[PSYQUIC] Leader Gerard vs Challenger Pwnemon

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I bet this title will be edited in 24h.

rules said:
4v4 Doubles (GL brings 7, chooses 4)
2 Day Player DQ Time (3 Day ref)
10 Recoveries & 25 Chills per team
3 Subs
1 Mega
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.



Hello folks, long time no psyquing, right?

hahah

Anyway.

We are here to see the 7th attempt at breaking the Psychic Gym perfect record. The Psychic Gym Leader has the second longest winning streak (best is Dogfish44 with 8) and is the only leader that finished more than 1 match and never lost. Quite amazing haha.

Our Psychic Gym Leader, Gerard, is regarded as the best doubles player ASB has to offer. While that sentence may or may not be 100% accurate is a good testament of how good he is. He defeated (read: destroyed) many powerful players on his gym, all of them badgeholders, I must add, and his team is filled with overbloated HUGE movepools (maxxed gallade anyone?). Slap Megavoir and you are in for a OMFG SAVE ME battle.

or not haha.

Pay special attention to Katherine the Gardevoir. Gerard has said in many occasions that he is more comfortable playing Gardevoir than Gallade. Also, Gardevoir has that fairy typing that allows it to destroy half Pwnemon's team and the move options to disrupt the other half. And that mega is ridiculously powerful haha. Provided that he uses it on the right moment or baits the challenger into using certain mons in certain occasions (and he proved he can do it), Gardevoir will be a tough nut to crack.

Our challenge is Mr. Pwnemon, aka the Grass Gym Leader. Coming from a victory against the Poison Gym (in the longest Gym match ever, lasting 8 fucking months), Pwnemon's morale is good enough (ignore the losses on his own gym please) and his battling skills also. He is comfortable with singles and doubles and has a nice set of strong mons to try and do what no one did thus far. Godspeed (so I can learn his weakness and exploit it when I challenge haha).

Pay special attention to Ambrose the Pyroak. Before anyone says "wtf pyroak can't hit psychic supereffectively", the reason why I pick Pyroak is the opposite: It can be hit SE with STAB moves, since Gerard didn't bring a rock or flying mon (go go Xatu!). In that situation, the biggest damage output will win, and Pyroak can't be beaten in that regard. Also, 120hp helps a lot.

Let's now take a look at the teeeeams!


Team Gym Leader

Yue (Darmanitan) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire / Psychic (Zen Mode)

  • Fire STAB; immune to burn status. Brighten Command.
  • Psychic STAB; 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: Sheer Force / Zen Mode (H)
  • 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.
HP: 110
Atk: 6 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 82 (-)
SC: 3
WC: 3
BRT: 18

(Zen Stats)

HP: 110
Atk: 3 (+)
Def: 4
SpA: 5
SpD: 4
Spe: 47 (-)
SC: 3
WC: 3
BRT: 21

EC: 6/6
MC: 0
AC: 5/5

Attacks (72/72)


Attract
Belly Drum
Brick Break
Bulk Up
Bulldoze
Confide
Dig
Double Team
Earthquake
Encore
Endeavor
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flame Charge
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
Hyper Beam
Incinerate
Overheat
Payback
Power-up Punch
Protect
Psychic
Rage
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sleep Talk
Smack Down
Snatch
Snore
SolarBeam
Stone Edge
Strenght
Substitute
Sunny Day
Superpower
Swagger
Tackle
Take Down
Taunt
Thief
Thrash
Torment
Toxic
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt
Wilde (Gallade) {♂}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • Psychic STAB; 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.
  • Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities: Steadfast / Justified (H)
  • 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.
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 4
WC: 6
BRT: 22

EC: 9/9
MC: 0
AC: 5/5

Attacks (129/129)

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
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
Hidden Power Rock
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
Memento
Mimic
Misty Terrain
Mud Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
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
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 Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Vogue (Starmie) {O}
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic

  • Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
  • Psychic STAB; 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: Illuminate / Natural Cure / Analityc (H)
  • 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.
  • Analityc: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (89/89)


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

Simone (Jynx) {♀}
Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice / Psychic

  • Ice STAB; Immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
  • Psychic STAB; 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: Oblivious / Forewarn / Dry Skin (H)
  • Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Charm, Captivate, or Taunt.
  • 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 two (2) damage/action to this Pokemon in sunlight and recovering two (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 two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
HP: 100
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BRT: 17

EC: 6/6
MC: 0
AC: 5/5

Attacks (69/---)

Attract
Avalanche
Bide
Blizzard
Brick Break
BubbleBeam
Confusion
Copycat
Counter
Covet
DoubleSlap
Double Team
Drain Punch
Draining Kiss
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
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) {O}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel / Psychic

  • Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-Type attacks and Poison/Toxic Status.
  • Psychic STAB; 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: Levitate / Heatproof / Heavy Metal (H)
  • 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.
HP: 100
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 5
Spe: 28 (-)
SC: 3
WC: 5 (8)
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (66/72)

AncientPower
Block
Bulldoze
Calm Mind
Confuse Ray
Confusion
Double Team
Dream Eater
Earthquake
Endure
Explosion
Extrasensory
Facade
Faint Attack
Flash
Flash Cannon
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hidden Power Ground
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Payback
Protect
Psych Up
Psychic
Psywave
Rain Dance
Recycle
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Safeguard
Sandstorm
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snore
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 / Fairy

  • Psychic STAB; 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.
  • Fairy STAB; -1 EN on non-Fairy Typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities: Synchronize / Trace / Telepathy (H) / Pixilate (M)
  • 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, Fire-Types cannot be burned & Electric-Types cannot be paralyzed 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. Wonder Guard cannot be Traced.
  • Telepathy: (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
  • Pixilate (Toggle) By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BRT: 21

(Mega Stats)

HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
SC: 3
WC: 3
BRT: 25

EC: 9/9
MC: 1
AC: 5/5

Attacks (78/101)

Ally Switch
Calm Mind
Captivate
Charm
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Fire Punch
Focus Blast
Future Sight
Giga Impact
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Misty Terrain
Moonblast
Mud Slap
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Synchronoise
Taunt
Telekinesis
Teleport
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt

Hecate (Aurumoth) {♀}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Bug / Psychic

  • Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
  • Psychic STAB; 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 / No Guard / Illusion (H)
  • Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens 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.]
HP: 110
Atk: 5
Def: 4
SpA: 6 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BRT: 23

EC: 9/9
MC: 0
AC: 5/5

Attacks (75/81)


Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confusion
Counter
Dazzling Gleam
Disable
Double Team
Dragon Dance
Dream Eater
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Infestation
Light Screen
Magic Coat
Magic Room
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
Steel Wing
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt


Team Challenger


Pyroak [Ambrose] (M)
Types: Grass / Fire

Abilities: Rock Head / Battle Armor / Chlorophyll (U)

Nature: Brave (+1 atk, -8 spe, -10% flat evasion)

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (-10%)
SC: 4
WC: 5
BRT: 20

EC: 9/9
MC: 3
AC: 5/5

Attacks: (86 Moves)
Absorb
Amnesia
Bullet Seed
Double-Edge
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon

Aromatherapy
Blaze Kick
Counter
Dragon Breath
Earth Power
Grass Whistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport

Ancient Power
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed

Attract
Bulldoze
Confide
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Nature Power
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Solar Beam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp

LIKE JAGGER ([8:13pm] Frosty: well your pyroak has more moves, so you should fuck it first -_-'')


Necturna [Penny] (F)
Types: Grass / Ghost

Abilities: Forewarn / Telepathy (U)

Nature: Quiet (+SpA, -Spe, -10% eva)

Stats:
HP: 100
Atk: 5
Def: 4
SpA: 4 (+)
SpD: 5
Spe: 70 (-) (-10%)
SC: 3
WC: 4
BRT: 23

EC: 6/6
MC: 4
AC: 5/5

Attacks: (41 Moves)
Thunder Fang
Poison Fang
Super Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Hex
Horn Leech
Pain Split
Shadow Ball
Power Whip

Soak
Gravity
Leaf Storm
Leaf Blade
Giga Drain
Nightmare

Bind
Worry Seed
Super Fang
Skill Swap
Knock Off
Snatch
Sleep Talk

Shadow Claw
Psychic
Hidden Power (Fire)
Toxic
Hyper Beam
Stone Edge
Will-O-Wisp
Torment
Double Team
Payback
Grass Knot
Rest
Solar Beam
Protect
Substitute


Sableye [Nelson] (M)
Types: Ghost/Dark

Abilities: Keen Eye / Stall / Prankster (U)

Nature: Brave (+1 Atk, -15% spe, -10% evasion)

Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-) (-10%)
SC: 1
WC: 2
BRT: 16

EC: 0/0
MC: 0
AC: 5/5

Attacks: (61 Moves)
Astonish
Confuse Ray
Detect
Faint Attack
Fake Out
Foresight
Foul Play
Fury Swipes
Knock Off
Leer
Mean Look
Night Shade
Power Gem
Punishment
Scratch
Shadow Ball
Shadow Claw
Shadow Sneak
Zen Headbutt

