[GHOST] Leader zarator vs. Challenger Its_A_Random

Rules said:
3v3 Gym Singles (Challenger PMs 3 Pokemon, Gym Leader PMs 6 Pokemon)
2 Day 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.


Leader Zarator:

zarator said:

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


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


Froslass (Auril) (F)
Nature: Mild (Defense reduced by *; Sp. Attack raised by *)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

Abilities:
Snow Cloak:
(Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack, 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.

Attacks (62/77 moves):

Astonish
Avalanche
Bide
Bite
Blizzard
Block
Body Slam
Confuse Ray
Crunch
Destiny Bond
Disable
Double Team
Double-edge
Dream Eater
Embargo
Endure
Facade
Fake Tears
Flash
Fling
Frost Breath
Giga Impact
Hail
Headbutt
Hex
Hidden Power (Fire, 7 BP)
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Ice Shard
Icy Wind
Leer
Light Screen
Mimic
Ominous Wind
Pain Split
Payback
Powder Snow
Protect
Psychic
Rain Dance
Safeguard
Shadow Ball
Signal Beam
Sing
Sleep Talk
Snatch
Spikes
Substitute
Sucker Punch
Taunt
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Wake-Up Slap
Water Pulse
Weather Ball
Challenger Its_A_Random
Its_A_Random said:
Cheers!


Colossoil [Megawhal] (M)
NATURE: Hasty (+14% Accuracy) (NC)

TYPE
Dark: Dark STAB; Immunity to all telepathic & telekinetic attacks, better performance in all darkened & especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.

ABILITIES
Rebound
: (Can Be Activated) The Pokémon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength & intuition.
Guts: (Innate) This Pokémon is tenacious & will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokémon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokémon's presence fills the air with intense anxiety, & any damaging or status attack launched at this Pokémon costs the opposing Pokémon two (2) more energy to perform.

STATS
HP: 120
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 110 (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

ATTACKS (75/87)
PHYSICAL
Aqua Tail
Bite
Body Slam
Bounce
Brick Break
Bulldoze
Crunch
Dig
Dive
Dragon Tail
Drill Run
Earthquake
Facade
Fake Out
Fire Fang
Fissure
Flail
Frustration
Horn Attack
Horn Drill
Knock Off
Magnitude
Megahorn
Payback
Peck
Poison Jab
Pursuit
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Smack Down
Stone Edge
Strength
Sucker Punch
Superpower
Tackle
Thunder Fang
U-Turn

SPECIAL
Bubblebeam
Dark Pulse
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud Bomb
Mud Shot
Muddy Water
Sludge Bomb
Sludge Wave
Snarl
Spit Up
Water Spout

OTHER
Attract
Double Team
Encore
Endure
Embargo
Leer
Protect
Quash
Rain Dance
Rest
Roar
Sandstorm
Sleep Talk
Snatch
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Taunt
Toxic

Rotom [motoR] (-)
NATURE: Modest

TYPE
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy & 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.
Grass: Grass STAB; Immunity to Leech Seed & 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 gras&s forest areas. Able to use Wrap & Bind without losing focus.

ABILITIES
Levitate: (Innate) This Pokémon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, & Magnitude. Earth Power will have three (3) less Base Attack Power. Dig & Dive can strike a Levitating Pokémon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise, Dig & Dive will miss. Ground moves can still hit.

STATS
HP: 90
Atk: Rank 1 2 (-)
Def: Rank 3 4
SpA: Rank 4 5 (+)
SpD: Rank 3 4
Spe: 91 86
Size Class: 1 2
Weight Class: 1 3
Base Rank Total: 16 20

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

ATTACKS (53/53)
PHYSICAL
Astonish
Facade
Frustration
Natural Gift
Return
Secret Power
Sucker Punch
Thief

SPECIAL
Charge Beam
Dark Pulse
Discharge
Dream Eater
Electro Ball
Electroweb
Hex
Hidden Power (Ground 7)
Leaf Storm
Mud-Slap
Ominous Wind
Round
Shock Wave
Shadow Ball
Signal Beam
Snore
Swift
Thunder
Thunderbolt
Thundershock
Uproar
Volt Switch

OTHER
Charge
Confuse Ray
Double Team
Endure
Flash
Light Screen
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Sleep Talk
Snatch
Spite
Substitute
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Will-O-Wisp

Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)

TYPE

Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & 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 bushfire areas.

