Leader Athenodoros vs dogfish44

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Oceans. They dominate approximately 75% of the planet, 50% of species in the world, and about 17% of the Pokemon. Water pairs up with 16 of the seventeen types, and every addition to the Pokedex has discovered at least 14 more water types. Water is truly the king of the blue planet.

Of course, water does have a few issues. Current can flow rather easily through the ions, frying the life inside of it. Grass grows off of water, and has developed the attributes to ensure a supply. But to go against the tide is to face the most unstoppable force on the Earth.

Arena:
The first thing you notice about the Water Gym is the size. It is a giant dome of ice, completely out of place in the warm Pumello Island, which looks almost like a snow globe because of the fog inside, near the top of the roof, and the rim of completely opaque ice around the bottom 10 metres, which stops you seeing in. You walk around a bit and discover a large entrance which burrows in to the ice, angled downwards in the the ice, as if you will end up some distance below ground when you get to wherever the path actually leads. The path is the shape of a semi-circle, roughly 10 metres across, with rough ice and snow on the bottom clearly to enable trainers to walk with all of their Pokemon beside them, so you release yours out of their Pokeballs and travel down to whatever depths the path will take you.

After some time, the originally opaque tunnel starts to clear out, and you suddenly realise that you are underwater, protected from the sea above you by the completely transparent ice of the semicircular path, which nonetheless allows you to see out in to the sea. It is full of strange plants, rising hills and falling crevasses, but even more importantly it is full of water-type Pokemon of every description - you see a school of Goldeen swim overhead, barely noticing you and all of your Pokemon, before a large Dewgong distracts your attention by swimming in the other way. You even see what appears to be a Phione, one of the famous legendary Pokemon, as you come up to what you now realise is the surface of the water. You had been following the water-type Pokemon so closely you hadn't noticed the small incline that you had started to ascend with the path. Eventually, you rise out of the water onto a large area of ice to hear a sudden increase of noise, which surprises you after the silence of the tunnel. However, you keep moving along the path, which now rises a foot above the ice partially covering the pool you were just in, away from the edge of the plateau and towards the center of the area, whatever might lie there. It takes some time, but eventually the noise of the sea creatures dies down as you walk away and you suddenly notice a large increase in temperature created by geysers rising out of the ice on either side of the path, which you and your Pokemon welcome after walking through the cold for so long. It keeps you walking, and finally you think you see something different ahead, which clearly signals the end of the road; perhaps because of the great grandeur of the area, compared to the small path through bleak landscape you have been walking through most recently. Anyway, as it comes in to view you see that it is a waterfall covered completely in mist and very concentrated rain, coming off the back of a giant cliff, dozens of metres high. In front of the cliff, near the base of the waterfall, there is a small pool of water, seemingly too small to contain the colossal amounts of water falling in from the Waterfall draining through a short river in to it, with two groups of three small pedestals of ice sticking out of the water, facing each other. Around the pool, with the exception of a clear area behind each group of three, are more geysers, spouting hot water many metres in to the air, where it formed steam and kept rising. It is near this pool that the path ends, falling back down the ground level, so you walk down over the end and stand in the clear section opposite the waterfall, looking around for a gym leader. You are just worrying that the long, but admittedly nicely scenic, route in here might have been for naught when the waterfall suddenly parts and an old man rides out from beneath it on a Lapras.



Welcome, says the trainer. I am Athenodoros, leader of the Water Gym of Pumello Island. He rides out further and then jumps down on to the clear area on the other side, which is a small island in the middle of the pool, next to where the short river from the waterfall empties in to it. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. You see, in this little arena alone we have steam, water and ice interacting and coming together to create a working arena, as it does all over the gym. Here, the rain is created by the steam from the geysers you can see around us rising up and being cooled by the ice which forms the roof, and the Pokemon created and maintain all of this. In this gym, you will be challenged to show the diversity and strength of Water-type Pokemon, using only the materials which you would find in such an arid environment as ice can create, and against all the powers of the water type Pokemon I have at my disposal. We will battle three times: twice in doubles matches and once in a singles match, in the case of a tiebreaker being needed. However, the way in which you will show diversity and variety is that for each battle you must select a type, and any Pokemon you use in that battle must share that type. But now, I have spoken enough. Nominate your first type, and we shall begin our first battle!

After such a long walk with your Pokemon, you are ready for this battle. You have prepared for a long time, and even with the rules imposed by the gym you feel ready. Send out your first Pokemon!

