[Dark] The Master of Darkness Geodude vs. The Mystic Gerard

Welcome everybody to...well a very Ominous looking forest. This place is certainly giving me the creeps; it seems as though it was ripped right out of one of those old fairy tales. The ones that end poorly. Despite the creepy atmosphere, this is where ASB's own Dark gym leader, Geodude, has made his gym. Who is his challenger today, and why would he come to a place like this? Well, we're about to find out!

First though, let's go over the rules of this engagement.
Rules said:
3v3 gym singles (leader brings 6)
4 day DQ
Infinite recovers / chills
3 subs
Switch = KO
Gym leader orders first on the first round.
Items = ON; no "training items" permitted
0 Mega Evolutions
Arena: Ominous Woods
Ominous Woods
Type
: Dark
Complexity: Intense
Format: All

This creepy forest is not a place a normal person would want to call home. The thick, twisted, blackened branches of the trees cast many shadows, making it difficult to see, even in bright daylight. The real fun, though, takes place at night. Dark-type Pokemon are creatures of the night, and they feel right at home in this shadowy environment. Because this is their home turf, Dark Pokemon find it easier to make their attacks connect, and their trickery is unmatched. It's also more difficult for them to be startled, and they can escape difficult situations with ease. Dark Pokemon should be feared, and this place embodies that concept perfectly.

Arena Effects:
  • All Dark-type Pokemon get a permanent +1 stage accuracy boost.
  • All Dark-type Pokémon are now immune to all trapping moves and abilities. They are immune to the trapping effect of partial trapping moves (ex. Whirlpool) but are affected by the residual-damage effect. This only affects Pokémon that are naturally Dark-type and is retained if the Pokémon changes type.
  • The battle takes place at night. Moonlight always heals its maximum HP value, even if the sky is obscured.
  • All Dark-type Pokemon now gain Inner Focus in addition to their regular abilities. If the Pokemon already has Inner Focus, Steadfast is gained instead.
  • Razor Claw and Razor Fang cause the moves they boost to score a guaranteed critical hit.
  • In Switch=OK battles, phasing moves (ex. Roar) have their Switch=KO effect.
===

Codifications:
  • Camouflage changes the user to a Ghost-type.
  • Secret Power has a 30% chance to confuse.
  • Nature Power becomes Ominous Wind.
  • Gyarados may be brought by the gym leader, but must be Mega Evolved and must hold the Gyaradosite.
With those out of the way, let's introduce our competitors!

In the red corner, half surrounded by some dark twisted excuses for trees, is our very own leader Geodude! A long time player of ASB, he's certainly racked up some powerful Pokemon during his career. He even has three badges under his belt, which is quite an achievement (and more than I can say I have). For this match, I'd take a look at Kikiri the Bisharp, as it's one of his best shots against the ever powerful Gardevoir.

Team Geodude:

Hanako, the Skilled [Greninja] (F)
Nature: Naive (+15% Spe, +23% Acc, -1 SpD)
Type:

: 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.
: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.

Abilities:
Torrent: (Passive) When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Protean: (Toggle) When Active, this Pokemon switches their type before striking with each damaging attack to match the attack they are about to use, and keep that type until another damaging move is used. The energy cost for the attack is calculated based on their type before using the move. When Inactive, the Pokemon reverts back to their natural typing. Pokemon that also have Color Change ability may select whether to keep their current type or the damaging attack's type each action.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 141+
Size Class: 3
Weight Class: 3
Base Rank Total: 21

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

MAX MOVEPOOL - FLOOR(73/15) = 4 CC

Attacks:
Night Slash
Role Play
Mat Block
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Shadow Sneak
Fling
Spikes
Feint Attack
Smack Down
Water Shuriken
Double Team
Substitute
Extrasensory
Bounce
Haze
Hydro Pump

Bestow
Camouflage
Mind Reader
Mud Sport
Toxic Spikes
Water Sport

Toxic
Hidden Power [Fairy]
Taunt
Ice Beam
Blizzard
Hyper Beam
Protect
Rain Dance
Frustration
Return
Dig
Rock Tomb
Aerial Ace
Façade
Rest
Attract
Thief
Echoed Voice
Scald
Acrobatics
Giga Impact
Rock Slide
Grass Knot
Swagger
Sleep Talk
U-Turn
Secret Power
Dark Pulse
Power-up Punch
Confide
Cut
Surf
Strength
Rock Smash
Waterfall

