[FLYING] - Leader Jas61292 vs Challenger Matezoide

Frosty

=_=
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Rules said:
4v4 Doubles
3 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym
Switch: KO
Items: Off
2 Substitutions
Arena: Flying Gym

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). This effect lasts for 4 rounds from the beginning of the battle.
  • 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.

(I will spare you of my comentaries since this post is already huuuuuuuuuge. You will get them with round 1's flavor)

TEAM GYM LEADER

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 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:
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 (32 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


Sky Attack
Icy Wind


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

Type: Normal/Fighting
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.
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 (57 Moves):


Scratch
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
Rest
Hurricane
Healing Wish
Retaliate


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


Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot
Hyper Beam
Snatch
Safeguard
Rock Slide
Swagger
Quash
SolarBeam
Attract
Brick Break
Incinerate
Fly


Tailwind
After You
Bounce
Sleep Talk
Sky Attack
Drain Punch


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 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:
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) itscritical 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.


Stats:
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 (51 Moves):


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


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
Embargo
Hyper Beam
Double Team


Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge
Twister


-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 except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.


Abilities:
Big Pecks:
(Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) itscritical 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.


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 (30 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
Swagger
Fly


Heat Wave


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 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:
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 (35 Moves):


Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Swift
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)
Brick Break


Tailwind
String Shot


Ice Punch
Thunder Punch
Roost
Air Cutter


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 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:
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 their 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: 0
DC: 5/5


Attacks (49 Moves):


Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail
Dragonbreath
Scary Face


Dragon Dance
Dragon Pulse
Hydro Pump
Endure
Dragon Rush


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


Draco Meteor
Tailwind
Sleep Talk
Iron Defense


Outrage
Ominous Wind
Heat Wave
Iron Tail
Steel Wing
Roost
Air Cutter
Mimic


Defog


Gliscor (Ground) (M)
Nature: Careful (+ SpD, -SpA)


Type: Ground/Flying
Ground: round 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 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:
Hyper Cutter:
(Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW, unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon 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 and 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 4 (+)
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19


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


Attacks (32 Moves):


Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Sky Uppercut
Guillotine
X-Scissor


Counter
Feint
Night Slash


Protect
U-Turn
Earthquake
Taunt
Dig
Stone Edge
Rock Slide
Substitute
Toxic


Aqua Tail
Sky Attack
Roost
Stealth Rock


Endure

TEAM CHALLENGER

<Muk> (Bosco) (Male)

Nature: Quiet (-10% evasion)
Type: Poison

Poison: Poison STAB;immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.


About: When his pack was forced to run away from Twilight's Fire-Blast, Steve's Dig was able to catch him off-guard and KO, since then, Bosco has shown to be an extremely quirky Grimer, highly energetic and cheerful towards his team mates regardless of the situation, he can be described as the team's cheer-leader. He is also extremely fond of costumes.


Abilites:

Stench (Passive):

This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.


Sticky Hold (Passive):

This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.


Poison Touch (DW UNLOCKED, Toggle):

Default effect: This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned.

Alternative effect: This Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).


Stats

HP: 110
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 43 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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


Moves: - MAXED - 5 CC Bonus

Poison Gas(*)
Pound(*)
Harden(*)
Mud-Slap(*)
Disable(*)
Sludge(*)
Minimize(*)
Mud-Bomb(*)
Acid Armor
Gunk Shot
Memento
Sludge Bomb
Sludge Wave
Fling
Screech

Attract
Bide
Block
Body-Slam
Brick-Break
Dark Pulse
Dig
Double-Team
Dynamic Punch
Endure
Explosion
Facade
Fire Blast
Fire Punch
Flamethrower(*)
Focus Blast
Focus Punch
Frustration
Giga-Drain
Giga Impact
Hidden-Power (Water, 7)
Ice Punch
Pain-Split
Payback(*)
Poison-Jab(*)
Protect
Rain Dance
Rest
Return
Rock-Slide
Rock Tomb
Shadow Ball
Shadow Punch
Sleep-Talk
Sunny Day
Taunt
Thunder
Thunderbolt
Thunderpunch
Torment
Toxic
Venoshock
Zap Cannon
Strength
Substitute
Swagger
Thief
Snore
Round
Rock Smash
Hyper Beam
Incinerate
Capitivate
Mega Drain
Mimic
Natural Gift
Rage
Secret Power
Selfdestruct
Helping Hand
Shockwave

Curse(*)
Shadow-Sneak(*)
Acid-Spray(*)
Scary Face
Imprison
Haze
Stockpile
Swallow
Spit Up
Lick
Mean Look



<Beheeyem> [Peter] (Male)
Nature: Brave nature (+ Attack,-10% evasion)
Type: 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.

