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Gym [FIRE] - Leader Orcinus Duo vs Challenger Rickheg

Discussion in 'ASB' started by Frosty, Jan 17, 2013.

  1. Frosty

    Frosty =_=
    is a Forum Moderatoris a Community Contributor
    Moderator

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    Messages:
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    Flareon Training Grounds (open)

    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


    Ya hallo thar spectators and Flareons! This is Frosty here melting on this lovely arena where the Fire Gym is finally being challenged!

    Our Fire Gym Leader is Orcinus Duo. With no finished gym battles under his belt, he is still green, which is good as it makes it unpredictable, and bad, as the lack of experience may prove to be a hindrance. Orcinus is mostly known as a ref than as a battler, due to the frenzy reffing done a couples months ago to afford for his team. Now with the Gym and a good team, Orcinus has hanged his reffing gloves (maybe for good) and is now using his fighting gloves as a full-fledged Trainer!

    Don't you dare understimate the Gym Leader's team for being "artificial", as it proved to be a strong and unpredictable team in the hands of a strong and unpredictable player. Pay close attention to Simion for being a very versatile pokemon that had a great role on his victory against C$FP.

    On the other side of the arena we have Rickheg. Rickheg was picked up on the Dark Gym a couple hours ago with our lovely roflcopter as his battle probably won't end any time soon. Even though he doesn't have titles to speak off, it doesn't mean he is a bad player. Think that and you are in for a trouble, as Rickheg is a very competent trainer and every trainer has to begin getting his titles somewhere. Pay close attention to Cyclost, as its great stats and good disruptive/offensive movepool makes it rather dangerous for any opposing pokemon, regardless the typing.

    But enough talking, let's get to the teams!

    Gym Leader
    Simion (open)

    [​IMG]
    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

    Soul (open)

    [​IMG]
    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

    Tim (open)
    [​IMG]
    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

    Trace (open)
    [​IMG]
    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

    Pompeii (open)

    [​IMG]
    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 3
    Def: Rank 3
    SpA: Rank 5 (+)
    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

    Dream (open)

    [​IMG]
    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


    Challenger
    Sir Wattson the Krilowatt (open)
    [​IMG]
    Krilowatt (Sir Wattson) M
    Nature: Timid (Timid (+15% Speed, +17% Accuracy, -1 Atk)
    Type: Electric/Water
    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
    Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


    Stats
    HP: 125
    Atk: Rank 2(-)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 121(+)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21


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

    Attacks:
    Level Up:
    Ice Shard
    Bubble
    Charge
    Tackle
    Thundershock
    Confuse Ray
    Imprison
    Aqua Jet
    Counter
    Mirror Coat
    Detect
    Zap Cannon
    Thunder
    Hydro Pump

    Egg Moves:
    Metronome
    Sheer Cold

    Tutors:
    Electroweb
    Icy Wind
    Helping Hand

    5th Gen TMs:
    Ice Beam
    Thunderbolt
    Scald
    Protect
    Dive
    Double Team
    Ragnarok the Stratagem (open)
    [​IMG]
    Type: Rock
    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.

    Abilities:
    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.
    Technician: (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 multi-hit attacks is increased by two (2).
    Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

    Stats:
    HP: 100
    Atk: Rank 1(-)
    Def: Rank 3
    SpA: Rank 6(+)
    SpD: Rank 3
    Spe: 130
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 21

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks:
    Level Up:

    Weather Ball
    Magnet Rise
    Tackle
    Defense Curl
    Rollout
    Rock Blast
    Disable
    Acupressure
    Mud Shot
    Power Gem
    AncientPower
    Earth Power
    Paleo Wave

    Tutor:
    Giga Drain
    Heat Wave
    Mud-Slap
    Vacuum Wave
    Ominous Wind
    Stealth Rock
    Sleep Talk
    Snore

    TM:
    Energy Ball
    Volt Switch
    Double Team
    Hidden Power Ice (6)
    Flamethrower
    Shadow Ball
    Protect
    Endure
    Rock Polish
    Explosion
    Rest
    Cyclost the Dusknoir (open)
    [​IMG]
    Dusknoir [Cyclost] (M)
    Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
    Type: Ghost
    Summary: 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.

