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Gym [GHOST] Leader zarator vs Challenger Leethoof

Discussion in 'ASB' started by Frosty, Mar 23, 2013.

  1. Frosty

    Frosty ._.
    is a Community Contributor

    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.


    Gym Leader Team
    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: (Innate) 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.

    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

    Mask the Kitsunoh (open)

    [​IMG]
    Kitsunoh* (Mask) (M)
    Nature: Jolly (Special Attack lowered by *; Speed raised by 15%, accuracy boost)
    Type: Steel/Ghost
    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.
    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 4
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 127 (+)
    Size Class: 3
    Weight Class: 4
    Accuracy boost 19%
    Base Rank Total: 19

    EC: N/A
    MC: 3
    DC: 5/5

    Abilities:
    Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift..
    Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
    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 (67/95 moves):

    Attract
    Copycat
    Curse(*)
    Dig(*)
    Double Team
    Earthquake
    Embargo
    Endeavor
    Endure
    Faint Attack(*)
    Fake Out
    Featherdance(*)
    Flail
    Foul Play
    Fury Cutter
    Giga Impact
    Headbutt
    Hex
    Hone Claws
    Ice Punch
    Icy Wind
    Imprison
    Iron Defense(*)
    Iron Head
    Iron Tail
    Knock Off
    Leer(*)
    Lick(*)
    Low Kick
    Magic Coat
    Memento
    Metal Burst
    Metal Claw
    Metal Sound
    Meteor Mash(*)
    Odor Sleuth(*)
    Ominous Wind
    Pain Split
    Perish Song
    Protect
    Psych Up
    Psycho Shift(*)
    Rain Dance
    Revenge
    Roar
    Rock Slide(*)
    Safeguard
    Scratch(*)
    Shadow Claw
    Shadow Sneak(*)
    Shadowstrike
    Snatch
    Spite
    Substitute
    Sunny Day
    Superpower
    Tackle (*)
    Tail Whip
    Taunt
    Thief
    Thunderpunch
    Torment
    Toxic
    Trick
    U-turn
    Will-O-Wisp(*)
    Yawn

    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.
    Infiltrator (Dream World): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

    Attacks (72/88 moves):

    Ancientpower
    Arm Thrust
    Attract
    Bide
    Bind
    Brick Break
    Bulk Up
    Captivate
    Counter
    Curse
    Destiny Bond
    Double Team
    Drain Punch
    Earthquake
    Embargo
    Endure
    Facade
    Focus Punch
    Force Palm
    Giga Impact
    Glare
    Grudge
    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
    Vital Throw
    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: 2/5

    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, 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 (53/61 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
    Spite
    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 (65/71 moves):

    Astonish
    Block
    Brick Break
    Bulldoze
    Charge Beam
    Curse
    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]
    Hyper Beam
    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


    Team Challenger
    Jambalaya the Mandibuzz (open)

    [​IMG]
    Mandibuzz (Jambalaya) (F)
    Nature: Adamant (+Atk, -SpA)

    Type: Dark/Flying
    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.
    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
    Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
    Weak Armor (DW Unlocked): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

    Stats:
    HP: 110
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 80
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 19

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

    Attacks:
    Physical: Aerial Ace, Bone Rush, Brave Bird, Faint Attack, Fly, Foul Play, Fury Attack, Giga Impact, Knock Off, Payback, Punishment, Rock Tomb, Sky Attack, Steel Wing, Thief, U-Turn
    Special: Air Slash, Dark Pulse, Gust
    Other: Block, Defog, Double Team, Embargo, Flatter, Iron Defense, Leer, Mean Look, Mirror Move, Nasty Plot, Protect, Rest, Roost, Scary Face, Sleep Talk, Snatch, Substitute, Swagger, Tailwind, Taunt, Torment, Whirlwind

    Tulowitzki the Aerodactyl (open)

    [​IMG]
    Aerodactyl [Tulowitzki] (Male)
    Nature: Jolly (+ Speed, -Sp.Atk)

    Type:
    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
    Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 150 (130x1.15) (26% Accuracy Boost)
    Size Class: 4
    Weight Class: 4