About: Peter was captured after being over-powered by Rob's Crunch, his main characteristic are his remarkable inteligence (rivaling Twilight's) and braveness during combat, Peter strongly stands up for what he believes in and will fight until the bitter end.
He also has a small crush on Fiona.

Abilites:

Telepathy (Passive):

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.

Synchronize (Passive):

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Analytic (Passive,DW UNLOCKED):
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


Stats

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19


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

Attacks:
Confusion(*)
Growl(*)
Heal Block(*)
Miracle Eye(*)
Psybeam(*)
Headbutt(*)
Hidden-Power -> Ice (7) (*)
Imprison(*)
Psychic
Recover
Simple-Beam
Zen Headbutt
Wonder Room

Ally Switch
After You
Charge Beam
Dark-Pulse
Double Team
Embargo
Energy Ball
Facade
Frustation
Gravity
Hyper Beam
Light Screen
Magic Coat
Pain-Split
Protect
Psyshock
Rain Dance
Reflect
Rest
Return
Rock-Slide(*)
Safeguard
Shadow-Ball
Signal Beam
Sleep Talk
Snatch
Substitute
Swagger
Telekinesis
Thunderbolt(*)
Trick-Room(*)
Uproar


Skill-Swap(*)
Teleport(*)
Nasty-Plot(*)
Barrier
Disable
Guard Swap



<Vanilluxe> [Fiona] (Female)
Nature: Modest (+ Sp.Attack - Attack)
Type: Ice

Summary: 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.


About: Aside from her physical difference betwen other Vanilluxe (wich Bosco described as ''delicious looking''), Fiona is a highly timid and modest pokemon, refusing to show off no matter what. Sadly, this also causes her to understimate her own fighting abilites. She greatly hates using herTaunt move, but will not hesitate to use it if she feels it is necessary.

Abilites:
Ice-Body (Passive):

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Weak Armor (DW UNLOCKED, Toggle):


Default effect: None.

Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 79
Size Class: 3
Weight Class: 4
Base Rank Total: 19


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

Moves: - MAXED - 2 CC Bonuss

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Acid Armor
Mirror Coat
Sheer-Cold
Weather Ball
Ice Beam


Attract
Blizzard (*)
Double Team
Explosion
Flash Cannon
Frost Breath
Frustation
Hail (*)
Hidden-Power (7 BP,Electric) (*)
Hyper-Beam
Light Screen
Magic Coat
Magnet Rise
Protect
Rain Dance
Rest
Return
Round
Signal Beam
Sleep Talk
Substitute
Swagger
Toxic

Automotize(*)
Water-Pulse(*)
Imprison(*)
Iron Defense
Ice Shard
Powder Snow
Natural Gift







<Tauros> [Aldebaran] (M)

Nature: Hasty (+15% Spe, +19% Acc, -1 Def)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

About: Aldebaran was the leader of a Tauros herd and aided the team at taking down a group of thieves. After this, he decided to accompany them as he always wanted to travel around the world, as he knew he wasnt necessary anymore, Aldebaran left the protection of the herd at the hands of his son. He can be describled as Brave, Wise and Strong. He knows a move called Great Horn, taught to him by his father (Rock Climb combo) and is currently training to master the Greater Horn (Double Edge combo), a move he created. Because of his relative old age, he is among the pokemon that gets along well with Twilight, Tara and Ernie.

Abilities:
Intimidate (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 their 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 as a Command, and will affect all opponents.

Anger Point ( Passive):
When struck with a critical hit, this Pokemon becomes enraged and 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).

Sheer Force (DW UNLOCKED, Toggle):

Default effect: None.

Alternative effect: This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.


Stats

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 127 (110 * 1.15^)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Tackle (*)
Stomp (*)
Tail Whip (*)
Rage (*)
Horn Attack (*)
Scary Face (*)
Pursuit (*)
Rest (*)
Payback (*)

Bide
Giga Impact
Blizzard (*)
Double Edge
Double Team
Earthquake
Endure
Horn Drill
Fire-Blast (*)
Helping Hand (*)
Ice Beam
Iron Head
Iron Tail (*)
Outrage (*)
Protect
Quick Attack
Rain Dance
Retaliate
Rock Climb
Rock Slide (*)
Solarbeam
Spite
Thunder
Thunderbolt
Zap Cannon
Zen Headbutt
Order of Operations:
Heads: Leader begins
Tails: Challenger begins


(heads)
Jas61292 sends out pokemon
Matezoide sends out pokemon with orders
Jas61292 gives orders
I Ref
 
Last edited:
Hum......this is tricky, but i choose....Muk and Tauros!


