Gym Kaxtar vs. Rediamond: Fist vs. Insect

Status
Not open for further replies.
#1
Rediamond does not walk in confidently, as he mutters "This was a really bad idea." It only is with an attitude like that! Surely Kaxtar is a bit nervous too, but he doesn't look it as he prepares for the fight with his fighters.

Japanese Zen Boxing Arena (go with it...)
4v4 Doubles, Items ON, No Switch, Two Abilities, 5 Chills/3 Recoveries per Pokemon, 2 Substitutions (Old style, IF->THEN on one action), Positioning ON (only need to specify if it effects the Pokemon's innate STAB bonus), Coinflip Turn Order
-Inside so no Thunder allowed, little light from skylights
-No weather allowed sans Sunny Day becuase indoors
-Low ceiling prevents Fly/Sky Drop from being used
-Rowdy spectators are making tons of noise and cause Psychic move users to lose focus and thus reduce the BP of Psychic moves by 3
-Natural usable elements include: Polished titanium circular boxing ring, water moat (10 feet deep) around arena, floating island gardens, rustic dirt floor, decorative Japanese black rocks, antique parabolic torches (think Olympics)
-The entire arena, although varied in components, is roughly a cramped 40-foot diameter circle and thus activates Fighting's "Increased senses in close combat." This boost is codified as a +1 Accuracy stage boost and +4 (Final) Speed stat, and applies to other types (Steels get the same boost in the boxing ring, Water in the moat, Ground on the floor, Grass in the gardens, Fire on the torches, Rock in the rock gardens).


I can't tell if I like this arena for its beauty or its versatility in environments for battling. Now, let's keep getting closer to the start of the match!

The Gym leader's team:
Kaxtar said:

Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

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

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90

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

Inner Focus (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

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 will be maintained at the end of each round.

Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot
Me First
Heal Pulse
Quick Guard
Close Combat
Copycat
Final Gambit

Blaze Kick
Crunch
Bullet Punch
Sky Uppercut
Mind Reader
Mind Reader
Hi Jump Kick
Detect
Agility
Vacuum Wave
Circle Throw

Swords Dance
Roar
Swagger
Giga Impact
Hyper Beam
Hone Claws
HP Grass
Rock Slide
Toxic
Protect
Psychic
Substitute
Earthquake
Flash Cannon
Dig
Double Team
Focus Blast
Focus Punch
Water Pulse
Sleep Talk
Rest
Iron Tail
Drain Punch
Stone Edge
Endure

Ice Punch
Thunderpunch
Magic Coat
Helping Hand
Low Kick
Zen Headbutt
Magnet Rise

Raid Only:
Dispel

Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

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 throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65

MC: 0
DC: 5/5

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 (DW): (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.

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip
Revenge
Punishment
Hammer Arm
Mach Punch
Vital Throw
Grudge

Ice Punch
Trick
Pain Split
Superpower

Mach Punch
Wide Guard
Counter
Curse
Drain Punch
Shadow Sneak
Force Palm

Taunt
Torment
Focus Punch
Fling
Safeguard
Giga Impact
Substitute
Stone Edge
Return
Shadow Ball
Bulk Up
Protect
Rock Slide
Double Team
Earthquake

Infernape (F)
Nature: Mild (+SpA, -Def).

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

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108

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

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)
Iron Fist (DW): (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)

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade
Calm Mind

Encore
Assist
Fake Out
Fire Punch
Focus Punch
Heat Wave
Double Kick
Counter
ThunderPunch
Quick Guard
Helping Hand

Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw
Giga Impact
Sleep Talk
Retaliate
Fling
Swagger
Secret Power
Solarbeam

Blast Burn
Vacuum Wave
Endeavor
RolePlay
Uproar
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Magic Coat

Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)

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

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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


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.
Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
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.

