The Gym Leader and the Wannabe. (Rediamond vs. Yoshinite)

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LLLLADIES AND GGGENTLEMEN! CHILDREN OF ALL AGES! UNFORTUNATE POKEMON WHO HAVE TO BATTLE IN THIS ARENA! I BRING YOU... THE DREAD CIRCUS!

3v3 Singles
2 Day DQ
2 recovers/5 chills
Arena: Evil Circus
It seemed like a great idea at the time, to go to the circus to have a good old friendly brawl. But then that damn evil Puppet Master came and ruined all the fun. Drat... but the fight must go on! At the end of each round, the Puppet Master will cast a tricky effect, directly attack both pokemon, or summon a wild pokemon to attack and harass the competitors. He cannot be attack directly, but the Puppet Master's attacks can be defended against.

Summary: A traveling circus with an evil Puppet in the background, who will active one of the following effects at the end of each round: Use Wonder Room, use Trick Room, use Magic Room, use a ThunderBolt on all pokemon, use an Ice Beam on all Pokemon, use a Flamethrower on all pokemon, summon a wild Drifblimb to attack, summon a wild Houndoom to attack, or summon a Mr. Mime to attack. Each effect has the same chance of happening (1/9). The puppet master cannot be attacked.

No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; anything from legendaries to explosives to items.


Random Fan: Isn't it called the Evil Circus?
Ringmaster: What? No- it's... No. It's the Dread Circus. *Whispers* Gengar take that guy out.
Gengar: Gar *Uses Hypnosis*

And now for the main attractions! In the Left Ring we have the up-and-coming trainer Yoshinite, using his team of... all ghosts. Huh.
Trainer Name: Yoshinite


Name: Gastly [Hehehe] (M)
Nature: Rash (+SpA -SpD)

Type:Ghost/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: Type: Innate This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 80
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC 0/6
MC 0

Moves:
Lick*
Confuse Ray*
Night Shade*
Hypnosis*
Spite*
Mean Look*
Curse*
Sucker Punch*

Toxic*
Venoshock*
Dream Eater*

Clear Smog*
Disable*
Perish Song*


Name: Nohface [Pokerface] (M)
Nature: Adamant (+Atk -SpA)

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

Abilities:
Levitate: Trait This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-1)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Moves:

Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse

Payback
Toxic
Gyro Ball

Meteor Mash
Psycho Shift
Hex


Name: Necturine [Sacred Fire] (F)
Nature: Rash (+SpA -SpD)

Type: Ghost/Grass
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.
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:

Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2 (-)
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC 0/6
MC 0
DC 0/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex

Toxic
Shadow Ball
Energy Ball

Leaf Storm
Sketch
Nightmare
[/QUOTE]

And in the right corner we have Rediamond, legendary trainer and leader of the bug type gym, using a team of... all bugs. Go figure. You know, you guys really aren't helping The Dread get rid of its reputation...
Rediamond said:
What did you expect from the bug gym leader?


Karrablast [Titania] (F)
Nature: Brave (+Att, -Spe, -10% evasion)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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)
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.
No Gaurd (LockedThis 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.

Stats:
HP: 90
Atk+: 4
Def: 2
SpA: 2
SpD: 2
Spe-: 52
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks: 26
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
Slash
Swords Dance
Double Edge

Megahorn
Pursuit
Counter

Knock Off
Sleep Talk

Facade
X-Scissor
Double Team
Rain Dance
Toxic
Protect
Frustration
Aerial Ace
Rest
Swagger
Substitute


Joltik [Arachna] (F)
Nature: Modest (+SpA, -Att)
Type: Bug/Electric
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Compoundeyes: (Innate) (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (Locked): (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)

Stats:
HP: 90
Atk-: 1
Def: 2
SpA+: 3
SpD: 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Electroweb
Bug Bite
Gastro Acid

Disable
Pursuit
Pin Missile

Light Screen
Volt Switch
Thunderbolt


Burmy [Rhea] (F)
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Overcoat: [Dream World] (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).


Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA+: Rank 3
SpD: Rank 2
Spe-: 31
Size Class: 1
Weight Class: 1
Base Rank Total: 12


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

Attacks: 7
Protect
Tackle
Bug Bite
Hidden Power Water (7)

Snore
Electroweb
String Shot
Well there you have it, the battlers! Will Rediamond manage to pull off a win with the skill that makes him so great, or will the noobie manage to take the cake thanks to his Ghost types' handy resistance to Bug? Only time will tell... or maybe... THE PUPPET MASTER'S HAND!

