Jas and Objection are Flying High!

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  • 6v6 Doubles, winner is first to 4 KOs (if it's a tie, next KO wins, if that's also a tie, next KO after that wins, etc.)
  • 2 recoveries, 5 chills, all other moves usable as normal except where noted in arena description
  • 3-day DQ time
  • Switch = OK
  • Items = None
  • Abilities = All
  • Arena: Not the ASB or tournament arena! Instead, we shall battle on Airship Fortress!
The battle takes place on a huge wooden airship that’s currently hovering above an ocean. There are piles of cannonballs in the corners of the arena that can be used as rocks for moves like Rock Slide; however, there is no grass for moves like Grass Knot.

At the end of every round, a Bullet Bill will be fired at each pokemon (including ones that have just been KO’d). The Bullet Bills will hit during the following round on action 1, 2 or 3 (a 1 in 3 chance of each for each Bullet Bill) at priority -0.5. Once it hits, a Bullet Bill explodes (treat this as a 20 BAP physical normal-type attack from rank 5 attack) and is gone for good. However, the following countermeasures exist:
  • If the pokemon being targeted by a Bullet Bill uses Dig, Dive, Bounce, Fly, Shadow Force, Sky Drop, evasive Agility, Teleport or the Dodge command on that action (including any sustained evasive actions for those moves that get them), or if another pokemon uses Sky Drop on that pokemon in that action, the Bullet Bill will miss completely and fly off into the night.
  • Any pokemon can destroy any Bullet Bill by targeting it with an attack or attacks that do at least 15 damage to it (treat the Bullet Bill as a Steel-type with rank 3 in both defensive stats and the Levitate trait); however, if the move that destroys a Bullet Bill is a contact move not named U-Turn, the pokemon that used that attack will take half the normal Bullet Bill damage (that is, half the actual damage, not half the BAP). Also, all attacks that target the Bullet Bill cannot hit anyone else, even if they would normally hit multiple targets.
  • The moves Sky Drop, Seismic Toss, Circle Throw, Vital Throw and Storm Throw can be used on any action to redirect one and only one Bullet Bill to an opponent as long as the pokemon using the move can use it on a pokemon with a weight class of 5. The ability Rebound can also do this, but only on the action when the Bullet Bill would normally hit, and the weight class restriction does not apply in this case. A redirected Bullet Bill will strike either on the action it normally would or on the action after it was redirected (even if this is in the next round), whichever is later.
  • Protect and Detect do protect the pokemon from Bullet Bill damage, but this damage is still factored into the energy cost of the move.
  • If a round ends early for any reason, any pokemon who still haven’t dealt with the Bullet Bills heading towards them automatically use the Dodge command to dodge them (and pay the full energy cost). If a pokemon does not have enough energy to use the Dodge command, it doesn’t bother and instead gets hit by the Bullet Bills as normal.

Now, let's meet the teams:
Objection's Team:

Honchkrow (*) [Facilier] (M)
Nature: Rash (+Special Attack, -Special Defence)

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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20
Moves: 33

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

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) 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.
Moxie (DW UNLOCKED): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)
Sucker Punch
Swagger
Night Slash
Torment
Quash
Dark Pulse
Mean Look
Tailwind

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)
Roost
Sky Attack
Perish Song
Brave Bird
Psycho Shift
Drill Peck

Taunt (*)
Aerial Ace (*)
Snarl (*)
Hidden Power Ground 7
Payback
Snatch

Heat Wave
Superpower
Icy Wind



Gliscor [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ground/Flying
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.
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Moves: 29

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

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW UNLOCKED): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon 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 and Toxic will do the relevant damage for that round should their ability be disabled.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Swords Dance
Acrobatics
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Screech

Metal Claw
Night Slash
Wing Attack
Baton Pass

Earthquake
Stone Edge
X-Scissor
Roost
Taunt
Dig
Substitute
Torment
Protect
Double Team
Stealth Rock



Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)

Type: Fire/Flying
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 brushfire areas.
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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 35

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

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower

Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch

Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop

ThunderPunch
Blast Burn



Emolga [Madam Mim] (F)
Nature: Mild (+Special Attack, -Defence)

Type: Electric/Flying
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.
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16
Moves: 26

MC: 0
DC: 5/5

Abilities:
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.
Motor Drive (DW UNLOCKED): (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.

