[GHOST] Leader Zarator vs Its A Random

On the first Purple corner, we got the Gym Leader, Zarator, the Master of the Raids.

An old trainer, Zarator has proven from time to time his talent, ability and determination are nigh impecable. As expected from such a trainer, his team is composed of extremely powerful Ghosts types.

Myrkul, the Revenankh, is guaranteed to do severe damage, due to his good attack, neutrality to Colossoil's Dark STAB and a SE STAB on the challenger's whole team!

Revenankh (Myrkul) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *).
Type: Ghost/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP 100
Atk Rank 5 (+)
Def Rank 3
SpA Rank 2 (-)
SpD Rank 4
Spe 65
Size Class: 3
Weight Class:3
Base Rank Total: 20

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

Abilities:
Shed Skin:
(Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (Dream World): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Attacks (75/88 moves):

Ancientpower
Arm Thrust
Attract
Bide
Bind
Brick Break
Bulk Up
Bulldoze
Captivate
Counter
Curse
Destiny Bond
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Embargo
Endure
Facade
Focus Punch
Force Palm
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power (Fire, 7 BP)
Hyper Beam
Ice Punch
Knock Down
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Mud-slap
Nasty Plot
Ominous Wind
Pain Split
Payback
Power Whip
Protect
Psych Up
Punishment
Rest
Revenge
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Sandstorm
Safeguard
Secret Power
Shadow Punch
Shadow Sneak
Sleep Talk
Spite
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vacuum Wave
Vital Throw
Wide Guard
Wrap
Wring Out

Spiritomb (Talona) (F)
Nature: Quiet (Sp. Attack raised by *; Speed reduced by 15%, Evasion reduced by a flat 10%).
Type: Ghost/Dark
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.
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.

Stats:

HP 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 30 (-)
Size Class: 2
Weight Class: 5
Evasion reduced by 10%
Base Rank Total: 18

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

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.
Infiltrator (Dream World): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks (52/65 moves):

Attract
Calm Mind
Captivate
Confuse Ray
Curse
Dark Pulse
Destiny Bond
Double Team
Dream Eater
Embargo
Endure
Facade
Faint Attack
Flash
Giga Impact
Grudge
Hidden Power [Fighting, 7 BP]
Hyper Beam
Hypnosis
Icy Wind
Imprison
Memento
Nasty Plot
Ominous Wind
Pain Split
Protect
Psych Up
Psychic
Pursuit
Quash
Rain Dance
Rest
Rock Tomb
Shadow Ball
Shadow Sneak
Shock Wave
Silver Wind
Sleep Talk
Snarl
Snatch
Spite
Substitute
Sucker Punch
Sunny Day
Taunt
Telekinesis
Thief
Torment
Toxic
Trick
Water Pulse
Will-o-wisp

Jellicent (Umberlee) (F)
Nature: Modest (Attack lowered by *; Sp. Attack raised by *)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC:
0
DC: 2/5

Abilities:
Water Absorb:
(Innate) 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.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks (61/61 moves):

Absorb
Acid Armor
Attract
Bind
Blizzard
Brine
Bubble
Bubblebeam
Confuse Ray
Constrict
Dark Pulse
Dive
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustration
Giga Drain
Giga Impact
Hail
Hex
Hidden Power [Fire, 7 BP]
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Magic Coat
Mist
Night Shade
Ominous Wind
Pain Split
Protect
Psych Up
Psychic
Rain Dance
Recover
Rest
Return
Round
Safeguard
Scald
Shadow Ball
Sleep Talk
Sludge Bomb
Sludge Wave
Snore
Spite
Substitute
Surf
Swagger
Taunt
Toxic
Trick
Trick Room
Water Pulse
Water Sport
Water Spout
Waterfall
Will-O-Wisp
Wring Out

Golurk (Grumbar) (-)
Nature: Quiet (Sp. Attack raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

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

Abilities:
Iron Fist:
(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)
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Attacks (67/71 moves):

