Completed Arcanite and Gerard fight in the Training Dojo!

#1
Rules:
6Vs6 Doubles Training Battle
2 Substitutions
2 Recoveries/5 Chills Per Pokemon
2 Day DQ
Training items only
Arena: Training Dojo

Wise Sages Built this Dojo in order to allow trainers to train their pokemon on a level playing field. A variety of effects allow weaker Pokemon to overcome stronger Pokemon in battle.
There are no move restrictions.
At the end of each round:

  • Each NFE that can evolve twice heals HP equal to its Base Rank Total/2
  • Each NFE that evolves once heals HP equal to its Base Rank Total/3 (Rounded up)
  • Each single stage pokemon (E.G. Chatot, Miltank etc.) that has not filled it's DC heals HP equal to its Base Rank Total/4 (Rounded up)
  • Exceptions to this rule are tynamo, who heals 15HP at the end of each round.
  • Each Pokemon takes 'x' damage where x is the number of moves over 25.
Gonna assume all abilities.

Arcanite:
Arcanite said:

Starmie (*) Fuma Shuriken

Musical Theme: Eureka, The Fobidden Land

Nature:
Modest
: +1 SpA, -1 Atk

Type:

  • 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:

  • Illuminate: (Toggle) at any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
  • 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 (DW): (Passive) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 4
Original Base Rank Total: 19


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

Attacks: (23)
Bide
Brine
Camouflage
Cosmic Power
Dive
Harden
Hydro Pump
Ice Beam
Light Screen
Power Gem
Psychic
Psyshock
Rapid Spin
Recover
Reflect
Scald
Substitute
Swift
Tackle
Thunder
Thunder Wave
Thunderbolt
Water Gun


Cinccino (M) Moogle


Musical Theme: Critter Tripper Fritter!?

Nature:
Naive:
+15% Speed, +20% Accuracy, -1 SpD)

Type:

  • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:

  • Cute Charm: (Passive) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
  • Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
  • Skill Link: (DW) (Passive) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 133 (115*1.15, Rounded up)
Accuracy Boost = 20% (133*133/870, Rounded down)
Size Class: 1
Weight Class: 1
Original Base Rank Total: 17


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

Attacks: (20)
Aqua Tail
Bullet Seed
Doubleslap
Encore
Fake Tears
Flail
Growl
Gunk Shot
Helping Hand
Hyper Voice
Iron Tail
Knock Off
Mud Slap
Pound
Rock Blast
Seed Bomb
Sing
Sleep Talk
Swift
Tail Slap
Thief
Tickle
Wake Up Slap

Tyranitar (M) Titan


Nature:
Adamant:
+1 Atk, -1 Sp Attack

Type:

  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
  • 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.
Abilities:

  • Sand Stream: (Trigger) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
  • Unnerve: (DW) (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 61
Size Class: 4
Weight Class: 6
Base Rank Total: 23


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

Attacks: (20)
Assurance
Bite
Bulldoze
Chip Away
Crunch
Dig
Dragon Dance
Earthquake
Fire Fang
Ice Fang
Leer
Outrage
Rock Polish
Rock Slide
Sandstom
Scary Face
Screech
Stone Edge
Thrash
Thunder Fang

Grotle (M) Land Turtle

Musical Theme:
Final Fantasy 3 - Boss Theme

Nature:

Brave:
(+1 Atk, -15% Speed, -10% Evasion)

Type:

  • Grass: 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.
Abilities:

  • Overgrow: (Passive) 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)
  • Shell Armour (DW): (Passive) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 31 (-) (36/1.15, truncated)
Size Class: 2
Weight Class: 4
Base Rank Total: 16


EC: 8/9
MC: 4
DC: 5/5

Attacks: (17)
Absorb
Bite
Crunch
Curse
Earth Power
Energy Ball
Giga Drain
Growth
Leaf Storm
Mega Drain
Natural Gift
Protect
Razor Leaf
Superpower
Swords Dance
Tackle
Withdraw

Behemoth (M) Nidoking

Musical Theme:
Final Fantasy IV - Battle Theme

Nature:

Rash:
+1 SpA, -1 SpD

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

  • Poison Point: (Toggle) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
  • Rivalry: (Passive) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
  • Sheer Force (DW): (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.
Stats:
Nidoking
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18


