[GHOST] Zarator v Elevator Music: Sick of Death?

Stratos

Banned deucer.
Join me for another one of Elevator Music's many gym challenges! Does he ever get tired? I mean JESUS

rules said:
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)

Zarator is sure to be glad when he sees emma's team, considering he was bitching on irc earlier today about every challenger bringing Chandelure or Colossoil:

38.png

Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Spe, +15% Acc, -1 Atk)
Type: Fire
Fire: Fire STAB; immune to burn, 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 brushfire areas.

Abilities:
Flash Fire:
(Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and 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.
Drought (DW): (Trigger) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 79/79 [Movepool Complete]

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

Attacks:
Attract
Bide
Body Slam
Calm Mind
Captivate
Charm
Confuse Ray
Covet
Curse
Dark Pulse
Dig
Disable
Double-Edge
Double Team
Dream Eater
Ember
Endure
Energy Ball
Extrasensory
Facade
Faint Attack
Fire Blast
Fire Spin
Flail
Flame Burst
Flame Charge
Flamethrower
Flare Blitz
Foul Play
Frustration
Giga Impact
Grudge
Headbutt
Heat Wave
Hex
Hidden Power (Rock, 7)
Howl
Hyper Beam
Hypnosis
Imprison
Incinerate
Inferno
Iron Tail
Mimic
Nasty Plot
Natural Gift
Ominous Wind
Overheat
Pain Split
Payback
Power Swap
Protect
Psych Up
Psyshock
Quick Attack
Rage
Reflect
Rest
Return
Roar
Role Play
Round
Safeguard
Secret Power
Skull Bash
Sleep Talk
Snore
SolarBeam
Spite
Substitute
Sunny Day
Swagger
Swift
Tail Slap
Tail Whip
Take Down
Toxic
Will-O-Wisp
Zen Headbutt
468.png

Togekiss [Togekissu] (F)
Nature: Bold (+1 Def, -1 Atk)
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:
Hustle:
(Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Passive) This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 117/117 [Movepool Complete]

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

Attacks:
Aerial Ace
After You
Air Cutter
Air Slash
AncientPower
Attract
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Captivate
Charm
Counter
Covet
Curse
Defense Curl
Defog
Detect
Dizzy Punch
Double Team
Double-Edge
Drain Punch
Dream Eater
Echoed Voice
Encore
Endeavor
Endure
Extrasensory
ExtremeSpeed
Facade
Fire Blast
Flamethrower
Flash
Fling
Fly
Focus Punch
Follow Me
Foresight
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Headbutt
Heal Bell
Heat Wave
Helping Hand
Hidden Power (Ground, 7)
Hyper Beam
Hyper Voice
Incinerate
Last Resort
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Mega Kick
Mega Punch
Metronome
Mimic
Mirror Move
Morning Sun
Mud-Slap
Nasty Plot
Natural Gift
Ominous Wind
Peck
Pluck
Present
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Rain Dance
Reflect
Rest
Retaliate
Return
Rock Smash
Rollout
Roost
Round
Safeguard
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Silver Wind
Sky Attack
Sleep Talk
Snore
Softboiled
SolarBeam
Steel Wing
Stored Power
Substitute
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Telekinesis
Thunder Wave
Toxic
Tri Attack
Trick
Twister
Uproar
Water Pulse
Wish
Work Up
Yawn
Zap Cannon
Zen Headbutt
474.png

Porygon-Z [PorigonZ] (N)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability:
(Passive) The moves that match this Pokemon's type have their Base Attack Power increased by two (2).
Download: (Passive) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent's weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20
Total Moves: 80/80 [Movepool Complete]

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

Attacks:
Aerial Ace
Agility
Barrier
Bide
Blizzard
Charge Beam
Conversion
Conversion 2
Curse
Dark Pulse
Defense Curl
Discharge
Double Team
Double-Edge
Dream Eater
Electroweb
Embargo
Endure
Facade
Flash
Foul Play
Frustration
Giga Impact
Gravity
Hidden Power (Fire, 7)
Hyper Beam
Ice Beam
Icy Wind
Iron Tail
Last Resort
Lock-On
Magic Coat
Magnet Rise
Mimic
Nasty Plot
Natural Gift
Nightmare
Pain Split
Protect
Psybeam
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Sharpen
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
SolarBeam
Substitute
Sunny Day
Swagger
Swift
Tackle
Take Down
Teleport
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Uproar
Wonder Room
Zap Cannon
Zen Headbutt

But will emma be happy to see Zarator's team? I don't know; however, he probably won't be surprised: I also would have predicted the six-ghost type stacking strategy for today's match.

