Rules Pokemon: 3v3 (B3P3 for Challenger, B6P3 for Leader) Format: Singles DQ: 2 Days Switch: OK Items: ON Abilities: ONE Substitutions: ONE ∞ Recovers / ∞ Chills Arena Forlorn Graveyard Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide 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 Cyric the Gengar (Move your mouse to reveal the content) Cyric the Gengar (open) Cyric the Gengar (close) 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 (81/105 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(*) Headbutt 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 Myrkul the Revenankh (Move your mouse to reveal the content) Myrkul the Revenankh (open) Myrkul the Revenankh (close) 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 (Move your mouse to reveal the content) Umberlee the Jellicent (open) Umberlee the Jellicent (close) 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 (Move your mouse to reveal the content) Grumbar the Golurk (open) Grumbar the Golurk (close) 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 (Move your mouse to reveal the content) Persephone the Necturna (open) Persephone the Necturna (close) 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 (43/66 moves) Bind Covet Curse Cut Facade Future Sight 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 Auril the Froslass (Move your mouse to reveal the content) Auril the Froslass (open) Auril the Froslass (close) 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 Dogfish44 [a]Cyclohm[/a] Nimbus the Cyclohm (M) (Move your mouse to reveal the content) Nimbus the Cyclohm (M) (open) Nimbus the Cyclohm (M) (close) Nimbus (M) Nature: Modest +1 SpA, -1 Atk Type: Electric / Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. Abilities: Shield Dust / Static / Overcoat [DW] Shield Dust (Innate): This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static (Innate): This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (Innate) [DW]: 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). Stats: HP: 110 Atk: Rank 1 [-] Def: Rank 4 SpA: Rank 5 [+] SpD: Rank 3 Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 Attacks [85 - Movepool Complete]: Aerial Ace Attract Bide Blizzard Bulldoze Captivate Charge Charge Beam Discharge Double Hit Double Team Draco Meteor Dragon Claw Dragon Dance Dragon Pulse Dragon Rage Dragon Rush Dragon Tail Dragonbreath Earthquake Electroweb Endure Facade Fire Blast Flamethrower Flash Frustration Giga Impact Growl Gust Hail Headbutt Heal Bell Hidden Power (Grass,7) Hone Claws Hurricane Hydro Pump Hyper Beam Ice Beam Incinerate Leer Light Screen Magnet Rise Mud-Slap Natural Gift Outrage Power Gem Protect Rain Dance Rest Return Roar Round Sandstorm Secret Power Shock Wave Signal Beam Slack Off Sleep Talk Snore Sonicboom Spark Strength Substitute Sunny Day Surf Swift Tackle Thrash Thunder Thunder Wave Thunderbolt Thundershock Torment Toxic Tri Attack Trick Room Twister Volt Switch Water Pulse Waterfall Weather Ball Whirlwind Wild Charge Zap Cannon [a]Hydreigon[/a] Teresa the Hydreigon (F) (Move your mouse to reveal the content) Teresa the Hydreigon (F) (open) Teresa the Hydreigon (F) (close) Teresa (F) Nature: Hasty +15% Speed, +15% Accuracy, -1 Def Type: Dark / Dragon Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. Abilities: Levitate 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. Stats: HP: 100 Atk: Rank 4 Def: Rank 2 [-] SpA: Rank 5 SpD: Rank 3 Spe: 113 [+] Size Class: 4 Weight Class: 5 Base Rank Total: 22 EC: 9/9 MC: 0 DC: 5/5 Attacks : Bite Body Slam Crunch Double Hit Dragon Pulse Dragon Rage Dragon Rush Dragonbreath Focus Energy Headbutt Hyper Voice Outrage Roar Scary Face Slam Tackle Tri Attack Work Up Assurance Astonish Dark Pulse Earth Power Fire Fang Head Smash Ice Fang Screech Thunder Fang Acrobatics Charge Beam Double Team Dragon Tail Earthquake Fire Blast Flash Cannon Fly Focus Blast Hidden Power (Grass, 7) Protect Reflect Stone Edge Substitute Surf Taunt Thunder Wave Torment Toxic U-Turn Aqua Tail Draco Meteor Heat Wave Iron Tail Roost Signal Beam Sleep Talk Snore Spite Superpower Tailwind Uproar Zen Headbutt [a]Chandelure[/a] Éget the Chandelure (F) (Move your mouse to reveal the content) Éget the Chandelure (F) (open) Éget the Chandelure (F) (close) Chandelure [Éget] (F) Nature: Modest (+1 SpA, -1 Atk) Type: Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. 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. Abilities: Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and 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 Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag. HP: 90 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 7 (+) SpD: Rank 3 Spe: 80 Size Class: 2 Weight Class: 3 EC: 9/9 MC: 0 DC: 5/5 Astonish Confuse Ray Curse Ember Fire Spin Flame Burst Hex Imprison Inferno Memento Minimize Night Shade Overheat Pain Split Shadow Ball Smog Will-O-Wisp Clear Smog Endure Heat Wave Calm Mind Double Team Embargo Fire Blast Flamethrower Hidden Power [Electric, 7] Hyper Beam Incinerate Protect Psychic Rest Safeguard Solarbeam Substitute Swagger Taunt Telekinesis Toxic Dark Pulse Sleep Talk Raid Only: - Shadow Mend Move Total: 40 Another day, another strong contest in a Gym of ASB. This time it is zarator who puts his badge on the line against fellow Gym Leader, the electric Dogfish44. Rather than rely on heavy arena mechanics our leader has as his strength a huge pool of Ghosts to choose from and all with very full movepools. Additionally zarator places an interesting restriction on his challengers. One simple statement all but changes our game completely and forces potential badge holders to play a game very different to what they may be used to. One subtitution. On top of all this the Ghosts who enter the Graveyard are rarely if ever the same. Even today zarator has left many of his long standing allies in Kitsunoh and Chandelure behind in favour of others he feels might be more suited. Not that Dogfish himself hasn't come prepared. Nimbus is frankly and completely a beast that has competed in alomst every form of ASB there is and quite successfully. On top of the the lighting leader is trying the age old tactic of using a Gym's own type against it. Normally this is where the coin would be in the air and we would be waiting to decide who has the unenviable task of acting first. However this is where zarator has another break from the norm. Confident he has the options to send out a neutral match up for almost anything he will happily commit to the first Pokemon choice in order to gain the coveted advantage of starting off ordering second. Well zarator, I guess it's up to you to start us off then! Turn Order Leader zarator sends out first Pokemon and attaches item. Dogfish44 sends out first Pokemon, attaches item and issues actions. Leader zarator issues actions. deadfox081 referees.