Hydro Cannon
Gunk Shot
Ice Punch
Icy Wind
Low Kick
Snatch
Snore
Spite
Water Pledge

Saxton [Colossoil] (M)
Nature: Jolly (+15% Spe, +14% Acc, -1 SpA)
Type:

: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Rebound: (Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure: (Passive) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2-
SpD: Rank 3
Spe: 110+
Size Class: 5
Weight Class: 10
Base Rank Total: 21

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

Attacks: (60/??)
Drill Run
Leer
Tackle
Rototiller
Bubblebeam
Peck
Horn Attack
Bite
Rapid Spin
Body Slam
Magnitude
Pursuit
Bounce
Dig
Stockpile
Swallow
Spit Up
Crunch
Megahorn

Encore
Fake Out
Fire Fang
Fissure
Horn Drill
Sand Tomb
Sucker Punch
Thunder Fang

Roar
Toxic
Hidden Power [Grass]
Taunt
Protect
Smack Down
Earthquake
Brick Break
Double Team
Sludge Bomb
Rock Tomb
Façade
Rest
Endure
Giga Impact
Retaliate
Stone Edge
Bulldoze
Rock Slide
Dragon Tail
Poison Jab
Swagger
Sleep Talk
U-Turn
Substitute
Snarl
Rock Smash
Strength
Dive

Aqua Tail
Iron Tail
Knock Off
Snatch
Superpower

Doñakarasu [Honchkrow] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type:

: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker, it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its Attack and BRT are increased by one (1) Rank and its accuracy is raised by one (1) stage permanently.
Super Luck: (Passive) This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Moxie: (DW, Passive) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 110
Atk: Rank 4-
Def: Rank 2
SpA: Rank 5+
SpD: Rank 2
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Moves: (??/??)
Night Slash
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Swagger
Nasty Plot
Assurance
Taunt
Mean Look
Foul Play
Sucker Punch
Quash
Torment
Tailwind

Brave Bird
Confuse Ray
Drill Peck
Mirror Move
Perish Song
Psycho Shift
Quick Attack
Sky Attack
Whirlwind

Calm Mind
Toxic
Hidden Power [Bug]
Hyper Beam
Protect
Roost
Psychic
Shadow Ball
Double Team
Facade
Rest
Steel Wing
Endure
Psych Up
Incinerate
Payback
Retaliate
Giga Impact
Thunder Wave
Psych Up
Swagger
Substitute
Dark Pulse
Snarl
Fly

Heat Wave
Icy Wind
Mimic
Snatch
Spite
Superpower
Twister

Beat Up

Gemstone [Sableye] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:

: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.

Abilities:
Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its vision also enables it to see through any attempts by an opponent to increase their own evasion.
Stall: (Passive) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after the user of Stall, that attack will fail. Against another user of Stall, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks a +1 increase in priority level.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 4+
SpD: Rank 3
Spe: 43-
Size Class: 2
Weight Class: 2
Base Rank Total: 17


Gemstone [Mega Sableye] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:


Mega Ability:
Magic Bounce: (Passive) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the user.

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

EC: N/A
MC: 0
AC: 5/5

Moves: (??/111)
Leer
Mean Look
Scratch
Zen Headbutt
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Power Gem
Confuse Ray
Knock Off
Shadow Claw
Foul Play
Shadow Ball

Feint
Imprison
Metal Burst
Moonlight
Recover
Sucker Punch
Trick

Focus Punch
Toxic
Hidden Power [Ground]
Sunny Day
Taunt
Protect
Telekinesis
Dig
Brick Break
Double Team
Rock Tomb
Aerial Ace
Torment
Rest
Attract
Low Sweep
Payback
Will-O-Wisp
Endure
Psych Up
Retaliate
Poison Jab
Swagger
Sleep Talk
Substitute
Dark Pulse
Dazzling Gleam

Dynamic Punch
Counter
Fire Punch
Gravity
Ice Punch
Low Kick
Magic Coat
Mimic
Pain Split
Snatch
Spite
Thunder Punch
Wonder Room

Helping Hand
Lick
Octazooka

Dari [Drapion] (F)
Nature: Adamant (+1 Atk, -1 SpA)
Type:

: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Abilities:
Battle Armor: (Passive) This Pokemon's thick armor prevents it from taking critical hits.
Sniper: (Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its vision also enables it to see through any attempts by an opponent to increase their own evasion.

