Leader jas61292 vs Maxim

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Delibird's back. Maxim is as good as dead.

3v3 Singles (You PM 3, I PM up to 8)
2 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym
Switch: KO
Items: Off
2 Substitutions.

A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.

First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.

But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.

However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.


Summary:

  • No Sandstorm or Hail
  • The thin battle platform prevents Dig.
    • Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
    • Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
    • Seriously though, this is the flying gym. Why would you be using Dig anyways?
    • All other attacks are allowed.
  • Energy Cost of Roost reduced by 1.
  • Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)
  • Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
  • Wind Based attacks have base power increased by 2
  • Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
  • Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
  • All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
jas61292 said:

Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
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.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks (31 Moves):

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Air Slash
Roost
Rain Dance
Tailwind
Brave Bird
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)
Brine
Gust

Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive
Hyper Beam


Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)

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

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (34 Moves):

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Hyper Voice@
Sky Drop
Superpower
Hurricane
Healing Wish

Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento

Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot
Hyper Beam@
Quash~
Fly~

~ = In Tournament Only
@ = Out of Tournament Only


Honchkrow [Lafayette] (M)

Nature: Rash (+1 SpA, -1 SpD)

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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Attacks (43 Moves):

Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse

Roost
Psycho Shift
Confuse Ray
Sky Attack
Brave Bird
Perish Song
Quick Attack
Drill Peck
Mirror Move@
Quash~
Tailwind~

Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic
Double Team~

Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge


~ = In Tournament Only
@ = Out of Tournament Only

-This pokemon was caught in a Heal Ball during the Fog of War-


Unfezant (Bird) (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Rivalry (DW, unlocked): (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 93
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks (27 Moves):
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
Featherdance
Facade
Tailwind
Sky Attack

Hypnosis
Steel Wing
Uproar
Wish

Toxic
Protect
Hidden Power Ground (7)
Hyper Beam
Double Team
Psych Up
Giga Impact
U-Turn
Substitute
Fly


Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Iron Fist (DW, unlocked): (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)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15

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

Attacks (30 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Bug Buzz
Agility

Bide
Drain Punch
Encore
Focus Punch
Endure
Screech

Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team
Hidden Power (Psychic)

Ice Punch
Thunder Punch
Roost



Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)

Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 2
DC: 5/5

Attacks (34 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail

Dragon Dance
Dragon Pulse
Hydro Pump
Endure

Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)
Protect~
Bulldoze~

Draco Meteor

Outrage
Ominous Wind
Heat Wave
Iron Tail
Steel Wing
Roost@


~ = In Tournament Only
@ = Out of Tournament Only


Drifblim (Floodrin) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Ghost/Flying
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.
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:
Aftermath: (Innate)If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (80/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 3
DC: 4/5

Attacks (16 Moves):
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Ominous Wind
Shadow Ball

Disable
Hypnosis
Weather Ball

Toxic
Will-O-Wisp
Thunder Wave
Thunderbolt
Fly


Delibird (Epic) (M)
Nature: Lonely (+Atk, -Def)
Type: Ice/Flying
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.
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:
Vital Spirit: (Innate) 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Insomnia (DW, unlocked): (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 14

MC: 0
DC: 5/5

Attacks (9 Moves):

Present

Fake Out
Future Sight
Ice Shard
Ice Punch

Ice Beam
Brick Break
Fly

Seed Bomb
Sky Attack

Focus Punch
Maxim said:

Aerodactyl [Korangir] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
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.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 130
Size Class: 4
Weight Class: 4
Base Rank Total: 20
MC: 0
DC: 5/5

Attacks (25):
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Rock Slide
Sky Drop
Iron Head

Roost
Tailwind
Foresight

Aqua Tail
Double-Edge

Taunt
Aerial Ace
Stone Edge
Smack Down
Dragon Claw
Earthquake
Protect
Fly


Stratagem [Origin] (M)
Modest Nature (Sp. Atk increased by *, Attack decreased by *)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks (26):
Giga Drain
Weather Ball
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Electro Ball

Paleo Wave
Metal Sound
Earth Power

Heat Wave
Swift

Stealth Rock
Double Team
Calm Mind
Protect
Energy Ball
Flamethrower
Hidden Power Water 6
Toxic
Substitute
Shadow Ball


