Gym Blackest Night: DarkSlay vs Korski!

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3vs3 Singles (Players send 6 Pokes to the ref)
Infinite Chills / Infinite Recoveries
Switch=OK
Abilities=ALL
Items=ON
Arena: ASB Tournament Arena
Turn order determined by coin flip
DarkSlay:

Drapion [Splinter] (M)
Nature: Adamant (Adds a Rank to Attack. Subtracts a Rank from Special Attack)

Type: Poison / Dark
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.
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: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Abilities:
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking 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.

Attacks:
Thunder Fang (*)
Ice Fang (*)
Fire Fang (*)
Bite (*)
Poison Sting (*)
Leer (*)
Knock Off (*)
Pin Missile (*)
Acupressure (*)
Scary Face (*)
Crunch
Toxic Spikes

Whirlwind (*)
Confuse Ray (*)
Pursuit (*)

Aqua Tail

Dig (*)
Swords Dance (*)
Poison Jab (*)
Taunt
Rock Slide
Bulldoze
Substitute


Bisharp [Shank] (M)
Nature: Careful (Adds a Rank to Special Defense. Subtracts a Rank from Special Attack.)

Type: Dark / Steel
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.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW): (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.

Attacks:
Metal Burst
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Night Slash
Iron Head
Swords Dance
Iron Defense

Sucker Punch (*)
Psycho Cut (*)
Pursuit (*)
Stealth Rock

Brick Break (*)
Taunt (*)
Dig (*)
Thunder Wave
Stone Edge
Protect
Torment
Toxic


Scrafty [Shawty] (F)
Nature: Adamant (Adds a Rank to Attack. Subtracts a Rank from Special Attack.)

Type: Dark / Fighting
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.
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1(-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6 / 6
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Intimidate (UNLOCKED): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Attacks:
Leer (*)
Low Kick (*)
Sand Attack (*)
Faint Attack (*)
Headbutt (*)
Swagger (*)
Brick Break (*)
Payback (*)
Hi-Jump Kick
Crunch
Head Smash
Focus Punch

Drain Punch (*)
Ice Punch (*)
Zen Headbutt (*)
Counter
ThunderPunch
Dragon Dance

Bulk Up (*)
Taunt (*)
Dragon Tail (*)
Rock Slide
Dragon Tail
Torment
Substitute
Dig
Protect
Roar


Honchkrow [Bosskrow] (M)
Nature: Mild (Adds a Rank to Special Attack. Subtracts a Rank from Defense.)

Type: Dark / Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Night Slash
Dark Pulse
Tailwind
Sucker Punch
Torment

Brave Bird (*)
Confuse Ray(*)
Roost (*)
Sky Attack

Heat Wave

Taunt (*)
Shadow Ball (*)
Hidden Power (Fighting, 7) (*)
Snarl
Fly
Snatch


Hydreigon [Eclipse] (F)
Nature: Naive (Adds 15% to Speed. Subtracts a Rank from Special Defense.)

Type: Dark / Dragon
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

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

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

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Double Hit
Tri Attack
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)
Dragon Pulse
Dragon Rush
Outrage

Dark Pulse (*)
Earth Power (*)
ThunderFang (*)
Ice Fang

Taunt (*)
Work Up (*)
Protect (*)
Fire Blast
Focus Blast
Thunder Wave
Stone Edge
Surf
Fly
Bulldoze
Reflect


Absol [Midnight] (M)
Nature: Mild (Adds a Rank to Special Attack. Subtracts a Rank from Defense.)

Type: Dark
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: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 0 / 0
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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified (UNLOCKED): (Innate) 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 will be maintained at the end of each round.

Attacks:
Scratch (*)
Feint (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Razor Wind (*)
Bite (*)
Pursuit (*)
Swords Dance (*)
Night Slash
Perish Song
Double Team
Sucker Punch
Detect
Psycho Cut

Zen Headbutt (*)
Megahorn (*)
Magic Coat (*)

Counter
Bounce

Fire Blast (*)
Stone Edge (*)
Thunderbolt (*)
Ice Beam
Thunder Wave
Snarl
Claw Sharpen
Torment


Korski:
Sableye Evol (F)

Type: Dark/Ghost
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.
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: Keen Eye, Stall, Prankster
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)

Size Class: 1
Weight Class: 2
Base Rank Total: 16

MC: 0
DC: 5/5

Attacks (68):

Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Punishment
Shadow Claw
Confuse Ray
Foul Play
Zen Headbutt
Shadow Ball
Mean Look

