[GROUND] Its A R&om v Elevator Music in the Ampers&ium

Stratos

Banned deucer.
Hello!

The voice reverberates around the Ampers&ium, welcoming you to this veritable colosseum as two titans of ASB face off for what looks to be an exciting match! As always, the gym leader Its A R&om looks quite at home in the arena (Camera pans around)

Arena: Ampersandium: Ground Edition
Field Type: Ground, And/&
Complexity: Intense
Format: All

Restrictions: No Natural Grass, No External Water Source, Only Sandstorm & Clear weather permitted, Indoor Arena

Description: Some place outside the nearest city, you notice a cave with a sign saying "Ampersandium" in it. Interested, you decide to go into the cave. The path through seemed well made, well lit, & felt as if it was man-made, but then you notice a split in the tunnel into three tunnels. Two paths were closed due to some random thing, so you take the path not closed. It leads to what is nothing more than grandstands, filled with people & loud noises. You can hear motors running & people cheering, but as everything dies down, you watch out as people leave the grandstands, before examining this place. You head to the bottom of the stands, & you notice something below. You see what appears to be a 800m banked dirt oval that looks rather wide. You also notice a darker patch of dirt inside the oval, lined with barriers & a way in, resembling something of a makeshift pit lane without garages. In the middle of it all lied what looked like a Pokémon battle arena lined just like the ASB Tournament Arena, but with an Ampersand in the middle instead of a Poké Ball. A podium was also erected to the side of the field, with stands marked 2, 1, & 3 from left to right. You then look up & notice a pretty even cavern top, littered with lights to keep the place from becoming dark. You then turn around & notice a shady-looking character there.

"Hey you there!" Yelled the guy. "Are you here to challenge the Gym Leader?"

You stumble for a bit, before replying "Uhhh...Yes."

"Okay, I will let the Gym Leader know." The character replies. "You should follow me, as the leader is currently busy." You follow the character out of the grandstands into the tunnel until you reach the point where the three tunnels met once more.

"Wait there." The character tells you. "I will get the Leader for you once his de-brief from his recent race ends." You wait around for about 12 minutes before the character returns with the Gym Leader in tow.

"Okay." The Leader speaks. "So, you are here to challenge my gym. Right?"

"Yes, I am." You reply.

"Very well then. My name is Random, & I am the Gym Leader of this place. I accept your challenge, so come with me, & I will take you to the arena where we will do battle." You follow Random through one of the tunnels with the same guy in tow, & after a couple of minutes, you find yourself in the main Ampersandium, except on the field itself, & not in the Grandstands erected several metres above. The surface you walk on you find to be a mixture of sand & dirt, but what you find is that the mixture creates a very firm surface. As you walk, past the barriers, you are then escorted to one side of the main arena, & Random walks to the other side. "In motor-sports, strategy is critical." Random starts, before continuing. "A good strategy allows you to get an advantage on your rivals, but you need to be flexible. Have the reflexes to react to the sudden changes that might occur. By being able to get the superior strategy, you will be able to get the upper hand, & possibly win. Now, do YOU have such a strategy? Do you have the endurance, the patience, the flexibility, & the strategy, to be able to get the upper hand on your opponent? Do you have what it takes to win the Seismic Badge? Or will you just crash & burn, like everyone else who has failed to take the victory against me?"

Random pauses & takes a breath, before finishing. "Either way, we will find out here in this battle if you have what it takes. En guarde!"

Mechanics:

  • The Ampersand in the arena creates an aura which buffs everything with "and" in its name.
    • The Moves: Helping-Hand, Sand-Attack, Sandstorm, & Sand Tomb, all cost 1 less Energy to execute.
    • The Pokémon: Chandelure, Charmander, Landorus, Mandibuzz, Sandile, Sandshrew, Sandslash, & Stoutland, have the EC of all their moves reduced by 1.
    • The following Abilities get the following buffs:
      • Sand Force now boosts the power of Rock/Ground/Steel-Type moves by 3.
      • Sand Rush now triples the Pokémon's Speed.
      • Sand Stream costs 3 less Energy to activate.
      • Sand Veil's 20% Evasion boost is now flat.
    • The following Items get the following buffs:
      • Binding Band now triples the residual damage dealt by trapping moves.
      • Choice Band now Double's the holder's Attack.
      • Focus Band's -2 BAP effect now applies at all times irrespective of the holder's HP.
      • Muscle Band now increases the BAP of Physical attacks by 2.
      • Power Band no longer halves the holder's Speed & now triples the Sp. Defence boost.
      • RageCandyBar's boost is now permanent until the Pokémon switches out.
      • Rare Candy increases the highest true base stat of Atk/Def/SpA/SpD by a further Rank, & the increase to the BAP of STAB moves is increased by a further 1 BAP.
      • Soft Sand now increases the final damage of Ground-Type attacks by 6.
  • The mixture of sand & dirt makes Dig easier to execute, reducing its Energy cost by 2.
Summary: Ground-Types & Ampersands...What can possibly go wrong? Also, <~Onion_Bubs> I think you mean "Ampers&ium: Ground Edition"

with his trusty squadron of Ground types ready for combat!

(Super Bowl-Style player lineup scene)

450.png

Hippowdon(*) [Stortamus] (M)
NATURE: Sassy (-10% Evasion) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Sand Stream: (Innate) When entering into battle, this Pokémon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW): (Innate) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 40 (-)
Size Class: 4
Weight Class: 7
Base Rank Total: 20

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

ATTACKS (59/59)
PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Double-Edge
Earthquake*
Facade
Fire Fang
Fissure
Frustration
Giga Impact
Headbutt
Ice Fang
Iron Head
Iron Tail
Natural Gift
Revenge
Return
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb*
Secret Power
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang

SPECIAL
Earth Power
Hidden Power (Grass, 7)
Hyper Beam
Mud-Slap
Round
Snore
Spit Up
Water Pulse

OTHER
Attract
Captivate
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Whirlwind
Yawn*
472.png

Gliscor(*) [Capers] (M)
NATURE: Jolly (+14% Accuracy) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down & Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) & Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes & Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokémon always keeps its claws/teeth/pincers extremely sharp, & thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokémon is used to reacting in desert conditions & gets a 20% evasion boost during Sandstorms. Pokémon with this ability are immune to Sandstorm damage.
Poison Heal (DW): (Innate) Pokémon with this ability have internal structures that absorb the toxins in poison & uses them to recover two (2) HP/action instead of taking poison damage. When a Pokémon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round & Toxic will do the relevant damage for that round should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (97/97)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Bite
Brick Break
Bug Bite
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake*
Facade
Faint Attack*
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter*
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off*
Metal Claw
Natural Gift
Night Slash*
Payback
Poison Jab
Poison Sting*
Poison Tail
Quick Attack*
Return
Rock Climb
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Sky Uppercut
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor

SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock

OTHER
Agility*
Attract
Baton Pass*
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden*
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance*
Tailwind
Taunt
Torment
Toxic
423-e.png

Gastrodon [Sleast] (M)
Nature: Quiet (-10% Evasion) (NC)

TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Sticky Hold: (Innate) This Pokémon's body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokémon lures all water attacks to itself, altering their course away from partner Pokémon. It absorbs the water & increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW): (Innate) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (71/71)
PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall

SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool

OTHER
Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn
323.png

Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)

TYPE
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Magma Armour: (Innate) This Pokémon has a strong, heated armour that makes it incapable of being frozen. The armour also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokémon's body is extremely solid & durable, & the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokémon becomes enraged & its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Glyph of Explosion: (Raid Glyph) Causes Explosion to affect only one opponent instead of all allies & enemies, raises its base power by 40 & causes it to ignore resistances.