    EC: Nope
    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.
    Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
    UnNerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

    Attacks:
    Physical: Aerial Ace, Aqua Tail, Bide, Bite, Bulldoze, Crunch, Double-Edge, Dragon Claw, Earthquake, Fire Fang, Fly, Giga Impact, Headbutt, Ice Fang, Iron Head, Iron Tail, Pursuit, Rock Slide, Rock Tomb, Sky Attack, Sky Drop, Smack Down, Steel Wing, Stone Edge, Strength, Take Down, Thunder Fang, Wing Attack
    Special: Ancientpower, Fire Blast, Flamethrower, Heat Wave, Razor Wind, Twister
    Other: Agility, Defog, Double Team, Endure, Hone Claws, Mimic, Protect, Reflect, Roar, Roost, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Supersonic, Swagger, Taunt, Torment, Toxic, Whirlwind
    Stasis the Voodoom (open)

    [​IMG]
    Voodoom (Stasis) (F)
    Nature: Naive (+Speed, -Sp Def) (19% Accuracy Boost)

    Type: Fighting/Dark
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
    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.

    Abilities:
    Volt Absorb
    : (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
    Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
    Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 2 (-)
    Spe: 127 (+) (19% Accuracy Boost)
    Size Class: 4
    Weight Class: 4

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

    Moves:
    Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
    Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power Ice 7, Hyper Beam, Psychic, Shock Wave
    Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic


    Hello folks! We are here on the Forlorn Graveyard for yet another Gym Challenge! Today Leethoof, proud owner of the sole Bug Badge given thus far, decides he wants a second badge and chooses zarator Shauntal for his next target!

    The Ghost Gym Leader zarator Shauntal comes from a nice streak against very good players, defeating Its_A_Random and deadfox081 without breaking a sweat, showing that a good strategy surely takes you places. A very nice comeback after the disappointing first match against Engineer Pikachu, I must add. With this line-up zarator Shauntal opted for pokemon who can deal well with Rock, and the always present Cyric. It's hard to be versatile and unpredictable when sending out 6 mons a match, but zarator Shauntal surely manages to do so nicely!

    Pay close attention to Mask the Kitsunoh. It is a tricky pokemon that has every tool necessary to deal with each and every of the Challenger's pokemon. Also, his terrific typing allows it to throw a curve ball on the opponent's team, resisting every single common weaknesses of the ghost-type.

    The Challenger Leethoof is a man with one thing in mind: Rock. And Bastiodon, but that still qualifies as "rock". But don't be mistaken by his goofy persona or funky lines. As his performance on the Team Tourney and his match against Rediamond showed us, Leethoof knows the ins and outs of his pokemon and is able of using them to the fullest, despite of what raw stats and movepool might indicate.

    Pay close attention to Tulowitzi the Aerodactyl. As the only pokemon capable of outspeeding the Gym Leader's team and the closest thing to a signature mon (since Bastiodon is super weak against Focus Blast), Aerodactyl has enough moves to deal damage to every single of zarator Shauntal's pokemon while flying in circles around his opponents.

    NOW LET'S SEE WHO WILL BEGIIIIIIIN! actually the rules indicates that the Gym Leader goes first soo...

    Order of Operations:
    Gym Leader sends out pokemon with item and ability
    Challenger sends out pokemon with item, ability and orders
    Gym Leader 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:
    4,975
    [​IMG] This story already looks promising! Let's jump into it without holding back!

    [​IMG] [​IMG]

    Gym Leader Shauntal sends out Mask (Kitsunoh)!
    Mask has Frisk!
    Mask holds Metal Coat!
  3. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    [​IMG][​IMG]
    "I'll begin this showdown with Jambalaya! Let's go!"

    Blackglasses, Weak Armor [Enabled]
    Jambalaya: Payback -> Foul Play -> Dark Pulse
    If Metal Burst, and Mandibuzz is faster, use Fly.
  4. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] This chapter is opening with a blazing start!

