[GROUND] Leader Its_A_Random vs Challenger LouisCyphre

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
rules said:
4v4 Singles (Leader brings 7, chooses 4)
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokémon
3 Substitutions
Switch = OK
Abilities = ALL
Items = ON; No "Training Items" Permitted
Turn Order = Coin-Flip
Arena = Ampersandium: Ground Edition
Arena: Ampersandium: Ground Edition
Field Type
: Ground, And/&
Complexity: Intense
Format: All

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

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

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

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

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

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

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

"Yes, I am." You reply.

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

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

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


infinite chills/recovery? really?

Anyway.

Ya hallo thar folks! We are here on a stadium based on a very...unused symbol. The ampersand.

The ampersand can be traced back to the 1st century A.D. and the Old Roman cursive, in which the letters E and T occasionally were written together to form aligature. In later and more flowing New Roman Cursive, ligatures of all kinds were extremely common; However, during the following development of the Latin script that led up to the Carolingian minuscule (9th century), while the use of ligatures in general diminished, the et-ligature continued to be used and gradually became more stylized and less revealing of its origin.

uh

*closes wikipedia*

Our Challenger is the mystic Dark Gym Leader LouisCyphre. Coming from a defeat against pwnemon, Lou is a man with a plan. Which may or may not work. But he sure does have that sound plan, as he is great at analysing an opponent and finding out a weakness.

Pay close attention to Grandeur the Milotic. Her great bulk and Cute Charm makes her pretty hard to pass through. Also it is well equipped to IAR's Gastrodon, which is always a plus.

The Gym Leader is Mr. Its_A_Random, the strongest challenger thus far. Sporting impressive 6 badges, he is a very strong player. Even though he came from a defeat against Elevator Music, it took emma a loss to get a decent strategy going. A very likely result of this too.

Pay close attention to Sleast the Gastrodon. This is one of the first cases of a challenger that goes the "water" route with no grass mons. Which pretty much BEGS for gastrodon. Also, when you see Lou's team you will agree with me. I am positive haha.

Now to the teams!

Team Gym Leader


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 (81/90)
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
Foul Play
Frustration
Giga Impact
Horn Attack
Horn Drill
Knock Off
Magnitude
Megahorn
Payback
Peck
Poison Jab
Pursuit
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Sand Tomb
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

Fidgit [Utilitand] (M)
NATURE: Hardy

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

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

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

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

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

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

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

Nidoking [King Odin] (M)
NATURE: Mild

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

ABILITIES
Poison Point
: (Toggle [Init ON]) By default, this Pokémon's spikes/quills/thorns are coated in poison, & there is a 30% chance of poisoning any foe that uses a contact attack on this Pokémon. When toggled, this Pokémon's natural toxins are more potent. As a result, all of this Pokémon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Passive) This Pokémon has a primal response to competition & mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, & decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force (DW): (Toggle [Init OFF]) No default effect. When toggled, this Pokémon can energise 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). 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 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

ATTACKS (64/130)
PHYSICAL
Aqua Tail
Bide
Bulldoze
Chip Away
Counter
Dig
Double Kick
Dragon Tail
Drill Run
Earthquake
Fire Punch
Fury Attack
Head Smash
Horn Attack
Horn Drill
Ice Punch
Megahorn
Outrage
Peck
Poison Jab
Rock Slide
Shadow Claw
Smack Down
Stone Edge
Superpower
Tackle
Thrash
Thunderpunch

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

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

Mamoswine [Frostbite] (F)
NATURE: Hasty (+10% Accuracy)

TYPE
Ice
: Ice STAB; immune to freezing & Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate & 30% Protect breaking Blizzard in Hail. Superior senses & mobility in frozen caves and other frigid arenas.
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
Oblivious
: (Passive) This Pokémon is incapable of being effected by Attract or Cute Charm.
Snow Cloak: (Passive) This Pokémon is used to snowy blizzard conditions & gains a 20% evasion boost during Hail. Pokémon with this ability are immune to Hail damage.
Thick Fat (DW): (Passive) This Pokémon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2× weak becomes neutral, neutral becomes resistance, etc.)

