[GHOST] Leader zarator vs Challenger Leethoof

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
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.


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


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 zarator Shauntal for his next target!

The Ghost Gym Leader zarator Shauntal comes from a nice streak against very good players, defeating Its_A_Random and deadfox081 without breaking a sweat, showing that a good strategy surely takes you places. A very nice comeback after the disappointing first match against Engineer Pikachu, I must add. With this line-up zarator Shauntal opted for pokemon who can deal well with Rock, and the always present Cyric. It's hard to be versatile and unpredictable when sending out 6 mons a match, but zarator Shauntal surely manages to do so nicely!

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 zarator Shauntal's pokemon while flying in circles around his opponents.

NOW LET'S SEE WHO WILL BEGIIIIIIIN! actually the rules indicates that the Gym Leader goes first soo...

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
 
This story already looks promising! Let's jump into it without holding back!



Gym Leader Shauntal sends out Mask (Kitsunoh)!
Mask has Frisk!
Mask holds Metal Coat!
 

"I'll begin this showdown with Jambalaya! Let's go!"

Blackglasses, Weak Armor [Enabled]
Jambalaya: Payback -> Foul Play -> Dark Pulse
If Metal Burst, and Mandibuzz is faster, use Fly.
 
This chapter is opening with a blazing start!

Will-O-Wisp - Meteor Mash - Iron Tail
If Will-O-Wisp misses on A1, replace A3 with Will-O-Wisp
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 100
En: 100
4/3/1/3/127 (+19acc)
Other:
Item: Metal Coat
Ability: Frisk


Hp: 110
En: 100
4/4/1/3/80
Other:
Item: BlackGlasses
Ability: Weak Armor (Enabled)​

Round 1​

The Gym Leader sends out his her trusted Kitsunoh Mask with Frisk and Metal Coat. The challenger counters with Jambalaya the Mandibuzz with Weak armor and BlackGlasses, which are rendered useless due to Frisk.

Mask begins this match by burning Jambalaya with Will-o-Wisp. The Mandibuzz then attacks with Payback getting a nice critical hit in the process.

On the following turn, Mask attacks with Metal-Coat-Powered Meteor Mash, activating Weak Armor. Jambalaya once again attacks with Foul Play, using Mask's attack against it. Not that it changes much haha.

Finally, now faster thanks to weak armor, Jambalaya attacks with Dark Pulse and manages to flinch Mask! Lucky!

Kitsunoh: Will-o-Wisp for 7 energy
Hit: 24 (yes)

Mandibuzz: Payback: 10+3+1.5-3+3 = 14.5 damage for 6 energy
Crit: 1 (yes)
-2hp due to burn

Kitsunoh: Meteor Mash: 10+3+4 = 17 damage for 6 energy
Crit: 5 (no)
Effect: 7 (no)

Weak Armor reduces Mandibuzz's defense by 1 and increases speed by 1 stage!

Mandibuzz: Foul Play: 10+3+1.5-3 = 11.5 damage for 6 energy
Crit: 5 (no)
-2hp due to burn

Mandibuzz: Dark Pulse: 8+3-3 = 8 damage for 5 energy
Crit: 8 (no)
Flinch: 2 (yes)
-2hp due to burn

Kitsunoh: Flinch



Hp: 70
En: 83
4/3/1/3/127 (+19acc)
Other:
Item: Metal Coat
Ability: Frisk


Hp: 87
En: 83
4/4/1/3/80 (140)
Other: -1 def and +1 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)​

Zarator's turn!
 
Strife is always inevitable in a good narrative

Metal Claw - Iron Head - Meteor Mash
If Mandibuzz uses Fly, replace your respective action with Revenge.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 70
En: 83
4/3/1/3/127 (+19acc)
Other:
Item: Metal Coat
Ability: Frisk


Hp: 87
En: 83
4/4/1/3/80 (140)
Other: -1 def and +1 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)​

Round 2

After a nice first round, Jambalaya uses the now increased speed to Mirror Move and copy Will-o-Wisp, burning Mask thanks to the oh so many souls just dying to be burnt.

okay that was lame.