Stats:
HP: 100
Atk: Rank 4+
Def: Rank 4
SpA: Rank 1-
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Moves:
Fire Fang
Ice Fang
Thunder Fang
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Pursuit
Bug Bite
Scary Face
Poison Fang
Toxic Spikes
Night Slash
Crunch
Cross Poison

Agility
Iron Tail
Night Slash
Slash
Twineedle
Whirlwind

Roar
Toxic
Venoshock
Taunt
Protect
Earthquake
Dig
Brick Break
Double Team
Rock Tomb
Aerial Ace
Torment
X-Scissor
Payback
Endure
Bulldoze
Retaliate
Giga Impact
Rock Slide
Poison Jab
Infestation
Substitute
Cut

Aqua Tail

Kikiri [Bisharp] (F)
Nature: Careful (+1 SpD, -1 SpA)
Type:

: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
: 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.

Abilities:
Defiant: (Passive) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
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.
Pressure: (Passive) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1-
SpD: Rank 4+
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Moves:
Guillotine
Iron Head
Metal Burst
Scratch
Leer
Fury Cutter
Torment
Feint Attack
Scary Face
Metal Claw
Iron Defense
Night Slash
Embargo

Mean Look
Psycho Cut
Pursuit
Stealth Rock
Sucker Punch

Taunt
Protect
Dig
Brick Break
Double Team
Rock Tomb
Aerial Ace
Facade
Low Sweep
Payback
Retaliate
Giga Impact
Thunder Wave
Rock Polish
Stone Edge
X-Scissor
Poison Jab
Swagger
Substitute
Cut

Dual Chop
Foul Play
Knock Off
Low Kick
Magnet Rise
Role Play
Snatch
Spite


And in the blue corner, half drowning in some black wheat like stuff, we have Gerard! This Psychic Gym leader of ASB is notorious for having one of if not the hardest gym in the league. He's also known as a fantastic doubles battler, and has plenty of experience under his belt as well. However, this is not a doubles gym, so he may or may not be out of his element here. Regardless, take a look at Katherine the Gardevoir. Gardevoir is always a tough enemy, and even though it doesn't have it's mega evolution at it's disposal, Geodude's going to have to keep on top of his game if he doesn't want Katherine poking holes in his team.

Team Gerard:
Éponine (Togekiss) {♀}

Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying

  • 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)
  • Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying Types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities: Hustle / Serene Grace / Super Luck (H)
  • Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
  • Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
  • Super Luck: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
HP: 100
Atk: 1 (-)
Def: 3
SpA: 5
SpD: 4
Spe: 92 (+)
SC: 1
WC: 1
BRT: 23


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


Attacks (93/120)

Aerial Ace
After You
Air Slash
AncientPower
Attract
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Charm
Counter
Covet
Dazzling Gleam
Defog
Double Edge
Double Team
Drain Punch
Dream Eater
Encore
Endeavor
Endure
Extrasensory
ExtremeSpeed
Facade
Fairy Wind
Fire Blast
Flamethrower
Flash
Fly
Focus Punch
Follow Me
Foresight
Future Sight
Giga Impact
Grass Knot
Growl
Heal Bell
Heat Wave
Hidden Power Ground
Hyper Beam
Hyper Voice
Icy Wind
Last Resort
Light Screen
Magic Coat
Magical Leaf
Metronome
Mimic
Mirror Move
Morning Sun
Mud-Slap
Nasty Plot
Ominous Wind
Pluck
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Rain Dance
Reflect
Rest
Rock Smash
Roost
Round
Safeguard
Shadow Ball
Shock Wave
Signal Beam
Silver Wind
Sky Attack
Sleep Talk
Snore
Soft-Boiled
Solarbeam
Substitute
Sunny Day
Swagger
Sweet Kiss
Tailwind
Telekinesis
Thunder Wave
Toxic
Tri Attack
Trick
Twister
Uproar
Water Pulse
Wish
Yawn
Zap Cannon
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



Now for the coin toss. Reffing Device, boot up!