-Everyone brings 6
-Default weather is Rain (i.e. Sunny Day and friends are fine, but after 5 rounds it goes back to rain)
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle

Battle Conditions: This gym requires its challengers to show the variety and strategy of the water-type. This means there will be three battles: two 2v2 doubles and a tiebreaker singles match if need be. However, there is a catch: in each battle, the Pokemon on each side must share one type, chosen by the trainer. All three of these battles will take place in the central gym area, and as the ultimate test for the diversity of a trainer's skills there will be no limits to the battle aside from those dictated by the arena.


-Everyone brings 6
-Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
-All Pokemon on each side must share a type in each battle, and can't be used in more than one battle


Leader Athenodoros:


Lapras (M), "Typhon"

Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19

EC: Doesn't Evolve
MC: Full Movepool
DC: Unlocked

Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt

Male Swampert (*), "Poseidon"

Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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

Abilities:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19


EC: Fully Evolved
MC: 3
DC: Unlocked

Attacks (35):
-Avalanche (*)
-Bide (*)
-Blizzard
-Brick Break
-Bulldoze
-Counter (*)
-Curse
-Defence Curl
-Dig
-Dive
-Double Team
-Earthquake
-Earth Power
-Endeavour
-Endure
-Focus Blast
-Focus Punch
-Foresight (*)
-Giga Impact
-Growl (*)
-Hammer Arm
-Hydro Cannon
-Ice Ball
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mirror Coat (*)
-Mud Sport (*)
-Mud-slap (*)
-Muddy Water
-Outrage
-Protect
-Rain Dance (*)
-Rest
-Rock Slide
-Rock Tomb
-Rollout
-Scald
-Sleep Talk
-Sludge
-Sludge Wave
-Stealth Rock
-Stone Edge
-Substitute
-Superpower
-Swagger
-Surf (*)
-Tackle (*)
-Toxic
-Water Gun (*)
-Waterfall (*)
-Whirlpool
-Wide Guard
-Yawn

Starmie, "Astraea"

Nature:
Modest - Attack decreased by *, Speed increased by 15%, Accuracy Boost

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.

Abilities:
Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

HP: 90
Atk: ** (-)
Def: ***
SpA: ****
SpD: ***
Spe: 133
Accuracy Boost: 20.1%
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: Fully Evolved
MC: Full Movepool
DC: Unlocked

Attacks (85):
-Attract
-Aurora Beam
-Avalanche
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Curse
-Dive
-Double Team
-Double-Edge
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Giga Impact
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Nightmare
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Psywave
-Rage
-Rain Dance
-Rapid Spin
-Recover
-Recycle
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Round
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Skull Bash
-Sleep Talk
-Snore
-Substitute
-Supersonic
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Tri Attack
-Trick
-Trick Room
-Twister
-Waterfall
-Water Gun
-Water Pulse
-Whirlpool
-Zap Cannon

Tethys the Cloyster (F)

Nature: Lonely (+Att, -Def)

Types:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.

Abilities:
Shell Armour - This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link - This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat - This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 90
Atk: **** (+)
Def: ****** (-)
SpA: ***
SpD: **
Spe: 70
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: Fully Evolved
MC: 4
DC: Unlocked

Attacks (27):
-Tackle
-Withdraw
-Supersonic
-Icicle Spear
-Protect
-Leer
-Clamp
-Aurora Beam
-Dive
-Avalanche
-Rapid Spin
-Rock Blast
-Double Team
-Explosion
-Rain Dance
-Brine
-Hydro Pump
-Shell Smash
-Razor Shell
-Bide
-Endure
-Toxic Spikes
-Spike Cannon
-Spikes
-Substitute
-Torment
-Teleport
-Ice Shard
-Whirlpool
-Ice Beam
-Barrier
-Icy Wind
-Hail
-Selfdestruct
-Avalanche

Actaea the Krillowatt (F)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+)
Accuracy Boost: 17%
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: Fully Evolved
MC: 5
DC: 3/5

Moves:
-Bubble
-Charge
-Thundershock
-Tackle
-Detect
-Sheer Cold
-Mind Reader
-Metrenome
-Rain Dance
-Thunderbolt
-Double Team
-Ice Shard
-Confuse Ray
-Imprison
-Mirror Coat
-Aqua Jet
-Counter
-Hydro Pump
-Thunder
-Discharge
-Volt Switch
-Dive
-Surf
-Blizzard
-Torment
-Substitute
-Earthquake
-Discharge
-Follow Me

Nestor the Slowking (M)

Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.

