[GHOST] Leader zarator vs Challenger deadfox081

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
This is frustrating. I was all trained up to take on C$FP and he goes and quits. Guess I'll have to see what I can do against zarator instead!

"At the end of my journey, I will come back to you". That was part of a novel I wrote. I absolutely love writing about the close bonds between the Trainers who come here and the Pokémon they train. Could I use you and your Pokémon as a subject?"

3v3 Gym Singles (Challenger PMs 3 Pokemon, Gym Leader PMs 6 Pokemon)
2 days DQ
Arena: Forlorn Graveyard
Switch = OK
Items = ON
Abilities = One
Substitute Orders: 1
The Gym Leader sends out his / her Pokemon first.
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

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



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


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


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


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


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


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

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

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.
 
I'm looking forward to this story! Now, how to start the chapter? I know! We need a twist!



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

"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.
 

Frosty

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

Hp: 90
En: 100
2/2/5/3/127
Other:
Item: Expert Belt


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!

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



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


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

Zarator's turn!
 
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
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Indeed...


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


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!

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



Hp: 38
En: 56
2/2/5/3/127
Other:
Item: Expert Belt


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

deadfox081's turn!
 

"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
 

Frosty

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

Frosty

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

Hp: 38
En: 56
2/2/5/3/127
Other:
Item: Expert Belt


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.


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!



Hp: 18
En: 26
2/2/5/3/127
Other:
Item: Expert Belt


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
 

"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."
 
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.
 

Frosty

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

Hp: 18
En: 26
2/2/5/3/127
Other:
Item: Expert Belt


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...



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)



Hp: 100
En: 100
5/3/3/3/47
Other:
Item: to be specified


Hp: 1
En: 1
2/2/5/3/127
Other:
Item: Expert Belt



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
 

"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
 
"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
 

Frosty

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

Hp: 100
En: 100
5/3/3/3/47
Other:
Item: Expert Belt


Hp: 1
En: 1
2/2/5/3/127
Other:
Item: Expert Belt



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.

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)



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


Hp: 1
En: 1
2/2/5/3/127
Other:
Item: Expert Belt



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

Zarator's turn!
 
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.
 

Frosty

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

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


Hp: 1
En: 1
2/2/5/3/127
Other:
Item: Expert Belt



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.

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!



Hp: 86
En: 31
5/3/3/3/47
Other:
Item: Expert Belt


Hp: 1
En: 1
2/2/5/3/127
Other:
Item: Expert Belt



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

Deadfox's turn!
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top