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Gym [FLYING] - Leader Jas61292 vs Challenger Elevator Music

Discussion in 'ASB' started by Frosty, Dec 25, 2012.

  1. Frosty

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

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    Arena (open)

    A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.

    First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.

    But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.

    However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.

    Summary:

    • No Sandstorm or Hail
    • The thin battle platform prevents Dig.
      • Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
      • Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
      • Seriously though, this is the flying gym. Why would you be using Dig anyways?
      • All other attacks are allowed.
    • Energy Cost of Roost reduced by 1.
    • Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)
    • Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
    • Wind Based attacks have base power increased by 2
    • Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
    • Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
    • All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.

    what a dull challenge...no caps, no bolded letter, no offenses *mumblemumble*

    Erm...

    ANYWAY

    Hello folks! We are here today to see the battle between the Flying Gym Leader Jas61292 and the Challenger Elevator_Music!

    Our Flying Gym Leader earned his position on an extremely tough battle against Objection, where, despite being the underdog (correct me if I am wrong), he used some very smart strategies to earn the Gym leadership. After that, the now Gym Leader passed through rough patches, mainly against teams with Cyclohm (4 losses in 4 battles), but don't count he out of the game just yet! Jas has Hatchet the Tomohawk, by far his best pokemon, and he knows it like few, as he took an active role in creating it (so the terrible pre-25 movepool is his fault!). “If you know the enemy and know yourself, you need not fear the result of a hundred battles” Sun Tzu once again, and Jas surely knows his team. Will that be enough? We will see soon enough.

    On the other side of the field is the challenger, Elevator_Music. Coming from a defeat against Dogfish in a close battle where he betted on a refined strategy, Elevator_Music is well known for being a player capable of pulling some tricks out of his sleeve and the opponent can't even see defeat coming, a quality which earned him the title of being the first player to reach Gold Pike. His signature pokemon is Togekissu the Togekiss, one of the very few pokemon that defeated Battle Hall, back when it was a Togepi.

    But enough jibberjabber, as nobody reads this anyway. Let's move on the the teams!

    Gym Leader

    Swanna (open)

    [​IMG]
    Swanna(*) BigPecks (F)
    Nature: Quirky (No Effect on Stats)

    Type: Water/Flying
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
    Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
    Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 98
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 19

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

    Attacks (32 Moves):

    Water Gun (*)
    Water Sport (*)
    Defog (*)
    Wing Attack (*)
    Water Pulse (*)
    Aerial Ace (*)
    BubbleBeam (*)
    Feather Dance (*)
    Aqua Ring (*)
    Air Slash
    Roost
    Rain Dance
    Tailwind
    Brave Bird
    Hurricane

    Me First (*)
    Mirror Move (*)
    Steel Wing (*)
    Brine
    Gust

    Facade (*)
    Ice Beam (*)
    Scald (*)
    Toxic
    Hidden Power Ground (7)
    Substitute
    Double Team
    Protect
    Fly
    Surf
    Dive
    Hyper Beam

    Sky Attack
    Icy Wind

    Tomohawk (open)

    [​IMG]
    Tomohawk (Hatchet) (M)
    Nature: Bold (+1 Def, -1 Atk)

    Type: Normal/Fighting
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

    Abilities:
    Intimidate: (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 thier 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.
    Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
    Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Stats:
    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4 (+)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 85
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 19

    EC: 6/6
    MC: 3
    DC: 5/5

    Attacks (52 Moves):

    Scratch
    Fury Swipes
    Harden
    Focus Energy
    Rock Smash
    Roar
    Bulk Up
    Sunny Day
    Aura Sphere
    Aerial Ace
    Morning Sun
    Whirlwind
    Rain Dance
    Earth Power
    Air Slash
    Heat Wave
    Hyper Voice@~
    Sky Drop
    Superpower
    Rest@
    Hurricane
    Healing Wish

    Roost
    Nature Power
    Haze
    Yawn
    Confuse Ray
    Rapid Spin
    Stealth Rock
    Memento
    Baton Pass@

    Taunt
    Toxic
    Protect
    Double Team
    Substitute
    Reflect
    Hidden Power Ice
    Grass Knot
    Hyper Beam@
    Snatch@
    Safeguard@
    Rock Slide@
    Swagger@
    Quash~
    Fly~

    Tailwind@
    After You@
    Bounce@
    Sleep Talk@
    Sky Attack@

    Drain Punch~

    ~ = In Tournament Only
    @ = Out of Tournament Only

    Honchkrow (open)

    [​IMG]
    Honchkrow [Lafayette] (M)

    Nature:
    Rash (+1 SpA, -1 SpD)

    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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    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 doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
    Moxie (DW, unlocked): (Inate) 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.