Abilities:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: Fully Evolved
MC: Full Movepool
DC: Unlocked

Attacks (177):
-Amnesia
-Aqua Tail
-Attract
-Avalanche
-Belly Drum
-Bide
-Blizzard
-Block
-Body Slam
-Brick Break
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Calm Mind
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Double-Edge
-Dragon Tail
-Drain Punch
-Dream Eater
-DynamicPunch
-Earthquake
-Echoed Voice
-Endure
-Facade
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Fling
-Focus Blast
-Focus Punch
-Frustration
-Fury Cutter
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Ice Punch
-Icy Wind
-Incinerate
-Iron Defense
-Iron Tail
-Light Screen
-Magic Coat
-Mega Kick
-Mega Punch
-Me First
-Mimic
-Mud Sport
-Mud-Slap
-Nasty Plot
-Natural Gift
-Nightmare
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psych Up
-Psyshock
-Psywave
-Quash
-Rage
-Rain Dance
-Recycle
-Reflect
-Rest
-Return
-Rock Smash
-Round
-Safeguard
-Scald
-Secret Power
-Seismic Toss
-Shadow Ball
-Signal Beam
-Skill Swap
-Skull Bash
-Slack Off
-Sleep Talk
-Snore
-Stomp
-Strength
-Substitute
-Sunny Day
-Surf
-Swagger
-Swift
-Tackle
-Take Down
-Telekinesis
-Teleport
-Thunder Wave
-Tri Attack
-Trick
-Trick Room
-Trump Card
-Toxic
-Water Gun
-Water Pulse
-Whirlpool
-Wonder Room
-Yawn
-Zap Cannon
-Zen Headbutt


Challenger dogfish44:


Electivire [Short Fuse] (M)
Type: 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.
Nature: Mild (+SpAtk -Def)

Abilities:
Ability 1: Motor Drive (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. 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..
Ability 2: Vital Spirit (DW) (Innate) - This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.

Stats:

Electivire
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Attract
Barrier
Bide
Body Slam
Brick Break
Bulldoze
Captivate
Charge Beam
Counter
Cross Chop
Curse
Detect
Dig
Discharge
Dizzy Punch
Double Edge
Double Team
Dual Chop
DynamicPunch
Earthquake
Electro Ball
Electroweb
Endure
Facade
Feint
Fire Punch
Flamethrower
Flash
Fling
Focus Blast
Focus Punch
Follow Me
Frustration
Giga Impact
Hammer Arm
Headbutt
Helping Hand
Hidden Power (Grass,7)
Hyper Beam
Ice Punch
Iron Tail
Karate Chop
Leer
Light Screen
Low Kick
Low Sweep
Magnet Rise
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Protect
Psychic
Psywave
Pursuit
Quick Attack
Rage
Rain Dance
Reflect
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Rolling Kick
Round
Screech
Secret Power
Seismic Toss
Shock Wave
Signal Beam
Skull Bash
Sleep Talk
Snore
Strength
Submission
Substitute
Swagger
Swift
Take Down
Taunt
Teleport
Thief
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Uproar
Volt Switch
Wild Charge
Zap Cannon

Total Moves: 98 - Movepool Complete



Rotom [Pulse] (N/A)
Nature: Modest (+Sp.Atk -Atk)
Type:
Grass/Electric: 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. 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.

Abilities:
Levitate (Trait): 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

Rotom-C
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3 kg)
Base Rank Total: 20

EC: N/A
MC: 1
DC: N/A

Attacks:
Astonish
Charge
Charge Beam
Confuse Ray
Dark Pulse
Discharge
Double Team
Dream Eater
Electro Ball
Electroweb
Endure
Facade
Flash
Frustration
Hex
Hidden Power (Grass,7)
Leaf Storm
Light Screen
Mud-Slap
Natural Gift
Ominous Wind
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Return
Round
Secret Power
Shadow Ball
Shock Wave
Signal Beam
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Telekinesis
Thief
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Toxic
Trick
Uproar
Volt Switch
Will-O-Wisp

Total moves: 53 - Movepool Complete



Sunflora [Sol] (F)
Nature: Modest (+1 Sp.Atk, -1 Atk)

Type:
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.

Stats:

Sunflora
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 17

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

Abilities:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (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).
Early Bird (DW) (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

Attacks:
Absorb
Bullet Seed
Double-Edge
Endeavor
Giga Drain
GrassWhistle
Growth
Ingrain
Leaf Storm
Leech Seed
Mega Drain
Natural Gift
Petal Dance
Pound
Razor Leaf
Seed Bomb
Sunny Day
Synthesis
Worry Seed

Bide
Leech Seed
Nature Power

Endure
Grass Knot
Hidden Power Fire
Hyper Beam
Light Screen
Protect
Safeguard
Sludge Bomb
SolarBeam
Substitute
Toxic

