[PSYCHIC] Leader Gerard v Rediamond

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Gerard is back with another challenger raring to go, but this time it's not just any challenger; it's the Bug-type Gym Leader! This is sure to be a good matchup, so let's get straight to the rules and get this fight under way.

RULES
Format:
4v4 Gym Doubles
DQ: 3 Days
Abilities: ALL
Switch: OK
Items: ON
Substitutions: TWO
Infinite chills / Recovers
Arena: Moon Cave
Permanent Night (Light Source is limited) yet the Moon gives you enough to battle.
Positions are ON.

Psychic pokemon get the following boosts (If using some of this moves):

  • +1 Accuracy
  • Non-weather field effect have their duration increased by one (1) round (Trick Room, Wonder Room, Magic Room & Gravity)
  • Guard/Power/Skill Swap last an extra round
  • Psychic pokemon can chose to either go before or after another pokemon with the same speed (Whoever orders first takes priority)
  • Status moves energy cost is reduced by 1
  • Wish and Healing Wish restore five (5) extra HP
  • Lunar Dance fully restores the health & energy it's given to
IF Gravity IS NOT in effect (regular effect):

  • Pokemon with the Levitate ability are completely immune to Ground attacks
  • Pokemon with the ability to Levitate on Command act as if they had the Levitate Ability
  • Pokemon with a WC of 3 or lower can Levitate on Command
IF Gravity IS in effect:

  • In addition to regular effects
  • The Acc of every move is Doubled
  • All Pokemon have their WC raised by 2
  • Zen Mode is always active
  • Pokemon with a WC of 5 (before gaining Weight) or above have Ground attacks moved to the next level of weakness (2x resistant goes to neutral, neutral goes to 2x week, etc...). Flying types and Levitators (both by Ability or Command) aren't affected by this.

...and let's take a look at the teams each player has brought today.

Leader Gerard
Metagross (Kirot) {O}

Nature:Careful (+1 SpD, -1 SpA)
Type: Steel / Psychic


  • 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.

  • 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.

Abilities:


  • Clear Body: (Innate)
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal: (Innate)
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 100
Atk: 5
Def:
5
SpA: 2
(-)
SpD: 4
(+)
Spe:
70
SC: 4
WC: 9 [7]
BST: 22


EC: 9/9
MC: 0

DC:
5/5


Attacks: 63

Aerial Ace
Agility
Block
Body Slam
Brick Break
Bulldoze
Bullet Punch
Confusion
Double Edge
Double Team
DynamicPunch
Earthquake
Endure
Explosion
Flash
Flash Cannon
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power Fire 7
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Light Screen
Magnet Rise
Metal Claw
Meteor Mash
Mimic
Miracle Eye
Mud Slap
Protect
Psychic
Psyshock
Pursuit
Rain Dance
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Scary Face
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Stealth Rock
Substitute
Swagger
Take Down
Telekinesis
ThunderPunch
Toxic
Trick
Zen Headbutt
Starmie (Vogue) {O}

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic



  • 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.

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

Abilities:


  • Illuminate: (Can be Enabled)
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(+)
SC: 2
WC: 4
BST: 19


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



Attacks: 74

Aurora Beam
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confuse Ray
Cosmic Power
Dive
Double Edge
Double Team
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Recycle
Refect Type
Reflect
Rest
Return
Round
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swagger
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Waterfall
Whirlpool
Wonder Room
Zap Cannon


Wilde (Gallade) {♂}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • 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.

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

Abilities:


  • 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: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:


HP:
100
Atk:
5
Def:
3
SpA:
4 (+)
SpD:
4
Spe:
69 (-)
SC:
3
WC:
4
BST:
21


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


Attacks: 90

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulldoze
Calm Mind
Charm
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psych Up
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rest
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Stored Power
Substitute
Sunny Day
Swords Dance
Synchronoise
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt
Mirage (Bronzor) {O}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel / Psychic


  • 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.

  • 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.

Abilities:


  • Levitate: (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.
  • Heatproof: (Innate)
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
  • Heavy Metal: (Innate)
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:

HP: 100
Atk:
4 (+)
Def:
4
SpA:
3
SpD:
4
Spe:
28 (-)
SC:
3
WC:
5 [8]
BST:
19


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


Attacks: 49

AncientPower
Block
Bulldoze
Confuse Ray
Confusion
Dream Eater
Double Team
Earthquake
Endure
Explosion
Extrasensory
Faint Attack
Flash Cannon
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Payback
Protect
Psychic
Psywave
Rain Dance
Reflect
Rest
Rock Slide
Safeguard
Sandstorm
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
SolarBeam
Stealth Rock
Substitute
Sunny Day
Tackle
Toxic
Trick
Trick Room
Zen Headbutt


Yue (Darmanitan) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire (/Psychic)


  • Fire: Fire STAB; immune to burn, 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.

