Completed C$FP and PCF! First ASB "Gym Battle"! (2v2 Singles) The challenger wins!!

Status
Not open for further replies.
#1
I am looking for a 2v2 Singles Testing Battle (doesn't count on W/L/T, but it is for testing, rather than training)
2 Day DQ (3 for the ref)
2 Chills/1 Recovery
Arena: Steel Gym
Switch=KO
No items
All abilities
Field Type: Steel, would also be good for Rock/Ground
Complexity: Moderate
Format: All
Restrictions: Always Sandstorm unless a weather move is used, but other weather only lasts 3 rounds; Digging difficult for not particularly strong Pokemon or non-Ground Pokemon; no water source

It is a field that is about 300 feet (or something like 100 meters for people from various parts of the world) by about 200 feet. The floor is aluminum (aluminum is soft for a metal, so some Pokemon can dig: very strong Pokemon or ground-types, otherwise digging will cost extra energy; Earthquake and other seismic activity may take place). There is a bit of a magnetic push from the floor, providing a Magnet Rise effect for any Steel or Electric type Pokemon. All Steel-type moves inflict 3 extra damage (after types factor in), and cost 1 less energy. Steel-type Pokemon have enhanced senses here, and the dodge command has an extra 10 flat percent chance to make the attack miss. Since it is a gym, it is indoors; however, a Sandstorm is being simulated. However, other weather will be simulated when a Pokemon uses the appropriate weather move (if a Pokemon uses Sunny Day, intense sunlight is simulated). These weather effects only last three rounds though, and when that weather wears off, Sandstorm goes back into effect.


I realize that the acceptor doesn't get to choose anything. This is as close to the gym format that I think I can make it. As per my knowledge of the gyms so far, I can bring up to six Pokemon (bring as many as you want, I have no knowledge of how many the challenger brings) and I also think the acceptor of this challenge sends out a Pokemon first, then I send out my Pokemon and issue actions, etc. This may seem to all completely give me a total advantage, but keep in mind that I am limited to Steel type Pokemon and you can bring anything. Besides, this is just a test.
Ill take this, i think you already chose everything so we just need a ref now
Teams

C$FP said:

Excadrill [Sandman] (Male)
Nature: Adamant(Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Ground/Steel
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.
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.

Abilities:
Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 88

EC 6/6
MC 0
DW 1/5

Moves:

Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide
Earthquake
Swords Dance
Sandstorm
Drill Run

Submission
Crush Claw
Iron Defense

Aerial Ace
Shadow Claw
X-Scissor
Brick Break
Bulldoze


Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
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.
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:
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)


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

Attacks:

Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Ice Fang
Thunder Fang

Yawn
Meteor Mash
Foul Play

Toxic
Will-o-Wisp
Gyro Ball


Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW): (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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)

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

Attacks:

Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush

Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave

Earthquake
Focus Blast
Work Up


Scizor [Claws] (Female)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Bug/Steel
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Ability 1: Swarm
Type: Innate
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)

Ability 2: Technician
Type: Innate
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).

Ability 3: Light Metal (DW) [unlocked]
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65

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

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Night Slash
Feint
Bullet Punch
Iron Head
Swords Dance

Counter
Reversal
Safeguard
Bug Bite

Aerial Ace
Brick Break
X-Scissor
Rock Smash
Roost


Metagross [Brains] (Genderless)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)
Type: Steel/Psychic
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.
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:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2: Light Metal (DW)
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 60 [70/1.15=60.87]

EC: 9/9
MC:
0
DC:
2/5

Attacks:

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Meteor Mash

Iron Defense
Iron Head
Zen Headbutt

Earthquake


Steelix [Boulder] (Male)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Ground/Steel
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.
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.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Ability 3: Sheer Force (DW)
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30

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

Attacks:

Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Ice Fang
Fire Fang
Thunder Fang
Iron Tail
Crunch

Explosion
Heavy Slam
Rock Blast

Rock Slide
Earthquake
Torment
PCF said:

Was a gift to PCF as a Machop from a mysterious man with odd clothes and a helmet.
It is very overconfident of its strength and will take on stronger opponents without a second thought to try and impress its current owner.
PCF was so impressed by that mysterious man that he has since fashioned himself after him, even donning a variation of the man's name as his own
Rumor has it that PCF admired that mysterious man so much he even named the Machop he was given after him

Machamp* Captain Falcon (Male)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts: Type: 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.

No Guard: Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.