Earth Power

Total Moves: 34



Krillowatt [Formula] (M)
Nature: Timid (+15% Spe, +17% Acc, -1 Atk)
Type:
Electric/Water: 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. Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace (Can be Activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard (Innate): This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW) (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 (+) [17% Acc]
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Attacks:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon

Counter
Metronome
Mirror Coat
Signal Beam

Dive
Double Team
Earthquake
Endure
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Protect
Rain Dance
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch

Earth Power
Icy Wind

Total Moves: 43



Cyclohm [Nimbus] (M)
Nature: Modest (+1 Sp.Atk, -1 Atk)
Type: Electric/Dragon
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Bide
Charge
Discharge
Double Hit
Dragon Pulse
Dragon Rage
Dragon Tail
Growl
Hurricane
Hyper Beam
Leer
Outrage
Rain Dance
Slack Off
Sonicboom
Tackle
Thrash
Thundershock
Tri Attack
Twister
Weather Ball
Whirlwind
Zap Cannon

Dragonbreath
Dragon Dance
Dragon Rush
Gust
Heal Bell
Hydro Pump
Magnet Rise
Mud-Slap
Power Gem
Shock Wave
Spark
Thrash
Water Pulse

Blizzard
Captivate
Charge Beam
Double Team
Earthquake
Endure
Fire Blast
Flamethrower
Flash
Hail
Hidden Power (Grass,7)
Hone Claws
Ice Beam
Incinerate
Light Screen
Natural Gift
Protect
Rest
Roar
Sandstorm
Secret Power
Sleep Talk
Substitute
Sunny Day
Surf
Thunder
Thunderbolt
Thunder Wave
Torment
Toxic
Volt Switch
Waterfall
Wild Charge

Draco Meteor
Electroweb
Headbutt
Signal Beam
Snore
Swift
Twister

Total moves: 74



Ludicolo [Tango] (F)
Nature: Modest (+1 SpA, -1 Atk)

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

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 12

Abilities:

Swift Swim (Innate): The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish (Innate): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW) (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

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

Absorb
Astonish
Bubblebeam
Energy Ball
Fake Out
Fury Swipes
Growl
Hydro Pump
Mega Drain
Mist
Natural Gift
Nature Power
Rain Dance
Thief
Uproar
Water Sport
Zen Headbutt

Counter
Giga Drain
Leech Seed
Synthesis

Brick Break
Endure
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Ice Beam
Protect
Scald
Solarbeam
Substitute
Toxic

Icy Wind
Seed Bomb
ThunderPunch

Total Moves: 35



Coinflip to send out first in the first round:

1=Athenodoros
2=dogfish44

2



dogfish44 sends out two Pokemon of the same typing, Leader Athenodoros sends out two Pokemon and orders, dogfish44 orders
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Right then, I approve of this. Rotom [Expert Belt] and Electivire [Expert Belt], electrocute these fools!"
 

Athenodoros

Official Smogon Know-It-All
ohdearohdearohdear


Both @ Enigma Berries

Cloyster: Icicle Spear (Mowtom) * 3
IF an opponent uses a Damaging Electric move AND it is in a combo AND you didn't use Protect last action, use Protect
IF an opponent uses a Damaging Grass move AND it is in a combo AND you didn't use Protect last action, use Protect

Starmie: Blizzard * 3
IF an opponent uses a Damaging Electric move AND it is in a combo AND you didn't use Protect last action, use Protect
IF an opponent uses a Damaging Grass move AND it is in a combo AND you didn't use Protect last action, use Protect

EDIT HANG ON

ANOTHER EDIT KEEP HANGING

FINAL EDIT APPARENTLY THESE ARE OKAY SO OFF YOU GO
 

Athenodoros

Official Smogon Know-It-All
I have a very special Starmie. She is both Timid and Modest.

But she's actually Timid. Fixed now.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Hmm, that Starmie worries me. So let us remove it from existence. Thankfully those enigma berries only trigger after damage, and good lord how terrible is your substitution?"

Rotom-Mow: Thunder + Thunder (Starmie) ~ Cooldown (Thunder-Wave [Cloyster]) ~ Thunderbolt + Thunderbolt (Starmie)
Electivire: Feint (Starmie) ~ Thunderbolt (Cloyster) ~ Feint (Starmie)
 
Round One: High Voltage

Water, Steam, Ice. The blood of the earth circulates through the dome and falls back down into the sea in a heavy torrential rain. A current has begun to flow, and the gym goes live as suddenly electricity and water begin to surge through together, creating a different- and deadlier- dynamic. The challenger capitalizes upon this by sending out two electric types- a Rotom and an Electrivire- both near the maximum possible strength of their species.

The ref is slowly realizing that one badge may be the most he's ever going to get.

