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Gym [DARK] Leader Korski vs Challenger Rediamond

Discussion in 'ASB' started by Leethoof, Mar 18, 2012.

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  1. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,452
    Rediamond and his swarm approach the dark woods. How will this battle turn out?

    Rules:
    4vs4 ??? Battle (see OP for details and Arena info)
    Arena: Primrose Woods
    3-day DQ
    Infinite Recoveries / Infinite Chills
    Abilities=ALL
    Items=ON
    Switch=N/A
    Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

    Arena:
    Arena (open)
    Roleplay:
    [​IMG]
    The Gym Challenger is to follow the Gym Leader and his team into the mysterious Primrose Woods, which at twilight becomes home to Korski's Dark-type Gym. The Woods constitute a heavily-wooded area with several clearings scattered about and connected by rough but discernible paths through the foliage. Dotting the landscape are the tens of thousands of Evening Primroses, vibrant yellow flowers that bloom only at night, giving the Woods an almost dream-like, faint-yellow hue. Towering above them is a 30' tree line that obscures some of the moonlight that acts as the Gym's only light source, giving the Gym a twilight-level of visibility and a shadow-swept landscape. The Woods are also home to a trickling creek bed that offers an ambient backdrop to the tension and pressure of the battle and allows Water-types to move more easily throughout the Woods.

    Now, this Gym Battle is unlike any other the Challenger has ever faced. Instead of facing off in an arena in a traditional fashion, the Gym Leader will send all of his Pokemon out into the Woods at once to lurk in the shadows in waiting. The Challenger must then explore the Woods from clearing to clearing in search of the Leader's Pokemon and be ready to battle when an opponent is encountered. For this reason, it is imperative that the Challenger's Pokemon be released from their Pokeballs at the start of the battle and follow closely behind their trainer throughout the match. Due to the condition of the paths that connect the various, clearings, the Challenger and his/her team must move about single-file.

    Upon reaching a clearing, the Challenger will be ambushed by one or more of the Gym Leader's Pokemon. A quick reaction time is crucial here, so the Challenger will be forced to send whichever Pokemon is (are) first in line behind him/her to combat the attacker(s). Once one Round of Action is over in these encounters, the Gym Leader's Pokemon flee(s) and regroup(s), and it is up to the Challenger to continue onward deeper into the Woods. While moving from clearing to clearing, the Challenger is free to reorganize their team members in line.

    GYM BATTLE

    Rules:

    4vs4 ??? Battle
    3-day DQ
    Infinite Recovers / Infinite Chills
    Abilities=ALL
    Items=ON
    Switch=N/A
    Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

    Arena:

    Primrose Woods

    Field Type: Dark
    Complexity: Intense
    Format: ???
    Restrictions: Because of the travelling Roleplay element of the Arena, the moves Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Spikes, Stealth Rock, Tailwind, Toxic Spikes, Trapping moves (Whirlpool, Sand Tomb, etc.), and Phazing moves (Whirlwind, Circle Throw, etc.) will still work, but their effects will not carry over in-between Rounds. Stat boosts/drops, Taunt counts, etc. operate normally in-between Rounds, although a Pokemon is considered "switched out" after one Round in which the Pokemon does not directly battle.

    Description:

    Primrose Woods is the location of Korski's Dark-type Gym. Battles are not fought traditionally; rather, the battle format can be any of singles, doubles, or triples and can change each Round, depending on random chance. The format is decided before each Round by the referee via RNG (50% singles, 30% doubles, 20% triples), as are which Pokemon will be battling each other for the Round.

    The Gym Leader's team for any given match will consist of Sableye and Zoroark and any two of the GL's other six Dark-type Pokemon. The Challenger will not know which two, however, at the start of the match; instead, he/she will discover their identities as the match goes on. All of the Gym Leader's available Pokemon will still be listed in the OP of the battle, but after the Challenger posts his/her team, the GL will PM the referee his choices for the two secret team members to complete his team of four. At the start of any given Round, after the referee RNG's for the format of the Round, the referee will RNG to decide which of the GL's Pokemon will be sent out.

