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Gym Blackest Night: DarkSlay vs Korski!

Discussion in 'ASB' started by Temperantia, Nov 30, 2011.

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  1. Temperantia

    Temperantia

    Joined:
    Mar 9, 2011
    Messages:
    1,884
    DarkSlay:
    Drapion (open)



    [​IMG]
    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 (open)



    [​IMG]
    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 (open)



    [​IMG]
    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 (open)



    [​IMG]
    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 (open)



    [​IMG]
    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 (open)



    [​IMG]
    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 (open)


    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 (open)


    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 (open)


    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 (open)



    [​IMG]
    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


    Collosoil (open)


    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 (open)


    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


    [​IMG]

    "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!
  2. DarkSlay

    DarkSlay This Wouldn't Have Happened In Romney's Smogon
    is a CAP Contributor

    Joined:
    Aug 12, 2009
    Messages:
    1,414
    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!
    [​IMG]
  3. Korski

    Korski Distilled, 80 proof
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    Alright, Evol, you're up! Show 'em what you can do! And take these Leftovers with you, for fun!
    [​IMG]

    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).
  4. DarkSlay

    DarkSlay This Wouldn't Have Happened In Romney's Smogon
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    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. Temperantia

    Temperantia

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

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


    [​IMG]
    Absol- Midnight
    Hp: 71
    Energy: 81%
    Status:
    Other:
    Item: Life Orb
    V.S.
    [​IMG]
    Hp: 90
    Energy: 77%
    Status:
    Other: -10% Evasion, Tormented (4 actions)
    Item: Leftovers​


    Calculations (open)

    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.
  6. DarkSlay

    DarkSlay This Wouldn't Have Happened In Romney's Smogon
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    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!
    [​IMG]
    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!
  7. Korski

    Korski Distilled, 80 proof
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    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!
  8. Temperantia

    Temperantia

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    Bumping for DarkSlay
  9. DarkSlay

    DarkSlay This Wouldn't Have Happened In Romney's Smogon
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    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.)
  10. Korski

    Korski Distilled, 80 proof
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    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. Temperantia

    Temperantia

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    A Choice is Born: Midnight's Retreat and Shawty's Valiance!!

    [​IMG]
    Scrafty- Shawty
    Hp: 100
    Energy: 100%
    Status: none
    Other: none
    Darkslay's Bench (open)

    Absol- Midnight
    [​IMG]
    Hp: 71
    Energy: 81%
    Status:
    Other:
    Item: Life Orb

    V.S.
    [​IMG]
    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?!


    [​IMG]
    Scrafty- Shawty
    Hp: 77
    Energy: 92%
    Status: none
    Other: none
    Darkslay's Bench (open)

    Absol- Midnight
    [​IMG]
    Hp: 71
    Energy: 81%
    Status:
    Other:
    Item: Life Orb

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


    Calculations (open)

    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!!
  12. Korski

    Korski Distilled, 80 proof
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    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.
  13. DarkSlay

    DarkSlay This Wouldn't Have Happened In Romney's Smogon
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    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. Temperantia

    Temperantia

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    No Collision Here: Stall-Fest!

    [​IMG]
    Scrafty- Shawty
    Hp: 77
    Energy: 92%
    Status: none
    Other: none
    Darkslay's Bench (open)

    Absol- Midnight
    [​IMG]
    Hp: 71
    Energy: 81%
    Status:
    Other:
    Item: Life Orb

    V.S.
    [​IMG]
    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.


    [​IMG]
    Scrafty- Shawty
    Hp: 77
    Energy: 71%
    Status: none
    Other: +1 Atk, +1 Spe
    Darkslay's Bench (open)

    Absol- Midnight
    [​IMG]
    Hp: 71
    Energy: 81%
    Status:
    Other:
    Item: Life Orb

    V.S.

    [​IMG]
    Hp: 90
    Energy: 100%
    Status:
    Other:
    Item: ???
    Korski's Bench (open)
    [​IMG]
    Hp: 88
    Energy: 48%
    Status:
    Other: -10% Evasion
    Item: Leftovers


    Calculations (open)

    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!
  15. Korski

    Korski Distilled, 80 proof
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    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).
  16. Temperantia

    Temperantia

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    DarkSlay has no interwebs atm, so he can't post until maybe tomorrow.
    Just posting this to inform Korski/legions of adoring fans.
  17. Korski

    Korski Distilled, 80 proof
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    So what's new, everyone?
  18. Temperantia

    Temperantia

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    I've no bloody idea where DarkSlay is this time, messaging him as I post this
  19. Korski

    Korski Distilled, 80 proof
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    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. MK Ultra

    MK Ultra BOOGEYMAN
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    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.
  21. Temperantia

    Temperantia

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    Eh, I'd hoped it wouldn't have to come to this, but this is ridiculous.

    No KO's were had...
    ;_; for me
  22. Athenodoros

    Athenodoros Official Smogon Know-It-All

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    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!
  23. UllarWarlord

    UllarWarlord

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    WOOOOOOOOOOOOOOOOOOOOOOOOOOOO ANOTHER GL

    Congrats, Korski.
  24. Temperantia

    Temperantia

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    Welp, I get 3 UC as stated by the ref thread.

    Plus, another 4 UC as agreed on irc.

    7 UC for me in all, woot.
  25. Korski

    Korski Distilled, 80 proof
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    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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