Frosty
=_=
Retracting my challenge vs Leader Jas61292, and instead I'll be...
"Why read when you can rock out? Let's go, Zarator!"
"Ride on the wings of freedom. Ride with me towards the sunset". That was part of a novel I wrote. I absolutely love writing about the close bonds between the Trainers who come here and the Pokémon they train. Could I use you and your Pokémon as a subject?"
3v3 Gym Singles (Challenger PMs 3 Pokemon, Gym Leader PMs 6 Pokemon)
2 days DQ
Arena: Forlorn Graveyard
Switch = OK
Items = ON
Abilities = One
Substitute Orders: 1
The Gym Leader sends out his / her Pokemon first.
Arena: The Forlorn Graveyard
Restrictions: No external water source.
People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones.
The odd aura of this graveyard has several effects in battle:
Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
Will-O-Wisp and Inferno have 100% accuracy. There are always wisps floating around to provide decent enough fodder for these wicked spells
Draining attacking moves have their base energy cost reduced by (2). Life energies are easier to drain and consume in this place.
Restrictions: No external water source.
People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones.
The odd aura of this graveyard has several effects in battle:
Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
Will-O-Wisp and Inferno have 100% accuracy. There are always wisps floating around to provide decent enough fodder for these wicked spells
Draining attacking moves have their base energy cost reduced by (2). Life energies are easier to drain and consume in this place.
Gym Leader Team
Gengar* (Cyric) (M)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
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.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127
Size Class: 3
Weight Class: 3
Accuracy boost: 19%
Base Rank total: 19
EC: N/A
MC: 0
DC: N/A
Ability:
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.
Attacks (80/105 moves):
Astonish
Attract
Bide
Body Slam
Brick Break
Clear Smog
Confuse Ray(*)
Counter
Curse(*)
Dark Pulse
Destiny Bond
Disable
Double Team
Double-edge
Drain Punch
Dream Eater
Dynamicpunch
Endure
Energy Ball(*)
Explosion
Fire Punch
Focus Blast
Focus Punch
Foul Play
Frustration
Giga Drain
Grudge
Haze(*)
Hex
Hidden Power [Fire, 7 BP]
Hyper Beam
Hypnosis(*)
Ice Punch
Icy Wind
Knock Off
Lick(*)
Mean Look(*)
Mega Kick
Mega Punch
Metronome
Mimic
Night Shade(*)
Nightmare
Ominous Wind
Pain Split
Payback
Perish Song(*)
Protect
Psych Up
Psychic
Psywave
Rain Dance
Return
Role Play
Scary Face(*)
Seismic Toss
Shadow Ball(*)
Shadow Punch
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smog
Snatch
Spite(*)
Substitute
Sucker Punch(*)
Sunny Day
Taunt
Telekinesis
Thunder
Thunderbolt(*)
Thunderpunch
Torment
Toxic
Trick
Trick Room
Venoshock
Will-o-wisp
Zap Cannon
Kitsunoh* (Mask) (M)
Nature: Jolly (Special Attack lowered by *; Speed raised by 15%, accuracy boost)
Type: Steel/Ghost
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.
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.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Accuracy boost 19%
Base Rank Total: 19
EC: N/A
MC: 3
DC: 5/5
Abilities:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift..
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Attacks (67/95 moves):
Attract
Copycat
Curse(*)
Dig(*)
Double Team
Earthquake
Embargo
Endeavor
Endure
Faint Attack(*)
Fake Out
Featherdance(*)
Flail
Foul Play
Fury Cutter
Giga Impact
Headbutt
Hex
Hone Claws
Ice Punch
Icy Wind
Imprison
Iron Defense(*)
Iron Head
Iron Tail
Knock Off
Leer(*)
Lick(*)
Low Kick
Magic Coat
Memento
Metal Burst
Metal Claw
Metal Sound
Meteor Mash(*)
Odor Sleuth(*)
Ominous Wind
Pain Split
Perish Song
Protect
Psych Up
Psycho Shift(*)
Rain Dance
Revenge
Roar
Rock Slide(*)
Safeguard
Scratch(*)
Shadow Claw
Shadow Sneak(*)
Shadowstrike
Snatch
Spite
Substitute
Sunny Day
Superpower
Tackle (*)
Tail Whip
Taunt
Thief
Thunderpunch
Torment
Toxic
Trick
U-turn
Will-O-Wisp(*)
Yawn
Revenankh (Myrkul) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *).