094.png
Gengar* (Cyric) (M)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost/Poison
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.
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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127
Size Class: 3
Weight Class: 3
Accuracy boost: 19%
Base Rank total: 19

EC: N/A
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 (90/105 moves):

Astonish
Attract
Bide
Body Slam
Brick Break
Captivate
Clear Smog
Confuse Ray(*)
Counter
Curse(*)
Dark Pulse
Destiny Bond
Disable
Double Team
Double-edge
Drain Punch
Dream Eater
Dynamicpunch
Embargo
Endure
Energy Ball(*)
Explosion
Facade
Fire Punch
Fling
Focus Blast
Focus Punch
Foul Play
Frustration
Giga Drain
Giga Impact
Grudge
Haze(*)
Headbutt
Hex
Hidden Power [Fire, 7 BP]
Hyper Beam
Hypnosis(*)
Ice Punch
Icy Wind
Knock Off
Lick(*)
Mean Look(*)
Mega Drain
Mega Kick
Mega Punch
Metronome
Mimic
Natural Gift
Night Shade(*)
Nightmare
Ominous Wind
Pain Split
Payback
Perish Song(*)
Poison Jab
Protect
Psych Up
Psychic
Psywave
Rain Dance
Rest
Return
Role Play
Scary Face(*)
Seismic Toss
Shadow Ball(*)
Shadow Punch
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Smog
Snatch
Spite(*)
Substitute
Sucker Punch(*)
Sunny Day
Taunt
Telekinesis
Thunder
Thunderbolt(*)
Thunderpunch
Torment
Toxic
Trick
Trick Room
Venoshock
Will-o-wisp
Zap Cannon
frontnormal-mkitsunoh.png
Kitsunoh* (Mask) (M)
Nature: Jolly (Special Attack lowered by *; Speed raised by 15%, accuracy boost)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Accuracy boost 19%
Base Rank Total: 19

EC: N/A
MC: 3
DC: 5/5

Abilities:
Frisk:
(Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift..
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
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 (69/95 moves):

Aerial Ace
Attract
Bulldoze
Copycat
Curse(*)
Dig(*)
Double Team
Earthquake
Embargo
Endeavor
Endure
Faint Attack(*)
Fake Out
Featherdance(*)
Flail
Foul Play
Fury Cutter
Giga Impact
Headbutt
Hex
Hone Claws
Ice Punch
Icy Wind
Imprison
Iron Defense(*)
Iron Head
Iron Tail
Knock Off
Leer(*)
Lick(*)
Low Kick
Magic Coat
Memento
Metal Burst
Metal Claw
Metal Sound
Meteor Mash(*)
Odor Sleuth(*)
Ominous Wind
Pain Split
Perish Song
Protect
Psych Up
Psycho Shift(*)
Rain Dance
Revenge
Roar
Rock Slide(*)
Safeguard
Scratch(*)
Shadow Claw
Shadow Sneak(*)
Shadowstrike
Snatch
Spite
Substitute
Sunny Day
Superpower
Tackle (*)
Tail Whip
Taunt
Thief
Thunderpunch
Torment
Toxic
Trick
U-turn
Will-O-Wisp(*)
Yawn
chandelure.png

Chandelure (Shar) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost/Fire
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.
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 brushfire areas.

Stats:
HP 90
Atk Rank 1 (-)
Def Rank 3
SpA Rank 6
SpD Rank 3
Spe 92 (+)
Size Class: 2
Weight Class: 3
Accuracy boost: 10%
Base Rank Total: 19

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

Abilities:
Flame Body:
(Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and 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.
Shadow Tag (Dream World): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Attacks (52/62 moves):

Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Embargo
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Charge
Flame Burst
Flamethrower
Flash
Frustration
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7 BP)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psych Up
Psychic
Return
Safeguard
Shadow Ball
Sleep Talk
Smog
Solarbeam
Sunny Day
Substitute
Taunt
Telekinesis
Thief
Toxic
Trick Room
Will-o-wisp
623.png
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 (71/71 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
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Shadow Ball
Shadow Punch
Signal Beam
Sleep Talk
Snore
Solarbeam
Stealth Rock
Stone Edge
Strength
Substitute
Superpower
Swagger
Telekinesis
Thief
Thunderbolt
Thunderpunch
Toxic
Zen Headbutt
478.png
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
479.png
Rotom (Gond) (N)
Nature: Timid (Attack reduced; Speed raised by 15%, Accuracy increased)
Type: Electric/Ghost
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.
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 1 (-)
Def 3
SpA 3
SpD 3
Spe 105 (+)
Size Class: 1
Weight Class: 1
Accuracy Boost: 13%
Base Rank Total: 16

EC: N/A
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 (47 moves):

Astonish
Charge
Charge Beam
Confuse Ray
Dark Pulse
Double Team
Dream Eater
Discharge
Double Team
Electro Ball
Electroweb
Endure
Flash
Hex
Hidden Power (Ice, 7 BP)
Light Screen
Mud-slap
Pain Split
Protect
Psych Up
Ominous Wind
Rain Dance
Reflect
Rest
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
Thunder Wave
Thunderbolt
Thundershock
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp
 
Black_White_Shauntal.png
"A fresh new story... let's make the best out of it!"

Gym Leader Shauntal sends out Shar (Chandelure)!
Shar has Shadow Tag!
Shar
holds Dusk Stone!
 
I'll lead with Porygon-Z, who will use Analytic and take an Expert Belt.

Shadow Ball ~ Dark Pulse ~ Shadow Ball
IF (Imprison is used) THEN (use Thunderbolt that action and all future actions)​
 
Round 1 Start!
474.png

HP: 100
EN: 100
OTHER: none
VS
chandelure.png

HP: 90
EN: 100
OTHER: none​
Arena Notes: None
Chandelure used Imprison!
-8 EN

Porygon-Z used Thunderbolt!
crit = 5097 = n
para = 2781 = n
dmgC = [10+4+2] = 16
-7 EN

Chandelure used Inferno!
crit = 2186 = n
dmgP = [10+3+5] = 18
-6 EN

Porygon-Z used Thunderbolt!
crit = 5127 = n
para = 2420 = n
dmgC = [10+4+2] = 16
-11 EN

dmgP = 2

Chandelure used Pain Split!
69 hp each
-13.33 EN

Porygon-Z used Thunderbolt!
crit = 2122 = n
para = 8426 = n
dmgC = 16
-15 EN

dmgP = 2

Round 1 End!
474.png

HP: 67
EN: 67
OTHER: Imprison (3a), burn
VS
chandelure.png

HP: 53
EN: 73
OTHER: none​
Arena Notes: None​
 
Last edited:
VSShauntal.png
I like to spice up the plot, sometimes!

Flamethrower - Hidden Power - Heat Wave
If PorygonZ uses Bide, replace your respective action with Chill, and all your remaining actions with Calm Mind.
 
Round 2 Start!
474.png

HP: 67
EN: 67
OTHER: Imprison (3a), burn
VS
chandelure.png

HP: 53
EN: 73
OTHER: none​
Arena Notes: None
Chandelure used Flamethrower!
crit = 7011 = n
dmgP = [10+3+5] = 18
-6 EN

Porygon-Z used Psychic!
crit = 6882 = n
-spd = 307 = y
dmgC = [9+4+2] = 15
-6 EN

dmgP = 2

Chandelure used Hidden Power!
crit = 9831 = n
dmgP = [9+5]*1.5 = 21
-5 EN

Porygon-Z used Thunderbolt!
crit = 744 = n
para = 5906 = n
dmgC = [10+2+4]+2 = 18
-7 EN

dmgP = 2

Chandelure used Heat Wave!
hit = 3120 = y
crit = 3280 = n
dmgP = [10+3+5] = 18
-6 EN

Porygon-Z used Electroweb!
hit = 9058 = y
crit = 2756 = n
dmgC = [6+4+2]+2 = 14
-6 EN

dmgP = 2

Round 2 End!
474.png

HP: 4
EN: 48
OTHER: burn
VS
chandelure.png

HP: 6
EN: 56
OTHER: -1 spe (1r)​
Arena Notes: None​
 
After action:
Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Ice Body, Poison Heal, Rain Dish, Aqua Ring, Ingrain, Rest, Leftovers, Black Sludge.