    Will-O-Wisp - Meteor Mash - Iron Tail
    If Will-O-Wisp misses on A1, replace A3 with Will-O-Wisp
  5. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 100
    En: 100
    4/3/1/3/127 (+19acc)
    Other:
    Item: Metal Coat
    Ability: Frisk

    [​IMG]
    Hp: 110
    En: 100
    4/4/1/3/80
    Other:
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)​

    Round 1​


    The Gym Leader sends out his her trusted Kitsunoh Mask with Frisk and Metal Coat. The challenger counters with Jambalaya the Mandibuzz with Weak armor and BlackGlasses, which are rendered useless due to Frisk.

    Mask begins this match by burning Jambalaya with Will-o-Wisp. The Mandibuzz then attacks with Payback getting a nice critical hit in the process.

    On the following turn, Mask attacks with Metal-Coat-Powered Meteor Mash, activating Weak Armor. Jambalaya once again attacks with Foul Play, using Mask's attack against it. Not that it changes much haha.

    Finally, now faster thanks to weak armor, Jambalaya attacks with Dark Pulse and manages to flinch Mask! Lucky!

    data (open)

    Kitsunoh: Will-o-Wisp for 7 energy
    Hit: 24 (yes)

    Mandibuzz: Payback: 10+3+1.5-3+3 = 14.5 damage for 6 energy
    Crit: 1 (yes)
    -2hp due to burn

    Kitsunoh: Meteor Mash: 10+3+4 = 17 damage for 6 energy
    Crit: 5 (no)
    Effect: 7 (no)

    Weak Armor reduces Mandibuzz's defense by 1 and increases speed by 1 stage!

    Mandibuzz: Foul Play: 10+3+1.5-3 = 11.5 damage for 6 energy
    Crit: 5 (no)
    -2hp due to burn

    Mandibuzz: Dark Pulse: 8+3-3 = 8 damage for 5 energy
    Crit: 8 (no)
    Flinch: 2 (yes)
    -2hp due to burn

    Kitsunoh: Flinch


    [​IMG]
    Hp: 70
    En: 83
    4/3/1/3/127 (+19acc)
    Other:
    Item: Metal Coat
    Ability: Frisk

    [​IMG]
    Hp: 87
    En: 83
    4/4/1/3/80 (140)
    Other: -1 def and +1 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)​

    Zarator's turn!
  6. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] Strife is always inevitable in a good narrative

    Metal Claw - Iron Head - Meteor Mash
    If Mandibuzz uses Fly, replace your respective action with Revenge.
  7. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    Thanks for not dqing me, zar!
    the doors - moonlight drive

    mirror move (willowisp) -> roost -> torment
  8. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 70
    En: 83
    4/3/1/3/127 (+19acc)
    Other:
    Item: Metal Coat
    Ability: Frisk

    [​IMG]
    Hp: 87
    En: 83
    4/4/1/3/80 (140)
    Other: -1 def and +1 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)​

    Round 2

    After a nice first round, Jambalaya uses the now increased speed to Mirror Move and copy Will-o-Wisp, burning Mask thanks to the oh so many souls just dying to be burnt.

    okay that was lame.

    Mask isn't fazed by it and proceeds to attack with a weak Metal Claw, but Metal Coat and the Mandibuzz's decreased defense made it sting a bit more. Speaking of defense, Weak Armor activates and Jambalaya's speed increases one stage, while the defense decreases one stage.

    On the second turn, the Mandibuzz decides to rest a bit and roosts for a while, enjoying the pleasant scenario and the lovely burn. Mask continues its assault with a stronger Iron Head, activating Weak Armor once again. It seems that, even with the burn, Kitsunoh hurts faster than Mandibuzz's ability to heal!

    Finally, Jambalaya Torments Mask and the Kitsunoh is unable to use Meteor Mash!

    Stalling is not good for your health, you know?

    data (open)

    Mandibuzz: Mirror Move - Will-o-Wisp for 9 energy
    NOTE: Arena makes it hit. I forgot that last round <_<;.
    -2hp due to burn

    Kitsunoh is burned!

    Kitsunoh: Metal Claw: 5+3-3+1.75+4 = 10.75 damage for 3 energy
    Crit: 3 (no)
    Effect: 9 (no)
    -2hp due to burn

    Mandibuzz's Speed Increased by 1 and Defense Decreased by 1!

