[Psyquic] Leader Gerard vs Dogfish44

Texas Cloverleaf

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"...Another gym leader has come to my little palace, and this time is the one and only god of thunder coming to test the powers that reside inside my home... I apologize beforehand of the little than stellar manners that some of my pokemon might show, they have been feeling a little lonely lately and will surely appreciate the exercise, but that's something we're both hoping, to make sure everyone ends up exhausted at the mercy of that last breath, at least I know I am... I wish you luck as once you enter my domain there's only one way to get out..."

4v4 Doubles (GL Gerard brings 7, chooses 4)
3 Day Player DQ Time
∞ Recoveries & Chills per Pokemon
2 Subs
Switch = OK
Abilities = All
Items = On
Turn Order = Coin
Arena = Moon Cave

Arena: Moon Cave

Permanent Night (Light Source is limited) yet the Moon gives you enough to battle.
Positions are ON.

Psychic pokemon get the following boosts (If using some of this moves):

  • +1 Accuracy
  • Zen Mode is always active
  • Non-weather field effect have their duration increased by one (1) round (Trick Room, Wonder Room, Magic Room & Gravity)
  • Guard/Power/Skill Swap last an extra round
  • Psychic pokemon can chose to either go before or after another pokemon with the same speed (Whoever orders first takes priority)
  • Status moves energy cost is reduced by 1
  • Wish and Healing Wish restore five (5) extra HP
  • Lunar Dance fully restores the health & energy it's given to
IF Gravity IS NOT in effect (regular effect):

  • Pokemon with the Levitate ability are completely immune to Ground attacks
  • Pokemon with the ability to Levitate on Command act as if they had the Levitate Ability
  • Pokemon with a WC of 3 or lower can Levitate on Command
IF Gravity IS in effect:

  • In addition to regular effects
  • The Acc of every move is Doubled
  • All Pokemon have their WC raised by 2
  • Pokemon with a WC of 5 (before gaining Weight) or above have Ground attacks moved to the next level of weakness (2x resistant goes to neutral, neutral goes to 2x week, etc...). Flying types and Levitators (both by Ability or Command) aren't affected by this.

Good evening, ladies and gentlemen. We welcome you once again to the lair of the eccentric Psyquic Gym Leader Gerard who receives his latest challenger in Dogfish44, both participants raring to go. For Gerard this battle marks his first challenge in quite a while, most battlers having been scared off by his 4-0 record, as well as his first recognized truly challenging opponent. Dogfish meanwhile continues his quest to conquer all of the Gyms of ASB in as timely a fashion as possible, though falling behind Its A Random in the overall badge lead. Noted for his excellent play in all formats and diverse range of Pokemon, Dogfish44 is sure to be a devilish opponent for the Gym Leader. Each player has informed the referee of their team selections, let's see the lineups!

Leader Gerard
Wilde (Gallade) {♂}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
  • Fighting: Fighting STAB; Ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
  • Steadfast: (Passive)
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

  • Justified: (Passive)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats:

HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 4
WC: 6
BST: 22


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


Attacks: 114 / 125

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Charge Beam
Charm
Close Combat
Confuse Ray
Confusion
Cut
Destiny Bond
Disable
Double Team
Double-Edge
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Mimic
Night Slash
Nightmare
Pain Split
Poison Jab
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Yue (Darmanitan) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire ( / Psychic )

  • 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.
  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Sheer Force: (Toggle)
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

  • Zen Mode: (Toggle)
No default effect. When toggled, once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.


