Gym [FLYING] - Leader Jas61292 vs Challenger Elevator Music

#1
Elevator_Music said:
Can I challenge you too jazzers?
Jas61292 said:
Indeed you can

4v4 Doubles
2 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym
Switch: KO
Items: Off
2 Substitutions
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(*) 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 (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 [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 (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 (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 (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 [] (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

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

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

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


(tails)

Elevator_Music sends out pokemon
Jas61292 sends pokemon with orders
Elevator_Music gives orders
I Ref
 

jas61292

used substitute
is a Forum Moderatoris a Community Contributoris a CAP Contributoris a Battle Server Moderator Alumnus
Moderator
#3
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)
 
#5
Gym Leader Team

Hp: 110
En: 100
1/4/4/3/85(110.5)
Other:


Hp: 110
En: 100
5/2/5/1/71 (92.3)
Other:

Challenger Team

Hp: 100
En: 100
5/5/2/3/32
Other:


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.

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

Hp: 39
En: 82
1/4/4/3/85(110.5)
Other:


Hp: KO
En: KO
5/2/5/1/71 (92.3)
Other: KO

Challenger Team

Hp: 23
En: 35
5/5/2/3/32
Other:


Hp: 100
En: 87
1/3/6/4/80
Other:

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

Elevator Music

63194
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#7
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)​
 

jas61292

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Moderator
#8
Tomohawk: Aura Sphere (Carracosta) - Bounce (Togekiss) - Roost
Salamence: Hidden Power Grass (Carracosta) - Thunder Fang (Togekiss) - Fly (Togekiss)
 
#9
Gym Leader Team

Hp: 39
En: 82
1/4/4/3/85(110.5)
Other:


Hp: 100
En: 100
6/2/4/3/100 (130)
Other:

Challenger Team

Hp: 23
En: 35
5/5/2/3/32
Other:


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.

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

Hp: 26
En: 56
1/4/4/3/85(110.5)
Other:


Hp: 87
En: 80
6/2/4/3/100 (130)
Other:

Challenger Team

Hp: KO
En: KO
5/5/2/3/32
Other:


Hp: 67
En: 73
1/3/6/4/80
Other:

Elevator_Music sends out pokemon
Jas61292 gives orders
Elevator_Music gives orders
I Ref
 

jas61292

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Moderator
#11
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.
 
#13
Gym Leader Team

Hp: 26
En: 56
1/4/4/3/85(110.5)
Other:


Hp: 87
En: 80
6/2/4/3/100 (130)
Other:

Challenger Team

Hp: 100
En: 100
3/3/5/4/26 (-10 eva)
Other:


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...

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

Hp: KO
En: KO
1/4/4/3/85(110.5)
Other:


Hp: KO
En: KO
6/2/4/3/100 (130)
Other:

Challenger Team

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


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
 

jas61292

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Moderator
#14
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
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)​
 
#17
Gym Leader Team

Hp: 90
En: 100
2/3/2/4/73 (-10eva)
Other:

Challenger Team

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


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 >_>.

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

Hp: 4
En: 39
2/3/2/4/73 (-10eva)
Other:

Challenger Team

Hp: KO
En: KO
3/3/5/4/26 (-10 eva)
Other: Toxic (-2hp), cooldown for 1a


Hp: 52
En: 22
1/3/6/4/80
Other:

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

jas61292

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Moderator
#18
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?
 
#20
Gym Leader Team

Hp: 4
En: 39
2/3/2/4/73 (-10eva)
Other:

Challenger Team

Hp: 110
En: 100
1/4/5/3/80
Other:


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.

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

Hp: KO
En: KO
2/3/2/4/73 (-10eva)
Other:

Challenger Team

Hp: 110
En: 89
1/4/5/3/80
Other:


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!
 

jas61292

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Moderator
#21
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....