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

Attacks: (25)
Chip Away
Dig
Disable
Double Kick
Drill Run
Earth Power
Endure
Focus Energy
Flamethrower
Fury Attack
Head Smash
Helping Hand
Horn Attack
Ice Beam
Leer

Megahorn
Natural Gift
Peck
Poison Jab
Poison Sting
Protect
Tackle
Thrash
Thunderbolt
Toxic Spikes

Infernape (M) Zidane Tribal

Musical Theme:
Zidane's Theme

Nature:

Naughty:
(+1 Atk, -1 SpD)

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.
  • Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:

  • Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
  • Iron Fist (DW): (Passive) 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)
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21


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

Attacks: (23)
Acrobatics
Blast Burn
Close Combat
Dig
Ember
Encore
Feint
Fire Punch
Flame Wheel
Flamethrower
Flare Blitz
Focus Punch
Fury Swipes
Leer
Mach Punch
Nasty Plot
Natural Gift
Protect
Scratch
Slack Off
Taunt
ThunderPunch
Torment
Gerard:
Gerard said:
Wisselberry (Necturine) {}

Nature: Impish (+1 Def, -1 SpA)
Type: Grass / Ghost

  • Grass: 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.
  • 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:
  • Anticipation: (Passive)
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
  • Telepathy: (Passive)
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.


Stats:

HP: 90
Atk: 2
Def: 3 (+)
SpA: 1 (-)
SpD: 3
Spe: 51
SC: 1
WC: 1
BST: 13



EC: 1 / 6
MC: 0
DC: 1 / 5


Attacks: 13

Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex

Soak
Ingrain
Gravity
Leaf Blade
Leaf Storm
Giga Drain

Psychic
Double Team
Payback
Frustration
Torment

Monet (Karrablast) {}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Bug

  • 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).

Abilities:
  • Swarm: (Passive)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
  • Shed Skin: (Passive)
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.
  • 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.


Stats:

HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)
SC: 1
WC: 1
BST: 13



EC: 3 / 6
MC: 0
DC: 2 / 5


Attacks: 20 / 53

Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe
X-Scissor
Double Edge
Flail
Scary Face
Swords Dance
Bug Buzz

Counter
Pursuit
Megahorn
Screech
Faint Attack

Façade
Frustration
Aerial Ace
Poison Jab
Rain Dance

Hecate (Argalis) {}

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:
  • Shed Skin: (Passive)
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.
  • Compoundeyes: (Passive)
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
  • 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: 90
Atk: 3
Def: 3
SpA: 4 (+)
SpD: 2
Spe: 46 (-)
SC: 3
WC: 7
BST: 15



EC: 5 / 9
MC: 5
DC: 2 / 5


Attacks: 23

Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Struggle Bug
Will-O-Wisp
AncientPower
Zen Headbutt
Light Screen
Reflect
Ominous Wind
Wish

Hydro Pump
Counter
Bug Buzz
Close Combat
Disable

X-Scissor
Will-o-Wisp
Psychic
Shadow Ball
Hidden Power Ground (7)

Mandala (Exeggcute) {}
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Grass / Psychic

  • Grass: 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.
  • 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:
  • Chlorophyll (Passive)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
  • Harvest: (Passive)
At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.​


Stats:

HP: 90
Atk: 2
Def: 3
SpA: 2
SpD: 3 (+)
Spe: 34 (-)
SC: 1
WC: 2
BST: 13



EC: 1/ 6
MC: 0
DC: 1 / 5


Attacks: 13

Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
Worry Seed
Extrasensory
SolarBeam
Psychic

Synthesis
Moonlight
Ingrain
AncientPower
Lucky Chant

Reflect
Sunny Day
Light Screen
Sludge Bomb
Hidden Power Fire (7)

Eden (Delcatty) {}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Normal

  • Normal: Normal STAB; Adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
  • Cute Charm: (Passive)
This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
  • Normalize: (Toggle)
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-inducing and other properties. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power. When toggled, there is no effect.
  • Wonder Skin: (Passive)
The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.


