GOOOOOOOD NIGHT, ASB!
Tonight, we will have yet another Gym Battle.
On the blue (actually brown) side, we have the Ground Gym Leader, Random!
*Applauses*
As we all know, Random has proven to be a highly skilled trainer several times, always giving his opponent an incredibly hard time, it is not wonder he got the Ground Gym!
As you would expect, he brought a formidable team, these seven colossus are among the finest ASB as to offer, including his Signature Pokemon, Capers, the Gliscor!
On the other side, we have another incredibly powerful trainer, who is sure to put up a great fight! Lets give applauses for the one and only, Elevator Music, on the red side! (It is brown too)
*Applauses*
An incredibly varied team with solid coverage, Elevator Music's pokemons are highly trained and will not surrender, no matter how grin things are! IAR will have to bring his A-Game to bring down such a squad.
As cliche as that sounds, i have a feeling Necturna will put up a major hurting on the Gym Leader.
Alright, time to flip the co---
Crap, i dont have a coin....anyone got a coin?
Nope
Well, theres only one logical solution....
With this command, a Primeape and a Spinda instantly grabbed the Gym Leader!
Yolozoide wtf are you doing? -.-
FLIP THE IAR!
If he falls on his head = IAR sends out first
If he doesnt = Elevator Music sends out first
AND IT IS DECIDED! Once IAR heals from his head trauma, he will send out his first pokemon.
Tonight, we will have yet another Gym Battle.
On the blue (actually brown) side, we have the Ground Gym Leader, Random!
*Applauses*
As we all know, Random has proven to be a highly skilled trainer several times, always giving his opponent an incredibly hard time, it is not wonder he got the Ground Gym!
As you would expect, he brought a formidable team, these seven colossus are among the finest ASB as to offer, including his Signature Pokemon, Capers, the Gliscor!
Cheers.
Hippowdon(*) [Stortamus] (M)
NATURE: Sassy (-10% Evasion) (NC)
TYPE
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
Sand Stream: (Trigger) When entering into battle, this Pokémon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW): (Passive) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.
STATS
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 40 (-)
Size Class: 4
Weight Class: 7
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (59/59)
PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Double-Edge
Earthquake*
Facade
Fire Fang
Fissure
Frustration
Giga Impact
Headbutt
Ice Fang
Iron Head
Iron Tail
Natural Gift
Revenge
Return
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb*
Secret Power
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang
SPECIAL
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Round
Snore
Spit Up
Water Pulse
OTHER
Attract
Captivate
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Whirlwind
Yawn*
Gliscor(*) [Capers] (M)
NATURE: Jolly (+14% Accuracy) (NC)
TYPE
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down & Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) & Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than four (4). Immune to Spikes & Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
ABILITIES
Hyper Cutter: (Passive) This Pokémon always keeps its claws/teeth/pincers extremely sharp, & thus cannot have its attack reduced.
Sand Veil: (Passive) This Pokémon is used to reacting in desert conditions & gets a 20% evasion boost during Sandstorms. Pokémon with this ability are immune to Sandstorm damage.
Poison Heal (DW): (Passive) Pokémon with this ability have internal structures that absorb the toxins in poison & uses them to recover two (2) HP/action instead of taking poison damage. When a Pokémon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round & Toxic will do the relevant damage for that round should their ability be disabled.
STATS
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (97/97)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Bite
Brick Break
Bug Bite
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake*
Facade
Faint Attack*
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter*
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off*
Metal Claw
Natural Gift
Night Slash*
Payback
Poison Jab
Poison Sting*
Poison Tail
Quick Attack*
Return
Rock Climb
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Sky Uppercut
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor
SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock
OTHER
Agility*
Attract
Baton Pass*
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden*
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance*
Tailwind
Taunt
Torment
Toxic
Gastrodon [Sleast] (M)
Nature: Quiet (-10% Evasion) (NC)
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Sticky Hold: (Passive) This Pokémon's body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Passive) This Pokémon lures all water attacks to itself, altering their course away from partner Pokémon. It absorbs the water & increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW): (Passive) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.
STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (71/71)
PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall
SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool
OTHER
Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn
Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)
TYPE
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.
