[ELECTRIC] Leader Dogfish44 vs. Challenger Frosty

Rules said:
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

Arena: HMS Tesla
Field Type: Electric, Water
Complexity: Moderate
Format: Doubles

It had always been interesting, the way in which Gyms come and go. Indeed, it was only 10 years ago when it would've been odd for anyone to consider Castelia City hosting the Electric Gym, but it was now. The HMS Tesla stands proudly in the port, although it normally sails a mile away from the port for the purpose of battles. The ship is a fairly standard ship, from the Falklands era. It has been fitted to accomodate battles, and notably on the main deck you can see what appears to be a giant crown - 4 golden arches curve around to support a giant gemstone above the deck.

Entering the ship, you immediately enter what appears to be a relatively fancy restaurant, quite busy. Looking around, there appears to be a window viewing the arena directly, as well as several plasma screens showing the currently empty arena. As you look around, you're greeted by a man in yellow and black attire.

"Hello there, welcome aboard the HMS Tesla. Are you here for the restaurant or the gym? The Gym? Well, this is special, the guests tonight will get a lovely show. We'll probably be ready to battle in about half an hour or so, so until then feel free to sit down and order a coffee."

Indeed, the ship does get rather full, and as the sun sets the ship begins to move out to sea. As you finish your coffee, the man returns - at this stage, you're fairly certain this is the gym leader. You're beckoned outside, and see the arena is stationed below the crown shape. However, you can't take in the beauty before the leader speaks again...

"Emolga, give us some light will ya!"

An Emolga pops out of the leader's Pokéball, and sends a small shot of lighting at the gem in the centre of the crown. It absorbs the electricity and lights up, revealing itself to actually be a giant ThunderStone. Impressive...

"Now then, a few things before we begin. Whenever you send out a Pokémon this giant rock will zap the item. Don't worry about it, it'll be perfectly safe. It just prevents it from being a drag for when your team is moving around. We also have plants and grass available on the arena as you should see, not to mention the small amount of water that surrounds this ship. You'll also note that this ship, whilst much of it has been replaced and altered, is still of British origin and has brought the weather along with it..."

The leader clicks his fingers, and on cue a light rain smothers the arena.

"Finally, good luck, and make sure you provide a good show!"
All Pokémon who benefit from the item ThunderStone instantly gain the effect.
No Pokémon is treated as encumbered.
During "Clear" weather, a light rain falls, which acts as normal rain, except with only ±1 BAP on Water/Fire Moves
There is no restriction on natural substances (Natural water, Grass, Rocks, etc.) to attack with.

Leader Dogfish44:
Dogfish44 said:
[a]Emolga[/a]
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 [53]:
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
Whirlpool

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
Helping Hand
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 [44]:
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
Amnesia
Mist
Psybeam
Whirlpool

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

Bounce
Endure
Heal Bell
Icy Wind
Sucker Punch

Challenger Frosty:
Frosty said:
Thanks for waiting!

143.png

Snorlax [Hector] (M)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 26 (30/1.15)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

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

Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its *resistance to extreme heat or extreme cold, reducing the type *effectiveness of Fire and Ice-typed attacks to the next level of *resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony: (Unlocked) (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Moves (79):
After You
Amnesia
Belly Drum
Bide
Blizzard
Block
Body Slam
Brick Break
Bulldoze
Chip Away
Counter
Covet
Crunch
Curse
Defense Curl
Double Edge
DynamicPunch
Earthquake
Endure*
Facade
Fire Blast*
Fire Punch
Fissure
Flamethrower
Focus Blast
Focus Punch
Giga Impact
Gunk Shot
Harden
Headbutt
Heavy Slam
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Last Resort
Lick
Lovely Kiss
Natural Gift
Metronome
Odor Sleuth
Outrage*
Protect
Psychic
Pursuit
Rain Dance
Recycle
Reflect
Refresh
Rest
Retaliate
Rock Slide
Rollout
Screech
Seed Bomb
Selfdestruct
Shock Wave
Skull Bash
Sleep Talk
Snatch
Snore
Solarbeam
Stockpile
Substitute
Sunny Day
Superpower
Surf
Tackle
Thunderbolt
Thunderpunch
Toxic
Wild Charge
Whirlwind
Yawn
Zap Cannon
Zen Headbutt

477.png

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0

Abilities:
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.