Feint
Metal Burst
Moonlight
Recover
Sucker Punch
Trick

Counter
Double-edge
DynamicPunch
Endure
Fire Punch
Gravity
Ice Punch
Icy Wind
Low Kick
Metronome
Mimic
Pain Split
Role Play
Spite
ThunderPunch

Focus Punch
Water Pulse
Toxic
Hidden Power [Grass]
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Dig
Psychic
Brick Break
Double Team
Shock Wave
Aerial Ace
Torment
Facade
Rest
Attract
Snatch
Low Sweep
Incinerate
Will-o-Wisp
Embargo
Payback
Dark Pulse
Sleep Talk
Poison Jab
Substitute
Snarl

Honchkrow Big Brass (M)

Type: Dark/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Insomnia, Super Luck, Moxie
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (-)

Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Attacks (50):

Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Faint Attack
Nasty Plot
Mean Look
Foul Play
Tailwind
Sucker Punch
Night Slash
Quash
Dark Pulse

Brave Bird
Confuse Ray
Drill Peck
Mirror Move
Quick Attack
Perish Song
Psycho Shift
Roost
Sky Attack
Whirlwind

Endure
Heat Wave
Icy Wind
Sleep Talk
Superpower

Toxic
Hidden Power [Ground]
Sunny Day
Hyper Beam
Protect
Psychic
Double Team
Torment
Facade
Steel Wing
Detect
Rest
Snatch
Payback
Thunder Wave
Pluck
Substitute
Fly

Scrafty Ichabod (M)

Type: Dark/Fighting
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.
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: Shed Skin, Moxie, Intimidate
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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Nature: Adamant (+1 Atk, -1 SpA)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58

Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks (40):

Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Focus Punch
Head Smash

Counter
Detect
Dragon Dance
Drain Punch
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt

Dragon Claw
Roar
Toxic
Bulk Up
Taunt
Protect
Dig
Double Team
Torment
Rest
Low Sweep
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Substitute


Zoroark Rebonita (F)

Type: Dark
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: Illusion
Illusion: (Innate) 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. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Nature: Timid (+15% Spe, +17% Accuracy, -1 Atk)

Stats:

HP: 90
Atk: Rank 3 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)

Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC:: 0

Attacks (42):

U-turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Foul Play
Night Slash
Torment
Agility
Embargo
Nasty Plot
Imprison
Night Daze

Counter
Dark Pulse
Detect
Extrasensory
Memento
Snatch
Sucker Punch

Roar
Toxic
Hidden Power [Ice]
Sunny Day
Hyper Beam
Protect
Dig
Double Team
Flamethrower
Aerial Ace
Attract
Thief
Low Sweep
Focus Blast
Payback
Grass Knot
Substitute

Colossoil Sucker (M)

Type: Dark/Ground
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.
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.
Abilities: Rebound, Guts, Pressure
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (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.
Nature: Jolly (+15% Speed, +14% Accuracy, -1 SpA)

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)

Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks (54):

Leer
Tackle
Peck
Mud Shot
Horn Attack
Bite
Bubblebeam
Rapid Spin
Mud Bomb
Magnitude
Pursuit
Body Slam
Bounce
Stockpile
Swallow
Spit Up
Horn Drill
Crunch
Megahorn

Aqua Tail
Encore
Fake Out
Sucker Punch
Water Spout

Dive
Knock Off
Superpower

Roar
Toxic
Taunt
Protect
Knock Down
Earthquake
Dig
Brick Break
Double Team
Torment
Facade
Rest
Attract
Thief
Snatch
Endure
Quash
Embargo
Payback
Stone Edge
Bulldoze
Rock Slide
Sleep Talk
Dragon Tail
Poison Jab
U-turn
Substitute

Hydreigon* Turvy (F)

Type: Dark/Dragon
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Levitate
Levitate: (Trait) 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. 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.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)

Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0

Attacks (44):

Tackle*
Double Hit
Tri Attack
Dragon Rage*
Focus Energy*
Bite*
Headbutt*
Dragonbreath*
Roar*
Crunch*
Dragon Pulse
Work Up*
Dragon Rush
Scary Face
Hyper Voice
Outrage

Dark Pulse*
Earth Power*
Head Smash
Screech*
Thunder Fang

Draco Meteor

Toxic
Hidden Power [Grass]
Taunt*
Protect
Earthquake
Double Team
Reflect
Flamethrower
Fire Blast
Torment
Focus Blast
Charge Beam
Acrobatics
Stone Edge
Thunder Wave*
Bulldoze
Rock Slide
Dragon Tail
U-turn
Substitute
Fly
Surf



There is... Darkness in this place. It may seem like just the ASB Arena, but the moon has disappeared this night. It can only be a sign of what's to come...