    Mandibuzz: Roost: +20hp for 12 energy
    -2hp due to burn

    Kitsunoh: Iron Head: 8+3-3+3.5+4 = 15.5 damage for 5 energy
    Crit: 9 (no)
    -2hp due to burn

    Mandibuzz's Speed Increased by 1 and Defense Decreased by 1!

    Mandibuzz: Torment for 9 energy

    Kitsunoh: can't use meteor mash!



    [​IMG]
    Hp: 64
    En: 75
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk

    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)​

    Leethoof's turn!
  9. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    I'll switch in Chople Berry Motor Drive Voodoom, now. Counterswitch?
  10. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] We will stay until the end of the chapter!

    ... not taking the (counter)switch
  11. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    Dark Pulse -> Beat Up -> Dark Pulse
    If taunt and neither of us are taunted already and magic coat is not imprisoned, then use magic coat.
  12. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] Time for an unexpected turning point!

    Psycho Shift - Pain Split - U-turn
  13. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 64
    En: 75
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk


    [​IMG]
    Hp: 100
    En: 100
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople Berry
    bench (open)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Round 3!


    Voo was faster a1 Dark Pulse flinched a1. Kit was faster a2 and a3.

    no time nor energy for flavor.

    data (open)

    Ties (1=kit): 2, 1, 1 (voodoom, kit, kit)

    Voodoom: Dark Pulse: 8+3+1.5 = 12.5 damage for 5 energy
    Crit: 13 (no)
    Flinch: 2 (yes)

    Kitsunoh: flinch
    -2hp due to burn

    Kitsunoh: Pain Split for 24 energy
    +25hp
    -2hp due to burn

    voodoom loses 25hp

    Voodoom: Beat Up: 3*3+3+1 = 13 damage for 5 energy
    Crit:8, 1, 16 (1)

    Kitsunoh: U-turn: 7+1.5-3 = 5.5 damage for 5 energy
    Crit: 2 (no)
    -2hp due to burn

    Voodoom: Dark Pulse: 12.5 damage for 5 energy
    Crit: 3 (no)


    [​IMG]
    Hp: 45
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk


    [​IMG]
    Hp: 69
    En: 85
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople Berry
    bench (open)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Zarator sends out pokemon with item and orders
    Leethoof gives orders
    I Ref
  14. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] The second chapter is about to begin!


    [​IMG] [​IMG]

    Gym Leader Shauntal sends out Myrkul (Revenankh)!
    Myrkul has Shed Skin!
    Myrkul holds Expert Belt!

    Brick Break - Force Palm - Drain Punch
    If Voodoom uses Imprison, replace your respective action with Superpower, and all following ones with Force Palm
  15. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    foul play - substitute 20 - pain split
  16. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 100
    En: 100
    5/3/2/4/65
    Other:
    Item: Expert Belt

    bench (open)
    [​IMG]
    Hp: 42
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk



    [​IMG]
    Hp: 69
    En: 85
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople Berry
    bench (open)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Round 4​


    The (s)he Gym Leader sends out now Myrkul the Revenankh with Expert Belt! After a very good match against Its_A_Random, Myrkul proved to be one of Shauntal's most trusted and powerful pokemon. Let's see how well it perfoms today.

    This round starts with Statis using Myrkul's strength against it with Foul Play, while the Revenankh tries the old-fashioned beatdown with Brick Break. Fortunately for the cursed dool, its Chople Berry made it handle the attack nicely.

    On the following round, Statis creates a 20hp substitute out of PURE EVIL and watches as Force Palm is absorbed and destroys the poor rhino sub. Finally, the Voodoom SPLIT ITS PAIN with Myrkul, turning the match upside-down completely, while Myrkul can only try to get some health back with Drain Punch, removing one more bit of the Chople Berry from play.