STATS
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 92 (+)
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

ATTACKS (41/80)
PHYSICAL
Avalanche
Body Slam
Bulldoze
Dig
Double Hit
Earthquake
Endeavour
Flail
Horn Attack
Ice Fang
Ice Shard
Icicle Crash
Icicle Spear
Iron Head
Knock Off
Peck
Rock Slide
Superpower
Tackle

SPECIAL
Ancientpower
Blizzard
Earth Power
Hidden Power (Grass 7)
Ice Beam
Icy Wind
Mud Bomb
Mud-Slap
Powder Snow

OTHER
Block
Endure
Hail
Light Screen
Mist
Mud Sport
Odour Sleuth
Protect
Reflect
Roar
Sleep Talk
Stealth Rock
Substitute


Team Challenger


Azumarill ♀ - Strongth
Nature: Quiet (SpA: +1, Spe -7, Evasion -10%))
Type: Water
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Thick Fat - (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power - (Passive) This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
(DW) Sap Sipper - (Passive) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (-)

Height Class: 2
Weight Class: 3
BRT: 16

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

46 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aqua Jet, Aqua Tail, Body Slam, Bounce, Brick Break, Dive, Double-Edge, DynamicPunch, Focus Punch, Ice Punch, Iron Tail, Knock Off, Natural Gift, Rollout, Slam, Superpower, Tackle, Waterfall
Special Moves - Bubble, BubbleBeam, Future Sight, Ice Beam, Icy Wind, Muddy Water, Water Gun, Whirlpool
Status Moves - Aqua Ring, Attract, Belly Drum, Charm, Defense Curl, Encore, Endure, Foresight, Helping Hand, Light Screen, Perish Song, Protect, Refresh, Rollout, Splash, Soak, Substitute, Tail Whip, Toxic, Water Sport

Content with things as they are, Strongth has very little reason to complain about anything. She sees things in an optimistic light almost always. For Strongth, life is good!

Milotic ♀ - Grandeur
Nature: Bold (Def: +1, Atk: -1)
Type: Water
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Marvel Scale - (Passive) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
(DW) Cute Charm - (Passive) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.


Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 5
Spe: 81

Height Class: 5
Weight Class: 5
BRT: 20

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

41 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Avalanche, Bind, Body Slam, Bulldoze, Dive, Dragon Tail, Tackle, Wrap
Special Moves - Blizzard, Brine, Hidden Power [Grass 7] Ice Beam, Icy Wind, Mirror Coat, Scald, Surf, Twister, Water Gun, Whirlpool
Status Moves - Aqua Ring, Attract, Captivate, Confuse Ray, Double Team, Endure, Haze, Hypnosis, Light Screen, Magic Coat, Mud Sport, Protect, Rain Dance, Recover, Refresh, Rest, Safeguard, Sleep Talk, Splash, Substitute, Sunny Day, Water Sport

Grandeur is a matronly figure within a battling team, nurturing and protecting allies. That is not to say that she is without teeth, figuratively. Just as she did in the spawning stream, she disposes of foes that would do harm to those around her with efficiency and sternness.

Togekiss ♀ - Camille
Nature: Bold (Def: +1, Atk: -1)
Type: Normal / Flying
Normal Type - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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)
(DW) Super Luck - (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

Height Class: 3
Weight Class: 3
BRT: 20

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

48 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Counter, Drain Punch, Extremespeed, Fly, Last Resort, Sky Attack
Special Moves - Air Slash, AncientPower, Aura Sphere, Extrasensory, Heat Wave, Fire Blast, Flamethrower, Future Sight, Magical Leaf, Psyshock, SolarBeam, Stored Power, Zap Cannon
Status Moves - After You, Attract, Baton Pass, Bestow, Charm, Defog, Double Team, Encore, Endure, Follow Me, Growl, Heal Bell, Light Screen, Magic Coat, Metronome, Mirror Move, Morning Sun, Protect, Psycho Shift, Rain Dance, Reflect, Roost, Safeguard, Sunny Day, Sweet Kiss, Tailwind, Telekinesis, Thunder Wave, Yawn

Easygoing and carefree, Camille makes very little effort in any particular pursuit. She is content to wait for what she wants, and has enough patience for such waiting for often than not. One of Lou's most oft-called upon team members, Camille strikes deftly and decisively, concerned about efficiency.