Mask isn't fazed by it and proceeds to attack with a weak Metal Claw, but Metal Coat and the Mandibuzz's decreased defense made it sting a bit more. Speaking of defense, Weak Armor activates and Jambalaya's speed increases one stage, while the defense decreases one stage.

On the second turn, the Mandibuzz decides to rest a bit and roosts for a while, enjoying the pleasant scenario and the lovely burn. Mask continues its assault with a stronger Iron Head, activating Weak Armor once again. It seems that, even with the burn, Kitsunoh hurts faster than Mandibuzz's ability to heal!

Finally, Jambalaya Torments Mask and the Kitsunoh is unable to use Meteor Mash!

Stalling is not good for your health, you know?

Mandibuzz: Mirror Move - Will-o-Wisp for 9 energy
NOTE: Arena makes it hit. I forgot that last round <_<;.
-2hp due to burn

Kitsunoh is burned!

Kitsunoh: Metal Claw: 5+3-3+1.75+4 = 10.75 damage for 3 energy
Crit: 3 (no)
Effect: 9 (no)
-2hp due to burn

Mandibuzz's Speed Increased by 1 and Defense Decreased by 1!

Mandibuzz: Roost: +20hp for 12 energy
-2hp due to burn

Kitsunoh: Iron Head: 8+3-3+3.5+4 = 15.5 damage for 5 energy
Crit: 9 (no)
-2hp due to burn

Mandibuzz's Speed Increased by 1 and Defense Decreased by 1!

Mandibuzz: Torment for 9 energy

Kitsunoh: can't use meteor mash!




Hp: 64
En: 75
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk


Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)​

Leethoof's turn!
 
Dark Pulse -> Beat Up -> Dark Pulse
If taunt and neither of us are taunted already and magic coat is not imprisoned, then use magic coat.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 64
En: 75
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk



Hp: 100
En: 100
3/3/4/2/127 (+19 acc)
Other:
Item: Chople Berry

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Round 3!

Voo was faster a1 Dark Pulse flinched a1. Kit was faster a2 and a3.

no time nor energy for flavor.

Ties (1=kit): 2, 1, 1 (voodoom, kit, kit)

Voodoom: Dark Pulse: 8+3+1.5 = 12.5 damage for 5 energy
Crit: 13 (no)
Flinch: 2 (yes)

Kitsunoh: flinch
-2hp due to burn

Kitsunoh: Pain Split for 24 energy
+25hp
-2hp due to burn

voodoom loses 25hp

Voodoom: Beat Up: 3*3+3+1 = 13 damage for 5 energy
Crit:8, 1, 16 (1)

Kitsunoh: U-turn: 7+1.5-3 = 5.5 damage for 5 energy
Crit: 2 (no)
-2hp due to burn

Voodoom: Dark Pulse: 12.5 damage for 5 energy
Crit: 3 (no)



Hp: 45
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk



Hp: 69
En: 85
3/3/4/2/127 (+19 acc)
Other:
Item: Chople Berry

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Zarator sends out pokemon with item and orders
Leethoof gives orders
I Ref
 
The second chapter is about to begin!




Gym Leader Shauntal sends out Myrkul (Revenankh)!
Myrkul has Shed Skin!
Myrkul holds Expert Belt!

Brick Break - Force Palm - Drain Punch
If Voodoom uses Imprison, replace your respective action with Superpower, and all following ones with Force Palm
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 100
En: 100
5/3/2/4/65
Other:
Item: Expert Belt


Hp: 42
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk




Hp: 69
En: 85
3/3/4/2/127 (+19 acc)
Other:
Item: Chople Berry

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Round 4​

The (s)he Gym Leader sends out now Myrkul the Revenankh with Expert Belt! After a very good match against Its_A_Random, Myrkul proved to be one of Shauntal's most trusted and powerful pokemon. Let's see how well it perfoms today.