ABILITIES
Flash Fire: (Innate) This Pokémon thrives in high temperatures, & takes the energy of any opposing fire attack, nullifies the damage, & uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Innate) This Pokémon's external temperature is kept at such a high level that any contact attack used on this Pokémon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokémon's Shadow expands across the arena & dissipates, forcing opposing Pokémon to stay within 10 metres of this Pokémon. The Shadow entirely negates the ability to switch for every Pokémon except those who also have Shadow Tag.

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

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

ATTACKS (35/62)
PHYSICAL
Astonish

SPECIAL
Clear Smog
Dark Pulse
Ember
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Heat Wave
Hex
Hidden Power (Ice 7)
Inferno
Night Shade
Overheat
Psychic
Shadow Ball
Smog
Solarbeam

OTHER

Acid Armour
Confuse Ray
Curse
Embargo
Endure
Imprison
Memento
Minimise
Pain Split
Protect
Sleep Talk
Substitute
Sunny Day
Taunt
Telekinesis
Will-O-Wisp

All was quiet in the long-neglected cemetery. As fog rolled in waves across moss-covered tombstones, a sillouette appeared in the distance. Crunch! Crunch! The silence was broken by the sound of a person's footsteps on the gravel driveway as he approached the graveyard, oblivious to the monsters that lay within. As the figure entered the hallowed ground, it was revealed to be Its_A_Random, the formidable leader of the nearbye ground type gym. "Zarator!" IAR called into the endless fog. "Show yourself! I challenge you!" There was silence, but then, a voice: "I have been here the whole time, waiting for you, challenger. The spirits told me you would come." Suddenly, IAR saw movement upon a crypt- that shape he saw up top wasn't a statue... It moved! As IAR stared, Zarator leaped from his perch and landed noiselessly on the soft ground of the cemetery. The warrior of the dead faced the warrior of the earth and said, "And yes, I accept your challenge!"

Order of Ops:
Zarator sends out his first Pokemon and equips an item.
IAR sends out his first Pokemon, equips an item, and orders.
Zarator orders.
I ref.

May the best trainer win!
 
This will be an interesting story, but... how to begin the first chapter? Let's try to start sharp!



Gym Leader Shauntal sends out Grumbar (Golurk)!
Grumbar has Iron Fist!
Grumbar holds Expert Belt!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"I shall respond to you with motoR @ Everstone! motoR is indeed stuck with Levitate, but that is all it needs to take you on!"

Leaf Storm > Shadow Ball > Dark Pulse
IF Protect is issued successfully without transfer, AND you do not have a Substitute up, THEN use Substitute (25 HP) that action.
 
What a blazing start! This chapter will surely be an exciting one!

Ice Punch - Fire Punch - Ice Punch
 
Leader Zarator:

HP: 100
Energy: 100
Status: None

Challenger Its_A_Random:

HP: 90
Energy: 100
Status: None

Action 1
motoR used Leaf Storm!
Hit: Irrelevant
Crit: 767=No
(15+3+7.5-4.5)1.5=31.5 Damage!
motoR's Special Attack harshly fell!
8 Energy

Grumbar used Ice Punch!
Hit: Irrelevant
Crit: 455=No
Effect: <101/1000=Yes. 514=No
(12+7.5-7.5)1.5=18 Damage!
6 Energy

Action 2
motoR used Shadow Ball!
Hit: Irrelevant
Crit: 34=Yes!
Effect: <101/1000=Yes. 633=No
(8+3+7.5-4.5)1.5=21 Damage!
6 Energy