Reffing Device boot sequence launched
V. 1.2
Loading Data Matrix....
Loading Data Audit Spreadsheet....
Done!
Flipping Coin


Coin Flip [1=Heads, Geodude sends out first; 2=Tails, Gerard sends out first]=2=Tails



Turn Order:
Gerard sends Pokemon out with item
Geodude6 sends out Pokemon with item and orders
Gerard orders
I ref​
 
I'm sure you might have seen this coming. Katherine, go out! Since this battle has privatized you from your precious jewelry we'll have to take the next best thing. A Weakness Policy will provide us with the power boost we'll sure need in this match, while our own tricks will do the rest. Let's win this one!

Weakness Policy
 

Geodude6

Look at my shiny CT!
Hi I am John.

Drapion @ Razor Claw

Cross Poison~Poison Sting (Contact)~Cross Poison
IF Gardevoir is Aurumoth under an illusion THEN change actions to Night Slash~Crunch~Night Slash
IF Skill Swap THEN Taunt and push actions back.
IF Counter THEN use Toxic the first time and Venoshock each subsequent time.

If any of my subs are illegal for non-"lol I am stupid" reasons, I would like a reorder.
 
Sorry for the delay on this, but due to the weirdness of this substitution I'm going to notify Geodude as requested.

The first sub you posted, should Gardevoir turn out to be an Aurumoth, would be ignored, because you cannot know whether the Pokemon is Aurumoth until it sheds it's disguise at the end of the first attack (in fact Illusion is not supposed to shed it's disguise until the end of the round it's attacked, but I'm not sure I'd rule on that).
 
You need to know the mechanics, that's an illegal sub and there was no way to fix that outside of revealing crucial info and I was told there would be no reorder in IRC (IAR if you must know). Lets try to finish this before 2016.
 
*Gerard please fix your Togekiss's Size and Weight Count
NDA: If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round.
Bulbapedia: Illusion cannot be Traced, copied with Role Play, or swapped with Skill Swap.

Ruling: Since Illusion cannot be Traced, It implies that there is no way for a pokemon entering the field to know about the Illusion either (among other things). Hence, unless direct damage is done, the pokemon on the field cannot see through illusion. Even with Keen Eye, it is not possible as Keen Eye can see through evasive maneuvers performed through moves rather than Illusions performed as an ability.​
Team Geodude:


Dari [Drapion] (F)
Type: Dark / Poison
HP: 100
EN: 100%
Item: Razor Claw [+1 Crit Stage, +3 BAP Claw Moves]
Stats: 4/4/1/3/95 SC: 3 WC: 4
Abilities: Battle Armor / Sniper / Keen Eye
Status: Normal

Team Gerard:

Katherine (Gardevoir) {♀}
Type: Psychic / Fairy
HP: 100
EN: 100%
Item: Weakness Policy
Stats: 2/4/5/4/80 SC: 3 WC: 3
Ability: Synchronize / Trace / Telepathy
Status: Normal

Field Effects: None!
  • No evading the Dark. [+1 Acc for Dark Types]
  • No trapping the Dark. [Only damaging part of trapping moves affect Dark Types]
  • No hiding the moon. [Full power Moonlight]
  • No flinching the Dark. [Inner Focus to Dark Types and Steadfast if they have Inner Focus]
  • No avoiding the crit. [Guaranteed Critical Hit for Razor Claw and Razor Fang's moves]
  • No escaping the Dark. [Phasing moves have Switch=KO effect]
Camouflage = Ghost | Secret Power = Confuse | Nature Power = Ominous Wind | Gyarados = Mega
Round 1: The Illusioned Stall!
Drapion unleashes massive damage on the Gardevoir, who actually turns out to be Aurumoth in an Illusion.
Dari is just sent after the Challenger's Katherine or Hecate or whatever pokemon the challenger has chosen like a wrecking monster by the Gym Leader and she does just that to the 'T'.

Dari however was not happy to see that there is an Illusion and Hecate doesn't take SE damage from Dari. However, she is a step behind Dari over the entire round.

The Challenger may want to go on the offensive now. But, will the challenger prove his mighty power of the psychics? Or will the Dark Lord prevail over his mental tricks? We will let you guys know about that, after a month *Probably*.