    And the challenger gets the upper-hand once again, although not by much! Pain Splits are surely dangerous moves, specially against full hp opponents. But this match is far from over, as the Gym Leader now has the double advantage of ordering first and not having to worry with that darned Chople Berry.

    data (open)

    Voodoom: Foul Play: 10+3+3 = 16 damage for 6 energy
    Crit: 15/16 (no)

    Revenankh: Brick Break: 8+3+3 = 14 damage for 5 energy
    Crit: 12/16 (no)

    Chople Berry was partially consumed
    NOTE: Since the DAT says the berry "reduces type effectiveness", I interpret as it not being super effective, thus no expert belt bonus.

    Voodoom: 20hp Substitute for 18 energy

    Revenankh: Force Palm: (6+3+3+2)*1.5 = 21 damage for 3 energy
    Crit: 10/16 (no)

    Sub is gone!

    <Pwnemon> frosty idk about asb
    <Pwnemon> but in actual battling, resist berries are not consumed when you're behind a substitute
    <Caffie> they aren't?
    <Matezoide> KS_Hallref
    <Matezoide> I reffed
    <Matezoide> You lost :c
    <Caffie> I better research that...
    <Pwnemon> i can guarantee you they aren't
    <Pwnemon> ask any vgc player


    Voodoom: Pain Split for 22.3 energy
    +24.5hp

    Revenankh: Drain Punch: 8+3+3 = 14 damage for 11 energy
    -24.5hp
    +7hp

    Chople Berry was partially consumed


    [​IMG]
    Hp: 66
    En: 81
    5/3/2/4/65
    Other:
    Item: Expert Belt

    bench (open)
    [​IMG]
    Hp: 45
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk



    [​IMG]
    Hp: 45
    En: 39
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople (1/3)
    bench (open)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Leethoof's turn!
  17. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    i knew i should have asked about subs and berrys

    Despite that mistake, everything is sort of going to plan. Let's go, Tulowitzki @ Power Herb, with Pressure!
  18. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] The wheels of fate are turning!

    Gym Leader Shauntal withdrew Myrkul!

    [​IMG] [​IMG]

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

    Trick Room - Scald - Bubblebeam
    If Aerodactyl uses Taunt on A1, replace your respective action with Magic Coat and push your actions back.
  19. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    rock slide - evasive agility - thunder fang

    if im a dumb and i cant evasive agility while being slower, then use protect.
  20. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    [​IMG]
    Hp: 110
    En: 100
    1/3/4/4/60
    Other:
    Item: Expert Belt

    bench (open)

    [​IMG]
    Hp: 66
    En: 81
    5/3/2/4/65
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 42
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk



    [​IMG]
    Hp: 100
    EN: 100
    4/3/1/3/150
    Other:
    Item: Power Herb
    bench (open)

    [​IMG]
    Hp: 45
    En: 39
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople (1/3)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Round 5​


    And the third matchup begins!

    The challenger retreats Statis the Voodoom and sends out Tulowitzki the Aerodactyl with Power Herb. Tulowitzki, previously known as Jet, was the mon that brought home the bacon in Leethoof's previous Gym Battle against Rediamond, so pay attention to it! Also, I must say, the challenger is being quite inventive in his items (not the Expert Belt *3 shenaningans I am used to seeing).

    The Gym Leader responds by also retreating Myrkul the Revenankh and sending out Umberlee the Jellicent with Expert Belt. Umberlee came from a not that good performance against IAR's Chandelure, so it may want to prove itself in this bout.

    The match begins with Tulowitzki attempting to flinch Umberlee with Rock Slide, but it didn't succeed in that, as the Jellicent continues her strategy by setting up Trick Room, rendering the Aerodactyl's massive speed useless.

    On the following action, now slower, Tulowitzki had to resort to its Agility to Evade Umberlee's Scald. Finally, Umberlee managed to get in a hit with Bubblebeam, wishing that the Graveyard had even a small puddle to draw water from. Oh well. Tulowitzki responded with Thunder Fand for...meh damage. Yeah and it got disabled by Cursed Body too.

    data (open)

    Aerodactyl: Rock Slide: 8+3+1.5 = 12.5 damage for 5 energy
    Crit:4 (no)
    Flinch:6 (no)
    Cursed Body: 7/10 (no)

    Jellicent: Trick Room for 10 energy

    Aerodactyl: Evasive Agility for 7 energy

    Jellicent: Scald: miss for 5 energy

    Jellicent: Bubblebeam: (7+3+2+1.5)*1.5= 20.25 damage for 4 energy
    Crit:6 (no)
    Effect:6 (no)

    Aerodactyl: Thunderfang: (7+1.5)*1.5= 12.75 damage for 5 energy
    Crit:9 (no)
    Paralysis:4 (no)
    Flinch:8 (no)
    Cursed Body: 1/10 (yes)

    Thunderfang was disabled!


