[ELECTRIC] Leader Dogfish44 vs Challenger Maxim

Frosty

=_=
is a Forum Moderator Alumnusis a Top Community Contributor Alumnus
Sure why not.

Challenging Dogfish.

I do still have my qualifiers though, so let me know if that interferes with anything.

iPu06pe.gif


Gym Leader Dogfish44 would like to battle!

Format: 4 v 4 Gym Doubles (Challenger brings 4, Leader brings 7)
DQ Time: 2 Days
Banned Moves: -
Chills: 5 Per Pokémon
Recoveries: 2 Per Pokémon
Arena: HMS Tesla
Switch: OK
Items: ON
Abilities: ALL
Substitutions: 2 per Pokémon


yadda yadda hello yadda


Our match today is between two names fairly known in the Gym Industry! The Leader Dogfish44 faces the challenger Maxim for his #15 match (hint: that is a lot)!

The Leader came from a complete gym rehaul after his defeat against Elevator_Music and it seems that the change was successful as the two matches after it ended fastly with convincing victories for the Gym. I am always amazed at how popular this gym is.

We all know this team from inside out, since it is virtually unchanged (except for Lanturn). Pay special attention to Nimbus the Cyclohm. On most of his battles, Nimbus is the one doing the most of the grunt work and being able to hit all the opponent's mons Super Effectively with strong attacks surely helps!

The challenger is only a few steps away from being the next Normal Gym Leader. While the qualifiers are still under way, he has a good advantage in both and the title is his to lose. But on the "challenging Gyms" business... Maxim's last challenge was against the Flying Gym Leader and ended with defeat. Before that, the Poison Gym Leader was also challenged and also ended up with defeat. 8 months have passed ever since the last challenge...has Maxim learned something? We will find out.

Pay special attention to Quartz the Marowak. We all know what happened the last time a marowak stepped in the Electric Gym (it was ORKO'd by 3 Hydro Pumps in the rain). But the time is different, the rain is gone (for the most part) and the format is doubles, which means happy-happy-joy-joy for Ground types! Also, 8 attacks and the ability to hit properly levitating electric mons go a long way!

Now let's move on to the teams!

Team Gym Leader

587.png

Boltair (F)

Nature: Mild
+1 SpA, -1 Def

Type: Electric / Flying
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities: Static / Motor Drive [DW]
Static (Innate):
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Motor Drive (Innate) [DW]:
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: 90
Atk: 3
Def: 1 [-]
SpA: 4 [+]
SpD: 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks [53 - Movepool Complete]:
Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Helping Hand
Hidden Power (Grass,7)
Iron Tail (*)
Knock Off
Last Resort
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Return
Roost (*)
Round
Shock Wave (*)
Signal Beam
Sleep Talk
Snore
Spark (*)
Substitute
Swagger
Tail Whip (*)
Tailwind
Taunt
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Tickle
Toxic
U-Turn
Volt Switch
Wild Charge

[a]Electivire[/a]
466.png

Short Fuse (M)

Nature: Mild
+1 SpA, -1 Def

Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities: Motor Drive / Vital Spirit [DW]
Motor Drive (Innate):
This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts..

Vital Spirit (Innate) [DW]:
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:
HP: 100
Atk: 5
Def: 2 [-]
SpA: 4 [+]
SpD: 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks [98 - Movepool Complete]:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
Dual Chop
DynamicPunch
Earthquake
Electro Ball
Electroweb
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon

479-frost.png

Pulse (N/A)

Nature: Modest
+1 SpA, -1 Atk

Type: Ice / Electric
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities: Levitate
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

Stats:
HP: 90
Atk: 2 [-]
Def: 4
SpA: 5 [+]
SpD: 4
Spe: 86
Size Class: 4 (2.3 M)
Weight Class: 5 (100.03 KG)
Base Rank Total: 20

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

Attacks [53 - Movepool Complete]:
Astonish
Blizzard
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Electroweb
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp

[a]Cyclohm[/a]
frontnormal-mcyclohm.png

Nimbus (M)

Nature: Modest
+1 SpA, -1 Atk

Type: Electric / Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities: Shield Dust / Static / Overcoat [DW]
Shield Dust (Innate):
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static (Innate):
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Overcoat (Innate) [DW]:
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