    HP: 110
    Atk: Rank 5
    Def: Rank 2
    SpA: Rank 5 (+)
    SpD: Rank 1 (-)
    Spe: 71
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 20

    EC: 6/6
    MC: 4
    DC: 5/5

    Attacks (47 Moves):

    Faint Attack
    Peck
    Astonish
    Pursuit
    Haze
    Wing Attack
    Night Shade
    Assurance
    Taunt
    Swagger
    Sucker Punch
    Torment
    Nasty Plot
    Night Slash
    Dark Pulse

    Roost
    Psycho Shift
    Confuse Ray
    Sky Attack
    Brave Bird
    Perish Song
    Quick Attack
    Drill Peck
    Mirror Move@
    Quash~
    Tailwind~

    Calm Mind
    Thunder Wave
    Snarl
    Shadow Ball
    Psychic
    Protect
    Substitute
    Payback
    Fly
    Hidden Power Grass
    Double Team
    Psych Up
    Toxic
    Embargo@
    Hyper Beam@
    Double Team~

    Heat Wave
    Icy Wind
    Superpower
    Endure
    Snatch
    Detect
    Double-Edge


    ~ = In Tournament Only
    @ = Out of Tournament Only

    -This pokemon was caught in a Heal Ball during the Fog of War-

    Ledian (open)

    [​IMG]
    Ledian (Lucas) (M)
    Nature: Relaxed (+ Def, -Spe, -10% Evasion)

    Type: Bug/Flying
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    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)
    Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
    Iron Fist (DW, unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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: 90
    Atk: Rank 2
    Def: Rank 3 (+)
    SpA: Rank 2
    SpD: Rank 4
    Spe: 73 (85/1.15)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 15

    EC: 6/6
    MC: 3
    DC: 5/5

    Attacks (32 Moves):
    Tackle
    Supersonic
    Comet Punch
    Light Screen
    Reflect
    Safeguard
    Mach Punch
    Baton Pass
    Silver Wind
    Swift
    Bug Buzz
    Agility

    Bide
    Drain Punch
    Encore
    Focus Punch
    Endure
    Screech

    Toxic
    Protect
    Substitute
    Dig
    Acrobatics
    Swords Dance
    Focus Blast
    U-Turn
    Double Team
    Hidden Power (Psychic)
    Brick Break

    Tailwind

    Ice Punch
    Thunder Punch
    Roost
    Air Cutter

    Salamence (open)

    [​IMG]
    Salamence (Roosevelt) (M)
    Nature: Lonely (+ Atk, -Def)

    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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Intimidate: (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 thier 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.
    Moxie (DW, unlocked): (Inate) 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.

    Stats:
    HP: 100
    Atk: Rank 6 (+)
    Def: Rank 2 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 100
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 22

    EC: 9/9
    MC: 4
    DC: 5/5

    Attacks (41 Moves):
    Fire Fang
    Thunder Fang
    Rage
    Bite
    Leer
    Headbutt
    Focus Energy
    Ember
    Zen Headbutt
    Crunch
    Dragon Claw
    Double-Edge
    Fly
    Dragon Tail

    Dragon Dance
    Dragon Pulse
    Hydro Pump
    Endure

    Fire Blast
    Shadow Claw
    Rock Slide
    Earthquake
    Substitute
    Brick Break
    Toxic
    Roar
    Stone Edge
    Hidden Power (Grass)
    Protect~
    Bulldoze~
    Swagger@

    Draco Meteor
    Tailwind@
    Sleep Talk@

    Outrage
    Ominous Wind
    Heat Wave
    Iron Tail
    Steel Wing
    Roost@
    Air Cutter@
    Mimic@

    Defog@

    ~ = In Tournament Only
    @ = Out of Tournament Only

    Gliscor (open)


    [​IMG]
    Gliscor (Ground) (M)
    Nature: Careful (+ SpD, -SpA)

    Type: Ground/Flying
    Ground: round 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.
    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:
    Hyper Cutter:
    (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
    Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
    Poison Heal (DW, unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 5
    SpA: Rank 1 (-)
    SpD: Rank 4 (+)
    Spe: 95
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