Tauros: Sheer Force ON


Blizzard -> Ice Beam (Honchrow) -> Blizzard

If Honchcrow is under the evasive effects of Fly, use Thunder (Honchcrow) that action
If Hypnosis on you AND you are not Taunted AND you do not have Double-Team clones up AND Honchrow was not ordered to use Snatch that action AND you are faster, use Double-Team (3) that action and push back.

Muk:

Thunderbolt (Honchrow) -> Rock-Slide -> Thunderbolt (Honchrow)


If Honchrow is under the evasive effects of Fly when you would attack it, use Thunder (Honchcrow) that action and push-back.
If Honchcrow uses Superpower + Superpower combo AND you are not taunted AND Honchcrow is not under the effects of Torment, use Torment (Honchcrow) that action


Ugh, these were probably not my best orders or mons....but i think it was decent enough @.@
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
This is actually surprisingly difficult to order against. I'm not as weak to these Pokemon as what I am used to facing, but at the same time, there is no real weak spot to abuse. However, the one advantage I am used to having is speed, and I will have it!

Honchkrow: Thunder Wave (Tauros) - Superpower (Tauros) - Dark Pulse (Tauros)

Unfezant: Hypnosis (Muk) - Sky Attack (Tauros) - Air Slash (Tauros)
 
Challenger Matezoide

AAOO

100 HP
100 EN
Status: None
4/2/2/3/127(+19%ACC)
S/W: 4/4
Anger Point/Intimidate/Sheer Force

110 HP
100 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch



Gym Leader Jas
AAOO
100 HP​
100 EN​
Status: -1 Att​
4/2/4/2/93(124)​
S/W: 2/3​
Big Pecks/Rivalry/Super Luck​
110 HP​
100 EN​
Status: -1 Att​
5/2/5/1/71(94)​
S/W: 2/3​
Insomnia/Super Luck/Moxie​

A chill wind blows across the arena as Gym Leader Jas and New Challenger Matezoide step onto the field. A solemn mood sets the tone for what is Matezoide's first step into the Gym League, quite a disconcerting scene to be set for the newcomer. Both trainers steel themselves for the grueling fight that is about to unfold. Jas sets the bar by sending out Bird and Lafeyette, while Matezoide counters with his usual hipster-mons Aldebarn and Bosco.

Ever the hot-head, Aldebarn immediately takes to the offensive by whipping the winds into a frenzy and causing a small blizzard to engulf Jas' side of the field, dealing a rather significant amount of damage to start the match. Jas responds by commanding his Pokemon to release waves of energy across the field, leaving Aldebarn paralyzed and Bosco asleep.

Seizing the upper hand, Bird and Lafeyette waste no time battering Aldebarn with everything they have. The poor bull barely manages to weather the onslaught before concentrating more frigid energy to blast Lafeyette.

Bird and Lafeyette decide to switch tactics to finish the round and try to buffet Aldebarn with attacks so that he can't retaliate, however the stalwart bull refused to be overcome, and releases another wave of cold energy that envelopes Jas's team, however this time, Bosco has managed to shake his grogginess well enough to deliver a devastating thunderbolt to Lafeyette as well.

The round ends with Aldebarn and Lafeyette both haggered and weakened, however Bird and Bosco are ready and raring to go, how will Gym Leader Jas handle this upcoming round?



Round: 1
Tauros uses Blizzard!
To Hit Unfezant <8900, 6342 yes
To Hit Honchkrow <8900, 8736 yes
To Crit Unfezant <625, 3521 no
To Crit Honchkrow <625, 603 yes
9+2*1.5=16.5 Damage to Unfezant
9+2+3+1.5*1.5=23.25 Damage to Honchkrow
-8 Energy

Unfezant uses Hypnosis!
To Hit <6000, 3245 yes
Duration 1-3, 3
Muk fell into a deep sleep!
-7 Energy

Honchkrow uses Thunder Wave!
Tauros was Paralyzed!
-7 Energy

Muk is fast asleep!

Round 2:
Unfezant uses Sky Attack!
To Hit <9000, 1420 yes
To Crit <1250, 3146 no
14+3+3-2=18 Damage to Tauros
-9 Energy

Honchkrow uses Superpower!
To Crit <1250, 4595 no
12+4.5*1.5-2=22.75 Damage to Tauros
Honchkrow's Att and Def fell!
-8 Energy

Muk is fast asleep!