Attacks (54):
Astonish (*)
Bind
Blizzard
Brick Break
Bulldoze
Confuse Ray (*)
Counter
Curse
Destiny Bond (*)
Disable (*)
DynamicPunch
Earthquake
Endure
Fire Punch
Focus Punch
Foresight (*)
Future Sight
Gravity
Grudge
Helping Hand
Hex
Ice Punch
Imprison (*)
Leer (*)
Mean Look
Memento
Metronome
Night Shade (*)
Pain Split (*)
Payback
Protect
Pursuit (*)
Rapid Spin
Return (*)
Rest
Rock Slide
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch*
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room

NecturnaSprite_FrontNorm.png

Diababa [Necturna] (F)
Nature: Impish (+Def, -SpA)

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 (UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:*

HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 2
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves (66 - Movepool Complete!) :
Attract
Bind
Calm Mind*
Covet
Curse
Cut
Double Team
Dream Eater*
Energy Ball
Facade
Flash
Frustation
Future Sight*
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power Ice (7BP)
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
Sketch (Earthquake)
Skill Swap
Sleep Talk
Snatch
Snore
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

frontnormal-mcolossoil.png

Colossoil [Gyorg] (M)
Nature: Jolly (+ Spe, Accuracy +14% (13.9), SpA: -1)
Type: Dark / Ground
Dark Type - 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 Type - 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:
Rebound - (Innate) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
(DW) Pressure - (Innate) [LOCKED] (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:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC:6/6
MC:0
DC:4/5

Moves (51):
Aqua Tail
Bite
Body Slam
Bounce*
Brick Break
Bubblebeam
Bulldoze
Crunch
Dig*
Dive
Dragon Tail
Drill Run
Earthquake
Encore
Endure
Fake Out
Fissure
Flail
Foul Play
Horn Attack
Horn Drill
Iron Tail
Knock Off
Leer*
Magnitude
Megahorn
Muddy Water
Payback
Peck
Protect
Pursuit*
Quash
Rapid Spin
Roar
Rock Slide
Sand Tomb
Sleep Talk
Smack Down
Snatch
Spit Up*
Stockpile
Stone Edge
Sucker Punch
Substitute
Superpower
Swallow
Tackle
Taunt
Toxic
U-Turn
Water Spout

Dogfish44 and Frosty... Two of the best known names in ASB. Tonight, the pair lock horns in one man's attempt at glory, and another man's drive to crush that attempt into the ground like the ants beneath his feet. At first glance, the challenger seems rather unprepared- while his team is well trained, so is his opponent's, and he only boasts a single super-effective STAB on the leader. However, If one looks into it, they may quickly find that this may be one of the toughest teams that Dogfish has had to face yet; Frosty's Pokemon boast very high stats, only bolstered by items, with movepools that almost always boast SE attacks on their electric opponents. As the trainers enter the ship's battle arena, the crowd goes silent in excited anticipation, and the battle begins!

Coin Flip:*
Swann-necklace-l.jpg

2/2=TAILS!

Challenger Frosty sends out his first Pokemon and equips an item.
Leader Dogfish44 sends out his first Pokemon, equips an item, and orders.
Challenger Frosty orders.
I ref.
 
oh boy oh boy oh boy oh boy oh boy

Not the best matchup. Damn you mono-weakness.