This round starts with Statis using Myrkul's strength against it with Foul Play, while the Revenankh tries the old-fashioned beatdown with Brick Break. Fortunately for the cursed dool, its Chople Berry made it handle the attack nicely.

On the following round, Statis creates a 20hp substitute out of PURE EVIL and watches as Force Palm is absorbed and destroys the poor rhino sub. Finally, the Voodoom SPLIT ITS PAIN with Myrkul, turning the match upside-down completely, while Myrkul can only try to get some health back with Drain Punch, removing one more bit of the Chople Berry from play.

And the challenger gets the upper-hand once again, although not by much! Pain Splits are surely dangerous moves, specially against full hp opponents. But this match is far from over, as the Gym Leader now has the double advantage of ordering first and not having to worry with that darned Chople Berry.

Voodoom: Foul Play: 10+3+3 = 16 damage for 6 energy
Crit: 15/16 (no)

Revenankh: Brick Break: 8+3+3 = 14 damage for 5 energy
Crit: 12/16 (no)

Chople Berry was partially consumed
NOTE: Since the DAT says the berry "reduces type effectiveness", I interpret as it not being super effective, thus no expert belt bonus.

Voodoom: 20hp Substitute for 18 energy

Revenankh: Force Palm: (6+3+3+2)*1.5 = 21 damage for 3 energy
Crit: 10/16 (no)

Sub is gone!

<Pwnemon> frosty idk about asb
<Pwnemon> but in actual battling, resist berries are not consumed when you're behind a substitute
<Caffie> they aren't?
<Matezoide> KS_Hallref
<Matezoide> I reffed
<Matezoide> You lost :c
<Caffie> I better research that...
<Pwnemon> i can guarantee you they aren't
<Pwnemon> ask any vgc player


Voodoom: Pain Split for 22.3 energy
+24.5hp

Revenankh: Drain Punch: 8+3+3 = 14 damage for 11 energy
-24.5hp
+7hp

Chople Berry was partially consumed



Hp: 66
En: 81
5/3/2/4/65
Other:
Item: Expert Belt


Hp: 45
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk




Hp: 45
En: 39
3/3/4/2/127 (+19 acc)
Other:
Item: Chople (1/3)

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Leethoof's turn!
 
i knew i should have asked about subs and berrys

Despite that mistake, everything is sort of going to plan. Let's go, Tulowitzki @ Power Herb, with Pressure!
 
The wheels of fate are turning!

Gym Leader Shauntal withdrew Myrkul!



Gym Leader Shauntal sends out Umberlee (Jellicent)!
Umberlee has Cursed Body!
Umberlee
holds Expert Belt!

Trick Room - Scald - Bubblebeam
If Aerodactyl uses Taunt on A1, replace your respective action with Magic Coat and push your actions back.
 
rock slide - evasive agility - thunder fang

if im a dumb and i cant evasive agility while being slower, then use protect.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 110
En: 100
1/3/4/4/60
Other:
Item: Expert Belt


Hp: 66
En: 81
5/3/2/4/65
Other:
Item: Expert Belt


Hp: 42
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk




Hp: 100
EN: 100
4/3/1/3/150
Other:
Item: Power Herb

Hp: 45
En: 39
3/3/4/2/127 (+19 acc)
Other:
Item: Chople (1/3)

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Round 5​

And the third matchup begins!

The challenger retreats Statis the Voodoom and sends out Tulowitzki the Aerodactyl with Power Herb. Tulowitzki, previously known as Jet, was the mon that brought home the bacon in Leethoof's previous Gym Battle against Rediamond, so pay attention to it! Also, I must say, the challenger is being quite inventive in his items (not the Expert Belt *3 shenaningans I am used to seeing).

The Gym Leader responds by also retreating Myrkul the Revenankh and sending out Umberlee the Jellicent with Expert Belt. Umberlee came from a not that good performance against IAR's Chandelure, so it may want to prove itself in this bout.