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

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

ATTACKS (58/77)
PHYSICAL
Body Slam
Bulldoze
Dig
Double-Edge
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Iron Head
Magnitude
Return
Rock Slide
Rock Smash
Rock Tomb
Stone Edge
Tackle
Take Down

SPECIAL
Ancientpower
Earth Power
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power (Ice 7)
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Mud-Slap
Round
Selfdestruct
Solarbeam

OTHER
Amnesia
Attract
Curse
Double Team
Endure
Focus Energy
Growl
Mimic
Protect
Rest
Roar
Rock Polish
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp
Yawn
Fidgit_Front-1.png

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see & breath through smog/smokescreens/haze uninhibited. Able to use Wrap & Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Persistent: (Innate) This Pokémon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, & Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokémon has a high vitality & alertness making it immune to sleep induced by other Pokémon. Its normal state of sleeplessness makes it take 1 less damage & energy/action from Ghost Curse. If it is put to sleep by a Pokémon with Mould Breaker it will wake up the next action. If a Pokémon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (Innate) The Pokémon is always prepared for engaging in sneaky tactics & trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

ATTACKS (103/103)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Facade
Fling
Frustration
Giga Impact
Knock Off
Low Sweep
Natural Gift
Poison Jab
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Thief
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Echoed Voice
Gust
Hidden Power (Ice 7)
Hyper Beam
Icy Wind
Mud-Slap
Ominous Wind
Razor Wind
Round
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Twister
Venoshock

OTHER
After You
Ally Switch
Attract
Block
Captivate
Copycat
Disable
Dispel (R)
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Haze
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Protect
Psych Up
Quash
Rain Dance
Reflect
Rest
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room
208.png

Steelix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)

TYPE
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid & Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Rock Head: (Innate) This Pokémon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, & Head Smash.
Sturdy: (Innate) This Pokémon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force (DW): (Can be Enabled) This Pokémon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

ATTACKS (74/88)
PHYSICAL
Aqua Tail
Bide
Bind
Body Slam
Bulldoze
Crunch
Cut
Dig
Double-Edge
Dragon Tail
Earthquake
Explosion
Facade
Fire Fang
Fissure
Flail
Frustration
Giga Impact
Gyro Ball
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Payback
Rage
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Sand Tomb
Selfdestruct
Slam
Smack Down
Stone Edge
Strength
Tackle
Thunder Fang

SPECIAL
Dark Pulse
Dragon Pulse
Dragonbreath
Earth Power
Flash Cannon
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Snore
Twister

OTHER
Attract
Autotomise
Block
Curse
Double Team
Endure
Harden
Magnet Rise
Mimic
Mud Sport
Protect
Psych Up
Rest
Roar
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Taunt
Torment
Toxic
034.png

Nidoking [King Odin] (M)
NATURE: Mild

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see & breath through smog/smokescreens/haze uninhibited. Able to use Wrap & Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Poison Point: (Can be Disabled) This Pokémon's spikes/quills/thorns are coated in poison, & there is a 30% chance of poisoning any foe that uses a contact attack on this Pokémon. When disabled, all of this Pokémon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Innate) This Pokémon has a primal response to competition & mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, & decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force (DW): (Can be Enabled) This Pokémon can energise all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

STATS
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

ATTACKS (62/130)
PHYSICAL
Aqua Tail
Bide
Bulldoze
Chip Away
Counter
Dig
Double Kick
Dragon Tail
Drill Run
Earthquake
Fire Punch
Fury Attack
Head Smash
Horn Attack
Horn Drill
Ice Punch
Megahorn
Peck
Poison Jab
Rock Slide
Shadow Claw
Smack Down
Stone Edge
Superpower
Tackle
Thrash
Thunderpunch

SPECIAL
Blizzard
Confusion
Dragon Pulse
Earth Power
Fire Blast
Flamethrower
Focus Blast
Hidden Power (Grass 7)
Ice Beam
Shadow Ball
Sludge Bomb
Surf
Thunder
Thunderbolt
Venoshock

OTHER
Captivate
Disable
Double Team
Endure
Flatter
Focus Energy
Helping Hand
Hone Claws
Leer
Protect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Taunt
Torment
Toxic
Toxic Spikes

And he's about to learn who has arrived today to challenge his throne. A couple upbeat tunes reverberate from the entrance to his mausoleum... synthesized music. IAR looks to be growing worried. The music intensifies, and—yes—it's Elevator Music, fresh off of a victory against Dogfish44! He'll certainly bring IAR a tough fight, with his trusty lineup of...