The gym leader replies with a Starmie and a Cloyster. While the Cloyster appears only average in power, the Starmie makes the ref resume crying in the corner about the general weakness of his team. This may become a common theme in this battle.

The gym leader watches as a massive buildup of electricity glows on the challenger's side of the field, and orders his Pokemon to adopt defensive stances. Cloyster withdraws deep into her thick shell, while Starmie creates a thin but strong telekenetic shield. But what comes first isn't the lightning. Electrivire begins to race across the arena and jumps into the air. As the leader tries to figure out what's going on, Electrivire slams his fist down... right next to Starmie. Jumping into blinding light isn't good. And then things go to hell. A gigantic sphere of electricity appears on the walls of the dome as a fantastic level of electricial energy forms an orb that quickly begins to spark, with lightning bolts flying into Starmie's shield. For almost a full minute, incredible lightning bolts flash throughout the air, as if the battle had been transported straight into the middle of a thunderstorm. And then it gradually began to stop as Electrivire withdrew and Cloyster came out of her shell. Starmie stands back up, clearly exhausted from maintaining the barrier, but ready to fight on.

As if that would stop it. Starmie begins to spin, gathering up huge tides of water around the arena and forming up a gem in front of its own. Then it shoots a blast of freezing air into the gym, causing it to shatter into icy fragments that fly into the rain and freeze it, creating a massive gale of ice that blasts across the entire field, turning the entire arena white for a moment as the water freezes and occasionally shatters due to the freezing water's electrical energy. It's hard to tell, but Cloyster appears to be tossing more ice into the wind, blinding both of the challenger's Pokemon and easily countering the electrical force that had just been launched. By the time that the ice clears, Rotom is injured and Electrivire stands before Starmie where he had, completely frozen in a block of ice due to his proximity to the origin.

Rotom begins to float back into the air and glow as more electricity is formed inside of his body, ready to be unleashed. Cloyster and Starmie create new shields, confident that Electrivire cannot break them. So as an increasing stream of energy batters Starmie, all it can do is bounce off the shield. While Rotom tries its hardest, it ends in little more than a blind expression of tiring rage that is easily controlled by caution and a level head.

Starmie: Protect: 30 energy, protected
Cloyster: Protect: 7 energy, Protected
Electrivire: Feint: 4 energy, miss (9998 miss)
Rotom: SUPATHUNDA Starmie: [((12*2.25)+3+3+2)*1.5] 34 energy, 52.5 damage (blocked) (7017 Protect not broken)

Starmie: Blizzard: 8 energy
-Electrivire: [(9+1.5)] 10.5 damage, Deep Freeze (8636 hit, 413 freeze, 7832 deep freeze, 9161 no crit)
-Rotom-F: [(9*1.5)] 13.5 damage (2101 hit, 3870 no freeze, 4406 no crit)
Electrivire is frozen solid!
Rotom-F must recharge!
Cloyster: Icicle Spear Rotom:[(15+1+3)*1.5] 28.5 damage, 9 energy (3753, 501, 6155, 6543, 4385 one crit)

Starmie: Protect: 25 energy, Protected
Cloyster: Protect: 7 energy, Protected
Electrivire is frozen solid!
Rotom: SUPATHUNDABOLT: [((10*2.25)+3+3+2)*1.5] 45.75 damage (blocked), 31 energy (4521 hit)


137/190 72.1%

HP: 89
EN: 96
Otr: Frozen (0a), -1 Acc


HP: 48
EN: 35
Otr: Cooldown (1a), -1 Acc

180/180 100%

HP: 90
EN: 27
Otr: ---


HP: 90
EN: 77
Otr: No
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Well shit on a stick. And ftr, that's sitting at a 0.1125% chance of happening. Fucking BS."

Rotom-Mow: Cooldown (Fuck all) ~ Thunder (Cloyster) ~ Thunderbolt (Cloyster)
IF Cloyster uses Damaging Evasive move AND doesn't hold AND outspeeds you, THEN Thundershock + Thunderbolt
IF Cloyster uses Damaging Evasive move AND holds, THEN redirect to Starmie

Electivire: Thunder (Cloyster) ~ Thunder (Cloyster) ~ Thunder (Cloyster)
IF Protect, AND Cloyster is alive, THEN Feint (Cloyster)
IF Cloyster is enduring AND isn't protected AND isn't under the effect of Toxic, THEN Toxic (Cloyster)

IF KO (HAHAHAHA...), THEN redirect.



Feint (Cloyster) as I've been told also hits through passed protect on IRC. If not, reorder requested.
 

Athenodoros

Official Smogon Know-It-All
This seems entirely fair. At least now I might at least win one. Might. Assuming I don't miss any other big moves.