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
Magma Armour: (Passive) This Pokémon has a strong, heated armour that makes it incapable of being frozen. The armour also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Passive) This Pokémon's body is extremely solid & durable, & the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Passive) When struck with a critical hit, this Pokémon becomes enraged & its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (60/77)
PHYSICAL
Body Slam
Bulldoze
Dig
Double-Edge
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Giga Impact
Iron Head
Magnitude
Return
Rock Slide
Rock Smash
Rock Tomb
Stone Edge
Tackle
Take Down
SPECIAL
Ancientpower
Earth Power
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power (Ice 7)
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Mud-Slap
Overheat
Round
Selfdestruct
Solarbeam
OTHER
Amnesia
Attract
Curse
Double Team
Endure
Focus Energy
Growl
Mimic
Protect
Rest
Roar
Rock Polish
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp
Yawn
Fidgit [Utilitand] (M)
NATURE: Hardy
TYPE
Poison: Poison STAB; immunity to Poison/Toxic, see & breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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
Persistent: (Passive) This Pokémon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, & Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Passive) This Pokémon has a high vitality & alertness making it immune to sleep induced by other Pokémon. Its normal state of sleeplessness makes it take 1 less damage & energy/action from Ghost Curse. If it is put to sleep by a Pokémon with Mould Breaker it will wake up the next action. If a Pokémon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (Passive) The Pokémon is always prepared for engaging in sneaky tactics & trickery, giving its non-damaging attacks an increase in priority level.
STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (103/103)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Facade
Fling
Frustration
Giga Impact
Knock Off
Low Sweep
Natural Gift
Poison Jab
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Thief
U-Turn
SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Echoed Voice
Gust
Hidden Power (Ice 7)
Hyper Beam
Icy Wind
Mud-Slap
Ominous Wind
Razor Wind
Round
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Twister
Venoshock
OTHER
After You
Ally Switch
Attract
Block
Captivate
Copycat
Disable
Dispel (R)
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Haze
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Protect
Psych Up
Quash
Rain Dance
Reflect
Rest
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room
Steelix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)
TYPE
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid & Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
ABILITIES
Rock Head: (Passive) This Pokémon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, & Head Smash.
Sturdy: (Passive) This Pokémon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force (DW): (Toggle [Init OFF]) No default effect. When toggled, this Pokémon can energise all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (74/88)
PHYSICAL
Aqua Tail
Bide
Bind
Body Slam
Bulldoze
Crunch
Cut
Dig
Double-Edge
Dragon Tail
Earthquake
Explosion
Facade
Fire Fang
Fissure
Flail
Frustration
Giga Impact
Gyro Ball
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Payback
Rage
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Sand Tomb
Selfdestruct
Slam
Smack Down
Stone Edge
Strength
Tackle
Thunder Fang
SPECIAL
Dark Pulse
Dragon Pulse
Dragonbreath
Earth Power
Flash Cannon
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Snore
Twister
OTHER
Attract
Autotomise
Block
Curse
Double Team
Endure
Harden
Magnet Rise
Mimic
Mud Sport
Protect
Psych Up
Rest
Roar
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Taunt
Torment
Toxic
Nidoking [King Odin] (M)
NATURE: Mild
TYPE
Poison: Poison STAB; immunity to Poison/Toxic, see & breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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
Poison Point: (Toggle [Init ON]) By default, this Pokémon's spikes/quills/thorns are coated in poison, & there is a 30% chance of poisoning any foe that uses a contact attack on this Pokémon. When toggled, this Pokémon's natural toxins are more potent. As a result, all of this Pokémon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Rivalry: (Passive) This Pokémon has a primal response to competition & mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, & decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Sheer Force (DW): (Toggle [Init OFF]) No default effect. When toggled, this Pokémon can energise all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
STATS
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (62/130)
PHYSICAL
Aqua Tail
Bide
Bulldoze
Chip Away
Counter
Dig
Double Kick
Dragon Tail
Drill Run
Earthquake
Fire Punch
Fury Attack
Head Smash
Horn Attack
Horn Drill
Ice Punch
Megahorn
Peck
Poison Jab
Rock Slide
Shadow Claw
Smack Down
Stone Edge
Superpower
Tackle
Thrash
Thunderpunch
SPECIAL
Blizzard
Confusion
Dragon Pulse
Earth Power
Fire Blast
Flamethrower
Focus Blast
Hidden Power (Grass 7)
Ice Beam
Shadow Ball
Sludge Bomb
Surf
Thunder
Thunderbolt
Venoshock
OTHER
Captivate
Disable
Double Team
Endure
Flatter
Focus Energy
Helping Hand
Hone Claws
Leer
Protect
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Taunt
Torment
Toxic
Toxic Spikes
On the other side, we have another incredibly powerful trainer, who is sure to put up a great fight! Lets give applauses for the one and only, Elevator Music, on the red side! (It is brown too)
*Applauses*
An incredibly varied team with solid coverage, Elevator Music's pokemons are highly trained and will not surrender, no matter how grin things are! IAR will have to bring his A-Game to bring down such a squad.