Tauros uses Ice Beam!
Paralyzed <2500, 7988 no
To Crit <625, 1244 no
10+2+1.5*1.5=20.25 Damage to Honchkrow
-7 Energy

Round 3:
Unfezant uses Air Slash!
To Hit <9500, 396 yes
To Crit <1250, 3945 no
To Flinch <3000, 9553 no
8+2+3+1.5=14.5 Damage to Tauros
-5 Energy

Honchkrow uses Dark Pulse!
To Crit <1250, 7001 no
To Flinch <2000, 5452 no
8+3+3=14 Damage to Tauros
-5 Energy

Muk woke up!
Muk uses Thunderbolt!
To Crit <625, 4487 no
To Paralyze <1000, 6681 no
10+4.5*1.5=21.75 Damage to Honchkrow
-7 Energy

Tauros uses Blizzard!
Paralyzed <2500, 9759 no
To Hit Unfezant <8900, 1769 yes
To Hit Honchkrow <8900, 7456 yes
To Crit Unfezant <625, 4598 no
To Crit Honchkrow <625, 5886 no
9+2*1.5=16.5 Damage to Unfezant
9+2+1.5*1.5=18.75 Damage to Honchkrow
-8 Energy


Tauros: 18+22.75+14.5+14=69 Damage Taken
8+7+8=23 Energy Used
Muk: No Damage Taken
7 Energy Used
Unfezant:16.5+16.5=33 Damage Taken
7+9+5=21 Energy Used
Honchkrow:23.25+20.25+21.75+18.75=84 Damage Taken
7+8+5=20 Energy used


Challenger Matezoide:
AAOO

31 HP
77 EN
Status: Paralyzed (20%)
4/2/2/3/127(32)(+19%ACC)
S/W: 4/4
Anger Point/Intimidate/Sheer Force

110 HP
93 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch



Gym Leader Jas
AAOO​
67 HP​
79 EN​
Status: -1 Att​
4/2/4/2/93(124)​
S/W: 2/3​
Big Pecks/Rivalry/Super Luck​
26 HP​
80 EN​
Status: -2 Att, -1 Def​
5/2/5/1/71(94)​
S/W: 2/3​
Insomnia/Super Luck/Moxie​


OK, finished the round with no sleep and a headache, so make sure to doublecheck everything, and i will post flavor tomorrow
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well, that works.

Honchkrow: Superpower (Tauros) - Thunder Wave (Muk) - Dark Pulse (Muk)
If Tauros uses a protective move, action 1, Detect and push back.
If Muk uses a protective move when you are targeting it, Roost.

Unfezant: Air Slash (Tauros) - Sky Attack (Muk) - HP Ground (Muk)
If Tauros uses Endure, change the following action to Toxic (Tauros)
If Tauros uses a protective move, HP Ground (Muk) and push back.
 
Shouldnt Honch be at -2 attack and -1 Defense due to Superpower?



G00d job, guys, but this is just getting started!




We shall be victorious! So says Aldebaran!



Hum.....Bosco smash!


Sheer Force On!

Tauros: Endure -> Thunderbolt (Unfeazant) -> Thunderbolt (Unfeazant)

Muk: Thunderbolt (Honchrow) -> Shadow Sneak (Honchrow) -> Thunderbolt (Unfeazant)


If Honchrow is somehow knocked out when you would use Shadow Sneak, use Icepunch (Unfeazant) that action
 
Challenger Matezoide:
AAOO 341/410

31 HP
77 EN
Status: Paralyzed (20%)
4/2/2/3/127(32)(+19%ACC)
S/W: 4/4
Anger Point/Intimidate/Sheer Force

110 HP
93 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch



Gym Leader Jas
AAOO 229/400-420​
67 HP​
79 EN​
Status: -1 Att​
4/2/4/2/93(124)​
S/W: 2/3​
Big Pecks/Rivalry/Super Luck​
26 HP​
80 EN​
Status: -2 Att, -1 Def​
5/2/5/1/71(94)​
S/W: 2/3​
Insomnia/Super Luck/Moxie​


Stats up for now, Flavor up later today



Round: 1
Tauros uses Endure!
Paralyzed <2000, 4963 no
It braced for impact!
-15 Energy

Unfezant uses Air Slash!
To Hit <9500, 5288 no
To Crit <1250, 7084 no
8+3+1.5-2=10.5 Damage to Tauros
-5 Energy

Honchkrow uses Superpower!
To Crit <1250, 5956 no
12+4.5*1.5-2=22.75 Damage to Tauros
Honchkrow's Attack and Defense Fell!
-8 Energy

Muk uses Thunderbolt!
To Crit <625, 924 no
To Paralyzed <1000, 8699 no
10+4.5*1.5=21.75 Damage to Honchkrow

Round 2:
Muk uses Shadow Sneak!
To Crit <625, 4808 no
4+3+4=11 Damage to Honchkrow
-4 Energy

Honchkrow was KOed!