The match begins with Tulowitzki attempting to flinch Umberlee with Rock Slide, but it didn't succeed in that, as the Jellicent continues her strategy by setting up Trick Room, rendering the Aerodactyl's massive speed useless.

On the following action, now slower, Tulowitzki had to resort to its Agility to Evade Umberlee's Scald. Finally, Umberlee managed to get in a hit with Bubblebeam, wishing that the Graveyard had even a small puddle to draw water from. Oh well. Tulowitzki responded with Thunder Fand for...meh damage. Yeah and it got disabled by Cursed Body too.

Aerodactyl: Rock Slide: 8+3+1.5 = 12.5 damage for 5 energy
Crit:4 (no)
Flinch:6 (no)
Cursed Body: 7/10 (no)

Jellicent: Trick Room for 10 energy

Aerodactyl: Evasive Agility for 7 energy

Jellicent: Scald: miss for 5 energy

Jellicent: Bubblebeam: (7+3+2+1.5)*1.5= 20.25 damage for 4 energy
Crit:6 (no)
Effect:6 (no)

Aerodactyl: Thunderfang: (7+1.5)*1.5= 12.75 damage for 5 energy
Crit:9 (no)
Paralysis:4 (no)
Flinch:8 (no)
Cursed Body: 1/10 (yes)

Thunderfang was disabled!


Trick Room for 3r​


Hp: 85
En: 81
1/3/4/4/60
Other:
Item: Expert Belt


Hp: 66
En: 81
5/3/2/4/65
Other:
Item: Expert Belt


Hp: 45
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk




Hp: 80
EN: 83
4/3/1/3/150
Other: Thunder Fang disabled for 6a
Item: Power Herb

Hp: 45
En: 39
3/3/4/2/127 (+19 acc)
Other:
Item: Chople (1/3)

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Leethoof's turn!
 
Well, this appears to be an unfortunate rut, in that case.

Sky Attack - Rock Slide - Sky Attack

If damaging water-type attack, protect and push actions down, but not consecutively.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Trick Room for 3r​


Hp: 85
En: 81
1/3/4/4/60
Other:
Item: Expert Belt


Hp: 66
En: 81
5/3/2/4/65
Other:
Item: Expert Belt


Hp: 45
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk




Hp: 80
EN: 83
4/3/1/3/150
Other: Thunder Fang disabled for 6a
Item: Power Herb

Hp: 45
En: 39
3/3/4/2/127 (+19 acc)
Other:
Item: Chople (1/3)

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Round 5​

Flavor maybe later.

Jellicent: Will-o-Wisp for 7 energy

Aerodactyl: Sky Attack: 14-3+3+1.5 = 15.5 damage for 9 energy
Crit: 4 (no)
-2hp due to burn

Jellicent: Ice Beam: (10+1.5+2)*1.5 = 20.25 damage for 7 energy
Crit: 13 (no)
Freeze: 3 (no)

Aerodactyl: Rock Slide: 8+3-3+1.5 = 9.5 damage for 5 energy
Crit: 9 (no)
-2hp due to burn

Aerodactyl: Protect for 15 energy
-2hp due to burn

Jellicent: Brine: (7+3+2+1.5)*1.5= 20.25 (protected) damage for 7 energy


Trick Room for 2r​


Hp: 60
En: 60
1/3/4/4/60
Other:
Item: Expert Belt


Hp: 66
En: 81
5/3/2/4/65
Other:
Item: Expert Belt


Hp: 45
En: 46
4/3/1/3/127 (+19acc)
Other: Burn
Item: Metal Coat
Ability: Frisk




Hp: 54
EN: 54
4/3/1/3/150
Other: Thunder Fang disabled for 3a, burn
Item: Power Herb (2/3)

Hp: 45
En: 39
3/3/4/2/127 (+19 acc)
Other:
Item: Chople (1/3)

Hp: 75
En: 53
4/4/1/3/80 (140)
Other: -2 def and +2 spe, burn
Item: BlackGlasses
Ability: Weak Armor (Enabled)

Zarator's turn!
 

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