Its_A_Random
A distant memory
Only Orcinus Duo, Elevator Music, Its_A_Random, & any required sub-referees, may post in this thread until the completion of this battle. All other posts made will be deleted, & possibly subjected to moderation. Thank you.
And so, Orcinus Duo, the Fire-Type Gym Leader, after a mini-hiatus, has come to open his gym! His first challenger: Elevator Music, looks like he wants to test the waters & see how strong the Fire Gym really is! Will Elevator Music win his second badge? Or will Orcinus Duo win his maiden match as Gym Leader? Let us find out.
RULES & REGULATIONS
4v4 Doubles
DQ Time: 72 Hours
Max Recoveries per Pokémon: 2
Max Chills per Pokémon: 5
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: KO
# Abilities: All
Items: On
TEAM ORCINUS DUO
Infernape-Simion (M)
Nature: Naughty
Type: Fire
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 brushfire areas.
Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 1
DC: 5/5
Attacks: (72)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch
Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ice (7)
Endure
Quick Guard
Slack Off
Will-o-Wisp
Fire Blast
Fire Punch
Cut
Focus Energy
Fling
Chandelure - Soul (F)
Nature: Timid
Type:Fire/Ghost
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 brushfire areas.
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:
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+10% Accuracy)
Size Class: 2
Weight Class: 3
EC: 9/9
MC: 1
DC: 5/5
Attacks (45):
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Hex
Curse
Memento
Clear Smog
Endure
Heat Wave
Dark Pulse
Spite
Trick
Acid Armor
Calm Mind
Fire Blast
Taunt
Protect
Toxic
Hyper Beam
Safeguard
Psychic
Shadow Ball
Substitute
Trick Room
Solarbeam
Thief
Energy Ball
Telekinesis
Rest
Flame Charge
Flamethrower
Double Team
Sunny Day
Hidden Power Ice 7
Sleep Talk
Charizard - Tim (M)
Nature: Rash
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 1
DC: 5/5
Attacks: (59)
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Flame Burst
Wing Attack
Slash
Flamethrower
Fire Spin
Flare Blitz
Crunch
Counter
Focus Punch
Thunderpunch
Blast Burn
Dragon Pulse
Outrage
Roost
Sleep Talk
Tailwind
Dig
Rock Slide
Substitute
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Brick Break
Double Team
Flamethrower
Rock Tomb
Aerial Ace
Façade
Flame Charge
Rest
Attract
Focus Blast
Sky Drop
Incinerate
Will-o-Wisp
Dragon Tail
Rock Smash
Fly
Hidden Power Ground 7
Bide
Endure
Fire Blast
Pyroak - Trace (M)
Nature:Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 1
DC: 5/5
Attacks:(61)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash
Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block
Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Stealth Rock
Fire Blast
Energy Ball
Hidden Power Ice 7
Light Screen
Camerupt - Pompeii (M)
Nature: Brave
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 brushfire 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.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
EC: 6/6
MC:0
DC: 5/5
Attacks: (48)
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Curse
Yawn
Eruption
Endure
Heat Wave
Iron Head
After You
Sleep Talk
Stealth Rock
Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest
Flame Charge
Bulldoze
Flamethrower
Earth Power
Roar
Hidden Power Ice 7
Sunny Day
Hyper Beam
Solarbeam
Double Team
Sandstorm
Fire Blast
Façade
Attract
Overheat
Incinerate
Will-o-Wisp
Explosion
Stone Edge
Swagger
Substitute
Flash Cannon
Rock Smash
Selfdestruct
Mollux - Dream (F)
Nature: Bold
Type: Fire/Poison
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
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.
Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 5/5
Attacks: (51)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Acid Armor
Heat Wave
Recover
Toxic Spikes
Gunk Shot
Eruption
Heal Bell
Heal Pulse
Stealth Rock
Bind
Bug Bite
Gastro Acid
Helping Hand
Iron Defense
Knock Off
Sleep Talk
Snatch
Trick
Sludge Wave
Thunderbolt
Protect
Flamethrower
Toxic
Venoshock
Sunny Day
Hyper Beam
Light Screen
Rain Dance
Solarbeam
Thunder
Double Team
Sludge Bomb
Flame Charge
Rest
Thief
Will-o-Wisp
Explosion
Thunder Wave
Substitute
Rapid Spin
Fire Spin
Hidden Power Ice 7
TEAM ELEVATOR MUSIC
Camerupt [Bakuuda] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
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 brushfire 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.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Total Moves: 50
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Amnesia
Curse
Double-Edge
Earth Power
Earthquake
Ember
Eruption
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Lava Plume
Magnitude
Rock Slide
Tackle
Take Down
Yawn
AncientPower
Endure
Mud Bomb
Stockpile
Swallow
Bulldoze
Dig
Double Team
Explosion
Fire Blast
Flame Charge
Flash Cannon
Giga Impact
Hidden Power (Ice, 7)
Incinerate
Overheat
Protect
Rest
Roar
Rock Polish
Rock Tomb
Sandstorm
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Toxic
Will-O-Wisp
Body Slam
Heat Wave
Dragonite [Kairyu] (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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:
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 69 (80 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
Total Moves: 53
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Agility
Aqua Tail
Dragon Dance
Dragon Rage
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer
Outrage
Roost
Safeguard
Slam
ThunderPunch
Thunder Wave
Twister
Wing Attack
Wrap
Aqua Jet
ExtremeSpeed
Haze
Aerial Ace
Bide
Brick Break
Dive
Double Team
Dragon Claw
Earthquake
Endure
Flamethrower
Fly
Focus Blast
Light Screen
Protect
Rain Dance
Reflect
Rest
Sky Drop
Sleep Talk
Stone Edge
Substitute
Sunny Day
Surf
Swagger
Thunderbolt
Toxic
Dragon Pulse
Heal Bell
Hydro Pump
Icy Wind
Superpower
Whirlwind
Cyclohm [] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Overcoat (DW): (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: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Total Moves: 58
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
ThunderShock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
DragonBreath
Gust
Hydro Pump
Magnet Rise
Shock Wave
Attract
Blizzard
Charge Beam
Double Team
Endure
Fire Blast
Flamethrower
Flash
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Protect
Rest
Roar
Sandstorm
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Trick Room
Volt Switch
Wild Charge
Draco Meteor
Electroweb
Heal Bell
Signal Beam
Sleep Talk
Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (30 /1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 71
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt
Block
Future Sight
Mud Sport
Stomp
Bide
Brick Break
Brine
BubbleBeam
Dig
Dive
Dragon Tail
DynamicPunch
Earthquake
Endure
Fissure
Flamethrower
Focus Blast
Focus Punch
Hail
Hyper Beam
Ice Beam
Light Screen
Pay Day
Protect
Psyshock
Reflect
Rest
Safeguard
Scald
Substitute
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Zap Cannon
Aqua Tail
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Trick
Wonder Room
And now, to flip an Australian $1 Coin to decide turn order. If it is Heads, Orcinus Duo will send out first! Otherwise, Elevator Music will send out first if it is Tails.
And it is Tails, so Elevator Music sends out first & orders second!
TURN ORDER
Challenger Elevator Music sends in 2 Pokémon, & equips Items.
Leader Orcinus Duo sends in 2 Pokémon, & equips Items.
Leader Orcinus Duo issues actions.
Challenger Elevator Music issues actions.
Its_A_Random refs.
And so, Orcinus Duo, the Fire-Type Gym Leader, after a mini-hiatus, has come to open his gym! His first challenger: Elevator Music, looks like he wants to test the waters & see how strong the Fire Gym really is! Will Elevator Music win his second badge? Or will Orcinus Duo win his maiden match as Gym Leader? Let us find out.
RULES & REGULATIONS
4v4 Doubles
DQ Time: 72 Hours
Max Recoveries per Pokémon: 2
Max Chills per Pokémon: 5
Max Substitutions per Pokémon: 2 + KO Substitutions
Switch: KO
# Abilities: All
Items: On
Arena: Flareon Training Grounds
Long ago, Cinnabar Island was a technological mecca, a hub for the brightest minds of a generation. But a volcano erupted on the island, destroying everything there was, or ever will be. There isn’t anything here anymore, in “The Ravaged Town of the Past”…
But is there?