  • Psyquic: 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.

Abilities:


  • Sheer Force: (Can be Enabled)
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
  • Zen Mode: (Can be Enabled)
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Stats:


Regular Dan

HP: 110
Atk:
6 (+)
Def:
2
SpA:
2
SpD: 2

Spe: 82 (-)
SC: 3
WC: 4
BST: 18



Zen Darm

HP: 110
Atk:
3 (+)
Def:
4
SpA: 5

SpD: 4

Spe: 47 (-)
SC: 3
WC: 4
BST: 21



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


Attacks: 58

Belly Drum
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Encore
Endeavour
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Flare Blitz
Focus Blast
Focus Energy
Focus Punch
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Headbutt
Heat Wave
Hyden Power Ice [7]
Hyper Beam
Incinerate
Overheat
Payback
Protect
Psychic
Rage
Rest
Roar
Rock Slide
Rock Smash
Rollout
Sleep Talk
Smack Down
Snore
SolarBeam
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Taunt
Thief
Torment
Toxic
Trash
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt
Kurt (Slowbro) {♂}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic / Water


  • Psyquic: 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.

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

Abilities:



  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
  • Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:

HP: 100
Atk:
4 (+)
Def:
4
SpA:
4
SpD:
3
Spe:
26 (30/1.15)
SC:
3
WC:
4
BST:
19


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


Attacks: 69

Aerial Ace
After You
Amnesia
Aqua Tail
Avalanche
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Growl
Headbutt
Heal Pulse
Hidden Power Electric [7]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Swagger
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Water Pulse
Withdraw
Yawn
Zen Headbutt

Rediamond

Togekiss [Airplane] (M)
Nature: Timid (*1.15 and +10% accuracy, -One Attack)

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

Stats:
HP: 100
Atk: Rank One (-)
Def: Rank Three
SpA: Rank Five

SpD: Rank Four
Spe+: 92
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
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.

Attacks:
Magical Leaf

Sky Attack
Air Slash
Aura Sphere
Extremespeed
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd
Baton Pass
After You

Extrasensory
Morning Sun
Substitute

Tailwind

Flamethrower
Psychic
Solar Beam

Thunder Wave
Light Screen
Focus Punch
#of moves: 29

Gardevoir* [Celeste] (Female)
Nature: Bold (+* Defense, -*Attack)

Type: Psychic
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 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.



Stats:
HP: 100
Atk-: Rank 2

Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

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

Abilities:
Synchronize: (Innate) 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 and Fire-types cannot be burned in this manner.
Trace: (Can be activtated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Total Moves: 56/93
Ally Switch
Attract
Body Slam
Calm Mind*
Captivate
Charge Beam
Charm
Confuse Ray
Confusion*
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
Healing Wish
Heal Pulse*
Helping Hand
Hidden Power (Ground 7)
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant*
Magical Leaf*
Magic Coat
Magic Room
Mean Look
Memento
Mimic
Mud-Slap
Natural Gift
Nightmare
Pain Split
Protect
Psychic*
Psych Up
Psyshock*
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak*
Shock Wave
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
Swift
Sychronoise
Taunt
Telekinesis
Teleport
Thief
Thunderbolt*
ThunderPunch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Will-o-Wisp*
Wish
Wonder Room
Zen Headbutt


Shuckle [Shield] (F)
Nature: Brave (+1Att, -15% speed, -10% evasion)

Type:
Bug/Rock: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 80
Atk: Rank 2(+)
Def: Rank 9
SpA: Rank 1
SpD: Rank 9
Spe-: 4
Size Class: 1
Weight Class: 2
Base Rank Total: 22


MC: 0
DC: 5/5

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Contrary: (Can be enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks: 34
Withdraw
Constrict
Bide
Struggle Bug
Encore
Wrap
Safegaurd
Rest
Power Trick
Power Split
Gastro Acid
Rollout
Bug Bite
Rock Throw

Mud Slap
Helping Hand
Sand Tomb
Acid

Endure
Snore
Sleep Talk
After You
String Shot
Bind
Earth Power

Toxic
Rock Slide
Gyro Ball
Stealth Rock
Stone Edge
Sandstorm
Dig
Double Team
Protect

Volcarona [Flare] (F)
Nature: Bold (+Def, -Att)

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

Stats:
HP: 100
Atk-: Rank 1
Def+: Rank 4
SpA: Rank 5
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

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

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
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)
[DreamWorld]
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.