Go Bongo Bongo the Dusknoir with Reaper Cloth
477.gif


And Gyorg the Colossoil with Soft Sand
frontnormal-mcolossoil.png



*now goes find out if "drill the ship and sink it" is a valid order*
 
MOvHv.gif


"Oh boy, my team is really unprepared for Necturna AND Colossoil. Also, I take it we're dealing with EQ Spam with Gravity? Seems to be a standard setup nowadays. Actually... hmm, perhaps not? We'll have to play it as we go!"

"Eelektross @ Expert Belt, Rotom-F @ Everstone, let's see what we are able to do!"

Eelektross: Grass Knot [Colossoil] ~ Aqua Tail [Colossoil] ~ Grass Knot [Colossoil]
IF Colossoil uses a Damaging Evasive Move, THEN Thunder [Dusknoir]
IF Colossoil uses a non-consecutive Protective/Evasive move, THEN Thunderbolt [Dusknoir]

Rotom-F: Blizzard ~ Hidden Power [Colossoil] ~ Blizzard
IF Colossoil uses a Damaging Evasive Move, THEN Thunder [Dusknoir]
IF Colossoil uses a non-consecutive Protective/Evasive move, THEN Thunderbolt [Dusknoir]


"I doubt we'll win this round for some reason, but we can apply pressure and definitely weaken them."
 
Time to throw the dice and see what comes up! Let's see if your "fame" as always being haxxed holds any water.

Worst case scenario: this ends fast.

UNLOCKS PRESSURE FROM COLOSSOIL

Colossoil: fake out (rotom) - DESTROY THE SHIP (COMBO: Earthquake+Fissure) - cooldown (that combo)

Dusknoir: EDIT: I don't want to whine about luck so, sorry bongo bongo...
gravity - helping hand (colossoil) - shadow sneak (eelektross)

IF gravity doesn't boost the combo(fissure + eq) for some whatever reason THEN use the following moveset:
Skill Swap (Steal Rotom's Levitate as DAT says I can do that if the user doesn't have 3 abilities, Exchange Dusknoir recently stolen Levitate with Colossoil Rebound and then Dusknoir Rebound with Eelektross Levitate) - Helping Hand (Colossoil) - Shadow Sneak (Eelektross)

Rejoice puppylover, you won't have to rely on your awful luck. This will make the battle much harder but eh, its fun.


fun fun fuuuunn
 
Ugg... My iPod... It hates me... I'm terribly sorry for the delay guys, but I'll put a placeholder up so I don't have problems when I ref this tomorrow.

604.png

HP: 100
Energy: 100
Status: None
479-frost.png

HP: 90
Energy: 100
Status: None
477.gif

HP: 90
Energy: 100
Status: None
frontnormal-mcolossoil.png

HP: 120
Energy: 100
Status: None​

Action 1
Colossoil used Fake Out!
Hit: Irrelevant
Crit: 721=No
4+7.5-7.5=4 Damage!
4 Energy

Rotom flinched!
Eelektross used Grass Knot!
Hit: Irrelevant
Crit: 232=No
(18+7.5-4.5)1.5=31.5 Damage!
11 Energy

Dusknoir used Gravity!
The gravity increased!
10 Energy

Action 2
Dusknoir used Helping Hand!
Dusknoir gave Colossoil a hand!

Rotom *used Hidden Power!
Hit: Irrelevant
Crit: 969=No
(7+7.5-4.5)1.5=15 Damage!
7 Energy

Eelektross used Aqua Taill!
Hit: Irrelevant
Crit: 195=No
(11+7.5-4.5)1.5=21 Damage!
9 Energy

Colossoil used Destroy the Ship!
Hit Eelektross: Irrelevant
Hit Rotom: Irrelevant
Hit Dusknoir: Irrelevant
Crit Eelektross: 615=No
Crit Rotom: 57=Yes!
Crit Dusknoir: 198=No
Eelektross: (((35)2).75+3+7.5-4.5)+4=87.75 Damage!
Rotom: (((35)2).75+3+3+7.5-7.5)+4=87.75 Damage!
Dusknoir: ((35)2).75+3+7.5-7.5+4=60 Damage!
40.5 Energy
Rotom fainted!