565.png

Carracosta [Abagoora] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Solid Rock: (Innate) This Pokemon's body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Study: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 32
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 55

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

Attacks:
AncientPower
Aqua Jet
Aqua Tail
Bide
Bite
Brine
Crunch
Curse
Hydro Pump
Protect
Rain Dance
Rock Slide
Rollout
Shell Smash
Smack Down
Water Gun
Wide Guard
Withdraw

Body Slam
Flail
Iron Defense
Knock Off
Rock Throw
Water Pulse
Whirlpool

Attract
Blizzard
Bulldoze
Dig
Dive
Double Team
Earthquake
Facade
Frustration
Giga Impact
Rest
Return
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Scald
Stone Edge
Substitute
Swagger
Toxic
Waterfall

Block
Icy Wind
Iron Head
Iron Tail
Low Kick
Sleep Talk
Stealth Rock
Superpower
NecturnaSprite_FrontNorm.png

Necturna [] (F)
Nature: Rash (+1 SpA, -1 SpD)
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.

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 4 (+)
SpD: Rank 4 (-)
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23
Total Moves: 66 [Movepool Complete]

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

Attacks:
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustration
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power (Water, 7)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Skill Swap
Sleep Talk
Snatch
Snore
Soak (Sketched)
SolarBeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed
199.png

Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (30 /1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 76

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

Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Block
Future Sight
Mud Sport
Stomp

Bide
Blizzard
Brick Break
Brine
BubbleBeam
Dig
Dive
Dragon Tail
DynamicPunch
Earthquake
Endure
Fissure
Flamethrower
Focus Blast
Focus Punch
Grass Knot
Hail
Hyper Beam
Ice Beam
Light Screen
Pay Day
Protect
Psyshock
Reflect
Rest
Rock Smash
Safeguard
Scald
Substitute
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Zap Cannon

Aqua Tail
Body Slam
Counter
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Trick
Wonder Room
378.png

Regice [Rejiaisu] (N)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Ice
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.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Ice Body (DW): (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 5 (+)
SpA: Rank 4
SpD: Rank 8
Spe: 43 (50 /1.15) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 23
Total Moves: 49

MC: 0
DC: 5/5

Attacks:
Amnesia
AncientPower
Charge Beam
Curse
Explosion
Hammer Arm
Hyper Beam
Ice Beam
Icy Wind
Lock-On
Stomp
Superpower
Zap Cannon

Blizzard
Brick Break
Bulldoze
Double Team
Earthquake
Flash Cannon
Focus Blast
Focus Punch
Frost Breath
Giga Impact
Hail
Hidden Power (Fire, 7)
Protect
Rain Dance
Rest
Rock Polish
Rock Slide
Rock Smash
Safeguard
Substitute
Swagger
Thunder
Thunder Wave
Thunderbolt
Toxic

Block
Counter
DynamicPunch
Endure
Gravity
Icy Wind
Mimic
Mud-Slap
Signal Beam
Sleep Talk
Snore

The players meet to discuss the ruleset. There seems to be a scuffle, followed by a look of fear and a quick nod by Elevator Music. They tell me that they'll be following:

4v4 Singles (Leader brings 7, chooses 4)
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions
Switch = OK
Abilities = All
Items = ON; No "Training Items" Permitted
Turn Order = Coin-Flip
Arena = Ampersandium: Ground Edition

Good thing I have leftover change from the soda I just bought at the 7/11 right outside! ....What, did you think the Ampersandium was in the middle of nowhere?

stock-photo-15097348-isolated-quarter-tails-frontal.jpg


Looks like we'll see Elevator Music sending out first!
 