Stats:

Regular Darm

HP: 110
Atk: 6 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 82 (-)
SC: 3
WC: 4
BST: 18


Zen Darm

HP: 110
Atk: 3 (+)
Def: 4
SpA: 5
SpD: 4
Spe: 47 (-)
SC: 3
WC: 4
BST: 18


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


Attacks: 61 / 64

Attract
Belly Drum
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Encore
Endeavor
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flame Wheel
Flamethrower
Flare Blitz
Fling
Focus Blast
Focus Energy
Focus Punch
Frustration
Giga Impact
Grass Knot
Gyro Ball
Hammer Arm
Headbutt
Heat Wave
Hidden Power Ice [7]
Hyper Beam
Incinerate
Overheat
Payback
Protect
Psychic
Rage
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sleep Talk
Smack Down
Snore
SolarBeam
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Taunt
Thief
Torment
Toxic
Thrash
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt
Hecate (Aurumoth) {♀}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Bug / Psychic

  • Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
  • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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

  • No Guard: (Passive)
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.

  • Illusion: (Passive)
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]​


Stats:

HP: 110
Atk: 5
Def: 4
SpA: 5 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BST: 22



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


Attacks: 68 / 75

Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Disable
Double Team
Dragon Dance
Dream Eater
Electroweb
Facade
Feint
Final Gambit
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Megahorn
Ominous Wind
Overheat
Protect
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
X-Scissor
Zen Headbutt
Simone (Jynx) {♀}
Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice/Psychic

  • 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.
  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Oblivious: (Passive)
This Pokemon is incapable of being affected by Attract, Charm, Cute Charm or Captivate.

  • Forewarn: (Passive)
This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

  • Dry Skin: (Passive)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.


Stats:

HP: 100
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BST: 17


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


Attacks: 69 / 111

Attract
Avalanche
Bide
Blizzard
Brick Break
BubbleBeam
Confusion
Copycat
Counter
Covet
DoubleSlap
Double Team
Drain Punch
Dream Eater
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire [7]
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nasty Plot
Nightmare
Perish Song
Petal Dance
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Telekinesis
Teleport
Thief
Torment
Toxic
Uproar
Wake-Up Slap
Water Pulse
Wish
Mirage (Bronzong) {0}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel / Psychic

  • 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.
  • Psyquic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Levitate: (Passive)
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.

  • Heatproof: (Passive)
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

  • Heavy Metal: (Passive)
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.


Stats:

HP: 100
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 4
Spe: 28 (-)
SC: 3
WC: 5 [8]
BST: 19


EC: 6 / 6
MC: 7
DC: 5 / 5


Attacks: 61 / 71

AncientPower
Block
Bulldoze
Calm Mind
Confuse Ray
Confusion
Double Team
Dream Eater
Earthquake
Endure
Explosion
Extrasensory
Facade
Faint Attack
Flash
Flash Cannon
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hidden Power Ground [7]
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Payback
Protect
Psych Up
Psychic
Psywave
Rain Dance
Recycle
Reflect
Rest
Rock Polish
Rock Slide
Rock Smash
Safeguard
Sandstorm
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
SolarBeam
Stealth Rock
Substitute
Sunny Day
Swagger
Tackle
Telekinesis
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt
Katherine (Gardevoir) {♀}
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic

  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

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

  • Trace: (Trigger)
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.

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


Stats:

HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BST: 21


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


Attacks: 60 / 96

Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Reflect
Rest
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Stored Power
Substitute
Sunny Day
Taunt
Teleport
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Vogue (Starmie) {0}
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic

  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:
  • Illuminate: (Toggle)
No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

  • Natural Cure: (Passive)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

  • Analytic: (Passive)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.


Stats:

HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BST: 19


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


Attacks: 83 / 87

Attract
Aurora Beam
Avalanche
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confuse Ray
Cosmic Power
Curse
Dive
Double-Edge
Double Team
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Rapid Spin
Recover
Recycle
Reflect Type
Reflect
Refresh
Rest
Return
Round
Scald
Secret Power
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic
Surf
Swagger
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon


Gerard brings with him his signature lineup of Psychic Pokemon, including the deadly Aurumoth and Darmanitan-Z which greatly aid his type coverage defensively. Keep special eye on Wilde the Gallade. Noted as one of the best Pokemon in the game Gerard's Gallade never fails to make an early entrance or its presence known.