Astonish
Block
Brick Break
Bulldoze
Charge Beam
Curse
Defense Curl
Double Team
Drain Punch
Dynamicpunch
Earth Power
Earthquake
Facade
Fire Punch
Flash
Flash Cannon
Fling
Fly
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Heavy Slam
Hidden Power [Ground, 7 BP]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Low Kick
Low Sweep
Magic Coat
Magnitude
Mega Punch
Mud-slap
Night Shade
Pound
Protect
Psychic
Rain Dance
Rest
Rock Polish
Rock Slide
Rock Tomb
Rollout
Safeguard
Shadow Ball
Shadow Punch
Signal Beam
Sleep Talk
Snore
Solarbeam
Stealth Rock
Stone Edge
Substitute
Superpower
Swagger
Telekinesis
Thief
Thunderbolt
Thunderpunch
Toxic
Zen Headbutt

Mismagius (Beshaba) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost
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 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 4
Spe: 121
Size Class: 2
Weight Class: 1
Accuracy boost: 17%
Base Rank Total: 18

EC: 6/6
MC: 0
DC: N/A

Ability:
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 and Dive will miss. Ground moves can still hit.

Attacks (66/88 moves):
Aerial Ace
Astonish
Calm Mind
Charge Beam
Confuse Ray
Dark Pulse
Destiny Bond
Dream Eater
Embargo
Endure
Energy Ball
Flash
Foul Play
Growl
Grudge
Heal Bell
Hex
Hidden Power (Fighting, 7 BP)
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Inferno
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Nasty Plot
Ominous Wind
Pain Split
Payback
Perish Song
Power Gem
Protect
Psybeam
Psychic
Psywave
Rain Dance
Shadow Ball
Shadow Sneak
Shock Wave
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Uproar
Will-O-Wisp
Wonder Room
Zap Cannon

Froslass (Auril) (F)
Nature: Mild (Defense reduced by *; Sp. Attack raised by *)
Type: Ice/Ghost
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.
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: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks (64/77 moves):
Astonish
Attract
Avalanche
Bide
Bite
Blizzard
Block
Body Slam
Captivate
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Double-edge
Dream Eater
Embargo
Endure
Facade
Fake Tears
Flash
Fling
Frost Breath
Giga Impact
Hail
Headbutt
Hex
Hidden Power (Fire, 7 BP)
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Ice Shard
Icy Wind
Leer
Light Screen
Mimic
Ominous Wind
Pain Split
Payback
Powder Snow
Protect
Psychic
Rain Dance
Safeguard
Shadow Ball
Signal Beam
Sing
Sleep Talk
Snatch
Spikes
Substitute
Sucker Punch
Taunt
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Wake-Up Slap
Water Pulse
Weather Ball
On the other purple corner, we have Its A Random, the owner of the Ground gym, he plans on boosting his Badge Collection, this time taking on Zarator (Which you already know if you are in this thread).

Pay special attention to Megawhal, the Colossoil. It's amazing speed gives it the ability to out-speed all of the Gym Leader's team, save for Mismagius, and Guts gives it the ability to ignore Burn, not to mention it's great attack, bulk, typing and Rebound.

Although several of the Gym Leader's pokemon are threating to it, Megawhal is basicaly guaranted to do severe damage

Cheers.


Colossoil [Megawhal] (M)
NATURE: Hasty (+14% Accuracy) (NC)

TYPE
Dark
: Dark STAB; Immunity to all telepathic & telekinetic attacks, better performance in all darkened & especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Rebound
: (Trigger) The Pokémon 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 & intuition.
Guts: (Passive) This Pokémon is tenacious & will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokémon with Guts ignore the attack drop from burn.
Pressure (DW): (Passive) This Pokémon's presence fills the air with intense anxiety, & any damaging or status attack launched at this Pokémon costs the opposing Pokémon two (2) more energy to perform.