Attacks: 58/65
Acrobatics
Aerial Ace
Amnesia
Bug Bite
Bug Buzz
Calm Mind
Double Edge
Double Team
Ember
Endure
Facade
Fiery Dance
Fire Blast
Fire Spin
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Fly
Foresight
Frustration
Giga Drain
Giga Impact
Gust
Harden
Heat Wave
Hidden Power Water (7)
Hurricane
Hyper Beam
Incinerate
Leech Life
Light Screen
Magnet Rise
Morning Sun
Overheat
Poison Jab
Protect
Psychic
Quiver Dance
Rage Powder
Rest
Return
Roost
Round
Safeguard
Signal Beam
Silver Wind
Sleep Talk
Snore
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Swagger
Tailwind
Take Down
Thrash
Toxic
U-Turn
Whirlwind
Wild Charge
Will-o-Wisp
Zen Headbutt

An interesting assortment of Pokemon from both sides!

COINFLIP
Heads - Leader || Tails - Challenger

Well, that settles it. We'll have our challenger act first!

TURN ORDER
Rediamond sends out two Pokemon.
Leader Gerard sends out two Pokemon and issues actions.
 


I have been trying over and over to get the best course of action or the situation in hand, I should probably be more prepared in order to battle fellow psychics though. For the moment I can't think of a better duo that this two guys, Wilde, Kirot, I trust you can deal some heavy damage to the opposing team without being to damaged in return, just make sure to have your eyes open to Celeste, her tricks are what worries me the most in this team, not to say that Shield doesn't have a couple of them herself, so be careful.


Expert Belt & Focus Sash

Wilde: Signal Beam (Celeste) ~ Rock Slide ~ Signal Beam (Celeste)
* If Celeste uses Will-o-Wisp & you're Not taunted then use Encore (Celeste) and push actions

* If Celeste uses Taunt against You & she's Not already taunted & you're Not taunted then use Magic Coat and push actions

Kirot
:
Iron Head (Shield) ~ Meteor Mash (Shield) ~ Iron Head (Shield)
* If Shield has clones up when you target him then use Rock Slide and push actions
* If Shield is under the effect of a Protective move then use Meteor Mash (Celeste) and push actions

 
Sorry this took me a while. Just scheming how to handle it best.

Gardevoir: Hidden Power+Hyper Beam Metagross~Cooldown~Shadow Ball Metagross
Shuckle: Helping Hand Gardevoir~Stealth Rock~Helping Hand Gardevoir
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Leader Gerard: AAOO
Net HP: 400 / 400 (100.00%)

Wilde (M) [0] | Kirot [0] (—)
HP:
100 | 100
EN: 100 | 100
SPE: 69 (-10) | 70 (—)
RNK: 5/3/4/4/3/4 | 5/5/2/4/4/9
ABL: Steadfast, Justified | Clear Body, Light Metal [7]
STA: N/A | N/A
OTR: N/A | N/A

Rediamond: AAOO
Net HP: 380 / 380 (100.00%)

Celeste (F) [0] | Shield (M) [0]
HP:
100 | 80
EN: 100 | 100
SPE: 80 (—) | 4 (-10)
RNK: 2/4/5/4/3/3 | 2/9/1/9/1/2
ABL: Synchronize, Trace, Telepathy | Sturdy, Gluttony, Contrary (D)
STA: N/A | N/A
OTR: N/A | N/A

[box]ROUND ONE

We're here at the Moon Cave, where it seems as if the resident Psychic-type Gym Leader has taken special care of it to grant as many different bonuses to his Pokemon as possible. We've got yet another challenger, Rediamond, waiting to fight today. The Leader has an as-of-yet undefeated streak, but those are bound to fall someday... Anyway, the Leader sends out his trusty Wilde the Gallade, paired with an equally reliable Kirot the Metagross, which may or may not be related to karats. Meanwhile, Rediamond chooses to release Celeste the Gardevoir and Shield into the fray. They all look pretty strong, so this is certain to be a good fight.

