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Gym [GHOST] Leader zarator vs Challenger deadfox081

Discussion in 'ASB' started by Frosty, Feb 10, 2013.

  1. Frosty

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

    Joined:
    Mar 25, 2008
    Messages:
    731
    Arena (open)

    Arena: The Forlorn Graveyard
    Restrictions: No external water source.

    People have stopped burying people in this abandoned graveyard for centuries, but there is still an eerie aura all over the place. The grass looks more grey than green (despite this not affecting Grass-type moves at all), and most Pokemon and people avoid the place instinctively. Some trainers however still visit this place to strengthen the link with their Pokemon, especially Ghost-type ones.

    The odd aura of this graveyard has several effects in battle:
    Focus Blast has 100% accuracy, and the base power of Aura Sphere and Hidden Power is raised by (2). It is very easy to focus oneself's soul in this place.
    Will-O-Wisp and Inferno have 100% accuracy. There are always wisps floating around to provide decent enough fodder for these wicked spells
    Draining attacking moves have their base energy cost reduced by (2). Life energies are easier to drain and consume in this place.


    Hello ladies and dead people! This is Frosty here with yet another Gym Challenge. Today we will see the full power of the Ghost Gym Leader!

    The Ghost Gym Leader Zarator comes from a defeat against Engineer Pikachu and still seems to be adapting to this Gym Leader business. While Zarator is a terrific strategist, sometimes the lack of experience in normal battles pay the price. If his strategy succeeds and he is well-prepared, than we are up for a smooth sailing. If not...well...see his battle againsy Engineer for more details.

    Either way, Zarator has a strong and extremely well thought team and always comes to a challenge with a good strategy of how he will succeed. In the three challenges thus far, only one pokemon was repeated: Cyric the Gengar, which shows that, unlike other leaders, Zara has different teams prepared for different occasions and brings a nice touch of unpredictability to the table.

    Pay special attention to Myrkul the Revenankh in this battle. As I said, one different team for a different opponent. While we may not have seem Myrkul in action, he has all the bulk and moves necessary to create one hell of a headache to our challenger!

    On the other side of the field we have Deadfox081. Deadfox is, ironically, an avid raid player and arguably the best (perhaps tied with Engineer Pikachu), so he does a good grip of the mistery that is Zarator's mind, haha.

    Kidding aside, Deadfox came from a defeat against the Ground Gym Leader closer than the scores would indicate and is now ready to try this again. Deadfox is known as a great battler overall, so we are in for FUN!

    Pay special attention to Drogon the Hydreigon. Being a Hydreigon means having a very lovely and diverse movepool in addition to a good dragon/dark typing that will scare away most of Zara's ghosts. In a battle where only one substitution is allowed, brute force has great importance, which makes Drogon a threat to be reckoned with.

    BUT ENOUGH OF THIS, LET'S SEE THE MONS!

    Gym Leader
    Cyric the Gengar (open)

    [​IMG]
    Gengar* (Cyric) (M)
    Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
    Type: Ghost/Poison
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Stats:

    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 127
    Size Class: 3
    Weight Class: 3
    Accuracy boost: 19%
    Base Rank total: 19

    EC: N/A
    MC: 0
    DC: N/A

    Ability:
    Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

    Attacks (80/105 moves):

    Astonish
    Attract
    Bide
    Body Slam
    Brick Break
    Clear Smog
    Confuse Ray(*)
    Counter
    Curse(*)
    Dark Pulse
    Destiny Bond
    Disable
    Double Team
    Double-edge
    Drain Punch
    Dream Eater
    Dynamicpunch
    Endure
    Energy Ball(*)
    Explosion
    Fire Punch
    Focus Blast
    Focus Punch
    Foul Play
    Frustration
    Giga Drain
    Grudge
    Haze(*)
    Hex
    Hidden Power [Fire, 7 BP]
    Hyper Beam
    Hypnosis(*)
    Ice Punch
    Icy Wind
    Knock Off
    Lick(*)
    Mean Look(*)
    Mega Kick
    Mega Punch
    Metronome
    Mimic
    Night Shade(*)
    Nightmare
    Ominous Wind
    Pain Split
    Payback
    Perish Song(*)
    Protect
    Psych Up
    Psychic
    Psywave
    Rain Dance
    Return
    Role Play
    Scary Face(*)
    Seismic Toss
    Shadow Ball(*)
    Shadow Punch
    Skill Swap
    Sleep Talk
    Sludge Bomb
    Sludge Wave
    Smog
    Snatch
    Spite(*)
    Substitute
    Sucker Punch(*)
    Sunny Day
    Taunt
    Telekinesis
    Thunder
    Thunderbolt(*)
    Thunderpunch
    Torment
    Toxic
    Trick
    Trick Room
    Venoshock
    Will-o-wisp
    Zap Cannon

