[FLYING] Leader P2X7 v Challenger Frosty

JJayyFeather

Drifting~
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3v3 Gym Singles
3 Day DQ
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Infinite Chills / Recoveries
Switch=OK
3 Substitutions
0 Mega Evolutions
Arena: Meteor Falls

Arena: Meteor Falls
Field Type: Flying
Complexity: Moderate
Restrictions: Limited Weather (see description)

Description:
Meteor Falls: important stop in any Hoennite's journey to the top, favored sojourn of the champion of that region, and home to an excessively large amount of Zubat; due to this last quality, you have entered the base floor with an equal amount of Repel spray.

However, finding the Gym for which you are looking is not exactly the easiest task, as the directions given to you were not exactly the clearest; "Meteor Falls" leaves much to be desired, and as result you are left to pause and carefully plot out your next move.

Suddenly, a Zubat flies directly towards you, ignoring the copious amounts of Repel in use. As it hovers in the air in front of you, you notice a small scrap of paper that is grasped in the the creature's mouth. You take the item from the chiropter and find an inscription that reads "Follow".

Recalling the Gym Committee's words (The leader there is a bit of an eccentric; he ensconces himself in a cave and uses Zubat as a messenger system), you decide to play along and let the Zubat lead the way to the Gym. After all, you do aim to recover a badge from your journey, and this seems easiest.

The Zubat brings you to one of the bodies of water found in the system and waits for you to devise a means of following it. You release a Pokemon capable of carrying you across oceans with Surf, and the Zubat darts to a nearby waterfall. Upon its arrival at its destination, the Pokemon crawls into a cranny in the stone abutting said waterfall, disappearing.

Seeing only one way to proceed and noticing the silhouette of your guide behind the torrent, you push through the crashing waterfall and emerge into a small cavern. Several Solrock float through the air at various positions, illuminating the area, which is revealed to be a rather large, dome-shaped room reaching dimensions of 20 x 20 x 40. Markings on the ground indicates that this is clearly an arena of sorts, and a sizable meteorite, lodged in the center of the field, marks the center of the zone designated for combat.

The Zubat you followed here reappears from its hiding spot and swiftly maneuvers toward a person, whom you assume to be the leader, standing in the corner of the cave with his back turned to you, seemingly observing the the aforementioned Solrock and recording what he sees in a notepad. He greets the Pokemon as it arrives, then turns to face you and approaches.

"I assume that you are here to challenge the Gym, eh?" The man states, "Well, then, I should inform you that there are a few special conditions in play here:


-"By now, you've probably noticed the abundance of Solrock here. Their incandescence provides a wonderful substitute for true sunlight, providing all effects of Sunny Day, except that it does not modify the power of Fire- and Water-type attacks. Also, due to the subterranean environment of the arena, the weather cannot be altered unless the user is holding the appropriate weather rock. However, the Solrock are easily stimulated by effects that would enhance solar energy, producing a facsimile of the effects of genuine sunlight; as a result, Sunny Day is an exception to this rule and can be called without the usage of a Heat Rock.


-"Oddly, this cavern casts an aegis of sorts over its inhabitants. Watch this."

The leader tosses a Pokeball to the ground, releasing a Ledyba. He caresses the Pokemon's head, causing a rippling light to trace the path drawn by his fingers before vanishing.

"Don't ask me how it works—I won't be able to answer—, but this fortification dampens the strength of strikes that would otherwise be crippling while affecting weaker blows less tangibly. If I were to put a number to this occurrence, I would say that it reduces the power of all moves with a type effectiveness of 4x by three (3).


-"If you look around, you'll notice that the walls are studded with a special gemstone that closely resembles Pinsirite. The high concentrations of what appears to be a raw form of the Mega Stone has convinced the Gym League to allow me to bring Pinsir to all matches that take placed in this area. However, as a result of the gratuitous energy exuded from the natural Pinsirite when sent out, a primal sense is awakened inside the Pokemon, and it refuses to hold any item that is not Pinsirite.