    Stats:
    HP: 90
    Atk: Rank 4
    Def: Rank 5
    SpA: Rank 4(+)
    SpD: Rank 5
    Spe: 39(-)
    Size Class: 4
    Weight Class: 5
    Base Stat Total: 21

    EC: 9/9
    MC: 0
    DC: n/a

    Abilities
    Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

    Attacks: (51/94)
    Fire Punch
    Thunder Punch
    Ice Punch
    Gravity
    Bind
    Leer
    Night Shade
    Disable
    Foresight
    Astonish
    Confuse Ray
    Shadow Sneak
    Pursuit
    Will-O-Wisp
    Hex
    Future Sight
    Shadow Punch

    Imprison
    Pain Split
    Destiny Bond
    Grudge
    Memento
    Headbutt

    Endure
    Counter
    Dark Pulse
    Snatch
    Skill Swap
    Faint Attack
    Sucker Punch
    DynamicPunch

    Payback
    Focus Punch
    Return
    Psych Up
    Earthquake
    Substitute
    Shadow Ball
    Trick Room
    Protect
    Taunt
    Double Team
    Brick Break
    Torment
    Ice Beam
    Toxic
    Blizzard
    Psychic
    Focus Blast
    Bulldoze
    Rock Slide
    Mystic the Gallade (open)
    [​IMG]
    Gallade (Mystic) M
    Nature: Jolly (Adds 15% to Speed, +9.73% accuracy, Subtracts 1 from Special Attack)

    Type: Psychic/Fighting
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
    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:
    Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
    Justified: (DW) (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 2(-)
    SpD: Rank 4
    Spe: 92(+)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

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

    Attacks: (51/131)
    Level Up:
    Growl
    Confusion
    Teleport
    Lucky Chant
    Magical Leaf
    Heal Pulse
    Calm Mind
    Leaf Blade
    Night Slash
    Fury Cutter
    Slash
    Close Combat
    Protect
    Psycho Cut

    Egg:
    Confuse Ray
    Encore
    Will-O-Wisp
    Disable
    Skill Swap

    Tutor:
    Drain Punch
    Ice Punch
    Fire Punch
    ThunderPunch
    Pain Split
    Magic Coat
    Heal Bell
    Zen Headbutt
    Dual Chop
    Trick

    TM:
    Work Up
    Psychic
    Thunderbolt
    Hidden Power Ground (7)
    Toxic
    Thunder Wave
    Taunt
    Earthquake
    Brick Break
    Focus Blast
    Grass Knot
    Stone Edge
    Shaodw Ball
    Focus Punch
    Light Screen
    Reflect
    Substitute
    Rock Slide
    Bulldoze
    Torment
    X-Scissor
    Double Team


    Order of Operations:

    Heads: Gym Leader sends out first
    Tails: Challenger sends out first

    [​IMG]
    (heads)

    Orcinus Duo sends out pokemon with items
    Rickheg sends out pokemon with items and orders
    Orcinus Duo gives orders
    I Ref
  2. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Soul and Simion leggo

    I typod on the switch=KO for both battles >.< whatever.

    EDIT: Lol ummmm expert belts on both?
  3. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,536
    Okay, let's get this train wreck a-rollin'

    Cyclost with a Reaper Cloth, Sir Wattson with Leftovers.

    Cyclost; Psychic (Simion) > Earthquake (Simion) > Psychic (Simion)
    IF Simion uses successful protective/evasive, use Shadow Ball (Soul) that action
    IF Simion uses Dig, use Earthquake (Simion) that action
    Sir Wattson; Hydro Pump (Simion) > Scald (Simion) > Hydro Pump (Simion)
    IF Soul targets you with Solar Beam, use Mirror Coat that action
    IF Simion uses successful protective/evasive, redirect to Soul

    IF Simion is KO'ed, redirect to Soul
  4. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    give me like 2 days
  5. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Simion: Fake Out Krillowatt-Solarbeam Krillowatt-Helping Hand Soul
    Soul: Imprison (Psychic, Shadow Ball, Hex)-Energy Ball Krillowatt-Solarbeam Combo Krillowatt
  6. Frosty

    Frosty =_=
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 25, 2008
    Messages:
    731
    Gym Leader
    [​IMG]
    Hp: 100
    En: 100
    5/3/4/2/108
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 90
    En: 100
    1/3/6/3/92
    Other:
    Item: Expert Belt

    Challenger
    [​IMG]
    Hp: 90
    En: 100
    4/5/4/5/39
    Other:
    Item: Reaper Cloth

    [​IMG]
    Hp: 125
    En: 100
    2/3/3/3/121
    Other:
    Item: Leftovers​

    Round 1​


    The Gym Leader sent out his trusted Simion the Infernape with Expert Belt. As said earlier, Simion proved to be Orcinus's MVP in more than one occasion, so let's see what it can do for us.