Cloyster: Icicle Spear (Mowtom) ~ Evasive Teleport ~ Dive (Electivire)
IF you get fully paralysed, move actions along
IF you get paralysed AND you would otherwise use Dive, use Protect

Starmie: Ice Beam (Mowtom) ~ Icy Wind ~ Ice Beam (Mowtom)
IF Mowtom faints, Starmie uses Chill from then on
 
Round Two: Tides of Fortune

The rain continues to fall.

Electricity continues to jolt through the water as the match wears on beneath the heavy rain. As the trainers are increasingly drenched, the scene increasingly feels like the entire arena is below the surface. It is no wonder that water-types are at home here.

After a brief respite, Athenodoros continues on the offensive. Starmie rolls out to the side, gathering a small freezing crystal in front of its gem before blasting out another blast of ice that races across the field. This time, the beam is more percies but less powerful, and only Rotom is struck by the pulse. Electrivire goes on the offense himself, and the arena glows for a moment before a massive shot of thunder zaps down from the sky and electrifies Cloyster. Of course, the shellfish is not easily defeated and begins to throw out a huge barrage of icicles that strike Rotom, wearing the motor down to a point near defeat.

Cloyster races down into the sea and then shoots straight up, seeming to dissapear into the air as she flies. Starmie comes out of its roll and begins to spin rapidly, continuing to emit its earlier beam. The shot becomes distorted, and simply makes the air really cold. Cloyster and Starmie are used to the ice in the gym, but Electrivire becomes slower due to having his blood chilled, and Rotom can't take any more ice and simply collapses onto the ground. Electrivire is unmoved and simply calls upon another blast of electricity from that atmosphere that surges through the air and strikes something in the water, causing Closyter to rush out of her hiding place in pain.

Starmie begins to relax and observe the situation. The gym leader has the numerical advantage, but the challenger continues to fight. Cloyster recedes down into the depths as another flash of lightning fills the air, shooting deeper and deeper into the water as Cloyster continues to dive, narrowly outracing the voltage to the bottom with her head start. Then she turns around and races straight into it, watching as the voltage is rebuffed due to the small amount lost in the water and the thickness of her shell as she slams into the sole Pokemon on the challenger's side, with the rain adding extra force to her assualt.

Starmie: Ice Beam Rotom: [(10)*1.5] 15 damage, 7 energy (8896 no freeze, 4771 no crit)
Electrivire: Thunder Cloyster: [(12+2+3+3)*1.5] 30 damage, 7 energy (7476 no paralysis, 1761 no crit)
Cloyster at her enigma berry! (+10 HP)
Rotom-F must recharge!
Cloyster: Icicle Spear Rotom: [(15+3+1)*1.5] 28.5 damage, 9 energy (5088, 4701, 6393, 8954, 175 one crit)

Cloyster: Evasive Teleport: 7 energy
Starmie: Icy Wind: 5 energy
-Electrivire: [(4.5+1.5)] 6 damage, -1 Spe (5874 no crit)
-Rotom: [(4.5)*1.5] 6.75 damage, KO (3805 no crit)
Electrivire: Thunder Cloyster: [(12+3+3+2)*1.5] 30 damage, 11 energy (3225 no paralysis, 7443 no crit)
Cloyster fully consumed her Enigma Berry! (+10 HP)

Starmie: Chill: +12 energy
Cloyster dove underwater!
Electrivire: Thunder Cloyster: 15 energy, miss
Cloyster: Dive: [(8+3+3+3)] 17 damage, 9 energy (3517 no crit)


66/190 34.7%

HP: 66
EN: 63
Otr: -1 Spe


KO

140/180 77.8%

HP: 90
EN: 27
Otr: ---


HP: 50
EN: 52
Otr: No
 

Athenodoros

Official Smogon Know-It-All
And somehow I just know that this will backfire. Whatever, I don't know how.

All actions at Electivire

Cloyster: Icicle Spear ~ Rock Blast ~ Icicle Spear
IF he uses a damaging Electric-type move AND it is in a Combo AND at you THEN Dive and stay underwater, pushing actions along
IF he uses Thunder AND it's at you AND you outspeed AND this sub hasn't activated before THEN use Torment

Starmie: Hydro Pump ~ Chill ~ Blizzard
IF he uses Taunt AND it's at you THEN use Magic Coat ~ Chill
IF he uses a damaging Electric-type move AND it is in a Combo AND at you THEN use Dive and stay ~ Come up ~ Chill
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Me? Quit? I don't think so."