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

    Attacks (30 Moves):
    Thunder Fang
    Fire Fang
    Ice Fang
    Poison Jab
    Poison Sting
    Sand Attack
    Harden
    Knock Off
    Quick Attack
    Fury Cutter
    Faint Attack
    Acrobatics
    Sky Uppercut
    Guillotine

    Counter
    Feint
    Night Slash

    Protect
    U-Turn
    Earthquake
    Taunt
    Dig
    Stone Edge
    Rock Slide
    Substitute
    Toxic

    Aqua Tail
    Sky Attack
    Roost

    Endure



    Challenger
    (Cyclohm) (open)

    [​IMG]
    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
    Abagoora (Carracosta) (open)

    [​IMG]
    Carracosta [Abagoora] (M)
    Nature: Adamant (+1 Atk, -1 SpA)
    Type: Water/Rock
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    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:
    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).
    Study: (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.
    Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

    Stats:
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 5
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 32
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20
    Total Moves: 53

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

    Attacks:
    AncientPower
    Aqua Jet
    Aqua Tail
    Bide
    Bite
    Brine
    Crunch
    Curse
    Hydro Pump
    Protect
    Rain Dance
    Rock Slide
    Rollout
    Shell Smash
    Smack Down
    Water Gun
    Wide Guard
    Withdraw

    Body Slam
    Flail
    Iron Defense
    Knock Off
    Rock Throw
    Water Pulse
    Whirlpool

    Attract
    Bulldoze
    Dig
    Dive
    Double Team
    Earthquake
    Facade
    Frustration
    Giga Impact
    Rest
    Return
    Rock Polish
    Rock Smash
    Rock Tomb
    Sandstorm
    Scald
    Stone Edge
    Substitute
    Swagger
    Toxic
    Waterfall

    Block
    Icy Wind
    Iron Head
    Iron Tail
    Low Kick
    Sleep Talk
    Stealth Rock
    Yadokingu (Slowking) (open)

    [​IMG]
    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
    Togekissu (Togekiss) (open)

    [​IMG]
    Togekiss [Togekissu] (F)
    Nature: Modest (+1 SpA, -1 Atk)
    Type: Normal/Flying
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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:
    Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
    Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    Super Luck (DW): (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.

    Stats:
    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 6 (+)
    SpD: Rank 4
    Spe: 80
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20
    Total Moves: 84

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

    Attacks:
    After You
    Air Slash
    AncientPower
    Aura Sphere
    Baton Pass
    Bestow
    Charm
    Double-Edge
    Encore
    ExtremeSpeed
    Follow Me
    Growl
    Last Resort
    Magical Leaf
    Metronome
    Safeguard
    Sky Attack
    Sweet Kiss
    Wish
    Yawn

    Extrasensory
    Foresight
    Future Sight
    Lucky Chant
    Mirror Move
    Morning Sun
    Nasty Plot
    Peck
    Psycho Shift
    Secret Power
    Stored Power

    Aerial Ace
    Defog
    Detect
    Double Team
    Endure
    Facade
    Flamethrower
    Fly
    Hidden Power (Ground, 7)
    Hyper Beam
    Light Screen
    Mud-Slap
    Pluck
    Protect
    Psychic
    Psyshock
    Reflect
    Rest
    Shadow Ball
    Silver Wind
    Snore
    SolarBeam
    Substitute
    Sunny Day
    Swagger
    Telekinesis
    Thunder Wave
    Toxic
    Water Pulse
    Zap Cannon

    Air Cutter
    Body Slam
    Counter
    Covet
    Dizzy Punch
    Drain Punch
    Endeavor
    Headbutt
    Heal Bell
    Heat Wave
    Helping Hand
    Hyper Voice
    Magic Coat
    Mimic
    Ominous Wind
    Signal Beam
    Sleep Talk
    Softboiled
    Swift
    Tailwind
    Tri Attack
    Trick
    Uproar

    Order of Operations:
    Heads: Gym Leader Sends out first.
    Tails: Challenger sends out first

    [​IMG]
    (tails)

    Elevator_Music sends out pokemon
    Jas61292 sends pokemon with orders
    Elevator_Music gives orders
    I Ref
  2. Elevator Music

    Elevator Music
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    I'll lead with Carracosta and Togekiss.
  3. jas61292

    jas61292 used substitute
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    Tomohawk and Honchkrow will oppose you.