-"The plentiful amount of rocks is sufficient to fling during a brawl. The ground here is surprisingly fertile and allows the growth of mosses, but when that fails, I have a collection of houseplants stashed in various corners of the cavern. The waterfall through which you entered, besides being an excellent target at which to practice launching fireballs, is an abundant source of flowing water. You can probably deduce from my rambling that there are no restrictions to any moves here."


-"Oh, and one more thing." The leader glances upwards. Following his gaze, you notice a massive colony of Zubat roosting at the ceiling of the cave. "Try not to disturb those. Their discomfort is expressed in quite the cacophonous manner. I suppose that a Pokemon so disposed might purposely trigger the colony's disruption by certain methods—say, Secret Power or Nature Power— but I feel that those individuals are quite impolite."


Summary:
- The default weather is, for the purposes of all Abilities, moves, and other pertinent mechanics, a duplicate of Sun, but without the modifications to the Base Attack Power of Fire- and Water-type attacks. The only weather that can be called without the use of its respective weather rock is Sun. The arena is treated as being inside for all other purposes.
- The power of all attacks that have a type effectiveness of x4 or higher have their Base Attack Power reduced by three (3).
- Mega Pinsir may be brought by the leader, but it must hold Pinsirite and must Mega-Evolve immediately upon send-out.
- Nature Power calls Supersonic.
- Camouflage changes the user into a Ground-type.
- Secret Power rolls to Confuse
- There are no restrictions on external water, grass, and rock sources.


"Quite the occasion we have here. In the left corner, we have the Flying Gym Leader, P2X7. I must admit I don't know a lot about him so this will be a learning experience for me too. In the right corner, we have the challenger and current Ice Gym Leader, Frosty. He is well known as one of ASB's best players. I'm very amped to see this battle unfold. Let's get to know the teams."
Leader @P2X7:

Tomohawk [Saber] (Male) (*)
Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or battle cry that shakes all opponents on the battlefield, lowering their 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 as a command, and will affect all opponents.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Passive) 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: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5
KOC: 2

Moves (51/86):

Level-up:
Sunny Day
Aura Sphere
Scratch (*)
Fury Swipes (*)
Baby-Doll Eyes
Harden (*)
Focus Energy (*)
Aerial Ace
Rock Smash (*)
Morning Sun
Roar (*)
Whirlwind
Noble Roar
Rain Dance
Earth Power
Taunt
Hyper Voice
Air Slash
Heat Wave
Sky Drop
Rest
Hurricane
Healing Wish

Egg Moves:
Air Cutter
Baton Pass
Confuse Ray (*)
Stealth Rock (*)
Yawn (*)
Haze (*)
Nature Power (*)
Rapid Spin

TM Moves:
Toxic
Hidden Power [Ice]
Protect
SolarBeam
Return (*)
Brick Break (*)
Double Team (*)
Reflect
Focus Blast
Substitute (*)
Roost
Incinerate
Quash
Bulldoze
Rock Slide (*)
Grass Knot

Tutor Moves:
After You
Bounce
Helping Hand
Sleep Talk
Snatch
Tailwind

Togekiss [Vol] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Fairy / Flying
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of their position.

Abilities:

Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into 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: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Passive) 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 4 (+)
Sp.Atk: Rank 5
Sp.Def: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5
KOC: 3

Moves (53/???):

Level-Up:
After You
Sky Attack
Extreme Speed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Fairy Wind
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard
Baton Pass

Egg Moves:
Extrasensory
Foresight
Mirror Move
Morning Sun
Psycho Shift

TM Moves:
Psyshock
Toxic
Sunny Day
Light Screen
Protect
SolarBeam
Psychic
Shadow Ball
Reflect
Flamethrower
Rest
Thunder Wave
Grass Knot
Sleep Talk
Substitute
Dazzling Gleam
Fly