Shield starts by giving Celeste a quick Helping Hand, which will probably give her next attack a significant added amount of oomph. Meanwhile, Kirot is off on a futile attempt to flinch Shield with a quick Iron Head attack, which does barely any damage due to Shield's ridiculously high defensive capabilities. Wilde then fires off a bunch of buggy signals that ricochet off of the walls of the cave, forming a Signal Beam as they slam into Celeste. After a brief moment's pause, Celeste unleashes the attack she's been storing on: a massive Hyper Hidden Power attack that sends Kirot reeling.

While Celeste recuperates a bit from her exertions, Kirot batters Shield with a Meteor Mash that seems oddly accurate, and Wilde lets a Rock Slide loose in the interior of the cave. Shield attempts to enchant some rocks into sentry duty, but the sudden slamming of stones shocks Shield straight to the core, leaving him unable to do anything!

Just slightly miffed, Shield decides that his previous efforts were more rewarding, and gives another Helping Hand to Celeste. Celeste takes the help gratefully and uses it to launch an empowered Shadow Ball at Kirot, piling on even more damage. The Leader's Pokemon just continue to attack at their respective targets, although the damage they're dealing seems to be racking up as well.[/box]
[box]Shield used Helping Hand on Celeste!
Shield is ready to help Celeste out!
-26 EN

Kirot used Iron Head on Shield!
RNG Roll (To-Crit) (<=625 Yes) 2853 (No)
(8 + 3 - 4 - 1) * 1 = 6 DMG
-5 EN

Wilde used Signal Beam on Celeste!
RNG Roll (To-Crit) (<=625 Yes) 8788 (No)
(8 + 2) * 1.5 = 15 DMG
RNG Roll (To-CNF) (<=1000 Yes) 6755 (No)
-6 EN

Celeste used Hyper Hidden Power on Kirot!
RNG Roll (To-Crit) (<=625 Yes) 5926 (No)
(22 * 2 + 1.5 - 2) * 1.5 = 65.25 DMG
-23 EN

==

Celeste must recharge!

Kirot used Meteor Mash on Shield!

RNG Roll (To-Crit) (<=625 Yes) 8459 (No)
(10 + 3 - 4 - 1) * 1 = 8 DMG
RNG Roll (Atk Inc) (<=2000 Yes) 8542 (No)
-6 EN

Wilde used Rock Slide!
RNG Roll (To-Crit C, S) (<=625 Yes) 8711, 4277 (No)
(8 * 3/4 + 1.5) * 1 = 7.5 DMG (C)
(8 * 3/4 - 4 + 2 - 1) * 1.5 = 4.5 DMG (S)
RNG Roll (To-Flinch S) (<=3000 Yes) 1562 (Yes)
-6 EN

Shield flinched!

==

Shield used Helping Hand on Celeste!
Shield is ready to help Celeste out!
-12 EN

Celeste used Shadow Ball on Kirot!
RNG Roll (To-Crit) (<=625 Yes) 4541 (No)
(8 * 2 + 1.5) * 1 = 17.5 DMG
-6 EN

Kirot used Iron Head on Shield!
RNG Roll (To-Crit) (<=625 Yes) 4430 (No)
(8 + 3 - 4 - 1) * 1 = 6 DMG
-5 EN

Wilde used Signal Beam on Celeste!
RNG Roll (To-Crit) (<=625 Yes) 6692 (No)
(8 + 2) * 1.5 = 15 DMG
RNG Roll (To-CNF) (<=1000 Yes) 2548 (No)
-6 EN[/box]
Leader Gerard: AAOO
Net HP: 317 / 400 (79.25%)

Wilde (M) [0] | Kirot [0] (—)
HP:
100 | 17
EN: 82 | 84
SPE: 69 (-10) | 70 (—)
RNK: 5/3/4/4/3/4 | 5/5/2/4/4/9
ABL: Steadfast, Justified | Clear Body, Light Metal [7]
STA: N/A | N/A
OTR: N/A | N/A

Rediamond: AAOO
Net HP: 307 / 380 (80.79%)

Celeste (F) [0] | Shield (M) [0]
HP:
62 | 55
EN: 71 | 62
SPE: 80 (—) | 4 (-10)
RNK: 2/4/5/4/3/3 | 2/9/1/9/1/2
ABL: Synchronize, Trace, Telepathy | Sturdy, Gluttony, Contrary (D)
STA: N/A | N/A
OTR: N/A | N/A

TURN ORDER
Rediamond issues actions.
 
