Leader jas61292 vs dogfish44

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3v3 Singles (You PM 3, I PM up to 8. You know, the gym thing)
2 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym (no real name as of yet)
Switch: KO
Items: Off
2 Substitutions.


A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.

First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.

But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.

However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.


Summary:

  • No Sandstorm or Hail
  • The thin battle platform prevents Dig.
    • Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
    • Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
    • Seriously though, this is the flying gym. Why would you be using Dig anyways?
    • All other attacks are allowed.
  • Energy Cost of Roost reduced by 1.
  • Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)
  • Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
  • Wind Based attacks have base power increased by 2
  • Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
  • Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
  • All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
jas61292 said:

Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

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

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks (31 Moves):

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Air Slash
Roost
Rain Dance
Tailwind
Brave Bird
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)
Brine
Gust

Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive
Hyper Beam


Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)

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

Abilities:
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 thier 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.
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, 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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (34 Moves):

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Superpower
Hurricane
Healing Wish

Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento

Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot
Hyper Beam*
Hyper Voice*


Honchkrow [Lafayette] (M)

Nature: Rash (+1 SpA, -1 SpD)

Type: Dark/Flying
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.
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.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW, unlocked): (Inate) 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.


HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Attacks (43 Moves):

Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse

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

Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic

Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge

-This pokemon was caught in a Heal Ball during the Fog of War-


Unfezant (Bird) (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Rivalry (DW, unlocked): (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 93
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks (27 Moves):
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
Featherdance
Facade
Tailwind
Sky Attack

Hypnosis
Steel Wing
Uproar
Wish

Toxic
Protect
Hidden Power Ground (7)
Hyper Beam
Double Team
Psych Up
Giga Impact
U-Turn
Substitute
Fly


Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)

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

Abilities:
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)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
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)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15

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

Attacks (30 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Bug Buzz
Agility

Bide
Drain Punch
Encore
Focus Punch
Endure
Screech

Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team
Hidden Power (Psychic)

Ice Punch
Thunder Punch
Roost



Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)

Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.

Abilities:
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 thier 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.
Moxie (DW, unlocked): (Inate) 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: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 2
DC: 5/5

Attacks (34 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail

Dragon Dance
Dragon Pulse
Hydro Pump
Endure

Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)

Draco Meteor

Outrage
Ominous Wind
Heat Wave
Iron Tail
Steel Wing
Roost*


Drifblim (Floodrin) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Ghost/Flying
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.
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.

Abilities:
Aftermath: (Innate)If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (80/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 3
DC: 4/5

Attacks (16 Moves):
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Ominous Wind
Shadow Ball

Disable
Hypnosis
Weather Ball

Toxic
Will-O-Wisp
Thunder Wave
Thunderbolt
Fly


Delibird (Epic) (M)
Nature: Lonely (+Atk, -Def)
Type: Ice/Flying
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Flying: Flying STAB; immunity to Ground attacks 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). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it 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 Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in 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.
Insomnia (DW, unlocked): (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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 accuracy is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 14

MC: 0
DC: 5/5

Attacks (9 Moves):

Present

Fake Out
Future Sight
Ice Shard
Ice Punch

Ice Beam
Brick Break
Fly

Seed Bomb
Sky Attack

Focus Punch
Dogfish44 said:
[a]Electivire[/a]

Electivire [Short Fuse] (M)
Type: Electric - Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: Motor Drive (Innate) - This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
DynamicPunch
Earthquake
Electro Ball
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon

Total Moves: 95 - Movepool Complete


[a]Rotom-F[/a]

Rotom [Pulse] (N/A)
Nature: Modest (+Sp.Atk -Atk)
Type:
Ice/Electric: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:

Rotom
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20

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

Attacks:
Astonish
Blizzard
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp

Total moves: 52 - Movepool Complete


[a]Cyclohm[/a]

Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Hyper Beam
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon

Dragonbreath
Dragon Dance
Dragon Rush
Gust
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Shock Wave
Spark
Thrash
Water Pulse