Unfezant uses Toxic!
To Hit <9000, 2947 yes
Tauros was badly poisoned!

-7 Energy

Tauros uses Thunderbolt!
To Crit <625, 8907 no
10+2*1.5=18 Damage to Unfezant
-7 Energy

Poison deals 1 Damage to Tauros!
Tauros was KOed!

Round 3:
Unfezant uses Hidden Power!
To Crit <625, 2520 no
7-2*1.5=7.5 Damage to Muk
-5 Energy

Muk uses Thunderbolt!
To Crit <625, 8316 no
To Paralyze <1000, 8196 no
10+3*1.5=19.5 Damage to Unfezant
-7 Energy


Tauros:10.5+22.75+1=34 Damage Taken
15+7=22 Energy used
Muk:8 Damage Taken
7+4+7=18 Energy Used
Unfezant:18+19.5=38 Damage Taken
5+7+5=17 Energy Used
Honchkrow:21.75+11=33 Damage Taken
8 Energy Used


Challenger Matezoide:
XAOO 302/400

KO HP
55 EN
Status: KOed
4/2/2/3/127(32)(+19%ACC)
S/W: 4/4
Anger Point/Intimidate/Sheer Force

102 HP
75 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch



Gym Leader Jas
AXOO 229/400-420​
29 HP​
62 EN​
Status: -1 Att​
4/2/4/2/93(124)​
S/W: 2/3​
Big Pecks/Rivalry/Super Luck​
KO HP​
72 EN​
Status: KOed​
5/2/5/1/71(94)​
S/W: 2/3​
Insomnia/Super Luck/Moxie​
 


Good, job Aldebaran. Your power has given us a solid lead! Fiona, i count on you!




I am nervous :c




Eh, dont worry, it is just like a regular battle....except way more important.



....I have no idea how, but that actually calmed me down.



Muk:Thunderbolt (Unfeazant) -> Rock-Slide -> Thunderbolt (Unfeazant)

If Unfeazant uses Roost, use Brick-Break (Unfeazant) that action and push-back
If your target uses Fly, change that action to Thunder and push-back.

KO Sub: If Unfeazant is knocked out, change all actions to Ice Punch (Salamence)

Vanniluxe: Ice Beam (Unfeazant)*3

If Hypnosis AND you are not taunted, use Magic Coat that action.
If your target is under the evasive part of Fly AND you are not taunted, use Automotize that action, Acid Armor the next and Hail the third.


KO Sub: If Unfeazant faints, target Salamence instead.



For some reason, i have a....not-so-good feeling, but i am probably just being silly.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Lets just try and do as much to that ice cream as we can.

Salamence: Stone Edge (Ice Cream) - Stone Edge (Ice Cream) - Stone Edge (Ice Cream)

Unfezant: Detect - Roost - Detect
 
Challenger Matezoide:
XAAO 302/400

100 HP
100 EN
Status: None
2/3/5/3/79
S/W: 3/4
Ice Body/Weak Armor

102 HP
75 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
AX
AO 229/400-420

29 HP
62 EN
Status: -1 Att
4/2/4/2/93(124)
S/W: 2/3
Big Pecks/Rivalry/Super Luck


100 HP
100 EN
Status: None
6/2/4/3/100
S/W: 4/5
Intimidate/Moxie​


Stats up for now, Flavor up later today



Round: 1
Salamence intimidated the foe!
Muk -1 Attack
Vaniluxe -1 Attack

Salamence uses Stone Edge!
To Hit <8000, 9172 no
but it missed.....
-7 Energy

Unfezant uses Detect!
it protected itself
-25 Energy

Vanniluxe uses Ice Beam!
10+3+4.5*1.5=26.25 Damage Prevented
- 6 Energy

Muk uses Thunderbolt!
10+3*1.5=19.5 Damage Prevented
-7 Energy

Round 2:
Salamence uses Stone Edge!
To Hit <8000, 2172 yes
To Crit <1250, 825 yes
10+3+3+1*1.5=25.5 Damage to Vanniluxe
-11 Energy

Unfezant uses Roost!
It restored 20 HP!
-12 Energy

Vanniluxe uses Ice Beam!
To Crit <625, 1065 no
To Freeze <1000, 559 yes
Duration: (1-2) 1
Unfezant was Lightly Frozen
10+3+4.5=17.5 Damage to Unfezant
-10 Energy

Muk uses Brick Break!
TO Crit <625, 7565 no
8+3*1.5-2=13 Damage to Unfezant
-6 energy

Round 3:
Salamence uses Stone Edge!
To Hit <8000, 1715 yes
To Crit <1250, 1932 no
10+3+3+1*1.5=25.5 Damage to Vanniluxe
-15 Energy

Unfezant is Frozen Solid!