Electivire [Zant] (M)
Nature: Rash (Special Attack increased by *, Special Defense decreased by *)

Type:
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: (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 (DW): (Innate) 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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

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

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

Attacks (20):
Quick Attack
Leer
Thunderpunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Thunder

Fire Punch
Ice Punch
Cross Chop

Endure

Protect
Counter
Thunder Wave
Psychic
Brick Break
Volt Switch


Wish me luck! :)

I'll need it if he brings Delibird :(


The winds blow on. Whatever happens in the world below, there will always be some current rushing forwards somewhere. They are movement, and they cease to be if they stop moving. Whatever happens they are constant somewhere. You can't stop them because they cannot be stopped. Some would call them an inspiration, some would dismiss the metaphor as foolish.

Today two trainers have drifted into conflict high above the world. Will one stop? Are stones and lightning enough to clip the soaring power of the gym leader?

The winds of battle are brewing. They hold the answer.

Heads: Maxim sends out first
Tails: Leader jas61292 sends out first

Heads.

Maxim sends out his first Pokemon, Leader jas61292 sends out his first Pokemon and orders, Maxim orders, Rediamond refs.


High altitude, high stakes, high energy.

Begin.

AND BEWARE THE F***ING DELIBIRD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well, that makes things easier. Hatchet (Tomohawk), you get to start things off once more.

Aura Sphere
- Focus Blast - Aura Sphere
If Stratagem uses Toxic and you do not have a substitute, use Substitute (20) and push actions back
If Stratagem uses Disable action 2 or 3 to disable Aura Sphere, use Taunt
 
Round One: Stoning in the sky

Stratagem realises that it's best role is support, and oddly enough the sweeper throws up a cloud of levitating rocks that stops just before Tomohawk and surrounds his side of the field. Tomohawk ignores this and blasts out a chi orb that strikes through the stones and hits Stratgem in a weak point. The floating rock cloud does not like this one bit, and shoots out a wave of stones that continue into Tomohawk, harming it almost as much as the Aura Sphere did. Tomohawk then shoots out an even larger blast of chi that sweeps Stragatem away but does not hit a weak spot. Stratgem then unleashes another wave of small rocks while Tomohawk unleashes an aura sphere.

Stealth Rock: 11 energy, Pointed stones on the leader's side
Aura Sphere: [(9+3+3+1.5)*1.5] 24.75 damage (568 crit)
Paleo Wave: [(9+3+4)] 16 damage, 6 energy (5257 no attack drop, 6440 no crit)
Focus Blast: [(12+3+1.5)*1.5] 24.75 damage, 7 energy (6726 hit, 8963 no SpD drop, 4158 no crit)
Paleo Wave: [9+3+4] 16 damage, 10 energy (929 Att drop, 7363 no crit)
Aura Sphere: [(9+3+1.5)*1.5] 20.25 damage, 6 energy (1880 no crit)


Tomohawk:
78 HP
81 EN
Stealth Rock, -Att

Stratagem:
30 HP
73 EN
-Att
 
Round Two: Meteor Shower

The battle continues to progress as the two levitating and flying Pokemon chase each other around the arena, engaged in aerial combat that this battlefield had been designed for. After the round concludes, both combatants begin to levitate over the main arena, the Stratagem obviously worn down and injured while the Tomohawk's in better health. Almost a full minute passes as the leader waits for the challenger to make a move. The ref glances at his watch, then back up "I'm afraid I must call this match over. The challenger-"

"Waitwaitwaitwait, no need to do that. Origin, just keep attacking."

The leader shrugs. "Fair enough."

Stratagem forms a small orb of energy in front of its mouth, charging it into a moderately large sphere before blasting it towards Tomohawk, straight into a blue orb of slightly larger size charged with aura that rapidly advances across the field until it collides with the orb, shattering it and racing into Stratagem, sending the rock-type almost to the point of collapse.

Unwilling to admit defeat just yet, Origin begins to unleash a huge barrage of stones that fly across the battlefield, more and more being generated from the air itself as the landslide flies straight into the Tomohawk, nearly blotting out the sun as the chieftain is bombarded by stones. In the midst of the storm, he tries to rest and preen his feathers to make up for the injury, and it does relieve him some, leaving him able to stand back up and continue fighting as if the wave hadn't happened- and even a bit better off.