Electivire: Teleport (Evasive) ~ Taunt (Starmie) ~ Taunt (Starmie)

If my reading of Starmie's substitute is correct, Starmie will use Hydro Pump ~ Magic Coat ~ Magic Coat. If not (The subs are somewhat oddly worded), let me know :-)
 
Round Three: Overconfidence

The rain continues to fall.

The gym leader is rather confident in his win, but the challenger still holds the belief that he can pull the round, despite the crushing hand of luck in the first round of the battle. Electrivire promptly takes a play from Cloyster's book, and dissapears into thin air, unable to be seen. Unfortuntately, Starmie and Cloyster don't have quite the firepower that Electrivire did, and a massive shot of water that races through the air merely hits the wall, joining a barrage of ice before Electrivire appears back in exactly the same place as he started.

Confident enough to press his advantage, Electrivire begins to torment Starmie in the Pokemon language about some issue or another. Unfortunately, I am unable to translate but you can bet it was probably offensive, because Starmie refuses to hear it and creates a barrier in the rain that makes Electrivire stare into his own reflection, horribly offended by whatever the replica is saying and enraged to smash it to pieces. Electrivire rushes forwards, shatters the water and is promptly hit by a slew of boulders that seem to come from nowhere, knocking it back over.

Starmie is scared of the electric type, and panics in its exhaustian as it tries to resummon the mirror, but collapses from the effort as the Electrivire huffs in anger at his inability to score a kill. Of course, Cloyster is perfectly content with capitalizing on the moment, and shoots out a slew of icicles from raindrops in the air that greatly injure the challenger's Pokemon.

Electrivire: Teleport: 7 energy, dodges things like the fucking Matrix
Starmie: Hydro Pump: 7 energy, mixx
Cloyster: Icicle Spear: 9 energy, miss

Starmie: Magic Coat: 9 energy
Cloyster: Rock Blast: [(15+3)] 18 damage, 10 energy (4902 hit; 6695, 6202, 8549, 4837, 2602 no critical hits)
Electrivire: Taunt Starmie: 10 energy, Electrivire taunted due to Magic Coat

Starmie: Magic Coat: EN KO
Cloyster: Icicle Spear: [(15+3+3)] 21 damage, 9 energy (5751, 3363, 631, 4696, 2657 no crits)
Electrivire is taunted!


27/190 14.2%

HP: 27
EN: 46
Otr: Taunted (5)

50/180 27.8%

KO


HP: 50
EN: 24
Otr: No
 

Athenodoros

Official Smogon Know-It-All
I'm pretty sure that subs aren't recursive by default. Starmie should have used Chill.

And I'm quite sure that if he can't order a move then he can't trigger a sub. It's like the way Taunt + Sucker Punch is supposed to be guaranteed. Again, Chill.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Despite your oddly worded subs, the subs ARE recursive by default. Your sub says "If Taunt, THEN replace the next 2 actions with Magic Coat ~ Chill". If activated twice, then it will start from the beginning of the string of issued replacements.

In addition, the use of the move Taunt was legal, if impossible. Hence, your substitute activated.

I also requested reordering for the last round if those substitutions were deemed unusable, since I talked to Rediamond before the reffing was completed. So yeah, if those need to be changed I probably will want to reorder that round =\
 
What dogfish said. I was iffy on ordering into Taunt, but I can't see how it's any different than ordering nonattacking moves in doubles when an opponent uses Taunt, and one of the moves you would have used to kill it and block the taunt misses.

Now, it he had been taunted at the start of the round, it would've been illegal.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"This might not work, but I'll be damned if I don't try it!"

Dig ~ Thunder ~ Dig

IF Dive, AND you outspeed, THEN Thunder
IF Icy Wind A2, THEN Low Sweep A2


I count about 7 ways for you to fuck me over atm -_-
 
Round Three: World of Ice

Due to unfortunate luck, the challenger is in dire straights as his injured Electrivire faces a relatively healthy Cloyster to finish the first match. Electrivire decides to dig into the floor of the arena, as much as there is one, to delay the devestation and potentially outmanuever the Cloyster. In the meantime, Tethys is content to sit around, stirring up a little water with a cool current while she waits. When Electrivire finally leaps out of the ground, a massive wave of water rises up to meet him. The wave begins to freeze into ice in midair, creating a tremendous amount of frozen water that crashes down upon the poor electric type, who struggles to his feet as a fast blast of freezing air knocks him down for the count.

Athenodoros wins the first matchup 1-0, putting him at a 1-0 advantage!

]Dig: [(8-1)] 7 damage, 10 energy (5531 no crit)
Avalanche: [(12+3+3)] 18 damage, 7 energy (9795 no crit)
Ice Shard:[(4+3+3+3)] 13 damage, 2 energy, KO (152 Overkill crit)



Athenodoros advances two new Pokemon with their items, dogfish44 advances two Pokemon that share a typing with items and orders, Athenodoros orders.
 