Kingdra ♂ - Byne
Nature: Rash (SpA: +1, SpD: -1)
Type: Water / Dragon
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon Type - Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Swift Swim - (Passive) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper - (Passive) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
(DW) Damp - (Passive) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85

Height Class: 3
Weight Class: 5
BRT: 18

EC: 9 / 9
MC: Movepool Complete
DC: 5 / 5

72 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Bide, Body Slam, Bounce, Dive, Double-Edge, Facade, Flail, Frustration, Giga Impact, Headbutt, Iron Head, Natural Gift, Outrage, Rage, Return, Secret Power, Skull Bash, Take Down, Waterfall
Special Moves - Aurora Beam, Blizzard, Brine, Bubble, BubbleBeam, Clear Smog, Draco Meteor, Dragon Pulse, Dragon Rage, DragonBreath, Flash Cannon, Hidden Power, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Muddy Water, Octazooka, Razor Wind, Round, Scald, Signal Beam, Snore, Surf, Swift, Twister, Water Gun, Water Pulse, Whirlpool
Status Moves - Agility, Attract, Captivate, Curse, Disable, Double Team, Dragon Dance, Endure, Focus Energy, Hail, Haze, Leer, Mimic, Protect, Quash, Rain Dance, Rest, Sleep Talk, SmokeScreen, Splash, Substitute, Swagger, Toxic, Yawn

Having survived a lot of punishment and hard battles to get to this point, Byne has learned fully the value of teammates. To this end, he has started to focus on support strategies instead of offense. He's already got offense all figured out, you see. He's still not the social type, but proximity with others is no longer an issue.

NOTE FROM REF: Unless you link the prize claim where you specify the typing of the hidden power before this match on your first post, I won't consider Hidden power as a move.

Order of operations:
Heads: Leader
Tails: Challenger


(heads)

Its_a_Random sends out pokemon with item
LouisCyphre sends out pokemon with item and orders
Its_A_Random gives orders
I Ref
 
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Its_A_Random

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"Well then, I guess a good luck is in order, if you needed it. Utilitand, these first few laps are yours to handle!"


Utilitand (M) @ Focus Band
Abilities
: Persistent/Vital Spirit/Prankster
 

LouisCyphre

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Are you certain that this is what you should be doing?


Camille, you're up again! Let's start simple, and work our way up from there!

Camille @ Mental Herb

Camille - Extrasensory | Future Sight | Extrasensory
Upon Utilitand's Switch-Forcing move, Air Slash.
Upon Utilitand's damaging evasive move while you are holding a Mental Herb, Tailwind the first time, Reflect the second, and Light Screen the third.
 

Its_A_Random

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"I expected exactly that kind of move! Utilitand, time to start this engine up & prepare for a prosperous next round!"

Knock Off > U-Turn > Taunt
 

Frosty

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Hp: 100
En: 100
3/4/3/3/105
Other:
Item: Focus Band


Hp: 100
En: 100
1/4/5/4/80
Other:
Item: Mental Herb​

Round 1!

On a witty set of events, the Gym Leader manages to taunt Togekiss and set up a switch to gain momentum! Let's see how that works out for him



DATA:

ACTION 1!

Fidgit used Knock Off! (-4en)
Crit: 10
Damage: 4-1.5 = 2.5hp
Togekiss lost its mental herb!

Togekiss used Extrasensory! (-6en)
Crit:12
Damage: (8-2+3)*1.5 = 13.5

ACTION 2!

Fidgit used U-turn! (-5en)
Crit:5
Damage: (7-1.5)*0.67=3.68

Togekiss used Future Sight! (-7en)
Damage: 10+3 = 13 initial power

ACTION 3!

