Mega Evolution. Mega Evolved Pokemon will act with their updated Speed in subsequent actions. Their ability will be in effect immediately (ex. Mega Charizard Y summoning Drought), as will the updated accuracy boost if they have a +Spe nature.

This was a change that resulted from this discussion. Just read the discussion and the voting and I think it will be pretty clear that, regardless of syntax, mega evolution happens at A0 and A0 only.

This means that Gallade is already mega-evolved A1 when Bronzong is to use Skill Swap. Mega-Gallade has 3 abilities, which means that the steal-skill swap is impossible as per skill swap description:

The user fires up to three beams that connect with the target(s). Each beam switches one of the user's Abilities with one of the target's. Each beam must be resolved fully before the next beam may be processed. If the match rules include All Abilities, and the user has less than three (3) Abilities, they may elect to give their targets nothing in exchange for the stolen Ability. When a Pokemon affected by Skill Swap leaves play, their Abilities are restored to normal.
Therefore Skill Swap is illegal and should be replaced with struggle. The ramifications of this are many, so I would much rather continue this after it is figured out.

Gale Wing Srock
 
A Pokemon can Mega Evolve, It doesn't have to. To megavolve A1 (or before, on send out) is not mandatory and I chose not to do so. I specifically called Mega Gallade to Megavolve A2 and I never megavolved him before, so when he was the target of Skill Swap, at the time, he had 2 abilities (Steadfast & Justified). Only after Wilde Megavolved A2 he gained a third ability. I don't see why anything I do would be Illegal.
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Simple: You can't megaevolve a2. That option isn't available. The only option there is megaevolution a0. The handbook doesn't mention anywhere that you can megaevolve not a0. It used to, but that option was removed with the discussion and voting I linked, a good time ago. If the handbook says only about megaevolution a0, you can't just create other possibilities that aren't there.

It never say "you can megaevolve a0, but you can choose to do so later on". It just says "megaevolution happens at a0". That is the sole option. It doesn't need to explicitly deny all the other possibilities to say that the only option mentioned is the only option possible. That would be ridiculous and unnecessary and you would need a humongous handbook to make that happen.

It says "can" because megaevolution isn't mandatory. You can choose not to megaevolve. But if you do, it will happen a0. It isn't something you can control.

Read the discussion and voting, they speak by themselves.
 
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Well, then my megavolving was illegal and Gallade won't megavolve this round, all actions remain the same regardless.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Because the Council at the time decided that restricting it to before A1 is the best way to go about it. Also because it is majorly pedant-proof.

Also:

[11:41] <@~Its_A_Random> it should default to mega evolving before the round starts
[11:41] <@~Its_A_Random> irrespective of where it is stated
[11:41] <@~Its_A_Random> whether it is
[11:41] <@~Its_A_Random> mega evolve
[11:42] <@~Its_A_Random> earthquake > earthquake > earthquake
[11:42] <@~Its_A_Random> or
[11:42] <@~Its_A_Random> mega evolve earthquake > earthquake > earthquake
[11:42] <@~Its_A_Random> or
[11:42] <@~Its_A_Random> earthquake > earthquake > earthquake
[11:42] <@~Its_A_Random> mega evolve
There is a reason why the handbook says "Megaevolving occurs at a0" and not "Megaevolving not at a0 is illegal". If you post "megaevolve" anywhere, it defaults to megaevolution at a0. That was by design to make syntax not matter here.
 
So after walls of discussion, we have finally agreed that Mega Evolution (If ordered) will only happen on action 0 of the round in which it has been ordered on a pokemon. Re-reffing the round as this changes a lot of the events.

Team Gerard:

Wilde (Gallade) {♂} | Kurt (Slowbro) {♂}
Psychic/Fighting | Psychic / Water
100 | 100
100 | 100
Galladite | Slowbronite
5/3/2/4/92/3/4 | 3/4/5/3/26/3/4
Steadfast, Justified | Oblivious, Own Temp, Regenerator
+10% Accuracy | -10% Evasion
Normal | Normal
Team Frosty:

Sableye (Zant) (M) | Dusknoir * (Bongo Bongo) M
Ghost/Dark | Ghost
90 | 90
100 | 100
Sablenite | Weakness Policy
4/3/3/3/43/1/2 | 5/5/3/5/39/4/5
Keen Eye/Stall/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Normal
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!