Gardevoir: Hidden Power Metagross~Psychic Gallade~Hidden Power Metagross
IF Metagross has fainted when you would target it, use Psyshock Gallade that action instead
IF Metagross uses Endure, use Will-o-Wisp and push actions back

Shuckle: Earthquake~Earth Power Metagross~Earthquake
IF Metagross has fainted when you would target it action two, use Gyro Ball Gallade and push actions back

Yeah, yeah. 99.999% sure this can be reversed horribly, but I'll take what I can get.
 

I have never done this and as much as it kills me to sacrifice Metagross, this gives us an amazing chance to come back, I hope you can forgive me old friend, but well, the fact I dislike combinations doesn't mean I don't know how to use them... grrr... I wish I had Selfdestruct instead...


Expert Belt & Focus Sash

Wilde: Skill Swap (Celeste's Telepathy & Wilde's Justified) ~ Disable (Celeste's Hidden Power) ~ Helping Hand (Kirot)

Kirot: Protect ~ Chill ~ KABOOM! [Explosion + Explosion Combo]
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Leader Gerard: AAOO
Net HP: 317 / 400 (79.25%)

Wilde (M) [0] | Kirot [0] (—)
HP:
100 | 17
EN: 82 | 84
SPE: 69 (-10) | 70 (—)
RNK: 5/3/4/4/3/4 | 5/5/2/4/4/9
ABL: Steadfast, Justified | Clear Body, Light Metal [7]
STA: N/A | N/A
OTR: N/A | N/A

Rediamond: AAOO
Net HP: 307 / 380 (80.79%)

Celeste (F) [0] | Shield (M) [0]
HP:
62 | 55
EN: 71 | 62
SPE: 80 (—) | 4 (-10)
RNK: 2/4/5/4/3/3 | 2/9/1/9/1/2
ABL: Synchronize, Trace, Telepathy | Sturdy, Gluttony, Contrary (D)
STA: N/A | N/A
OTR: N/A | N/A

[box]ROUND TWO

Celeste and Shield attack relentlessly at Kirot, but are dismayed when their attacks seemingly bounce off an energy shield. Smirking just a bit, Wilde quickly performs some psychic magic and swaps his abilities with Celeste's, in preparation for a rather frightening strategy.

Perhaps realizing that attacking Kirot isn't the best strategy after all, Celeste quickly changes targets and flings Wilde into the cave wall with her mental powers. He isn't too happy about this and reaches into her mind, locking out one of her attacks temporarily. Kirot simply chills, however, while Shield erupts the ground beneath it, dealing a pittance of damage.

The Gym Leader's plan finally unfolds, as Wilde gives Kirot a big helping hand that nearly sends himself to exhaustion. Rediamond's team continues to attack away, but it's no match for the absolutely absurd damage that is dealt when Kirot sends bits of itself flying in all directions, while Wilde just stands and avoids all the debris. Celeste is completely knocked out by the attack, while Shield is only barely standing. Can Rediamond come back after this, or is it already too late?[/box]
[box]Kirot used Protect!
-7 EN

Celeste used Hidden Power on Kirot!
RNG Roll (To-Crit) (<=625 Yes) 9771 (No)
(7 + 1.5) * 1.5 = 12.75 ~ 0 DMG
Kirot lost 5.1 EN!
-5 EN

Wilde used Skill Swap!
Celeste lost Telepathy and gained Justified!
Wilde lost Justified and gained Telepathy!
-6 EN

Shield used Earthquake!
RNG Roll (To-Crit C, W, K) (<=625 Yes) 3857, 1198, 3768 (No)
(7.5 - 3) * 1 = 4.5 DMG (C)
(7.5 - 1.5) * 1 = 6 DMG (W)
(7.5 - 4.5) * 1.5 = 4.5 ~ 0 DMG (K)
Kirot lost 1.8 EN!
-7 EN

==

Celeste used Psychic on Wilde!
RNG Roll (To-Crit) (<=625 Yes) 8732 (No)
(10 + 3 + 1.5) * 1 = 14.5 DMG
RNG Roll (SpD Dec) (<=1000 Yes) 1849 (No)
-6 EN