    Tomohawk: Grass Knot (Carracosta) - Aura Sphere (Carracosta) - Grass Knot (Carracosta)
    If Carracosta is Protected, Toxic (Togekiss), but only once
    If Carracosta is in the evasive part of a damaging evasive move, use Confuse Ray (Togekiss)
    If Carracosta is KOd, use Substitute (15)

    Honchkrow: Hidden Power Grass x3 (Carracosta)
    If Carracosta is Protected, Thunder Wave (Togekiss), but only once
    If Carracosta is in the evasive part of a damaging evasive move, use Sky Attack (Togekiss)
    If Carracosta is KOd, use Sky Attack (Togekiss)
  4. Elevator Music

    Elevator Music
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    Carracosta: Bide ~ store energy ~ unleash energy

    Togekiss: Air Slash (Tomohawk) ~ Air Cutter ~ Air Slash (Tomohawk)
  5. Frosty

    Frosty ._.
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    Gym Leader Team
    [​IMG]
    Hp: 110
    En: 100
    1/4/4/3/85(110.5)
    Other:

    [​IMG]
    Hp: 110
    En: 100
    5/2/5/1/71 (92.3)
    Other:

    Challenger Team
    [​IMG]
    Hp: 100
    En: 100
    5/5/2/3/32
    Other:

    [​IMG]
    Hp: 100
    En: 100
    1/3/6/4/80
    Other:

    Round 1


    And our match begins now!

    Elevator_Music was the first to send out his pokemon and Abagoora the Carracosta and Togekissu the Togekiss are chosen. The Gym Leader works on a low budget, so no items allowed. Speaking of Gym Leader, Jas61292 sends out his most trusted pokemon: Hatchet the Tomohawk and Lafayette the Honchkrow.

    Here folks is a very risky move by the Gym Leader. He sent out his best pokemon on a round he will order first. If he does well and maintains the pressure, then he will have the next round to deal a ton of damage. But if he makes one single mistake, he may lose his best pokemon and be in a tough pickle for the remainder of the battle, specially against that Cyclohm. Doubles are very fast paced battles, so strategy plays a huge role in this. Don't ever enter a doubles gym without a good plan for the first round, as it tends to be the most crucial of all.

    But enough talking, back to the battle!

    Abagoora begins this match by using Bide to collect energy from the attacks launched at it and release on the last action of this round. If he survives, of course.

    The Carracosta seems to have made a smart move, and it was the target of both Hatchet and Lafayette, as they attacked with Grass Knot and then Hidden Power (Grass). On a normal day that would mean a shit load of damage. But both Sturdy and Solid Rock softened the blow somewhat.

    Finally, Togekissu takes advantage of the strong winds in this arena and uses them to fuel a powerful Air Slash that hits Hatchet for insane damage.

    On the second turn, Abagoora continues to Hold energy and Hatchet and Lafayette continue to attack it, this time with Aura Sphere and Hidden Power. And Togekissu continues to use the strong winds to fuel an attack, this time Air Cutter, that hits both Honchkrow and Tomohawk.

    On the final turn, Abagoora is ready to unleash all the energy collected on a reeeeally bright explosion that sent Lafayette flyiiiiiiiing awaaaaaaaay. By flying I mean it fainted and I forsee a very hurtful fall in the ground...right before our stolen Lakitu gets it, that is. Bummer.

    Now 2vs1, Hatchet is in a tough position. It continues the assault on Abagoora, now solo, with Grass Knot, dealing less damage than one would guess. Much less damage than Togekissu dealt with Air Slash.

    And round 1 is over! The challenger has a big advantage, now that the Gym Leader 2nd best pokemon is out and his signature mon is quite weak. But don't count the Leader out, as he still has quite some tricks up his sleeve.

    data (open)

    Carracosta: Bide

    Tomohawk: Grass Knot (Carracosta): (8+1.5-2-1)*2.25=14.625 damage for 6 energy
    Crit: 15

    Honchkrow: Hidden Power (Carracosta): (7+3-2-1)*2.25= 15.75 damage for 5 energy
    Crit: 8

    Togekiss: Air Slash (Tomohawk): (8+2+3+4)*1.5= 25.5 damage for 5 energy
    Crit: 14

    Carracosta: Hold

    Tomohawk: Aura Sphere (Carracosta): (9+3+1.5-2-1)*1.5= 15.75 damage for 6 energy
    Crit: 6

    Honchkrow: Hidden Power (Carracosta): (7+3-2-1)*2.25= 15.75 damage for 9 energy
    Crit: 12

    Togekiss: Air Cutter for 3 energy
    vs Honchkrow: ((6+2)*0.75+3+7)= 16 damage
    vs Tomohawk: ((6+2)*0.75+3+4)*1.5= 19.5 damage
    Crit: 16,4

    Carracosta: Release (Honchkrow): (14.625+15.75+15.75+15.75)*1.75= 108 damage for 65 energy

    Honchkrow fainted!