As the two trainers obscured in the absolute Darkness converge at the center of the arena, a single spotlight shines down on them. This will be the only illumination here, all else has turned to shadow in this unlit arena. As it should be in this battle of Dark-type trainers...

"The traditional coin flip will now commence."

Heads: DarkSlay
Tails: Korski




"Ok, the turn order is as follows!"

Darkslay sends out first and declares his item!
Korski sends out, announces item and orders!
Darkslay orders!


Next Time:
The Battle Begins: Blows Traded in the Dead of Night!
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
#2
Ah, going in with Pokemon that have less moves than my opponent AND me going first isn't what I had in mind. Oh well, here goes nothing! We'll want to lead with the most neutral option as possible, hoping to avoid a one sided match-up.

Go, Midnight the Absol! Take this Life Orb and let's get the show rolling!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#3
Alright, Evol, you're up! Show 'em what you can do! And take these Leftovers with you, for fun!


Will-o-Wisp~Confuse Ray~Brick Break
IF Magic Coat on A1 or A2, THEN Focus Punch.
IF Taunt, THEN Taunt and push Actions back (once).
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
#4
I'd appreciate no burns, thanks. ;_; Okay Midnight, not the best match-up, but not the worst either. Let's see what we can do to put us in the best position. Please don't hit yourself...

Detect -> Torment -> Bounce
 
#5
The Battle Begins: Blows Traded in the Dead of Night!


Absol- Midnight
Hp: 100
Energy: 100%
Status:
Other:
Item: Life Orb
V.S.

Hp: 90
Energy: 100%
Status:
Other: -10% Evasion
Item: Leftovers​


Weather forecast for tonight: dark. Continued dark overnight, with widely scattered light by morning.
-George Carlin



Welcome one and welcome all! The first round in this fabulous fight in the dead of night is about to begin! Will the experienced ASB trainer, DarkSlay win? Or are ref extraordinaire, Korski's Pokemon to well-built? Either way, the answer is not mine to give!

Korski's Sableye, Evol is the first to attack this round through use of his magnificent Prankster ability. He launches a flaming Will-O-Wisp attack at DarkSlay's Absol.
The Absol has already prepared for this, though, and Detects and dodges the attack before it gets anywhere near him.

Evol, miffed at his failure to burn Absol, launches a dazzling Confuse Ray at his foe. This strange and enigmatic incandescence Intensely Confuses Midnight. That's going to ruin any of Darkslay's plans for awhile!
Meanwhile, the Absol tries to Torment Evol by reminding it of its failure to hit with last turn's Will-O-Wisp. Luckily for DarkSlay, Midnight does not hit itself in Confusion and succeeds in its unscrupulous endeavor.

For once, Midnight gets to move first and tries to Bounce over its foe's head. Unfortunately for the Absol, it stumbles over its feet and hits itself in confusion!
Evol, actually bothering to physically attack its foe this turn, capitalizes on this fumble and strikes true and hard with a Brick Breaking attack. In fact, the blow hits hard enough for Absol to snap out of confusion completely! I bet DarkSlay has some bittersweet emotions about that.

Folks, we've just drawn blood in this match. How much longer until this arena glistens with it? Time will only tell...



Absol- Midnight
Hp: 71
Energy: 81%
Status:
Other:
Item: Life Orb
V.S.

Hp: 90
Energy: 77%
Status:
Other: -10% Evasion, Tormented (4 actions)
Item: Leftovers​


Absol:
Detect: 7 energy
Absol evaded its foe's attack!

roll= 3760/10000, no confusion
Torment: 10-1=9 energy
Enemy Sableye is Tormented!
It can't use the same move twice in a row!

roll= 7685/10000, confusion hit
Hit itself: (4+6)=10 damage, 3 energy
Absol hit itself in confusion!

Confusion State: Decay A2, Hit A3, >16 damage A3, Decay A3= 4-4 =0

Total Hp Loss: 29 Hp
Total Energy Loss: 19 Energy

Sableye:
Will-O-Wisp: 7+2=9 energy
Absol evaded the attack!

Confuse Ray: 5-1+2= 6 energy
roll=7653/10000, Intense Confusion (4 Actions)
Enemy Absol is intensely confused!

Brick Break: ([8+4.5]*1.5)=18.75~19 damage, 6+=8 energy
Absol snaps out of confusion!

Total Hp Loss: -
Total Energy Cost: 23



DarkSlay orders first!