Good Luck.
0.png

"You start with a fairly difficult match-up indeed, but just as usual, it appears that we have something to match your steady pace! Stortamus, open the match!"
450.png

Stortamus (M) @ Soft Sand
0.png
450.png

"All right! Begin strong by pummelling our opponent with Earthquake, before continuing on with an Earth Power! Finally finish the round with an Earthquake! If he uses Counter to reflect our Earthquake, then strike with Earth Power & push back! If he uses Bide, then throw up a Substitute that action before using Stealth Rock next action! Keep the opponent on their toes!"

[Sand Stream] Earthquake > Earth Power > Earthquake
IF Counter is issued when you are to use Earthquake, THEN use Earth Power that action, pushing actions back.
IF Bide is issued, THEN use Substitute (15 HP) on the first Bide action, AND use Stealth Rock on the second Bide action.
 
Round 1 Start!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 110
EN: 100
OTHER: none
VS
Elevator Music AOOO
199.png
Bag_Expert_Belt_Sprite.png

HP: 100
EN: 100
OTHER: none
Arena Notes: None
Hippo sandstorm
-7 EN

Hippowdon used Earthquake!
crit = 7506 = n
dmgS = [10+3+3+1.5]+6 = 23.5
-6 EN

Slowking Scald
crit = 5548 = n
burn = 5433 = n
dmgH = [8+3+1.5+2]*1.5 = 21.75
-5 EN

dmgS = 2

Hippo EP
crit = 254 = y
-spd = 8490 = n
dmgS = [9+3+3+3-1.5]+6 = 22.5
-6 EN

Slowking teleswitch
-6 EN

dmgS = 2

Hippo EQ
crit = 7573 = n
dmgS = 23.5
-6 EN

Slowking Slack Off
+20 HP
-12 EN

dmgS = 2

Round 1 End!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 88
EN: 77
OTHER: none
VS
Elevator Music AOOO
199.png
Bag_Expert_Belt_Sprite.png

HP: 44
EN: 77
OTHER: Teleswitched
Arena Notes: Sandstorm (semi-perm)
 
Sand Stream costs less energy to activate on this arena, so Hippowdon should have more energy.

Anyways, switching to Necturna @ Rare Candy.

Power Whip ~ Grass Knot ~ Horn Leech
IF (Protect is used) THEN (use Seed Bomb and push actions back)
[DO ONCE] IF (Double Team is used) THEN (use Telekinesis and push actions back)​
 
0.png
450.png

"Never rush the opponent; it may, after all, wear you out quickly. Stortamus, begin by burrowing your way underground. Hold your position there for a while, then accelerate out of the blocks by striking on the final action. This is not really your match-up to fight, but it is far better than taking a large amount of damage."

Dig (Hold) > Dig (Hold) > Dig (Release)
 
Round 2 Start!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 88
EN: 77
OTHER: none
VS
Elevator Music AOOO
NecturnaSprite_FrontNorm.png
rarecandy.png

HP: 100
EN: 100
OTHER: none
199.png
Bag_Expert_Belt_Sprite.png

HP: 54
EN: 77
OTHER: none

Arena Notes: Sandstorm (semi-perm)

Necturna used Power Whip
hit = 2336 = y
crit = 3558 = n
dmgH = [12+3+2.5]*1.5 = 26.25
-7 EN

Hippowdon used Dig (hold)
-3 EN

Necturna used Grass Knot!
-6.5 EN

Hippowdon used Dig (hold)
-7 EN

Necturna used Horn Leech!
-11 EN

Hippowdon used Dig (Surface)
crit = 6940 = n
dmgN = [8+3+3]*2/3+6 = 15.33
-15 EN

dmgN = 6

Round 2 End!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 59
EN: 52
OTHER: none
VS
Elevator Music AOOO
NecturnaSprite_FrontNorm.png
rarecandy.png

HP: 79
EN: 75
OTHER: none
199.png
Bag_Expert_Belt_Sprite.png

HP: 54
EN: 77
OTHER: none

Arena Notes: Sandstorm (semi-perm)
 
Dig costs two less energy to execute in this arena. Also, iirc, the hit is not subject to the movespam penalty, though I am not 100% certain on that. Finally, you forgot Sand Force on Dig.
0.png

"This seems like an opportune moment for a pit stop. Stortamus, come back! Utilitand, take the helm for this stint!"
Fidgit_Front-1.png

Utilitand (M) @ Focus Band

Switch Phase: Stortamus > Utilitand
 
0.png
Fidgit_Front-1.png

"Well then, that went according to plan alright! Utilitand, start by pawning off that Rare Candy with one fell swoop, then follow up with a layer of Spikes. Finish up with a Sludge Bomb. If the opponent decides to block off our first attack with Protect, then set up a layer of Spikes & push back. If our opponent decides to use Skill Swap, then use Taunt on the first instance & push back. A conservative approach should help us get through this stint!"