Grumbar used Fire Punch!
Hit: Irrelevant
Crit: 431=No
Effect: <101/1000=Yes. 113=No
(12+7.5-7.5)1.5=18 Damage!
6 Energy

Action 3
motoR used Dark Pulse!
Hit: Irrelevant
Crit: 561=No
Effect: <201/1000=Yes. 977=No
(8+7.5-4.5)1.5-3.5=13 Damage!
6 Energy

Grumbar used Ice Punch!
Hit: Irrelevant
Crit: 925=No
Effect: <101/1000=Yes. 19=motoR was frozen solid!
Severity: 129=Light (1A)
(12+7.5-7.5)1.5=18 Damage!
6 Energy


And indeed it is, Zarator. After a quick exchange of pleasantries, the two opponents send out their Pokemon. In a flash, IAR's first Pokemon is revealed to be a Rotom Mow Forme by the name of motoR, who is holding an Everstone. While the psychotic lawnmower may be intimidating, Zarator's first Pokemon is even moreso. Towering above the small appliance monster, Grumbar the Golurk flexes its fists of iron, and the match begins. motoR, taking the initiative, leaps into action to start hurling a storm of razor-sharp leaves at Grumbar, striking it for hefty damage. Grumbar, in response, clenches its fist, which begins to glow icy blue, and slams it into the little ghost's face, doing about half as much damage (but still a lot) to motoR, which is boosted a little by the belt Grumbar is wearing around its waist. The action continues with motoR forming a ball of malevolent energy in front of its wicked, grinning face, which it releases to strike Grumbar for what should be significantly less damage than its prior attack. However, luck is on motoR's side, and its Shadow Ball strikes Golurk between the chinks of its earthen armor, dealing a hit that might prove critical later in the match. Grumbar once again punches, but this time its fist is glowing red and burning hot, once again dealing good damage to motoR. To finish the round, motoR launches a pulse of black and purple energy, striking Grumbar for paltry damage in comparison to its last pair of attacks, while Grumbar throws another Ice Punch at motoR, but this time it's so cold that motoR's body becomes encased in ice! With that attack, the round ends, and although motoR is outdamaging Grumbar, Grumbar has a free turn to attack motoR while it thaws out and recovers from its powerful attacks!

Leader Zarator:

HP: 34
Energy: 82
Status: None

Challenger Its_A_Random:

HP: 36
Energy: 80
Status: -1SAtk, Frozen (1A)
 
The first chapter is going to finish in a... blaze of glory!

Fire Punch + Focus Punch (combo) - Cooldown - Ice Punch
If Rotom-C somehow manages to thaw out on A1, replace your course of action with Fire Punch - Icy Wind - Fire Punch
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"This is a...forgone conclusion. We will just get it next round."

Appliance (Exit) > Shadow Ball > Shadow Ball

As if I am going to do shit at all...
 
Leader Zarator:

HP: 34
Energy: 82
Status: None

Challenger Its_A_Random:

HP: 36
Energy: 80
Status: -1SAtk, Frozen (1A)

Action 1
Grumbar is focusing energy!
motoR is frozen solid!

Grumbar used Fire Fist (Fire Punch+Focus Punch)!
Hit: Irrelevant
Crit: 343=No
(27+7.5-7.5)1.5=40.5 Damage!
motoR fainted!
24 Energy


As the action commences, Grumbar begins to focus energy in its fist, taking advantage of motoR's icy state. motoR, seeing the massive attack Grumbar is preparing, struggles in vain to escape his prison, but it is all for naught; Grumbar lunges forwards, fist blazing with ki-fire, and strikes the lawnmower with an attack powerful enough to make Chuck Norris proud, cleanly KOing motoR.

Leader Zarator:

HP: 34
Energy: 58
Status: None

Challenger Its_A_Random:

HP: DX
Energy: DX
Status: DX

IAR sends out his next Pokemon, equips an item, and orders.
Zarator orders.
I ref.