    ILLUSION: Because there is a new encounter with each Round, the Gym Leader's Zoroark, when chosen by the RNG, will be able to assume multiple different Illusions over the course of the match. Whenever Zoroark is selected to be sent out into battle, the referee will PM the Gym Leader, who will respond with the desired Illusion for the referee. In cases where there are no available inactive teammates (e.g. if Zoroark is the GL's final Pokemon, or if Zoroark is one of three remaining teammates and the format for the Round is triples), Zoroark will not assume any Illusion.

    The Challenger's team will consist of whichever four (4) Pokemon he/she brings to the battle. At the start of the match, the player will post his/her team in full, release them all at once from their Pokeballs, and position them #1-4 in line. At the start of any given Round, after the referee RNG's for the format of the Round, the Challenger will be forced to send out his/her Pokemon in position #1 (singles), positions #1 and 2 (doubles), or positions #1, 2, and 3 (triples). At this point, the Gym Leader and Challenger will be able to order Actions like normal. After every Round, the Challenger is free to reorganize their Pokemon in line.

    In terms of posting, the battle will look like this:

    1. OP (Referee): Introduction Prose, Arena info, Rules, Gym Leader's Team (of 8), Challenger's team (of 4)
    2. Challenger: Challenger positions team #1-4
    3. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
    4. Challenger: Actions
    5. Gym Leader: Actions
    6. Referee: Referee post, Gym Leader's Pokemon flee
    7. Challenger (required): Decides whether or not to reposition team members
    8. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
    9. Gym Leader: Actions
    10. Challenger: Actions
    11. Referee: Referee post, Gym Leader's Pokemon flee
    12. Challenger (required): Decides whether or not to reposition team members

    Repeat steps 3-12 until there is a winner.


    Gym Leader Korski's Team!

    Evol the SABLEYE (open)
    [​IMG]
    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 (69):

    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
    Seismic Toss
    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
    Rebonita the 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 (44):

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

    Counter
    Dark Pulse
    Detect
    Extrasensory
    Memento
    Snatch
    Sucker Punch

    Calm Mind
    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

    Big Brass the HONCHKROW (open)
    [​IMG]
    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 (52):

    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
    Featherdance
    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
    Giga Impact
    Thunder Wave
    Pluck
    Substitute
    Fly
    Ichabod the SCRAFTY (open)
    [​IMG]
    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
    Polecat the SKUNTANK (open)
    [​IMG]
    Skuntank Polecat (M)

    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.
    Abilities: Stench, Aftermath, Keen Eye
    • Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
    • Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
    • Keen Eye (DW): (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.
    Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

    Stats:

    HP: 110
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 73 (-)

    Size Class: 2
    Weight Class: 3
    Base Rank Total: 19

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

    Attacks (44):

    Scratch
    Focus Energy
    Poison Gas
    Screech
    Fury Swipes
    Smokescreen
    Feint
    Slash
    Toxic
    Acid Spray
    Flamethrower
    Night Slash
    Memento
    Explosion

    Crunch
    Double-edge
    Haze
    Iron Tail

    Sucker Punch

    Roar
    Venoshock
    Hidden Power [Grass]
    Sunny Day
    Taunt
    Protect
    Dig
    Double Team
    Sludge Bomb
    Fire Blast
    Torment
    Facade
    Rest
    Attract
    Thief
    Snatch
    Endure
    Incinerate
    Payback
    Giga Impact
    Sleep Talk
    Poison Jab
    Substitute
    Defog
    Rock Smash
    Sucker the COLOSSOIL (open)
    [​IMG]
    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 (58):

    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
    Fissure
    Flail
    Sucker Punch
    Water Spout

    Dive
    Knock Off
    Superpower

    Roar
    Toxic
    Taunt
    Protect
    Knock Down
    Earthquake
    Dig
    Brick Break
    Double Team
    Sandstorm
    Torment
    Facade
    Rest
    Attract
    Thief
    Snatch
    Endure
    Quash
    Embargo
    Payback
    Giga Impact
    Stone Edge
    Bulldoze
    Rock Slide
    Sleep Talk
    Dragon Tail
    Poison Jab
    U-turn
    Substitute
    Turvy the HYDREIGON (open)
    [​IMG]
    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 (47):