30.25 Energy Dusknoir
Action 3
Dusknoir used Shadow Sneak!
Hit: Irrelevant
Crit: 301=No
4+3+7.5-4.5=10 Damage!
3 Energy
Eelektross fainted!

Colossoil is cooling down!

604.png

HP: DX
Energy: DX
Status: DX
479-frost.png

HP: DX
Energy: DX
Status: DX
477.gif

HP: 30
Energy: 57
Status: Gravity (3 Rounds)
frontnormal-mcolossoil.png

HP: 52
Energy: 55
Status: Gravity (3 Rounds)​
 
[box]Eelektross used Aqua Taill!
Hit: <901/1000=Yes. 984=Miss!
Its attack missed!
9 Energy[/box]

Whilst I'm notoriously unlucky, there WAS an active gravity at the time. Also, as much as it pains me to say it, Eelektross didn't die to the shadow sneak, and will also get a Grass Knot off on Colossoil.
 
(((35)*2)*0.75+3+7.5-4.5)*1.5+4= 91.75 damage, not 87.75 damage. 91.75 (combo) + 10 (shadow sneak) = 101.75hp.

So no, it still faints.

He is right about aqua tail though.
 
MOvHv.gif


"On a scale from bad to apocalypse, this ranks somewhere in the upper regions. However, we can't be caught giving up, especially on home soil. Cyclohm @ Expert Belt, Krilowatt @ Expert Belt, let's roll with the punches!"
 
ordering first on a gym match with doubles format against a krillowatt must be the most irritating experience ever. I will have to rely on pair 2 it seems.

Dusknoir: Pain Split (Krillowatt) - Payback (Krillowatt) - COMBO (Dynamicpunch + Shadow Punch) at Krillowatt
IF Krill is underwater when dusknoir attacks THEN redirect towards cyclohm
IF Krill is under successful protective/evasive AND Cyclohm isn't THEN redirect towards cyclohm

Colossoil:Bulldoze - Dig (Krill) - COMBO (Drill Run + Horn Drill) at Krill
IF Substitute A1 THEN Snatch - bulldoze - Drill Run + Horn Drill (Krill)
IF Krill is under successful protective/evasive AND Cyclohm isn't THEN redirect towards cyclohm


If puppylover does this right, then he goes from "not well" to "could have been worse". Oh well.
 
MOvHv.gif


"I am not amused by this... then again, this CAN be recovered from. Hopefully.... of course, you're making it relatively easy for me."

Cyclohm: Protect ~ Substitute (25) ~ Protect

Krillowatt: Dive [Colossoil] ~ Hydro Pump (Colossoil) ~ Protect


"If my calcs are right, Dusknoir just about EN KOs, and Colossoil becomes easy pickings thanks to it's cooldown. Plus, woo set up. The EN cost here is definitely worth the HP gain for the next round..."
 
colossoil should have spent 32.5 en on fissure + eq: (14+7)*1.5+2-1. This has been fixed. Idk where comp got his calcs.

11:45 Pwnemon: well i can ref until monday but then i'll be gone for the rest of that week
11:46 dogfish44: ah :\
11:46 Pwnemon: if you're ok with that, i'll take it
11:46 dogfish44: sure

COMMENCING SUBREF (and thanks complications for having a better format than rickheg)