    Tomohawk: Grass Knot (Carracosta): (8+1.5-2-1)*2.25=14.625 damage for 6 energy
    Crit: 11

    Togekiss: Air Slash (Tomohawk): (8+2+3+4)*1.5= 25.5 damage for 5 energy
    Crit: 14


    Gym Leader Team
    [​IMG]
    Hp: 39
    En: 82
    1/4/4/3/85(110.5)
    Other:

    [​IMG]
    Hp: KO
    En: KO
    5/2/5/1/71 (92.3)
    Other: KO

    Challenger Team
    [​IMG]
    Hp: 23
    En: 35
    5/5/2/3/32
    Other:

    [​IMG]
    Hp: 100
    En: 87
    1/3/6/4/80
    Other:

    Jas61292 sends out pokemon
    Elevator Music gives orders
    Jas61292 gives orders
    I Ref.
  6. jas61292

    jas61292 used substitute
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    Go Salamence
  7. Elevator Music

    Elevator Music
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    Carracosta: Icy Wind ~ Icy Wind ~ Icy Wind

    Togekiss: Air Cutter ~ Air Slash (Tomohawk) ~ Hyper Voice
    IF (Tomohawk uses a protective/evasive move) THEN (use Tri Attack (Salamence) and push actions back)​
  8. jas61292

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    Tomohawk: Aura Sphere (Carracosta) - Bounce (Togekiss) - Roost
    Salamence: Hidden Power Grass (Carracosta) - Thunder Fang (Togekiss) - Fly (Togekiss)
  9. Frosty

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    Gym Leader Team
    [​IMG]
    Hp: 39
    En: 82
    1/4/4/3/85(110.5)
    Other:

    [​IMG]
    Hp: 100
    En: 100
    6/2/4/3/100 (130)
    Other:

    Challenger Team
    [​IMG]
    Hp: 23
    En: 35
    5/5/2/3/32
    Other:

    [​IMG]
    Hp: 100
    En: 87
    1/3/6/4/80
    Other:

    Round 2​

    The Gym Leader retreats and regroups and he sends another of his strongest pokemon to the fray: Roosevelt the Salamence. Which didn't bother to intimidate his foes. I guess it doesn't really matter lol.

    Anyway, Team Jasnumbers begins this round by ganging-up on Abagoora to avoid the rather troublesome Icy Wind. They attack with Hidden Power (Grass) and Aura Sphere and Carracosta Fainted!.

    Now it's 2vs1, but Togekissu isn't bothered, as it attacks both his foes with Air Cutter, dealing a bit more damage than one would expect for such a cheap attack. And that makes a little bit harder for the Gym Leader to catch up.

    On the Second Round, Roosevelt charges his fangs with electricity and attacks with Thunder Fang. Sensing danger, Hatchet Bounces up and manages to avoid Togekissu's Air Slash. Unfortunately, the strong winds and said attack affected Hatchet's fall, and Bounce missed!.

    Finally, now its Roosevelt time to fly uuuup, while Hatchet Roosts and gets some precious health back...right before Togekissu hits it with Hyper Voice, which didn't reach the Salamence. Speaking of Roosevelt, it later flies down and attacks Togekissu with great speed and power.

    With this turn, the Gym Leader managed to catch up a bit. Elevator_Music still has the advantage, but it is still soon to make an elaborated guess. Doubles are usually a form of battle with VERY volatile momentum, so we can't draw a conclusion just yet.

    data (open)

    Salamence: Hidden Power Grass (Carracosta): (7+1.5-1-2)*2.25= 12.37 damage for 5 energy
    Crit: doesn't matter

    Tomohawk: Aura Sphere (Carracosta): (9+3+1.5-1-2)*1.5= 15.75 damage for 6 energy
    Crit: doesn't matter

    Carracosta fainted!