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Hyper Voice
Rest
Sky Drop

Yawn
Rapid Spin
Roost
Stealth Rock
Confuse Ray
Nature Power

Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Attract
Hyper Beam
Substitute
Fly
Hidden Power Electric
Solarbeam
Safeguard
Protect

Arghonaut [Pirate Man] (Male)
Glyph of Recover
Nature: Adamant (+1 to Attack, -1 to Special Attack)

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

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

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75

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

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

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)

Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Taunt
Mach Punch
Aqua Jet
Punishment
Revenge
Focus Punch
Waterfall
Chip Away
Night Slash
Foul Play

Recover
Ice Punch
Bulk Up
Soak
Drain Punch
Cross Chop
Rock Blast
Circle Throw

Knock Off
Gunk Shot
Thunder Punch
Low Kick

Double Team
Earthquake
Endure
Snatch
Bulldoze
Snarl
Sludge Wave
Stone Edge
Rock Slide
Protect
Torment
Knock Down
Dive
Substitute

Gallade [Demi Gravidon] (Male)
Nature: Jolly (+15% Sped, +10% Accuracy, -1 Rank Special Attack)

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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)

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

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

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.

Leaf Blade
Night Slash
Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Fury Cutter
Slash
Psychic
Hypnosis
Swords Dance
Psycho Cut
Feint
Imprison
Close Combat
False Swipe
Stored Power

Disable
Encore
Confuse Ray
Shadow Sneak
Skill Swap
Mean Look

Aerial Ace
Thunderbolt
Will-o-Wisp
Torment
Reflect
Giga Impact
Brick Break
Taunt
Rock Slide
Substitute
Light Screen
Thunder Wave
Earthquake
Trick Room
Low Sweep
X-Scissor
Stone Edge
Rock Tomb
Endure
Focus Punch
Safeguard

Ice Punch
Thunderpunch
Pain Split
Fire Punch
Wish
Mimic
Knock Off
Trick
Zen Headbutt
Magic Coat

Raid Only:
Dispel

Heracross (M)
Nature: Jolly (+15% to Speed, +11% Accuracy, -1 to Special Attack)

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)

EC: N/A
MC: 0
DC: 5/5

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)

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

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.

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Reversal
Feint
Take Down
Close Combat

Bide
Revenge
Flail
Megahorn
Focus Punch
Pursuit

Mimic
Helping Hand
Low Kick
Knock Off

Swords Dance
Toxic
Sleep Talk
Earthquake
Rock Slide
Double Team
Return
Substitute
Facade
Dig
Detect
Bulldoze
Rest
Stone Edge
Protect

Scrafty (M)
Adamant Nature (+1 to Attack, -1 to Special Attack)

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

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.
Moxie: (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.
Intimidate (DW- UNLOCKED): (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. (Not yet Active)

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Crunch
Facade
Focus Punch
Head Smash

Amnesia
Detect
Counter
Dragon Dance
Fake Out
Ice Punch
ThunderPunch
Fire Punch
Drain Punch
Zen Headbutt

Dig
Return
Smack Down
Roar
Stone Edge
Rock Slide
Rest
Low Sweep
Poison Jab
Dragon Tail
Giga Impact
Protect
Double Team
Taunt
Substitute
Torment
Dragon Claw
I would find the average moves per mon but I'm just too lazy. In any case, it's certainly enough for Rediamond to be a bit concerned about! And here is Rediamond's team:
Rediamond said:

Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)

Type:
Ghost/Poison: 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 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
Att-: 2
Def: 2
SpAtt: 5
SpDef: 3
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look

Fire Punch*
Ice Punch *
Will-o-Wisp*
Clear Smog

Pain Split
Endure

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
Hidden Power Fire (7)
Sunny Day
Hyper Beam
Protect
Rain Dance
# of moves: 39

Togekiss [Airplane] (M)
Nature: Timid (*1.15 and +10% accuracy, -One Attack)

Type: Normal/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; Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 100
Atk-: Rank 1
Def: Rank 3
SpA: Rank 5

SpD: Rank 4
Spe+: 92
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 4/5

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
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.