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

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

ATTACKS (78/87)
PHYSICAL
Aqua Tail
Bite
Body Slam
Bounce
Brick Break
Bulldoze
Crunch
Dig
Dive
Dragon Tail
Drill Run
Earthquake
Facade
Fake Out
Fire Fang
Fissure
Flail
Frustration
Horn Attack
Horn Drill
Knock Off
Magnitude
Megahorn
Payback
Peck
Poison Jab
Pursuit
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Smack Down
Stone Edge
Strength
Sucker Punch
Superpower
Tackle
Thief
Thunder Fang
U-Turn

SPECIAL
Ancientpower
Bubblebeam
Dark Pulse
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud Bomb
Mud Shot
Muddy Water
Sludge Bomb
Sludge Wave
Snarl
Spit Up
Water Spout

OTHER
Attract
Double Team
Encore
Endure
Embargo
Leer
Protect
Quash
Rain Dance
Rest
Roar
Sandstorm
Sleep Talk
Snatch
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Taunt
Toxic

Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)

TYPE
Ghost
: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.
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.

ABILITIES
Flash Fire
: (Passive) This Pokémon thrives in high temperatures, & takes the energy of any opposing fire attack, nullifies the damage, & uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Passive) This Pokémon's external temperature is kept at such a high level that any contact attack used on this Pokémon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Passive) Upon entry into battle, this Pokémon's Shadow expands across the arena & dissipates, forcing opposing Pokémon to stay within 10 metres of this Pokémon. The Shadow entirely negates the ability to switch for every Pokémon except those who also have Shadow Tag.

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (39/62)
PHYSICAL
Astonish

SPECIAL
Clear Smog
Dark Pulse
Ember
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Heat Wave
Hex
Hidden Power (Ice 7)
Hyper Beam
Inferno
Night Shade
Overheat
Psychic
Shadow Ball
Smog
Solarbeam

OTHER
Acid Armour
Confuse Ray
Curse
Double Team
Embargo
Endure
Haze
Imprison
Memento
Minimise
Pain Split
Protect
Sleep Talk
Substitute
Sunny Day
Taunt
Telekinesis
Toxic
Will-O-Wisp

Porygon2 [Virus] (-)
NATURE: Quiet (-10% Evasion)

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

ABILITIES
Trace
: (Trigger) When entering into battle, this Pokémon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokémon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Download: (Passive) At the beginning of the match, the Pokémon analyses the opponent & downloads data that lets it deal more damage. This Pokémon receives a one (1) stage boost on the offence that strikes an opponent's weaker defence stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defence, & Attack when facing Hypno, which has higher Special Defence. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Passive) If this Pokémon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

STATS
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 52 (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (43/76)
PHYSICAL
Bide
Last Resort
Tackle

SPECIAL
Blizzard
Discharge
Electroweb
Hidden Power (Ground 7)
Hyper Beam
Ice Beam
Icy Wind
Psybeam
Psychic
Shadow Ball
Signal Beam
Solarbeam
Swift
Thunderbolt
Tri Attack
Zap Cannon

OTHER
Agility
Conversion
Conversion 2
Defence Curl
Double Team
Endure
Gravity
Lock-On
Magic Coat
Magnet Rise
Pain Split
Protect
Rain Dance
Recover
Recycle
Reflect
Rest
Sharpen
Sleep Talk
Substitute
Teleport
Thunder Wave
Toxic
Trick Room


3v3 Gym Singles (Challenger PMs 3 Pokemon, Gym Leader PMs 6 Pokemon)
2 days DQ
Arena: Forlorn Graveyard
Switch = OK
Items = ON
Abilities = One
Substitute Orders: 1
The Gym Leader sends out his / her Pokemon first.


Arena: The Forlorn Graveyard
Restrictions: No external water source.

People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones.