KRILOWATT
HP: 125
Energy: 100
Status: none
CYCLOHM
HP: 110
Energy: 100
Status: none​
477.gif
HP: 30​
Energy: 57​
Status: none​
COLOSSOIL​
HP: 52​
Energy: 63​
Status: none​
Arena: Gravity (3r)​
Looks like Frosty forgot my Golden Rule of Ordering First: don't use comboes.​
Cyclame used Protect​
-7 EN​
Krilowhat dove underwater​
-9 EN​
Colossoil used Bulldoze!​
crit = 36 = haha seriously?​
dmgD = [4.5+3+3]+4 = 14.5​
dmgC = [4.5+3+1.5]*1.5+4 = 17.5​
-7 en C​
-6 EN​
Dusknoir used Pain Split!​
-35.5 EN​
Krilowatt used Dive!​
crit = 2203 = n​
dmgC = [8+3+1+2-1.5]*1.5 = 18.75​
a2​
Krilo used Hydro Pump!​
crit = 9363 = n​
dmgC = [12+3+2+1]*1.5 = 27​
-7 EN​
Colossoil used Dig!​
-9 EN​
Cyclohm used Sub (25)​
-24 EN​
Dusknoir used Payback!​
dmgK = [10+3] = 13​
-7 EN​
Colossoil dug!​
crit = 8331 = n​
dmgK = [8+3+3]*1.5+4 = 25​
a3​
Cyclohm used Protect!​
-7 EN​
Krilowatt used Protect!​
-7 EN​
Colossoil used Drill Run + Horn Drill!​
dmgK = [8+25+3+3]*1.5+4 = 62.5​
-25 en K​
-32 EN​
Dusknoir used Shadow Punch + Dynamicpunch!​
dmgK = [10+6+3] = 19​
-7.6 en K​
-18 EN​
Dusknoir fainted!
KRILOWATT​
HP: 87​
Energy: 44​
Status: none​
CYCLOHM​
HP: 85​
Energy: 55​
Status: Sub (25)​
477.gif
HP: 0​
Energy: 0​
Status: ded
COLOSSOIL​
HP: 6​
Energy: 16​
Status: cooldown​
Arena: Gravity (2r)​
 
MOvHv.gif


"Whilst that... thing... is much easier to order around, it's still obnoxious to have to put up with it. Oh well, en garde!"

Krillowatt: Icy Wind ~ Blizzard ~ Blizzard
IF Necturna uses a Protective/Evasive action A2 or A3, AND Non-Consecutive, THEN Chill
IF Tormented by A3 THEN Ice Beam (necturna) A3

Cyclohm: Blizzard ~ Hurricane (Necturna) ~ Blizzard
IF Necturna uses a Protective/Evasive action AND Non-Consecutive, THEN Chill
 
I guess johning isn't an option.

Necturna: 20hp substitute - protect - Horn Leech (Krillowatt)
Colossoil: Fissure + Fissure - again - again
 
This slipped my mind this week, and i have no excuse for not getting it done sometime since Sunday. Deep apologies.

frontnormal-mkrilowatt.png

HP: 87
Energy: 44
Status: none
frontnormal-mcyclohm.png

HP: 85
Energy: 55
Status: Sub (25)
NecturnaSprite_FrontNorm.png

HP: 100
Energy: 100
Status: none
frontnormal-mcolossoil.png

HP: 6
Energy: 16
Status: cooldown​
Arena: Gravity (2r)​

four caps on the field lol

i would have done this round very differently if i were frosty. Will his orders pay off, or will dogfish be able to regain the match after a devastating first round?

Krilo used Icy Wind!
critN = 7426 = n
dmgN = [4.5+2-4]*1.5 = 3.75
Colossoil fainted!
-6 EN

Necturna used Substitute!
-18 EN

Cyclohm used Blizzard!
critN = 1562 = n
dmgN = [12+2-1]*1.5 = 19.5
-8 EN

a2

Necturna used Protect!
-7 EN

Cyclohm chilled
+12 EN

Krilowatt chilled
+12 EN

a3

Krilowatt used Blizzard!
-sub
-8 EN

Cyclohm used Blizzard!
critN = 1651 = n
frzN = 8099 = n
dmgN = [12+2-1]*1.5 = 19.5
-8 EN

Necturna used Horn Leech!
critK = 2228 = n
dmgK = [8+3+4+1]*1.5 = 24
+12 hp
-11 EN

frontnormal-mkrilowatt.png

HP: 63
Energy: 42
Status: none
frontnormal-mcyclohm.png

HP: 85
Energy: 51
Status: Sub (25)
NecturnaSprite_FrontNorm.png

HP: 69
Energy: 63
Status: -1 spe (1r)
frontnormal-mcolossoil.png

HP: 0
Energy: 0
Status: muy ded​
Arena Notes: Gravity (1r)​
 
Last edited:
Just a heads up: I will post here tommorow as I need some time to focus and plan my actions and I can't do that now.
 
