Gym Leader Kaxtar vs Solstice

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Kaxtar said:
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Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

Fighting : Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90

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

Inner Focus (Innate) 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.

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Justified (DW): Innate 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 will be maintained at the end of each round.

Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot
Me First
Heal Pulse
Quick Guard
Close Combat
Copycat
Final Gambit

Blaze Kick
Crunch
Bullet Punch
Sky Uppercut
Mind Reader
Mind Reader
Hi Jump Kick
Detect
Agility
Vacuum Wave
Circle Throw

Swords Dance
Roar
Swagger
Giga Impact
Hyper Beam
Hone Claws
HP Grass
Rock Slide
Toxic
Protect
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Double Team
Focus Blast
Focus Punch
Water Pulse
Sleep Talk
Rest
Iron Tail
Drain Punch
Stone Edge
Endure

Ice Punch
Thunderpunch
Magic Coat
Helping Hand
Low Kick
Zen Headbutt
Magnet Rise

Raid Only:
Dispel
frontnormal-mrevenankh.png

Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65

MC: 0
DC: 5/5

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip
Revenge
Punishment
Hammer Arm
Mach Punch
Vital Throw
Grudge

Ice Punch
Trick
Pain Split
Superpower

Mach Punch
Wide Guard
Counter
Curse
Drain Punch
Shadow Sneak
Force Palm

Taunt
Torment
Focus Punch
Fling
Safeguard
Giga Impact
Substitute
Stone Edge
Return
Shadow Ball
Bulk Up
Protect
Rock Slide
Double Team
Earthquake
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Infernape (F)
Nature: Mild (+SpA, -Def).

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108

EC: 9/9
MC: 0
DC: 5/5

Blaze: (Innate) 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)
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade
Calm Mind

Encore
Assist
Fake Out
Fire Punch
Focus Punch
Heat Wave
Double Kick
Counter
ThunderPunch
Quick Guard
Helping Hand

Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw
Giga Impact
Sleep Talk
Retaliate
Fling
Swagger
Secret Power
Solarbeam

Blast Burn
Vacuum Wave
Endeavor
RolePlay
Uproar
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Magic Coat
TomoM.png

Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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


Intimidate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW) : (Innate) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Hyper Voice
Rest
Sky Drop

Yawn
Rapid Spin
Roost
Stealth Rock
Confuse Ray
Nature Power

Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Attract
Hyper Beam
Substitute
Fly
Hidden Power Electric
Solarbeam
Safeguard
Protect
frontnormal-marghonaut.png

Arghonaut [Pirate Man] (Male)
Glyph of Recover
Nature: Adamant (+1 to Attack, -1 to Special Attack)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 4
DC: 5/5

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Iron Fist (DW- Unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Taunt
Mach Punch
Aqua Jet
Punishment
Revenge
Focus Punch
Waterfall
Chip Away
Night Slash
Foul Play

Recover
Ice Punch
Bulk Up
Soak
Drain Punch
Cross Chop
Rock Blast
Circle Throw

Knock Off
Gunk Shot
Thunder Punch
Low Kick

Double Team
Earthquake
Endure
Snatch
Bulldoze
Snarl
Sludge Wave
Stone Edge
Rock Slide
Protect
Torment
Knock Down
Dive
Substitute
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Gallade [Demi Gravidon] (Male)
Nature: Jolly (+15% Sped, +10% Accuracy, -1 Rank Special Attack)

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)

EC: 9/9
MC: 0
DC: 5/5

Steadfast: (Innate) 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 (DW-UNLOCKED): (Innate) 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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Leaf Blade
Night Slash
Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Fury Cutter
Slash
Psychic
Hypnosis
Swords Dance
Psycho Cut
Feint
Imprison
Close Combat
False Swipe
Stored Power

Disable
Encore
Confuse Ray
Shadow Sneak
Skill Swap
Mean Look

Aerial Ace
Thunderbolt
Will-o-Wisp
Torment
Reflect
Giga Impact
Brick Break
Taunt
Rock Slide
Substitute
Light Screen
Thunder Wave
Earthquake
Trick Room
Low Sweep
X-Scissor
Stone Edge
Rock Tomb
Endure
Focus Punch
Safeguard

Ice Punch
Thunderpunch
Pain Split
Fire Punch
Wish
Mimic
Knock Off
Trick
Zen Headbutt
Magic Coat

Raid Only:
Dispel
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Heracross (M)
Nature: Jolly (+15% to Speed, +11% Accuracy, -1 to Special Attack)

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)

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

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts: (Innate) 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.