Round 1: Megas Galore yet again!
Mega Chaos ensues in the Dreamlands as two of ASB's most fearsome players collide against each other, and the build up would sure lead to some devastating results.
The battle starts with the challenger going first and he wastes no time in unsettling the leader with a technical call. The crowd boos and cat calls the challenger, who pays no head to them and proceeds to wreck Wilde even further.

The Gym Leader is totally unhappy with the unsettling chaos that the challenger has brought with him today. But only a worthy challenger brings out the best in a Leader. And with renewed energy the Gym Leader goes back to the planning mode in his mind to figure out a way to deal with this Fearsome Challenger.

Whereas, the challenger is all cool in his side of the Arena. Having disrupted the Gym Leader's second to order privilege, while taking minimal damage is pretty close to a perfect start to his challenge. And as I had said earlier, despite the Toss not favoring either challengers; both have, in their own way, stabilized their early disadvantage.

The Gym Leader has seen some lucky breakthroughs recently, but he now faces tough challenges in both his challengers and has to pull his socks up, and rethink his strategies, to defend his badge against these highly skilled Raid partners; who now, seem to be raiding the Psychic Gym together.

Speed Order: Gallade, Sableye, Dusknoir, Slowbro

Gallade Mega Evolves!
Sableye Mega Evolves!
Slowbro Mega Evolves!

Action 1:

Turn Order: Mega Gallade(+3), Mega Sableye(+1), Dusknoir, Mega Slowbro

Mega Gallade uses Snatch!
EN Used: 4 - 1

Mega Sableye uses Taunt (Gallade)!
EN Used: 9

Dusknoir uses Taunt on Mega Slowbro!
EN Used: 10

Mega Slowbro uses Skill Swap [Sableye's Prankster <-> Slowbro's Own Tempo; Gallade's Nothing <-> Slowbro's Prankter; Gallade's Justified / Slowbro's Oblivious]!
Illegal Order!
Mega Slowbro uses Struggle!
Target: 125 (Sableye)
Critical Hit Check (625): 7594 (No)
Damage (5 + 4.5 - 7.5)*1 = 2
Recoil: 0.8
EN Used: 5

Action 2:

Turn Order: Dusknoir(+1), Mega Gallade, Mega Slowbro, Mega Sableye(STALL),

Dusknoir uses Shadow Sneak on Mega Gallade!
Critical Hit Check (625): 949 (No)
Damage: (4 + 3 + 7.5 - 4.5)*1.5 = 15
EN Used: 3

Mega Gallade uses Struggle on Dusknoir!
Critical Hit Check (625): 4747 (No)
Damage: (5 + 10 - 7.5)*1 = 7.5
Recoil: 3
EN Used: 5

Mega Slowbro uses Scald on Mega Sableye!
Critical Hit Check (625): 322 (Yes) [Still lucky in some way :o]
Damage: (8 + 3 + 3 + 9 - 6)*1 = 17
Effect Chance(3000): 9112 (No)
EN Used: 5

Mega Sableye uses Dark Pulse on Mega Slowbro!
Critical Hit Check (625): Shell Armor (No)
Damage: (8 + 3 + 4.5 - 4.5)*1.5 = 16.5
EN Used: 5

Action 3:

Turn Order: Mega Sableye(+1), Mega Gallade, Dusknoir, Mega Slowbro

Mega Sableye uses Shadow Sneak on Mega Gallade!
Critical Hit Check (625): 7662 (No)
Damage: (4 + 3 + 6 - 4.5)*1.5 = 12.75
EN Used: 3

Mega Gallade uses Struggle on Dusknoir!
Critical Hit Check (625): 6556 (No)
Damage: (5 + 10 - 7.5)*1 = 7.5
Recoil: 3
EN Used: 9

Dusknoir uses Shadow Punch on Mega Gallade!
Critical Hit Check (625): 3909 (No)
Damage: (6 + 3 + 7.5 - 4.5)*1.5 = 18
EN Used: 3

Mega Slowbro uses Scald on Mega Sableye!
Critical Hit Check (625): 3235 (No)
Damage: (8 + 3 + 9 - 6)*1 = 14
Effect Chance(3000): 9266 (No)
EN Used: 9