 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"This chapter will involve crazy chandeliers finishing off robots! Glowfire @ Dusk Stone, your turn to come out! Your Shadow Tag will also help in preventing switches!"

Inferno > Hidden Power > Hidden Power
IF Protect is issued successfully without transfer, THEN use Substitute (15 HP) on the first instance.
 
The audience must not be disappointed with a foregone conclusion. This chapter won't finish like this!

Cooldown - Protect - Bulldoze
 
Leader Zarator:

HP: 34
Energy: 58
Status: None

Challenger Its_A_Random:

HP: 90
Energy: 100
Status: None

Action 1
Glowfire used Inferno!
Hit: Irrelevant
Crit: 72=No
Effect: Guaranteed. Golurk was burned!
10+3+9.5-4.5=18 Damage!
6 Energy

Grumbar

-2HP Grumbar
Action 2
Grumbar used Protect!
Grumbar protected itself!

Glowfire used Substitute (15)!
Glowfire created a substitute!
12 Energy

7 Energy Golurk

-2HP Golurk
Action 3
Glowfire used Hidden Power!
Grumbar protected itself!
(9+9.5-4.5)1.5=21 Damage!
5 Energy
Grumbar fainted!


I can't tell if Zarator wasn't thinking or if there's some master plot! The action starts with Grumbar, unable to attack, just loafing around as he cools down from his massive punch. Glowfire, taking advantage of this, launches a fiery Inferno towards Grumbar, which lands right on target, even burning the behemoth! Grumbar suddenly snaps into alertness, and creates a protective barrier around himself, but Glowfire is ready for this and uses the free time to create a decoy that Grumbar will have to break if he ever wants to hurt Glowfire. To end the round, Glowfire launches a pulse of eerie orbs right towards Grumbar, striking it for enough damage to make a clean KO!

Leader Zarator:

HP: DX
Energy: DX
Status: DX

Challenger Its_A_Random:

HP: 75
Energy: 77
Status: Substitute (15)

Zarator sends out his next Pokemon, equips an item, and orders.
It's_A_Random orders.
I ref.
 
The second chapter begins!



Gym Leader Shauntal sends out Umberlee (Jellicent)!
Umberlee has Cursed Body!
Umberlee holds Expert Belt!

Bubblebeam - Scald - Bubblebeam
If Chandelure uses Sunny Day, replace your respective action with Dark Pulse and all remaining ones with Ominous Wind
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Or perhaps, this chapter contains chandeliers continuing to plough through the opposition..."

Inferno > Hex > Hex
IF Hex is disabled by Cursed Body, THEN replace all remaining instances of Hex with Shadow Ball.
 
Leader Zarator:

HP: 110
Energy: 100
Status: None
Challenger Its_A_Random:

HP: 75
Energy: 77
Status: Substitute (15)​
Action 1
Glowfire used Inferno!
Hit: Irrelevant
Crit: 582=No
Effect: Guaranteed. Umberlee was burned!
(10+3+9.5-6).67=11.055 Damage!
Cursed Body: <301/1000=Yes. 602=No
6 Energy

Umberlee used Bubblebeam!
Hit: Irrelevant
Crit: 26=Yes!
Effect: Irrelevant
(9+3+3+6-4.5)1.5=24.75 Damage!
4 Energy
Glowfire's Substitute faded!

-2HP Umberlee
Action 2
Glowfire used Hex!
Hit: Irrelevant
Crit: 239=No
(12+3+9.5-6)1.5=27.75 Damage!
Cursed Body: <301/1000=Yes. 575=No
6 Energy

Umberlee used Scald!
Hit: Irrelevant
Crit: 631=No
(10+3+6-4.5)1.5=21.75 Damage!
5 Energy

-2HP Umberlee
Action 3
Glowfire used Hex!
Hit: Irrelevant
Crit: 695=No
(12+3+9.5-6)1.5=27.75 Damage!
Cursed Body: <301/1000=Yes. 387=No
10 Energy