Vanniluxe uses Ice Beam!
To Crit <625, 9334 no
10+3+4.5*1.5=26.25 Damage to Unfezant
-14 Energy

Unfezant was KOed!

Muk uses Ice Punch!
To Crit <625, 6249 no
To Freeze <1000, 9029 no
8+3*2.25-2=22.75 Damage to Salamence
-6 Energy


Vanilluxe:25.5+25.5=51 Damage Taken
6+10+14=30 Energy Used
Muk:No Damage Taken
7+6+6=19 Energy Used
Unfezant:17.5+13+26.25-20=37 Damage Taken
25+12=37 Energy Used
Salamence:23 Damage Taken
7+11+15=33 Energy used


Challenger Matezoide:
XAAO 302/400

49 HP
70 EN
Status: None
2/3/5/3/79
S/W: 3/4
Ice Body/Weak Armor

102 HP
56 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
AX
AO 229/400-420

KO HP
25 EN
Status: -1 Att
4/2/4/2/93(124)
S/W: 2/3
Big Pecks/Rivalry/Super Luck


77 HP
67 EN
Status: None
6/2/4/3/100(133)
S/W: 4/5
Intimidate/Moxie​
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Ok, so Tomohawk get out here. This is going to be our last battle as a gym, and I don't care what the situation is, you deserve one last time to shine. Well, that and I will have a crappy matchup no matter what and you are just my most generically good Pokemon.

Salamence: Fire Blast (Ice Cream) - Stone Edge (Dessert) - Stone Edge (Tasty Snack)
If Protect by Vanilluxe, Earthquake instead that action

Tomohawk: Aura Sphere (The Edible One) - Aura Sphere (I'm Hungry) - Aura Sphere (Cones)
If Protect by Vanilluxe, Earth Power (Muk) instead
If Mirror Coat is used by Vanilluxe, Brick Break in instead that action

If Vanilluxe is KOd, change all remaining actions to Earthquake
 

Alright, Fiona and Bosco, lets do....it.



You mean....


Yes, it is the time.


Dont worry, Fiona, we did that before while training. It will be fine.

Muk: Disable (Salamence, Stone Edge) -> Ice Punch (Sala)-> Torment (Tomohawk)

Vanilluxe: Protect -> Ice Beam Combo (Sala) -> Cooldown (Ice Beam



Not going to risk two critical hits killing Vanilluxe before the combo :x

IRC said that combo is legal, widely agreed, so i think it should befine....i would like to re-order, if it isnt.
 
Last edited:
Challenger Matezoide:
XAAO 251/400

49 HP
70 EN
Status: None
2/3/5/3/79
S/W: 3/4
Ice Body/Weak Armor

102 HP
56 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
XX
AA 177/400-420

110 HP
100 EN
Status: None
4/2/4/2/93(124)
S/W: 2/3
Intimidate/Prankster/Justified


77 HP
67 EN
Status: None
6/2/4/3/100(133)
S/W: 4/5
Intimidate/Moxie​


Yay managed to get pre-round up before i passed out, round up in the morning.



Round 1:
Vanilluxe uses Protect!
it protected itself
-12 Energy

Salamence uses Earthquake!
To Crit Muk <625, 1095 no
7.5+3+1*1.5=16.5 Damage to Muk
7.5+3+1=11.5 Damage Prevented
-7 Energy

Tomohawk uses Earth Power!
To Crit <625, 7526
Lower SpD <1000, 9132 no
9*1.5=13.5 Damage to Muk
-7 Energy

Muk uses Disable!
Salamence's Stone edge was Disabled!
-7 Energy

Round 2:
Salemence used Stone Edge!
but it cant!

Tomohawk uses Aura Sphere!
To Crit <625, 575 yes
9+3+3+1.5*1.5=24.75 Damage to Vanilluxe
-6 Energy

Vanilluxe uses Mega Ice Beam!
To Crit <625, 197 yes
To Freeze <2000, 5273 no
22.5+3+3+3*2.25=70.875 Damage to Salamence
-31 Energy

Muk uses Ice Punch!
To Crit <625, 997 no
8+3*2.25=24.75 Damage to Salamence
-6 Energy

Salamence was KOed!


