[GHOST] Leader zarator v. Ragnarokalex

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I know of a place in the forest.

Cast away centuries ago, cold bones lie sealed under the Earth. Perhaps they were heroes in their day, champions who conquered great foes against magnificent odds. Perhaps they wrote the great texts and though the great thoughts that changed their society, forcing even the conquers to bend to their will. Perhaps they were the scientists and observers who made the machines that shaped the world of the philosophers, pushing back the frontier of possibility. Perhaps they were the dreamers and artists who made the works that inspired the scientist, pushing humanity to desire the impossible and push it into the realm of plausibility.

Perhaps they were. Perhaps they were not. But now there is nothing. Just bones beneath the cold dirt. The grass blows above it, alive but paled by the essence of death and despair that hangs over this place. The water fills a hollow, brooding in silence.

Perhaps there was something here once. Perhaps before there was death there was life. But now there is nothing. Perhaps there was a reason for this place to be, but whatever the reason was it is dead now. The world stagnated with it.

I found this place a long time ago. The circumstances do not matter. I will not tell. The story is dead, and the life of it stagnated. Sometime later another leader took it up as their battleground. I do not know why. I am merely the hero of another story.

Arena: The Forlorn Graveyard
Restrictions: None

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. A still lake formed in a fissure in the ground, however the dark water makes it impossible to see what lies in its depths

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 has 100% accuracy. There are always wisps floating around to provide decent enough fodder for this wicked spell.
  • Pain Split has its base energy cost reduced by (2), and all draining attacks are empowered as if the Pokemon were holding Big Root, but without incurring the extra energy cost (this effect doesn't stack with Big Root itself). Life energies are easier to drain and consume in this place.
  • All Pokemon's max HP are reduced to 90. The aura of sorrow which permeates this place withers the strength and the resolve of all the Pokemon battling in its surroundings - even Ghost-types.
  • 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).


I am not the hero. But who is? That depends upon the vantage point you look from. Perhaps it is the solemn trainer who claims this place as their own. Their legacy is now entwined, bringing new life and purpose to a dead world. They stand here writing; a story unfolds within the frame. An author and a player, they stand with the greatest connection to the undead, to the past, to worlds that once were. A Jellicent floats idly at their side, prepared for battle. Other Pokemon stand with the leader, but this seems the most intimidating by far under current circumstances.

Leader zarator:
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 (106/106 moves):

Astonish
Attract
Bide
Body Slam
Brick Break
Captivate
Clear Smog
Confuse Ray(*)
Confusion
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
Rage
Rain Dance
Rest
Return
Rock Smash
Role Play
Round
Scary Face(*)
Secret Power
Seismic Toss
Selfdestruct
Shadow Ball(*)
Shadow Claw
Shadow Punch
Skill Swap
Skull Bash
Sleep Talk
Sludge Bomb
Sludge Wave
Smog
Snatch
Snore
Spite(*)
Strength
Submission
Substitute
Sucker Punch(*)
Sunny Day
Swagger
Take Down
Taunt
Telekinesis
Thief
Thunder
Thunderbolt(*)
Thunderpunch
Torment
Toxic
Trick
Trick Room
Uproar
Venoshock
Will-o-wisp
Wonder Room
Zap Cannon


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

Revenankh (Myrkul) (M)
Nature: Adamant (Attack raised by *; Special Attack lowered by *).
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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

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

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

Attacks (77/88 moves):

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

Spiritomb (Talona) (F)
Nature: Quiet (Sp. Attack raised by *; Speed reduced by 15%, Evasion reduced by a flat 10%).
Type: Ghost/Dark
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:

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

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

Abilities:
Pressure:
(Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Infiltrator (Dream World): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks (52/65 moves):

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

Jellicent (Umberlee) (F)
Nature: Modest (Attack lowered by *; Sp. Attack raised by *)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

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

Abilities:
Water Absorb:
(Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks (61/61 moves):

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

Mismagius (Beshaba) (F)
Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 4
Spe: 121
Size Class: 2
Weight Class: 1
Accuracy boost: 17%
Base Rank Total: 18

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

Ability:
Levitate:
(Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Attacks (68/88 moves):Aerial Ace
Astonish
Attract
Calm Mind
Captivate
Charge Beam
Confuse Ray
Dark Pulse
Destiny Bond
Dream Eater
Embargo
Endure
Energy Ball
Flash
Foul Play
Growl
Grudge
Heal Bell
Hex
Hidden Power (Fighting, 7 BP)
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Inferno
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Nasty Plot
Ominous Wind
Pain Split
Payback
Perish Song
Power Gem
Protect
Psybeam
Psychic
Psywave
Rain Dance
Shadow Ball
Shadow Sneak
Shock Wave
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Uproar
Will-O-Wisp
Wonder Room
Zap Cannon

But heroes are normally active, forced to go out themselves and achieve victory. Today's challenger would fit the description more than the leader. He has but one badge and has mostly reused the team he first conquered with. Can channeling the past change the future for the better? His Chandelure stands ready, prepared to rip the opponent to pieces to favorably answer the question.