    Shar the Chandelure (open)

    [​IMG]

    Chandelure (Shar) (F)
    Nature: Timid (Attack reduced by *; Speed raised by 15%, accuracy boost).
    Type: Ghost/Fire
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

    Stats:
    HP 90
    Atk Rank 1 (-)
    Def Rank 3
    SpA Rank 6
    SpD Rank 3
    Spe 92 (+)
    Size Class: 2
    Weight Class: 3
    Accuracy boost: 10%
    Base Rank Total: 19

    EC: N/A
    MC: 0
    DC: 5/5

    Abilities:
    Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
    Shadow Tag (Dream World): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

    Attacks (52/62 moves):

    Acid
    Acid Armor
    Astonish
    Attract
    Calm Mind
    Captivate
    Clear Smog
    Confuse Ray
    Curse
    Dark Pulse
    Double Team
    Embargo
    Ember
    Endure
    Energy Ball
    Fire Blast
    Fire Spin
    Flame Charge
    Flame Burst
    Flamethrower
    Flash
    Frustration
    Haze
    Heat Wave
    Hex
    Hidden Power (Fighting, 7 BP)
    Hyper Beam
    Imprison
    Incinerate
    Inferno
    Memento
    Minimize
    Night Shade
    Overheat
    Pain Split
    Protect
    Psych Up
    Psychic
    Return
    Safeguard
    Shadow Ball
    Sleep Talk
    Smog
    Solarbeam
    Sunny Day
    Substitute
    Taunt
    Telekinesis
    Thief
    Toxic
    Trick Room
    Will-o-wisp

    Myrkul the Revenankh (open)

    [​IMG]
    Revenankh (Myrkul) (M)
    Nature: Adamant (Attack raised by *; Special Attack lowered by *).
    Type: Ghost/Fighting
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Fighting: Fighting STAB; ignore weight restrictions of Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    Stats:
    HP 100
    Atk Rank 5 (+)
    Def Rank 3
    SpA Rank 2 (-)
    SpD Rank 4
    Spe 65
    Size Class: 3
    Weight Class:3
    Base Rank Total: 20

    EC: N/A
    MC: 0
    DC: 5/5

    Abilities:
    Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
    Mummy (Dream World): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

    Attacks (69/88 moves):

    Ancientpower
    Arm Thrust
    Attract
    Bide
    Brick Break
    Bulk Up
    Captivate
    Counter
    Curse
    Destiny Bond
    Double Team
    Drain Punch
    Earthquake
    Embargo
    Endure
    Facade
    Focus Punch
    Force Palm
    Giga Impact
    Glare
    Hammer Arm
    Helping Hand
    Hex
    Hidden Power (Fire, 7 BP)
    Hyper Beam
    Ice Punch
    Knock Down
    Knock Off
    Low Sweep
    Mach Punch
    Mean Look
    Memento
    Moonlight
    Mud-slap
    Nasty Plot
    Ominous Wind
    Pain Split
    Payback
    Power Whip
    Protect
    Psych Up
    Punishment
    Rest
    Revenge
    Rock Slide
    Rock Smash
    Rock Tomb
    Sand Tomb
    Sandstorm
    Safeguard
    Secret Power
    Shadow Punch
    Shadow Sneak
    Sleep Talk
    Spite
    Submission
    Substitute
    Sucker Punch
    Sunny Day
    Superpower
    Taunt
    Telekinesis
    Torment
    Toxic
    Trick
    Vacuum Wave
    Wide Guard
    Wrap
    Wring Out

    Umberlee the Jellicent (open)