Stratagem begins to charge up another large blast of stones, with more and more raining down from the heavens as he flies up further into the air, until a full meteor shower is crashing into the field, with both trainers doing their best to avoid the full force of the attack raining down from over them. "Finish it!" Hearing his trainer's cry, Tomohawk quickly moves his wings from a defensive stance over his head, and shoots a projectile of aura straight up through the storm, shattering a number of stones as it slams into Stratagem, adding his body to the storm of rock slamming into the arena.

Power Gem: [(7+3+4)] 14 damage, 4 energy (7572 no crit)
Aura Sphere: [(9+3+1.5)*1.5] 20.25 damage, 6 energy (4256 no crit)
Roost: +20 HP, 11 energy
Paleo Wave: [(9+3+4)*2/3] 10.66 damage, 6 energy (4255 no attack drop, 3126 no crit)
Paleo Wave: [(9+3+4)] 16 damage, 10 energy (6327 no attack drop, 2229 no crit)
Aura Sphere: [(9+3+1.5)*1.5] 20.25 damage, 6 energy, KO (7554 no crit)



HP: 57
EN: 58
Otr: Stealth Rocks

With his Tomohawk barely below half of its health, it looks as if the leader has won an early and substantial lead in this match, which could be enough to tip the battle in his favor. While this match is nowhere near over, Maxim will need to play very well to make a comeback.

Maxim advances a Pokemon, Leader jas61292 orders, Maxim orders.
 

jas61292

used substitute
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Confuse Ray - Earth Power - Earth Power
If Protect and you don't have a Substitute currently, Substitute (15 HP), and push actions back.
If damaging electric move is used action 3, use Roost that action instead.
 
At this point, I'm just going to have to hope Confuse Ray doesn't kill me.

Thunderpunch~Thunderbolt~Ice Punch
 
Round Three: Madness?

A vicious wind continues to blow around the arena, seeming to grow colder and harsher every round this battle moves on. With Stratagem knocked out cold, the challenger is forced to withdraw it in favor of an electric type, a sight that brings back bad memories for the gym leader of his last battle up in the sky. However, he wastes no time and quickly moves to damage control, to make up for the last battle's mistakes.

"Confuse Ray."

A bright light flashes over the battlefield, manipulating the perception of it for all involved but particularly distorting the view of Electrivire as the light waves around him curve back in odd angles, preventing him from getting any sort of an idea as to which way he's aiming. On his trainer's orders, Zant blindly fires off a punch that ends up striking him right in the arm due to the odd light messing up his aim, and he cringes due to the shame.

Tomohawk wastes no time, and stirs up the dirt on the floor of the arena into a small tornado that he blasts towards Zant, who can't dodge it in time due to the light patterns not giving him anything to work off of. Furious now, the beast fires off another punch that achieves much the same results as the last one.

Seeing the light start to fade off due to the dust getting stirred up in it and the electric-type's thrashing destroying the illusion, Tomohawk keeps hitting it as hard as he can with another tornado of sand that soars across the arena straight into Electrivire, who finally sees clearly and smashes straight through it, fist raised with a frozen aura cloaking it. Tomohawk tries to duck, but ultimately fails and gets hit hard with a freezing blast of energy that sends him back a few feet, almost over the edge of the arena as gets back up and prepares to finish the battle.

Tomohawk: Confuse Ray: 5 energy, 4 action confusion (8686 four action)
Electrivire hit itself in confusion! 8.5 damage, 3 energy [(4+4.5)] (4409 hit in confusion)
Tomohawk: Earth Power:[(9+1.5)*1.5] 15.75 damage, 7 energy (2861 no SpD drop, 5865 no crit)
Electrivire hit itself in confusion! [(4+4.5)] 8.5 damage, 3 energy (2545 hit in confusion)
Tomohawk: Earth Power: [(9+1.5)*1.5] 15.75 damage, 11 energy (1636 no SpD drop, 9116 no crit)
Electrivire: Ice Punch: [(8+1.5)*1.5] 14.25 damage, 6 energy (7592 no freeze, 5242 no crit)



HP: 43
EN: 35
Otr: Stealth Rocks

HP: 51
EN: 88
Otr: N/A
 
...This waiting is just getting ridiculous, especially when said waiting involves me getting creamed by the leader.
 