Attacks:
Thundershock
Quick Attack
Tail Whip
Charge
Spark
Pursuit
Double Team
Shock Wave
Encore
Electro Ball
Agility
Light Screen
Acrobatics
Volt Switch
Discharge

Air Slash
Charm
Roost

Taunt
Thunderbolt
Thunder Wave
Rain Dance
Thunder
Substitute
Rest
Flash



Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

Type: Flying/Fighting
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.
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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 31

EC: 6/6
MC: 0
DC: 4/5

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Rain Dance
Heat Wave
Hurricane
Healing Wish

Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin

Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect

Dispel



Gyarados [Gantu] (M)
Nature: Jolly (+Speed, -Special Attack)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 94 (+) (Accuracy boost: 10% (10.156321839080459770114942528736% unrounded))
Size Class: 6
Weight Class: 6
Base Rank Total: 20
Moves: 27

EC: 6/6
MC: 0
DC: 1/5

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Splash
Tackle
Flail
Thrash
Bite
Dragon Rage
Ice Fang
Aqua Tail
Dragon Dance

Earthquake
Giga Impact
Stone Edge
Endure
Reflect
Bide
Avalanche
Dive
Taunt
Torment
Thunder Wave
Dragon Tail
Substitute
Protect
Roar

Bounce
Bubble
Reversal

Move Count: 33 + 29 + 36 + 26 + 31 + 27 = 182 Moves
jas61292's Team:

Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
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.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks (31 Moves):

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Air Slash
Roost
Rain Dance
Tailwind
Brave Bird
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)
Brine
Gust

Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive


Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)

Type: Normal/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (34 Moves):

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Sky Drop
Superpower
Hurricane
Healing Wish

Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento

Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot


Honchkrow [Lafayette] (M)

Nature:
Rash (+1 SpA, -1 SpD)

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 outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Attacks (43 Moves):

Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse

Roost
Psycho Shift
Confuse Ray
Sky Attack
Brave Bird
Perish Song
Quick Attack
Drill Peck

Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic

Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge

-This pokemon was caught in a Heal Ball during the Fog of War-


Unfezant (Bird) (F)
Nature: Mild (+1 SpA, -1 Def)

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 outside extremely odd circumstances even for ground-based flying Pokemon. 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Rivalry (DW, unlocked): (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 93
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks (27 Moves):
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
Featherdance
Facade
Tailwind
Sky Attack

Hypnosis
Steel Wing
Uproar

Toxic
Protect
Hidden Power Ground (7)
Hyper Beam
Double Team
Psych Up
Giga Impact
U-Turn
Substitute
Fly


Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swarm:
(Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Iron Fist (DW, unlocked): (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)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15

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

Attacks (30 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Bug Buzz
Agility

Bide
Drain Punch
Encore
Focus Punch
Endure
Screech

Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team
Hidden Power (Psychic)

Ice Punch
Thunder Punch
Roost



Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)

Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Attacks (33 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail

Dragon Dance
Dragon Pulse
Hydro Pump
Endure

Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)

Draco Meteor

Outrage
Ominous Wind
Heat Wave
Iron Tail

Move Total: 198 Moves
Due to the battle's conditions (whoever has the most moves, goes first), jas gets to send out his starting Pokemon, then Objection chooses his starting Pokemon and first round's actions, then jas chooses his actions, then I'll ref, and maybe we'll find ourselves a Flying Gym Leader.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Avoiding being hit on a double weakness with be key for both sides in this battle, so since we don't know what we will be facing first, lets avoid them for now.