    [​IMG]
    Jellicent (Umberlee) (F)
    Nature: Modest (Attack lowered by *; Sp. Attack raised by *)
    Type: Water/Ghost
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Stats:

    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 60
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 18

    EC: 6/6
    MC: 0
    DC: 1/5

    Abilities:
    Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
    Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
    Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    Attacks (52/61 moves):

    Absorb
    Acid Armor
    Attract
    Bind
    Blizzard
    Brine
    Bubble
    Bubblebeam
    Confuse Ray
    Constrict
    Dark Pulse
    Dive
    Double Team
    Dream Eater
    Energy Ball
    Flash
    Giga Drain
    Hail
    Hex
    Hidden Power [Fire, 7 BP]
    Hydro Pump
    Ice Beam
    Icy Wind
    Magic Coat
    Mist
    Night Shade
    Ominous Wind
    Pain Split
    Protect
    Psych Up
    Psychic
    Rain Dance
    Recover
    Safeguard
    Scald
    Shadow Ball
    Sleep Talk
    Sludge Bomb
    Sludge Wave
    Snore
    Substitute
    Surf
    Swagger
    Taunt
    Toxic
    Trick
    Trick Room
    Water Pulse
    Water Sport
    Water Spout
    Will-O-Wisp
    Wring Out

    Grumbar the Golurk (open)

    [​IMG]
    Golurk (Grumbar) (-)
    Nature: Quiet (Sp. Attack raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
    Type: Ground/Ghost
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 3 (+)
    SpD: Rank 3
    Spe: 47 (-)
    Size Class: 5
    Weight Class: 7
    Base Rank Total: 18

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

    Abilities:
    Iron Fist: (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)
    Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.
    No Guard: This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

    Attacks (63/71 moves):

    Astonish
    Block
    Brick Break
    Bulldoze
    Charge Beam
    Defense Curl
    Double Team
    Drain Punch
    Dynamicpunch
    Earth Power
    Earthquake
    Facade
    Fire Punch
    Flash
    Flash Cannon
    Fling
    Fly
    Focus Blast
    Focus Punch
    Giga Impact
    Grass Knot
    Gravity
    Gyro Ball
    Hammer Arm
    Heavy Slam
    Hidden Power [Ground, 7 BP]
    Ice Beam
    Ice Punch
    Icy Wind
    Iron Defense
    Low Kick
    Low Sweep
    Magic Coat
    Magnitude
    Mega Punch
    Mud-slap
    Night Shade
    Pound
    Protect
    Psychic
    Rain Dance
    Rock Polish
    Rock Slide
    Rock Tomb
    Rollout
    Safeguard
    Shadow Ball
    Shadow Punch
    Signal Beam
    Sleep Talk
    Snore
    Solarbeam
    Stealth Rock
    Stone Edge
    Substitute
    Superpower
    Swagger
    Telekinesis
    Thief
    Thunderbolt
    Thunderpunch
    Toxic
    Zen Headbutt

    Persephone the Necturna (open)

    [​IMG]
    Necturna (Persephone) (F)
    Nature: Impish (Defense raised by *; Sp. Attack lowered by *)
    Type: Grass / Ghost
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Stats

    HP: 100
    Atk: Rank 5
    Def: Rank 5 (+)
    SpA: Rank 2 (-)
    SpD: Rank 5
    Spe: 81
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 23

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

    Abilities:
    Forewarn: (Innate) his Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
    Telepathy (DW LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

    Attacks (42/66 moves)

    Bind
    Covet
    Curse
    Cut
    Facade
    Giga Impact
    Gravity
    Hex
    Horn Leech
    Knock Off
    Leaf Blade
    Leer
    Ominous Wind
    Pain Split
    Payback
    Poison Fang
    Power Whip
    Protect
    Psychic
    Seed Bomb
    Shadow Ball
    Shadow Claw
    Shadow Sneak
    Sketch (Drain Punch)
    Skill Swap
    Sleep Talk
    Snatch
    Stone Edge
    Substitute
    Sunny Day
    Super Fang
    Synthesis
    Telekinesis
    Thief
    Thunder Fang
    Torment
    Toxic
    Toxic Spikes
    Trick
    Vine Whip
    Will-O-Wisp
    Worry Seed


