Welcome to both the battlers and spectators of this tournament match- but this isn't just any early round tournament battle- this is on ASB Arena's Mainstage! The best matchup of the round, I cannot express how honored and excited I am to be a facilitator of this epic! Both players are some of the titans of battle- I present to you the Battle Factory Matchup of Round 2- It's A Random vs. Gerard!
Before we hop on in let's take a few seconds to review the standard rules of the matchup-
Switch = OK
Items: ON
Abilities: ONE
Arena: ASB Tournament Arena
Unlimited Chills/Recoveries
Two substitutions
Two day DQ on actions, three day DQ on ref.
On your left, one of the most not if not the most known face of ASB- It's a Random! He got here by defeated one of the most meticulous fighters: Engineer Pikachu! Easily one of the strongest battlers out there, he has quite a few tournament and gym league accolades to his name:
- Ground Gym Leader
- Semifinalist in the Team Tournament
- 3 Gym Badges- Tied for the Most
And his team! One of his big threats is Camerupt- It's massive bulk will allow it to weather all sorts of fighting, and he will feel right at home with a ground type! Skarmory will provide valuable support to his team, and Ampharos rounds off the team as an offensive threat on the special side, sporting a wide variety of dangerous attacks.
And our your right... GERARD! Specializing in Psychic types, he is known for strong fighting skills. In fact he is one of two candidates to have beaten IAR on his home turf- he successfully challenged the Ground Gym. He advanced to the second round by defeating UllarWarlord While his tournament and gym league accolades are slightly surpassed by IAR, they still compose one of ASB's strongest resumes:
Skarmory (F)
Nature: Careful
+1 Special Defense, -1 Special Attack
Type: Steel / Flying
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.
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.
Ability: Sturdy
Sturdy (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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: N/A
MC: 0
DC: 5/5
Attacks:
#Level Up#
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Spikes
Night Slash
#Egg#
Brave Bird
Endure
Stealth Rock
Whirlwind
#TM/HM#
Roar
Toxic
Sunny Day
Taunt
Protect
Double Team
Sandstorm
Rock Tomb
Torment
Rest
Sky Drop
Rock Slide
X-Scissor
Substitute
Rock Smash
Fly
Defog
#Event/Tutor#
Iron Head
Roost
Sky Attack
Sleep Talk
Tailwind
Camerupt (M)
Nature: Quiet
+1 Special Attack, -15% Speed, -10% Evasion
Type: Fire/Ground
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ability: Solid Rock
Solid Rock (Innate):
This Pokemon's body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Rock Slide
Yawn
Flamethrower
Earthquake
Eruption
#Egg#
Body Slam
Endure
Heat Wave
#TM/HM#
Roar
Toxic
Hidden Power (Ice 7)
Sunny Day
Hyper Beam
Protect
Solarbeam
Dig
Double Team
Rock Tomb
Rest
Attract
Will-O-Wisp
Explosion
Rock Polish
Bulldoze
Substitute
Flash Cannon
Rock Smash
#Event/Tutor#
Iron Head
Sleep Talk
Stealth Rock
Ampharos (F)
Nature: Modest
+1 Special Attack, -1 Attack
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ability: Static
Static (Innate):
This Pokemon's body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks:
#Level Up#
Fire Punch
Tackle
Growl
ThunderShock
Thunder Wave
Cotton Spore
Charge
Take Down
Electro Ball
Power Gem
Discharge
Signal Beam
Light Screen
Thunder
#Egg#
Agility
Reflect
Thunderbolt
#TM/HM#
Toxic
Hidden Power (Grass 7)
Hyper Beam
Protect
Rain Dance
Safeguard
Brick Break
Double Team
Rest
Attract
Focus Blast
Endure
Volt Switch
Thunder Wave
Bulldoze
Substitute
#Event/Tutor#
Counter
Heal Bell
Magnet Rise
Sleep Talk
1× Oran Berry
1× Power Band
1× Watmel Berry
1× Quick Claw
1× Heat Rock
1× Ghost Gem
1× Colbur Berry
1× Pamtre Berry
1× Chilan Berry
1× Magnet
- Psychic Type Gym Leader- Undefeated as Leader!