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

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

Attacks [85 - Movepool Complete]:
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Captivate
Charge
Charge Beam
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dragonbreath
Earthquake
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power (Grass,7)
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Leer
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Sandstorm
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Strength
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon

[a]Eelektross[/a]
604.png

Murena (F)

Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion

Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities: Levitate
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

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 [+]
SpD: Rank 3
Spe: 43 [-]
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: N/A

Attacks [65 - Movepool Complete]:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power (Ice,7)
Hone Claws
Hyper Beam
Iron Tail
Knock Off
Light Screen
Magnet Rise
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Signal Beam
Sleep Talk
Snore
Spark
Strength
Substitute
Super Fang
Superpower
Swagger
Tackle
Thrash
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Toxic
U-Turn
Volt Switch
Wild Charge
Zap Cannon

[a]Krillowatt[/a]
frontnormal-mkrilowatt.png

Formula (M)

Nature: Timid
+15% Speed, +17% Accuracy, -1 Atk

Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Trace / Magic Guard / Shell Armour [DW]
Trace (Can be Activated):
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.

Magic Guard (Innate):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Shell Armour (Innate) [DW]:
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2 [-]
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 [+]
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks [51]:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon

Counter
Follow Me
Me First
Metronome
Mind Reader
Mirror Coat
Sheer Cold
Signal Beam

Blizzard
Dive
Double Team
Earthquake
Endure
Flash
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Low Sweep
Protect
Rain Dance
Rest
Round
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Waterfall
Whirlpool

Earth Power
Icy Wind
Sleep Talk

[a]Lanturn[/a]
171.png

Lumos Maxima (F)

Nature: Modest
+1 SpA, -1 Atk

Type: Water / Electric
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities: Volt Absorb / Illuminate / Water Absorb [DW]
Volt Absorb (Innate):
This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

Illuminate (Can Be Activated):
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.

Water Absorb (Innate) [DW]:
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.

Stats:
HP: 120
Atk: 1 [-]
Def: 2
SpA: 4 [+]
SpD: 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18

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

Attacks [40]:
Aqua Ring
Bubble
BubbleBeam
Charge
Confuse Ray
Discharge
Electro Ball
Flail
Hydro Pump
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun

Agility
Psybeam
Whirlpool

Blizzard
Brine
Dive
Hidden Power (Grass, 7)
Ice Beam
Protect
Rest
Scald
Sleep Talk
Substitute
Surf
Thunder
Thunderbolt
Toxic
Volt Switch

Bounce
Endure
Heal Bell
Icy Wind

Team Challenger

105.png

Marowak [Quartz] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
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.

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.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Battle Armor (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks (23):
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Double-Edge
Bone Rush
Endeavor

Detect
Endure
Belly Drum
Perish Song

Fire Punch
Knock Off
Low Kick

Toxic
Brick Break
Dig
Earthquake
Aerial Ace
Thunderpunch
Rock Slide
Protect

frontnormal-mcolossoil.png

Colossoil [Rosch] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
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.
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.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

Colossoil
HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks (32):
Drill Run
Horn Attack
Peck
Leer
Tackle
Bubblebeam
Body Slam
Bite
Rapid Spin
Pursuit
Dig
Bounce
Magnitude
Crunch
Megahorn
Horn Drill

Encore
Fake Out
Thunder Fang
Sucker Punch

Aqua Tail
Endure
Snatch

Taunt
Brick Break
Protect
Earthquake
Double Team
Rock Slide
Stone Edge
Substitute
U-Turn

NecturnaSprite_FrontNorm.png

Necturna [Pandora] (F)
Nature: Bashful (No effect on stats)

Type:
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.

Abilities:
Forewarn: (Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.


Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 3
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23

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

Attacks (31):
Thunder Fang
Poison Fang
Super Fang
Vine Whip
Leer
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Shadow Ball
Power Whip

Shell Smash
Leaf Blade
Natural Gift
Gravity

Seed Bomb
Giga Drain
Knock Off
Synthesis

Protect
Payback
Psychic
Hidden Power Ground 7
Solarbeam
Grass Knot
Double Team
Shadow Claw
Stone Edge

Special:
Shadow Mend
Dispel

635.png

Hydreigon [Ivan] (M)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Defense)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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:
Levitate:
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (98*1.15^)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A