    Challenger

    Drogon the Hydreigon (open)
    [​IMG]
    Hydreigon [Drogon] (M)
    Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

    Type: Dark/Dragon
    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.
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 2 (-)
    SpA: Rank 5
    SpD: Rank 3
    Spe: 113 (98*1.15)
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 22

    EC: 9/9
    MC: 0
    DC: N/A

    Abilities:

    Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

    Attacks (54):
    PHYSICAL
    Acrobatics
    Aqua Tail
    Bite
    Body Slam
    Bulldoze
    Crunch
    Double Hit
    Dragon Rush
    Dragon Tail
    Earthquake
    Fire Fang
    Fly
    Head Smash
    Headbutt
    Ice Fang
    Iron Tail
    Outrage
    Payback
    Rock Slide
    Stone Edge
    Superpower
    Tackle
    Thunder Fang
    U-Turn
    Zen Headbutt

    SPECIAL
    Dark Pulse
    Draco Meteor
    Dragon Pulse
    Dragon Rage
    DragonBreath
    Earth Power
    Flamethrower
    Flash Cannon
    Fire Blast
    Focus Blast
    Heat Wave
    Hidden Power [Grass-7]
    Hyper Voice
    Incinerate
    Signal Beam
    Surf
    Tri Attack
    Uproar

    OTHER
    Double Team
    Focus Energy
    Protect
    Reflect
    Rest
    Roar
    Roost
    Scary Face
    Sleep Talk
    Substitute
    Taunt
    Thunder Wave
    Torment
    Toxic
    Glow the Lucario (open)
    [​IMG]
    Lucario [Glow] (F)
    Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)

    Type: Fighting/Steel
    Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
    Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 2 (-)
    Spe: 104 (90*1.15)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

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

    Abilities:

    Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

    Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

    Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Attacks (39):
    PHYSICAL
    Blaze Kick
    Bone Rush
    Bulldoze
    Bullet Punch
    Circle Throw
    Close Combat
    Counter
    Dig
    Drain Punch
    Earthquake
    Extremespeed
    Feint
    Force Palm
    Hi Jump Kick
    Ice Punch
    Low Kick
    Low Sweep
    Metal Claw
    Quick Attack
    Reversal
    Rock Slide
    Shadow Claw
    ThunderPunch

    SPECIAL
    Aura Sphere
    Dark Pulse
    Focus Blast
    Psychic
    Vacuum Wave

    OTHER
    Agility
    Double Team
    Endure
    Foresight
    Heal Pulse
    Metal Sound
    Protect
    Quick Guard
    Roar
    Screech
    Substitute

    RAID
    Dispel
    Slam the Steelix (open)
    [​IMG]
    Steelix [Slam] (F)
    Nature: Brave (+1 Atk, -15% Spe, -10% Eva)

    Type: Steel/Ground
    Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 8
    SpA: Rank 2
    SpD: Rank 3
    Spe: 26 (30/1.15)
    Size Class: 7
    Weight Class: 8
    Base Rank Total: 21

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

    Abilities:

    Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

    Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponent’s incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

    Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

    Attacks (38):
    PHYSICAL
    Aqua Tail
    Bind
    Crunch
    Dig
    Double Edge
    Dragon Tail
    Earthquake
    Fire Fang
    Flail
    Heavy Slam
    Ice Fang
    Iron Head
    Rage
    Rock Blast
    Rock Slide
    Rock Throw
    Rock Tomb
    Sand Tomb
    Smackdown
    Stone Edge
    Tackle
    Thunder Fang

    SPECIAL
    Dark Pulse
    Dragonbreath
    Dragon Pulse
    Earth Power
    Mud Slap

    OTHER
    Automize
    Curse
    Double Team
    Endure
    Harden
    Mud Sport
    Rock Polish
    Sandstorm
    Screech
    Stealth Rock
    Taunt

    Order of Operations:
    Zarator sends out pokemon with item
    Deadfox081 sends out pokemon with item and orders
    Zarator gives orders
    I Ref.
  2. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
    is a Community Contributoris a Contributor Alumnus

    Joined:
    Mar 12, 2008
    Messages:
    4,977
    [​IMG] I'm looking forward to this story! Now, how to start the chapter? I know! We need a twist!