Captivate
Feint
Flatter
Metal Burst
Moonlight
Nasty Plot
Recover
Sucker Punch

Body Slam
Counter
Dark Pulse
Double-Edge
DynamicPunch

Endure
Fire Punch
Fury Cutter
Gravity
Headbutt
Ice Punch
Icy Wind
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Nightmare
Ominous Wind

Pain Split
Role Play
Seismic Toss
Signal Beam

Sleep Talk
Snore
Spite

ThunderPunch
Trick
Wonder Room

Aerial Ace
Attract
Brick Break
Calm Mind
Cut

Dig
Double Team
Dream Eater
Embargo
Facade
Flash
Fling
Focus Punch
Frustration
Hidden Power
Hone Claws

Incinerate
Low Sweep
Natural Gift
Payback
Poison Jab
Protect
Psych Up
Psychic
Rain Dance

Rest
Retaliate
Return
Rock Smash

Rock Tomb
Round
Secret Power
Shock Wave

Snarl
Snatch
Substitute
Swagger
Sunny Day

Taunt
Telekinesis
Thief
Torment
Toxic
Water Pulse
Will-O-Wisp

Helping Hand

Shadow Mend


(Cyclohm) Doug (M)
Types: Electric/Dragon

Abilities: Shield Dust / Static / Overcoat (U)

Nature: Modest (+1 SpA, -1 Atk)

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
SC: 4
WC: 4
BRT: 20

EC: 9/9
MC: 0
AC: 5/5

Attacks: (47 Moves)
Whirlwind
Bide
Weather Ball
Tri Attack
Tackle
Growl
Leer
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Double Hit
SonicBoom
Slack Off
Dragon Pulse
Hurricane
Dragon Tail
Discharge

Heal Bell
Hydro Pump
Dragon Dance
Power Gem
Gust
Shock Wave

Electroweb
Draco Meteor
Sleep Talk
Signal Beam
Magnet Rise

Substitute
Ice Beam
Protect
Thunderbolt
Bulldoze
Thunder
Light Screen
Thunder Wave
Volt Switch
Endure
Blizzard
Roar
Toxic
Trick Room
Surf
Double Team
Fire Blast
Torment
Hyper Beam

Order of Operations:

Heads = Leader
Tails = Challenger


(Tails)

Pwnemon sends out mons with items (the lucky bastard)
Gerard sends out mons with items and orders
Pwnemon gives orders
I Ref
 
Last edited:

Stratos

Banned deucer.
Sableye @ Everstone

Pyroak @ Shell Bell

en garde, gerard! I look forward to a battle that stretches me to the edge of my wits, and I know you can deliver!
 

....................A challenger has arrived! And it's no other than the grass gym leader himself, another doubles expert and great battler all around. I'm actually exited such a challenger has come to try luck in my little piece of heaven, the moon is high up on the sky and it's light comes pouring down on the battlefield, neither could have asked for a better atmosphere for this encounter, at least in my humble opinion, but enough with me rambling about the weather as if we were on a date, we're here to fight, you for the right to brag about being the first person to beat this gym, me for the right to shut you down as I intend to deliver the fight you deserve. Your pokemon are a dangerous pair together, one is a dangerous tank, the other probably the best mons in doubles, well that is if you don't count on my team. I think only one pokemon could be better than your Nelson, and that is my beautiful sorceress, Katherine to which I bestow this beautiful gem to complement her wardrobe, her very own Gardevoirite. Meanwhile there's only one answer to a tank like Pyroar, and that is a tank of my own, so let's go Yue, your old Charcoal is so last gen, this new season requires new items, so here's a Weakness Policy for you to use. Now this is gonna be a tough battle, so make sure you keep Sableye at bay and we should be fine (or at least survive to next round), but yeah, this is gonna be a rough battle.

Gardevoirite & Weakness Policy
Katherine: [Trace Prankster] [Megavolve] Hyper Voice ~ Moonblast (Nelson) ~ Hyper Voice
* If Nelson uses Pain Split & neither of you is Taunted then use Taunt (Nelson) and push actions
* If Nelson uses Taunt & neither of you is Taunted then use Taunt (Nelson) and push actions
* If Nelson uses Metal Burst then use Psychic (Ambrose) and push actions


Yue: Heat Wave ~ Fire Blast (Ambrose) ~ Heat Wave
* If Pwnemon's team is under the effect of Light Screen then use Brick Break (Ambrose) and push actions
* If Ambrose uses Water Sport then use Encore (Ambrose), once, and push actions
* If Nelson uses Metal Burst then use Fire Blast (Ambrose) and push actions
 
DQ, tomorrow it's gonna be a month since I posted action.
Pwnemon, you were warned, you have one last chance if you manage to post before Frosty.
 

Stratos

Banned deucer.
I earned this one, gonna go challenge some easier gyms and come back when you dont have darmz im more prepared
 

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