Round Four: Raising the Fort

"...my apologies. I believe I got distracted there for a moment..."

Tomohawk quickly begins to form up another distortion of light across the entire battlefield, manpulating the sun's glare until it is barely distinguishable where anything is on the battlefield, except for one small angle. Electrivire shields his eyes from the light, but is still unable to see anything beyond Tomohawk somewhere in the distance that could just be right in front of him. His trainer has equally poor luck, but can find no better strategy than simply launching another attack in hopes of having better luck. Zant charges forwards through the light, blindly swinging a fist charged with electricity until he brings it down towards the ground with incredibly force... right into Tomohawk. The chieftain struggles as his illusion failed, and quickly leaps back into the air.

The challenger knows just how crucial this momentum could be, and orders the attack to continue while the gym leader buys time with defensive tactics. Tomohawk is more than happy to shield himself in case of another lucky strike, and rapidly sets up another wall of light that acts as a defensive shield in the midst of the confusing glare that has already been set in place. Electrivire can barely see anything now in the intense light, but blindly punches anyways and lands another lucky strike on Tomohawk that is somewhat reduced due to the shield around him.

Seeing that this may be their last shots, both Pokemon go on the physical offensive. Tomohawk begins to spin very quickly, creating a small vortex of wind and light around himself that quickly gathers into a powerful funnel as he races forwards. Zant senses something coming and raises another electrified fist to strike. In an instant, Tomohawk bursts through the light pattern and runs straight into Electrivire's fist, reducing the discharge but still getting hurt. In the meantime the funnel explodes upon the impact, blasting outwards in an explosion of light and wind that effectively resets the battlefield as the lights fade back to normal and the wind blows the floating rocks far, far away. Tomohawk is just barely holding on, gasping for any viable way to stay involved in the fight, while Electrivire still has the last remnants of the light fading from his eyes. It looks like it's Tomohawk's final stand. What will the gym leader make of it?

Confuse Ray: 5 energy, 3 action confusion (6337 3 action)
ThunderPunch: [(8+3+1.5)*1.5] 18.75 damage, 5 energy (8569 no hit in confusion, 7242 no paralysis, 3627 no crit)
Reflect: Reflect raised six actions, 8 energy
ThunderPunch: [(4+3+1.5)*1.5] 12.75 damage, 9 energy (9718 no hit in confusion, 9986 no paralysis, 1967 no crit)
Rapid Spin: [(4-1.5)] 2.5 damage, 6 energy, Stealth Rock blown away (3528 no crit)
ThunderPunch: [4+3+1.5)*1.5] 12.75 damage, 13 energy (5647 no hit in confusion, 6690 no paralysis, 8137 no crit)



HP: 1
EN: 16
Otr: Reflect (5a)


HP: 48
EN: 61
Otr: Confused (0a)
 
Round Five: Tomohawk's Sacrifice

"Oh no you don't!"

Tomohawk flies a little higher into the air, flapping his wings and preparing one final ceremony for the battle. Electrivire is desperate, and races forwards, making one leap to bridge the distance and run into... a shield. Even with the light gone from his eyes, he is still blocked by a powerful orb of wind and light that briefly revives before dissapearing to reveal Tomohawk glowing back. As gravity pulls Electrivire downwards, he still feels the force of the spell dragging him further up into a cloak of darkness that consumes both combatants for just a second before both plummet back down to the arena floor. Tomohawk is unconcious at last, but Electrivire seems very badly shaken by whatever occured inside of the darkness. While the combatants are even in Pokemon count, the gym leader has created a significant lead.

Protect: Tomohawk shielded, 8 energy
Electrivire snapped out of confusion!
Quick Attack: [(2+1.5)] 3.5 "damage", 3 energy (4275 no crit)
Memento: Tomohawk faints, Electrivire -2 offenses Permanent



HP: 48
EN: 51
Otr: ---

jas61292 advances his next Pokemon, Maxim orders, jas61292 orders
 
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