    Trick Room for 3r​


    [​IMG]
    Hp: 85
    En: 81
    1/3/4/4/60
    Other:
    Item: Expert Belt

    bench (open)

    [​IMG]
    Hp: 66
    En: 81
    5/3/2/4/65
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 45
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk



    [​IMG]
    Hp: 80
    EN: 83
    4/3/1/3/150
    Other: Thunder Fang disabled for 6a
    Item: Power Herb
    bench (open)

    [​IMG]
    Hp: 45
    En: 39
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople (1/3)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Leethoof's turn!
  21. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    I'll switc in Mandibuzz, again.
  22. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    You can't order a switch phase now, you ordered it last round.
  23. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    Well, this appears to be an unfortunate rut, in that case.

    Sky Attack - Rock Slide - Sky Attack

    If damaging water-type attack, protect and push actions down, but not consecutively.
  24. zarator

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

    Joined:
    Mar 12, 2008
    Messages:
    4,975
    [​IMG] The clash of the heroes is my favourite moment in the narrative!

    Will-O-Wisp - Ice Beam - Brine
  25. Frosty

    Frosty ._.
    is a Community Contributor

    Joined:
    Mar 25, 2008
    Messages:
    731
    Trick Room for 3r​


    [​IMG]
    Hp: 85
    En: 81
    1/3/4/4/60
    Other:
    Item: Expert Belt

    bench (open)

    [​IMG]
    Hp: 66
    En: 81
    5/3/2/4/65
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 45
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk



    [​IMG]
    Hp: 80
    EN: 83
    4/3/1/3/150
    Other: Thunder Fang disabled for 6a
    Item: Power Herb
    bench (open)

    [​IMG]
    Hp: 45
    En: 39
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople (1/3)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Round 5​


    Flavor maybe later.

    data (open)

    Jellicent: Will-o-Wisp for 7 energy

    Aerodactyl: Sky Attack: 14-3+3+1.5 = 15.5 damage for 9 energy
    Crit: 4 (no)
    -2hp due to burn

    Jellicent: Ice Beam: (10+1.5+2)*1.5 = 20.25 damage for 7 energy
    Crit: 13 (no)
    Freeze: 3 (no)

    Aerodactyl: Rock Slide: 8+3-3+1.5 = 9.5 damage for 5 energy
    Crit: 9 (no)
    -2hp due to burn

    Aerodactyl: Protect for 15 energy
    -2hp due to burn

    Jellicent: Brine: (7+3+2+1.5)*1.5= 20.25 (protected) damage for 7 energy



    Trick Room for 2r​


    [​IMG]
    Hp: 60
    En: 60
    1/3/4/4/60
    Other:
    Item: Expert Belt

    bench (open)

    [​IMG]
    Hp: 66
    En: 81
    5/3/2/4/65
    Other:
    Item: Expert Belt

    [​IMG]
    Hp: 45
    En: 46
    4/3/1/3/127 (+19acc)
    Other: Burn
    Item: Metal Coat
    Ability: Frisk



    [​IMG]
    Hp: 54
    EN: 54
    4/3/1/3/150
    Other: Thunder Fang disabled for 3a, burn
    Item: Power Herb (2/3)
    bench (open)

    [​IMG]
    Hp: 45
    En: 39
    3/3/4/2/127 (+19 acc)
    Other:
    Item: Chople (1/3)
    [​IMG]
    Hp: 75
    En: 53
    4/4/1/3/80 (140)
    Other: -2 def and +2 spe, burn
    Item: BlackGlasses
    Ability: Weak Armor (Enabled)

    Zarator's turn!

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