So, lets begin. I'll lead off with Hatchet the Tomohawk and Bird the Unfezant.
 
It took a while to decide, but I am going to lead with Facilier the Honchkrow and Hades the Charizard.

As annoying as Tomohawk is going to be, I cannot see any reliable way of dealing with it right now, so let's focus our efforts on Unfezant and come back to Tomohawk later.

Facilier: Sky Attack (Unfezant) - Payback (Unfezant) - Sky Attack (Unfezant)
  • If Unfezant uses Fly, change that action to Pursuit (Unfezant) and push remaining actions back
  • If Unfezant uses Double Team, change that action to Pursuit (Unfezant) and push remaining actions back

Hades: Rock Slide (all opponents) - ThunderPunch (Unfezant) - Rock Slide (all opponents)
  • If Tomohawk uses Sky Drop on you and is somehow faster than you, change your action to Air Slash (Tomohawk) and push remaining actions back
  • If the opponents have a Reflect up and the Sky Drop substitution does not kick in, use Brick Break (Unfezant) instead of your normal action and push remaining actions back
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Well, thank you. Charizard's first substitution, while odd, gave me an idea. Lets get faster. Lets see you try and brick break us now. So, Hatchet, be the Prankster you are and Confuse Charizard, and then us some Rocks and a Screen. And Bird, set up a Tailwind and then distract Charizard. It should try and fail to break bricks on you (or hurt itself in confusion) while you just do some nice damage to Honch.

Tomohawk: Confuse Ray (Charizard) - Reflect - Stealth Rock
If Unfezant fails to get up a Tailwind action 1, use Stealth Rock action 2 and Reflect action 3

Unfezant: Tailwind - Fly (Honchkrow) - Fly (Honchkrow)
If you fail to execute Tailwind action one, use Tailwind action 2
 
After making a few deals with some people in the Mushroom Kingdom, I was able to borrow the Airship Fortress from Bowser for a while. It was pretty cheap too, all I needed was a cake from Peach. Anyways, we all enter the Fortress quickly, and as a Lakitu starts the fortress, me and both trainers find our way out to the training area. With 12 cannons staring at us, three on each side, both trainers agree that this would be the ideal place for their Gym Match. As I give the signal both trainers send out their first two Pokemon. Jas decided to lead with his Tomohawk, Hatchet, and Unfezant, uncreatively named Bird. Objection, raring to go, sends out his Honchkrow, Facilier, and Charizard, Hades. Objection's Pokemon are both quite intimidated by Hatchet.

As I give the second signal for the battle to begin, Hatchet wastes no time in firing off a Confuse Ray at Hades, swiftly giving Jas some breathing room. Facilier suddenly begins to glow red and white in preparation for its attack. The now-confused Hades struggles to pick up the cannonballs, but is nonetheless able to, and uses them to simulate a Rock Slide against Jas's team. Bird, ready to go, summons a gust of wind from behind it and Hatchet; it used Tailwind! Facilier unleashes all the energy it stored into a powerful Sky Attack aimed at Bird.

Hatchet, still feeling in a pranking mood, summons a refective barrier in front of it and Bird. Bird, now the fastest Pokemon on the field due to the Tailwind it summoned, starts to fly upwards, but is immediately pursued by Facilier. Hades, still utterly confused, tries to use Brick Break on Bird to break the Reflect, but is unable to due to its target being airborne. Bird begins a rapid descent and dive bombs the Honchkrow with a quick strike to the crest.

Hatchet grabs some of the cannonballs and somehow sharpens them to a point. The cannon-spears then suddenly begin to float around Hades and Facilier, ready to attack anything that tries to switch in. Bird does its flying dodge again, but is still dogged by Facilier until it is fully airborne. I'm not quite sure what's wrong with Hades, who is still trying to hit an opponent who isn't even there at the moment. Bird does another dive bombing on Facilier when suddenly, four of the cannons fired off Bullet Bills. Apparently, the Koopa King didn't want us to have too much fun, and set the cannons to fire every so often.