Next time:
A Choice is Born: Will Midnight Retreat?


EDIT: Added in Pressure's effect. Sableye lost an additional 6 energy.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
#6
Yeeowch, not liking this match-up much...let's go ahead and switch to something a bit better. (68 attacks? Really? Refs have it made nowadays. :P) Return Midnight!

Go, Shawty the Scrafty!

Here's a Black Belt to help you get through your opponents. Make sure no matter who comes in (or who stays in), your Intimidate-ing glare hits their face!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#7
I'll just go ahead and keep Evol in, then, since she's in such good shape and is a force to be reckoned with. That Black Belt won't do you much good for now!
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
#9
Whoops! For some reason, I thought Korski was up, but I'm just retarded apparently. Anyways:

Okay Shawty, at least this is a somewhat favorable position for you to be in, since it's not going to be doing much to you physically. Let's try this, to see if we can let him get into a defensive position:

Crunch -> Faint Attack -> Crunch

IF (Sableye uses Counter), THEN (Use Taunt, followed by Bulk Up on consecutive uses. If you are Taunted, then use Payback on actions 1 and 2, and Dragon Tail on action 3.)

IF (Sableye uses Metal Burst), THEN (Use Taunt, followed by Bulk Up on consecutive uses. If you are Taunted, then use Payback on actions 1 and 2, and Dragon Tail on action 3.)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#10
We can maneuver around anything, Evol, don't you worry. Let's do some damage and set ourselves up to open the next Round safely behind a Substitute! Leftovers will take care of some of the damage you take, too, which is a boon.

Substitute (15 HP) [utilize Stall to move after Shawty]~Focus Punch~Fake Out
 
#11
A Choice is Born: Midnight's Retreat and Shawty's Valiance!!


Scrafty- Shawty
Hp: 100
Energy: 100%
Status: none
Other: none
Absol- Midnight

Hp: 71
Energy: 81%
Status:
Other:
Item: Life Orb

V.S.

Hp: 90
Energy: 77%
Status:
Other: -10% Evasion, Tormented (4 actions), -1 Atk (Intimidate)
Item: Leftovers​


If the whole universe has no meaning, we should never have found out that it has no meaning: just as, if there were no light in the universe and therefore no creatures with eyes, we should never know it was dark. Dark would be without meaning.
-C.S. Lewis



This arena echoes of power. A place where two great energies converge. In this scenario, Korski's Sableye acts as an immovable being and Darkslay's Scrafty acts as an unstoppable force. What will come when the two collide?
...But, this isn't the time for pedantic musing, folks! We've got a battle underway!

Scrafty takes the initiative here, mustering up all the rage he has about living in a disadvantaged area to deliver a Crunch attack! Unfortunately for the ghetto lizard, the blow doesn't lower Evol's defense.
Evol seems to have been stalling to make his Substitute (15 Hp) go after Shawty's attack. What could that shifty ghost be planning...?

Moving first again, the Scrafty pretends to be defeated. Oddly enough Sableye falls for Scrafty's ruse and sends his Substitute over to check his foe, only to be struck by Shawty's Faint Attack!
Luckily for that little trolling ghost, its Substitute was the only thing damaged. In fact, that Substitute served as all the distraction Sableye needed as he charged up a Focus Punch to smite that overconfident Scrafty!

This turn starts with a Fake Out from Sableye. Shawty is so disoriented by this attack, that he flinches and is unable to act.

This battle only keeps getting more interesting folks! Will Korski's Sableye ever be taken down?!



Scrafty- Shawty
Hp: 77
Energy: 92%
Status: none
Other: none
Absol- Midnight

Hp: 71
Energy: 81%
Status:
Other:
Item: Life Orb

V.S.

Hp: 65
Energy: 51%
Status:
Other: -10% Evasion, Tormented (1 actions), -1 Atk (Intimidate), Substitute (4 Hp)
Item: Leftovers​


Scrafty:

Crunch: (8+3+1.5)=12.5~13 damage, 6-1=5 energy
roll=3567/10000, 3567>/=8000, no Def drop
roll=2351/10000, 2351>/=9375, no crit

Faint Attack: (6+3+1.5)=10.5~11 damage, 4-1=3 energy
roll=137/10000, 137>/=9375, no crit
Enemy Sableye's Substitute took damage for it!

Scrafty flinched!

Total Hp Loss: 23
Total Energy Cost: 8


Sableye:

Substitute: -15 Hp, 12 energy
Sableye created a Substitute!