Blizzard
Charge Beam
Double Team
Earthquake
Endure
Fire Blast
Flamethrower
Flash
Hail
Hidden Power (Grass,7)
Hone Claws
Ice Beam
Incinerate
Light Screen
Natural Gift
Protect
Rest
Roar
Sandstorm
Secret Power
Sleep Talk
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Volt Switch
Waterfall
Wild Charge

Draco Meteor
Headbutt
Signal Beam
Snore
Swift
Twister

Total moves: 72
Shortly away from land, a pillar stands that stretches miles into the sky. It is unkown why it was built or for what purpose, but that is irrelevent to the scene today. Lightning and wind begin to stir high above the world, as if the storm gods where clashing against themselves. A high altitutude, high stakes battle is about to occur with intensity matched by the roaring winds around the arena.

Welcome to the top of the world.

RNG: 1=jas leads, 2=dogfish44 leads

2

dogfish44 sends out his first Pokemon, jas sends out his first Pokemon and gives orders, dogfish44 orders


Oh, and one last thing

BEWARE THE F***ING DELIBIRD!!!
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"The fact you brought a Delibird quite frankly insults me. Nimbus (Cyclohm), demonstrate your power."
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Whelp... here it goes. There is no way we are outdamaging that thing, and of course it has to get Ice Beam so I can't even try the neutral Dragon v Dragon matchup. But I have to try something so:

Go Epic the Deli... I mean... Go Hatchet the Tomohawk!

Taunt - Toxic - Yawn

If protective move is used and you do not have a substitute up, use Substitute (20 HP) and push actions back.
If protective move is used and you DO already have a substitute up, use Stealth Rock

Not sure if this will work well at all, but its worth a shot.

And frankly, the fact that me bringing Delibird insults you insults my Delibird. It is a bird of potent ability, and if this goes as badly as it looks like it will, you may get to see it in action (Besides, its not like there was much else I could bring. At least it has a few battles under its belt, unlike my Farfetch'd).
 

HP: 110
EN: 100
Otr: ---

vs


HP: 110
EN: 100
Otr: ---

Round One: Insult and Injury

The wind seems to intensify as a mighty hawk faces down an evergrowing thundercloud. The dragon raises all three of his heads and roars as thunder crashes in the distance. The chaos above the world seems to intensify as the battle between the lords of the thunderstorm begins.

There's no way to outdamage such a mighty opponent, and jas decides to play with the enemy rather than face it head on. Tomohawk begins a war dance that clearly displays every ounce of the power he can muster, while a chant that includes a word sounding supsicously like "Delibird" is repeated frequently, obviously to terrify the dragon with thoughts of the mighty beast it might have to face should it not just allow itself to be defeated with honor. Of course, ancient dragons do not take well to idle threats, and Nimbus roars as a mighty blast of electricity descends from an even higher elevation to injure his opponent badly.

The winds of battle blow on, and Hatchet spews out a powerful mix of toxins from his mouth and spits them towards Cyclohm, who does not like the acid slowly eroding into him. Rather than playing a waiting game and joining the war of attrition, another bolt of lightning crashes into the arena, signifying that this battle is far from being won by slow stall tactics.

Tomohawk finishes his round of taunting and goading by yawning loudly, the sound being carried by the wind towards Cyclohm who is made aware of his own tiredness that has built up through long periods of extensive training. But, like any good trainer, the challenger decides to switch tactics. Or more specifically, switch to switch tactics. Cyclohm's mass is converted almost entirely to energy as a tremendous pulse of power races across the field, some of it colliding with Tomohawk as the dragon's body is restored, only the poison remaining of the chieftain's efforts.

And the wind howls on, this time blowing over a badly weakened hawk facing down the lighining bolts of judgement.

Taunt: 10 energy, Cyclohm taunted six actions
Thunderbolt: [(10+3+3)*1.5] 24 damage, 6 energy (5476 no Paralysis, 3003 no crit)
Toxic: 7 energy, Cyclohm badly poisoned (8836 hit)
Thunderbolt: [(10+3+3)*1.5] 24 damage, 7 energy (9719 no paralysis, 5121 no crit)
Yawn: 7 energy, Cyclohm is drowsy
Volt Switch: [(7+3+3*1.5] 19.5 damage, 4 energy (5635 no crit)



HP: 43
EN: 77
Otr: ---

vs


HP: 108
EN: 80
Otr: Badly Poisoned (1)

dogfish44 orders, Leader jas61292 orders
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Careful Nimbus, this one has a LOT of tricks!"