Hatchet used Confuse Ray on Hades.
739 (Duration, 2 Actions)
-5 EN


Facilier started glowing.

Hades is Confused
5159 (Hit Self, no)
Hades used Rock Slide
Bird:
500 (Hit, yes)
8235 (Crit, no)
(6 + 3) * 1.5 -1.75 = 11.75 = 12 DMG
9478 (Flinch, no)
Hatchet:
7174 (Hit, yes)
9286 (Crit, no)
(6) - 1.75 = 4.25 = 4 DMG
6072 (Flinch, no)
-6 EN

Bird used Tailwind.
A strong wind blew from behind Jas's team.
-9 EN

Facilier used Sky Attack on Bird
1431 (Hit, yes)
9963 (Crit, no)
(14 + 3 + 4.5) - 1.75 = 19.75 = 20 DMG
5631 (Flinch, no)
-9 EN

Hatchet used Reflect
Jas's team was covered in a protective barrier
-7 EN

Bird flew up.
Facilier used Pursuit on Bird
(8 + 3 + 4.5 - 5) - 1.75 = 8.75 = 9 DMG
-4 EN

Hades is confused.
6557 (Hits self, no)
Hades used Brick Break on Bird
But it missed...
-7 EN

Bird used Fly on Facilier
7749 (Hit, yes)
7415 (Crit, no)
(9 + 3 + 3) = 15 DMG
-10 EN

Hatchet used Stealth Rock
Pointed stones are floating around Objection's team
-12 EN

Bird flew up
Facilier used Pursuit on Bird
9729 (Crit, no)
(8 + 3 + 4.5 - 5) - 1.75 = 8.75 = 9 DMG
-8 EN

Hades is Confused no more!
Hades used Brick Break on Bird
But it missed...
-11 EN

Bird used Fly on Facilier
8243 (Hit, yes)
9804 (Crit, no)
(9 + 3 + 3) = 15 DMG
-14 EN

Jas's Team:
Pokemon:

HP:................106..............50
EN:.................76..............67
Status:..........None............None
Team Effects: Reflect (4), Tailwind (3)

Objection's Team:
Pokemon:

HP:................80................100
EN:................79.................76
Status:.........-1 Atk.............-1 Atk
Team Effects: Stealth Rock

Jas, choose your next round's actions
 

jas61292

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Initiating a switch phase

Ok, well I guess that went as planned. Though its not like I was expecting to do much damage there. Well, lets use those new rocks to our advantage. Switching things around can only help us now. So Bird, return for now, I may need you later. BigPecks (the Swanna), come on out!
 
Hmm, should've rolled that last round, I'll do that real quick
BigPecks: Action 1 (2330)
Hatchet: Action 3 (6755)
Hades: Action 1 (1906)
Facilier: Action 2 (4285)
 
In that case, I'll elect not to switch for now. Even though Hades is currently at a disadvantage with Swanna out, I have an idea of how to overcome this.
 

jas61292

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Here comes the Rain. Lets destroy that Charizard.

Tomohawk: Rain Dance - Sky Drop (Redirect the Bullet Bill coming at you to Charizard) - Hurricane (Charizard)
If Charizad tries to redirect the Bullet Bill coming at it action 1 with Sky Drop, use Sky Drop (Charizard) to stop it and push actions back.
If Honchkrow tries to Taunt you (but the above substitution does not take effect), Taunt (Honchkrow) that action instead and push actions back.

Swanna: Scald (Charizard) - Scald (Charizard) - Scald (Charizard)
If Charizard attacks you with Thunder Punch, use Dive (Charizard) that action instead.
If Charizard has 50 or fewer HP remaining and he is NOT attacking you with Thunder Punch, use Brine (Charizard) that action instead.
 