Finally, you reach the topmost layer of Cinnabar Island. Flashes of red dart past the corner of your eye. You turn, but see nothing. The once-charred ground stares resolutely back at you, covered by a hair of swaying grass. Another flash. Turn again, but this time, the emptiness seems to be watching you. The sun is shining brightly, but through a thin veil of steam, which the sun evaporated from the surrounding ocean. A drop of your sweat falls, caught by an outstretched blade of grass that lowers it gently to the ground. The ground here is hard, very hard. What kinds of vegetation are these?
A flash, a turn, a howl, and then you flinch. But then, in the distance, you see the rough, chalked outline of the arena. Determined, you walk to it, and release your Pokemon. The sun shines mercilessly, the steam chokes, and you have a mission to fulfil.
Welcome to the Flareon Training Grounds. After the eruption of the volcano, an elite society of Flareons have cultivated the land. Here, they practice skills that are not privy to the knowledge of the outside world. Flare blitzes right and left, the Flareon here are practically legends in their own right. Thankfully, it is not them who you will be fighting today, but Gym Leader orcinus, who grew up in Canada and hates the weather here as much as you. He’s befriended the Flareons here, and it is here that he learns from the skills of these skilled fighters to beat challengers like you.
There are some special rules here, so pay attention. Spread moves, for fear of invoking the wrath of the nearby Flareons, may not be used in their full capacity, as a safety rule set by orcinus. Instead, Earthquake, Rock Slide, Surf and the like must be focused and directed only at one Pokemon. However, while orcinus wants to obey safety rules, he does not want to disrupt the spirit of the game. And so, spread moves can still hit Pokemon that are using evasive actions, and can wipe out all of the clones of one Pokemon.
The arena is in a stage of permanent sun and steam, which is from the nearby water. This acts as sun in every respect (including the including the BAP reduction of water-typed moves, since the sun evaporates much of the water and steam doesn’t actually hurt), but one—it heals dry skin Pokemon instead of harming then.
The ground is extra hard here, and dig's priority is shifted by -2.
The Flareons have developed a hatred of Stealth Rocks. It would be wise not to irk them.
Finally, orcinus gets a fan and a cooler. You do not.
Summary: Attacking moves that affect more than one opponent must be targeted at one opponent. However, they can still hit Pokemon that are using evasive actions, and can wipe out clones from Double Team.
Permanent Sun/Steam is in effect, acting like Sun in every respect except healing Pokemon with the ability dry skin. This can only be changed by weather rock holders.
No Stealth Rock
Long ago, Cinnabar Island was a technological mecca, a hub for the brightest minds of a generation. But a volcano erupted on the island, destroying everything there was, or ever will be. There isn’t anything here anymore, in “The Ravaged Town of the Past”…
But is there?
Finally, you reach the topmost layer of Cinnabar Island. Flashes of red dart past the corner of your eye. You turn, but see nothing. The once-charred ground stares resolutely back at you, covered by a hair of swaying grass. Another flash. Turn again, but this time, the emptiness seems to be watching you. The sun is shining brightly, but through a thin veil of steam, which the sun evaporated from the surrounding ocean. A drop of your sweat falls, caught by an outstretched blade of grass that lowers it gently to the ground. The ground here is hard, very hard. What kinds of vegetation are these?
A flash, a turn, a howl, and then you flinch. But then, in the distance, you see the rough, chalked outline of the arena. Determined, you walk to it, and release your Pokemon. The sun shines mercilessly, the steam chokes, and you have a mission to fulfil.
Welcome to the Flareon Training Grounds. After the eruption of the volcano, an elite society of Flareons have cultivated the land. Here, they practice skills that are not privy to the knowledge of the outside world. Flare blitzes right and left, the Flareon here are practically legends in their own right. Thankfully, it is not them who you will be fighting today, but Gym Leader orcinus, who grew up in Canada and hates the weather here as much as you. He’s befriended the Flareons here, and it is here that he learns from the skills of these skilled fighters to beat challengers like you.