The odd aura of this graveyard has several effects in battle:

  • Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
  • Will-O-Wisp and Inferno have 100% accuracy. There are always wisps floating around to provide decent enough fodder for these wicked spells
  • Draining attacking moves and Pain Split have their base energy cost reduced by (2). Life energies are easier to drain and consume in this place.
  • There are some leftover scrap parts, scattered around the arena. Rotom can tap into them, raising its Special Attack and Special Defense by 1 rank as long as it stays in its original form (without any appliance)



As stated in the rules, the Gym Leader sends out first.
 
I love sequels!

Gym Leader Shauntal sends out Grumbar (Golurk)!
Grumbar has No Guard!
Grumbar holds Expert Belt!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Well then, I guess we should mix this one up! Megawhal @ Rare Candy, open the match & start pulverising the opponent from the get-go! Your Guts ability should come in handy here!"

Water Spout > Crunch > Crunch
IF
(Damaging Fighting Combo) is issued, THEN use Substitute (15 HP) that action.
 
I still don't know how to introduce this scene into the narrative yet... I'll think of something along the ride!

Drain Punch - Dynamicpunch - Drain Punch
 
Shauntal



Grumbar

100 HP l 100 EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt.



Megawhal

120 HP l 100 EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy.



Goooood night, everyone!

Here we are, on the creepy ass Ghost gym, as Random goes for his next badge, this time against the Ghost Gym Leader, Zarator/Shauntal.

Both trainers are quick to select their pokemon, with Random going for Megawhal, the Colossoil, while Shauntal went for Grumbar, the Golurk.

Wasting no time, Megawhal unleashes a massive amount of water from his blowhole, doing massive damage, while Grumbar retaliates with a Drain Punch, restoring a decent amount of HP and knocking Megawhal into the ground.

Smirking, the Colossoil quickly gets up and Crunches on Grumbar's arm, bitting hard enough to lower his Defense. In pain, Golurk slams his free fist on Megawhal's head Dinamycly, even scoring a critical hit!

Stunned, the whale walks away from the Golurk, nearly falling on the ground for a second time, but he quickly regains his balance and Crunches down on his opponent for the second time, only to be answered by another Punch that Drains his power, with enough intensity to completely snap Megawhal from his confusion.


Such violence....thats exactly what we all came here to see, non?

Action 1

Megawhal used Water Spout - 8 energy
To crit (9031) - No
(15)*1,5 = 22,5 damage

Grumbar used Drain Punch - 10 energy
To crit (2369) - No
(8 + 4,5 + 2)*1,5 = 21,75 damage
+10,875 HP

Action 2

Megawhal used Crunch - 5 energy
To crit (5491) - No
To lower Defense (389) - Yes
(8 + 3 + 3 + 1)*1,5 = 24 damage

Grumbar used Dynamic Punch - 8 energy
To crit (145) - Yes
(10 + 3 + 4,5 + 2)*1,5 = 24,75 damage

Duration: 2/3
3 Actions!

Action 3


Megawhal used Crunch - 9 energy
To hitself (1-5000=Yes) -> 7178 - No
To crit (5112) - No
To lower Defense (9857) - No
(8 + 3 + 3 + 1 + 1)*1,5 + 2 = 26 damage


Grumbar used Drain Punch - 10 energy
To crit (9781) - No
(8 + 4,5 + 2)*1,5 = 21,75 damage
+10,875 HP


Shauntal



Grumbar

49 HP l 72 EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)



Megawhal

52 HP l 78 EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy.



Zarator's turn.
 
Last edited:
I always had a sweet spot in my heart for short stories.

Drain Punch - Dynamicpunch - Drain Punch
If Colossoil uses Sucker Punch on A1, replace your respective action with Substitute (15 HP) and push your actions back.
 
Shauntal



Grumbar

49 HP l 72 EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)



Megawhal

52 HP l 78 EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy.



Both pokemon are giving their best, not hesitating to pound the shit out of each other, but the Golurk seems to be winning, and another Drain Punch hits Megawhal hard enough to send him flying away, right next to his trainer!

The Golurk cracks his fingers and rushes, ready for the finishing blow as the Colossoil struggles to get up, things seem to be over for Megawhal and Random!