    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]
    Sunny Day
    Taunt*
    Protect
    Rain Dance
    Earthquake
    Double Team
    Reflect
    Flamethrower
    Fire Blast
    Torment
    Focus Blast
    Charge Beam
    Incinerate
    Acrobatics
    Stone Edge
    Thunder Wave*
    Bulldoze
    Rock Slide
    Dragon Tail
    U-turn
    Substitute
    Fly
    Surf
    Vanity the SHARPEDO (open)
    [​IMG]
    Sharpedo Vanity (F)

    Type: Water/Dark
    • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    • 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: Rough Skin, Speed Boost
    • Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
    • Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
    Nature: Mild (+1 SpA, -1 SpD)

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 2
    SpA: Rank 4 (+)
    SpD: Rank 1 (-)
    Spe: 95

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

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

    Attacks (48):

    Leer
    Bite
    Rage
    Focus Energy
    Scary Face
    Crunch
    Ice Fang
    Screech
    Swagger
    Aqua Jet
    Taunt
    Agility
    Skull Bash
    Night Slash

    Brine
    Double-edge
    Hydro Pump

    Bounce
    Endure
    Icy Wind
    Mud-Slap
    Spite
    Super Fang
    Zen Headbutt

    Roar
    Toxic
    Hidden Power [Fire]
    Ice Beam
    Blizzard
    Protect
    Rain Dance
    Earthquake
    Double Team
    Rock Tomb
    Torment
    Facade
    Scald
    Payback
    Giga Impact
    Avalanche
    Bulldoze
    Dark Pulse
    Poison Jab
    Substitute
    Surf
    Waterfall
    Whirlpool
    Dive


    Rediamond's Team!
    Volcarona (open)


    [​IMG]
    Volcarona [Flare] (F)
    Nature: Modest (+1SpAtt, -1Att)

    Type:
    Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

    Stats:
    HP: 100
    Atk-: Rank 1
    Def: Rank 3
    SpA+: Rank 6
    SpD: Rank 4
    Spe: 100
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 22

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

    Abilities:
    Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Swarm: (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)
    [DreamWorld]

    Attacks: 40
    Ember
    String Shot
    Leech Life
    Take Down
    Gust
    Hurricane
    Fiery Dance
    Quiver Dance
    Heat Wave
    Fire Spin
    Whirlwind
    Rage Powder
    Bug Buzz
    Flame Charge
    Bug Bite
    Amnesia

    Endure
    Magnet Rise
    Morning Sun
    String Shot

    SolarBeam
    Psychic
    Hidden Power (Water 7)
    Flamethrower
    Toxic
    Hyper Beam
    Light Screen
    Sunny Day
    Protect
    Safegaurd
    Double Team
    Fire Blast
    Rest
    Overheat
    Acrobatics
    Will-o-Wisp
    Struggle Bug
    Substitute
    U-Turn
    Wild Charge
    Fly

    Diego Armaldo (open)


    [​IMG]
    Armaldo(M) Diego Armando
    Nature: Adamant (+Att, -SpAtt)

    Type: Bug/Rock
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
    Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

    Stats:

    HP: 100
    Atk+: Rank 6
    Def: Rank 4
    SpA-: Rank 2
    SpD: Rank 3
    Spe: 45
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 6/6
    MC: 1
    DC: 2/5

    Abilities:
    Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

    Attacks: 31
    Scratch
    Harden
    Mud Sport
    Water Gun
    Protect
    Metal Claw
    Rock Blast
    Crush Claw
    Protect

    Rock Slide
    Rapid Spin
    Cross Poison

    Endure
    Aqua Tail

    X-Scissor
    Dig
    Double Team
    Stealth Rock
    Sunny Day
    Earthquake
    Hone Claws
    Return
    Brick Break
    Stone Edge
    Ariel Ace
    Facade
    Swagger
    Swords Dance
    Substitute
    Smack Down

    Scylant (open)


    [​IMG]
    Scylant (F) [Scadi]
    Type: Ice/Bug
    Nature: Mild (+SpAtt, -Def)

    Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

    Abilities:
    Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
    Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
    Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

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

    HP: 100
    Atk: Rank 4
    Def-: Rank 2
    SpA+: Rank 5
    SpD: Rank 3
    Spe: 121
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

    Moves: 33
    Leer
    Leech Life
    Focus Energy
    Bug Bite
    Ice Shard
    Slash
    Icy Wind
    Icicle Spear
    Hail
    Icicle Crash
    Bug Buzz
    Avalanche
    Sheer Cold
    Icy Wind
    Ice Punch
    Ice Beam

    Earth Power
    Spikes
    Counter
    Superpower

    Blizzard
    X-Scissor
    Rock Slide
    Acrobatics
    Taunt
    Double Team
    Dig
    U-Turn
    Hone Claws
    Toxic
    Venoshock
    Hidden Power Rock 6
    Hyper Beam
    Earthquake
    Focus Punch

    Heracross (open)

    [​IMG]
    Heracross [Corpus] (M)
    Nature: Adamant (+1Att, -1SpAtt)

    Type:
    Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Stats:
    HP: 100
    Atk+: Rank 6
    Def: Rank 3
    SpA-: Rank 1
    SpD: Rank 3
    Spe: 85
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

    MC: 0
    DC: 5/5

    Abilities:
    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.
    Swarm: (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)
    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. [DreamLocked]

    Attacks: 43
    Night Slash
    Tackle
    Leer
    Horn Attack
    Endure
    Fury Attack
    Ariel Ace
    Brick Break
    Counter
    Megahorn
    Close Combat
    Reversal
    Feint

    Bide
    Revenge
    Flail
    Double Edge
    Focus Punch

    Earthquake
    Rock Slide
    Double Team
    Shadow Claw
    Rain Dance
    Frustration
    Smack Down
    Dig
    Rock Tomb
    Return
    Facade
    Rest
    Attract
    Thief
    Focus Blast
    False Swipe
    Fling
    Retaliate
    Giga Impact
    Stone Edge
    Struggle Bug
    Bulldoze
    Swagger
    Substitute


    1. Rediamond gives the order of his team (and items!), and Korski PMs me his two other mons!
    2. I'll RNG all the stuff, and then Rediamond will give orders.
  2. Rediamond

    Rediamond

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    Heracross, Armaldo, Scylant, Volcarona
    Damp Rock, Muscle Band, Oran Berry, Charcoal
  3. Leethoof

    Leethoof

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    And its a double battle!

    Sableye and Hyrdeigion take to the field!

    Rediamond's actions!
  4. Rediamond

    Rediamond

    Joined:
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    Heracross: Rock Slide~Megahorn Hydreigon~Rock Slide
    Armaldo: Rock Slide~X-Scissor Sableye~Rock Slide
    IF Sableye uses Will-o-Wisp on Armaldo, Armaldo uses Protect that action and pushes actions back
    -If Armaldo is taunted on the action he would use Protect, switch that action and all remaining to Facade Hydreigon
    IF Hydreigon uses Fly on Heracross, Heracross switches his action to Counter, and push action back.
  5. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a CAP Contributor
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    Welcome to my gym, where deception is lurking around every crooked path and narrow bend. Don't let your eyes deceive you now, that's my job!

    Evol: Fake Out [Heracross]~Counter~Sunny Day

    Turvy: Flamethrower [Heracross]~Counter~Flamethrower [Heracross]
    IF Megahorn misses, THEN quickly switch over to an Aerial Ace x2 Combo [Heracross] on A2.

    Gonna fry those bugs.

    Also, I hadn't thought of it before now but I'm going to make A3 combos against the rules before they cause any problems, as the mechanics would interfere with the RP elements of the arena too much and are actually not even an option for my team members due to the format and RNG and all that. So if I can't do it, neither can anyone else!
  6. Leethoof

    Leethoof

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    Rediamond releases the tough physical attackers of his swarm, Diego Armaldo and Corpus the Heracross to accompany him into the depths of the dark woods. Though bug-types are usually comfortable and relaxed in a forest, these two are unnerved by the murky darkness, where shadows seem to dance, taunting and teasing the two bugs. The primrose flowers glow dimly, and Corpus leans down to inspect one, remaining alert for attackers.