Knock Off > Spikes > Sludge Bomb
IF Protect is issued successfully without transfer when you are to use Knock Off, THEN use Spikes that action, pushing actions back.
IF Skill Swap is issued, THEN use Taunt on the first instance, pushing actions back.
 
Round 3 Start!
Its A Random AOOO
Fidgit_Front-1.png

HP: 100
EN: 100
OTHER: none
450.png
Bag_Soft_Sand_Sprite.png

HP: 59
EN: 52
OTHER: none

VS
Elevator Music AOOO
NecturnaSprite_FrontNorm.png
rarecandy.png

HP: 79
EN: 75
OTHER: none
199.png
Bag_Expert_Belt_Sprite.png

HP: 54
EN: 77
OTHER: none

Arena Notes: Sandstorm (semi-perm)

ok why is covet only 4 bap in the dat, it has 60 base power 9.9

Fidgit used Knock Off!
crit = 2416 = n
dmgN = [4-1.5]*1.5 = 3.75
-3 EN

Necturna used Super Fang
hit = 5815 = y
dmgF = 20
-13 EN

Fidgit used Spikes
-7 EN

Necturna used Covet
crit = 9353 = n
dmgF = [4-2+1.5] = 3.5
Bye bye focus band!
-3 EN

Fidgit used Sludge Bomb
crit = 8624 = n
psn = 7661 = n
dmgN = [9+3-2-1.5] = 8.5
-6 EN

Necturna used Psychic
crit = 2398 = n
-spd = 543 = y
dmgF = [10+1.5]*1.5 = 17.25
-7 EN

dmgN = 6

Round 3 Start!
Its A Random AOOO
Fidgit_Front-1.png

HP: 59
EN: 84
OTHER: none
450.png
Bag_Soft_Sand_Sprite.png

HP: 59
EN: 52
OTHER: none

VS
Elevator Music AOOO
NecturnaSprite_FrontNorm.png
Bag_Focus_Band_Sprite.png

HP: 61
EN: 52
OTHER: none
199.png
Bag_Expert_Belt_Sprite.png

HP: 54
EN: 77
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)
 
Psychic ~ Scald ~ Psychic
IF (Dig is used) THEN (use Earthquake)
IF (Stealth Rock is used) AND (you are not Taunted) THEN (use Magic Coat)​
 
Note Spikes!
0.png
Fidgit_Front-1.png

"Well then, this is not going to be pretty, but that layer of spikes is just what we need to help shut this foe down. Begin by blocking the first attack with Protect, then stomach that jet of hot water by using U-Turn. Finish the round by blocking the second mental assault. It might cost us some energy, but we should be dealing more damage overall thanks to all the residuals."

Protect > U-Turn > Protect
 
Round 4 Start!
Its A Random AOOO
Fidgit_Front-1.png

HP: 59
EN: 84
OTHER: none
450.png
Bag_Soft_Sand_Sprite.png

HP: 59
EN: 52
OTHER: none

VS
Elevator Music AOOO
199.png
Bag_Expert_Belt_Sprite.png

HP: 54
EN: 77
OTHER: none

s5nET.png
Bag_Focus_Band_Sprite.png

HP: 61
EN: 52
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)