Tutor Moves:
Heal Bell
Heat Wave
Magic Coat
Mud-slap
Shock Wave
Water Pulse

Other:
Counter
Endeavor
Endure
Helping Hand
Telekinesis
Zap Cannon

Honchkrow [Corvus] (M)
Nature: Quiet (+1 Sp.Atk, -15% Speed, -10% Evasion)
Type: Dark / Flying
Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is increased by one (1) stage permanently.
Super Luck: (Passive) 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.
Moxie (HA Unlocked): (Passive) 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: 110
Atk: Rank 5
Def: Rank 2
Sp.Atk: Rank 5 (+)
Sp.Def: Rank 2
Spe: 61 (61.7) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
AC: 5/5
KOC: 1

Moves (38/87?):

Level-Up:
Night Slash
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Mean Look
Sucker Punch
Dark Pulse
Torment

Egg Moves:
Brave Bird
Confuse Ray
Perish Song
Psycho Shift
Quick Attack
Whirlwind

TM Moves:
Toxic
Hidden Power [Electric]
Hyper Beam
Protect
Psychic
Double Team
Steel Wing
Payback
Giga Impact
Thunder Wave
Substitute
Fly

Tutor Moves:
Endure
Heat Wave
Icy Wind
Sky Attack
Snatch
Superpower
Tailwind

Cawmodore [Gilligan] (M)
Nature: Hasty (+15% Speed, +21% Accuracy, -1 Def)
Type: Steel / Flying
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type moves and Poison/Toxic Status.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Intimidate: (Trigger) 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 their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent sends in a new Pokemon, Intimidate can be activated again as a command.
Volt Absorb: (Passive) This Pokemon absorbs all electrical attacks and instead of taking damage, recovers 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only receives 25% of the damage that attack would do to itself.
Big Pecks (HA Unlocked): (Passive) 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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 136 (135.7) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
AC: 5/5
KOC: 3

Moves (41/63):

Level-Up:
Leer
Peck
Growl
Swift
Metal Claw
Screech
Wing Attack
Steel Wing
Belly Drum
Bullet Punch
Brine
Tailwind
Flash Cannon
Hurricane

Egg Moves:
Air Slash
Drill Peck
Mirror Move
Quick Attack
Quick Guard
Razor Wind
Water Sport

TM Moves:
Toxic
Hidden Power [Ice]
Hyper Beam
Protect
Roost
Smack Down
Brick Break
Rest
Sky Drop
Giga Impact
Substitute
Fly
Surf

Tutor Moves:
Block
Drain Punch
Endeavor
Iron Head
Knock Off
Sky Attack
Sleep Talk

Dragonair [Dragonite] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon / Flying
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit targets on the field regardless of position.

Abilities:

Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (HA Unlocked): (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (60.5) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22

EC: 9/9
MC: 1
AC: 5/5
KOC: 3

Moves (54/???):

Level-Up:
Hurricane
Fire Punch
Thunder Punch
Roost
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Dragon Tail
Wing Attack
Outrage
Hyper Beam

Egg Moves:
Aqua Jet (*)
Dragonbreath (*)
Extreme Speed (*)
Iron Tail (*)
Supersonic (*)

TM Moves:
Dragon Claw
Ice Beam (*)
Light Screen
Rain Dance
Thunderbolt (*)
Thunder
Earthquake
Flamethrower (*)
Reflect
Fire Blast
Aerial Ace
Rest (*)
Sky Drop
Giga Impact
Stone Edge
Rock Slide
Sleep Talk
Substitute
Fly
Surf (*)
Whirlpool
Defog
Dive

Tutor Moves:
Draco Meteor
Dragon Pulse
Icy Wind
Shock Wave
Superpower
Tailwind

Other:
Bide
Endure
Heal Bell
Horn Drill
Hydro Pump
Water Gun
Zap Cannon

Aerodactyl [Cerdic] (M)
Nature: Jolly (+15% Speed, +26% Accuracy [+30% Accuracy Mega], -1 SpA)
Type: Rock / Flying
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4, etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for grounded 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). Unaffected by Spikes and Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target attacks that hit Pokemon on the field regardless of position.

