Gym A Poisonous Pikachu! Can Jesseus Win?

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#1
I'm going to challenge Engineer, if he'll have me.
Okay.

3v3 Singles (B3P3 for Challenger, B8P3 for Leader)
DQ: 72 Hours
Switch: OK
Items: ON
Abilities: ONE
Substitutions: TWO
Infinite Recovers / chills
Turn Order: Coinflip
Welcome one and all to The Wasteland, the toxic arena where Engineer Pikachu and his Poison types rule supreme! His foolish brave challenger? The one and only Lord Jesseus! What he's lord over I don't really know, but that title must mean something, right? Let's have a look at the battlefield.

Arena: The Wasteland
Field Type: Poison
Complexity: Moderate
Format: All Formats

Restrictions: All moves are allowed.

Description:
In the abandoned wasteland, the sludge has also turned gaseous over the long period of time, resulting in a cloud of poisonous haze that floats over the sludge. This haze corrodes Steel-types after three actions and deals 1 DPA to all non-Poison Pokemon. In addition, this also counts as a "poisoned" status, but can stack with the likes of PoisonPowder, Toxic, or Toxic Spikes. Pokemon can dive in and out of the sludge, but this has a 30% chance to badly poison non-Poison users. The nature of the sludge, however, prevents non-Poison Pokemon from digging as well as they normally would; its base power is reduced to six (6) and the user will have a 30% chance to become badly poisoned due to the toxic sludge. Moreover, because Poison-type Pokemon are used to and are comfortable with the sludge conditions, Poison-typed Pokemon regain an addition six (6) HP and six (6) Energy each time they chill.

Lastly, the outdoors exposure in the wasteland has also affected the way weather affects the arena. When Rain Dance or Drizzle comes into effect, a field effect called "Acid Rain" is summoned instead of rain. This provides all the same benefits and detriments of regular rain, but it also deals an additional 1 DPA to non-Poison typed Pokemon. When Hail or Snow Warning comes into effect, a field effect called "Poisonous Sleet" is summoned instead of hail. Again, the field effect is identical to that of Hail, but it deals an additional 1 DPA to non-Poison typed Pokemon. Ice-typed Pokemon do not take the 2 DPA from hail but do take the 1 DPA from the poison. When Sandstorm or Sand Stream comes into effect, creating "Toxic Sands," the swirling makes the sludge choppier, reducing the Speed of all non-Poison Pokemon by 30%; in addition, the speed boost from Sand Rush is nullified. Moreover, all Pokemon who breathe will have a 50% chance at the end of each round to become badly poisoned from inhaling the toxic sand particles. Due to the rather translucent cloud of poisonous gas, Sunny Day or Drought will instead create a field effect called "Hazy Sunlight." Hazy Sunlight will alter the BAP changes of Fire and Water moves to +2 and -1, respectively.

Summary: Poisonous Haze that deals 1 DPA and corrodes Steel-types, Dig and Dive changes, chill benefits for Poison Pokemon, weather effects.
Yeesh, this place is nasty. Do I even want to know what happened here? Probably not. The competitors have sent in their teams, and here's our Gym Leader's team of putrid Poison types!

Team Engineer Pikachu:

Muk (Yaku) (M)
Nature: Quiet (Sp.A increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)

Type: 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.

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Stats: 105 / 105 / 75 / 65 / 100 / 50

HP: 110
Atk: **** (4)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe-: 43 (50 / 1.15)

Size Class: 3
Weight Class: 3
Base Rank Total: 20

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Poison Gas
Pound
Harden
Mud-Slap
Disable
Sludge
Minimize
Screech
Mud Bomb
Fling
Sludge Bomb
Acid Armor
Sludge Wave
Gunk Shot
Memento

Acid Spray (#)
Imprison
Shadow Sneak (#)
Shadow Punch
Stockpile (#)

DynamicPunch
Endure
Pain Split

Toxic
Venom Shock (#)
Taunt
Protect
Rain Dance
Thunderbolt (#)
Thunder
Return
Dig
Shadow Ball
Brick Break
Double Team
Flamethrower
Fire Blast (#)
Torment
Focus Blast
Incinerate
Explosion
Payback
Rock Slide
Substitute

Zap Cannon
Giga Drain
Bide

Move Count: 47

Gengar* (Youma) (M)
Nature: Hasty (+15% Speed, +18.54% Acc, Defense decreased by *)

Type: Ghost / Poison
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 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.