Wait, the whale is smiling? Quickly closing his fist, Megawhal moves at amazing speed and Sucker Punches Grumbar right in the face, and this time, the ghost is the one flying away, completely knocked out!

The score is 3-2 for the Challenger, but Megawhal has to cooldown after such an intense blow and Shauntal doesnt seems to be particulary worried. What will happen now?

Action 1



Megawhal used Crunch - 13 energy
To crit (7162) - No
To lower Defense (5423) - No
(8 + 3 + 3 + 1 + 1)*1,5 + 2 = 26 damage


Grumbar used Drain Punch - 10 energy
To crit (1651) - No
(8 + 4,5 + 2)*1,5 = 21,75 damage
+10,875 HP

Action 2

Megawhal used Surprise! - 28 energy
(18 + 3 + 3 + 1 + 1)*1,5 + 2 = 41 damage


Shauntal



Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)



Megawhal

30 HP l 37 EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



Shauntal sends out
IAR orders
 
I wonder how I will end up introducing the next chapter...

Gym Leader Shauntal sends out Myrkul (Revenankh)!
Myrkul has Shed Skin!
Myrkul holds Expert Belt!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Okay, we should be content with attempting to deal as much damage as we can before we go down."

N/A > Crunch > Crunch
IF
(Damaging Priority Move) is issued A2/A3, AND you are not Paralysed, THEN use a Sucker Punch + Sucker Punch combo on the first instance.
 
Shauntal



100 HP l 100 EN
5/3/2/4/65
Ability: Shed Skin
Other: About to have it's life changed. Expert Belt.


Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)




Megawhal

30 HP l 37 EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.


While Megawhal coolsdown, Myrkul, the Revenankh, unleashes it's devastating Focus Punch!


252+ Atk (Revenankh) Focus Punch vs. 0 HP / 4 Def (Colossoil): 602-710 (147.91 - 174.44%) -- guaranteed OHKO



Aaaand Megawhal falls, evening the score! Other than that, this round was really boring and.....


Wait, whats that?


From the sky, a yellow form falls, striking Zarator's Revenankh directly in the head! The gym leader rushes for his friend.



I am fine....can i keep the helmet though? Safety is important, right? That near-life experience oppened my eyes.


After such an event, everyone cant help, but wonder.....

....Where the fuck did that Rocky Helmet come from?



Action 1

Rev used Focus Punch - 9 energy
(15 + 2 + 3 + Something)*1,5 = Over 30 damage

Colossoil fainted!





Shauntal




100 HP l 91 EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.


Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)




Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



IAR sends out

Zarator orders
 
Last edited:
A Chandelure! This is one of my favourite subjects!

Bulldoze - Earthquake - Shadow Punch
If Chandelure uses a Fire-type attacking move on action 1, replace your respective action with Glare.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Now then, to put what we learned into practice... Fire in the hole!"

Levitate (Command) > Inferno > Hex
 
Last edited:
Shauntal




100 HP l 91 EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.


Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)




90 HP l 100 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



And IAR uses Emma's Levitate/Telekinesis shenanigans for trolling! This is what IAR had to say when asked about this incident.




Now, this is the story all about how
My life got flip-turned upside down,
And I'd like to take a minute
Just sit right there,
I'll tell you how I learned of Levitate Command


In West Philadelphia born and raised,
On the playground was where I spent most of my days,
Chillin' out maxin' relaxin' and all cool
And all shootin some B-ball outside of the school,
When a couple of guys,
They were up to no good,
Startin making trouble in my neighborhood,
I hit by one little quake and my mom got scared,
She said
'Ya learnin' about the secrets of Levitate wit ya auntie and uncle.'


I begged and pleaded with her-day after day,
But she packed my suitcase and sent me on my way,
She gave me a kiss and then she gave me my ticket,
I put my walkman on and said, 'I might as well kick it!"



And this is how i started my training to master Levitate.



No, it is not, you just copied Emma and decided to quote part of a show's theme song.