    Accompaning the monkey is Soul the Chandelure with Expert Belt. The ghost may not have Infernape's versatility, but it compensates with RAW POWER.

    The Challenger sends out Cylost the Dusknoir with Reaper Cloth and Sir Wattson the Krillowatt with Leftovers to counter the Leader's team. Cylost has many tricks up his sleeve and may deal some damage. Sir Wattson has that lovely HP and type advantage to get some momentum, although, I may say, this godforsaken heat coupled with Krill's lack of punch may hinder a lot that advantage.

    Anyway, let's get started!

    Simion starts the round by Flinching Sir Wattson with Fake Out, stopping it from attacking. The same result is achieved by Soul as it Imprisons Psychic, Hex and Shadow Ball and disables Cylost from using Psychic. A good turn for the Gym Leader!

    On the second turn both teams switch to attack mode. Sir Wattson attacks Simion with Scald, while the monkey counters with heat-boosted Solarbeam. Soul also attacks the shrimp with Energy Ball and Cyclost ends this turn with Earthquake focused at the Infernape.

    Finally, Simion gives Soul a Helping Hand to fire an absurdly powerful attack! Cylost, in the other hand, unable to use Psychic, decides to improvise and Struggles to deal damage to Simion. And suffers from recoil. Some time later, Soul finishes charging its allmighty lazer and attacks with Solar Obliteration and KOes Sir Wattson!

    One round is done and the Leader has a clear advantage. But don't count the challenger yet, as Chandelur will have to cooldown and he orders second, so we may still see some action going on.

    *pets flareon*

    *gets bitten*


    data (open)

    Infernape: Fake Out (Krillowatt): 4+3 = 7 damage for 4 energy
    Crit: 11

    Krillowatt: flinch

    Chandelure: Imprison (Psychic, Shadow Ball, Hex) for 8 energy

    Dusknoir: Psychic (Infernape): no can do sire for 7 energy

    Krillowatt: Scald (Infernape): (8-3+3+1.5)*1.5= 14.25 damage for 5 energy
    Crit: 11
    +1hp due to leftovers

    Infernape: Solarbeam (Krillowatt): (12+2+1.5)*1.5= 23.25 damage for 8 energy
    Crit: 14

    Chandelure: Energy Ball (Krillowatt): (8+2+4)*1.5= 21 damage for 6 energy
    Crit: 14
    Effect: 3

    Dusknoir: Earthquake (Infernape): (10+1.5)*1.5= 17.25 damage for 7 energy
    Crit: 4

    Infernape: Helping Hand (Chandelure) for 4+27 = 31 energy

    Chandelure: Solarbeam + Solarbeam (Krillowatt): (12*2.25*2+2+4)*1.5= 90 damage for 35 energy
    Crit: doesn't matter

    Krillowatt fainted!

    Dusknoir: Struggle (Infernape): 5+1.5 = 6.5 damage for 3 energy
    -2.6hp
    Crit: 7


    Imprison (Psychic, Shadow Ball, Hex) for 3a​


    Gym Leader
    [​IMG]
    Hp: 62
    En: 57
    5/3/4/2/108
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 90
    En: 51
    1/3/6/3/92
    Other: cooling down for 1a.
    Item: Expert Belt

    Challenger
    [​IMG]
    Hp: 87
    En: 83
    4/5/4/5/39
    Other:
    Item: Reaper Cloth (+2En for incoming attacks and levitate)

    [​IMG]
    Hp: KO
    En: KO
    2/3/3/3/121
    Other:
    Item: Leftovers​

    Rickheg sends out mon with item
    Orcinus Duo gives orders
    Rickheg gives orders
    I Ref


    EDIT: at below: fixed.
  7. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Krill should have used mirror coat, not hydro pump, as per Ricks second sub
  8. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,536
    Ragnarok the Stratagem, get in there with our Expert Belt.
  9. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
  10. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,536
    Officially cancelling this match. Let's just pretend this challenge never happened.

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