Round 3:
Tomohawk uses Aura Sphere!
To Crit <625, 7354 no
9+3+1.5*1.5=20.25 Damage to Vanilluxe
-10 Energy

Muk uses Torment!
Tomohawk was subjected to Torment!
-10 Energy

Vanilluxe cooled down!


Vanilluxe: 24.75+20.25=45 Damage Taken
12+31=43 Energy
Muk: 16.5+13.5=30 Damage Taken
10+7+6=23 Energy Used
Tomohawk: No Damage Taken
7+6+10=23 Energy Used
Salamence:70.875+24.75=96 Damage Taken
7=7 Energy Used


Challenger Matezoide:
XAAO 176/400

4 HP
27 EN
Status: None
2/3/5/3/79
S/W: 3/4
Ice Body/Weak Armor

72 HP
33 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
XX
AX 110/420

110 HP
77 EN
Status: Tormented (5A)
4/2/4/2/93(124)
S/W: 2/3
Intimidate/Prankster/Justified


-19 HP
60 EN
Status: None
6/2/4/3/100(133)
S/W: 4/5
Intimidate/Moxie​
 
Last edited:


Alright, just one more to go!


Wow, we just might win this thing!


You didnt think we could win, at all?


Nope.


Then why did you agree to come?

So i could check his pokemon's feathers, for costume ideas.



......



Muk: Thunderbolt -> Chill -> Thunderbolt (All Tomo)

If Tomohawk is under the effects of a damaging/evasive action when you would use Thunderbolt, use Thunder that action
If Taunt AND Tomohawk's next action is not Taunt, use Protect that action and push-back.

(IRC says that sub is legal :U)

Vanilluxe: Icy Wind -> Ice Beam -> Ice Beam (All Tomo)

If Tomohawk is under the effects of a damaging/evasive move, Chill that action and push-back.
If Tomohawk is under the effects of a protective/evasive move, Chill that action and push-back.
 
Last edited:
Challenger Matezoide:
XAAO 176/400

4 HP
27 EN
Status: None
2/3/5/3/79
S/W: 3/4
Ice Body/Weak Armor

72 HP
33 EN
Status: None
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
XX
AX 110/420

110 HP
77 EN
Status: Tormented (5A)
1/4/4/3/85(113)
S/W: 2/3
Intimidate/Prankster/Justified


Stats up for Mate, flavor up momentarily



Round 1:
Tomohawk uses Aerial Ace!
To Crit <625, 6567 no
6+3+1.5=10.5 Damage to Vanilluxe
-3 Energy

Vanilluxe was KOed!

Muk uses Thunderbolt!
To Crit <625, 7391 no
To Paralyze <1000, 5600 no
10+1.5*1.5=17.25 Damage to Tomohawk
-7 Energy

Round 2:
Tomohawk uses Air Slash!
To Crit <625, 9225 no
To Flinch <3000, 8987 no
10+3+=13 Damage to Muk
-5 Energy

Muk Chills!
+12 Energy

Round 3:
Tomohawk uses Hurricane!
To Hit <8000, 3748 yes
To Crit <625, 8805 no
To Confuse <3000, 2809 yes
Duration (2-4) 4
14+3+=17 Damage to Muk
Muk was Intensely Confused!
-7 Energy

Muk uses Thunderbolt!
Hit Self <5000, 5561 no
To Crit <625, 7161 no
To Paralyze <1000, 7651 no
10+1.5*1.5=17.25 Damage to Tomohawk
-7 Energy


Vanilluxe: 11 Damage Taken
No Energy Used
Muk:13+17=30 Damage Taken
7+7-12=2 Energy Used
Tomohawk: 17.25+17.25=35 Damage Taken
3+5+7=15 Energy Used


Challenger Matezoide:
XXAA 142/400

100 HP
100 EN
Status: None
4/3/5/3/33
S/W: 2/3
Ice Body/Weak Armor

42 HP
31 EN
Status: Confused (3 Actions)
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
XX
AX 75/420

75 HP
62 EN
Status: Tormented (3A)
1/4/4/3/85(113)
S/W: 2/3
Intimidate/Prankster/Justified​
 
Last edited:

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well, uh... lets go out in style. There is no way we are taking down Beheeyem, but we can close the gym on a KO. Maybe. Ok actually no, I don't think we can. Maybe with a crit. Hopefully. We'll see.

Earth Power (Muk) - Hurricane (Muk) - Earth Power (Muk)

If Muk Protects, do likewise.


Its been fun.
 


It is time to finish this!





Lets goooooooo!