Thunderbolt ~ Ice Beam ~ Thunderbolt

IF Substitute (25) is used Successfully, THEN Roar and push actions down.

IF Double Team, THEN Shock Wave and push actions down.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well... ummm.... damn. We do have a lot of tricks though. So lets go with out typical strategy: throw our fate into the hands of luck and hope for something good.

Confuse Ray - Roost - Earth Power
 

HP: 43
EN: 77
Otr: ---

vs


HP: 108
EN: 80
Otr: Badly Poisoned (1), -1Att (I'm assuming all abilities, as it wasn't specified any way)

Round Two: Luck is the Great Equalizer

The winds blow upon a desperate scene, where thunder is outdamaging wind and all of the tricks that wind can pull up leave little real impact. The clouds above the arena are steadily becoming more charged as the lightning prevails.

But the Gym Leader doesn't give up. Instead, he orders Tomohawk to cast the fate of the battle to luck. The bird agrees, and flaps up between Cyclohm and the sunlight, and begins to flap in an odd manner that creates a confusing pattern of light over the arena. Cyclohm is unable to aim with such confusing tactics employed, and ends up accidentally striking himself. However, the attack simply glances off due to his physical weakness and Tomohawk's imposing dance.

Seeing the trick succeed, Tomohawk is forced to land back on the ground and recover, unable to sustain the pattern. Indeed, his feathers are quite matted and he has to preen them extensively to regain flight. Cyclohm is still thrown off by the light, and ends up unable to do anything but launch glancing blows on himself.

Finally, the winds pick back up and Tomohawk is motivated to begin offensive actions to actually harm his opponent. While the earth on the pillar is thin, it does exist, and Tomohawk fires off a massive blast of earth-imbued energy that begins to coat Cyclohm and blind him, causing him to lose some focus that could make him more vulnerable to special attacks. The dragon counters by loosing another thunderbolt from the heavens, sending Tomohawk back down to about where he started the round at.

While the metaphorical winds of battle still blow against the Gym Leader, they blow a little less strongly now.

Confuse Ray: 4 action confusion, 5 energy (8972 4 action confusion)
Cyclohm hit itself in confusion! [4-4.5-1.75] 0 damage, -2 confusion stages (3887 hit in confusion)
Roost: +20 HP, 12 energy, flying typing shed
Cyclohm hit itself in confusion! [4-4.5-1.75] 0 damage, -2 confusion stages (797 hit in confusion)
Earth Power: [(9+1.5)*1.5] 15.75 damage, -SpD, 7 energy (239 SpD drop, 5890 no crit)
Thunderbolt: [(10+3+3)*1.5] 24 damage, 6 energy (3196 no paralysis, 3942 no crit)


HP: 39
EN: 58
Otr: ---

vs


HP: 88
EN: 74
Otr: Badly Poisoned (2), -1Att

Leader jas61292 orders, dogfish44 orders
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Ok, we will hide no more.

Earth Power - Aura Sphere - Hidden Power (Ice) 7
If a recovery move is used, Taunt and push actions back, but only once.
If a damaging electric move is used and you are not under the effects of Torment, Roost and push actions back, but only once.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"I am ashamed that this took so long. No matter, we continue as always."

Ice Beam ~ Ice Beam ~ Ice Beam
 

HP: 39
EN: 58
Otr: ---

vs


HP: 88
EN: 74
Otr: Badly Poisoned (2), -1Att

Round Three: Hiding No More

"We shall hide no more!"

Wind rushes back over the battlefield as Tomohawk drops lower to the ground, shooting up another blast of earthen energy at his foe that sends him a few steps back, but not particularly shaken.

"No matter, we continue as always."