Ability:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: 60 / 65 / 60 / 130 / 75 / 110

HP: 90
Atk: *** (3)
Def-: * (1)
SpA: ***** (5)
SpD: *** (3)
Spe+: 127 (110 * 1.15)

Size Class: 3
Weight Class: 3
Base Rank Total: 19

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: Not Applicable.

Attacks:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Payback
Shadow Ball
Dream Eater
Dark Pulse
Destiny Bond
Hex
Nightmare

Astonish
Clear Smog
Disable (#)
Explosion (#)
Fire Punch
Grudge
Haze
Ice Punch (#)
Perish Song
Psywave
Scary Face
ThunderPunch

Body Slam
Counter
DynamicPunch
Endure
Focus Punch
Knock Off
Icy Wind
Magic Coat
Metronome
Pain Split
Seismic Toss
Spite
Snore
Trick
Uproar

Toxic
Venom Shock
Hidden Power [Ground 7]
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt (#)
Thunder
Return
Psychic
Brick Break
Double Team
Sludge Bomb (#)
Torment
Facade
Rest
Attract
Thief
Focus Blast
Energy Ball
Will-O-Wisp (#)
Psych Up
Poison Jab
Swagger
Substitute
Trick Room
Rock Smash

Headbutt
Zap Cannon
Giga Drain
Mega Drain
Sleep Talk
Bide
Skill Swap
Snatch

Move Count: 81

Venusaur (Tanka) (F)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion

Type: Grass / Poison
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

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.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (LOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 80 / 82 / 83 / 100 / 100 / 80

HP: 100
Atk: *** (3)
Def: *** (3)
SpA+: ***** (5)
SpD: **** (4)
Spe-: 69 (80 / 1.15)

Size Class: 4
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 9 / 9
Move Counter: 2
Dream Counter: 5 / 5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Double-Edge
Worry Seed
Petal Dance
Synthesis
Seed Bomb
SolarBeam

Endure
Giga Drain (#)
Ingrain
Leaf Storm
Light Screen (#)
Power Whip (#)
Skull Bash

Frenzy Plant
Knock Off
Outrage

AncientPower

Roar
Toxic (#)
Venom Shock (#)
Protect
Safeguard
Frustration
Earthquake
Return
Double Team
Sludge Bomb
Energy Ball
Flash
Bulldoze
Grass Knot
Substitute (#)

Reflect
Bide
Fury Cutter

Move Count: 43

Drapion (Sasori) (F)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)

Type: Dark / Poison
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.

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.

Abilities:
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Keen Eye (Unlocked): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

Stats: 70 / 90 / 110 / 60 / 75 / 95

HP: 100
Atk+: **** (4)
Def: **** (4)
SpA-: * (1)
SpD: *** (3)
Spe: 95

Size Class: 3
Weight Class: 4
Base Rank Total: 18

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face
Crunch
Cross Poison
Bug Bite
Thunder Fang
Ice Fang
Fire Fang
Poison Fang
Venom Shock
Toxic Spikes
Hone Claws

Confuse Ray (#)
Whirlwind (#)
Agility (#)
Faint Attack
Iron Tail
Pursuit

Aqua Tail
Fury Cutter

Swords Dance (#)
Substitute (#)
Taunt (#)
Earthquake
Rock Slide
Double Team
Protect
Dig
Brick Break
Aerial Ace
Torment
Endure
Sleep Talk
Rest
Roar
Return
Frustration
Rock Tomb
False Swipe
Struggle Bug
Bulldoze
Rain Dance

Move Count: 47

Toxicroak (Kailu) (M)
Nature: Lonely (Attack increased by *, Defense decreased by *)

Type: Poison / Fighting
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.