Fidgit used Taunt! (-10en)
Togekiss is taunted!

Togekiss used Extrasensory! (-6en)
Crit: 5
Damage: 13.5hp

- - -
incoming 13 power future sight

Hp: 73
En: 81
3/4/3/3/105
Other:
Item: Focus Band



Hp: 94
En: 81
1/4/5/4/80
Other: Taunt for 5a
Item: - - -​

Its_A_Random sends out pokemon with item and orders!
 
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Its_A_Random

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Please mention Taunt in Togekiss' Summary.

"Now then, the early pit stop means nothing here, as Frostbite shall now come out & hit the turbo!"


Frostbite (F) @ Rare Candy
Abilities
: Oblivious/Snow Cloak/Thick Fat

Icicle Crash > Icicle Crash > Icicle Crash
IF
Counter is issued, THEN use Ice Beam that action.
IF Solarbeam is issued, THEN use Icicle Spear that action.
 

LouisCyphre

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This is going to hurt, but I've faith you'll pull through!

Camille - Aura Sphere | Air Slash | Aura Sphere
 

Frosty

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incoming 14.5 power future sight


Hp: 110
En: 100
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy

Hp: 77
En: 81
3/4/3/3/105
Other:
Item: Focus Band



Hp: 94
En: 81
1/4/5/4/80
Other: Taunt for 5a
Item: - - -
ROUND 2!


After a strategic retreat, the Gym Leader sends out his sole girl: Frostbite the Mamoswine. Regular spectators may notice this: IAR doesn't use Frostbite much on his matches. So if he saw the need to bring his Mamoswine and sent it out in a battle, he probably have a good reason to do so.

And that was indeed a good reason.

Empowered by the arena-boosted Rare Candy, the Mamoswine pretty much crushed his opponent in an avalanche of Icicle Crash. The Togekiss tried to counter with Aura Sphere, Air Slash and Aura Sphere, but it didn't manage to do nearly as much damage.

With Mamoswine being faster and the leader ordering last, Togekiss's chances of sticking around are slim. Unless the Leader makes a big mistake, we can probably count one girl less for Lou...which is good for the leader considering the obvious strategy the challenger will employ soon enough.



ACTION 1!

Mamoswine used Icicle Crash! (-6en)
Crit: 15 (no)
Flinch: 10 (no)
Damage: (9+3+3.5+2)*1.5= 26.25hp
-14.5hp due to future sight

Togekiss used Aura Sphere! (-7en)
Crit: 12 (no)
Damage: (9+4.5)*1.5 = 20.25hp

ACTION 2!

Mamoswime used Icicle Crash! (-10en)
Crit: 6/16 (no)
Flinch: 5/10 (no)
Damage: 26.25hp

Togekiss used Air Slash! (-5en)
Hit: 72/100 (no)
Crit: 3 (no)
Damage: 8+3+4.5 = 15.5hp

ACTION 3!

Mamoswime used Icicle Crash! (-14en)
Crit: 3/16 (no)
Flinch: 10/10 (no)
Damage: 26.25hp

Togekiss used Aura Sphere! (-7en)
Crit: 3 (no)
Damage: 20.25hp

- - -


Hp: 41
En: 70
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy

Hp: 77
En: 81
3/4/3/3/105
Other:
Item: Focus Band



Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -​
 
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LouisCyphre

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I'm no fool. Camille, you're not staying in for this.


Grandeur, we're putting on the pressure. Let's play our hand and get some momentum rolling!

Switch Phase: Grandeur replaces Camille
Grandeur @ Destiny Knot

Counterswitch?
 

Its_A_Random

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Where was that final Flinch Roll on the third Icicle Crash? Also Future Sight should be dealing 14.5 DMG to Mamoswine as opposed to 11.25 DMG. . .

"Just as predicted, I expected nothing less. Frostbite, stay out on track! We have a few seconds to make up first!"

No Switch
 
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LouisCyphre

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We're going to take a big hit, doing this. I need to you grit your teeth and power through!