Order of Ops:
Yoshinite sends out mon and equips item.
Rediamond send out mon, equips item, and sets commands.
Yoshinite sets commands.
Etc. etc. etc. yadayadayada you guys should get the rest. Good luck to the combatants, and may the odds ever be in your- *Brick*

Gengar: ladies and gentlemen, it appears that the ringmaster is out cold. Fortunately, Bulbapedia says that some Gengar can speak, and apparently I'm one of those that do, so we'll carry on as usual.

 
Oops, I've used it in like 2 rounds already...

Toxic-Disable [Light Screen]-Hypnosis
IF Toxic misses A1, use it A2 and push actions bacl
 
Pre-Round:

HP: 90
Energy: 100
Status: None


HP: 90
Energy: 100
Status: None​

Action 1
Gastly used Toxic!
Hit: <901=Hit. 708=Yes.
Joltik was badly poisoned!
7 Energy

Joltik used Light Screen!
Joltic erected a barrier!
8 Energy

-1HP Joltik
Action 2
Gastly used Disable!
Joltik's Light Screen was disabled!
10 Energy

Joltik used ElectroWeb
Hit: Irrelevant
Crit: 902=No
6+3+4.5-1.5=12 Damage!
Gastly's speed fell!
6 Energy

-1HP Joltik
Action 3
Joltik used Thunderbolt!
Hit: Irrelevant
Paralysis: <101=Paralyzed. 451=No
Crit: 783=No!
10+3+4.5-1.5=16 Damage!
7 Energy

Gastly used Hypnosis!
Hit: <601/1000=Yes. 443=Hit!
Severity: 684=Intense Sleep!
7 Energy

-1HP Joltik


Gengar: Hello again fine spectators! We are back! While the Ringmaster is still unconscious, I'll describe the battle for you! *Yoshinite starts out by summoning a Gastly to abuse his massive Bug resist, but Rediamond is prepared for this type of event and sends out his Joltik, crackling with energy and ready to go! Gastly starts the show by launching a cloud of its own black has towards Rediamond's Joltik, who inhales and begins to choke on the Toxic fumes. Joltik, through wheezing gasps, responds by concentrating its mind and erecting a bright yellow wall of energy- a Light Screen to protect it from Gastly's malignant energies. Now I don't know what Yoshinite was thinking, but next his Gastly begins to glow, somehow Disableing Joltik's Light Screen! (Not that it really matters, seeing as Light Screen will fail anyways until it fades away...) Joltik, laughing at the foe's paltry attempt to subdue it, spits out a gooey Electroweb, which promptly lands on Gastly and begins to electrocute it, stiffening its... Gases? and causing it to move slower. Joltik, now faster than Gastly, glows yellow and discharges a wicked Thunderbolt which strikes Gastly for considerable damage. Gastly finally decides to finish the round by following the Ringmaster's and using Hypnosis to put Joltik into a deep slumber, who is gradually losing health to Toxic. And then, it happens: the evil puppet master launches his attack!
RNG: 56= Wonder Room
Grinning maniacally, the puppet master raises his arms, and the tent become veiled in a wondrous purple light, swapping each Pokemon's defenses for 4 rounds!


HP: 62
Energy: 76
Status: Wonder Room (4 Rounds)
-1 Speed (46)


HP: 87
Energy: 79
Status: Wonder Room (4 Rounds)
Toxic (2DPA Next Round)
Asleep (2A)
Light Screen (3A)
Speed​
 
Rediamond, please list an attack for A3. (Assuming that Dream Eater Combo doesn't deal 16 damage.)

IAR EDIT: That is a legal action-string, & is the mandated format. That is, if he cannot use the combo A2, then do whatever is in the brackets A3.
 

HP: 62
Energy: 76
Status: Wonder Room (4 Rounds)
-1 Speed (46)


HP: 87
Energy: 79
Status: Wonder Room (4 Rounds)
Toxic (2DPA Next Round)
Asleep (2A)
Light Screen (3A)


Action 1
Joltik is asleep!

Gastly used Devourer of Souls! (Dream Eater+Dream Eater)
Hit: Irrelevant
Crit: 111=No
7.5+(10x2.25-5)-3=22 Damage!
11 HP recovered
49 Energy

-2HP Joltik
Action 2

Gastly is cooling down!