....Shut up -.-'






Yes, i was very bored when i made this awful flavor.

Action 1

Chandelure used Levitate - 5 energy

Rev used Earthquake - 7 energy

Miss!

Action 2

Chandelure used Inferno - 6 energy
To crit (3919) - No
(10 + 3 + 1,5 + 2) = 16,5 damage

Rev was burned!

Rev used Bulldoze - 5 energy

Miss! Again!

-2 HP

Action 3

Chandelure used Hex - 6 energy
To crit (4271) - No
(10 + 3 + 1,5 + 2 + 2)*1,5 = 27,75 damage

Rev used Shadow Punch - 3 energy

Third is the charm!
To crit (9781) - No
(6 + 3 + 3 + 2 - 3)*1,5 = 16,5 damage

-2 HP

Shed Skin: (1 = Cure) -> 1

Revenankh is not burned anymore!

Why is my RNG so mad at IAR?


Shauntal




50 HP l 72 EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.


Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)




73 HP l 83 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.


IAR's turn.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
zar used Shadow Punch A3... Also iirc, the Shed Skin check happens before burn? But yeah, I certainly took damage this round... :(

"Well okay then, we should make the most of the advantage we got that round, although the curse of one substitution might backfire..."

Inferno > Heat Wave > Shadow Ball
IF
Pain Split is issued, AND you are faster than Myrkul, AND you are not Taunted, AND you do not have a Substitute up, THEN use Substitute (15 HP) that action.
 
Last edited:
As IAR said, please remember to fix the last round to account for Shadow Punch. Other than that...

Not the development I expected, but we can work around this! At least we have an excuse for an original plot...

Bulldoze - Earthquake - Destiny Bond
 
Sorry for that....ugh, why am i making so many silly mistakes on gym matches? That doesnt happens in Ongoing damn it!


Shauntal




50 HP l 72 EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.


Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)




73 HP l 83 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



After both mons smack the crap out of each other for a while, Rev realises the last round completely killed his chances at out-damaging. Using his powers to Bond his Destiny with Glowfire, Myrkul manages to do severe damage upon fainting.


Score is now 2-1, with the advantage to the challenger, but Chandelure is heavily damaged. Will Shauntal's last pokemon manage to defeat it AND Virus?


Action 1


Chandelure used Inferno - 6 energy
To crit (2069) - No
(10 + 3 + 1,5 + 2) = 16,5 damage

Rev used Bulldoze - 5 energy
To crit (9101) - No
(6 + 3 - 3 + 2)*1,5 = 12 damage

-2 HP to Rev
Chandelure's speed fell!

Action 2

Rev used Earthquake - 7 energy
To crit (7483) - No
(10 + 3 - 3 + 2)*1,5 = 18 damage

Chandelure used Heat Wave - 6 energy
To crit (8571) - No
(10 + 3 + 1,5 + 2) = 16,5 damage

Action 3

Rev used Destiny Bond - 14 energy

Revenankh is trying to take Chandelure down with it!

Chandelure used Shadow Ball - 5 energy
(8 + 3 + 1,5 + 2 + 2)*1,5 = 24,75 damage

Revenankh fainted!

Destiny Bond!
30 damage to Chandelure!




Shauntal




KO HP l KO EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.


Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)




13 HP l 66 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone. 1 KOC. -1 Speed (1 Round)


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



Zarator sends out his final pokemon and orders
 
Last edited:
This narrative lacks some... elegance, if you get my drift. Let's attempt to fix this!

Gym Leader Shauntal sends out Beshaba (Mismagius)!
Beshaba has Levitate!
Beshaba holds Dusk Stone!

Ominous Wind - Shadow Ball - Ominous Wind
If Chandelure uses Endure, replace your respective action with Toxic. Do not play this substitution more than once in this round.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alright Glowfire, this last opponent might be too much for you, but I can guarantee that we will be staying around for a bit longer!"