    Unfortunately, he did not remain alert enough, and a swift shadow leaps down from the trees, striking him with a Fake Out attack. His ally left reeling, Diego Armaldo ducks down and begins to gather rocks for an attack. It was fortunate that he did so -- a Flamethrower scorches the air mere inches above his head, hitting Corpus and lighting the field temporarily. In the sudden burst of light, the grinning form of Evol the Sableye is seen. Diego Armaldo then flings out his Rock Slide at her and the unseen attacker. A yelp of pain is heard, and Turvy the Hydregion lands on the ground, his form backlit by the primroses.

    Corpus seems to have regained himself, and charges angrily at Turvy, seeming to take revenge for the earlier flames. He slams into the dragon with a mighty Megahorn and Turvy is rammed back into a tree trunk. Diego Armaldo follows his ally and slashes at Evol with a crossing X-Scissor attack, his claws partially passing through the ghostly form. Both Turvy and Evol glance at eachother momentarily, before releasing a powerful Counter-attack into their foes. The bugs are put on the back foot again, and the two dark-types are not ready to let up.

    Evol then dances wickedly, calling the primroses to brighten so much that the area even heats up, as if it were a Sunny Day, but no sunlight penetrates the thick canopy of this forest. Turvy takes advantage of this, sending another Flamethrower into Corpus's carparace. The extra heat from the glowing primroses is just too much for Heracross to take, and the valorous fighting-type falls. Diego still charges again with another Rock Slide, weakening both of the dark-types.

    As the ambush fades, Turvy's skin shimmers away, momentarily revealing the black fur of Zoroark, before she races off into the darkness again. Evol laughs once more before leaping up again into the trees, and Diego glares out into the darkness, prepared for another attack.

    [​IMG][​IMG]
    Evol | Rebonita
    Item: Leftovers | Rocky Helmet
    HP: 49 | 28
    EN: 72 | 64
    Status: OK | OK

    [​IMG][​IMG]
    Corpus | Diego
    Item: Damp Rock | Muscle Band
    HP: KO | 76
    EN: KO | 85
    Status: KO | OK

    Sunny (3 Rounds)

    calcs (open)

    Sable=Fake Out Hera (4 EN) [6 Damage]
    Zoro=Flamethrower Hera (7 EN) [20 Damage]
    Arma=Rock Slide (5 EN) [16 Damage Zoro, 14 Sable]

    Hera=Megahorn Zoro (7 EN) [31 Damage] [8 Rocky Helmet Damage]
    Arma=X-Scissor Sable (5 EN) [16 Damage]
    Zoro=Counter Hera (22 EN) [47 Damage]
    Sable=Counter Arma (14 EN) [24 Damage]

    Sable=Sunny Day (10 EN)
    Zoro=Flamethrower Hera (7 EN) [24 Damage]
    Arma=Rock Slide (5 EN) [15 Damage Zoro, 14 Sable]

    Sable heals 6 HP from lefties
  7. Rediamond

    Rediamond

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    Volcarona, Armaldo, Heracross, Scylant
    Thanks for the sun
  8. Korski

    Korski Distilled, 80 proof
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    Hmm that's not how I pictured that Round going. Heracross is definitely a major threat that I needed to neutralize, which is what I had planned on doing and which should have happened, if I'm not mistaken. What I think happened is that you forgot to account for Items while calculating, Leethoof. Zoroark was holding the Rocky Helmet and Sableye the Leftovers as I noted in the PM, so Sableye should have 3 more HP and Heracross should have taken (6 [Fake Out] + 20 [Flamethrower] + 8 [Rocky Helmet (Megahorn)] + 47 [Counter] + 24 [Flamethrower]) = 105 damage (103 with strict damage and end-Round rounding), meaning Zoroark's second Flamethrower should have KO'd it and prevented it from getting off that Rock Slide, which adds 11.5 HP to Zoroark and 10 HP to Sableye. The second thing is that Armaldo is holding the Muscle Band, which gives it +1 BAP to its attacks, making Rock Slide do 15.5 damage to Zoroark and 14 damage to Sableye each hit, or 31 and 28 damage for the Round, respectively. X-Scissor does 16 damage to Sableye and so Counter does 24 damage back while costing the same 14 EN.