    Togekiss: Air Cutter for 3 energy
    vs Salamence: ((6+2)*0.75+3+4)= 13 damage
    vs Tomohawk: ((6+2)*0.75+3+4)*1.5= 19.5 damage
    Crit: 3, 12 (no no).

    Salamence: Thunder Fang: (7 + 4)*1.5= 16.5 damage for 5 energy
    Hit: 93 (yes)
    Crit: 7 (no)
    Paralysis: 6 (no)
    Flinch: 2 (no)

    Tomohawk: Bounce for 4.5 energy

    Togekiss: Air Slash (Tomohawk): missed for 5 energy

    Tomohawk: Bounce: 10+3-3 = miss for 4.5 energy
    Hit: 99/100 (:/)

    Tomohawk: Roost: +20hp for 11 energy

    Salamence: Fly for 5 energy

    Togekiss: Hyper Voice for 6 energy
    vs Salamence: miss
    vs Tomohawk: 9*0.75+3+4 = 13.75 damage
    Crit: 2 (no)

    Salamence: Fly: 9 + 3 + 4 = 16 damage for 5 energy
    Hit: 85 (yes)
    Crit: 7 (no)



    Gym Leader Team
    [​IMG]
    Hp: 26
    En: 56
    1/4/4/3/85(110.5)
    Other:

    [​IMG]
    Hp: 87
    En: 80
    6/2/4/3/100 (130)
    Other:

    Challenger Team
    [​IMG]
    Hp: KO
    En: KO
    5/5/2/3/32
    Other:

    [​IMG]
    Hp: 67
    En: 73
    1/3/6/4/80
    Other:

    Elevator_Music sends out pokemon
    Jas61292 gives orders
    Elevator_Music gives orders
    I Ref
  10. Elevator Music

    Elevator Music
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    I'll send out Slowking.
  11. jas61292

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    Tomohawk: Taunt (Slowking) - Yawn (Slowking) - Yawn (Togekiss)
    If Slowking uses a protective move on a turn you would taunt it, Yawn (Togekiss) and push back, but only once
    If Togekiss uses Safeguard, Taunt it that action and push back.

    Salamence: Rock Slide - Toxic (Slowking) - Rock Slide
    If Togekiss uses a protective move action 1 or 3, use Crunch (Slowking) that action.
    If Togekiss uses Counter action 1 or 3, use Crunch (Slowking) that action.
  12. Elevator Music

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    Slowking: Magic Coat ~ Ice Beam+Ice Beam (Salamence) ~ Cooldown (Chill)

    Togekiss: Air Slash (Tomohawk) ~ Helping Hand ~ Air Slash (Tomohawk)
  13. Frosty

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    Gym Leader Team
    [​IMG]
    Hp: 26
    En: 56
    1/4/4/3/85(110.5)
    Other:

    [​IMG]
    Hp: 87
    En: 80
    6/2/4/3/100 (130)
    Other:

    Challenger Team
    [​IMG]
    Hp: 100
    En: 100
    3/3/5/4/26 (-10 eva)
    Other:

    [​IMG]
    Hp: 67
    En: 73
    1/3/6/4/80
    Other:

    Round 3​


    Oh boy.

    anyway.

    The challenger sends out Yadoking the Slowking to the fray. And he is the first to act by covering itself in a Magic Coat that will pretty much define this entire round. That is because Hatchet just tried to Taunt Slowking, and the Magic Coat reflected it back. Tomohawk is taunted!.

    Trying to salvage this turn, Roosevelt attacks with Rock Slide getting a grand total of no flinches! To be entirely honest, I don't know where the rocks came from. Probably from lack of a mention in the rules.

    Oh and Togekissu attackes the taunted Hatchet with a devastating Air Slash powered by the winds that, by the way, undermined the Leader for a nice irony. Tomohawk was KO'd!

    On the second turn, Hatchet tries to Yawn, but Taunt made the move fail! Roosevelt poisons Yadoking with Toxic, but was unable to see the disaster that was unfolding. Powered by Togekissu's Helping Hand, Yadoking begins to focus a massive amount of frost energy on his crown and with a long yell it "fires" a Frosty Beam at Roosevelt! And the Dragon just can't handle all the awesomeness in it and faints! Salamence was KO'd!

    Holy guacamole...

    data (open)

    Slowking: Magic Coat for 9 energy

    Tomohawk: Taunt (Slowking) for 10 energy
    which was reflected back due to magic coat.