Challenger Dogfish44

Cofagrigus [Cizin] (M)
Nature: Calm (+1 SpD, -1 Atk)
Type: Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Mummy (Passive): This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

Cofagrigus
HP: 90
Atk: Rank 1 (-)
Def: Rank 6
SpA: Rank 3
SpD: Rank 5 (+)
Spe: 30
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Astonish
Curse
Destiny Bond
Disable
Grudge
Guard Split
Haze
Hex
Mean Look
Night Shade
Ominous Wind
Power Split
Protect
Scary Face
Shadow Ball
Will-O-Wisp

Endure
Fake Tears
Heal Block
Imprison
Memento
Nasty Plot
Nightmare

Calm Mind
Double Team
Energy Ball
Grass Knot
Hidden Power (Fighting, 7)
Hyper Beam
Psychic
Rest
Safeguard
Swagger
Substitute
Telekinesis
Thief
Toxic
Trick Room

Magic Coat
Pain Split

Total moves: 40

Teresa (F)

Nature: Hasty
+15% Speed, +15% Accuracy, -1 Def

Type: Dark / Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Levitate
Levitate (Passive):
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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 [-]
SpA: Rank 5
SpD: Rank 3
Spe: 113 [+]
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Attacks [60]:
Bite
Body Slam
Crunch
Double Hit
Dragon Pulse
Dragon Rage
Dragon Rush
Dragonbreath
Focus Energy
Headbutt
Hyper Voice
Outrage
Roar
Scary Face
Slam
Tackle
Tri Attack
Work Up

Assurance
Astonish
Dark Pulse
Earth Power
Fire Fang
Head Smash
Ice Fang
Screech
Thunder Fang

Acrobatics
Charge Beam
Double Team
Dragon Tail
Earthquake
Fire Blast
Flash Cannon
Fly
Focus Blast
Hidden Power (Grass, 7)
Protect
Reflect
Stone Edge
Substitute
Surf
Taunt
Thunder Wave
Torment
Toxic
U-Turn

Aqua Tail
Draco Meteor
Heat Wave
Iron Tail
Roost
Signal Beam
Sleep Talk
Snore
Spite
Superpower
Tailwind
Uproar
Zen Headbutt

Formula (M)

Nature: Timid
+15% Speed, +17% Accuracy, -1 Atk

Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Trace / Magic Guard / Shell Armour [DW]
Trace (Trigger):
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.

Magic Guard (Passive):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Shell Armour (Passive) [DW]:
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2 [-]
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 [+]
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks [53]:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon

Counter
Follow Me
Me First
Metronome
Mind Reader
Mirror Coat
Sheer Cold
Signal Beam
Whirlpool

Blizzard
Dive
Double Team
Earthquake
Endure
Flash
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Low Sweep
Protect
Rain Dance
Rest
Round
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Waterfall
Whirlpool

Earth Power
Helping Hand
Icy Wind
Sleep Talk

Chandelure [Éget] (F)
Nature: Modest (+1 SpA, -1 Atk)

Type:

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

Abilities:

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.
Flame Body (Passive): 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.
Shadow Tag (DW) (Passive): 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.

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3

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

Astonish
Confuse Ray
Curse
Ember
Fire Spin
Flame Burst
Hex
Imprison
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Shadow Ball
Smog
Will-O-Wisp

Acid
Acid Armour
Clear Smog
Endure
Heat Wave

Calm Mind
Double Team
Embargo
Fire Blast
Flamethrower
Hidden Power [Electric, 7]
Hyper Beam
Incinerate
Protect
Psychic
Rest
Safeguard
Solarbeam
Substitute
Swagger
Taunt
Telekinesis
Toxic

Dark Pulse
Sleep Talk

Raid Only:
- Shadow Mend

Move Total: 42


Dogfish44 has elected for a fairly eclectic team selection for him, only one of his trademark Electric types making an appearance. Hydreigon and Chandelure are no strangers to Gerard, being some of the strongest Pokemon in ASB, but Cofagrigus is a rare choice, seldom seen by anyone with its capabilities largely unknown. Keep an eye on Cizin the Cofagrigus to be the dark horse this match.