Joltik woke up!
Joltik used WaveBolt! (Thunderbolt+Thunder Wave)
Hit=Irrelevant
Effect=Yes
3+3+10-3=13 Damage!
21 Energy


-2HP Joltik
Action 3
For Paralysis: >750=Paralyzed. 47=No
Gastly used Hypnosis!
Hit: <601/1000=Hit. 680=No
Gastly's attack missed!
7 Energy

Joltik is cooling down!


-2HP Joltik


288=Magic Room
Ohhh! For four rounds, all hold items are useless! But wait... oh, you two have no hold items, so it doesn't affect you.


HP: 60
Energy: 20
Status: Wonder Room (3 Rounds)
Paralyzed (20%)
Magic Room (4 Rounds)

HP: 59
Energy: 58
Status: Wonder Room (3 Rounds)
Toxic (3DPA Next Round)
Magic Room (4 Rounds)
 
Guys I made a mistake and need to edit; I'll have to do it tomorrow though. I'm sorry but I'll have to ask you to reorder after I edit :/
 
Okay you guys can reorder now; I edited the calculations. Anything that changed is now in red. Sorry I didn't have time to reflavor.

Also, holy cow IAR edited my post >.>

As such, sorry, somehow I must have glanced over the parenthesised commands <.<
 
Ill do the same thing, execpt
IF He disables Hypnosis before you use it, replace A2 with Confuse Ray, Replace A3 with Spite (Thunderbolt)
 

HP: 60
Energy: 20
Status: Wonder Room (3 Rounds)
Paralyzed (20%)
Magic Room (4 Rounds)


HP: 59
Energy: 58
Status: Wonder Room (3 Rounds)
Toxic (3DPA Next Round)
Magic Room (4 Rounds)​

Action 1
Joltik used Disable! (Hypnosis)
Hit: Irrelevant
The foe Gastly's Hypnosis was disabled!
7 Energy

Roll for Paralysis: <201/1000=Yes. 480=No
Gastly chilled!
12 Energy

-3HP Joltik
Action 2
Joltik used Thunderbolt!
Hit: Irrelevant
Crit: 285=No
10+3+4.5-3=14.5 Damage!
7 Energy

Paralysis: <201/1000=Yes. 621=No.
Gastly used Confuse Ray!
Hit: Irrelevant
Severity: 723=Severe
5 Energy

-3HP Joltik
Action 3
Joltik is confused!
Confusion: 669=It hurt itself in confusion! (Confusion Counter reduced to 2)
4+1.5-3=2.5 Damage!
3 Energy
Joltik's thrashing knocked over one of the crates!

Paralysis: <201/1000=Yes. 625=No
Gastly used Spite!
Hit: Irrelevant
Gastly spited Joltik's Thunderbolt!
6 Energy
-3HP Joltik


Welcome back to the Dread Circus! As the combatants face down in preparation for the next string of attacks, the mysterious puppetmaster lurks in the corner. (Dang ran out of time for flavor D:) Oh well, summary:
The puppet master, angry that the opponents are using so much hax, fires a Beam of Ice off at each of the trainer's Pokemon! (435/999. Please note that I am giving the Puppet Master 3 SAtk, seeing as this was not specified.)
Joltik:
Crit: 584=No
(10+4.5-3)= 11.5 Damage
Gastly:
Crit: 356=No
(10+4.5-3)= 11.5 Damage
The crate cracked open, revealing:

A seriously ticked off Giratina.

Giratina: HOW DARE YOU MORTALS TRAP ME IN THAT SMALL BOX!

Well here is its data:
Giratina @ White Herb

Nature: Serious (No stat changes)

Type:

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.

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

Abilities:

Pressure:
Type: Innate
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: 125
Atk: Rank 4
Def: Rank 5
SpA: Rank 4
SpD: Rank 5
Spe: 90
Size Class: 6
Weight Class: 11
Base Rank Total: 27

Attacks:
Level-Up
DragonBreath
Scary Face
Ominous Wind
Ancient Power
Slash
Shadow Sneak
Destiny Bond

TMs
Stone Edge
Earthquake
Telekinesis

Tutor
Draco Meteor
Icy Wind
Outrage





HP: 32
Energy: 21
Status: Wonder Room (2 Rounds)
Paralyzed (15%)
Magic Room (3 Rounds)
Hypnosis Disabled (4A)


HP: 44
Energy: 41
Status: Wonder Room (2 Rounds)
Toxic (4DPA Next Round)
Magic Room (3 Rounds)
Confused (2A)
Thunderbolt Spited (5A)​
 
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