    Salamence: Rock Slide for 6 energy
    vs Togekiss: (8*0.75+4)*1.5= 15 damage
    vs Slowking: (8*0.75+4)= 10 damage
    Hit: 89, 20 (yes yes)
    Crit: 15, 5 (no no)
    Flinch: 10, 9 (no no)

    Togekiss: Air Slash (Tomohawk): (8+2+3+4)*1.5= 25.5 damage for 5 energy
    Crit: 6

    Tomohawk fainted!

    Togekiss: Helping hand for 26.5 energy

    Tomohawk: Yawn (Togekiss): failed due to taunt for 7 energy

    Salamence: Toxic (Slowking) for 7 energy
    Hit: 79 (yes)

    Slowking: Ice Beam+Ice Beam: (10*2.25*2+3)*2.25= 108 (!!!) damage for 31.5 energy
    Crit: that would be a tad overkill
    Freeze: Faint overrides that
    -1hp due to toxic

    Salamence fainted!


    Gym Leader Team
    [​IMG]
    Hp: KO
    En: KO
    1/4/4/3/85(110.5)
    Other:

    [​IMG]
    Hp: KO
    En: KO
    6/2/4/3/100 (130)
    Other:

    Challenger Team
    [​IMG]
    Hp: 88
    En: 59
    3/3/5/4/26 (-10 eva)
    Other: Toxic (-2hp), cooldown for 1a

    [​IMG]
    Hp: 52
    En: 36
    1/3/6/4/80
    Other:

    Jas61292 sends a pokemon and starts praying
    Elevator_Music gives orders
    Jas61292 gives orders
    I Ref
  14. jas61292

    jas61292 used substitute
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    Uh... wel.... uh.... hmm..... I send out... umm....

    Ledian

    The chances of a comeback are...slim... but Gliscor is not going to do it when there are ice moves involved, and Swanna isn't either when there is a Cyclohm.
  15. Elevator Music

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    Slowking: Cooldown (Chill) ~ Power Gem (Ledian) ~ Power Gem (Ledian)
    IF (Double Team is used) THEN (use Icy Wind​
    Togekiss: Air Slash (Ledian) ~ Air Cutter ~ Air Slash (Ledian)
    IF (Encore (Togekiss) is used) THEN (use ExtremeSpeed that action)
    IF (a protective/evasive move is used) THEN (Chill and push actions back)​
  16. jas61292

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    Uhh... hmm....

    Bide - Store - Release
  17. Frosty

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    Gym Leader Team
    [​IMG]
    Hp: 90
    En: 100
    2/3/2/4/73 (-10eva)
    Other:

    Challenger Team
    [​IMG]
    Hp: 88
    En: 59
    3/3/5/4/26 (-10 eva)
    Other: Toxic (-2hp), cooldown for 1a

    [​IMG]
    Hp: 52
    En: 36
    1/3/6/4/80
    Other:

    Round 4


    And the Gym Leader sends out Lucas the Ledian to the fray.

    A Ledian? you may ask. Well, Ledian's support movepool is actually quite good with moves such as Reflect, Light Screen, Encore, Safeguard etc. On Doubles it can provide good assistance. Sure, here it is more of a....erm....glorified paperweight <_<;. But I digress.

    Anyway, the newcomer is greeted with a barrage of powerful attacks as it is hit by Air Slash then Air Cutter ending with a Power Gem. Surviving the attacks thanks to a decent special defense Lucas begins by using Bide to Hold all the energy and then Releases it on the last attacker: Yadoking, getting a swift KO in the process! one more than I thought it would get.

    After that, he was attacked with a powerful Air Slash that left it hanging by a thread.

    Also Cyclohm is up.

    And Jas orders first.

    Guess the end is quite predictable >_>.

    data (open)

    Ledian: Bide

    Togekiss: Air Slash: (8 + 2 + 3 + 2.5)*1.5= 23.25 damage for 5 energy
    Crit: 7 (no)

    Slowking: cooldown

    Ledian: Bide

    Togekiss: Air Cutter: (6+2+3+2.5)*1.5= 20.25 damage for 4 energy
    Crit: 13 (no)

    Slowking: Power Gem: (7+1.5)*2.25= 19.125
    Crit: 7 (no)

    Ledian: Release (Slowking): (23.25+20.25+19.125)*1.75= 109.59 damage for 6+(109.59)/2= 60.79 energy

    Slowking fainted!