Abilities:

Rock Head: (Passive) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: (Passive) 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.
Unnerve (HA Unlocked): The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Tough Claws (Mega): This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (149.5) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Stats (Mega):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (172.5) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 23

EC: N/A
MC: 1
AC: 5/5
KOC: 5

Moves (49/???):

Level-Up:
Iron Head (*)
Ice Fang (*)
Fire Fang (*)
Thunder Fang (*)
Wing Attack (*)
Supersonic (*)
Bite (*)
Scary Face (*)
Roar (*)
Agility (*)
Ancient Power (*)
Crunch
Take Down
Sky Drop
Rock Slide
Giga Impact

Egg Moves:
Assurance (*)
Dragonbreath (*)
Pursuit (*)
Tailwind (*)
Wide Guard (*)

TM Moves:
Toxic
Razor Wind
Taunt (*)
Protect
Smack Down
Earthquake (*)
Double Team
Sandstorm
Rock Tomb
Torment (*)
Facade
Rest
Stone Edge (*)
Sleep Talk
Substitute
Rock Smash
Fly (*)

Tutor Moves:
Aqua Tail
Endure
Heat Wave
Iron Tail
Sky Attack
Stealth Rock

Other:
Bide
Defog
Double-Edge
Mimic
Reflect


Challenger @Frosty:

Cyclohm[Gleeok] (Male)
Nature: Modest (+Spa, -Atk)
Type: Electric/Dragon
Abilities:
Shield Dust/Static/Overcoat (H) [UNLOCKED]

Stats:


HP: 110
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 12
AC: 5/5

Attacks (89/89 - Movepool Completed!):
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Captivate
Charge
Charge Beam
Confide
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dragonbreath
Earthquake
Electric Terrain
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustation
Giga Impact
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power Grass
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Ion Deluge
Leer
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Nature Power
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Sandstorm
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Strength
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon

Rotom [Bellum]
Nature: Modest (+SpA, -Atk)

Type: Ghost/Electric

Stats:

HP: 90
Atk: Rank 1(-1)
Def: Rank 3
SpA: Rank 4(+1)
SpD: Rank 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16


Rotom-H / Rotom-F / Rotom-W / Rotom-C [Bellum]
Nature: Modest (+SpA, -Atk)

Type: Fire/Electric | Ice/Electric | Water/Electric | Grass/Electric

Stats:

HP: 90
Atk: Rank 2 (-1)
Def: Rank 4
SpA: Rank 5(+1)
SpD: Rank 4
Spe: 86
Size Class: 2 | 4 | 3 | 2
Weight Class: 3 | 5 | 4 | 3
Base Rank Total: 20


MC: 0

Abilities: Levitate

Attacks (53/53 - Movepool Maxed):
Astonish
Charge
Charge Beam
Confide
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electroball
Electroweb
Endure
Facade
Flash
Frustation
Hex
Hidden Power Grass
Light Screen
Mudslap
Natural Gift
Ominous Wind
Overheat
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
Thunder Wave
Thunderbolt
Thundershock
Toxic
Trick
Uproar
Volt Switch
Will-o-Wisp

Shadow Mend

Overheat
Hydro Pump
Blizzard
Leaf Storm
Stratagem [Vaati] [-]

Modest (+1SpA, -1Atk)
Type: Rock
Abilities: Levitate/Technician/Mold Breaker (H) UNLOCKED

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: 0
DC: 5/5

Attacks (62/71):
Acrobatics
Acupressure
Aerial Ace
Ancient Power
Calm Mind
Confide
Cut
Dazzling Gleam
Defense Curl
Disable
Double-Edge
Double Team
Earth Power
Earthquake
Echoed Voice
Electroball
Embargo
Endure
Energy Ball
Explosion
Facade
Flamethrower
Flash
Flash Cannon
Fire Blast
Giga Drain
Giga Impact
Head Smash
Headbutt
Heat Wave
Hidden Power Flying
Hone Claws
Hyper Beam
Magnet Rise
Magnetic Flux
Metal Sound
Mud Shot
Paleo Wave
Power Gem
Protect
Rain Dance
Rest
Rock Blast
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sandstorm
Shadow Ball
Sleep Talk
Smackdown
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Tackle
Toxic
Trick
Vacuum Wave
Volt Switch
Weather Ball

Dispel

"Now that we have met the Pokémon that both trainers have brought, it is time to get this battle rolling. Let's see who will be leading this off."