As cliche as that sounds, i have a feeling Necturna will put up a major hurting on the Gym Leader.
Togekiss [Togekissu] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack's secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Passive) This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 117 [Movepool Complete]
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Aerial Ace
After You
Air Cutter
Air Slash
AncientPower
Attract
Aura Sphere
Baton Pass
Bestow
Body Slam
Brick Break
Captivate
Charm
Counter
Covet
Curse
Defense Curl
Defog
Detect
Dizzy Punch
Double Team
Double-Edge
Drain Punch
Dream Eater
Echoed Voice
Encore
Endeavor
Endure
Extrasensory
ExtremeSpeed
Facade
Fire Blast
Flamethrower
Flash
Fling
Fly
Focus Punch
Follow Me
Foresight
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Headbutt
Heal Bell
Heat Wave
Helping Hand
Hidden Power (Ground, 7)
Hyper Beam
Hyper Voice
Incinerate
Last Resort
Light Screen
Lucky Chant
Magic Coat
Magical Leaf
Mega Kick
Mega Punch
Metronome
Mimic
Mirror Move
Morning Sun
Mud-Slap
Nasty Plot
Natural Gift
Ominous Wind
Peck
Pluck
Present
Protect
Psych Up
Psychic
Psycho Shift
Psyshock
Rain Dance
Reflect
Rest
Retaliate
Return
Rock Smash
Rollout
Roost
Round
Safeguard
Secret Power
Seismic Toss
Shadow Ball
Shock Wave
Signal Beam
Silver Wind
Sky Attack
Sleep Talk
Snore
Softboiled
SolarBeam
Steel Wing
Stored Power
Substitute
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Telekinesis
Thunder Wave
Toxic
Tri Attack
Trick
Twister
Uproar
Water Pulse
Wish
Work Up
Yawn
Zap Cannon
Zen Headbutt
Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Shed Skin: (Passive) 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: (Passive) 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 (DW): (Passive) 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.
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
Total Moves: 86
MC: 0
DC: 5/5
Attacks:
Arm Thrust
Bide
Glare
Grudge
Hammer Arm
Mean Look
Moonlight
Power Whip
Punishment
Revenge
Rock Tomb
Sand Tomb
Shadow Punch
Vital Throw
Wrap
Wring Out
Counter
Curse
Destiny Bond
Force Palm
Hex
Mach Punch
Memento
Nasty Plot
Shadow Sneak
Submission
Wide Guard
Attract
Brick Break
Bulk Up
Bulldoze
Double Team
Dream Eater
Earthquake
Embargo
Endure
Facade
Focus Blast
Focus Punch
Frustration
Giga Impact
Hidden Power (Flying, 7)
Hyper Beam
Low Sweep
Natural Gift
Payback
Poison Jab
Protect
Psych Up
Psychic
Rest
Return
Rock Slide
Rock Smash
Safeguard
Sandstorm
Secret Power
Shadow Ball
Smack Down
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Torment
Toxic
Work Up
AncientPower
Bind
Drain Punch
Dual Chop
Helping Hand
Ice Punch
Knock Off
Mud-Slap
Ominous Wind
Pain Split
Sleep Talk
Snore
Spite
Sucker Punch
Superpower
Trick
Vacuum Wave
Necturna [] (F)
Nature: Rash (+1 SpA, -1 SpD)
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.
Abilities:
Forewarn: (Passive) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the Pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Telepathy (DW): (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4 (-)
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23
Total Moves: 66 [Movepool Complete]
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustration
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power (Water, 7)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Skill Swap
Sleep Talk
Snatch
Snore
Soak (Sketched)
SolarBeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed
Bronzong [Dootakun] (N)
Nature: Brave (+1 Atk, -15% Spe, -10% Eva)
Type: Steel/Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Passive) 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.