At first, I thought you had thwarted my plan. But then I saw Tomohawk's second substitution. And now I have an even better plan. Facilier, get Tomohawk to taunt you and delay its other actions. Hades, once you're done dodging your own Bullet Bill, redirect Facilier's one while he unleashes a super Icy Wind combo to negate the effects of our opponents' Tailwind, even if it is just for one action. After that, Hades should have no trouble evading Swanna's last attack and it won't have to deal with Tomohawk's Bullet Bill until next round.

Facilier: Taunt (Tomohawk) - Combo: Icy Wind + Icy Wind (all opponents) - Cooldown

Hades: Fly (Swanna) - Sky Drop (Redirect Facilier's Bullet Bill to Swanna) - Fly (Swanna)
 
Objection, I have a quick question about part of the Arena's gimmick
Would Sky Drop have it's normal "take it up Priority 0, drop it Priority -1" or would it all be Priority 0 when used on one of the Bullet Bills?
 
It would have its normal priorities. However, if a move used to redirect a Bullet Bill is used, the Bullet Bill doesn't explode that action (unless it takes enough damage from other moves that action).
 
Hatchet sees Facilier readying a taunt, but is able to act quicker and points out its big, fat tail feathers. BigPecks uses a scalding burst of water on Hades, who decides to go airborne. Facilier, feeling bad about Hatchet making fun of it, decides to sit there and do nothing. The two Bullet Bills aimed at Hades and BigPecks decided to move. BigPecks was visibly shaken by the explosion, and Hades was able to simply fly above his, and the Bullet Bill flew off into the sunset, and then nailed Luigi in the back of the head. Hades decides to do a dive bomb and nails BigPecks right in the pecs.

Hatchet starts performing what appears to be a tribal dance, and suddenly the waters around the Airship began to churn and it suddenly began to rain. BigPecks fires off another scalding blast, boosted due to the downpour. Hades, indifferent to the rain, simply grabs the Bullet Bill aimed at its teammate and flies into the airspace over the ocean. As Hatchet sends its Bullet Bill for Hades' head, Hades redirects Faciliers towards BigPecks. Facilier fires off a powerful Ice Storm (Icy Wind + Icy Wind), causing Jas's team's Speed to drop to normal.

Hades, now faster due to the Ice Storm's slowing effect, decides to fly into the airspace to dodge any incoming attacks. BigPecks tried to scald it once again, but missed due to its target being airborne. Hatchet then grabbed the Bullet Bill targeting it and flew into the air. Facilier needed to cool down after its icy combo. The Bullet Bill Hades redirected had locked onto its target and nailed BigPecks for big damage, leaving it visibly shaken from the blast. Hatchet then threw its Bullet Bill towards Hades, raring to attack it next action.

Due to several of the cannons being reloaded by the ship's crew of Koopas, four more Bullet Bills were fired towards the combatants.
Hatchet used Taunt on Facilier
Facilier was Taunted.
-10 EN

BigPecks used Scald on Hades
6262 (Crit, no)
(8 + 3) * 1.5 = 16.5 = 17 DMG
-5 EN

Hades flew up into the air.

Facilier used Taunt on Hatchet
But it failed.

Bullet Bill used Selfdestruct on BigPecks
(20 + 3 - 5) = 18 DMG

Bullet Bill used Selfdestruct on Hades
But it missed.

Hades used Fly on BigPecks
4196 (Hit, yes)
4879 (Crit, no)
(9 + 3 + 1.5 - 5) - 1.75 = 6.75 = 7 DMG
-10 EN

Hatchet used Rain Dance.
It started downpouring.
-10 EN

BigPecks used Scald on Hades
3834 (Crit, no)
(8 + 3 + 3) * 1.5 = 21 DMG
-9 EN

Hades grabbed a Bullet Bill and flew up.