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Dry Skin: (Innate) 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.
Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Stats: 83 / 106 / 65 / 86 / 65 / 85

HP: 100
Atk+: ***** (5)
Def-: ** (2)
SpA: *** (3)
SpD: *** (3)
Spe: 85

Size Class: 3
Weight Class: 3
Base Rank Total: 19

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Astonish
Mud-Slap
Poison Sting
Taunt
Pursuit
Faint Attack
Revenge
Swagger
Mud Bomb
Sucker Punch
Nasty Plot
Poison Jab
Sludge Bomb
Flatter

Bullet Punch
Cross Chop (#)
Counter (#)
Drain Punch
DynamicPunch
Fake Out (#)
Feint
Me First

Bounce
Knock Off
Helping Hand
Ice Punch
Icy Wind
Low Kick
Magic Coat
Super Fang

Toxic
Venom Shock (#)
Taunt
Protect
Rain Dance (#)
Earthquake
Dig
Shadow Ball
Brick Break
Double Team
Sludge Wave
Torment
Low Sweep
Payback
Stone Edge
Bulldoze
Rock Slide (#)
X-Scissor
Substitute

Endure

Move Count: 50

Crobat
(Kozu) (F)
Nature: Naive (+15% Speed, +25.86% Acc, Special Defense decreased by *)

Type: Poison / Flying
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.

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:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats: 85 / 90 / 80 / 70 / 80 / 130

HP: 100
Atk: *** (3)
Def: *** (3)
SpA: *** (3)
SpD-: ** (2)
Spe+: 150 (130 * 1.15)

Size Class: 4
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Screech
Cross Poison
Air Slash
Haze
Acrobatics

Brave Bird (#)
Hypnosis (#)
Nasty Plot (#)
Giga Drain
Quick Attack
Zen Headbutt
Whirlwind

Heat Wave
Sky Attack
Super Fang
Sleep Talk

Toxic (#)
Taunt (#)
Substitute (#)
Venom Shock
Fly
Double Team
Bide
Protect
Roost
Endure
Torment
Snatch
Detect
Shadow Ball
Hyper Beam
Rest
U-Turn
Dark Pulse

Move Count: 41

Tentacruel (Kurage) (M)
Nature: Modest (SpA increased by *, Atk decreased by *)

Type: Water / Poison
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats: 80 / 70 / 65 / 80 / 120 / 100

HP: 100
Atk-: ** (2)
Def: *** (3)
SpA+: **** (4)
SpD: ***** (5)
Spe: 100

Size Class: 3
Weight Class: 3
Base Rank Total: 21

Evolution Counter: 6 / 6
Move Counter: 7
Dream Counter: 5 / 5

Attacks:
Poison Sting
Acid
Supersonic
Wrap
Water Gun
Constrict
Toxic Spikes
BubbleBeam
Hex
Hydro Pump
Wring Out
Sludge Wave
Acid Spray
Barrier
Screech
Water Pulse
Poison Jab

Aqua Ring (#)
Confuse Ray (#)
Mirror Coat (#)
Muddy Water
Rapid Spin

Endure
Icy Wind
Knock Off
Role Play

Toxic
Venom Shock
Ice Beam (#)
Blizzard
Protect
Hyper Beam
Frustration
Rain Dance
Safeguard
Return
Double Team
Sludge Bomb
Rest
Scald (#)
Payback
Poison Jab
Substitute (#)
Surf
Dive

Mimic
Giga Drain
Reflect
Bide
Brine
Sleep Talk
Whirlpool

Move Count: 52

Fidgit (Shokoli) (F)
Nature: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)

Abilities:
Persistent:
(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: (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 (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats: 95 / 76 / 109 / 90 / 80 / 105

HP: 100
Atk: *** (3)
Def: **** (4)
SpA+: **** (4)
SpD: *** (3)
Spe-: 91 (105 / 1.15)

Size Class: 2
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 6 / 6
Move Counter: 3
Dream Counter: 5 / 5

Attacks:
Gust
Tailwind
Comet Punch
Helping Hand
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Magic Room
Wonder Room
Circle Throw
Clear Smog
Wide Guard
Razor Wind
Body Slam
Sludge Bomb
Toxic Spikes
Gravity
Heal Block
Me First
Air Slash
Lucky Chant
Earth Power

Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Spikes
Stealth Rock (#)
Wish (#)

Block
Swift
Twister

Toxic
Venom Shock
Sunny Day
Taunt (#)
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Smack Down
Earthquake
Frustration
Dig
Shadow Ball (#)
Return
Double Team
Reflect (#)
Sludge Wave
Torment
Rest
Low Sweep
Acrobatics
Stone Edge
Struggle Bug
Rock Slide
U-turn
Substitute

Sleep Talk
Endure

Move Count: 71


Holy balls that is fearsome. How much UC has been invested into these monsters? And Jesseus is countering with...

Team Lord Jesseus:

Alakazam(*) [Tau] (Male)
Nature: Timid (+Spe, -Atk)

Type:
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.
Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+)
Acc: +22%
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: 1
DC: 5 /5

Abilities:
Synchronise: (Innate) 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.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Magic Guard (DW): (Innate) 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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks:
Teleport(*)
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Telekinesis
Role Play
Trick

Encore(*)
Light Screen(*)
Knock Off(*)
Guard Split
Skill Swap

Psychic(*)
Shadow Ball(*)
Charge Beam(*)
Calm Mind
Counter
Energy Ball
Focus Blast
Zap Cannon
Hidden Power (Fire 7)
Skill Swap
Gravity
Taunt
Magic Coat
Torment
Shockwave
Endure
Psyshock
Substitute
Signal Beam


Krillowatt [Delta]
Nature: Naive (+Spe, -SpD)

Type:
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.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (+)
Acc: +17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) 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 Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump
Muddy Water
Zap Cannon
Copycat
Discharge

Counter
Mirror Coat
Signal Beam
Me First
Shock Wave
Follow Me

Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall
Low Kick
Blizzard
Rain Dance
Volt Switch
Dive
Substitute
Payback
Torment
Safeguard
Ice Beam


Marowak [Rho a.k.a Boner] (Male)
Nature: Brave (+Atk, -Spe)

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:

HP: 90
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 39 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 6/6
MC: 4
DC: 5/5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. 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.
Battle Armour (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Double Edge
Endeavour
Bone Rush

Belly Drum
Detect
Skull Bash
Endure
Perish Song

Smack Down
Aerial Ace
Fire Blast
Stone Edge
Earthquake
Brick Break
Swords Dance
Rest
Sleep Talk
Dig
ThunderPunch
Fire Punch
Ice Beam
Focus Punch
DynamicPunch
Substitute
Bulldoze
Outrage
Stealth Rock
Giga Impact


Interesting choices. Now for the coinflip to decide who orders first. If heads, it's our Gym Leader, Engineer Pikachu. If tails, Lord Jesseus orders first.



Jesseus orders first! So then, our structure is as follows:

Engineer Pikachu chooses his first Pokémon and attaches his item.
Lord Jesseus chooses his mon, attaches an item and orders.
Engineer Pikachu orders.
I referee badly.
 
#3
That is really just a fuckton of moves isn't it?
Let's go Alakazam! With Life Orb and Magic Guard
Taunt~Psychic~Psyshock
If Taunt is used by Fidgit while not already Taunted, use Magic Coat instead
The first time Double Team is used while Fidgit is not Taunted, use Miracle Eye and push actions back.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#4
Alright Shokoli, this is definitely not the right fight for you. You're going to have to take a beating, but it's nothing we can't handle!

U-turn - Icy Wind - Encore
 
#5
Team Engineer Pikachu:

Shokoli@Soft Sand (Prankster)
HP: 100
Energy: 100
Speed: 91
Stats: 0
Status: Fine
Actions: U-turn - Icy Wind - Encore

Team Lord Jesseus:

Tau@Life Orb (Magic Guard)
HP: 90
Energy: 100
Speed: 138
Stats: 0
Status: Fine
Actions: Taunt~Psychic~Psyshock
If Taunt is used by Fidgit while not already Taunted, use Magic Coat instead
The first time Double Team is used while Fidgit is not Taunted, use Miracle Eye and push actions back.