Stats:

HP: 100
Atk: 4 (+)
Def: 3
SpA: 2
SpD: 2
Spe: 60 (-)
SC: 1
WC: 2
BST: 16



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


Attacks: 22

Fake Out
Growl
Tail Whip
Tackle
Foresight
Attract
Sing
Copycat
DoubleSlap
Assist
Charm
Faint Attack
Double Edge
Heal Bell

Sucker Punch
Wish
Zen Headbutt
Simple Beam
Baton Pass
Endure

Facade
Solarbeam
Payback
Giga Impact
Double Team
Protect

Columbia (Krillowatt) {}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Water

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

Abilities:
  • 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 Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.
  • Shell Armor: (Passive)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Stats:

HP: 125
Atk: 2 (-1)
Def: 3
SpA: 3
SpD: 3
Spe: 120 (+)
SC: 4
WC: 6
BST: 22



EC: 9 / 9
MC: 3
DC: 5 / 5


Attacks: 13

Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Thundershock
Confuse Ray
Aqua Jet
Mirror Coat
Counter
Imprison
Hydro Pump
Thunder
Volt Switch
Discharge
Muddy Water

Follow Me
Me First
Sheer Cold
Earth Power
Metronome
Mind Reader

Blizzard
Scald
Thunder Wave
Ice Beam
Dive
Double Team

Arcanite sends out two Pokemon and equips items.
Gerard sends out two Pokemon, equips items, and orders.
Arcanite orders.
I ref.
 
#2

'Behemoth, Fuma Shuriken, time to battle! Both of you can take an EXP Share! Let's see if the Monks have built an effective Dojo, or whether they'll need to make some balance changes....'

'Smaaaaaash!' 'Spinning! Wheeeee!'


'Oh no, not again....'
 
#3


Oh, this is what I get thanks to all my FE having far more than 25 moves... Ok Columbia and Hecate will be the first two to take on the battlefield, well, at least sheer force won't bother us for this round


Columbia: Hydro Pump (Behemoth) ~ Muddy Water ~ Hydro Pump (Behemoth)
* If Behemoth targets you with Earth Power then use Mirror Coat and push actions
* If Fuma targets you with Thunder Wave & She doesn't targets you with it afterwards then use Detect and push actions


Hecate [Exp. Share]: Psychic (Behemoth) ~ Hydro Pump (Behemoth) ~ Psychic (Behemoth)
* If Behemoth targets you with Flamethower more than once then replace the action immediately after the first attack to Disable (Behemoth's Flamethrower) and push actions
* If Behemoth (Succesfully) uses a Protective or Evasive move then use Bug Buzz (Fuma) and push actions

 
#4

'Seems they don't like you Behemoth! and even when I forgot to tell you to enable sheer force...'
'Fuma, begin with a Light Screen, and follow up with a Water Gun on Argalis to drench him! Then hit her with a thunderbolt!'
'Behemoth, begin with a Flamethrower on Argalis, and then show her your Megahorn. Finish off by taking Fuma's lead an hit her with a thunderbolt!


Fuma: Light Screen > Water Gun (Argalis) > Thunderbolt (Argalis)
Behemoth: Flamethrower (Argalis) > Megahorn (Argalis) > Thunderbolt (Argalis)
 
#5

Behemoth|Fuma Shuriken
HP: 100|90
Energy: 100|100
Item: Exp. Share|Exp. Share
Abilities: Poison Point, Rivalry, Sheer Force (disabled)|Illuminate (disabled(?)), Natural Cure, Analytic
Atk: 3|2
Def: 3|3
SpA: 4|5
SpD: 2|3
Spe: 85|115
Other: none|none

Gerard:

Columbia|Hectate
HP: 125|90
Energy: 100|100
Item: none|Exp. Share
Abilities: Trace, Magic Guard, Shell Armor|Shed Skin, Compoundeyes
Atk: 2|3
Def: 3|3
SpA: 3|4
SpD: 3|2
Spe: 121|46
Other: +17% Accuracy|-10% Evasion


This is gonna be a long one, folks! Columbia starts it off with a powerful stream of water shot at Behemoth. Fuma Shuriken takes it upon itself to set up defenses, and puts up a wall of magical energy. Behemoth targets Hectate with a burst of flames; Hectate fights right back by using his psychic powers to toss Behemoth around a bit, but the attack is softened by the magical wall. Columbia continues in his watery assault by spewing dirty water from his mouth all over Fuma Shuriken and Behemoth. Fuma Shuriken now takes the offensive like everyone else by squirting Hectate with some water... nothing impressive, oddly. Behemoth prepares himself, and then charges at Hectate and hits him very hard with his horn. Hectate, like his partner, shoots some water at Behemoth very powerfully. Columbia then uses the same watery attack, hurting Behemoth so much that he is nearly collapsing. Behemoth and Fuma Shuriken then attack Hectate with a bolt of lightning, which is just a bit too much for the little bug, and he falls over, knocked out.