Team Gerard:

Wilde (Mega Gallade) {♂} | Kurt (Mega Slowbro) {♂}
Psychic/Fighting | Psychic/Water
54 | 83
87 | 81
Galladite | Slowbronite
7/3/2/4/127/3/4 | 3/8/6/3/26/3/4
Steadfast, Justified, Inner Focus | Oblivious, Own Tempo, Regenerator, Shell Armor
+19% Accuracy | -10% Evasion
Taunted(3a) | Normal
Team Frosty:

Mega Sableye (Zant) (M) | Dusknoir * (Bongo Bongo) M
Ghost/Dark | Ghost
67 | 75
83 | 84
Sablenite | Weakness Policy
4/5/3/4/17/1/5 | 5/5/3/5/39/4/5
Keen Eye/Stall/Prankster/Magic Bounce | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Normal
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Gerard Orders
Frosty Orders
Ref
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Consider this us cancelling the old one and redoing. No cooldown because I didn't get DQ'd, and since there isn't a single soul on Psychic's queue, this is just cancel->rechallenge->reaccept->resend teams->reset battle, without having to actually do all those steps. Lemme know if there is a problem with that arrangement.



"WHOA Deja vu."


Puppet Ganon the Banette with Banetite
[MEGAEVOLVE]

Bongo Bongo the Dusknoir with Weakness Policy
 
This might seem weird but I think Diabola will be our best choice for this matter. I may do a mirror item and chose her and Slowbro with a Megastone and a Weakness Policy. Though but not impossible.

Weakness Policy & Slowbronite
Diabola: Fire Blast (Puppet Gannon) ~ Heat Wave ~ Fire Blast (Puppet Gannon)
* If Puppet Gannon is under the semi-invulnerable phase of Phantom Force then use Shadow Ball (Puppet Gannon) & push actions
* If Puppet Gannon is under the effect of a protective or evasive move then redirect to Bongo Bongo
* If Puppet Gannon targets you with a Ghost Type Damaging Combo & You're Not taunted & You have more than 20 Hp remaining then use Substitute (20) & push actions


Kurt: [Megavolve] Scald (Bongo Bongo) ~ Psychic (Bongo Bongo) ~ Scald (Bongo Bongo)
* If Puppet Gannon targets you with a Ghost Type Damaging Combo & You're Not taunted then use Substitute (20) & push actions
* If Puppet Gannon is under the effect of a protective or evasive move then redirect to Puppet Gannon
* If Diabola has less than 40 Hp & You're Not Taunted & She doesn't have a substitute up then use Heal Pulse (Diabola) & push actions
 

Frosty

=_=
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"Well if you insist..."

Puppet Ganon/Mega Banette: COMBO (Shadow Claw + Giga Impact) (Delphox) - cooldown - Shadow Sneak (Delphox)
Bongo Bongo/Dusknoir: Snatch - COMBO (Focus Punch + Shadow Punch) (Delphox) - cooldown


I think Frisk will negate Weakness Policy's boosts. Emphasis on think. Doesn't affect my orders either way.

Also, I checked banette's combo with the ref. If it isn't deemed feasible, I would like to reorder. Same goes with Dusknoir's combo which was used before to hell and back.
 
Ruling on Frisk and Weakness Policy: Frisk does not negate Weakness Policy Boost!
I would like to take a few examples to better explain:

Durin Berry increases the final damage of water type attacks by 4. Negated by Frisk? Yes
Dark Gem increases the BAP of Dark Type attacks by 3. Negated by Frisk? Yes
Everstone's increase to STAB attacks by 1 or 2. Negated by Frisk? Yes
Liechi Berry Raises Attack by 1 Stage. Negated by Frisk? No, Why? Because the stat is already raised when the pokemon attacks the Frisk pokemon.

I hope this explains why Weakness Policy boosts would not be negated by Frisk; if not, please let me know.​

Team Gerard:

Diabola (Delphox) {♀} | Kurt (Slowbro) {♂}
Fire / Psychic | Psychic / Water
100 | 100
100 | 100
Weakness Policy | Slowbronite
2/3/5/4/104/3/3 | 3/4/5/3/26/3/4
Blaze, Magician | Oblivious, Own Temp, Regenerator
None | -10% Evasion
Normal | Normal
Team Frosty:

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
100 | 90
100 | 100
Banetite | Weakness Policy
5/3/3/3/56/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Normal
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!