Attacks:
Magical Leaf

Sky Attack
Air Slash
Aura Sphere
Extremespeed
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd
Baton Pass

Extrasensory
Morning Sun
Substitute

Flamethrower
Psychic
Solar Beam

Thunder Wave
Light Screen
#of moves: 26

Scyther [Claw] (F)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Type: Bug/Flying
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves; 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 3
Spe: 105
Size: 3
Weight: 4

Base Rank Total: 19

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

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)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
[DreamWorld]


Attacks: 58
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Swords Dance
Feint
Air Slash
Razor Wind
Slash
Double Hit

Endure
Night Slash
Counter
Baton Pass
Reversal

Bug Bite
Knock Off
Tailwind
Ominous Wind

Light Screen
Brick Break
U-turn
Protect
Rain Dance
Safegaurd
Frustration
Return
Ariel Ace
Facade
Rest
Attract
Thief
Toxic
Hidden Power Ground (6)
Giga Impact
Sunny Day
Struggle Bug
Swagger
Substitute
Double Edge
Mimic
Endure
Secret Power
Sleep Talk
Bide
Steel Wing
Roost
Captivate
Hyper Beam
Defog

Sonicboom

Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 1
DC: 5/5

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
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)
Moxie:(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. [DreamLocked]

Attacks: 54
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint
Take Down
Chip Away

Bide
Revenge
Flail
Double Edge
Focus Punch
Pursuit
Seismic Toss

Vaccum Wave
Bug Bite
Iron Defense
Helping Hand
Knock Off
Body Slam

Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute
An average of about 44 moves per mon, pretty damn good! They all look pretty ready to kick some kung-fu-knowing ass! This looks like it should be a close battle! Who will come out on top? How much will the arena affect the outcome of the match? Who shall prove to be the more skilled battler? Let's find out right now!

It seems I gotta flip a coin to see who will send out Pokemon first; fortunately I always have a couple of quarters in my pocket. Heads for the leader, tails for the challenger:

RNG (<=500=heads): 6/1000


Kaxtar sends out two Pokemon and equips items
Rediamond sends out two Pokemon, equips items, and orders
Kaxtar orders
I ref


Let's get do battle already!
 
#3
"Imagine that. We've never actually battled until now. I trust this will be every bit as difficult as I predict it will be. Togekiss and Heracross, let's start this. While flinching the opponents to death is not a viable option at the moment, both of you are strong enough to find other ways around our foes."

"Togekiss, take this EXP Share. It will not be as useful as our opponent's items, but it will be of service once the battle is over. Trickery is virtually impossible at this point, so let us try something simpler."

Hustle Enabled
Air Slash Gallade~Flamethrower Lucario~Air Slash Gallade
IF Gallade uses Evasive Teleport, use Extremespeed Gallade that action
IF Gallade uses Disable Air Slash, replace action three with Sky Attack Gallade.

"Heracross, you are in much the same boat as Togekiss. Take this Muscle Band to help you power through your opponents, and then hammer away."

Earthquake~Shadow Claw Gallade~Bulldoze
IF Lucario uses Counter, then replace this round's actions with Shadow Claw Gallade
Shadow Claw Gallade~Aerial Ace Gallade~Shadow Claw Gallade
IF Gallade uses Aerial Ace (Heracross), then replace that action with Counter and push actions back (This substitution has priority)


I believe this is near the best of what I can do. It can be disrupted, but I don't think it can be disrupted in such a way that it ends with an incredible disadvantage on my side. Of course, it's your job to prove me wrong Kaxtar.
 
#4
Lucario: Zen Headbutt Heracross thrice
Gallade: Zen Headbutt Heracross~Rock Slide~Torment Togekiss

IF Heracross is not under 22.5 HP by the start of action 3, THEN change A3 to Zen Headbutt Heracross.
 
#5
Kaxtar:

Aura Beast|Demi Gravidon
HP: 100|100
Energy: 100|100
Item: Choice Band|Life Orb
Abilities: Inner Focus, Steadfast, Justified|Steadfast, Justified
Atk: 5|5
Def: 3|3
SpA: 4|2
SpD: 2|4
Spe: 90|92
Other: none|+10% Accuracy

Rediamond:

Airplane|Corpus
HP: 100|100
Energy: 100|100
Item: Exp. Share|Muscle Band
Abilities: Hustle [Enabled], Serene Grace|Guts, Swarm, Moxie
Atk: 1|6
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|85
Other: +10% Accuracy|none