And with that the rules are set, the teams are in and the piper is playing so let's get down to business! We start first with the ceremonial coin toss arbitrated by myself and the battle shall begin! Heads will represent the Gym Leader, Tails the challenger!


Heads it is! The Gym Leader will thus lead this match off by sending out his Pokemon followed by Dogfish44 to send out and order. Gerard will then counter order before I ref, reversing the turn order thereafter.

Best of luck to us all!
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Sorry 'bout the delay, oh so fun ordering against a trinity of stupid movepool mons.

Chandelure [Dusk Stone] ; Cizin [Levtovers]

Chandelure: Heat Wave ~ Shadow Ball (Gallade) ~ Dark Pulse (Gallade)
IF Gallade is revealed to be Aurumoth then replace A2 and A3 with Inferno ("Gallade") and Fire Blast ("Gallade")
IF Gallade uses a non-consecutive Protective/Evasive action, THEN Shadow Ball (Gardevoir) AND push actions back


Cofagrigus: Shadow Ball (Gallade) ~ Ominous WInd (Gallade) ~ Shadow Ball (Gallade)
IF Gallade uses a non-consecutive Protective/Evasive action, THEN Shadow Ball (Gardevoir) AND push actions back
IF Gallade is revealed to be Aurumoth, THEN replace Ominous Wind with Hex
 

I have to say I'm gonna be glad when my beautiful Katherine gets her Fairy Typing, she's incredibly useful regardless and this match will prove such a fact, Now Katherine, start by Imprisoning our foes, those waves and shadow balls are strong but sadly they won't be enjoying them much, afterwards help Gallade, he's gonna be a little busy trying to make sure those two stay grounded, those boosted Quakes are will be pretty good against our two friends, glad I brought you Wilde but it's nice to see those mind games at work so we should be able to end up in a good position as we enter next round, just keep an eye on that cofag, it's look doesn't give me a good vibe


Focus Sash & Expert Belt
Katherine: Imprison [Shadow Ball/Will-o-Wisp/Endure] ~ Helping Hand (Gallade) ~ [Go After Chandelure] Encore (Chandelure)
Gallade: Gravity ~ Earthquake ~ Earthquake
 
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Texas Cloverleaf

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Pre-Round
Speed Order: Gardevoir(Choice of move priority)=Chandelure>Gallade>Cofagrigus

Leader Gerard

Gardevoir @ Focus Sash | Gallade @ Expert Belt
HP: 100 | 100
EN: 100 | 100
Stats: 2/4/5/4/80 3/3 | 5/3/4/4/69 4/6
Status: Healthy | Healthy
Abilities: Synchronize / Trace / Telepathy | Steadfast / Justified
Item Effects: -2 BAP incoming attack when HP>50 | +2 BAP on SE attacks

Challenger Dogfish44

Cofagrigus @ Leftovers | Chandelure @ Dusk Stone
HP: 90 | 90
EN: 100 | 100
Stats: 1/6/3/5/30 3/4 | 1/3/8/3/80 2/3
Status: Healthy | Healthy
Abilities: Mummy | Flash Fire / Flame Body / Shadow Tag
Item Effects: +1 HP/action | +1 SPA Rank, +2 BAP Dark/Ghost moves

Actions after substitutes:
Gardevoir: Imprison [Shadow Ball/Will-o-Wisp/Endure] ~ Helping Hand (Gallade) ~ [Go After Chandelure] Encore (Chandelure)
Chandelure: Heat Wave ~ Struggle ~ Dark Pulse
Gallade: Gravity ~ Earthquake ~ Earthquake
Cofagrigus: Fail to Act ~ Ominous Wind ~ Struggle

Speed Tie 1/2=2=Chandelure

Chandelure used Heat Wave! (-6 EN)
Hit roll on Gardevoir: 53=Yes
Burn Rolls: 39, 67
Crit Rolls: 1, 6 (Crit Gardevoir)
vs Gardevoir
10*0.75+3+3-2+4.5=16
vs Gallade
10*0.75+3+4.5=15

Gardevoir used Imprison [Shadow Ball/Will-o-Wisp/Endure]! (-7 EN)
Chandelure and Cofagrigus' moves are disabled!