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Moxie (DW- Unlocked): (Innate) 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.

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Reversal
Feint
Take Down
Close Combat

Bide
Revenge
Flail
Megahorn
Focus Punch
Pursuit

Mimic
Helping Hand
Low Kick
Knock Off

Swords Dance
Toxic
Sleep Talk
Earthquake
Rock Slide
Double Team
Return
Substitute
Facade
Dig
Detect
Bulldoze
Rest
Stone Edge
Protect
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Scrafty (M)
Adamant Nature (+1 to Attack, -1 to Special Attack)

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: (Innate) 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.
Intimidate (DW- UNLOCKED): (Can be Activated)When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. (Not yet Active)

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Facade
Focus Punch
Head Smash

Amnesia
Detect
Counter
Dragon Dance
Fake Out
Ice Punch
ThunderPunch
Fire Punch
Drain Punch
Zen Headbutt

Dig
Return
Smack Down
Roar
Stone Edge
Rock Slide
Rest
Low Sweep
Poison Jab
Dragon Tail
Giga Impact
Protect
Double Team
Taunt
Substitute
Torment
Dragon Claw

Thanks for reffing.
Solstice said:
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286.png

Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-1)
SpD: Rank 2
Spe: 81 (70x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Technician Unlocked(DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:

Absorb (*)
Tackle (*)
Stun Spore (*)
Leech Seed (*)
Mega Drain (*)
Headbutt (*)
Poison Powder (*)
Spore
Mach Punch
Counter
Force Palm
Sky Uppercut
Mind Reader
Dynamic Punch
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Bulk Up
Stone Edge
Thunderpunch

Total Moves: 23
frontnormal-mkitsunoh.png

Kitsunoh(F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110

EC: 6/6
MC: 2
DC: 5/5

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body Unlocked (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Super Fang
Superpower

Total Moves: 19
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561.png

Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19

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

Abilities:
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Tinted Lens(DW Unlocked): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Reflect
Air Slash
Psychic
Cosmic Power
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
Toxic
Ice Beam
Energy Ball
Thunder Wave
Gravity

Total Moves: 24
224.png

Octillery (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpAtk: Rank 5 (+1)
SpDef: Rank 3
Speed: 39 (-10 Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5

Abilities:
Suction Cups (Innate): This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Sniper (Innate): 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.
Moody (Dream World/Innate/Unlocked): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Wring Out
Hyper Beam
Soak

Octazooka
Acid Spray
Water Spout
Signal Beam

Flamethrower
Charge Beam
Smack Down
Protect
Surf
Toxic

Total Moves: 21

I'll say Items and Abilities when I send them out, thanks for reffing this!

Japanese Zen Boxing Arena (go with it...)
4v4 Doubles, Items ON, No Switch, Two Abilities, 5 Chills/3 Recoveries per Pokemon, 2 Substitutions (Old style, IF->THEN on one action), Positioning ON (only need to specify if it effects the Pokemon's innate STAB bonus), Coinflip Turn Order
-Inside so no Thunder allowed, little light from skylights
-No weather allowed sans Sunny Day becuase indoors
-Low ceiling prevents Fly/Sky Drop from being used
-Rowdy spectators are making tons of noise and cause Psychic move users to lose focus and thus reduce the BP of Psychic moves by 3
-Natural usable elements include: Polished titanium circular boxing ring, water moat (10 feet deep) around arena, floating island gardens, rustic dirt floor, decorative Japanese black rocks, antique parabolic torches (think Olympics)
-The entire arena, although varied in components, is roughly a cramped 40-foot diameter circle and thus activates Fighting's "Increased senses in close combat." This boost is codified as a +1 Accuracy stage boost and +4 (Final) Speed stat, and applies to other types (Steels get the same boost in the boxing ring, Water in the moat, Ground on the floor, Grass in the gardens, Fire on the torches, Rock in the rock gardens).

Coinflip (Random.org)
1=Kaxtar orders first
2=Solstice orders first

2

Solstice, send out your Pokemon with items, specify abilities, etc. You guys know the drill (hopefully).
 