There are some special rules here, so pay attention. Spread moves, for fear of invoking the wrath of the nearby Flareons, may not be used in their full capacity, as a safety rule set by orcinus. Instead, Earthquake, Rock Slide, Surf and the like must be focused and directed only at one Pokemon. However, while orcinus wants to obey safety rules, he does not want to disrupt the spirit of the game. And so, spread moves can still hit Pokemon that are using evasive actions, and can wipe out all of the clones of one Pokemon.
The arena is in a stage of permanent sun and steam, which is from the nearby water. This acts as sun in every respect (including the including the BAP reduction of water-typed moves, since the sun evaporates much of the water and steam doesn’t actually hurt), but one—it heals dry skin Pokemon instead of harming then.
The ground is extra hard here, and dig's priority is shifted by -2.
The Flareons have developed a hatred of Stealth Rocks. It would be wise not to irk them.
Finally, orcinus gets a fan and a cooler. You do not.
Summary: Attacking moves that affect more than one opponent must be targeted at one opponent. However, they can still hit Pokemon that are using evasive actions, and can wipe out clones from Double Team.
Permanent Sun/Steam is in effect, acting like Sun in every respect except healing Pokemon with the ability dry skin. This can only be changed by weather rock holders.
No Stealth Rock
TEAM ORCINUS DUO
Infernape-Simion (M)
Nature: Naughty
Type: Fire
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 brushfire areas.
Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist: Trait
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 1
DC: 5/5
Attacks: (72)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch
Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ice (7)
Endure
Quick Guard
Slack Off
Will-o-Wisp
Fire Blast
Fire Punch
Cut
Focus Energy
Fling
Chandelure - Soul (F)
Nature: Timid
Type:Fire/Ghost
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 brushfire areas.
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:
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
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.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+10% Accuracy)
Size Class: 2
Weight Class: 3
EC: 9/9
MC: 1
DC: 5/5
Attacks (45):
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Shadow Ball
Pain Split
Hex
Curse
Memento
Clear Smog
Endure
Heat Wave
Dark Pulse
Spite
Trick
Acid Armor
Calm Mind
Fire Blast
Taunt
Protect
Toxic
Hyper Beam
Safeguard
Psychic
Shadow Ball
Substitute
Trick Room
Solarbeam
Thief
Energy Ball
Telekinesis
Rest
Flame Charge
Flamethrower
Double Team
Sunny Day
Hidden Power Ice 7
Sleep Talk
Charizard - Tim (M)
Nature: Rash
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 1
DC: 5/5
Attacks: (59)
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Flame Burst
Wing Attack
Slash
Flamethrower
Fire Spin
Flare Blitz
Crunch
Counter
Focus Punch
Thunderpunch
Blast Burn
Dragon Pulse
Outrage
Roost
Sleep Talk
Tailwind
Dig
Rock Slide
Substitute
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Brick Break
Double Team
Flamethrower
Rock Tomb
Aerial Ace
Façade
Flame Charge
Rest
Attract
Focus Blast
Sky Drop
Incinerate
Will-o-Wisp
Dragon Tail
Rock Smash
Fly
Hidden Power Ground 7
Bide
Endure
Fire Blast
Pyroak - Trace (M)
Nature:Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 1
DC: 5/5
Attacks:(61)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash
Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block
Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure
Stealth Rock
Fire Blast
Energy Ball
Hidden Power Ice 7
Light Screen
Camerupt - Pompeii (M)
Nature: Brave
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 brushfire 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.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
EC: 6/6
MC:0
DC: 5/5
Attacks: (48)
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume
Curse
Yawn
Eruption
Endure
Heat Wave
Iron Head
After You
Sleep Talk
Stealth Rock
Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest
Flame Charge
Bulldoze
Flamethrower
Earth Power
Roar
Hidden Power Ice 7
Sunny Day
Hyper Beam
Solarbeam
Double Team
Sandstorm
Fire Blast
Façade
Attract
Overheat
Incinerate
Will-o-Wisp
Explosion
Stone Edge
Swagger
Substitute
Flash Cannon
Rock Smash
Selfdestruct
Mollux - Dream (F)
Nature: Bold
Type: Fire/Poison
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
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.
Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW Locked): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20
MC: 0
DC: 5/5
Attacks: (51)
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Acid Armor
Heat Wave
Recover
Toxic Spikes
Gunk Shot
Eruption
Heal Bell
Heal Pulse
Stealth Rock
Bind
Bug Bite
Gastro Acid
Helping Hand
Iron Defense
Knock Off
Sleep Talk
Snatch
Trick
Sludge Wave
Thunderbolt
Protect
Flamethrower
Toxic
Venoshock
Sunny Day
Hyper Beam
Light Screen
Rain Dance
Solarbeam
Thunder
Double Team
Sludge Bomb
Flame Charge
Rest
Thief
Will-o-Wisp
Explosion
Thunder Wave
Substitute
Rapid Spin
Fire Spin
Hidden Power Ice 7
TEAM ELEVATOR MUSIC
Camerupt [Bakuuda] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
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 brushfire 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.
Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Total Moves: 50
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Amnesia
Curse
Double-Edge
Earth Power
Earthquake
Ember
Eruption
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Lava Plume
Magnitude
Rock Slide
Tackle
Take Down
Yawn
AncientPower
Endure
Mud Bomb
Stockpile
Swallow
Bulldoze
Dig
Double Team
Explosion
Fire Blast
Flame Charge
Flash Cannon
Giga Impact
Hidden Power (Ice, 7)
Incinerate
Overheat
Protect
Rest
Roar
Rock Polish
Rock Tomb
Sandstorm
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Toxic
Will-O-Wisp
Body Slam
Heat Wave
Dragonite [Kairyu] (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)
Type: Dragon/Flying
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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:
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.
Multiscale (DW): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 69 (80 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22
Total Moves: 53
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Agility
Aqua Tail
Dragon Dance
Dragon Rage
Dragon Rush
Dragon Tail
Fire Punch
Hurricane
Hyper Beam
Leer
Outrage
Roost
Safeguard
Slam
ThunderPunch
Thunder Wave
Twister
Wing Attack
Wrap
Aqua Jet
ExtremeSpeed
Haze
Aerial Ace
Bide
Brick Break
Dive
Double Team
Dragon Claw
Earthquake
Endure
Flamethrower
Fly
Focus Blast
Light Screen
Protect
Rain Dance
Reflect
Rest
Sky Drop
Sleep Talk
Stone Edge
Substitute
Sunny Day
Surf
Swagger
Thunderbolt
Toxic
Dragon Pulse
Heal Bell
Hydro Pump
Icy Wind
Superpower
Whirlwind
Cyclohm [] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shield Dust: (Innate) This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Overcoat (DW): (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: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Total Moves: 58
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
ThunderShock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon
DragonBreath
Gust
Hydro Pump
Magnet Rise
Shock Wave
Attract
Blizzard
Charge Beam
Double Team
Endure
Fire Blast
Flamethrower
Flash
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Protect
Rest
Roar
Sandstorm
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Trick Room
Volt Switch
Wild Charge
Draco Meteor
Electroweb
Heal Bell
Signal Beam
Sleep Talk
Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (30 /1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 71
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt
Block
Future Sight
Mud Sport
Stomp
Bide
Brick Break
Brine
BubbleBeam
Dig
Dive
Dragon Tail
DynamicPunch
Earthquake
Endure
Fissure
Flamethrower
Focus Blast
Focus Punch
Hail
Hyper Beam
Ice Beam
Light Screen
Pay Day
Protect
Psyshock
Reflect
Rest
Safeguard
Scald
Substitute
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Zap Cannon
Aqua Tail
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Trick
Wonder Room
And now, to flip an Australian $1 Coin to decide turn order. If it is Heads, Orcinus Duo will send out first! Otherwise, Elevator Music will send out first if it is Tails.
And it is Tails, so Elevator Music sends out first & orders second!
TURN ORDER
Challenger Elevator Music sends in 2 Pokémon, & equips Items.
Leader Orcinus Duo sends in 2 Pokémon, & equips Items.
Leader Orcinus Duo issues actions.
Challenger Elevator Music issues actions.
Its_A_Random refs.