Heatproof: (Passive) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (33 /1.15) (-)
Size Class: 3
Weight Class: 5 [8 Heavy Metal]
Base Rank Total: 19
Total Moves: 64
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Block
Confuse Ray
Confusion
Extrasensory
Faint Attack
Future Sight
Gyro Ball
Heal Block
Heavy Slam
Hypnosis
Imprison
Iron Defense
Metal Sound
Payback
Psywave
Rain Dance
Safeguard
Sunny Day
Tackle
Bulldoze
Calm Mind
Charge Beam
Double Team
Dream Eater
Earthquake
Endure
Explosion
Facade
Flash
Flash Cannon
Giga Impact
Grass Knot
Hidden Power (Grass, 7)
Hyper Beam
Light Screen
Protect
Psych Up
Psychic
Psyshock
Reflect
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Sandstorm
Shadow Ball
SolarBeam
Substitute
Telekinesis
Toxic
Trick Room
AncientPower
Gravity
Iron Head
Recycle
Signal Beam
Skill Swap
Stealth Rock
Sleep Talk
Snore
Trick
Wonder Room
Zen Headbutt
4v4 Singles (Leader brings 7, chooses 4)
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions
Switch = OK
Abilities = ALL
Items = ON; No "Training Items" Permitted
Turn Order = Coin-Flip
Arena = Ampersandium: Ground Edition
3 Day Player DQ Time
∞ Recoveries/∞ Chills per Pokémon
2 Substitutions
Switch = OK
Abilities = ALL
Items = ON; No "Training Items" Permitted
Turn Order = Coin-Flip
Arena = Ampersandium: Ground Edition
Arena: Ampersandium: Ground Edition
Field Type: Ground, And/&
Complexity: Intense
Format: All
Restrictions: No Natural Grass, No External Water Source, Only Sandstorm & Clear weather permitted, Indoor Arena
Description: Some place outside the nearest city, you notice a cave with a sign saying "Ampersandium" in it. Interested, you decide to go into the cave. The path through seemed well made, well lit, & felt as if it was man-made, but then you notice a split in the tunnel into three tunnels. Two paths were closed due to some random thing, so you take the path not closed. It leads to what is nothing more than grandstands, filled with people & loud noises. You can hear motors running & people cheering, but as everything dies down, you watch out as people leave the grandstands, before examining this place. You head to the bottom of the stands, & you notice something below. You see what appears to be a 800m banked dirt oval that looks rather wide. You also notice a darker patch of dirt inside the oval, lined with barriers & a way in, resembling something of a makeshift pit lane without garages. In the middle of it all lied what looked like a Pokémon battle arena lined just like the ASB Tournament Arena, but with an Ampersand in the middle instead of a Poké Ball. A podium was also erected to the side of the field, with stands marked 2, 1, & 3 from left to right. You then look up & notice a pretty even cavern top, littered with lights to keep the place from becoming dark. You then turn around & notice a shady-looking character there.
"Hey you there!" Yelled the guy. "Are you here to challenge the Gym Leader?"
You stumble for a bit, before replying "Uhhh...Yes."
"Okay, I will let the Gym Leader know." The character replies. "You should follow me, as the leader is currently busy." You follow the character out of the grandstands into the tunnel until you reach the point where the three tunnels met once more.
"Wait there." The character tells you. "I will get the Leader for you once his de-brief from his recent race ends." You wait around for about 12 minutes before the character returns with the Gym Leader in tow.
"Okay." The Leader speaks. "So, you are here to challenge my gym. Right?"
"Yes, I am." You reply.
"Very well then. My name is Random, & I am the Gym Leader of this place. I accept your challenge, so come with me, & I will take you to the arena where we will do battle." You follow Random through one of the tunnels with the same guy in tow, & after a couple of minutes, you find yourself in the main Ampersandium, except on the field itself, & not in the Grandstands erected several metres above. The surface you walk on you find to be a mixture of sand & dirt, but what you find is that the mixture creates a very firm surface. As you walk, past the barriers, you are then escorted to one side of the main arena, & Random walks to the other side. "In motor-sports, strategy is critical." Random starts, before continuing. "A good strategy allows you to get an advantage on your rivals, but you need to be flexible. Have the reflexes to react to the sudden changes that might occur. By being able to get the superior strategy, you will be able to get the upper hand, & possibly win. Now, do YOU have such a strategy? Do you have the endurance, the patience, the flexibility, & the strategy, to be able to get the upper hand on your opponent? Do you have what it takes to win the Seismic Badge? Or will you just crash & burn, like everyone else who has failed to take the victory against me?"
Random pauses & takes a breath, before finishing. "Either way, we will find out here in this battle if you have what it takes. En guarde!"