Rediamond generally seems nervous about this match, but his Pokemon are all pumped and ready to go; Airplane looks especially ready to try hard. Kaxtar and his mons were just sparring five minutes ago, so they already look a little bit sweaty! Anyway, the Pokemon are just about to start! Demi Gravidon quickly runs up to Corpus and headbutts him, but the noise of the audience seems to have thrown him off a bit. Airplane very quickly responds by swinging his wings, thus slicing Demi Gravidon with wind. Aura Beast copies his teammate, and he too is a bit disrupted by the loud crowd. I see Aura Beast is wearing a Choice Band, so I'm not even going to bother announcing his other moves this round. Demi Gravidon once again moves right before Airplane can, throwing some of the decorative, black rocks at the challenger's team. One of the rocks hits Airplane right in the eye, so the plane goes craaaaashing down into the water. Demi Gravidon laughs at Airplane mercilessly, which, for some reason, inspires Airplane to switch up his strategy. Despite this, he does the same move as before, moving his wings aggressively, attacking Demi Gravidon with strong wind. Aura Beast, for the third time, headbutts Corpus, this time surprising him and causing him to flinch. At this point, it seems that the battle is more or less even, but Kaxtar is definitely ahead by a little bit.


Kaxtar:

Aura Beast|Demi Gravidon
HP: 81|28
Energy: 76|79
Item: Choice Band|Life Orb
Abilities: Inner Focus, Steadfast, Justified|Steadfast, Justified
Atk: 5|5
Def: 3|3
SpA: 4|2
SpD: 2|4
Spe: 90|92
Other: none|+10% Accuracy

Rediamond:

Airplane|Corpus
HP: 79|15
Energy: 90|88
Item: Exp. Share|Muscle Band
Abilities: Hustle [Enabled], Serene Grace|Guts, Swarm, Moxie
Atk: 1|6
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|85
Other: +10% Accuracy, Tormented (5 actions)|none

Action 1:
Speed-tie (<=500=Demi Gravidon): 274/1000: Demi Gravidon
Demi Gravidon: Zen Headbutt (Corpus): (8-3+3+3+3) x 1.5 = 21 Damage, 2 Recoil, -5 Energy
Crit: 790/1000: No
Effect: 715/1000: No
Airplane: Air Slash (Demi Gravidon): (8+3+1.5) x 1.5 = 18.75 Damage, -5 Energy
Crit: 370/1000: No
Aura Beast: Zen Headbutt (Corpus): (8-3+6) x 1.5 = 16.5 Damage, -6 Energy
Hit: 531/1000: Yes
Crit: 449/1000: No
Effect: 132/1000: No
Corpus: Earthquake (Aura Beast): (7.5+1+4) x 1.5 = 18.75 Damage, -7 Energy
Crit: 912/1000: No
...........................(Demi Gravidon): (7.5+1+4) = 12.5 Damage
Crit: 700/1000: No

Action 2:
Speed-tie (<=500=Demi Gravidon): 63/1000: Demi Gravidon
Demi Gravidon: Rock Slide (Airplane): (8+3+3) x 1.5 = 21 Damage, 2 Recoil -6 Energy
Crit: 879/1000: No
Effect: 299/1000: Yes
...................................(Corpus): (8+3+3) = 14 Damage
Crit: 190/1000: No
Effect: 970/1000: No
Airplane: flinch
Aura Beast: Zen Headbutt (Corpus): (8-3+6) x 1.5 = 16.5 Damage, -8 Energy
Hit: 643/1000: Yes
Crit: 873/1000: No
Effect: 546/1000: No
Corpus: Shadow Claw (Demi Gravidon): (7+1+4) x 1.5 = 18 Damage, -5 Energy
Crit: 282/1000: No

Action 3:
Speed-tie (<=500=Demi Gravidon): 188/1000: Demi Gravidon
Demi Gravidon: Torment (Airplane): -10 Energy
Airplane: Air Slash (Demi Gravidon): (8+3+1.5) x 1.5 = 18.75 Damage, -5 Energy
Crit: 386/1000: No
Aura Beast: Zen Headbutt (Corpus): (8-3+6) x 1.5 = 16.5 Damage, -10 Energy
Hit: 651/1000: Yes
Crit: 988/1000: No
Effect: 90/1000: No
Corpus: flinch


Kaxtar orders
Rediamond orders
I ref
 
#6
Hey, BP of psychic moves is reduced by 3 in the arena. I'm not sure that was factored in, so I wanted to point it out.