- Two Badges- Defeated IAR
And now for his team! Hypno is the Pokemon to keep an eye on- Gerard is very familiar with Psychics! Swalot and Mandibuzz however, are not to be underestimated- both have the potential to both dish out and take some serious damage!
Harley Hypno (F)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Ability: Forewarn
Forewarn (Innate):
This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Stats:
HP: 100
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 4
Spe: 58 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Nightmare
Switcheroo
Pound
Hypnosis
Disable
Confusion
Heatbutt
Poison Gas
Meditate
Psybeam
Psychic
Swagger
Zen Headbutt
Future Sight
#Egg#
Assist
Barrier
Skill Swap
#TM/HM#
Protect
Substitute
Thunder Wave
Light Screen
Reflect
Double Team
Trick Room
Focus Blast
Foul Play
#Event/Tutor#
ThunderPunch
Fire Punch
Ice Punch
Drain Punch
Low Kick
Snatch
Magic Coat
Signal Beam
Wish
Counter
Endure
Focus Punch
Bide
Valjean Swalot (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Poison
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.
Ability: Gluttony
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Stats:
HP: 110
Atk: Rank 2-
Def: Rank 3
SpA: Rank 4+
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Pound
Yawn
Poison Gas
Sludge
Amnesia
Encore
Body Slam
Sludge Bomb
Gastro Acid
Gunk Shot
Toxic
Acid Spray
#Egg#
Acid Armor
Destiny Bond
Pain Split
#TM/HM#
Protect
Substitute
Venoshock
Ice Beam
Sunny Day
SolarBeam
Explosion
Hidden Power Fire (7)
Double Team
Hyper Beam
Sludge Wave
Earthquake
Shadow Ball
#Event/Tutor#
Counter
Endure
ThunderPunch
Fire Punch
Snatch
Block
Giga Drain
Icy Wind
Kirkegard Mandibuzz (M)
Nature: Brave
+1 Attack, -15% Speed, -10% Evasion
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.
Ability: Overcoat
Overcoat (Innate):
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Stats:
HP: 110
Atk: 4 (+)
Def: 4
SpA: 2
SpD: 3
Spe: 69 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks:
#Level Up#
Gust
Leer
Fury Attack
Pluck
Nasty Plot
Flatter
Faint Attack
Tailwind
Embargo
Brave Bird
Defog
Punishment
Dark Pulse
Whirlwind
Mirror Move
Bone Rush
Defog
#Egg#
Knock Off
Roost
Steel Wing
#TM/HM#
Double Team
Facade
Fly
Giga Impact
Payback
Protect
Rest
Substitute
Sunny Day
Swagger
Taunt
Thief
Torment
Toxic
U-Turn
#Event/Tutor#
Block
Foul Play
Iron Defense
Sky Attack
Snatch
Sleep Talk
BlackGlasses
Figy Berry
Ghost Gem
Lansat Berry
Magnet
Micle Berry
Smooth Rock
Spell Tag
Wide Lens
Wise Glasses
AND NOW FOR THE MAIN EVENT! Two fearsome fighters stand at either end of the arena- clutching their pokeballs confidently! But unfortunately, only one can move on, in this matchup of superstars! Yes that's right- this fight will go down and history!
Now, let's see who will kick things off- IAR will send out first on heads, while Gerard will on tails-
HEADS=1-5000, TAILS=5001-10000 (5026)=TAILS
You know it will close when the coin flip is close- Gerard is to send out!
Order of Operations
Gerard sends out and equips
IAR sends out, equips, and orders
Gerard Orders
Gerard sends out and equips
IAR sends out, equips, and orders
Gerard Orders