After action effects occur after both Pokemon have completed their actions.

I'm assuming this means the HP restoration of Rest happens at the end of each action, right?

With this in mind...

VSShauntal.png
I may need a punchline for this page...

Endure - Hidden Power - Flamethrower
 
Round 3 Start!
474.png

HP: 4
EN: 48
OTHER: burn
VS
chandelure.png

HP: 6
EN: 56
OTHER: -1 spe (1r)​
Arena Notes: None
Flavor for this round is me calling emma a stupid donger

chandelure used endure
-15 en

pz used rest
-15 EN

+12 hp pz

pz is asleep

chandelure used hp fight
dmgP = [9+5]*1.5 = 21
pz fainted!
-5 en

Round 3 End!
474.png

HP: 0
EN: 0
OTHER: ded
VS
chandelure.png

HP: 6
EN: 36
OTHER: cannot endure (1r)​
Arena Notes: None​
 
VSShauntal.png
Looks like this chapter has run its course! Oh well, there's an end to all things.

Memento - Memento - Memento
If Ninetales uses Substitute, replace your respective action with Trick Room and all your remaining actions with Shadow Ball.
 
Round 4 Start!
38.png

HP: 100
EN: 100
OTHER: none
VS
chandelure.png

HP: 6
EN: 36
OTHER: cannot endure (1r)​
Arena Notes: None
sun
-10 EN

Ninetales used Ember!
dmgC = [4+3+3]*2/3 = 6.66
-2 EN

Round 4 End!
38.png

HP: 100
EN: 88
OTHER: none
VS
chandelure.png

HP: 0
EN: 0
OTHER: re-dead??
Arena Notes: None​
 
VSShauntal.png
"Looks like we'll have to resort to a classic!"

Gym Leader Shauntal sends out Cyric (Gengar)!
Cyric has Levitate!
Cyric
holds Link Cable!
 
Round 5 Start!
38.png

HP: 100
EN: 88
OTHER: none
VS
094.png

HP: 90
EN: 100
OTHER: none​
Arena Notes: None
Gengar used Rain Dance!
-10 EN

Ninetales used Inferno!
crit = 5825 = n
dmgG = [10+3-3-1.5]+4 = 12.5
-6 EN

dmgG = 2

Gengar used Toxic!
-7 EN

Ninetales used Flamethrower!
crit = 6861 = n
dmgG = 12.5
-6 EN

dmgG = 2
dmgN = 1

Gengar used Pain Split!
84 HP all
-16 EN

Ninetales used Fire Blast!
crit = 2665 = n
dmgG = [12+3-3-1.5]+4 = 14.5
-7 EN

dmgG = 2
dmgN = 1

Round 5 End!
38.png

HP: 79
EN: 69
OTHER: none
VS
094.png

HP: 63
EN: 67
OTHER: none​
Arena Notes: RAIN (3r)​
 
Last edited:
VSShauntal.png


"This turn of events may be decisive..."

Hypnosis - Hex - Venoshock
If Ninetales uses Protect on A1, replace your respective action with Imprison (Hypnosis, Imprison, Protect) and push your actions back.
 
Round 6 Start!
38.png

HP: 79
EN: 69
OTHER: Toxic (2dpa)
VS
094.png

HP: 63
EN: 61
OTHER: burn​
Arena Notes: RAIN (3r)
Ninetales used Protect!
-7 EN

Gengar used Hypnosis!
-7 EN

dmgN = 2
dmgG = 2

Gengar used Hex!
crit = 2461 = n
dmgN = [10+3+2.5] = 15.5
-6 EN

Ninetales used Roar!
-7 EN
in = 1098 = Kitsunoh

dmgN = 2
dmgG = 2

Gengar used Venoshock!
crit = 3556 = n
dmgN = [13+3+2.5] = 18.5
-7 EN

Ninetales used Pain Split!
HPEach = 50
-12 EN

dmgN = 2
dmgG = 2

Round 6 End!
38.png

HP: 48
EN: 43
OTHER: Toxic (3dpa)
VS
frontnormal-mkitsunoh.png

HP: 100
EN: 100
OTHER: none
094.png

HP: 48
EN: 41
OTHER: burn
Arena Notes: RAIN (2r)​
 
Last edited:
Back
Top