Gallade used Gravity! (-9 EN)
Gravity will last 5 rounds inclusive

Cofagrigus' Shadow Ball is Imprisoned!

+0 HP Cofagrigus


Gardevoir used Helping Hand! (-14 EN)

Chandelure used Struggle on Gallade! (-5 EN)
no crit (11)
5-3=2
1 damage recoil

Gallade used Earthquake! (-7 EN)
no crit (13, 7)
vs Cofagrigus
20*0.75-1=14
vs Chandelure
(20*0.75+2+3)*1.5=30

Cofagrigus used Ominous Wind on Gallade! (-3 EN)
no effect (16)
no crit (10)
(6+3-1.5)*1.5=11.25

+1 HP Cofagrigus


Chandelure used Dark Pulse on Gallade! (-6 EN)
no effect (53)
no crit (10)
8+2+4.5=14.5
Galalde's Attack Rose!

Gardevoir used Encore (Dark Pulse) on Chandelure! (-10 EN)

Gallade used Earthquake! (-11 EN)
no crits (14, 8)
vs Cofagrigus
10*0.75-1+2=8.5
vs Chandelure
(10*0.75+2+3)*1.5+2=20.75

Cofagrigus used Struggle on Gallade! (-5 EN)
no crit (16)
5-3=2
1 HP Recoil

+1 HP Cofagrigus



Welcome one and all to tonight's Showdown at the Moon Cave, residency of the eccentric Psychic Type Gym Leader Gerard! Known for his devastatingly powerful Pokemon with vast movepools this Gym Leader is as of yet undefeated and only the strongest challengers conceive of victory from a battle. Our challenger is no stranger to the Gym scene owning the greatest number of victories in defending his Electric badge, its Dogfish44! Dogfish is perhaps underrated outside of his team of Electric Pokemon but he boasts a solid lineup tonight sure to give Gerard pause.

On the Gym Leader's side look for Wilde the Gallade to make a statement early and often for Gerard. His signature Pokemon and one of the best in ASB, Wilde never fails to find some way of leaving a significant impact on its opponent. For the challenger pay special attention to Teresa the Hydreigon, one of Dogfish's earliest Pokemon and one holding a significant advantage in this arena by virtue of its typing, speed and sheer power. With the formailities out of the way, let's get to the match!

Gerard leads off by debuting with a brother and sister tandem in Gardevoir and Gallade, though the limited lighting leaves uncertainty as to their true forms. In response Dogfish issues forth his power pairing of Cofagrigus and Chandelure. Both trainers issue orders and the Pokemon spring into action, with Chandelure immediately releasing a scorching wave of heat, singing both of the Psychic types. Unfazed, Gardevoir concentrates its mental energy and seals off several of the opponents moves, an interesting ploy to be sure! Continuing the theme for the Gym Leader, Gallade releases its own power an vastly increases the Gravity present in the arena! Cofagrigus then moves to attack but stops dead, unable to summon the energy to use its attack! Its Shadow Ball was sealed by Gardevoir!

Gardevoir continues to demonstrate why Gerard thinks so highly of it by lending its power to Gallade, giving it a helping hand for its upcoming attack! Chandelure attempts to intervene but, like its partner, finds itself incapable of summoning the Shadowy energy! This proves costly as Gallade unleashes a devastating Earthquake that rips through the cavern, shaking the foundations to the core and tearing debris off of the walls everywhere, leaving both opponents in a weakened state. Gardevoir sits back, contented with her work and unharmed through her telepathic link to Gallade. Cofagrigus salvages some damage from the round by calling an Ominous Wind through the cavern that spooks Gallade out of its revelry.