Wilde used Disable on Celeste!
Celeste's Hidden Power was Disabled!
-7 EN

Kirot chilled!
+12 EN

Shield used Earth Power on Kirot!
RNG Roll (To-Crit) (<=625 Yes) 4136 (No)
(9 - 4.5) * 1.5 = 6.75 DMG
-7 EN

==

Wilde used Helping Hand on Kirot!
Wilde is ready to help Kirot out!
-60.25 EN

Celeste used Hidden Power on Kirot!
But it failed!
-0 EN

Shield used Earthquake!
RNG Roll (To-Crit C, W, K) (<=625 Yes) 6543, 7096, 6858 (No)
(7.5 - 3) * 1 = 4.5 DMG (C)
(7.5 - 1.5) * 1 = 6 DMG (W)
(7.5 - 4.5) * 1.5 = 4.5 DMG (K)
-7 EN

Kirot EXPLODED!
Wilde avoided the attack!
RNG Roll (To-Crit C, S) (<=625 Yes) 4481, 3773 (No)
(84.375 + 1.5) * 1 = 85.875 DMG (C)
(84.375 - 4 - 1) * 2/3 = 52.917 DMG (S)
-77 EN

Celeste fainted!
Kirot fainted!
[/box]
Leader Gerard: AXOO
Net HP: 276 / 400 (69.00%)

Wilde (M) [0] | Kirot [1] (—)
HP:
73 | KO
EN: 9 | 5
SPE: 69 (-10) | 70 (—)
RNK: 5/3/4/4/3/4 | 5/5/2/4/4/9
ABL: Steadfast, Justified | Clear Body, Light Metal [7]
STA: N/A | N/A
OTR: Skill Swap (Telepathy / Justified) | N/A

Rediamond: XAOO
Net HP: 202 / 380 (53.16%)

Celeste (F) [0] | Shield (M) [1]
HP:
KO | 2
EN: 60 | 41
SPE: 80 (—) | 4 (-10)
RNK: 2/4/5/4/3/3 | 2/9/1/9/1/2
ABL: Synchronize, Trace, Telepathy | Sturdy, Gluttony, Contrary (D)
STA: N/A | N/A
OTR: Disable [Hidden Power] (4a), Skill Swap (Justified / Telepathy) | N/A

TURN ORDER
Rediamond sends in a Pokemon.
Leader Gerard sends in a Pokemon and issues actions.
 

Looking good so far, now it's time for our newest member to show the power that the mind is capable of, and so Yue, bring the flames of a thousand stars upon this place and transform our foes to ashes...


Expert Belt & Charcoal

Wilde: Chill ~ Rock Slide ~ Chill
* If Shuckle is under the effect of Protect then use Feint (Shuckle) and change all your remaining actions to Chill
*If Volcarona uses an Evasive Damaging move when you target her then use Trick Room (once) and Chill next action


Yue: [Enable Sheer Force] Heat Wave ~ Heat Wave ~ Heat Wave
*If Shuckle uses Endure then use Toxic (Shuckle) and push actions
*If Shuckle faints then replace all of your remaining actions with Fire Blast (Volcarona)
 
Time for a slight comeback.

Volcarona: Safegaurd~Flamethrower Gallade~Flamethrower Gallade
Shuckle: Endure~Helping Hand (Volcarona)~Helping Hand (Volcarona)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Leader Gerard: AXAO
Net HP: 283 / 410 (69.02%)

Wilde (M) [0] | Yue (M) [0]
HP:
73 | 110
EN: 9 | 100
SPE: 69 (-10) | 47 (-10)
RNK: 5/3/4/4/3/4 | 3/4/5/4/3/4
ABL: Steadfast, Justified | Sheer Force (E), Zen Mode
STA: N/A | N/A
OTR: Skill Swap (Telepathy / Justified) | N/A

Kirot [1] (—)
KNOCKED OUT

Rediamond: XAAO
Net HP: 202 / 380 (53.16%)

Flare (F) [0] | Shield (M) [1]
HP:
100 | 2
EN: 100 | 41
SPE: 100 (—) | 4 (-10)
RNK: 1/4/5/4/3/3 | 2/9/1/9/1/2
ABL: Flame Body, Swarm, Levitate | Sturdy, Gluttony, Contrary (D)
STA: N/A | N/A
OTR: N/A | N/A

Celeste (F) [0]
KNOCKED OUT


[box]ROUND THREE

Shield pumps himself with adrenaline while Flare throws up a protective barrier, nullifying Yue's attempt to poison the Shuckle.