EDIT: Also, Gallade should've had Life Orb factored into recoil
 
#8
Woopsie, my bad... that calcs are fixed, and I'll type up the flavor right after I have a snack.

EDIT: OK I didn't do that flavor right away, but it's done now.
 
#9
Alright, here we go! One note however, C$FP: You forgot the "enhanced senses" bonus for the fighters, which is +4 Speed (ie 92+4=96) and +1 Acc stage (iirc it is a 4/3 multiplier).

Lucario: Stone Edge Togekiss Thrice

IF Gallade fails to KO Heracross A1, THEN change A1 to Stone Edge Heracross.

Gallade: Psycho Cut Heracross~Stone Edge Togekiss~Ice Punch Togekiss

IF Heracross uses Endure A1 (in any way, shape or form), THEN change that action to Will-o-Wisp Heracross.
IF Togekiss uses Morning Sun on A2 or A3, THEN change that action to Taunt Togekiss and push others back.
 
#10
"Time for the counter strike. Blow these clowns away."

Note: I am assuming Togekiss' combination works like the ASB Threat list states it does, as the DAT doesn't provide notes for a +2 move combined with a -1 move.

Togekiss: Sky Attack+Extremespeed Gallade~Cooldown (Sky Attack+Extremespeed Gallade)~Aura Sphere Lucario
Heracross: Endure~Reversal Lucario~Reversal Lucario

EDIT: If the combination doesn't work like it would appear it is supposed to in terms of priorities, replace it with these orders:

Togekiss: Follow Me~Heat Wave~Aura Sphere Lucario
Heracross: Earthquake+Bulldoze~Cooldown~Brick Break Lucario

This should KO both Pokemon if my math in terms of Heracross' damage output with Muscle Band is correct. If my math is further correct, I may escape this without losing a Pokemon.
 
#11
I'm pretty sure it was ruled on IRC that the priority of the combo would not at all be the way it was described in the Threat List, and I think you were both there for that discussion anyway.

Kaxtar:

Aura Beast|Demi Gravidon
HP: 81|28
Energy: 76|79
Item: Choice Band|Life Orb
Abilities: Inner Focus, Steadfast, Justified|Steadfast, Justified
Atk: 5|5
Def: 3|3
SpA: 4|2
SpD: 2|4
Spe: 90|92
Other: none|+10% Accuracy

Rediamond:

Airplane|Corpus
HP: 79|15
Energy: 90|88
Item: Exp. Share|Muscle Band
Abilities: Hustle [Enabled], Serene Grace|Guts, Swarm, Moxie
Atk: 1|6
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|85
Other: +10% Accuracy, Tormented (5 actions)|none


For some reason, Rediamond seems much more confident than last round, perhaps we'll find out why. Airplane starts flying around the arena like crazy, insulting Aura Beast and Demi Gravidon, taking their attention away from Corpus entirely. Demi Gravidon slashes at Airplane, and Aura Beast throws one of the rocks sharply at Airplane, even though Kaxtar told them both to target Corpus. Corpus jumps up high, and then lands on the floor, shaking the whole stadium. Rediamond seems quite satisfied with his Pokemon already! Now, Airplane is faster than the fighters, and flaps his wings to create a hot burst of hot wind going towards Kaxtar's side of the arena, knocking out the weakened Demi Gravidon. Corpus just stands still, recovering his breath from his impressive seismic move from last round. Aura Beast, of course, throws another stone at Airplane with great force, more powerfully than last time. Airplane and Corpus both attack Aura Beast with moves that Kaxtar should be very familiar with, as they are the same type as all of his Pokemon! The gang attack is too much for Aura Beast, who falls to the floor, right beside his partner.