    [​IMG] [​IMG]

    Gym Leader Shauntal sends out Cyric (Gengar)!
    Cyric has Levitate!
    Cyric holds Expert Belt!
  3. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    [​IMG]
    "Here goes nothing. We aren't as well counterteamed as I might have liked but my boys and girls are well trained and ready to take whatever comes at them. Good to see you leading off with your strongest option to reassure us of our strength. Slam, you get out there and take the lead. You may look an unconventional choice to be out here but I think you can get the job done. Come out with your Sheer Force enabled and an Expert Belt in tow!"

    Stealth Rock > Dark Pulse > Sand Tomb
    IF
    Cyric uses Taunt action 1 THEN change your action 1 to Dig

    EDIT: Just pointing out that zar's Levitate description is incomplete/outdated and Steelix can hit a Levitator with Dig due to being over Size Class 4.
  4. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] A simple incipit is the best choice, sometimes

    Hypnosis - Focus Blast - Hidden Power
  5. Frosty

    Frosty =_=
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    [​IMG]
    Hp: 90
    En: 100
    2/2/5/3/127
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 100
    En: 100
    4/8/2/3/26
    Other: Sheer Force on
    Item: Expert Belt​

    Round 1


    The Gym Leader sends out Cyric the Gengar with Expert Belt to begin this rendezvous, while the Challenger counters with Slam the Steelix with Expert Belt.

    Cyric begins the round by using Hypnosis to put Slam in a deep sleep (2 actions). Because of that, the Steelix was getting some zzzs instead of putting down stealth rocks, which was the plan all along.

    On the following action, Cyric uses the power of the graveyard to Focus his energy better and create a Blast that heavily damaged Slam. Also it woke Steelix up one turn sooner and the metal snake counterattacked with probably the weirdest non-joke move choice I've ever seen on a Steelix: Dark Pulse. If I weren't ref, I would be certain that Slam is a Zoroark in disguise...

    Finally, Cyric uses the eerie tranquility of the graveyard to produce an enhanced Hidden Power Fire to burn Slam's soul, while the Steelix trapped the Gengar with a well placed Sand Tomb.

    Cyric managed, in this first round, to grab a little bit momentum, by avoiding stealth rocks and eliminating the hp difference. But that isn't enough to give the Gym Leader a noticeable advantage and now (s)he is ordering first and momentum is quite volatile. Let's see how it all pans out!

    data (open)

    Gengar: Hypnosis for 7 energy
    Hit: 10/100 (yes)
    Duration: 3 (2 actions)

    Steelix: zzz

    Gengar: Focus Blast: (12+3+2)*1.5= 25.5 damage for 8 energy
    Crit: 16
    Effect: 2

    Steelix woke up one action sooner due to damage!

    Steelix: Dark Pulse: (8+2+2-1.5)*1.5= 15.75 damage for 6 energy
    Crit: 7

    Gengar: Hidden Power: (9+3+2)*1.5= 21 damage for 5 energy
    Crit: 16

    Steelix: Sand Tomb: (4+3+3+2)*1.5= 18 damage for 4 energy
    Hit: 54 (yes)
    Crit: 3

    Gengar loses 2hp due to sand tomb


    [​IMG]
    Hp: 54
    En: 80
    2/2/5/3/127
    Other: Sand Tomb for 3a
    Item: Expert Belt

    [​IMG]
    Hp: 53
    En: 90
    4/8/2/3/26
    Other: Sheer Force on
    Item: Expert Belt​

    Zarator's turn!
  6. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] The hero looked in his eyes, mesmerized...

    Hypnosis - Giga Drain - Focus Blast
    If Steelix uses Protect on A1, replace your course of action with Substitute (15 HP) - Hypnosis - Focus Blast
  7. deadfox081

    deadfox081

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    [​IMG]
    "This would be a lot easier if we had Sleep Talk.."

    Mud Slap > Dig > Dig
  8. Frosty

    Frosty =_=
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    Indeed...