Round 1: Did you get an Insurance Policy?
Diabola the Delphox is creamed by the two ghosts acting in tandem.
This time the Gym leader chooses to shuffle his deck and bring out Diabola! Although it looked a really good choice, but as we have previously mentioned, The Gym Leader doesn't stand a Ghost of a Chance beating this challenger. As both of the challenger's ghosts make quick work of the fiery magician and dented the first nail on the coffin from which the under taker would rise.

Fear strikes the heart of the Gym Leader as he quickly looks through ways to dismantle this assault, is there any hole in this challenger's team? Can no one defeat the mighty Frosty? Stay tuned to find out more of this spooky battle that will leave you with a goose bump which would never fade till your dying day.

Speed Order: Delphox, Banette, Dusknoir, Slowbro

Rolls: 9544 6261 6598 9658 6489 874 613 2480 1011 451 9087 7982 7505 243 6937 7221 2997 8180 1985 7523

Banette Mega Evolves!
Slowbro Mega Evolves!

Action 1:

Turn Order: Dusknoir (+4), Delphox, Mega Slowbro, Mega Banette (-2)

Dusknoir uses Snatch!
EN Used: 4

Delphox uses Substitute!
Dusknoir snatched it!
EN Used Dusknoir: 12
EN Used: 11

Mega Slowbro uses Scald on Dusknoir!
Critical Hit Check (625): 9544 (No)
Damage: (8 + 3 + 9 - 7.5)*1 = 12.5
EN Used: 5 + 2

Mega Banette uses THE Claw on Delphox!
Critical Hit Check (625): 6261 (No)
BAP: 7 + 14 = 21
Damage: (21 + 3 + 11 - 4.5)*1.5 = 45.75
EN Used: (5 + 10)*1.5 = 22.5 - 1 = 21.5

Delphox's Weakness Policy Activated!

Action 2:

Turn Order: Dusknoir (+6), Delphox, Mega Banette, Mega Slowbro, Dusknoir (-5)

Dusknoir focuses its powers on his fists that envelop into shadows!
EN Used: (10 + 4)*1.5 -1 = 20

Delphox uses Fire Blast on Mega Banette!
Critical Hit Check (625): 6598 (No)
Damage: (11 + 3 + 7.5 - 4.5)*1 + 4 = 21
Effect Chance(1000): 9658 (No)
Effect Chance(3000): 6489 (No)
EN Used: 7

Mega Banette cools down!

Mega Slowbro uses Psychic on Dusknoir!
Critical Hit Check (625): 874 (No)
Damage: (11 + 3 + 9 - 7.5)*1 = 15.5
Dusknoir's substitute breaks!
EN Used: 6.5 + 2

Dusknoir uses Focused Shadow Punch on Delphox!
Critical Hit Check (625): 613 (Yes)
BAP: (15 + 6)
Damage: (21 + 3 + 3 + 7.5 - 4.5)*1.5 = 45

Action 3:

Turn Order: Mega Banette(+1), Delphox, Mega Slowbro, Dusknoir

Mega Banette uses Shadow Sneak on Delphox!
Critical Hit Check (625): 2480 (No)
Damage: (4 + 3 + 11 - 4.5)*1.5 = 20.25
EN Used: 3

Delphox faints!

Mega Slowbro uses Scald on Dusknoir!
[Yes! I am ruling that dead mons don't activate chance subs of less than HP.]
Critical Hit Check (625): 1011 (No)
Damage: (8 + 3 + 9 - 7.5)*1 = 12.5
Effect Chance(3000): 451 (Yes)
Dusknoir is burned!
EN Used: 5 + 2

Dusknoir cools down!

Burn Damage on Dusknoir = 2 HP!