Grandeur - Brine | Scald | Surf
Upon Frostbite's Dig outside of a combo while she outspeeds you, Dive and push down.
Upon Frostbite's Endure, Whirlpool | Brine | Brine starting on that action.
 
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Frosty

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Just so you know: I fixed the round. I did the flinch roll before, but forgot to write it down. Did so now. I misunderstood Future Sight a bit, which resulted on that calc. Fixed too.

Also, I noticed that I had Togekiss with 4 SpA on round 1 (I guess I should start paying attention haha), which affected calcs. This was fixed with fidgit lost 4 extra hp.

Carry on.
 

Its_A_Random

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"I suppose our opponent is rather inattentive if I say so myself... Well Frostbite, it is time to accelerate."

Dig > Dig > Stealth Rock
 

Frosty

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Hp: 41
En: 70
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy

Hp: 77
En: 81
3/4/3/3/105
Other:
Item: Focus Band





Hp: 100
En: 100
1/4/4/5/81
Other:
Item: Destiny Knot


Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -

ROUND 3!


Always trust on our Ground Gym Leader to abuse an opponent's mistake! Being easy prey against Mamoswine's dig, due to its poor sub, Grandeur is hit by underground attacks twice before finally hitting Frostbite with a powerful Sur---Actually no as the arena has no water. But it was worth it for the Mamoswine, as it managed to set up some nice Stealth Rocks as, probably, the final nail on Togekiss's coffin!

The Challenger is a bad spot right now. He really needs to step it up if he still wants to have some kind of chance here.
DATA:

ACTION 1!

Mamoswine Dug a hole!

Milotic used Brine! (-7en)
But it missed!

Mamoswine used Dig! (-7en)
Crit: 4/16 (no)
Damage: 8+3+3.5+2 = 16.5hp

ACTION 2!

Mamoswine Dug a Hole!

Milotic used Scald! (-5en)
But it missed!

Mamoswine used Dig! (-11en)
Crit: 1/16 (yes)
Damage: 8+3+3.5+2+3 = 19.5hp

ACTION 3!

Mamoswine used Stealth Rocks! (-12en)
Pointy Rocks are on Lou's side of the field!

Milotic used Surf! (-6en)
no water haha

- - -



Hp: 41
En: 40
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy

Hp: 77
En: 81
3/4/3/3/105
Other:
Item: Focus Band




STEALTH ROCKS

Hp: 64
En: 82
1/4/4/5/81
Other:
Item: Destiny Knot


Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -

Its_A_Random 's turn!




 
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Its_A_Random

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... B-B-B-B-But Surf requires an external water source as well iirc. . .

EDIT: Also Dig costs 2 less EN in this arena. >:)
 
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Its_A_Random

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"Well then, time to make a pit-stop this round. Utilitand, take the helm once more!"

Switch Phase: Frostbite > Utilitand
LouisCyphre cannot counter-switch under the Consecutive Switch rule.

Taunt > Sand Tomb > Acid Spray
IF
(Damaging Water Combo) is issued, AND you do not have a Substitute up, THEN use Substitute (15 HP) that action, pushing actions back.
IF Dragon Tail is issued, AND you do not have a Substitute up, THEN use Substitute (15 HP) that action, pushing actions back.
IF Protect is used successfully, THEN use Spikes that action, pushing actions back.
 

LouisCyphre

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I can, but I will not.

That's an awfully rude thing to assume, mind.


Texasedit: Blame me, I wasn't entirely clear what IAR was asking when he asked if you couldn't switch twice in a through through counterswitch and I said he was correct.
 
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Its_A_Random

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Yeah confirming I was misinformed by Texas to a degree. I asked for confirmation, and...

My orders remain the same, nevertheless.
 

LouisCyphre

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Is that a genuine oversight, or are you just trying to make me feel better about myself?


No matter--Grandeur, time to shine! Blast that polybrachial menace with everything you've got!

Grandeur - Magic Coat | Water Gun + Hydro Pump | Cooldown (Water Gun + Hydro Pump)
 

Frosty

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I could swear I already did this...