So yeah, stuff happens. Fidgit uses U-turn to dispel Taunt and get back to its ball safely, and it turns out Alakazam hits like a fucking nuke. My God, it's insane. Fo'shizzle.

Calcs:
Alakazam was inflicted with the special poison!
Alakazam used Taunt! (10 energy, Fidgit Taunted 6a)
Fidgit used U-Turn! (crit roll: 8531 - no) (12.75 damage, 5 energy, Fidgit phazed)
Alakazam used Psychic! (crit roll: 6081 - no, drop roll: 3750 - no) (28.50 damage, 6 energy)
LIFE ORB (2)
Fidgit used Icy Wind! (hit roll: 4824 - yes, crit roll: 6217 - no) (7.50 damage, 5 energy, Alakazam -1 Spd)
Fidgit used Encore! (10 energy, Alakazam Encored 2a)
Alakazam used Psychic! (crit roll: 2596 - no, drop roll: 4545 - no) (28.50 damage, 6 energy)
LIFE ORB (2)
Fidgit returned to its Pokéball!


Team Engineer Pikachu:

Shokoli@Soft Sand (Prankster)
HP: 43
Energy: 80
Speed: 91
Stats: 0
Status: Fine

Team Lord Jesseus:

Tau@Life Orb (Magic Guard)
HP: 66
Energy: 78
Speed: 138 (79)
Stats: -1 Spd (1r)
Status: "Poisoned" (1 DPA), Encored 1a

Engineer, choose your replacement mon, item, and order.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#6
1. Magic Guard doesn't negate LO recoil in ASB.
2. -1 Spe equates to 138 / 1.75 = roughly 79 Spe, dunno how you got 90.
3. I think I'm fighting SoS and not deadfox ?_?

With that in mind, let's take advantage of that Encore! Sasori, let's make up the damage Shokoli took!


Sasori (F) @ Razor Fang
Ability: Sniper

Crunch - Crunch - Faint Attack
IF (Evasive Teleport is used A2) THEN (Pursuit instead)
IF (Counter is used on A2) THEN (Use Mega Crunch instead)
 
#7
3. I think I'm fighting SoS and not deadfox ?_?
I don't think SoS is allowed to both battle and ref. :p

Anyway...
That was a clever strategy, I'm somewhat impressed...

I think I'll withhold orders until the nitpicks are fixed though
 
#8
Oh wow, I am actually retarded. I used in-game speed modifiers rather than ASB and genuinely forgot MG doesn't negate LO here. And deadfox=/=Jesseus. Jesus Christ SoS.
 
#12
Team Engineer Pikachu:

Shokoli@Soft Sand (Prankster)
HP: 43
Energy: 80
Speed: 91
Stats: 0
Status: Fine


Sasori@Razor Fang (Sniper)
HP: 100
Energy: 100
Speed: 95
Stats: 0
Status: Fine
Actions:
Crunch - Crunch - Faint Attack
IF (Evasive Teleport is used A2) THEN (Pursuit instead)
IF (Counter is used on A2) THEN (Use Mega Crunch instead)

Team Lord Jesseus:

Tau@Life Orb (Magic Guard)
HP: 66
Energy: 78
Speed: 138 (79)
Stats: -1 Spd (1r)
Status: "Poisoned" (1 DPA), Encored 1a
Actions: Psychic ~ Recover ~ Recover

Gym leader Engineer switches out his whirling dervish to his fearsome Ogre Scorp, Sasori! He proceeds to abuse his psychic immunity and tear Tau a new one as he resorts to continuous, energy-exhaustive healing. But what will he do now?

Calcs:
Drapion used Crunch! (crit roll: 8021 - no, drop roll: 8588 - no) (25.5 damage, 5 energy)
Alakazam used Psychic! (no effect, 6 energy)
Drapion used Crunch! (crit roll: 6355 - no, drop roll: 6273 - no) (25.5 damage, 9 energy)
Alakazam used Recover! (20 HP, 12 energy)
Drapion used Faint Attack! (crit roll: 4282 - no) (18 damage, 4 energy)
Alakazam used Recover! (20 HP, 16 energy)


Team Engineer Pikachu:

Shokoli@Soft Sand (Prankster)
HP: 43
Energy: 80
Speed: 91
Stats: 0
Status: Fine


Sasori@Razor Fang (Sniper)
HP: 100
Energy: 82
Speed: 95
Stats: 0
Status: Fine

Team Lord Jesseus:

Tau@Life Orb (Magic Guard)
HP: 37
Energy: 44
Speed: 138
Stats: 0
Status: "Poisoned" (1 DPA)

Jesseus!
 