Team Gerard:

Diabola (Delphox) {♀} | Kurt (Mega Slowbro) {♂}
Fire / Psychic | Psychic/Water
-11 | 100
82 | 75
Used up Weakness Policy | Slowbronite
2/3/5/4/104/3/3 | 3/8/6/3/26/3/4
Blaze, Magician | Oblivious, Own Tempo, Regenerator, Shell Armor
+2 Atk, +2 SpA (Perm) | -10% Evasion
KO'd | Normal
Team Frosty:

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
79 | 55
75 | 64
Banetite | Weakness Policy
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
+1 KOC (Delphox) | BRN (2 DPA)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Gerard Sends Out and Equips
Frosty Orders
Gerard Orders
Ref
 
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If that's how it will be then fine. Katherine, you're up! Gardevoirite & a little luck will be all you need. Trace Prankster and watch them cry.

Gardevoirite
 

Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
I am sorry for the delay. But I can't promise it won't happen again. Feel free to push the DQ button if it gets out of hand.



"Joy."

Bongo Bongo/Dusknoir: Pain Split (Slowbro) - Shadow Ball (Slowbro) - Shadow Punch (Gardevoir)
IF
Gardevoir is to use Imprison A1 AND Pain Split is to be imprisoned THEN Snatch A1 AND push back
IF Your Target is under P/E THEN Redirect towards the other opposing pokemon
IF Encore (Dusknoir) AND by Gardevoir <_< AND A2 or A3 THEN Protect on the first instance AND COMBO (Shadow Sneak + Shadow Sneak) at Gardevoir on the second and push back

Puppet Ganon/Banette: Phantom Force (Gardevoir) - Gunk Shot (Gardevoir) - Phantom Force (Gardevoir)
IF
Gardevoir is to use Taunt (Dusknoir) AND Dusknoir is to use Pain Split THEN Skill Swap (Slowbro's Oblivious for Banette's Insonmia - Dusknoir's Pressure for Banette's Oblivious - Banette's Pressure with Gardevoir's Trace/Prankster) AND Shadow Sneak (Gardevoir) on the following action
IF Gardevoir uses a Fairy-Typed Damaging Move AND Gardevoir isn't under a substitute AND Gardevoir has Pixilate THEN Skill Swap (Banette's Frisk for Gardevoir's Pixilate - Banette's Insomnia with Gardevoir's Trace/Prankster) AND Shadow Sneak (Gardevoir) on the following action and push back
IF Gardevoir is to use Hypnosis AND Dusknoir is to use Pain Split THEN Skill Swap (Banette's Insomnia for Dusknoir's Pressure - Banette's Pressure with Gardevoir's Trace/Prankster) AND Shadow Sneak (Gardevoir) on the following action



Can I have 10 substitutions per mon next time? Thanks.
 
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I bet you regret ending up with a combo now. I shall remember not to do the same mistake.

Slowbronite & Gardevoirite
Katherine: [Megavolve] Taunt (Bongo Bongo) ~ Dazzling Gleam ~ Shadow Ball (Puppet Gannon)

Kurt: Shadow Ball (Puppet Gannon) ~ Death Sea Sentence [Brine + Surf Combo] ~ Cooldown (Chill)
 
Team Gerard:

HP: -11
EN: 82
Item: Weakness Policy (Used up)
Status: +2 Atk, +2 SpA (Perm), KO'd

Katherine (Gardevoir) {♀} | Kurt (Mega Slowbro) {♂}
Psychic / Fairy | Psychic/Water
100 | 100
100 | 75
Gardevoirite | Slowbronite
2/4/5/4/80/3/3 | 3/8/6/3/26/3/4
Synchronize, Trace (Prankster) [6a], Telepathy | Oblivious, Own Tempo, Regenerator, Shell Armor
No Stat boosts | -10% Evasion
Normal | Normal
Team Frosty:

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
79 | 55
75 | 64
Banetite | Weakness Policy
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
+1 KOC (Delphox) | BRN (2 DPA)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!

Round 2: How to give the ref a Headache? Look below!
Gerard takes out Puppet Ganon, but would have liked to deal more damage on Bongo Bongo.
With some high level plays, the challenger manages to keep his Bongo Bongo alive while ordering first. The Gym Leader would be mad at the referee and the challenger, but nothing can be done about it now.

If taking out one of the ghosts is so demanding, how can the Gym Leader take out four more of them is beyond me. Although, after reffing such advanced plays; It makes me wonder, how blessed are we, to witness such great minds in action. This is the only reason that I wish to ref these trainer's battles; as observing such brilliance, from up close, would atleast help me learn something in life.