Protect
-17.8 EN

Psychic
dmg = [10+3+3+2]*1.5 = 27
-6 EN

dmgS = 2

U-turn
crit = 3961 = n
dmgS = [7]*1.5 = 10.5
-5 EN

Scald
crit = 7049 = n
burn = 5483 = n
dmgF = [8+3+2+3]*1.5 = 24
-5 EN

dmgS = 2

Protect
-17.8 en

psychic
27 dmg
-6 EN
dmgS = 6

Round 4 Start!
Its A Random AOOO
Fidgit_Front-1.png

HP: 35
EN: 43
OTHER: U-turned
450.png
Bag_Soft_Sand_Sprite.png

HP: 59
EN: 52
OTHER: none

VS
Elevator Music AOOO
199.png
Bag_Expert_Belt_Sprite.png

HP: 25
EN: 60
OTHER: none

s5nET.png
Bag_Focus_Band_Sprite.png

HP: 61
EN: 52
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)​
 
0.png
450.png

"Splendid! Okay Stortamus, time to put this Slowking out of its misery. Hit the turbo by repeatedly firing Earthquakes until the Slowking falls. If he uses Counter on the first action, then retaliate with an Earth Power. If he uses a Damaging Water Combo A1, then respond by digging & holding it, before releasing next action."

Earthquake
> Earthquake > Earthquake
IF Counter is issued A1, THEN use Earth Power A1.
IF (Damaging Water Combo) is issued A1, THEN use Dig (Hold) A1, AND use Dig (Release) A2.
 
Round 5 Start!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 59
EN: 52
OTHER: none
Fidgiticon.gif

HP: 35
EN: 43
OTHER: None

VS
Elevator Music AOOO
199.png
Bag_Expert_Belt_Sprite.png

HP: 25
EN: 60
OTHER: none

s5nET.png
Bag_Focus_Band_Sprite.png

HP: 61
EN: 52
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)

Hippowdon used Earthquake!
crit = 1138 = n
dmgS = [10+3+1.5+3]+6 = 23.5
-6 EN

Slowking used SUPER ICE BEAM FRIGID COLDNESS POWER
crit = 7745 = n
frz = 88 = y
strngth = 3631 = 2a
dmgH = [10*2.25+2+1.5]*1.5 = 39
-lots of en

dmgS = 2

Slowking fainted!

Round 5 End!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 20
EN: 46
OTHER: Frz (2a)
Fidgiticon.gif

HP: 35
EN: 43
OTHER: None

VS
Elevator Music XOOO
199.png
Bag_Expert_Belt_Sprite.png

HP: 0
EN: 0
OTHER: none

s5nET.png
Bag_Focus_Band_Sprite.png

HP: 61
EN: 52
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)
 
Round 6 Start!
Its A Random AOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 20
EN: 46
OTHER: Frz (2a)
Fidgiticon.gif

HP: 35
EN: 43
OTHER: None

VS
Elevator Music XOOO
NecturnaSprite_FrontNorm.png
Bag_Focus_Band_Sprite.png

HP: 61
EN: 52
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)

dmgN = 12

Necturna used horny leech
crit = 433 = y
dmgH = [8+3+3+1.5]*1.5 = boom
+10 HP
-11 EN

dmgN = 2

Round 6 Start!
Its A Random XOOO
450.png
Bag_Soft_Sand_Sprite.png

HP: 0
EN: 0
OTHER: Knocked Out
Fidgiticon.gif

HP: 35
EN: 43
OTHER: None

VS
Elevator Music XOOO
NecturnaSprite_FrontNorm.png
Bag_Focus_Band_Sprite.png

HP: 57
EN: 41
OTHER: none

Arena Notes: Sandstorm (semi-perm), 1 layer spikes (emma)
 
0.png
Fidgit_Front-1.png

"Well, Utilitand can come back in now! Begin by firing a Stealth Rock, then fire off an Acrobatics. Finish off with a Whirlwind. If she uses Skill Swap, then Taunt the Necturna on the first instance, & push back. If she uses Protect successfully A2 or A3, then fire a layer of Spikes that action."

Stealth Rock > Acrobatics > Whirlwind
IF Protect is issued successfully without transfer A2/A3, THEN use Spikes that action.
IF Skill Swap is issued, THEN use Taunt on the first instance, pushing actions back.
 
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