A massive blast of frozen air is shot back into the wind, growing in size as it strikes Tomohawk's wings, bringing it a single step closer to its end. Both sides realize this is the last blow of the engagement, and fire off massive pulses of aura and ice that rush across the battlefield and collide in a massive release of energy that manages to slow even the winds.

But could it slow the winds of momentum increasingly shifting against the leader?

Earth Power: [(9+1.5)*1.5 17.5 damage, 11 energy (4744 no SpD drop, 7474 no crit)
Ice Beam: [(10+3)*1.5] 19.5 damage, 7 energy (6624 no freeze, 5525 no crit)
Aura Sphere: [9+3+1.5] 13.5 damage, 6 energy (2805 no crit)
Ice Beam: [(10+3)*1.5] 19.5 damage, 11 energy, KO



KO

vs


HP: 52
EN: 56
Otr: Badly Poisoned (3), -1Att

Leader Jas61292 sends out his next Pokemon, Dogfish44 orders, Leader jas61292 orders.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"...OK then."

Power Gem ~ Thunderbolt ~ Power Gem

IF Bide A1, Protect on A3
IF Agility (Dodge), THEN Discharge and push actions down
.
 
Round Four: Dragons and defenses

Newly unleashed, Ledian prepares to weather the superior offenses of a massive thunder dragon. It quickly goes further inside of its shell, using winds to create a barrier between itself and everything else. Cyclohm blasts out a glowing sphere that transforms into a stone and almost breaks through the winds before being bounced away. Ledian then manipulates the light reflecting off of him into a full shield, blocking out other light based attacks. However, it doesn't stop a rogue thunderbolt from shattering the winds around his body. Lucas resummons them just in time to dampen another blast of a Power Gem attack.

Substitute: 20 HP Sub created, -20 HP, 18 EN
Power Gem: [(7+1.5)*2.25] 19.25 damage, 5 energy (9288 No crit)
Light Screen: 8 energy, screens six actions
Thunderbolt: Breaks the sub, 6 energy (5995 no crit)
Substitute (15): 12 energy, -15 HP, 15 HP sub made
Power Gem: [(3.5+1.5)*2.25] 11.25 damage, 5 energy (3884 no crit)


Ledian:
55 HP
62 EN
4 HP Sub

Cyclohm:
41 HP
40 EN
-Att, Toxic (4 DPA)
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
THAT DRAGON IS GOING DOWN!

Encore - Substutite (25) - Focus Punch + Ice Punch Combo
If Protective move action 1, then Chill - Encore - Focus Punch + Ice Punch Combo
If Protective move is used action 3, and the previous sub does not come into play, then Encore - Substutite (25) - Chill
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Cyclohm, can you demonstrate that you do not have any concern over these actions?"

Power Gem ~ Power Gem ~ Dragon Tail

"You've done well, I wonder if the leader has remembered to plan ahead..."
 
Round Five: Frozen Fury

Ledian begins clapping rapidly, creating a humming sound with the wind that amplifies the applause until Cyclohm is tricked into believing an army of spectators is enamoured with his Power Gem. So, he shoots it off again, shattering the wind around Ledian.

Ledian doesn't care, and simply reforms another, stronger barrier that can tank just about any hit whatsoever when combined with the light shield. Cyclohm launches off another gem, which also fails to break the shield.

Finally, both charge up one massive attack. Cyclohm raises his tail and imbues it with lightning and ancient energy that flows throughout his entire body. Ledian raises all of his fists as a chilling wind begins to sweep across the battlefield. Both sides charge. Ledian flies straight for Cyclohm, the wind at his back, and slams his fists into the dragon with incredible force that stops his attack cold and takes it down for the count.

Ledian:
HP: 30
EN: 4
Otr: 6 HP sub

Encore: 10 Energy, Encored 2 actions
Power Gem: [(3.5+1.5)*2.25] Substitute broken, 5 energy (9448 No crit)
Substitute (25): 24 energy, -25 HP, 25 HP substitute created
Power Gem: [(3.5+1.5)*2.25] 19.25 damage, 5 energy (1560 No crit)
Freezing Focus: [(15+8-3+2)*1.5] 33 damage (KO), 24 energy[/hide]
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Heh, we got a KO. That's all I asked of you Lucas. Let someone else suffer the pain of this defeat.