Hades used Sky Drop on Bullet Bill
2460 (Crit, no)
(11 + 3 + 1.5) * 2/3 = 10.33 = 10 DMG
-6 EN

Facilier used Ice Storm.
BP: 6 * 2.25 = 13.5 BP
Acc: 95% * 95% = 90.25%
BigPecks:
5861 (Hit, yes)
5467 (Crit, no)
-2 Spe BigPecks
(10.125 + 3) = 13.125 = 13 DMG
Hatchet:
2721 (Hit, yes)
6966 (Crit, no)
-2 Spe Hatchet
(10.125 + 1.5) * 1.5 = 17.438 = 17 DMG
-28 EN


Hades flew up.

Big Pecks used Scald on Hades
But it missed.
-13 EN

Hatchet grabbed a Bullet Bill and flew up.

Facilier needs to cool down.

Bullet Bill used Selfdestruct on BigPecks
(20 + 3 - 5) = 18 DMG

Hades used Fly on BigPecks.
5664 (Hit, yes)
2716 (Crit, no)
(9 + 3 + 1.5 - 5) - 1.75 = 6.75 = 7 DMG
-10 EN

Hatchet used Sky Drop on Bullet Bill
3955 (Crit, no)
(11 + 3 - 3) * 2/3 = 7.33 = 7 DMG
Bullet Bill was redirected towards Hades
-6 EN

4 Bullet Bills appeared
Hades: 4737 (Action 2)
BigPecks: 8694 (Action 3)
Hatchet: 8958 (Action 3)
Facilier: 2320 (Action 1)

Jas's Team:
Pokemon:

HP:.................89..............37
EN:.................50..............73
Status:..........-2 Spe.........-2 Spe
Team Effects: Reflect (1)

Objection's Team:
Pokemon:

HP:................80.................62
EN:................51.................50
Status:.Taunt (3), -1 Atk......-1 Atk
Team Effects: Stealth Rock

Bullet Bills:
Action 1: Hades, Facilier
Action 2: Hades
Action 3: BigPecks, Hatchet

If you've got any discrepancies with the reffing, let me know. Otherwise, Objection, you're up
 

jas61292

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It does not appear that Reflect was taken into account on any of the attacks, which would certainly have a big effect. I believe that should give BigPecks 20 HP back, as 4 hits on it should have been reduced by 5 (and none had effectiveness multipliers).

Oh, also, while this is not a problem with a calculation or anything, I don't see Rain Dance marked anywhere, and that should still be going on.
 
I do have a few discrepancies.
  • Hatchet and BigPecks should still be at -2 speed, as a +2 or -2 from +/-0 on the second action of a round doesn't start decaying until the end of the round after. Fixed
  • You should note that Facilier is taunted for 3 more actions. Fixed
  • Since Swanna had Reflect up when each of the Bullet Bills hit, each one should've done 5 less damage. Fixed
  • I forgot to mention this in the arena description, but if a move is used to redirect a Bullet Bill, it does not damage the Bullet Bill.

Anyway, I think now is as good a time as any to start switching things up. Facilier, return. In your stead, I shall send out Scar the Tomohawk. jas, do you wish to counterswitch or shall I just give my orders now?
 
All right then. We cannot cover everything this round, so let us focus on eliminating the worst scenarios that we can feasibly eliminate.

Scar: Taunt (Tomohawk) - Sunny Day - Reflect
  • If Tomohawk uses Protect on action 1 ...
    • ... and Swanna does not use Tailwind on action 1, change action 1 to Sunny Day and action 2 to Taunt (Tomohawk)
    • ... and Swanna uses Tailwind on action 1, change your actions to Taunt (Swanna) - Taunt (Tomohawk) - Sunny Day
  • If Swanna has a Double Team up at the start of action 3 with at least 2 clones and it is not raining, change action 3 to Aura Sphere (Swanna) (if I have made too many substitutions with Scar overall, ignore this one)