Umberlee used BubbleBeam!
Hit: Irrelevant
Crit: 252=No
Effect: <101/1000=Yes. 378=No
(9+3+6-4.5)1.5=20.25 Damage!
4 Energy

-2HP Umberlee


And the battle moves on! The ghost leader resumes the action by sending out one of his bulkiest weapons, Umberlee the Jellicent, to sponge the powerful attacks that will be sure to strike Zarator's team in the near future. Upon its entrance, IAR immediately begins an offensive battle-plan by ordering Glowfire to use Inferno. While it doesn't do much damage, the hellish fire does manage to burn Jellicent, which will prove critical later in the round. Umberlee, not wanting to expend too much energy getting rid of Glowfire's Substitute, launches a stream of forceful bubbles towards the little doll, striking it hard enough to destroy it. (Don't ask me how bubbles can destroy anything...). Glowfire, now exposed to Umberlee's super-effective dual-STABs, goes into full attack-mode, sending a curse upon Umberlee that, frankly, does massive damage for a low-energy attack. Umberlee, in retaliation, sprays a burst of boiling water all over Glowfire, which does a lot of damage, but still pales in comparison to Glowfire's Hex. The third action is much the same, with Glowfire launching another insane Hex as Umberlee sprays Glowfire with another jet of bubbles.

Leader Zarator:

HP: 38
Energy: 87
Status: Burned
Challenger Its_A_Random:

HP: 33
Energy: 55
Status: None
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Well, let me see...Sending out Colossoil is a bad idea, so...ATTACK BEFORE YOU GET KNOCKED OUT!!!"

Endure > Hex > Shadow Ball
IF Toxic is issued during this round, THEN change your action-set to Hex > Shadow Ball > Dark Pulse
 
Leader Zarator:

HP: 38
Energy: 87
Status: Burned
Challenger Its_A_Random:

HP: 33
Energy: 55
Status: None

Action 1
Glowfire used Endure!
Glowfire braced itself!
15 Energy

Umberlee used Trick Room!
Umberlee twisted the dimensions!
10 Energy

-2HP Umberlee
Action 2
Umberlee used Recover!
Umberlee regained health!
+20HP Umberlee
13 Energy

Glowfire used Hex!
Hit: Irrelevant
Crit: 494=No
(12+3+9.5-6)1.5=27.75 Damage!
Cursed Body: <301/1000=Yes. 18=Glowfire's Hex was disabled!
6 Energy

-2HP Umberlee
Action 3
Umberlee used Giga Drain!
Hit: Irrelevant
Crit: 798
(8+6-4.5).67=6.365 Damage!
+3.1825 HP Umberlee
12 Energy

Glowfire used Shadow Ball!
Hit: Irrelevant
Crit: 553
Effect: <101/1000=Yes. 45=Umberlee's Special Defense fell!
(10+3+9.5-6)1.5=24.75 Damage!
Cursed Body: <301/1000=Yes. 863=No
5 Energy

-2HP Umberlee


The power of Glowfire is revealed! Glowfire, expecting to be KO'd any time, prepares by bracing itself, ready to endure any hit. Umberlee, not attempting the fool's errand of KOing the monster this round, concentrates its mind to twist the dimensions within the room. Suddenly, Umberlee is faster than Glowfire! Umberlee, using this new-found speed, quickly moves to recover some health, as she too is near fainting, but it is in vain, as Glowfire once again displays its power by removing all the HP that Umberlee just recovered and more with one powerful Hex. However, Glowfire recieves a curse of its own! Umberlee's unnatural body has rendered Glowfire unable to use Hex for a while! Umberlee, still trying to regain its lost vitality, uses Giga Drain on Glowfire, but its not very effective against the burning chandelier, and Glowfire in turn responds by launching a ball of malevolent shadows straight into Umberlee, leaving her clinging on by a wisp!

Leader Zarator:

HP: 3
Energy: 52
Status: Burned, -1 SDef, Trick Room (3 Rounds)
Challenger Its_A_Random:


HP: 27
Energy: 29
Status: Hex Disabled (5A), Trick Room (3 Rounds), cannot Endure next round
 
The second chapter is about to finish!