I'm going to lead with Bella Luna the Kitsunoh and Quickdraw the Octillery. Bella Luna will have Frisk and Cursed Body, and will not be holding an item. Quickdraw will have Suction Cups and Sniper and will be holding an Oran Berry. If possible I would like Quickdraw to start in the moat and Bella Luna to start in the boxing ring.
 
Tomohawk (Intimidate+Prankster)+Infernape, leggo. Tomohawk gets a Life Orb, Infernape gets an Expert Belt. Infernape on a Torch, Tomohawk in the Boxing Ring.

Infernape: Flamethrower Kitsunoh~Fire Blast Kitsunoh~Flamethrower Kitsunoh

IF Kitsunoh uses Metal Burst as part of a combo, THEN change that action to Grass Knot Octillery.
IF Octillery uses Water Spout on A1 or A2, THEN change your action that round to Dig (Kitsunoh) and push actions back.
IF Sub 2 would activate, THEN disregard Sub 1.

Tomohawk: Sunny Day~Grass Knot Octillery~Solarbeam Octillery

IF not Sunny on A2 or A3, THEN use Sunny Day and push actions back.
IF Octillery Protects A2 or A3, THEN change that action to Earth Power (Kitsunoh).
IF Sub 1 activates, THEN disregard Sub 2.
 
Octillery:
Toxic Tomohawk ~ Protect ~ Acid Spray Tomohawk

Kitsunoh:
Rock Slide ~ Metal Burst+Leer Combo Tomohawk~ Cooldown
 
Really sorry about the late, terrible update. The fact of the matter is, the reffing deleted itself twice and my finals started this week, in addition to a number of other obligations. I apologize for this, and promise future updates to be better and faster.

Onto matters of substance, Metal Burst+Leer was shot down by irc. As such, I decided to split it into two moves as the unofficial codification directs, and disregard Kaxtar's sub, as it would require the move being usable. If there are any serious objections from a credible source, I will overturn any part of this ruling.




Intimidate activates!

Tomohawk: Sunny Day: Sunlight four rounds, 10 energy
Kitsunoh: Rock Slide: [(6+4.5)*1.5-1.75] 14 damage Infernape, Flinch Infernape, 6 energy (7129 hit Infernape, 9896 miss Tomohawk, 2020 flinch Infernape, 3458 no crit Infernape)
Infernape Flinched!
Octillery: Toxic Tomohawk: 7 energy, Tomohawk badly poisoned (1752 hit)

Octillery: Protect: 6 energy
Kitsunoh: Metal Burst: 6 energy, lolololololololol
Infernape: Fire Blast Kitsunoh: [(12+3+3+3+2)*1.5] 34.5 damage, 7 energy(5541 hit, 9111 no burn, 9294 no crit)
Tomohawk: Earth Power Kitsunoh: [(9+3+3)*1.5] 22.5 damage, 7 energy, 2 recoil(1947 no SpDef drop, 7710 no crit)

Kitsunoh: Leer Tomohawk: 4 energy, -Defense
Infernape: Flamethrower Kitsunoh: [(10+3+3+3+2)*1.5] 31.5 damage, burn, 6 energy(14 burn, 8564 no crit)
Tomohawk: SolarBeam Octillery: [(12+3+3)*1.5] 27 damage, 8 energy, 2 recoil (8142 no crit)
Octillery: Acid Spray Octillery: [4+3] 7 damage, 5 energy, -2 Spdef(5249 no crit)

Tomohawk | Infernape
HP: 95 | 86
EN: 75 | 87
Otr: Badly Poisoned (2), -2SpDef, -Def | ---

Kitsunoh | Octillery
HP: 10 | 73
EN: 84 | 82
Otr: Brn, -Att | -Att

Sunny Day (3 rounds)

Solstice, you're up.
 
Kitsunoh
Shadow Strike + Shadow Sneak Combo Tomohawk~ Cooldown ~ Rock Slide

Octillery
Flamethrower Tomohawk ~ Flamethrower Tomohawk ~ Flamethrower Tomohawk

For Kitsunoh if Protect action 1 shift moves down
For Octillery if Protect Amy actions change to Octazooka Infernape
 
Sorry, never saw Solstice's post.