Attacks (26):
Tri Attack
Double Hit
Bite
Crunch
DragonBreath
Dragon Rage
Dragon Rush
Focus Energy
Headbutt
Roar
Tackle
Work Up
Dragon Pulse
Outrage

Earth Power
Fire Fang
Ice Fang

Draco Meteor
Aqua Tail
Superpower

Dragon Tail
Hidden Power (Grass) (7)
Protect
Taunt
Thunder Wave
Torment
Surf


Order of Operations:
Heads: Leader starts
Tails: Challenger starts

Moeda_de_1_real_da_1%C2%AA_gera%C3%A7%C3%A3o_(verso).png

(heads)

Dogfish44 sends out pokemon with items
Maxim sends out pokemon with items and orders
Dogfish44 gives orders
I Ref
 
MOvHv.gif


"Welcome aboard. Now, let's see how long YOU last!"

Nimbus @ Expert Belt, Eelektross @ Expert Belt, take to the stage!
 
Wes.png

"Ah yes, sorry about the wait, had some business to take care of first. Anyways, it's time for me to put my plan into action! Come on out Pandora and Rosch!"

NecturnaSprite_FrontNorm.png
@Big Root

frontnormal-mcolossoil.png
@Expert Belt

Pandora (Necturna): Gravity~Super Fang (Eelektross)~Toxic Spikes
If Eelektross uses Gastro Acid on you A2 or A3, then use Protect and push actions back, but never twice in a row.
If Eelektross uses Gastro Acid on you A1, then use Horn Leech (Eelektross) A2

Rosch (Colossoil): Taunt (Cyclohm)~Earthquake~Earthquake
If Cyclohm uses a Protective/Evasive move A1, then Drill Run (Eelektross) and push actions back.
If both Cyclohm AND Eelektross successfully use a non consecutive Protective/Evasive move on the same action AND you do not have a Substitute, then use Substitute (25) and push actions back, this takes priority over the above sub.
 
MOvHv.gif


"Rude. Now then you two, don't allow yourself to be caught unaware!"

Cyclohm: Hydro Pump [Colossoil] ~ Hurricane [Necturna] ~ Hurricane [Necturna]

Eelektross: Grass Knot [Colossoil] ~ Grass Knot + Grass Knot [Colossoil] ~ Cooldown [Grass Knot Colossoil]
 
frontnormal-mcyclohm.png

Hp: 110
En: 100
1/4/3/5/80
Other:
Item: Expert Belt

604.png

Hp: 100
En: 100
5/3/5/3/43
Other:
Item: Expert Belt

NecturnaSprite_FrontNorm.png

Hp: 100
En: 100
5/4/3/5/81
Other:
Item: Big Root

frontnormal-mcolossoil.png

Hp: 120
En: 100
6/3/2/3/95
Other:
Item: Expert Belt​

Round 1

flavor comes later.

Colossoil: Taunt (Cyclohm) for 9 energy

Necturna: Gravity for 10 energy

Cyclohm: Hydro Pump (Colossoil): (12+2+3+1)*1.5= 27 damage for 8 energy
Crit: 13 (no)

Eelektross: Grass Knot (Colossoil): (16+3+2+3)*1.5= 36 damage for 9 energy
Crit: 1 (yes)

Colossoil: EARTHQUAKE for 6 energy
vs Cyclohm: (10*0.75+3+2+2.5)*1.5= 22.5 damage
vs Eelektross: (10*0.75+3+2+4)*1.5= 24.75 damage
Crit: 4, 3 (no no)

Necturna: Super Fang (eelektross): (100-24.75)/5= 15 damage for 10.5 energy

Cyclohm: Hurricane (Necturna): (12+2)*1.5 = 21 damage for 8 energy
Crit: 5
Effect: 5 (no)

Eelektross: Grass Knot + Grass Knot (Colossoil): (16*2.25+3+2)*1.5= 61.5 damage for 52.5 energy
Crit: doesn't matter

Colossoil fainted!