Hades: Sky Drop (Redirect Scar's Bullet Bill to Swanna) - Fly (Tomohawk) - ThunderPunch (Swanna)
  • If Swanna uses a combo involving Brine on action 2, change action 2 to Combo: Fly + Sky Drop (Tomohawk) (grab/evasive priority: 0; attack priority: -5) and action 3 to Cooldown
  • If Tomohawk uses Sky Drop to redirect a Bullet Bill ...
    • on action 1 and Swanna does not use a combo involving Brine on action 2, change action 3 to Sky Drop (Redirect that Bullet Bill to Swanna)
    • on action 2 and Swanna does not use a combo involving Brine on action 2, change action 2 to Sky Drop (Tomohawk) (if I have made too many substitutions with Hades overall, ignore this one)
  • If Swanna is somehow KO'd by the time it is your third action, change action 3 to Air Slash (Tomohawk) (note: KO substitutions like this do not count towards the substitution limit and, if they conflict with any of the above substitutions, the above substitutions take precedence)

Oh my god I'm turning into Athenodoros!
 

jas61292

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Well, I see an easy way to keep Rain Dance up, but screw that. We have better things to do for now. Like finish off that Tomohawk in one round. we might only have one turn of rain, be lets abuse it to its full extent. Forget Accuracy checks, these are hitting (and obscene confusion chance is just a nice side effect). After Stealth Rock damage, I think this should be enough to take Tomo down.

Tomohawk: Hurricane + Hurricane Combo (Tomohawk) - cool down - Hidden Power Ice (7) (Tomohawk)
If the opposing Tomohawk is KOd Before action 3, use Sky Drop (Redirect Bullet Bill coming at you to Charizard) instead

Swanna: Hurricane + Hurricane Combo (Tomohawk) - cool down - Protect

Lets hope this goes as planned. (Confuse Hax, lets go)
 
Objection sends out his Tomohawk, Scar. Scar is then pelted by the Stealth Rocks (Stealth Cannon?), causing a minimal amount of damage, but damage nonetheless.

Scar wastes no time in making fun of Hatchet for having a silly nickname. Hades grabs the Bullet Bill targeting Scar and goes aerial. After a while of preparation, Hatchet and BigPecks both let loose a Gale (Hurricane + Hurricane) aimed at Scar, confusing it and even nailing a critical hit. The first Bullet Bill targeting Hades misses, and ends up nailing some n00b trying to beat 8-4. Hades, struggling to control the Bullet Bill, does a barrel roll (couldn't resist) and launches it towards BigPecks.

Scar, feeling like a deceitful little Prankster, decided to go before everyone else, but eneded up simply hitting itself in confusion, fainting itself. Hades flies into the air to dodge the incoming Bullet Bill, which for some reason has no targeting capabilities. Hatchet and BigPecks laughed so hard at Scar killing itself that they needed an action to cool down. Hades' second Bullet Bill missed him, hit a BP drill in the Gulf of Mexico, and caused another huge oil spill. BigPecks, however, wasn't as lucky, and was nailed hard by his Bullet Bill. Hades attempted to dive bomb BigPecks, but due to the Gales still having a large effect on the winds, ended up miscalculating trajectories, but still got a hit due to a rogue wind pushing it onto the Swanna.

BigPecks, quite near fainting, sets up a Protect to stall another round. Hades uses a Thunderpunch on BigPecks, which does nothing due to the Protect. Hatchet grabs the Bullet Bill targeting it and flies into the air. BigPecks' Bullet Bill goes in for the attack, but still causes no damage. After performing a few tricks to keep control of the Bullet Bill, Hatchet drops down and launches it at Hades.

After the Pokemon had used their attacks, another four Bill Blasters fired off. The Tomohawks' Bullet Bill were going at an average pace. BigPecks' Bullet Bill went quite a bit faster than the others. Hades' Bullet Bill was still stuck in the cannon, so it may take a while to fire.