    [​IMG]
    Hp: 54
    En: 80
    2/2/5/3/127
    Other: Sand Tomb for 3a
    Item: Expert Belt

    [​IMG]
    Hp: 53
    En: 90
    4/8/2/3/26
    Other: Sheer Force on
    Item: Expert Belt​

    Round 2


    Being a strategy with good results, the Gym Leader Shauntal orders Cyric to once again use Hypnosis to make Slam fall asleep. And once again it manages to get an Intense Sleep (2 actions!). And since his trainer never bothered to teach it Sleep Talk (an error he will probably fix ASAP), Slam is stuck there asleep for 2 actions, while Cyric drain his very life force with Giga Drain.

    On the final action, Cyric attacks Slam with another mighty Focus Blast and the Steelix wakes up abruptly, digs a hole and attacks the Gengar from below!

    Being sleep doesn't win battles here! Slam better get his act together or else the challenger will face many troubles in thiss graveyard!

    data (open)

    Gengar: Hypnosis for 7 energy
    Hit: 64 (yes)
    Duration: 3 (2 actions again haha)

    Steelix: zzz

    Gengar: Giga Drain: 8+3 = 11 damage for 10 energy
    Crit: 10
    +5.5hp

    Steelix: zzz

    Steelix lost focus on Sand Tomb, it dissipated!

    Gengar: Focus Blast: (12+3+2)*1.5= 25.5 damage for 8 energy
    Crit: 8
    Effect: 8

    Steelix: Dig: (8+3+3)*1.5= 21 damage for 9 energy
    Crit: 8


    [​IMG]
    Hp: 38
    En: 56
    2/2/5/3/127
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 16
    En: 81
    4/8/2/3/26
    Other: Sheer Force on
    Item: Expert Belt​

    deadfox081's turn!
  9. deadfox081

    deadfox081

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    [​IMG]
    "That's a little bit frustrating."

    Endure > Crunch > Heavy Slam
    IF
    Will-O-Wisp is used action 1 THEN change that action to Dig + Dig
  10. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] The wheels of fate are turning!

    Substitute (20 HP) - Will-O-Wisp - Hidden Power
  11. Frosty

    Frosty =_=
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    DAT: Metronome can only select a maximum of one move from any type.

    Fire Spin, Inferno, Magma Storm and Sacred Fire are fire typed and Clamp and Whirlpool are water typed.

    You need to reorder.
  12. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    Edited, sorry :-(
  13. Frosty

    Frosty =_=
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    [​IMG]
    Hp: 38
    En: 56
    2/2/5/3/127
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 16
    En: 81
    4/8/2/3/26
    Other: Sheer Force on
    Item: Expert Belt​

    Round 3


    Sensing doom and despair (and the arena doesn't help in that regard), Slam pumps up adrenaline enough to Endure this round! Cyric isn't impressed by it and creates with 20hp substitute with some of his...erm..."life"force (its dead get it? hahaha) while he sits and watch the show with some popcorn.

    Mildly annoyed at the metal snake, Cyric puts a ticker on it by using the local souls to burn it with a Will-o-Wisp. Slam pushes on and attacks the Gengar with Expert-Belt-Sheer-Force-boosted Crunch. But the substitute managed to hold on thanks to the burn.

    Finally, Cyric attacks once again with Hidden Power (Fire), while Slam utterly destroys the substitute with Heavy Slam, before succumbing to the burn. Steelix fainted!

    The Gym Leader draws the first blood! Now it is up for the challenger to recover! and buy freaking Sleep Talk to his mons hahahah.


    data (open)

    Steelix: Endure for 15 energy

    Gengar: 20hp Substitute for 18 energy

    Gengar: Will-o-Wisp for 7 energy

    Steelix: Crunch: (8+2+3+2-3)*1.5= 18 damage for 6 energy
    Crit: 13/16 (no)
    -2hp due to burn

    Gengar: Hidden Power: (9+3)*1.5= Steelix has 1 hp left for 5 energy
    Crit: doesn't matter

    Steelix: Heavy Slam: no more sub for 9 energy

    Steelix lost 2hp due to burn

    Steelix fainted!