Beheeyem: Psyshock Combo (Tomohawk) -> Cooldown -> Psychic Combo (Tomohawk)


Muk: Endure -> Thunderbolt (Tomohawk) -> Thunderbolt (Tomohawk)


If you hit yourself, push-back.
 
Challenger Matezoide:
XXAA 142/400

100 HP
100 EN
Status: None
4/3/5/3/33
S/W: 2/3
Ice Body/Weak Armor

42 HP
31 EN
Status: Confused (3 Actions)
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
XX
AX 75/420

75 HP
62 EN
Status: Tormented (3A)
1/4/4/3/85(113)
S/W: 2/3
Intimidate/Prankster/Justified


Stats up for Mate, flavor up momentarily



Round 1:
Muk uses Endure!
Hit Self <5000, 7522 no
It braced for impact!
-15 Energy

Tomohawk uses Earth Power!
To Crit <625, 9856 no
9+1.5*1.5=15.75 Damage Taken
-7 Energy

Beheeyem uses Mega Psyshock!
To Crit <625, 128 yes
18+3+3+2+1.5*1.5=41.25 Damage to Tomohawk
-27 Energy

Round 2:
Tomohawk uses Hurricane!
To Hit <7000, 1846 yes
TO Crit <625, 5447 no
To Confuse <3000, 3488 no
12+3+1.5=16.5 Damage to Muk
-7 Energy

Muk uses Thunderbolt!
Hit Self <5000, 7982 no
To Crit <625, 1839 no
To Paralyze <1000, 2211 no
10+1.5*1.5=17.25 Damage to Tomohawk
-7 Energy

Beheeyem cools down!

Round 3:
Tomohawk uses Earth Power!
To Crit <625, 9856 no
9+1.5*1.5=15.75 Damage Taken
-7 Energy

Muk uses Thunderbolt!
Hit Self <5000, 5526 no
To Crit <625, 7225 no
To Paralyze <1000, 5002 no
10+1.5*1.5=17.25 Damage to Tomohawk
-11 Energy

Beheeyem uses Mega Psychic!
To Crit <625, 93 O.O oh my
Lower SpD <1000, 1208 no
20.25+3+3+3+2*1.5=46.875 Damage to Tomohawk
-29 Energy

Tomohawk was KOed!


Beheeyem: No Damage Taken
27+29=56 Energy Used
Muk:15.75+16.5+15.75=48 Damage Taken
15+7+11=33 Energy Used
Tomohawk: 41.25+17.25+17.25+46.875=122.625
7+7+7=21 Energy


Challenger Matezoide:
XXAA 142/400

100 HP
44EN
Status: None
4/3/5/3/33
S/W: 2/3
Ice Body/Weak Armor

1 HP
1 EN
Status: Confused (3 Actions)
4/3/4/4/43
S/W: 3/3
Stench/Sticky Hold/Poison Touch





Gym Leader Jas
XX
AX 75/420

KO HP
KO EN
Status: Tormented (3A)
1/4/4/3/85(113)
S/W: 2/3
Intimidate/Prankster/Justified
Congratulations to matezoide on conquering the Flying Type Gym!

MVP: Bosco the Muk!


Matezoide: 3 CC and the Badge!
Bosco the Muk: 5 CC, 2 KOC
Peter the Beheeyem: 3 MC,1 KOC
Fiona the Vanilluxe: 2 CC, 1 KOC
Aldebarn the Tauros: 3 MC

Jas: 3 CC
Hatchet the Tomohawk: 3 MC, 1 KOC
Roosevelt the Salamence:3 MC
Lafayette the Honchkrow: 3 MC
Bird the Unfezant 3 MC, 1 KOC


and 16 UC for me!​
 


We....did it...


The young trainer rushes forward his two pokemon, giving them a big hug.



We won, guys! We won!



Ouch...not too hard, man, i am kinda of really messed up here.





Ops, my bad.



Understandable though. We just got our very first badge.





Yes! And many more will come for us!





Great job, guys.



As Matezoide talks with his pokemon, the gym leader steps forward.


''Congratulations. You have managed to defeat me, and this Feather Badge is proof of your success.''

Having nothing else to say, the Gym Leader smiles and walks away, a melancholic, yet happy, feeling inside him.




....Alright, everyone. The battles will only get harder from now on, but for now, we shall commemorate!





You mean.....?





Yes! Pizza night!


The trainer and his pokemon happily take the elevator back home, where a night of Pizza for on the team (Using Stella's ridiculously large allowance and the special badge-owner-discount).



gg, Jas. Thanks for reffing, Alex (Although i would have liked it better if Muk's pic was of a shiny Muk :<).
 

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