Brine - Brine - Brine
If Chandelure uses Substitute, replace your respective action with Recover. Do not play this substitution more than once in the round.
 
Leader Zarator:

HP: 3
Energy: 52
Status: Burned, -1 SDef, Trick Room (3 Rounds)
Challenger Its_A_Random:


HP: 27
Energy: 29
Status: Hex Disabled (5A), Trick Room (3 Rounds), cannot Endure next round​

Action 1
Umberlee used Recover!
Umberlee regained health!
+20HP Umberlee
13 Energy

Glowfire used Substitute!
Glowfire created a Substitute!
15HP Glowfire
12 Energy

-2HP Umberlee
Action 2
Umberlee used Brine!
Hit: Irrelevant
Crit: 1=Yes!
(13+3+3+6-4.5)1.5=30.75 Damage!
Glowfire's Substitute faded!
7 Energy

Glowfire used Shadow Ball!
Hit: Irrelevant
Crit: 683=No
Effect: <101/1000=Yes. 549=No
(10+3+9.5-4.5)1.5+1.75=26.25 Damage!
5 Energy
Umberlee fainted!


The fight goes on! The action starts with Umberlee recovering some more health as she spots Glowfire take some time to build a small substitute.Then, Umberlee fires off a Brine attack, which would have almost done in the chandelier, but because she struck its sub, it didn't even hurt Glowfire at all! Then, striking at Umberlee's opening, Glowfire launches another Shadow Ball at Umberlee, striking her dead on for the KO. As the round ends, Leader Zarator is down one Pokemon, but Glowfire isn't looking so healthy himself, and Zarator gets to order second next round. Will he be able to defend his badge!?

Leader Zarator:

HP: DX
Energy: DX
Status: Trick Room (2 Rounds)
Challenger Its_A_Random:


HP: 12
Energy: 12
Status: Hex Disabled (3A), Trick Room (2 Rounds)

Zarator sends out his final Pokemon and equips an item.
It's_A_Random orders.
Zarator orders.
I ref.
 
The last chapter of this story begins...



Gym Leader Shauntal sends out Myrkul (Revenankh)!
Myrkul has Air Lock!
Myrkul holds Big Root!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alrightio, time to take your well-earned rest, Glowfire!"

Shadow Ball > Shadow Ball > Shadow Ball
(Once Only) IF Torment is issued, THEN replace all remaining actions with Inferno > Fire Blast (If Applicable) > Heat Wave (If Applicable).
 
Leader Zarator:

HP: 100
Energy: 100
Status: Trick Room (2 Rounds)
Challenger Its_A_Random:


HP: 12
Energy: 12
Status: Hex Disabled (3A), Trick Room (2 Rounds)​

Action 1
Myrkul used Shadow Sneak!
Hit: Irrelevant
Crit: 771=No
(4+3+7.5-4.5)1.5=15 Damage!
3 Energy
Glowfire fainted!


As IAR looks on, Zarator sends out his final Pokemon: Myrkul the Revenankh. In one quick move, Myrkul takes out Glowfire, forcing IAR to send out his final Pokemon: Megawhal the Colossoil. Revenankh alone is a terrifying Pokemon, but Zarator played him at just the right time. Now, it's IAR who has to fight with a disadvantage, but Colossoil still shouldn't be underestimated; it's a powerful Pokemon in its own respects who can deal devestating amounts of damage in a single blow.

Leader Zarator:

HP: 100
Energy: 97
Status: Trick Room (1 Rounds)
Challenger Its_A_Random:


HP: DX
Energy: DX
Status: Trick Room (1 Rounds)​

IAR sends out Megawhal and equips an item.
Zarator orders.
IAR orders.
I ref.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Well, it is up to you now. Megawhal @ Expert Belt, time to bring this one home! Your Guts will certainly detract our opponent from inflicting us with status!"
 

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