    [​IMG]
    Hp: 18
    En: 26
    2/2/5/3/127
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: KO
    En: KO
    4/8/2/3/26
    Other: Sheer Force on]
    Item: Expert Belt​

    deadfox081 sends out pokemon with item
    Zarator gives orders
    deadfox081 gives orders
    I Ref
  14. deadfox081

    deadfox081

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    [​IMG]
    "Its a shame that this unhelpful situation was all brought about thanks to a second lucky 2 actions sleep. Nevertheless we shall keep on trying. Glow you can go for it next. Use your Inner Focus and hold this Soothe Bell."
  15. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] Time to set the ground for the next chapter

    Endure - Focus Blast - Hidden Power
    If Lucario uses Substitute, replace your respective action with Taunt and push your actions back. Don't play this substitution more than once.
  16. deadfox081

    deadfox081

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    [​IMG]
    "Looks like we are forced to take a hit here.. lets at least make it the lesser one."

    Roar > Evasive Agility > Psychic
  17. Frosty

    Frosty =_=
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    [​IMG]
    Hp: 18
    En: 26
    2/2/5/3/127
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 100
    En: 100
    5/3/5/2/104
    Other:
    Item: Soothe Bell​

    Round 4​


    After a not so good couple of rounds, the challenger retreats the fainted Steelix and sends out Glow the Lucario with Soothe Bell. The usage of a fighting pokemon on a ghost gym is odd, to say the least, but Lucario's extensive movepool makes it more understandable, as we will see soon enough.

    Cyric begins this round by pumping up adrenaline to Endure this round, while Glow Roars with such strength that even the dead (read: Gengar) are scaried! I don't think Cyric will stick around for long.

    The Gengar continues to assault, regardless, firing a Focus Blast at Glow's direction...but the Lucario used Agility Evasively and managed to escape that attack.

    Finally, Cyric tries to attack again, this time with Hidden Power (Fire) and Glow takes the hit, so it can counterattack with Psychic and leave the Gengar hanging by a thread!

    But before Cyric could run out of energy or health, it ran out of courage and escaped to its pokeball. While escaping, it accidentally bumps on a pokeball that opens and reveals...

    [​IMG]

    data (open)

    Gengar: Endure for 15 energy

    Lucario: Roar for 7 energy
    Note: <Frosty> in Switch=OK, Roar doesn't remove endure, right?
    <EspyOwner> I think so
    <dogfish44> correct

    Lucario: Evasive Agility for 7 energy

    Gengar: Focus Blast: miss for 8 energy

    Gengar: Hidden Power: (9+4.5+2)*1.5= 23.25 damage for 5 energy
    Crit: 8 (no)

    Lucario: Psychic: (9+3)*1.5= 18 damage for 6.5 energy
    Crit: doesn't matter
    Effect: doesn't matter:

    Sent out (1=Chandelure, 2=Revenankh, 3=Jellicent, 4=Golurk, 5=Necturna): 4 (Golurk)


    [​IMG]
    Hp: 100
    En: 100
    5/3/3/3/47
    Other:
    Item: to be specified

    bench (open)
    [​IMG]
    Hp: 1
    En: 1
    2/2/5/3/127
    Other:
    Item: Expert Belt


    [​IMG]
    Hp: 77
    En: 79
    5/3/5/2/104
    Other:
    Item: Soothe Bell​

    Zarator specifies item and ability for Golurk
    Deadfox081 orders
    Zarator orders
    I Ref
  18. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] The wheels of fate are spinning again!

    Grumbar has No Guard!
    Grumbar
    holds Expert Belt!
  19. deadfox081

    deadfox081

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    [​IMG]
    "Well huh, I was working on the assumption that Roar still removed Endure. And it at least could have switched in something other than the exact mon he wanted -.-"

    Dark Pulse > Ice Punch > Dark Pulse
  20. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] "Steel yourselves, my friends, for the time has come!", said the trainer. Oh sorry, I should stop reading my novels while battling!

    Protect - Substitute (20 HP) - Dynamicpunch
  21. Frosty

    Frosty =_=
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    [​IMG]
    Hp: 100
    En: 100
    5/3/3/3/47
    Other:
    Item: Expert Belt

    bench (open)
    [​IMG]
    Hp: 1
    En: 1
    2/2/5/3/127
    Other:
    Item: Expert Belt


    [​IMG]
    Hp: 77
    En: 79
    5/3/5/2/104
    Other:
    Item: Soothe Bell​

    Round 5


    Smirking a little bit at how luck (s)he is, the Gym Leader equips a Expert Belt to the No Guard Golurk. For this round. Meanwhile the challenger is saying unspeaking things directed at my RNG. Oh well, such is life. The fate of the unlucky ones.