Sableye is tightening its focus!
Focus Punch: ([15]*1.5-1.75)=20.75~21 damage, 10 energy
roll=8505/10000, no crit

Fake Out: (4-1.75)=2.25~2 damage, 4 energy
roll=3091/10000, no crit

+3 Hp Leftovers

Total Hp Loss: 25
Total Energy Cost: 26


Korski's up first!


Next time:
Full-Scale Collision: A Sharpened Sword Meets a Blunting Shield!!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#12
Alright Evol, you're doing great! I think it's in our best interest to play the long game here, so keep yourself healthy as best you can!

Confuse Ray~Chill [utilize Stall to move after Shawty]~Recover [utilize Stall to move after Shawty]
IF Shawty is ordered to use Taunt or Substitute, THEN use Taunt [Prankster] on that Action and push Actions back.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
#13
This actually is pretty good for us, Shawty: plays right into our plan, but even better! Let's try this:

Protect -> Dragon Dance -> Roar

Since Evol is using Stall on that Recover, we should be able to Roar it out before it gets the chance to heal, plus force Korski to bring out a random Pokemon as one of his two remaining Pokemon slots! Great way to turn the tide of battle!
 
#14
No Collision Here: Stall-Fest!


Scrafty- Shawty
Hp: 77
Energy: 92%
Status: none
Other: none
Absol- Midnight

Hp: 71
Energy: 81%
Status:
Other:
Item: Life Orb

V.S.

Hp: 65
Energy: 51%
Status:
Other: -10% Evasion, Tormented (1 actions), -1 Atk (Intimidate), Substitute (4 Hp)
Item: Leftovers​


We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light.
-Plato



This arena... it hampers my ability to write flavor for this round. So here's the Cliff-notes.

-Scrafty uses Protect to deflect Confuse Ray.
-Sableye Chills and Scrafty uses Dragon Dance.
-Scrafty Roars, Sableye uses Recover unhindered, then is sent back into its Poke Ball
-The RNG gods hate Korski, so Zoroark is sent out.



Scrafty- Shawty
Hp: 77
Energy: 71%
Status: none
Other: +1 Atk, +1 Spe
Absol- Midnight

Hp: 71
Energy: 81%
Status:
Other:
Item: Life Orb

V.S.


Hp: 90
Energy: 100%
Status:
Other:
Item: ???

Hp: 88
Energy: 48%
Status:
Other: -10% Evasion
Item: Leftovers


Scrafty:

Protect: 7 energy
Scrafty protected itself!

Dragon Dance: 7 energy
Scraft raised its Atk and Speed!

Roar: 7 energy

Total Hp Loss: -
Total Energy Cost: 21

Sableye:

Confuse Ray: 5-1=4 energy

Chill: +12 Energy

Recover: +20 Hp, 11 energy
Sableye was sent back to its Poke Ball!

+3 Hp Leftovers

Total Hp Loss: +23
Total Energy Cost: 3

roll=3/5, Zoroark is sent out!


Korski declares Zoroark's item!
Darkslay orders!
ETC.!



Next Time:
Zoroark Without the Tricks: The Pokemon Behind the Illusions!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#15
Oh so I don't get to pick an Illusion? Kind of defeats the purpose, I guess. Rebonita, we've got an uphill battle to climb, but this Rocky Helmet should give us a fightin' chance!

Oh, and Confuse Ray should only have cost Sableye 4 energy due to STAB (/nitpick).
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#19
Hello again everyone. I'd like to enact a 24-hour DQ notice for DarkSlay to see if he shows up. As much as I've wanted to avoid doing this, the match can't go on indefinitely and it needs to end one way or the other. MK mentioned on irc once that DQ was an option for the GL battles, and it's now been two-and-a-half weeks, which sucks, but I'm going to go ahead and call it now. Sorry.

If a Gym mod wants to post here with how this should all play out, please do.
 
#20
I think you've got everything. I'll talk to Atheno or Kax (or both) and we'll talk about what to do. One of us will post as soon as possible after that.
 

Athenodoros

Official Smogon Know-It-All
#22
Okay, DS is hereby Disqualified. The bold makes it official

We've discussed it on IRC and we've decided to allow Korski to continue as gym leader, because he looks like he had the better built mons anyway. This means that Korski is the new Dark-type Gym Leader. Korski, PM your team and arena ideas to MK, Kax and me when you're ready.

Everyone else, join me in congratulating our newest gym leader!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
#25
Well it's no way to win, but I'll take it. Thanks for letting me be a gym leader anyway! I look forward to the challenge! Also, do my mons get counters and things?
 
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