Kaxtar:

Aura Beast|Demi Gravidon
HP: KO|KO
Energy: KO|KO
Item: Choice Band|Life Orb
Abilities: Inner Focus, Steadfast, Justified|Steadfast, Justified
Atk: 5|5
Def: 3|3
SpA: 4|2
SpD: 2|4
Spe: 90|92
Other: none|+10% Accuracy

Rediamond:

Airplane|Corpus
HP: 18|15
Energy: 68|65
Item: Exp. Share|Muscle Band
Abilities: Hustle [Enabled], Serene Grace|Guts, Swarm, Moxie
Atk: 1|6
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|85
Other: +10% Accuracy, Tormented (2 actions)|+1 Atk

Action 1:
Airplane: Follow Me: -8 Energy
Demi Gravidon: Psycho Cut (Airplane): (3.5+3+3+3) = 12.5 Damage, 2 Recoil, -4 Energy
Crit: 447/1000: No
Aura Beast: Stone Edge (Airplane): (10+6) x 1.5 = 24 Damage, -7 Energy
Crit: 602/1000: No
Corpus: Earthquake+Bulldoze (Aura Beast): (12+1+4) x 1.5 = 25.5 Damage, -18 Energy
Crit: 480/1000: No
.......................................(Demi Gravidon): (12+1+4) = 17 Damage
Crit: 399/1000: No

Action 2:
Airplane: Heat Wave (Aura Beast): (7.5+4.5) x 1.5 = 18 Damage, -7 Energy
Crit: 825/1000: No
Effect: 735/1000: No
............................(Demi Gravidon): (7.5+1.5) = 9 Damage, Demi Gravidon faints
Crit: 404/1000: No
Effect: 581/1000: No
Corpus: cool down
Aura Beast: Stone Edge (Airplane): (10+6) x 1.5 = 24 Damage, -9 Energy
Crit: 474/1000: No

Action 3:
Airplane: Aura Sphere (Aura Beast): (9+4.5) x 1.5 = 20.25 Damage, -7 Energy
Crit: 427/1000: No
Corpus: Brick Break (Aura Beast): (8+1+3+3+4) x 1.5 = 28.5 Damage, -5 Energy, Aura Beast faints
Crit: 59/1000: Yes


Kaxtar sends out two Pokemon and equips items
Rediamond orders
Kaxtar orders
I ref
 
#12
Stone Edge should not have had it's BAP halved A1, it isn't a contact move.

That went about as horrible as possible. We've probably lost at this point, but we have a shot.

Infernape and Heracross, let's go! Infernape will use my second Life Orb, Hera can take an Expert Belt.
 
#13
"Togekiss and Heracross: you've done well with exploiting our opponent's weaknesses. However, this battle is nowhere near as secure as our opponent thinks it is. Your new objective is to inflict as much damage as possible before going down."

Togekiss: Extremespeed+Extremespeed Infernape~Extremespeed+Extremespeed Infernape~Sky Attack+Sky Attack Infernape
IF Targeted by Fake Out Action one, use Sky Attack+Sky Attack action two

Heracross: Feint+Knock Off Infernape~Feint+Knock Off Infernape~Feint+Knock Off Heracross
 
#15
Kaxtar:

Infernape|Heracross
HP: 100|100
Energy: 100|100
Item: Life Orb|Expert Belt
Abilities: Blaze, Iron Fist|Guts, Swarm, Moxie
Atk: 4|5
Def: 2|3
SpA: 5|1
SpD: 3|3
Spe: 108|92
Other: none|+10% Accuracy

Rediamond:

Airplane|Corpus
HP: 18|15
Energy: 68|65
Item: Exp. Share|Muscle Band
Abilities: Hustle [Enabled], Serene Grace|Guts, Swarm, Moxie
Atk: 1|6
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|85
Other: +10% Accuracy, Tormented (2 actions)|+1 Atk


All of the mons on the field look sugar high right now, as though they are going to crash in a minute. Infernape rushes into a defensive stance, just in time before Aiplane flies at him at a super high speed! Heracross then quickly leaps at Corpus, repeatedly clawing and punching until Corpus falls over, unable to battle. Heracross and Airplane both briefly take a coffee break, while Infernape does a little dance on one of the floating island gardens. Infernape finishes the round by whipping one of the decorative rocks at Airplane, causing Airplane to finally crash down next to his parnter.