    Anyway.

    Grumbar begins this round by erecting a Protective barrier against Glow's Dark Pulse, probably to avoid a rather unpleasant flinch. After that, Glow manages to strike the golem with Ice Punch, just before Grumbar syphooned his life force with a 20hp substitute. The substitute then proceeded to absorb Glow's Dark Pulse, without breaking apart while Grumbar amuses the hax gods once again with attacking with a strong Dynamic Punch, confusing the Lucario for 3 turns.

    If the challenger has brought any lucky charm, now is the time to use them, as the next actions will rely a lot on the old RNG.

    data (open)

    Golurk: Protect for 7+6.6 = 13.6 energy

    Lucario: Dark Pulse: (8+3)*1.5= 16.5 (protected) damage for 6 energy

    Lucario: Ice Punch: (8+3)*1.5= 16.5 damage for 6 energy
    Crit: 9 (no)
    Freeze: 9 (no)

    Golurk: 20hp Substitute for 18 energy

    Lucario: Dark Pulse: 16.5 damage for 6 energy
    Crit: 16 (no)

    Golurk: Dynamic Punch: (10+3+2)*1.5 = 22.5 damage for 7 energy
    Crit: 9 (no)
    Confusion Duration: 2 (3 actions)


    [​IMG]
    Hp: 63 (3hp sub)
    En: 61
    5/3/3/3/47
    Other:
    Item: Expert Belt

    bench (open)
    [​IMG]
    Hp: 1
    En: 1
    2/2/5/3/127
    Other:
    Item: Expert Belt


    [​IMG]
    Hp: 54
    En: 61
    5/3/5/2/104
    Other: confused for 3a
    Item: Soothe Bell​

    Zarator's turn!
  22. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
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    [​IMG] The clash of the heroes!

    Drain Punch - Dynamicpunch - Drain Punch
    If Lucario uses an Evasive action successfully and you're not Taunted, replace your respective action with Rock Polish and push your actions back.
  23. deadfox081

    deadfox081

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    [​IMG]
    "Might as well attempt to avoid some damage, as unfavourable as this matchup is."

    Dig > Dark Pulse > Roar
  24. Frosty

    Frosty =_=
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    [​IMG]
    Hp: 63 (3hp sub)
    En: 61
    5/3/3/3/47
    Other:
    Item: Expert Belt

    bench (open)
    [​IMG]
    Hp: 1
    En: 1
    2/2/5/3/127
    Other:
    Item: Expert Belt


    [​IMG]
    Hp: 54
    En: 61
    5/3/5/2/104
    Other: confused for 3a
    Item: Soothe Bell​

    Round 6


    Glow hit self in confusion, was (drain) punched. Destroyed the sub and got (dynamic) punched. Finally, tried to roar, but got (drain) punched and fainted before that.

    data (open)

    Hit Self (1=yes): 1 (yes)
    Lucario: hit self: 7 damage for 3 energy

    Golurk: Drain Punch: (8+2+3+2)*1.5 = 22.5 damage for 11 energy
    Crit: 12
    +11.25hp

    Hit Self: 2 (no)
    Lucario: Dark Pulse: no more sub for 6 energy

    Golurk: Dynamic Punch: (12+2+3)*1.5=25.5 damage for 8 energy
    Crit: 16

    Lucario snapped out of confusion!

    Golurk: Drain Punch: 22.5 damage for 11 energy
    Crit: 2 (no)
    +11.25hp

    Lucario fainted!


    [​IMG]
    Hp: 86
    En: 31
    5/3/3/3/47
    Other:
    Item: Expert Belt

    bench (open)
    [​IMG]
    Hp: 1
    En: 1
    2/2/5/3/127
    Other:
    Item: Expert Belt


    [​IMG]
    Hp: KO
    En: KO
    5/3/5/2/104
    Other: confused for 3a
    Item: Soothe Bell​

    Deadfox's turn!
  25. deadfox081

    deadfox081

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    [​IMG]
    "You're not allowed to ref any more of my matches Frosty."

    Drogon @ Expert Belt

    Dark Pulse > Surf > Dark Pulse

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