Cooldown - Tackle - U-Turn
 
Round Six: Dust in the Wind

With Cyclohm down, jas61292's troubles are not over as dogfish44 sends out an Electrivitr that is possibly more dangerous than the dragon. As Ledian rests, Electrivire taunts him about how little a pathetic insect can do to him, and that his chance is long gone. Ledian rallies, and launches a weak tackle that leaves it barely awake, and only slightly harms Electrivire. The Wizard strikes back by unleashing excess electricity, shattering Ledian's substitute and boosting his own efficiency. With his role over, Ledian returns to his Pokeball unconscious, harming Electrivire in the process.

Electrivire:
85 HP
86 EN
+1 SpA

Gym Leader jas6192 promotes a new Pokemon and gives orders, dogfish44 gives orders.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well, here we go. Roosevelt (Salamence) intimidate that Electivire, and show him some pain. We might have no shot at victory, but there is no way we are losing 2-0.

Earthquake x3
If Electivire uses a Protective move and you don't have a substitute, Substitute (20 HP) that action
If Electivire uses Substitute (25 HP), Roar that action

EDIT:

Just for reference, EQ is fine with this arena:

<dogfish44> can you post to confirm your arena allows seismic moves?
<dogfish44> I know it blocks dig
<dogfish44> but it feels like it implies no seismic
<jas61292> yeah, sure. it should. I only blocked dig (which, in retrospect, was really stupid as it only hurts me)
 
Round Seven: dogfish44, the noobslayer

"Roosevelt, let's finish this!"

The winds of despair have begun to blow around the battlefield, and the cause seems all but lost for the gym leader. With the wind at his back almost a cruel reminder of how the battle should've gone, he thinks of the best way to finish things.

"Alright, let's give this all we've got to the end. Earthquake!"

"Counter it back. This is over."

Huge blasts of earth begin to tear through the platform, shaking the entire tower as the winds suddenly increase, reaching a maximum force that shakes the entire arena and threatens to blow it apart. Electrivire roars, and the blasts increase further still until the entire tower begins to be held in place solely by the balance of vibrations that race through it, the tension becoming stability as the arena is held in an inevitable collapse that will occur as soon as the damage is done.

And at last, the battle closes. Rocks begin to fall down to the earth, ground racing towards it's mother as the tower is chipped away little by little, until the chunks are no longer so little, and boulders the size of Salamence are whipped around by the wind and fall back to the ground.

And no one remains until the dust clears, leaving only the leader to withdraw his Salamence as it falls, from the safety of one of his other birds. As he stares across the patch in the sky where his gym once was, he notices an electric eel slowly floating back up through the clouds, with a man and a large humanoid tagging along. And he laughs. Laughs at the failure and futility of the winds in the storm, blowing around aimlessly while the lightning inspires terror. A small piece of metal changes hands before both fly away, the battle done.

Fin.


Earthquake: [(10+5.5)*1.5] 23.25 Damage, 7 energy (9854 no crit)
Counter: [(23.25)*1.5] 34.875 damage, 18 energy
Earthquake: [(10+5.5)*1.5] 23.25 damage, 11 energy (3967 no crit)
Counter: [(23.25)*1.5] 34.875 damage, 22 energy
Earthquake: [(10+5.5)*1.5] 23.25 damage, 15 energy (3176 no crit)
Counter: [(23.25)*1.5] 34.875 damage, 26 energy, Salamence fainted!

dogfish44 wins!


Congratulations to dogfish44 for earning the Flying Badge!

Rediamond: 10 UC
dogfish44: 2 CC, ASB Flying Badge
-Electrivire: 3 MC, 2 KOC
-Cyclohm: 3 MC, 1 KOC
-Rotom-F: 3 MC
jas61392: 2 CC
-Tomohawk: 3 MC
-Ledian: 3 MC, 1 KOC
-Salamence: 3 MC
 
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