Sends Out First [1-5000 = Leader | 5001-10000 = Challenger]: {8678}

"Looks like our Challenger, Frosty will be taking the lead here. One last note. Since spectators often are curious as to what happens, but aren't always able to see, I have created the State of the Battle update. It is always attached to the OP, but not made until after the first round of combat. It shows the HP|EN of each mon, as well as how many mons have been sent out, state of the benches, and all statuses on each Pokémon."

Order of Operations
Frosty sends out his first Pokémon and equips
P2X7 sends out his first pokemon, equips, and orders
Frosty orders
I ref and update the State of the Battle​
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
hmmm

This seems harder than I've anticipated

Go Bellum the stage is yours!



Bellum the Rotom-W with Everstone
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
P2X7

I understand you are sick etc, so it is just a tag with nothing attached. But we are coming close to one month of inactivity and that is usually when we start to do nasty things. Please don't make us do nasty stuff even before you manage to complete your first gym match.
 
Togekiss @ Scope Lens

Solar Beam - Grass Knot - Solar Beam

IF Rotom uses Rain Dance, replace all instances of Solar Beam with Grass Knot and all instances of Grass Knot with Dazzling Gleam.
IF Rotom is a Ghost / Electric-type when you would act, use Shadow Ball the first instance, Dazzling Gleam the second, and Shadow Ball the third. This substitution takes priority over the first substitution.
IF Rotom has Double Team clones when you would act, use Dazzling Gleam that action instead and push actions back.
 

Frosty

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let's see how my luck is doing...

Discharge - Discharge - Discharge
IF
Togekiss is paralysed THEN Electro Ball instead
 

JJayyFeather

Drifting~
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Moderator
Leader P2X7
#Scope Lens
Hustle | Serene Grace | Super Luck
100 | 100 | 1/4/5/4/80

Challenger Frosty
#Everstone
Levitate
90 | 100 | 2/5/5/5/86

Action 1

Rotom-W used Discharge! [5 EN]
Crit [625]: 7921 NO
Paralysis [3000]: 1528 YES
(8+3+1+1.5)*1.5 = 20.25

Paralysis [2000]: 1032 YES
Togekiss was fully paralyzed!

Rotom-W used Electro Ball! [8 EN]
Crit [625]: 3965 NO
(15+3+1+1.5)*1.5 = 30.75

Paralysis [1000]: 1833 NO
Togekiss used Grass Knot! [6 EN]
Crit [625]: 6929 NO
(8+3)*1.5 = 16.5

Rotom-W used Electro Ball! [12 EN]
Crit [625]: 7669 NO
(15+3+1+1.5)*1.5 = 30.75

Paralysis [1000]: 956 YES
Togekiss was fully paralyzed!
Leader P2X7
#Scope Lens
Hustle | Serene Grace | Super Luck
18 | 94 | 1/4/5/4/80

Challenger Frosty
#Everstone
Levitate
73 | 74 | 2/4/5/4/86

Frosty orders
P2X7 orders
I ref
 

Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
I actually feel bad about this -_-

Thunderbolt - Discharge - Thunderbolt
IF
Togekiss is under P/E THEN Chill and push back
[ONCE]IF Endure AND Togekiss is NOT to use Rest on the following action THEN Toxic and push back
[ONCE]IF Heal Bell AND Togekiss is under Endure THEN Snatch
 

Frosty

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is a Forum Moderator Alumnusis a Community Contributor Alumnus
actually

Cancelling the match.

Partially because that hax was disheartening, partially because I should have pushed the DQ button when we passed one month of inactivity. See geodude's match for more details.
 

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