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Stats:
HP 100
Atk Rank 5 (+)
Def Rank 3
SpA Rank 2 (-)
SpD Rank 4
Spe 65
Size Class: 3
Weight Class:3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 5/5
Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (Dream World): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Attacks (72/88 moves):
Ancientpower
Arm Thrust
Attract
Bide
Bind
Brick Break
Bulk Up
Captivate
Counter
Curse
Destiny Bond
Double Team
Drain Punch
Earthquake
Embargo
Endure
Facade
Focus Punch
Force Palm
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power (Fire, 7 BP)
Hyper Beam
Ice Punch
Knock Down
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Mud-slap
Nasty Plot
Ominous Wind
Pain Split
Payback
Power Whip
Protect
Psych Up
Punishment
Rest
Revenge
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Sandstorm
Safeguard
Secret Power
Shadow Punch
Shadow Sneak
Sleep Talk
Spite
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vacuum Wave
Vital Throw
Wide Guard
Wrap
Wring Out
Jellicent (Umberlee) (F)
Nature: Modest (Attack lowered by *; Sp. Attack raised by *)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 2/5
Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Attacks (53/61 moves):
Absorb
Acid Armor
Attract
Bind
Blizzard
Brine
Bubble
Bubblebeam
Confuse Ray
Constrict
Dark Pulse
Dive
Double Team
Dream Eater
Energy Ball
Flash
Giga Drain
Hail
Hex
Hidden Power [Fire, 7 BP]
Hydro Pump
Ice Beam
Icy Wind
Magic Coat
Mist
Night Shade
Ominous Wind
Pain Split
Protect
Psych Up
Psychic
Rain Dance
Recover
Safeguard
Scald
Shadow Ball
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Spite
Substitute
Surf
Swagger
Taunt
Toxic
Trick
Trick Room
Water Pulse
Water Sport
Water Spout
Will-O-Wisp
Wring Out
Golurk (Grumbar) (-)
Nature: Quiet (Sp. Attack raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Iron Fist: (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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Attacks (65/71 moves):
Astonish
Block
Brick Break
Bulldoze
Charge Beam
Curse
Defense Curl
Double Team
Drain Punch
Dynamicpunch
Earth Power
Earthquake
Facade
Fire Punch
Flash
Flash Cannon
Fling
Fly
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Heavy Slam
Hidden Power [Ground, 7 BP]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Low Kick
Low Sweep
Magic Coat
Magnitude
Mega Punch
Mud-slap
Night Shade
Pound
Protect
Psychic
Rain Dance
Rock Polish
Rock Slide
Rock Tomb
Rollout
Safeguard
Shadow Ball
Shadow Punch
Signal Beam
Sleep Talk
Snore
Solarbeam
Stealth Rock
Stone Edge
Substitute
Superpower
Swagger
Telekinesis
Thief
Thunderbolt
Thunderpunch
Toxic
Zen Headbutt
Necturna (Persephone) (F)
Nature: Impish (Defense raised by *; Sp. Attack lowered by *)
Type: Grass / Ghost
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.
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.
Stats
HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: 6/6
MC: 0
DC: 5/5
Abilities:
Forewarn: (Innate) his Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW LOCKED): (Innate) 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.
Attacks (42/66 moves)
Bind
Covet
Curse
Cut
Facade
Giga Impact
Gravity
Hex
Horn Leech
Knock Off
Leaf Blade
Leer
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psychic
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch (Drain Punch)
Skill Swap
Sleep Talk
Snatch
Stone Edge
Substitute
Sunny Day
Super Fang
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed
Team Challenger
Mandibuzz (Jambalaya) (F)
Nature: Adamant (+Atk, -SpA)
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 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:
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.
Overcoat: (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).
Weak Armor (DW Unlocked): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical: Aerial Ace, Bone Rush, Brave Bird, Faint Attack, Fly, Foul Play, Fury Attack, Giga Impact, Knock Off, Payback, Punishment, Rock Tomb, Sky Attack, Steel Wing, Thief, U-Turn
Special: Air Slash, Dark Pulse, Gust
Other: Block, Defog, Double Team, Embargo, Flatter, Iron Defense, Leer, Mean Look, Mirror Move, Nasty Plot, Protect, Rest, Roost, Scary Face, Sleep Talk, Snatch, Substitute, Swagger, Tailwind, Taunt, Torment, Whirlwind
Aerodactyl [Tulowitzki] (Male)
Nature: Jolly (+ Speed, -Sp.Atk)
Type:
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.
Rock: 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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
EC: Nope
MC: 0
DC: 5/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: (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.
UnNerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Physical: Aerial Ace, Aqua Tail, Bide, Bite, Bulldoze, Crunch, Double-Edge, Dragon Claw, Earthquake, Fire Fang, Fly, Giga Impact, Headbutt, Ice Fang, Iron Head, Iron Tail, Pursuit, Rock Slide, Rock Tomb, Sky Attack, Sky Drop, Smack Down, Steel Wing, Stone Edge, Strength, Take Down, Thunder Fang, Wing Attack
Special: Ancientpower, Fire Blast, Flamethrower, Heat Wave, Razor Wind, Twister
Other: Agility, Defog, Double Team, Endure, Hone Claws, Mimic, Protect, Reflect, Roar, Roost, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Supersonic, Swagger, Taunt, Torment, Toxic, Whirlwind
Voodoom (Stasis) (F)
Nature: Naive (+Speed, -Sp Def) (19% Accuracy Boost)
Type: Fighting/Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (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. This boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+) (19% Accuracy Boost)
Size Class: 4
Weight Class: 4
EC: 6/6
MC: 0
DC: 5/5
Moves:
Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power Ice 7, Hyper Beam, Psychic, Shock Wave
Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic
Mandibuzz (Jambalaya) (F)
Nature: Adamant (+Atk, -SpA)
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 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:
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.
Overcoat: (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).
Weak Armor (DW Unlocked): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Physical: Aerial Ace, Bone Rush, Brave Bird, Faint Attack, Fly, Foul Play, Fury Attack, Giga Impact, Knock Off, Payback, Punishment, Rock Tomb, Sky Attack, Steel Wing, Thief, U-Turn
Special: Air Slash, Dark Pulse, Gust
Other: Block, Defog, Double Team, Embargo, Flatter, Iron Defense, Leer, Mean Look, Mirror Move, Nasty Plot, Protect, Rest, Roost, Scary Face, Sleep Talk, Snatch, Substitute, Swagger, Tailwind, Taunt, Torment, Whirlwind
Aerodactyl [Tulowitzki] (Male)
Nature: Jolly (+ Speed, -Sp.Atk)
Type:
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.
Rock: 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: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
EC: Nope
MC: 0
DC: 5/5
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: (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.
UnNerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Physical: Aerial Ace, Aqua Tail, Bide, Bite, Bulldoze, Crunch, Double-Edge, Dragon Claw, Earthquake, Fire Fang, Fly, Giga Impact, Headbutt, Ice Fang, Iron Head, Iron Tail, Pursuit, Rock Slide, Rock Tomb, Sky Attack, Sky Drop, Smack Down, Steel Wing, Stone Edge, Strength, Take Down, Thunder Fang, Wing Attack
Special: Ancientpower, Fire Blast, Flamethrower, Heat Wave, Razor Wind, Twister
Other: Agility, Defog, Double Team, Endure, Hone Claws, Mimic, Protect, Reflect, Roar, Roost, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Supersonic, Swagger, Taunt, Torment, Toxic, Whirlwind
Voodoom (Stasis) (F)
Nature: Naive (+Speed, -Sp Def) (19% Accuracy Boost)
Type: Fighting/Dark
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (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. This boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+) (19% Accuracy Boost)
Size Class: 4
Weight Class: 4
EC: 6/6
MC: 0
DC: 5/5
Moves:
Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power Ice 7, Hyper Beam, Psychic, Shock Wave
Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic
Hello folks! We are here on the Forlorn Graveyard for yet another Gym Challenge! Today Leethoof, proud owner of the sole Bug Badge given thus far, decides he wants a second badge and chooses
The Ghost Gym Leader
Pay close attention to Mask the Kitsunoh. It is a tricky pokemon that has every tool necessary to deal with each and every of the Challenger's pokemon. Also, his terrific typing allows it to throw a curve ball on the opponent's team, resisting every single common weaknesses of the ghost-type.
The Challenger Leethoof is a man with one thing in mind: Rock. And Bastiodon, but that still qualifies as "rock". But don't be mistaken by his goofy persona or funky lines. As his performance on the Team Tourney and his match against Rediamond showed us, Leethoof knows the ins and outs of his pokemon and is able of using them to the fullest, despite of what raw stats and movepool might indicate.
Pay close attention to Tulowitzi the Aerodactyl. As the only pokemon capable of outspeeding the Gym Leader's team and the closest thing to a signature mon (since Bastiodon is super weak against Focus Blast), Aerodactyl has enough moves to deal damage to every single of
Order of Operations:
Gym Leader sends out pokemon with item and ability
Challenger sends out pokemon with item, ability and orders
Gym Leader gives orders
I Ref