Mechanics:
Field Type: Ground, And/&
Complexity: Intense
Format: All
Restrictions: No Natural Grass, No External Water Source, Only Sandstorm & Clear weather permitted, Indoor Arena
Description: Some place outside the nearest city, you notice a cave with a sign saying "Ampersandium" in it. Interested, you decide to go into the cave. The path through seemed well made, well lit, & felt as if it was man-made, but then you notice a split in the tunnel into three tunnels. Two paths were closed due to some random thing, so you take the path not closed. It leads to what is nothing more than grandstands, filled with people & loud noises. You can hear motors running & people cheering, but as everything dies down, you watch out as people leave the grandstands, before examining this place. You head to the bottom of the stands, & you notice something below. You see what appears to be a 800m banked dirt oval that looks rather wide. You also notice a darker patch of dirt inside the oval, lined with barriers & a way in, resembling something of a makeshift pit lane without garages. In the middle of it all lied what looked like a Pokémon battle arena lined just like the ASB Tournament Arena, but with an Ampersand in the middle instead of a Poké Ball. A podium was also erected to the side of the field, with stands marked 2, 1, & 3 from left to right. You then look up & notice a pretty even cavern top, littered with lights to keep the place from becoming dark. You then turn around & notice a shady-looking character there.
"Hey you there!" Yelled the guy. "Are you here to challenge the Gym Leader?"
You stumble for a bit, before replying "Uhhh...Yes."
"Okay, I will let the Gym Leader know." The character replies. "You should follow me, as the leader is currently busy." You follow the character out of the grandstands into the tunnel until you reach the point where the three tunnels met once more.
"Wait there." The character tells you. "I will get the Leader for you once his de-brief from his recent race ends." You wait around for about 12 minutes before the character returns with the Gym Leader in tow.
"Okay." The Leader speaks. "So, you are here to challenge my gym. Right?"
"Yes, I am." You reply.
"Very well then. My name is Random, & I am the Gym Leader of this place. I accept your challenge, so come with me, & I will take you to the arena where we will do battle." You follow Random through one of the tunnels with the same guy in tow, & after a couple of minutes, you find yourself in the main Ampersandium, except on the field itself, & not in the Grandstands erected several metres above. The surface you walk on you find to be a mixture of sand & dirt, but what you find is that the mixture creates a very firm surface. As you walk, past the barriers, you are then escorted to one side of the main arena, & Random walks to the other side. "In motor-sports, strategy is critical." Random starts, before continuing. "A good strategy allows you to get an advantage on your rivals, but you need to be flexible. Have the reflexes to react to the sudden changes that might occur. By being able to get the superior strategy, you will be able to get the upper hand, & possibly win. Now, do YOU have such a strategy? Do you have the endurance, the patience, the flexibility, & the strategy, to be able to get the upper hand on your opponent? Do you have what it takes to win the Seismic Badge? Or will you just crash & burn, like everyone else who has failed to take the victory against me?"
Random pauses & takes a breath, before finishing. "Either way, we will find out here in this battle if you have what it takes. En guarde!"
Mechanics:
- The Ampersand in the arena creates an aura which buffs everything with "and" in its name.
- The Moves: Helping-Hand, Sand-Attack, Sandstorm, & Sand Tomb, all cost 1 less Energy to execute.
- The Pokémon: Chandelure, Charmander, Landorus, Mandibuzz, Sandile, Sandshrew, Sandslash, & Stoutland, have the EC of all their moves reduced by 1.
- The following Abilities get the following buffs:
- Sand Force now boosts the power of Rock/Ground/Steel-Type moves by 3.
- Sand Rush now triples the Pokémon's Speed.
- Sand Stream costs 3 less Energy to activate.
- Sand Veil's 20% Evasion boost is now flat.
- The following Items get the following buffs:
- Binding Band now triples the residual damage dealt by trapping moves.
- Choice Band now doubles the holder's Attack.
- Focus Band's -2 BAP effect now applies at all times irrespective of the holder's HP.
- Muscle Band now increases the BAP of Physical attacks by 2.
- Power Band no longer halves the holder's Speed & now triples the Sp. Defence boost.
- RageCandyBar's boost is now permanent until the Pokémon switches out.
- Rare Candy increases the highest true base stat of Atk/Def/SpA/SpD by a further Rank, & the increase to the BAP of STAB moves is increased by a further 1 BAP.
- Soft Sand now increases the final damage of Ground-Type attacks by 6.
- The mixture of sand & dirt makes Dig easier to execute, reducing its Energy cost by 2.
Alright, time to flip the co---
Crap, i dont have a coin....anyone got a coin?
Nope
Well, theres only one logical solution....
With this command, a Primeape and a Spinda instantly grabbed the Gym Leader!
Yolozoide wtf are you doing? -.-
FLIP THE IAR!
If he falls on his head = IAR sends out first
If he doesnt = Elevator Music sends out first
AND IT IS DECIDED! Once IAR heals from his head trauma, he will send out his first pokemon.
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