Endure > Pain Split > Shadow Ball
 
Shauntal



Beshaba

90 HP l 100 EN
1/2/5/5/121
Ability: Levitate
Other: Has a nice hat. +17% Accuracy. Dusk Stone



Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)





KO HP l KO EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.




13 HP l 66 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone. 1 KOC. -1 Speed (1 Round)


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.




And the gym leader Shauntal has sent out her final pokemon, Beshaba, the Mismagius!

Knowing an onslaught of ghost moves is inevitable, Random quickly tells Glowfire to Endure the following moves, but antecipating that, Beshaba shoots a Toxic orb at Glowfire, making a KO Possible.

Seconds later, the Mismagius shoots a Shadow Ball, doing severe damage, but Glowfire hangs in there and manages to Split the Pain between their bodies, healing a considerable amount of HP.

Having no choice, Beshaba shoots an Ominous Wind while the Chandelure retaliates of a Shadow Ball of it's own, and just barely manages to resist the poison that runs through it's body.


At the end of this round, the Challenger's advantage grew even more. Will Shauntal manage to turn the tables around?


Action 1

Glowfire used Endure - 15 energy

Bashaba used Toxic - 7 energy

-1 HP

Action 2

Bashaba used Shadow Ball - 5 energy
(8 + 2 + 3 + 3)*1,5 = 24 damage

Chandelure endured the hit!

Glowfire used Pain Fucking Split - 35,6 energy
+25 HP to Glowfire
-25 HP to Bashaba

-1 HP

Action 3

Bashaba used Omnious Wind - 3 energy
To raise (7918) - No
To crit (1982) - No
(6 + 2 + 3 + 3)*1,5 = 21 damage

Glowfire used Shadow Ball - 5 energy
To crit (6817) - No
To lower Sp.Def (7162) - No
(8 + 2 + 2 + 3)*1,5 = 22,5 damage

-1 HP


Shauntal



Beshaba

42 HP l 85 EN
1/2/5/5/121
Ability: Levitate
Other: Has a nice hat. +17% Accuracy. Dusk Stone



Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)





KO HP l KO EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.




3 HP l 10 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone. 1 KOC. Cant Endure (1 Round). Badly Poisoned (2 DPA)


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



IAR's turn.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Chandy should have 3 HP & note Toxic.

"Splendid job! Now to see out this round..."

Inferno > Hex > Shadow Ball
IF
Substitute is issued, AND you are not Tormented, THEN use Shadow Ball that action, pushing actions back.
 
Shauntal



Beshaba

42 HP l 85 EN
1/2/5/5/121
Ability: Levitate
Other: Has a nice hat. +17% Accuracy. Dusk Stone



Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)





KO HP l KO EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.




3 HP l 10 EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone. 1 KOC. Cant Endure (1 Round). Badly Poisoned (2 DPA)


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.



Shadow Ball KO'es for 5 energy. What did you expect?


Shauntal



Beshaba

42 HP l 80 EN
1/2/5/5/121
Ability: Levitate
Other: Has a nice hat. +17% Accuracy. Dusk Stone



Grumbar

KO HP l KO EN
5/3/3/3/47
Ability: No Guard
Other: We dig giant robots! Expert Belt. -1 Defense (1 Round)





KO HP l KO EN
5/3/2/4/65
Ability: Shed Skin
Other: Just had it's life changed. Expert Belt. 1 KOC. Rocky Helmet is purely aesthetic, if you couldnt tell.




KO HP l KO EN
1/3/7/3/92
Ability: Shadow Tag
Other: Probably going to Ubers if Gamefreak ever releases this thing. +10% accuracy. +2 BAP on Ghost and Dark type moves. Duskstone. 1 KOC. Cant Endure (1 Round). Badly Poisoned (2 DPA)


Megawhal

KO HP l KO EN
6/2/3/3/110
Ability: Guts
Other: Another OP'ed CAP (Not like theres anything wrong with that). Rare Candy. 1 KOC. Cooling Down.




IAR sends out his final pokemon, equips item and selects an ability.

Zarator orders
IAR orders
 

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