Speed Order: Gardevoir, Mega Banette, Dusknoir, Mega Slowbro

Rolls: 7359 1549 3713 8518 2971 5509 2611 7111 9055 2107 9566 4402 8642 6719 1929

Gardevoir Mega Evolves!

Action 1:

Turn Order: Mega Gardevoir(+1), Mega Banette(+1), Dusknoir, Mega Slowbro

Mega Gardevoir uses Taunt on Dusknoir!
EN Used: 9

Mega Banette uses Skill Swap!
Mega Banette's Insonmia <-> Mega Slowbro's Oblivious
Mega Banette's Oblivious <-> Dusknoir's Pressure
Mega Banette's Pressure <-> Mega Gardevoir's Trace(Prankster)
EN Used: 21

Oblivious cures Dusknoir of Taunt!
Oblivious | Type: Passive | Mold Breaker-affected: Yes
This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt.

A Pokémon with this Ability will be cured of Taunt if it is taunted while in battle (such as if it gains the Ability by an effect like Skill Swap, or is taunted by a Pokémon with an Ability like Mold Breaker). If the Pokémon is holding a Mental Herb, it will be eaten before Oblivious cures the Pokémon of the Taunt.

Ruling: If a pokemon who is already taunted, gains the ability Aroma Veil via Skill Swap or the likes; The Taunted effect is not cured, whereas the gained ability would protect from future taunts.

Although, if a pokemon who is already taunted, gains the ability Oblivious via Skill Swap or the likes; The Taunted effect is cured before the next successful action performed by the pokemon. (Similar to how 0 counter sleep is cured)​
Dusknoir uses Pain Split!
Mega Slowbro = 100 HP -> 77.5
Dusknoir = 55 -> 77.5
EN Used: 6 + 22.5 = 28.5

Mega Slowbro uses Shadow Ball on Mega Banette!
Critical Hit Check (625): 7359 (No)
Damage: (8 + 3 + 9 - 7.5)*1.5 = 18.75
Effect Chance(2000): 1549 (Yes)
Effect Chance(3000): 3713 (No)
EN Used: 6

Burn Damage on Dusknoir = 2 HP!

Action 2:

Turn Order: Mega Banette(+1), Mega Gardevoir, Dusknoir, Mega Slowbro(-2)

Mega Banette uses Shadow Sneak on Mega Gardevoir!
Any time a Pokemon is told to do something it cannot (such as using Toxic while taunted, using Rock Slide when there are no rocks, or using Electro Ball when it doesn't have the move in its movepool), what happens depends on where it occurs in the orders. If it is in the main set of orders, the Pokemon will use Struggle on that action instead of the ordered move, unless the effect that prevents the move from being used starts on that action, in which case it simply fails without expending energy. If the move is the result of a substitution, the substitution is ignored and the Pokemon uses whatever it was going to use in the first place.

Ruling:

The second Skill Swap would be an Illegal Order, since Mega Banette does not have Insomnia to trade for Mega Gardevoir's Trace. And since the illegal order is the result of a substitution, Mega Banette's second substitution is ignored.​
Critical Hit Check (625): 8518 (No)
Damage: (4 + 3 + 11 - 6)*1.5 = 18
EN Used: 3 + 2

Mega Gardevoir uses Dazzling Gleam on Opps!
On Mega Banette:
Critical Hit Check (625): 2971 (No)
Damage: (6 + 3 + 10 - 4.5)*1 + 2 = 16.5
Effect Chance(3000): 5509 (No)

On Dusknoir:
Critical Hit Check (625): 2611 (No)
Damage: (6 + 3 + 10 - 7.5)*1 = 11.5
EN Used: 5

Dusknoir uses Shadow Ball on Mega Slowbro!
Critical Hit Check (625): Shell Armor (No)
Damage: (8 + 3 + 4.5 - 4.5)*1.5 = 16.5
Effect Chance (2000): 7111 (No)
EN Used: 5

Mega Slowbro uses Death Sea Sentence [Brine + Surf Combo] on All!
Mega Gardevoir:
Immune (Telepathy)

Mega Banette:
Critical Hit Check (625): 9055 (No)
BAP: 13 + 9 = 22
Damage: (16.5 + 3 + 9 - 4.5)*1 + 2 = 26

Dusknoir:
Critical Hit Check (625): 2107 (No)
BAP: 7 + 9 = 16
Damage: (12 + 3 + 9 - 7.5)*1 = 16.5

EN Used: (8 + 7)*1.5 - 1 = 21.5

Burn Damage on Dusknoir = 2 HP!