Necturna: Toxic Spikes for 7 energy

Cyclohm: Hurricane (Necturna): (12+2+3)*1.5=25.5 damage for 12 energy
Crit: 1 (yes)
Effect: 2 (yes)
Duration: 3/3 (4 actions)

Eelektross: cooldown

frontnormal-mcyclohm.png

Hp: 87
En: 72
1/4/3/5/80
Other: Taunted for 3a
Item: Expert Belt

604.png

Hp: 60
En: 29
5/3/5/3/43
Other:
Item: Expert Belt

NecturnaSprite_FrontNorm.png

Hp: 53
En: 72
5/4/3/5/81
Other: Confused for 4a
Item: Big Root

frontnormal-mcolossoil.png

Hp: KO
En: KO
6/3/2/3/95
Other:
Item: Expert Belt​

Maxim sends out pokemon with item and prayers
Puppylover44 gives orders
Maxim gives orders
I Ref
 
Dang...now I see why hardly anyone's beaten you by now. I thought you hated Colossoil because it gave your gym trouble...

Sending out Quartz the Marowak with Thick Club
 
MOvHv.gif


"They do... that's why they end up dying quickly."

Eelektross out, Rotom-F @ Everstone in.

"Counterswitch?"
 
MOvHv.gif


"Could the head waiter please turn up the heating please? It might be needed for the guests..."

Rotom-F: Blizzard ~ Blizzard ~ Blizzard

Cyclohm: Hurricane [Necturna] ~ Blizzard ~ Hurricane [Necturna]
IF Necturna uses a Protective/Evasive action AND Non-Consecutive THEN Hydro Pump [Marowak] AND Push Back
IF Necturna uses Double Team, THEN use Blizzard AND Push Back
IF Necturna KOed, THEN Hydro Pump [Marowak]
 
Gravity for 3r​

frontnormal-mcyclohm.png

Hp: 87
En: 72
1/4/3/5/80
Other: Taunted for 3a
Item: Expert Belt

479-frost.png

Hp: 90
En: 100
2/5/5/5/86
Other:
Item: Everstone

604.png

Hp: 60
En: 29
5/3/5/3/43
Other:
Item: Expert Belt

NecturnaSprite_FrontNorm.png

Hp: 53
En: 72
5/4/3/5/81
Other: Confused for 4a
Item: Big Root

105.png

Hp: 90
En: 100
8/4/1/3/45
Other:
Item: Thick Club​

Round 2

The Challenger tries to hold on vs the Leader's vicious attack, but the sheer power of those blizzards, coupled with a very unfortunate freeze a2, was too much for Maxim's team to handle. Marowak fainted! Necturna Fainted!

Rotom: Blizzard for 7 energy
vs Necturna: (12*0.75+3+1)*1.5= 19.5hp
vs Marowak: (12*0.75+3+3+1)*1.5= 24hp
Crit: 11, 10
Freeze: 10, 9

The strong blow ended Necturna's confusion!

Necturna: Pain Split (Rotom): +25hp for 24.83 energy

Rotom lost 25hp due to pain split!

Cyclohm: Hurricane (Necturna): (12+2)*1.5 = 21 damage for 8 energy
Crit: 9
Confusion: 2 (yes)
Duration: 2 (3a)

Marowak: Earthquake for 7 energy
vs Rotom: (10*0.75+3+3)*1.5= 20.25hp
vs Cyclohm: (10*0.75+3+4.5)*1.5= 22.5hp
Crit: 2, 13

Rotom: Blizzard for 11 energy
vs Necturna: (12*0.75+3+1)*1.5= 19.5hp
vs Marowak: (12*0.75+3+3+1)*1.5= 24hp
Crit: 5, 12
Freeze: 1, 9 (Necturna froze)
Duration: 1 (1a)

Necturna: frozen

Cyclohm: Blizzard for 8 energy
vs Necturna: (12*0.75+2)*1.5= 16.5hp
vs Marowak: (12*0.75+3+2)*1.5= 21hp
Crit: 12, 7
Freeze: 5

Marowak: Earthquake for 11 energy
vs Rotom: (10*0.75+3+3)*1.5= 20.25hp
vs Cyclohm: (10*0.75+3+4.5)*1.5= 22.5hp
Crit: 11, 11

Rotom: Blizzard for 15 energy
vs Necturna: (12*0.75+3+1)*1.5= 19.5hp
vs Marowak: (12*0.75+3+3+1)*1.5= 24hp
Crit: 2, 12
Freeze: 2, 10

Necturna fainted!

Marowak fainted!

Cyclohm: hydro pump for 8 energy: but it failed!

