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.
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: Rank12 (-)
Def: Rank34
SpA: Rank45 (+)
SpD: Rank34
Spe:9186
Size Class:12
Weight Class:13
Base Rank Total:1620
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!