Action 3:

Turn Order: Mega Gardevoir, Mega Banette(0), Dusknoir, Mega Slowbro, Mega Banette(-1)

Mega Gardevoir uses Shadow Ball on Mega Banette!
Critical Hit Check (625): 9566 (No)
Damage: (8 + 10 - 4.5)*1.5 + 2 = 22.25
Mega Banette is KO'd!
EN Used: 6

Mega Banette faints!

Dusknoir uses Shadow Punch on Mega Gardevoir!
Critical Hit Check (625): 4402 (No)
Damage: (6 + 3 + 7.5 - 6 - 3)*1.5 = 11.25
EN Used: 3 + 2

Mega Slowbro cools down!

Burn Damage on Dusknoir = 2 HP!​
Team Gerard:

Katherine (Gardevoir) {♀} | Kurt (Mega Slowbro) {♂}
Psychic / Fairy | Psychic/Water
71 | 61
80 | 47
Gardevoirite | Slowbronite
2/4/7/5/100/3/3 | 3/8/6/3/26/3/4
Synchronize, Pressure, Telepathy, Pixilate | Insomnia, Own Tempo, Regenerator, Shell Armor
No Stat boosts | -10% Evasion
+1 KOC (Mega Banette) | Normal
Team Frosty:

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
-5 | 43
49 | 25
Banetite | Weakness Policy
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Trace (Prankster) [3a]/Frisk/Cursed Body/Prankster | Oblivious/Frisk
-10% Evasion | -10% Evasion
+1 KOC (Delphox), -1 SpD (1 Round), KO'd | BRN (2 DPA)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Frosty Sends Out and Equips
Gerard Orders
Frosty Orders
Ref
*Fixed
 
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Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
While I feel this is actually a bad thing for me to report, I thought I might as well.

1) Brine+surf on Banette should be (22*0.75 + 3 + 4.5)= 24hp (lacks spread multiplier)
2) Brine+surf on Dusknoir should be (16*0.75 + 3 + 1.5)= 16.5hp(lacks spread multiplier)
3) Gardevoir's Shadow Ball on Banette should be (8+5.5)*1.5= 20.25hp(


Add everything up and Dusknoir gets 4hp and Banette ends up surviving with 1hp (or was it 2?), being to able use Phantom Force and damage Gardevoir. God knows I need all damage I can get on that particular mon -_-.
 
While I feel this is actually a bad thing for me to report, I thought I might as well.

1) Brine+surf on Banette should be (22*0.75 + 3 + 4.5)= 24hp (lacks spread multiplier)
2) Brine+surf on Dusknoir should be (16*0.75 + 3 + 1.5)= 16.5hp(lacks spread multiplier)
3) Gardevoir's Shadow Ball on Banette should be (8+5.5)*1.5= 20.25hp(


Add everything up and Dusknoir gets 4hp and Banette ends up surviving with 1hp (or was it 2?), being to able use Phantom Force and damage Gardevoir. God knows I need all damage I can get on that particular mon -_-.
Well, unfortunately Frosty, I had to re-roll. And that lucky son of a gun, Kurt, got a SpD drop on Puppet Ganon ._.
Although, the spread multiplier miss is fixed and Dusknoir gets 4 more HP.

Edit: Ah! I had to re-roll because of Cursed Body on Mega Gardevoir's Shadow Ball on Mega Banette (If Puppet Gannon had lived) and the crit roll for Mega Banette's Phantom Force on Mega Gardevoir. There was only one roll left to push up, and three rolls were needed. I hope that makes sense.
 
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Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
eh

Reroll to fix damage calcs? <_<. That is new.

BUT. Doesn't matter. Not gonna argue about that.


Ghirahim the Aegislash with Dusk Stone
 

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