Tomohawk: Roost~Solarbeam Octillery~Air Slash Octillery
Infernape: Heat Wave~Fake Out Octillery~Solarbeam Octillery
 
TomoM.png
392.png

HP: 95 | 86
EN: 75 | 87
Otr: Badly Poisoned (2), -2SpDef, -Def | ---

frontnormal-mkitsunoh.png
224.png

HP: 10 | 73
EN: 84 | 82
Otr: Brn, -Att | -Att

Sunny Day (3 rounds)

Round Two:

The showdown continues. Kitsunoh jumps closer to the floor, blending into the shadows in the arena as a massive rush of shadows from all directions surges forwards towards Tomohawk. Even as the bird tries to flutter upwards, the shadows rise higher and higher, dragging the bird down to the ground where it is torn in multiple directions by the darkness before it evaporates, leaving Tomohawk wounded as it licks its wounds and tries to recover by lying down on the arena floor. Infernape is less than amused, and summons up a massive blast of fire from the torch he's standing on. The heat blasts across the arena and sails over Tomohawk as he lies on the ground. The resulting flames burn Kitsunoh to the point of fainting, and still deal a fair amount to Octillery due to the sunlight's glare. Octillery harnesses some of the fire for himself, and blasts another shot of flames across the arena, straight into the injured Tomohawk who cringes in pain from the heat.

Infernape is not amused, and makes a lunge towards Octillery that causes it to move backwards in panic, colliding with a rock and dazing itself. Tomohawk simply fires off a massive blast of light and heat in a pulse of solar energy that deals incredible damage to the octopus, even as the energy needed harms Tomohawk. Octillery is far too stunned to move.

Infernape shoots off his own explosion of light that deals just a little less damage to Octillery, who is already starting to grasp just how bad his situation is. Tomohawk sends forwards a blade of air that collides with the water-type, stunning it as the winds make him lose his focus.

Kitsunoh: Shadow Streak Tomohawk: [4+8+3+3+3] 21 damage, 14 energy (7525 hit, 9422 no defense drop, 335 crit)
Tomohwak: Roost: 11 energy, +20 HP
Infernape: Heat Wave: 6 energy, [(7.5+3+3+3+2)*1.5] KO Kitsunoh, [(7.5+3+3+3)*0.66] 11 damage Octillery (8705 hit Kitsunoh, 1716 no burn Kitsunoh, 1532 no burn Octillery, 6486 no crit Kitsunoh, 8697 no crit Octillery)
Octillery: Flamethrower Tomohawk: [10+3+3+3.5] 19.5 damage, 7 energy (2920 no burn, 9080 no crit)

Infernape: Fake Out Octillery: [4+1.5] 5.5 damage, 4 energy, flinch (8364 no crit)
Tomohawk: Solarbeam Octillery: [(12+3+3)*1.5] 27 damage, 8 energy, 2 recoil (7923 no crit)
Octillery flinched!

Infernape: Solarbeam Octillery: [(12+3+2)*1.5] 25.5 damage, 8 energy (3255 no crit)
Tomohawk: Air Slash Octillery: [8+3+3+3] 17 damage, 5 energy, 2 recoil (847 flinch, 7734 no crit), Oran Berry restores health
Octillery flinched!

Note: I missed the accuracy modifiers, but it never actually mattered

TomoM.png
392.png

HP: 73 | 86
EN: 51 | 69
Otr: Badly Poisoned (3), -1SpDef| ---

frontnormal-mkitsunoh.png
224.png

HP: KO | 13
EN: 84 | 75
Otr: Brn, -Att | -Att

Solstice sends out a new Pokemon, Kaxtar orders, Solstice orders
 
Infernape: Grass Knot Octillery~Fire Blast Sigilyph~HP Ice 7 Sigilyph

IF Octillery Protects A1, THEN Fire Blast Sigilyph A1 (Use Brick Break if Sigilyph used Light Screen A1) and push actions down.

Tomohawk: Air Slash Sigilyph~Yawn Sigilyph~Air Slash Sigilyph

IF Octillery isn't KO'ed by Action Three, THEN redirect A3 to Sigilyph.
 