Arcanite:

Behemoth|Fuma Shuriken
HP: 19|85
Energy: 79|83
Item: Exp. Share|Exp. Share
Abilities: Poison Point, Rivalry, Sheer Force (disabled)|Illuminate (disabled(?)), Natural Cure, Analytic
Atk: 3|2
Def: 3|3
SpA: 4|5
SpD: 2|3
Spe: 85|115
Other: -1 Acc|Light Screen (3 actions)

Gerard:

Columbia|Hectate
HP: 121|KO
Energy: 80|KO
Item: none|Exp. Share
Abilities: Trace, Magic Guard, Shell Armor|Shed Skin, Compoundeyes
Atk: 2|3
Def: 3|3
SpA: 3|4
SpD: 3|2
Spe: 121|46
Other: +17% Accuracy|-10% Evasion

Action 1:
Columbia: Hydro Pump (Behemoth): (12+3+1.5) x 1.5 = 24.75 Damage, -7 Energy
Hit: 3/1000: Yes
Crit: 139/1000: No
Fuma Shuriken: Light Screen: -9 Energy
Behemoth: Flamethrower (Hectate): (10+3) x 1.5 = 19.5 Damage, -7 Energy
Crit: 324/1000: No
Effect: 569/1000: No
Hectate: Psychic (Behemoth): (6.667+3+3) x 1.5 = 19 Damage, -6 Energy
Crit: 519/1000: No
Effect: 157/1000: No

Action 2:
Columbia: Muddy Water (Behemoth): (5+3+1.5) x 1.5 = 14.25 Damage, -6 Energy
Crit: 679/1000: No
Effect: 199/1000: Yes
................................(Fuma Shuriken): (5+3+0) x 2/3 = 5.333 Damage
Crit: 460/1000: No
Effect: 319/1000: No
Fuma Shuriken: Water Gun (Hectate): (4+3+4.5) = 11.5 Damage, -2 Energy
Crit: 676/1000: No
Behemoth: Megahorn (Hectate): (12+0) x 1.5 = 18 Damage, -8 Energy
Hit: 281/1000: Yes
Crit: 538/1000: No
Hectate: Hydro Pump (Behemoth): (8+3) x 1.5 = 22.5 Damage, -8 Energy
Hit: 203/1000: Yes
Crit: 177/1000: No

Action 3:
Columbia: Hydro Pump (Behemoth): miss, -7 Energy
Hit: 971/1000: No (lol soooo close but not quite)
Crit: 139/1000: No
Fuma Shuriken: Thunderbolt (Hectate): (10+4.5) x 1.5 = 21.75 Damage, -6 Energy
Crit: 453/1000: No
Effect: 483/1000: No
Behemoth: Thunderbolt (Hectate): (10+3) x 1.5 = 19.5 Damage, -7 Energy, Behemoth faints
Hit: 221/1000: No
Crit: 71/1000: No
Effect: 13/1000: Yes

Columbia: -4 HP


Arcanite orders.
Gerard orders.
I ref.


P.S. there is a very possible chance that I made some mistakes just because I kept missing things and catching them and it was all very confusing for some reason...
 
#7

'Let's keep going, this isn't over yet!'
'Behemoth, enable sheer force! Then begin by Digging to Delcatty, then Earth Power and thunderbolt her!'
'Fuma, scald Delcatty until she get's burned, then Psyshock her!'
'Both of you should target Krillowatt if Delcatty uses protect!'


Behemoth: Dig (Delcatty) > Earth Power (Delcatty) > Thunderbolt (Delcatty)
IF Delcatty uses a protective/evasive move OR faints, THEN redirect to Krillowatt.

Fuma: Scald (Delcatty) > Scald (Delcatty)> Scald (Delcatty
IF Delcatty is Burned, THEN replace all remaining actions with Psyshock (Delcatty)
IF Delcatty uses a protective/evasive move OR faints, THEN redirect to Krillowatt.
 
#8


Mmm... I don't think so


Columbia: Hydro Pump (Behemoth) ~ Imprison (Scald / Thunderbolt / Hydro Pump) ~ Thunderbolt (Fuma)

Eden: Fake Out (Fuma) ~ Giga Impact (Fuma) ~ Faint Attack (Fuma)