Chandelure, thoroughly pissed by the results of the previous round, releases a pulse of Dark matter bolstered by the stone it holds. Unfortunately, this has the side effect of boosting Gallade's attack on contact and, even worse, Gardevoir takes advantage of the moment to give Chandelure a round of applause, locking it into the attack for another two actions! Gallade continues with his earth shakng ways, releasing a less powerful but still deadly quake, while Cofagrigus futilely tries, once again, to summon a ball of Shadow energy.

The arena comes to a standstill as each Pokemon waits for further instruction, but the Gym Leader has surely demonstrated his reputation with a clear advantage after the first round of orders.


Post-Round Summary
Speed Order: Gardevoir(Choice of move priority)=Chandelure>Gallade>Cofagrigus

Leader Gerard

Gardevoir @ Focus Sash | Gallade @ Expert Belt
HP: 100 | 70
EN: 69 | 73
Stats: 2/4/5/4/80 3/3 | 5/3/4/4/69 4/6
Status: Imprisoning (Shadow Ball | WoW | Endure) for 3a | +1 Atk
Abilities: Synchronize / Trace / Telepathy | Steadfast / Justified
Item Effects: -2 BAP incoming attack when HP>50 | +2 BAP on SE attacks

Challenger Dogfish44

Cofagrigus @ Leftovers | Chandelure @ Dusk Stone
HP: 69 | 38
EN: 92 | 83
Stats: 1/6/3/5/30 3/4 | 1/3/8/3/80 2/3
Status: Healthy | Encored into Dark Pulse for 2a
Abilities: Mummy | Flash Fire / Flame Body / Shadow Tag
Item Effects: +1 HP/action | +1 SPA Rank, +2 BAP Dark/Ghost moves

Gravity is in effect for 4 rounds

Let me know if I messed anything up

Turn Order:
Gerard (cannot switch)
Dogfish44
Texas Cloverleaf
 
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Impressive as usual Katherine, I gotta say that for your first time in here your performance was flawless, it's still to early to call this but we are in a great position without a doubt and so we must try to stay on top, and that means to make sure cofag can't intervene, so Wilde, pull your inner Regina George and start bullying on the little tiny mummy, meanwhile Katherine shall do the same tormenting Éget about the size of it's flames, after that's taken care of we're gonna continue the onslaught against both opponents, this is a gym leader we have against us, don't hesitate as he wouldn't if we were his guests, but remember, the most outrageous tricks are those who we don't even notice, so be careful.

Focus Sash..&...Expert Belt.
Katherine: [Go before Chandelure] Torment (Chandelure) ~ Shadow Ball (Chandelure) ~ [Go before Chandelure] Shadow Ball (Chandelure)
* If Chandelure uses a Protective or Evasive move when you target him then redirect the attack to Cofagrigus
* If Chandelure has fainted then use Wish (once) and redirect all remaining attacks to Cofagrigus

Gallade: Taunt (Cofagrigus) ~ Earthquake ~ Earthquake
* If Cofagrigus uses Magic Coat when you target him with Taunt then use Rock Slide the first time and Earthquake all the remaining ones and push actions
* If Cofagrigus uses a Protective or Evasive Move when you target him with Taunt then use Stone Edge (Chandelure) and push actions
* If Chandelure has fainted then use Wish (once) and push actions
 
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Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
I hold that this gym cannot be beat 50% of the time =_=

Anyway,

" Imprisoning (Shadow Ball | WoW | Encore) for 3a"

should be " Imprisoning (Shadow Ball | WoW | Endure) for 3a". Also, does Encore lock a target?
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Forfeit

I want to get to other gyms I already had planned, plus I fucked this one up too much to be recoverable from. I'll be back with a better team though. Sorry for the delay on this, IRL takes it's toll.
 

Texas Cloverleaf

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Challenger Dogfish44 has forfeited.

And because it was only one round no one gets any prizes :/

This will be recorded as a defense for the Gym Leader however.
 

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