Octillery
Protect - Hyper Beam + Hyper Beam Combo Tomohawk - Cooldown

Sigilyph
Light Screen - Thunder Wave Infernape - Air Slash Tomohawk
 
TomoM.png
392.png

HP: 73 | 86
EN: 51 | 69
Otr: Badly Poisoned (3), -1SpDef| ---

561.png
224.png

HP: 100 | 13
EN: 100 | 75
Otr: --- | -Att

Round Three:

Octillery quickly forges a reflective shield out of rotating water that whirls around it, keeping it safe from outside projectiles. Kaxtar sees Sigilyph preparing a light screen, and orders his Infernape to use a Brick Break. Unfortunately, the attack lands before the screens and does little damage as a reflective barrier of light emerges on Solstice's side of the field. Perhaps this could change the tides of the battle? Tomohawk laughs, and aims a blade of powerful wind straight at the one chink in the armor, leading to no power reduction and even increased damage as it strikes Sigilyph.

This failure enrages Infernape, and she causes a variety of plants to come up from the bottom of the pool and strike Octillery, leaving him with barely any health at all even with the screens reducing the barrier. Sigilyph replies by blasting off a moderately powerful shock wave that races through Infernape's body, causing her to slow down drastically to deal with it. Tomohawk simply yawns loudly in Sigilyph's direction, causing her to become drowsy upon hearing it, and lean towards falling asleep on the spot. With the status show over, Octillery charges up one powerful orb of white energy in front of him, growing larger and larger as a roar begins to fill the air and the arena begins to shake. And then, everything is quiet for just a moment. Half a second later, a tremendous blast of power races through the air, and a beam of energy the size of a truck strikes Tomohawk, sending it flying backwards into the walls of the boxing ring due to the tremendous force of the blast.

Sigilyph rushes forwards with an Air Slash while Tomohawk's down, knocking the chieftain out, Infernape doesn't want to be left out of things, and shoots a strange frozen crystal at Sigilyph.

Octillery: Protect: 7 energy, protected
Infernape: Brick Break Sigilyph: [(8+3)*0.44] 4.89 damage, 5 energy (7682 no crit)
Sigilyph: Light Screen: 7 energy, team protected (6)
Tomohawk: Air Slash Sigilyph: [8+3+3+3+3] 20 damage, 5 energy,2 recoil, critical hit (339 crit)

Tomohawk: Yawn Sigilyph: 7 energy, Sigilyph is drowsy
Infernape: Grass Knot Octillery: [(3+3+2)*1.5] 12 damage, 6 energy (6534 no crit)
Sigilyph: Thunder Wave Infernape: 7 energy, 25% paralysis inflicted
Octillery: Mega Hyper Beam Tomohawk: [(33.75+3)+1.75] 38.5 damage, 46 energy (8721 no crit)

Sigylph: Air Slash Tomohawk: [(8+3+1.5)*1.5+1.75] 20.5 damage, 5 energy (8938 hit, 9278 no flinch, 7704 no crit)
Infernape: [(3.5+3+2)*1.5] 12.75 damage, 5 energy (3013 no paralysis, 6022 no crit)

TomoM.png
392.png

HP: KO | 86
EN: 51 | 53
Otr: Badly Poisoned (3), -1SpDef| 25% Paralysis

561.png
224.png

HP: 80 | 1
EN: 81 | 22
Otr: Drwosy | -Att

Light Screen (3)

Sun (1 round)

My reffing is corrected, Kaxtar sends out new Pokemon (and follows Prize Claim procedure for ASM while he's at it), Solstice orders, Kaxtar orders
 
I think I want to claim DQ pretty soon, I know I didn't set one, but its been a full week since I last ordered. I'll give Solstice another 24 hours.

Also, a heads up. This battle will probably have to go on hold for a while. I'm going away for six weeks starting June 13, and will not have access to Smogon. While I'm gone, Rediamond can claim half of the UC for his reffing up to this point. Solstice, if you want to, claim for the Pokemon that already out and 2 TC/CC. Sorry about this, I really wanted to finish this battle before I leave, but it looks like it will have to wait.
 
Alright, going to have to claim DQ from this. Sorry, but a week is too long Solstice. Plus, I don't want to tie you guys down until I come back.
 
Sorry about being late, but it's a final post and Kax probably wasn't rushing into any battles.

Me: 6 UC

Kax: 2 CC
Infernape: 3 MC, 1 KO
Tomohawk: 3 MC
 
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