Speed Order: Drapion, Gardevoir

Action 1:

Turn Order: Drapion, Gardevoir

Drapion uses Cross Poison!
Critical Hit Chance (10000): Arena Effect (Yes)
Damage: (7 + 3 + 5 + 6 - 6 + 3)*1 = 18
Effect Chance (1000): 2259 (No)
EN Used: 4

Gardevoir uses Will-O-Wisp!
Accuracy Check (10000): No Guard (Hit)
Drapion is burned!
EN Used: 7

Damage on Drapion due to Burn = 2

Action 2:

Turn Order: Drapion, Gardevoir

Drapion uses Poison Sting[Contact]!
Critical Hit Chance (10000): Special Move (Yes)
Damage: (4 + 3 + 5 + 6 - 6)*1 = 12
Effect Chance (3000): 5136 (No)
Gardevoir is poisoned!
EN Used: 2

Gardevoir uses Role Play!
Gardevoir acquires Battle Armor / Sniper / Keen Eye for six actions.
EN Used: 7

Damage on Drapion due to Burn = 2

Action 3:

Turn Order: Drapion, Gardevoir

Drapion uses Cross Poison!
Critical Hit Chance (0): Battle Armor (No)
Bulbapedia: Battle Armor prevents the opponent from landing a critical hit.

Ruling: Since the ability protect the landing of a critical hit, the critical hit check wouldn't be made. In which case, the Arena effect wouldn't apply.​
Damage: (7 + 3 + 6 - 6 + 3)*1 = 13
EN Used: 4

Gardevoir uses Hidden Power [Ground]!
Critical Hit Chance (0): Battle Armor (No)
Damage: (6 + 7.5 - 4.5)*1.5 = 13.5
EN Used: 4

Damage on Drapion due to Burn = 2

Gardevoir's Illusion fades away!
Gardevoir was Aurumoth under an Illusion!​
Team Geodude:


Dari [Drapion] (F)
Type: Dark / Poison
HP: 80
EN: 90%
Item: Razor Claw [+1 Crit Stage, +3 BAP Claw Moves]
Stats: 4/4/1/3/95 SC: 3 WC: 4
Abilities: Battle Armor / Sniper / Keen Eye
Status: BRN (2 DPA)


TBR
Team Gerard:

Hecate (Aurumoth) {♀}
Type: Bug / Psychic
HP: 67
EN: 82%
Item: Weakness Policy
Stats: 5/4/6/2/81 SC: 4 WC: 5
Nascent Ability: Battle Armor / Sniper / Keen Eye [4a]
Genetic Ability: Weak Armor / No Guard / Illusion [Suppressed 4a]
Status: Normal


Éponine (Togekiss) {♀}
Type: Normal / Flying
HP: 100

EN: 100%
Item: TBR
Stats: 1/3/5/4/92 SC: 3 WC: 3
Ability: Hustle / Serene Grace / Super Luck
Status: Normal


Katherine (Gardevoir) {♀}
Type: Psychic / Fairy
HP: 100
EN: 100%
Item: TBR
Stats: 2/4/5/4/80 SC: 3 WC: 3
Ability: Synchronize / Trace / Telepathy
Status: Normal​
Field Effects: None!
Challenger Gerard Orders
Gym Leader Geodude6 Orders

Ref
*Fixed
 
Last edited:
Gale Wing Srock Actually, there is an illusion. I can send you a screenshot of the conversation where I told Maxim that Gardevoir was Aurumoth in disguise, but the fact that I ordered Roleplay when that move is NOT in Gardevoir's movepool should be enough.
 
Gale Wing Srock Actually, there is an illusion. I can send you a screenshot of the conversation where I told Maxim that Gardevoir was Aurumoth in disguise, but the fact that I ordered Roleplay when that move is NOT in Gardevoir's movepool should be enough.
Oops sorry about that Gerard, but ordering Roleplay is not a complete proof (Sometimes to make illusion work in a players favor, they might order a move that the pokemon does not have).

I am sorry, but if you would want the illusion to work, then Maxim or You would have to add me to the conversation where you sent the team.

Although, if the illusion is not proved then Gardevoir would struggle as you rightly pointed out.
 

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