Kaxtar:

Infernape|Heracross
HP: 76|100
Energy: 84|94
Item: Life Orb|Expert Belt
Abilities: Blaze, Iron Fist|Guts, Swarm, Moxie
Atk: 4|5
Def: 2|3
SpA: 5|1
SpD: 3|3
Spe: 108|92
Other: +2 Spe|+10% Accuracy, +1 Atk

Rediamond:

Airplane|Corpus
HP: 8|KO
Energy: 51|KO
Item: Exp. Share|Muscle Band
Abilities: Hustle [Enabled], Serene Grace|Guts, Swarm, Moxie
Atk: 1|6
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|85
Other: +10% Accuracy|none

Action 1:
Airplane: Extremespeed+Extremespeed (Infernape): (18+3+3-1.5) = 22.5 Damage, -17 Energy
Hit: 861/1000: Yes
Crit: 463/1000: No
Infernape: Quick Guard: -5 Energy
Heracross: Feint+Close Combat (Corpus): (14+3+3) = 20 Damage, -18 Energy, Corpus faints
Crit: 851/1000: No

Action 2:
Infernape: Agility: -7 Energy
Heracross: cool down
Airplane: cool down

Action 3:
Infernape: Fake Out (Airplane): (4+3+3) = 10 Damage, 1 Recoil, -4 Energy
Crit: 964/1000: No
Heracross: chill: +12 Energy
Airplane: flinch


Rediamond sends out a Pokemon and equips an item
Kaxtar orders
Rediamond orders
I ref
 
#17
That's what I get for just keeping the tab open for days without refreshing. Anyway, Rediamond still has to send in a mon before Kaxtar orders. (Also, Extremespeed+Extremespeed is priority 4, Quick Guard is priority 3.)
 
#19
That's just kinda stupid :( Really should have thought that through, though. Oh well, we should be fine.

Infrenape: Rock Slide~Fake Out~Fire Blast Scyther

IF Scyther used a Combo A1, THEN swap A2 with A3.
IF Scyther uses Counter on A3, THEN change that action to Stone Edge+Stone Edge Combo Scyther.

Heracross: Helping Hand Infernape~Stone Edge~Rock Slide

IF Scyther uses Aerial Ace or Wing Attack on you (including in a combo), THEN change that action to Counter and push others back.
 
#20
"Alright, let's simplify this down to a one on one. I think I can do that much."

Togekiss: Extremespeed+Extremespeed Infernape
Scyther: Counter~Bug Bite Heracross~Aerial Ace+Aerial Ace Heracross
If my math is right, this could potentially be dangerous for Kaxtar.

On the off chance that this fails spectacularuly...

IF Scyther flinches action one...
Flinch~Flinch~Protect
 
#21
Playing with fire there rediamond, 49% chance that you flinch on either A1 or A3. Anyways, I think you need to state who you're targeting with counter A1.
 
#22
Do I have a better chance? I wasn't going to mention the HAX because that pretty much ensures that something bad happens. Counter automatically targets the last user of a physical attack against it (Infernape). Bar the first flinch, Heracross' sub A3 should activate, KO'ing Scyther but allowing me to deal quite a bit of damage first.

Basically, 70% chance of nearly insured victory, 30% chance of getting screwed. I'm already pretty much screwed by conventional tactics (Bide is disrupted by Fake Out, I'm not resorting to the even more luck based attract), and I like the odds.

tl;dr Rediamond risks a badge on a 70% chance, Counter specification unneeded

EDIT: Bug trainers love playing with fire XD
 
#23
Kaxtar:

Infernape|Heracross
HP: 76|100
Energy: 84|94
Item: Life Orb|Expert Belt
Abilities: Blaze, Iron Fist|Guts, Swarm, Moxie
Atk: 4|5
Def: 2|3
SpA: 5|1
SpD: 3|3
Spe: 108|92
Other: +2 Spe|+10% Accuracy, +1 Atk