Gravity for 3r​

frontnormal-mcyclohm.png

Hp: 42
En: 48
1/4/3/5/80
Other:
Item: Expert Belt

479-frost.png

Hp: 24
En: 67
2/5/5/5/86
Other:
Item: Everstone

604.png

Hp: 60
En: 29
5/3/5/3/43
Other:
Item: Expert Belt

NecturnaSprite_FrontNorm.png

Hp: KO
En: KO
5/4/3/5/81
Other: Confused for 4a
Item: Big Root

105.png

Hp: KO
En: KO
8/4/1/3/45
Other:
Item: Thick Club​

Maxim's turn!
 
Hydreigon.

DRACO METEOR~Dragon Pulse~Dragon Pulse (All At Rotom)
If Protective/Evasive move from Rotom, then Dragon Pulse (Cyclohm) and push actions back, but never twice in a row
If Rotom faints, redirect all remaining actions to Cyclohm.

I'm not even sure how I managed to bring an entire team weak to Ice, but oh well. GG Dogfish.
 
...Contrary to popular belief, I lack psychic prowess. Who are you lobbing those attacks at? By your subs it's Rotom, but I'd like to be sure.
 
MOvHv.gif


"And now... SUFFER!"

Rotom: Pain Split (Hydreigon) ~ Endure ~ Blizzard

Cyclohm: Dragon Pulse (Hydreigon) ~ Draco Meteor + Draco Meteor (Hydreigon) ~ Cooldown (Dragon Pulse (Hydreigon))
 
Gravity for 2r​

frontnormal-mcyclohm.png

Hp: 42
En: 48
1/4/5/3/80
Other:
Item: Expert Belt

479-frost.png

Hp: 24
En: 67
2/5/5/5/86
Other:
Item: Everstone

604.png

Hp: 60
En: 29
5/3/5/3/43
Other:
Item: Expert Belt

635.png

Hp: 100
En: 100
4/2/5/3/113 (+15acc)
Other:​

Round 3

And the battle ended as quickly as it started! Looks like the challenger will have to rethink a lot of stuff before trying out again.

The Gym Leader is the winner!

Hydreigon: Draco Meteor (Rotom): 14+3+3 = 20 damage for 9 energy
Crit: 1 (yes)

Rotom: Pain Split: +25hp for 38 energy

Hydreigon lost 25hp due to pain split

Cyclohm: Dragon Pulse (Hydreigon): (9+3+3+2)*1.5= 25.5 damage for 6 energy
Crit: 15 (no)

Hydreigon: Dragon Pulse (Rotom): 9+3-4 = 8 damage for 6 energy
Crit: 3 (no)

Rotom: Endure for 15 energy

Cyclohm: Draco Meteor+Draco Meteor (Hydreigon): (14*2.25+3+3+2)*1.5= 59.25 damage for 41 energy
Hit: gravity
Crit: no

Hydreigon fainted!

Maxim is out of useable pokemon!

Dogfish44 is the winner!


Gravity for 1r​

frontnormal-mcyclohm.png

Hp: 42
En: 1
1/4/5/3/80
Other:
Item: Expert Belt

479-frost.png

Hp: 21
En: 14
2/5/5/5/86
Other:
Item: Everstone

604.png

Hp: 60
En: 29
5/3/5/3/43
Other:
Item: Expert Belt

635.png

Hp: KO
En: KO
4/2/5/3/113 (+15acc)
Other:​

Battle Statistics:
Cyclohm: 207hp of damage (!!!), 1KO (Hydreigon)
Eelektross: 97hp of damage, 1KO (Colossoil)
Rotom: 155 hp of damage, 2KO (Necturna and Marowak)
Mystery Pokemon: nada


Necturna: 40hp of damage
Hydreigon: 28hp of damage
Marowak: 85.5hp of damage
Colossoil: 47.25hp of damage​

MVP:
cyclohm_dex.jpg


Prizes:
Maxim: 3CC
Necturna: 3MC
Hydreigon: 3MC
Marowak: 3MC
Colossoil: 3MC

Dogfish44: 3+5(cyclohm)+1(cyclohmkoc)+4(eelektross)+1(eelkoc)+3(rotom)+2(rotomkoc) = 19CC
Mystery Mon: DF44 may choose emolga (+3CC), Electivire (+6CC), Krill (+3MC) or Lanturn (+3MC) to be his fourth mon.

Frosty: 9+8/2+4/2 = 15UC
 
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