    So, with no statuses or extra stuff going around, the four Pokemon should look like: Sableye @ Leftovers [49 HP, 72 EN], Zoroark @ Rocky Helmet [28 HP, 64 EN, 1 KO], Heracross @ Damp Rock [0 HP, 93 EN, KO'd], and Armaldo @ Muscle Band [76 HP, 85 EN], and then of course there's the "Sunlight" (I like what you did there flavor-wise) for three more Rounds. I think it would be a good thing also to note the Pokes' Items as they come and go; I never intended for them to remain secrets after the team members were revealed. For the sake of fairness, I will say that Hydreigon should have been listed with an Enigma Berry, which is the Item it will be carrying for this match, and I will clarify that weather and field effects like Trick Room behave normally in this Arena (although you seem to have that perfectly under control, Leethoof).

    Finally, I'm checking over at my battle with MrcRanger97 and I see that the same thing happened there in the first Round with the lack of Leftovers recovery (also Pain Split has a cap of 25 damage/recovery now it seems), so at the end of the Round I calculated the Pokes should look like: Sableye @ Leftovers [79 HP, 62 EN] and Cyclohm @ None [77 HP, 87 EN, Burned, Toxic Poisoned (2 DPA)]. But you should also double-check my work on these corrections so we can all be sure it's right. And yes I am aware my 'mons burn through energy like hell.

    Sorry to ask for such an overhaul, but I think staring down Volcarona in the Sun while ordering first is worth ensuring my hard-fought KO. There'll be fireworks coming up for sure, but I hope I can use the weather setup to put a little extra pressure on and avoid getting rampaged.
  9. Rediamond

    Rediamond

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    Perfectly understandable.
  10. Leethoof

    Leethoof

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    Herp. Imma go ahead and remember to use items from now on. And also get used to the new rounding rules. Thanks for pointing out the errors!

    All fixed up, I believe.
  11. Rediamond

    Rediamond

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    Remove Hera, keep all other details of the order.
  12. Leethoof

    Leethoof

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    Its a triple battle!
    Sableye@Leftovers, Honchkrow@Enigma Berry, and Hydregion@Enigma Berry take to the field!
  13. Korski

    Korski Distilled, 80 proof
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    This should be exciting.

    Evol: Fake Out [Syclant]~Moonlight
    IF Syclant is ordered to use Icy Wind or Icicle Spear A2, THEN use Quash [Syclant] on that Action.

    Big Brass: Heat Wave~Sky Attack [Volcarona]
    IF Syclant is Protected by Volcarona A1, THEN Use Thunder Wave [Volcarona] on that Action and push Actions back (once).
    IF Armaldo is ordered to target you with Rock Blast A2, THEN use Fly [Volcarona] on that Action.

    Turvy: Flamethrower [Syclant]~Flamethrower [Syclant]
  14. Rediamond

    Rediamond

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    I can deal with Paralysis
    Volcarona: Protect Scylant~Heat Wave

    Armaldo: Rock Slide~Rock Slide
    IF Heat Wave burns Armaldo action one, use Facade Honchkrow on actions one And two
    IF Honchkrow is KO'd, redirect to Hydreigon

    Scylant: Blizzard~Dig Sableye
  15. Rediamond

    Rediamond

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    Bump for ref.
  16. Athenodoros

    Athenodoros Official Smogon Know-It-All

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    Bumping this because it seems to have been forgotten about. So:

    Rediamond, are you still interested in continuing this challenge? If so, PM me and we'll find a subref ASAP. If not, post here and we'll put everyone out of their misery.
  17. Rediamond

    Rediamond

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    I need the bugs elsewhere, and probably wouldn't win. Best to spare everyone the time.
  18. Athenodoros

    Athenodoros Official Smogon Know-It-All

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    Alright, calling an end to it. Nice try everyone.

    As a side note, I'd consider simplifying your arena or something Korski, because it is clearly scaring refs off.
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