Hp: 77
En: 81
3/4/3/3/105
Other:
Item: Focus Band


Hp: 41
En: 40
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy


STEALTH ROCKS

Hp: 64
En: 82
1/4/4/5/81
Other:
Item: Destiny Knot


Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -

Round 4!

Whoa deja vu

Anyway, a terrible round for the leader. EVERYTHING went wrong for him and the challenger managed to close in.​

(don't kill the messeger)

DATA:

ACTION 1!

Milotic used Magic Coat! (-10en)
Milotic is protected by a magic barrier!

Fidgit used Taunt! (-10en)
Magic Coat bounced it back!
Fidgit is taunted!

ACTION 2!

Fidgit tried to use Substitute...
But it failed!

Milotic used Water Gun + Hydro Pump! (-15.5en)
Hit: 31/100 (yes)
Crit: (4+12+6+3-2+1.5)*1.5=36.75hp
Damage:

ACTION 3!

Fidgit used Sand Tomb! (-3en)
Hit: 99/100 (no)
But it missed!

Milotic is cooling down!

- - -


Hp: 40
En: 68
3/4/3/3/105
Other: Taunted for 4a
Item: Focus Band


Hp: 41
En: 40
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy


STEALTH ROCKS

Hp: 64
En: 56
1/4/4/5/81
Other:
Item: Destiny Knot


Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -

Lou's turn!
 

LouisCyphre

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Sand Tomb? You wanted trapping? Well, now you're trapped here with us; I hope it's everything you wanted it to be!


Come on and slam, Grandeur!

Grandeur - Brine | Brine | Brine
Upon Utilitand's damaging evasive move outside of a combo, Recover the first time and Brine + Brine on later instances.

Brine does not require external water.
 
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Its_A_Random

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"Okay, we can make it run out of fuel pretty quickly at this rate!"

Dig > Clear Smog > Dig (Hold)
IF
Dig (Hold) would be illegal under Taunt, THEN use Dig A3 instead.
 
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Frosty

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Hp: 40
En: 68
3/4/3/3/105
Other: Taunted for 4a
Item: Focus Band


Hp: 41
En: 40
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy


STEALTH ROCKS

Hp: 64
En: 56
1/4/4/5/81
Other:
Item: Destiny Knot


Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -

Round 5!

Pwnemon's Golden Rule: Never use Combos when ordering first.
DATA:

ACTION 1!

Fidgit dug a hole!

Milotic used Recover! (-12en)
+20hp

Fidgit used Dig! (-7en)
Crit: 4/16 (no)
Cute Charm: 4/10 (nope)
Damage: 8+3-1.5 = 9.5hp

ACTION 2!

Fidgit used Clear Smog! (-3en)
Crit: 15
Damage: 5+3-3 = 5hp

Milotic used Brine! (-7en)
Crit: 14
Damage: (13+3+1.5-2)*1.5 = 23.25hp

ACTION 3!

Fidgit Dug a Hole!

Fidgit stayed under! (-5en)
NOTE: I ruled with taunting not affecting based on the fact that Taunt doesn't affect Bide and Bide means not attacking for two turns to attack on the third. Since Fidgit will have necessarily to attack at the end of Dig, I believe Taunt shouldn't affect it. BUT I am not 100% sure, so feel free to get an overrule/precedent and I may rethink it.

Milotic used Brine + Brine! (-48en)
Crit: doesn't matter
But it missed!

Milotic fainted!

- - -


Hp: 17
En: 53
3/4/3/3/105
Other: Taunted for 1a, underground.
Item: Focus Band


Hp: 41
En: 40
7/2/3/2/92 (+10acc)
Other:
Item: Rare Candy


STEALTH ROCKS

Hp: KO
En: KO
1/4/4/5/81
Other:
Item: Destiny Knot


Hp: 15
En: 62
1/4/5/4/80
Other: Taunt for 2a
Item: - - -

Lou sends out pokemon
Its_A_Random gives orders
Lou gives orders
I Ref





 
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