*Thanks to Matezoide for the sprite*
Golurk [Armstrong]
Nature:
Quiet
Type:
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.
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:
Iron Fist:
Type: Trait
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:
Type: 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 (DW):
Type: Innate
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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7

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

Attacks: 57 Total
Astonish
Block
Brick Break
Bulldoze
Curse
Defense Curl
Double Team
Drain Punch
Dynamicpunch
Earthquake
Earth Power
Facade
Fire Punch
Fly
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Heavy Slam
Hidden Power (Water 7)
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Iron Defense
Low Kick
Low Sweep
Magic Coat
Magnitude
Mega Punch
Mud Slap
Pound
Protect
Psychic
Rest
Rock Polish
Rock Slide
Rock Tomb
Rollout
Safeguard
Shadow Ball
Shadow Punch
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Substitute
Swagger
Thief
Thunderbolt
Thunder Punch
Toxic
Zen Headbutt


*Thanks to Toast Tyrant for the sprite*
Chandelure (Zakireth) Male
Nature:
Timid
Type:
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: 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:
Flame Body:
Type: 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:
Type: 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(DW):
Type: 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.

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


EC: 9/9
DC: 5/5
MC: 0
Attacks: 54 Total
Acid Armor
Astonish
Attract
Calm Mind
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Dream Eater
Embargo
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flamethrower
Flame Burst
Flame Charge
Flash
Haze
Heat Wave
Hex
Hidden Power (Ice 7)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Psych Up
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
Snore
Solar Beam
Spite
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will o Wisp


*Thanks to Toast Tyrant for the sprite*
Fidgit (Ryversha) Female
Nature:
Modest
Type:
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.
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.

Abilities:
Persistent:
Type: (Innate)
This Pokemon 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, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit:
Type: (Innate)
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster(DW):
Type: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

Attacks: 64 Total
After You
Air Slash
Ally Switch
Block
Comet Punch
Copycat
Dig
Disable
Double Team
Earthquake
Earth Power
Encore
Endure
Energy Ball
Entrainment
Follow Me
Gastro Acid
Gust
Gravity
Heal Block
Heal Pulse
Hidden Power (Ghost 7)
Icy Wind
Knock Off
Light Screen
Magic Room
Me First
Mimic
Protect
Quash
Rain Dance
Rapid Spin
Razor Wind
Reflect
Rest
Safeguard
Sandstorm
Sand Attack
Sand Tomb
Shadow Ball
Skill Swap
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Thief
Torment
Toxic
Toxic Spikes
Trick Room
U-Turn
Venoshock
Whirlwind
Wide Guard
Wish

Two trainers. One ref. Three Pokemon for each side. The world is dead. Questions of the past and future hang heavy over the match as the present is decided. Now I step in for the battle to begin.

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: 2
Sending order is randomly decided.
A zero advances the leader first; the challenger's luck is nil. A one forces the first choice upon the challenger; he holds all control.

1


Ragnarokalex sends out one Pokemon with ability and item
Leader zarator replies and orders
Ragnarokalex orders
I ref
 
(Crap, im sorry, i thought i had posted in this already)


"Well team, nothing works better than tried and true tactics, Let's get straight to the point!"



@Spell Tag
 
"Wow, that's a nice Golurk... I once wrote a short tale about it!"

Gym Leader Shauntal sends out Talona (Spiritomb)!
Talona has Infiltrator!
Talona
holds Everstone!

Shadow Ball - Dark Pulse - Shadow Ball
If Golurk uses Fly, replace your respective action with Sucker Punch.
If Golurk uses Double Team, replace your respective action with Snatch. Do not play this substitution more than once in this round.
 

HP: 90
EN: 100
Otr: ---
Item: Everstone


HP: 90
EN: 100
Otr: ---
Item: Spell Tag

ROUND ONE! FIGHT!

The two trainers unleash their first Pokemon; phantoms take form on the field. One is a mechanical creature of gears and earth, a monstrous titan that should burn in hell for what it did to insects. The other is a wicked trickster, a bulwark of darkness capable of disrupting all but the most clever of adversaries while boasting no obvious weaknesses. The two stare each other down. There's a bad ass mist and an aura of death. I should really start writing better, but this round is boring and I can't get motivation.

Golurk forms an ethereal shield around it, blocking out the damage from a massive burst of shadowy energy from Spiritomb that collapses around it. Focusing hard, Golurk wields the power of the earth to create a curse of deadly stones around zarator. This will be extra painful, as the challenger's duo of ghosts will make them harder to remove then normal. Regardless, the moment exposed lets Spiritomb land a blast of fallen spirits upon Golurk, knocking him down a peg. The robot Pokemon quickly goes back on the defensive, shielding it from taking even more damage.

The bastard.


Golurk used Protect!
-12.4 Energy

Spiritomb used Shadow Ball!
RNG: To-crit [<==625 Yes] 2299/10000: No
(8+3+1)*1.5=18 damage (0)
-5 energy

Golurk used Stealth Rock!
Pointed stones float around Spiritomb!
-12 Energy

Spiritomb used Dark Pulse!
RNG: To-crit [<==625 Yes] 8049/10000: No
(8+3+1)*1.5=18 damage (0)
-5 energy

Golurk used Protect!
-12.4 Energy

Spiritomb used Shadow Ball!
RNG: To-crit [<==625 Yes] 2849/10000: No
(8+3+1)*1.5=18 damage (0)
-5 energy

Totals:
Spiritomb: -15 Energy
Golurk: -36.8 [37] Energy, -18 HP


zarator
Stealth Rock

HP: 90
EN: 85
Otr: ---
Item: Everstone

Ragnarokalex


HP: 72
EN: 63
Otr: ---
Item: Spell Tag

Rag, zar, ?, Red
 
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Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Calling this because zarator is pestering users to get it called. No one gets anything, this gym match is virtually void & stuff.
 
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