Scar used Taunt on Hatchet
Taunted (6A)
-10 EN

Hades grabbed Scar's Bullet Bill and flew up

Bullet Bill (Hades, 1) attacked
But it missed

Hades used Sky Drop on Bullet Bill (Scar, 1)
Redirects to BigPecks
-6 EN

BigPecks used Gale (Hurricane + Hurricane) on Scar
12 * 2.25 = 27 BP
30% * 2 = 60% confusion chance
(2 * 8 + 4) * 2 - 1 = 39 EN
4042 (Crit, no)
(27 + 3) * 1.5 = 45 DMG
2292 (Confuse, yes)
6279 (Duration, 3A)
-39 EN

Hatchet used Gale (Hurricane + Hurricane) on Scar
126 (Crit, yes)
(27 + 3 + 3 + 1.5) * 1.5 = 51.75 = 52 DMG
6456 (Confuse, no)
-39 EN

Scar used Sunny Day
2772 (Hits self, yes)
(4 - 3) = 1 DMG
Scar fainted
+1 KOC Hatchet

Hades flew up

BigPecks cools down

Hatchet cools down

Bullet Bill (Hades, 2) attacks
But it missed

Bullet Bill (BigPecks, 2) attacks
-23 HP BigPecks

Hades used Fly on Hatchet
8147 (Hit, yes)
7294 (Crit, no)
(9 + 3) * 1.5 = 18 DMG
-10 EN


BigPecks used Protect
-7 EN

Hades used ThunderPunch
BigPecks protected
(8 + 1.5) * 2.25 = 20.25 = 20 DMG
-7 EN BigPecks
-7 EN

Hatchet grabs BB (Hatchet, 3) and flew up

Bullet Bill (BigPecks, 3) attacks
BigPecks protected
23 DMG
-8 EN BigPecks

Hatchet used Sky Drop on Bullet Bill (Hatchet, 3)
Redirects to Hades

Four Bullet Bills were fired
7842 (Hades, A3)
1869 (BigPecks, A1)
3886 (Hatchet, A2)
3673 (Scar, A2)


Jas's Team:
Pokemon:

HP:.................74..............14
EN:..................5..............18
Status:...-1Atk, -1 Spe..-1 Atk, -1 Spe
....................Taunt

Objection's Team:
Pokemon:

HP:................KO.................62
EN:................KO.................27
Status:...Dizzy, very Dizzy,...-1 Atk
Team Effects: Stealth Rock

Bullet Bills:
Action 1: Hades, BigPecks
Action 2: Scar, Hatchet
Action 3: Hades

Weather: Rain (2 Rounds)


Any problems, let me know, otherwise Jas is up (after Objection sends out another Pokemon)!
 
I have to admit, I was surprised by your decision to focus on taking out Scar. Now I must work out where to go from here, and I believe right now the best thing for me to do would be to send out Jafar the Gliscor.
 

jas61292

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Well, I guess we are going to have to switch here if we want a shot at winning this. So both of you come back for now. Lafayette and Lucas (Honchkrow and Ledian), I need your help right now.

Honchkrow will take the place of BigPecks and Ledian will go in for Hatchet.
 
Hmm ... on second thoughts, maybe I shouldn't send out Jafar. Perhaps a better choice would be Gantu the Gyarados. Hades, on the other hand, is OK for now I think.
 

jas61292

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Sorry I've been taking so long, final exams have had me all screwed up. I don't think this is going to end well though, and I really should be studying right now. Well, lets just do our best.

Honchkrow: Fly (Charizard) - Sky Attack (Charizard) - Drill Peck (Charizard)
If Charizard uses Fly actions 2 or 3, replace that action with Sucker Punch (Charizard)
If Charizard uses Counter any action, redirect that attack to Gyarados

Ledian: Reflect - Light Screen - Toxic (Gyarados)
If Gyarados attempts to taunt you, use Evasive Agility and push actions back
If Gyarados uses Stone Edge on you, use Protect and push actions back
 
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