Rediamond:

Airplane|Claw
HP: 8|100
Energy: 51|100
Item: Exp. Share|Damp Rock
Abilities: Hustle [Enabled], Serene Grace|Swarm, Technician, Steadfast
Atk: 1|5
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|105
Other: +10% Accuracy|none


I have a feeling a shit load of stuff is going to happen this round... Heracross give Infernape a good ol' pat on the back at supersonic speeds, encouraging him greatly. Airplane repeats his attack from last round, dive bombing Infernape very quickly, but not quite as quite as Heracross' pat on the back! Infernape picks up a pile of rocks, and, with extra high self esteem, throws them at Airplane and Claw, knocking Airplane out finally and hurting Claw significantly, but Claw retaliates with a punch of doom to Infernape's stomach, easily knocking him into a wall and unconscious for the match. Claw follows up by taking a big, tasty bite from Heracross' horn. Heracross picks up one of the black rocks (which are really starting to thin out from overuse for hurting Pokemon) and hurls it at Claw for great damage. Claw flies up high, then flies towards Heracross and slashes him with one of her sharp arms. Heracross turns on Claw, slamming his horn into her (ew) for tremendous damage, causing Claw to fly into the stands, knocked out. The round is over, and it seems that Rediamond is at an advantage. I wonder how this will turn out.


Kaxtar:

Infernape|Heracross
HP: KO|56
Energy: KO|45
Item: Life Orb|Expert Belt
Abilities: Blaze, Iron Fist|Guts, Swarm, Moxie
Atk: 4|5
Def: 2|3
SpA: 5|1
SpD: 3|3
Spe: 108|92
Other: +2 Spe|+10% Accuracy, +2 Atk

Rediamond:

Airplane|Claw
HP: KO|KO
Energy: KO|KO
Item: Exp. Share|Damp Rock
Abilities: Hustle [Enabled], Serene Grace|Swarm, Technician, Steadfast
Atk: 1|5
Def: 3|3
SpA: 5|1
SpD: 4|3
Spe: 92|105
Other: +10% Accuracy|none

Action 1:
Heracross: Helping Hand: -12 Energy
Airplane: Extremespeed+Extremespeed (Infernape): (18+3+3-1.5) = 22.5 Damage, -17 Energy
Hit: 425/1000: Yes
Crit: 370/1000: No
Infernape: Rock Slide (Airplane): (12+3+1.5) x 1.5 = 24.75 Damage, 2 Recoil, -6 Energy, Airplane faints
Crit: 174/1000: No
.............................(Claw): (12+3+1.5) x 2.25 = 37.125 Damage
Crit: 106/1000: No
Effect: 711/1000: No
Claw: Counter (Infernape): 37.125 x 1.5 = 55.6875 Damage, -25 Energy, Infernape faints

Action 2:
Claw: Bug Bite (Heracross): (9+3+3) x 2/3 = 10 Damage, -4 Energy
Crit: 272/1000: No
Heracross: Stone Edge (Claw): (10+2+3) x 2.25 + 1.75 = 35.5 Damage, -7 Energy
Crit: 638/1000: No

Action 3:
Claw: Aerial Ace+Aerial Ace (Heracross): (6*2.25+3+3) x 2.25 = 43.875 Damage, -20 Energy
Crit: 860/1000: No
Heracross: Counter (Claw): 43.875 x 1.5 = 65.8125 Damage, -30 Energy, Claw faints


Rediamond automatically sends out Cloak, equips an item, and orders
Kaxtar orders
I ref
 
#24
Heracross should be at +2 Attack

"Gengar, let's finish this together. You have no need of an item to finish this."

Hidden Power~Shadow Ball~Hidden Power

IF Double Team, use Taunt
IF Bide, use (Substitute 15)~Double Team (4)~Hidden Power, with the sequence beginning on the first action of Bide.
 
#25
Substitute 15~Night Slash~Night Slash

I screwed this up something awful, but I think there (STILL!!!) might be a chance left in there. Fucking Quick Guard...

48 damage leggo
 
Status
Not open for further replies.