#15
Earthquake~Hydro Pump~Earthquake
If Earthquake is used by Drapion and you are not Taunted, use Imprison (Earthquake, Torment, Substitute, Hone Claws)
If Taunt is used: Dive
 
#20
I wouldn't have ordered any differently with that in mind. The only reason I'd change them is the hindsight afforded by seeing Engineer post, so I'll keep them the same in the interest of fairness.
 
#22
Jesseus, your Trace description is outdated. Also I forgot that this is a one ability match, so Krilowatt can only Trace Sniper.

... And Imprison can only lock three moves, please choose one to remove. As it doesn't affect the rest of the round, the reffing will proceed anyway. You just need to pick one of the above four to get rid of before we continue.

Team Engineer Pikachu:

Shokoli@Soft Sand (Prankster)
HP: 43
Energy: 80
Speed: 91
Stats: 0
Status: Fine


Sasori@Razor Fang (Sniper)
HP: 100
Energy: 82
Speed: 95
Stats: 0
Status: Fine
Actions: Bulldoze - Dig - Earthquake

Team Lord Jesseus:

Tau@Life Orb (Magic Guard)
HP: 37
Energy: 44
Speed: 138
Stats: 0
Status: "Poisoned" (1 DPA)


Delta@Expert Belt (Magic Guard)
HP: 125
Energy: 100
Speed: 121
Stats: 0
Status: Fine
Actions: Earthquake~Hydro Pump~Earthquake
If Earthquake is used by Drapion and you are not Taunted, use Imprison (Earthquake, Torment, Substitute, Hone Claws)
If Taunt is used: Dive

Calcs:
Krilowatt was "poisoned"!
Krilowatt Traced Drapion's Sniper! (6 en)
Krilowatt used Earthquake! (crit roll: 786 - no) (15.75 damage, 7 energy)
Drapion used Bulldoze! (crit roll: 4388 - no) (11.25 damage, 5 energy, Krilowatt -1 Spd)
Drapion dug underground! (10 energy)
Krilowatt used Hydro Pump! (miss, 7 energy)
Drapion used Dig! (crit roll: 9941 - no) (14.25 damage)
Drapion used Earthquake! (crit roll: 5393 - no) (17.25 damage, 7 energy)
Krilowatt used Imprison! (Earthquake, Substitute, Torment Imprisoned 6a, 8 energy)


Team Engineer Pikachu:

Shokoli@Soft Sand (Prankster)
HP: 43
Energy: 80
Speed: 91
Stats: 0
Status: Fine


Sasori@Razor Fang (Sniper)
HP: 84
Energy: 60
Speed: 95
Stats: 0
Status: Earthquake, Substitute, Torment Imprisoned 5a

Team Lord Jesseus:

Tau@Life Orb (Magic Guard)
HP: 37
Energy: 44
Speed: 138
Stats: 0
Status: "Poisoned" (1 DPA)


Delta@Expert Belt (Magic Guard)
HP: 82
Energy: 78
Speed: 121
Stats: -1 Spd
Status: "Poisoned" (1 DPA)

Jesseus picks his Imprison moves and Engi orders.
 
#23
Wait stop, I also forgot that it was one ability, I don't even want to use Trace; I only traced an ability because you told me to. I'd much rather use Magic Guard.
I'd like this changed please, it should be a simple matter of removing the risidual damage.
And why does it say "moves currently undecided, 8 energy"?
 
#24
Because as I said above, Imprison can only choose three moves, and you specified four. Get rid of one.

... And it appears I've calced the round incorrectly, accidentally giving crits to certain attacks. I am proving to be an extremely incompetent ref. Magic Guard fixed, since it's really my fault for not saying "choose your ability".
 
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