After that, however, it's a straight-on damage race, with Flare firing off two jets of fire in rapid succession at Wilde. Yue responds in kind, however, buffeting both of Rediamond's Pokemon, and Wilde joins in by throwing a bunch of rocks. Fortunately for Rediamond, Shield is able to hang on long enough to help Flare out with her attacks, since his own offense is quite pitiable.

This was a pretty even round in terms of damage, but ratio-wise the gym leader got another leg up; it also doesn't help that Shield is about to keel over and die...[/box]
[box]Shield used Endure!
-15 EN

Flare used Safeguard!
-10 EN

Wilde chilled!
+12 EN

Yue used Toxic on Shield!
But it failed!
-7 EN

==

Shield used Helping Hand on Flare!
-14 EN

Volcarona used Flamethrower on Wilde!
RNG Roll (To-Crit) (<=625 Yes) 8486 (No)
((10 * 2) + 3 + 1.5) * 1 + 4 = 28.5 DMG
RNG Roll (To-BRN) (<=1000 Yes) 5229 (No)
-6 EN

Wilde used Rock Slide!
RNG Roll (To-Crit F, S) (<=625 Yes) 9254, 6627 (No)
(6 + 1.5 + 2) * 1.5 = 21.375 DMG (F)
(6 - 4 - 1 - 2 + 2) * 1.5 = 1.5 DMG (S)
Shield endured the hit!
-6 EN

Yue used Heat Wave!
RNG Roll (To-Crit F, S) (<=625 Yes) 9322, 3144 (No)
(9 + 3 + 1.5) * 1 + 4 = 17.5 DMG (F)
(9 + 3 - 4 - 1 + 2) * 1 + 4 = 13 DMG (S)
Shield endured the hit!
-6 EN

==

Shield used Helping Hand on Flare!
-18 EN

Volcarona used Flamethrower on Wilde!
RNG Roll (To-Crit) (<=625 Yes) 8958 (No)
((10 * 2) + 3 + 1.5) * 1 + 4 = 28.5 DMG
RNG Roll (To-BRN) (<=1000 Yes) 1077 (No)
-10 EN

Wilde chilled!
+12 EN

Yue used Heat Wave!
RNG Roll (To-Crit F, S) (<=625 Yes) 4512, 6220 (No)
(9 + 3 + 1.5) * 1 + 4 = 17.5 DMG (F)
(9 + 3 - 4 - 1 + 2) * 1 + 4 = 13 DMG (S)
Shield endured the hit!
-10 EN[/box]
Leader Gerard: AXAO
Net HP: 226 / 410 (55.12%)

Wilde (M) [0] | Yue (M) [0]
HP:
16 | 110
EN: 27 | 73
SPE: 69 (-10) | 47 (-10)
RNK: 5/3/4/4/3/4 | 3/4/5/4/3/4
ABL: Steadfast, Justified | Sheer Force (E), Zen Mode
STA: N/A | N/A
OTR: Skill Swap (Telepathy / Justified) | N/A

Kirot [1] (—)
KNOCKED OUT

Rediamond: XAAO
Net HP: 145 / 380 (38.16%)
Safeguard (3r)

Flare (F) [0] | Shield (M) [1]
HP:
44 | 1
EN: 74 | 1
SPE: 100 (—) | 4 (-10)
RNK: 1/4/5/4/3/3 | 2/9/1/9/1/2
ABL: Flame Body, Swarm, Levitate | Sturdy, Gluttony, Contrary (D)
STA: N/A | N/A
OTR: N/A | N/A

Celeste (F) [0]
KNOCKED OUT
 
Switching Shuckle out for Togekiss (@Mental Herb).
EDIT: I'm tired and probably missing something, but why did Heat Wave have 9 BP?
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
[box]FINALE

Glancing around, the Bug-type Gym Leader realizes that he really should be spending his time in some strange magical cave with powers that rival gravity wells. He flees the cave (and all of ASB as well), never to be seen again. Leader Gerard smiles smugly and recalls his Pokemon, glad to have defended his badge valiantly and successfully, albeit not in the expected fashion...[/box]
Challenger Rediamond


Leader Gerard
- Kirot: 3 MC, 1 KO
- Wilde: 3 MC
- Yue: 3 MC

Engineer
7 [3v3] + 3 [Gym] + 1 [KO] = 11 UC.

Cheers!
 

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