    Togekiss: Air Slash: (8 + 2 + 3 + 2.5)*1.5= 23.25 damage for 5 energy
    Crit: 11 (no)


    Gym Leader Team
    [​IMG]
    Hp: 4
    En: 39
    2/3/2/4/73 (-10eva)
    Other:

    Challenger Team
    [​IMG]
    Hp: KO
    En: KO
    3/3/5/4/26 (-10 eva)
    Other: Toxic (-2hp), cooldown for 1a

    [​IMG]
    Hp: 52
    En: 22
    1/3/6/4/80
    Other:

    Cyclohm is sent out!
    Jasnumbers gives orders
    Elevator gives orders
    I claim UC
  18. jas61292

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    Mach Punch + Ice Punch (Cyclohm) - cooldown - die
    If Togekiss uses Extremespeed, Mach Punch + Mach Punch (Cyclohm) action 1 instead
    If Togekiss uses Extremespeed + Extreemspeed, Protect and push back

    Yes, I lose. All I want now is to punch a fucking Cyclohm. Is that too much to ask?
  19. Elevator Music

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    Cyclohm: Protect ~ Chill ~ Chill

    Togekiss: ExtremeSpeed (Ledian) ~ Chill ~ Chill
  20. Frosty

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    Gym Leader Team
    [​IMG]
    Hp: 4
    En: 39
    2/3/2/4/73 (-10eva)
    Other:

    Challenger Team
    [​IMG]
    Hp: 110
    En: 100
    1/4/5/3/80
    Other:

    [​IMG]
    Hp: 52
    En: 22
    1/3/6/4/80
    Other:

    Last Round


    This battle was very interesting overall. Unpredictable, in a way. I mean:

    1) Cyclohm didn't make any difference other than psychological warfare.
    2) The MVP of this match was Togekiss, the only pokemon that didn't use any single move Supereffective against the Flying type. Also a flying type itself to boot.
    3) Aside for the Tailwind effect (which didn't change much) the arena worked more against the leader than in favour of him.
    4) Adding to the item above, half the pokemon the leader used were weak themselves against Flying-type. Its Ironic how flying is good against the flying leader if you ask me <_<;.
    5) The Leader's pokemon that dealt the most damage was Ledian (88hp), while some would expect any of the other three used to take that title. Same way, The challenger's pokemon that dealt the most damage was Togekiss (whooping 233hp of damage, more than half the overall damage dealt) and not Cyclohm (which dealt 0 damage).

    But enough jibberjabber, let me just tell you all what happened.

    In the end Cyclohm Protected against Lucas's Mach Punch + Mach Punchwhile Togekissu, deservingly, ends the battle by finishing off Lucas with Extremespeed.

    data (open)

    Cyclohm used Protect for 11 energy

    Ledian: Mach Punch + Mach Punch: 4*2.25+2-3 = 9 damage for 24.5 energy

    Togekiss: Extremespeed: 8+3-3=8 damage for 5 energy

    Ledian Fainted!

    Jas61292 is out of useable pokemon!



    Gym Leader Team
    [​IMG]
    Hp: KO
    En: KO
    2/3/2/4/73 (-10eva)
    Other:

    Challenger Team
    [​IMG]
    Hp: 110
    En: 89
    1/4/5/3/80
    Other:

    [​IMG]
    Hp: 52
    En: 17
    1/3/6/4/80
    Other:

    Prizes:
    Jas61292: 3CC
    Tomohawk: 3MC, 1KOC (Carracosta)
    Honchkrow: 3MC
    Salamence: 3MC
    Ledian: 3MC, 1KOC (Slowking)

    Elevator_Music: 3CC + 10UC (1st Badge)
    Togekiss: 3MC, 2KOC (Tomohawk and Ledian)
    Carracosta: 3MC, 1KOC (Honchkrow)
    Slowking: 3MC, 1KOC (Salamence
    Cyclohm: 3MC
    + ASB Flying Badge whose name I don't really know
    + Sharp Beak

    Frosty: 9 + 6/2 + 8*0.5 = 16UC

    See you next time!
  21. jas61292

    jas61292 used substitute
    is a Forum Moderatoris a Community Contributoris a CAP Contributoris a Tiering Contributoris a Battle Server Moderator
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    Hey, my sub should have made ledian use Mach Punch + Mach Punch would also be +2, and Ledian is faster in this arena, meaning it totally got to punch... a wall. Yeah....

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