DW Steadfast: Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Stats:
HP: 100
Atk: 5 +1 (+)
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 55

EC: Fully Evolved
MC: 2
DC: Unlocked

Attacks:
Low Kick*
Leer*
Focus Energy*
Karate Chop*
Foresight*
Low Sweep*
Seismic Toss*
Revenge*
Wide Guard
Vital Throw
Cross Chop
Dynamic Punch
Scary Face

Ice Punch*
Rock Slide*
Counter*
Magic Coat
Endure

Bulk Up*
Earthquake*
Payback*
Light Screen
Brick Break


Revenankh Revan (Female)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin:Type: 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.

Air Lock:Type: Innate
This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

DW Mummy:Type:Type: Innate
This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:
HP:
Atk: 5 +
Def: 3
SpA: 2 -
SpD: 4
Spe: 95

MC: 0
DC: 0

Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch

Mach Punch
Counter
Drain Punch

Torment
Telekinesis
Rock Slide
 
#2
Well now im going to start with Captain Falcon the Machamp and hope for the best in this Gym battle
that i came quite unprepared for other than just having fighting pokemon
 
#3
"Let's go, Big Poe the Kitsunoh! I wish we could use your status moves, but Magic Coat will certainly get in the way of that. Oh well, let's try a substitution!"

Will-o-Wisp, Toxic, Meteor Mash
IF Machamp uses Magic Coat, THEN use insert Shadowstrike into the queue
 
#4
well i guess ill just have to take the burn -sigh- (Guts)
and the 50% chance to lower my Defense :[
This is looking grim though because that burn damage and sandstorm damage are going to add up

Foresight - Magic Coat - Dynamic Punch
 
#5

HP: 100
Energy: 100
Stats: -
Other: -



HP: 100
Energy: 100
Stats: -
Other: -


Round 1:

Welcome to CAP ASB's very first GYM BATTLE!!!!!!!!!!!!! Today, Steel Gym candidate C$FP is giving one lucky user a preview and trial of his gym. PinkCaptainFalcon was the was chosen, and now this battle will commence!

PinkCaptainFalcon starts by sending out Captain Falcon the Machamp! C$FP thinks about who to send out. Captain Falcon has targeted a weakness of his, and he needed to over come it. Kitsunoh flashes out, ready to face the champion fighter. Captain Falcon knows that he cannot pucnh ghost types, so he spends a very long time trying to find a place where he can hit. After focusing for a very long time, Captain Falcon finds the spot, and prepares an attack. Then, Kitsunoh sends Will-O-Wisps at Machamp, hoping to weaken him. However, to C$FP's despair, they only make him stronger!

Machamp suspects something bad, so he sets up a Magical coat around himself to stop anything from reaching him. However, Kitsunoih simply runs into the shadows. Machamp looks around, trying to find where he went, when Kitsunoh strikes. Machamp is gets stuck by the ghost before he could do anything.

Kitsunoh then mashes his fists into Captain Falcon, using the power around him to boost himself. The mash strikes Machamp hard, leaving him very weakened. However, he punchse back, with such power that it does more damage then both of Kitsunoh's attacks combine. So surprised, and aghast from the attack, Kitsunoh becomes extremely confused, wondering how he got hit by a fighting-type move.

End Round 1


HP: 63
Energy: 77
Stats: -
Other:
Burn


HP: 71
Energy: 83
Stats: -
Other:
Confusion (4), Foresight (3)

Kitsunoh used Will-O-Wisp! (-7 energy)
Machamp used Foresight! Kitsunoh was foresighted! (-6 energy)
Machamp was hurt by his burn! (-2 HP)

Machamp used Magic Coat! (-10 energy)
Kitsunoh used ShadowStrike! (-13 HP, -5 energy)
Machamp was hurt by his burn! (-2 HP)

Kitsunoh used Meteor Mash! (-18 HP, -5 energy)
Machamp used DynamicPunch! Kitsunoh was confused for 4 actions!(-29 HP, -7 energy)
Machamp was hurt by his burn! (-2 HP)
 
#7
"Riiiiiiiiiiiight, Guts. I really should have known about that, but, now we may as well inflict more status!"

Toxic, Shadowstrike, Meteor Mash
Use each attack until it succeeds
 
#8

HP: 63
Energy: 77
Stats: -
Other:
Burn


HP: 71
Energy: 83
Stats: -
Other:
Confusion (4), Foresight (3)

Round 2:

Kitsunoh, in his confused state, attempted to poison the fighter. However, Kitsunoh was so confused that he bumped into the wall and hurt himself. Machamp swung his hands in a cross, and the advanced technique did much damage! Then, Kitsunoh rammed into the wall again, and Machamp fired another Cross Chop. The Cross Chop hit Kitsunoh directly in the weak spot, KOing him.