Also, before you order, I believe Krill's Icy Wind should still be in effect and keeping Necturna at -1 speed.
 
Ah...Cyclohm and Krillowatt. Two of the most Annoying/Broken pokemon ASB has to offer.

I hate them. Mostly that dratted shrimp.

Ergo...

Go go Hector the Snorlax with Full Incense.

Diababa: Power Whip - Leaf Blade - Leaf Storm (all at Krillowatt)
IF Krillowatt has double team clones by the time Necturna attacks AND Earthquake isn't imprisioned THEN Earthquake
IF Krillowatt is on the semi-vulnerable state of a damaging evasive move when Diababa is about to attack THEN Shadow Claw Cyclohm and push back
KO SUB: IF Krillowatt faints THEN Shadow Claw Cyclohm on all further actions
Hector: Retaliate - Body Slam - Retaliate (all at Krillowatt)
IF Krillowatt is set to use Counter AND Hector is set to attack it THEN Blizzard and push back
IF Krillowatt is on the semi-vulnerable state of a damaging evasive move when Hector is about to attack THEN Redirect towards Cyclohm and push back
KO SUB: IF Krillowatt faints THEN Earthquake all further actions

Did I mention how much I HATE Krillowatt? It is ridiculous >_<.
 
MOvHv.gif


"Push them back you two, we're getting very close now!"

Krilowatt: Endure ~ Helping Hand ~ Helping Hand

Cyclohm: Ice Beam (Necturna) ~ Blizzard ~ Blizzard
 
frontnormal-mkrilowatt.png

HP: 63
Energy: 42
Status: none
frontnormal-mcyclohm.png

HP: 85
Energy: 51
Status: Sub (25)
NecturnaSprite_FrontNorm.png

HP: 69
Energy: 63
Status: -1 spe (1r)
143.png

HP: 125
EN: 100
OTHER: none​
Arena Notes: Gravity (1r)​

Krilowatt used Endure!
-15 EN

Cyclohm used ice Beam!
crit = 3215 = n
frz = 54 = y
duration = 9513 = 1r
dmgN = [10+2-1]*1.5 = 16.5
-7 EN

Necturna is frozen!

Snorlax used Retaliate!
crit = 100 = y
dmgK = [14+3+3+3] = 23
-7 EN

a2

Krilo used HH
-16 EN

Cyclohm used Blizzard!
critN = 6130 = n
critS = 8066 = n
frzS = 6905 = n
dmgN = [18+2-1]*1.5 = 28.5
dmgS = [18]*2/3 = 12
-7 EN

Necturna thawed!
Necturna used Leaf Blade!
crit = 5471 = n
dmgK = [9+3+4+1]*1.5 = 25.5
-6 EN

Snorlax used Body Slam!
crit = 9064 = n
para = 3358 = n
dmgK = [11+3+3] = 17
-7 EN

a3

Krilo used HH
-derp EN

Cyclohm used Blizzard!
dedturna
critS = 8013 = n
frzS = 5855 = n
dmgS = [18]*2/3 = 12
-12 EN

Snorlax used Retaliate
dmgK = derp
-7 EN

frontnormal-mkrilowatt.png

HP: 1
Energy: 1
Status: Cannot endure
frontnormal-mcyclohm.png

HP: 85
Energy: 24
Status: Sub (25)
NecturnaSprite_FrontNorm.png

HP: 0
Energy: 0
Status: ded
143.png

HP: 101
EN: 79
OTHER: none​
Arena Notes: None​
 
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