End Round 2


HP: 59
Energy: 59
Stats: -
Other:
Burn


HP: KO
Energy: 77
Stats: -
Other:
-

Kitsunoh used Toxic! Kitsunoh hit himself in confusion! (-6 HP, -3 energy)
Machamp used Cross Chop! (-29 HP, -7 energy)
Machamp was hurt by his burn! (-2 HP)

Kitsunoh used Toxic! Kitsunoh hit himself in confusion! (-6 HP, -3 energy)
Machamp used Cross Chop! Critical Hit! Kitsunoh was KOed! (-35 HP, -11 energy)
Machamp was hurt by his burn! (-2 HP)
 
#9
"Beh, friggin' hax. You know what? I am going to send in Excadrill since it is a lost cause anyway, and he needs counters. So let's go, Sandman!"

Sandstorm, Swords Dance, Earthquake
IF Machamp uses Dynamic Punch, THEN use Dig that action and push your actions back (ex: if he uses Dynamic Punch A2, then actions would be Sandstorm, Dig, Swords Dance)
 
#10
Im sorry C$FP, my machamp has yet to let me down in any match that i bring him into, mostly due to the Confuse hax, just like in the cartridge games.

Last time i checked No Guard allows me to hit pokemon who use dig or fly
So lets start with the usual Dynamic Punch - Cross Chop - Revenge
 
#11

HP: 59
Energy: 59
Stats: -
Other: Burn


HP: 110
Energy: 100
Stats: -
Other: -

Round 3:

Excadrill came in, and started immediately by going underground, hoping to avoid any attacks from Machamp. However, Machamp had a very keen sense, that let him always hit. He fired a Dynamicpucnh that hit Excadrill while underground, and even confused him because he wondered how it had gotten underground. He popped up, and managed to hit Machamp succesfully, doing some damage. Then, Machamp did a special karate move in which he crossed his arms to hit Excadrill in its weak spot. The attack did much damae, and Excadrill responded by creating a Sandstorm that continued to rage throughout the battle. It hit Machamp, and did some damage. Excadrill continued to focus through his confusion, and used Swords Dance to boost his attack, while Machamp got revenge on him for creating the painful Sandstorm.

End Round 3


HP: 33
Energy: 38
Stats: -
Other: Burn


HP: 20
Energy: 79
Stats: +2 Atk
Other: Confusion (1a)

Sandstorm, 3 rounds

Excadrill used Dig!
Machamp used DynamicPunch! Excadrill was confused for 4 actions! (-32 HP, -7 energy)
Excadrill used Dig! (-16 HP, -5 energy)
Machamp was hurt by his burn! (-2 HP)

Excadrill used Sandstorm! (-9 energy)
Machamp used Cross Chop! (-32 HP, -7 energy)
Machamp was hurt by burn! (-2 HP)
Machamp was buffeted by the Sandstorm! (-2 HP)

Excadrill used Swords Dance! (-7 energy)
Machamp used Revenge! (-26 HP, -7 energy)
Machamp was hurt by burn! (-2 HP)
Machamp was buffeted by the Sandstorm! (-2 HP)
 
#14

HP: 33
Energy: 38
Stats: -
Other: Burn


HP: 20
Energy: 79
Stats: +2 Atk
Other: Confusion (1a)

Sandstorm, 3 rounds

Round 4:

Excadrill tried to send an Earthquake at Machamp, but he was too confused. He face palmed, and due to his powerful hands, did much damage to him self. Machamp finished the battle with an advanced karate chop, KOing Excadrill. The Challenger, Captain Falcon, has won!! He happily walks out, holding a Mine Badge!!



End Round 4


HP: 29
Energy: 35
Stats: -
Other: Burn


HP: KO
Energy: 76
Stats: +2 Atk
Other: -

Sandstorm, 2 rounds

Excadrill used Earthquake! Excadrill hit himself in confusion! (-12 HP, -3 energy)
Machamp used Karate Chop! Excadrill was KOed! (-8 HP, -3 energy)
Machamp was hurt by burn! (-2 HP)
Machamp was buffeted by the Sandstorm! (-2 HP)


Rewards

C$FP
Kitsunoh/Excadrill: 2 MC, 1 DC
Trainer: 2 TC

PinkCaptainFalcon
Machamp: 3 MC, 2 KOc
Trainer: 2 TC, Mine Badge

Fire Blast
4 RC
 
Status
Not open for further replies.