Athenodoros

Official Smogon Know-It-All
Sorry about this. I unexpectedly didn't have any internets for three days, but I'm going to have to put actions up tomorrow because I've hardly slept in a week, including nights straight on the ground for the last few days. I should only be about 12 hours. Hope that's fine by you both.

EDIT: I'll use Slowking and Krilowatt. They can each have an Expert Belt.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"So it continues. Krilowatt @ Magnet + Cyclohm @ Expert Belt. let's go!"

Cyclohm: Thunder (Slowking) ~ Thunderbolt (Slowking) ~ Thunder (Slowking)

Krilowatt: Thunder (Slowking) ~ Thunderbolt (Slowking) ~ Thunder (Slowking)

Both: IF Target KOed, Redirect to Krill
Both: IF Slowking used Protective/Evasive move, Redirect to Krill
Both: IF Slowking Enduring AND at 1 HP, Redirect to Krill
 

Athenodoros

Official Smogon Know-It-All
Hopefully this should give us enough of a start

Slowking: Bide ~ Bide ~ Unleash Bide
IF
you get fully paralysed A2 AND that would interrupt Bide for some reason, use Ice Beam (Cyclohm) A3

Krillowatt: Ice Beam (Cyclohm) ~ Imprison {Thunder, Thunderbolt, Earthquake} (Cyclohm) ~ Dig (Krillowatt)
IF
Slowking is fully paralysed, Krill uses Imprison {Thunder, Thunderbolt, Earthquake} (Krillowatt) A3
IF Krillowatt faints, use Ice Beam (Cyclohm) from then on


EDIT: So it looks like Imprison targets all opponents, despite the wording in the DAT. Which is a shame, because it means that speed ties really mess things up.


Bide ~ Bide ~ Unleash Bide
IF
you get fully para'd A2 THEN rage and use Ice Beam (Cyclohm)


Ice Beam (Cyclohm) ~ Imprison (Thunder, Thunderbolt, Counter) ~ Thunder ((his) Krillowatt)
IF
(his) Krillowatt faints, use Ice Beam (Cyclohm)
 
Note: As dogfish44 had no way of knowing about the Imprison change, Athenodoros' first set of orders was used

Match Two Round One:

The rain continues to fall.

The second round pits the challenger's Krillowatt and Cyclohm, the CaP powerhouses of his gym team, against an opposing Krillowatt and Cyclohm, who he had met... somewhere else. The challenger is quick to fire first and his magic shrimp launches a blast of electricity that lights up the arena for a second. Slowking is harmed, but goes on as if nothing had happened. The opposing Krillowatt takes advantage of the opening and blasts a pulse of cold air at Cyclohm, who shrugs it off.

Krillowatt extends a wave of bonding energy towards Cyclohm, linking together their souls for just a moment. Cyclohm is unnerved, and certain regions that connected them were burned out by the touch. But the tie is soon broken as Krillwatt loses his focus as a nasty blast of electricity is fired at his partner. Cyclohm stands dumbly, stunned by the contact.

Slowking looks at Krillowatt with a look of intelligent ferocity. Before formula can move it collapses to the ground, flailing in pain as a tremendous telekenetic assault rocks through its mind, tearing apart each aspect of its mental existence systematically as the shrimp is fried by a mental heat. By the time that Formula has stopped flailing, it has taken the single worst hit it has ever taken in its career. Enough to knock it out in one shot. Cyclohm stands looking on in shock as the leader's Krillowatt rushes below the earth to deal a ground based tackle to the dragon.

Rain continues to fall.

@Expert Belt
HP: 23
EN: 30
Otr: ---

@Expert Belt
HP: 125
EN: 78
Otr: ---

@Expert Belt
HP: 73
EN: 93
Otr: Earthquake|Thunder|Thunderbolt Imprisoned 5a

Slowking is storing energy!
7463 dogfish44
Formula: Thunder Slowking: [((12+3-1.5)*1.5)+4] 24.25 damage, 7 energy (6414 no paralysis, 6268 no crit)
Actaea: Ice Beam Cyclohm: [(10+2)*1.5] 18 damage, 7 energy (2839 no crit)
Cyclohm: Thunder Slowking: [(12+2+3+1.5)*1.5] 27.75 damage, 7 energy (8297 no paralysis, 6490 no crit)


Slowking is storing energy!
1818 Athenodoros
Actaea: Imprison Cyclohm (Thunder, Thunderbolt, Earthquake): 8 energy, moves sealed from Cyclohm
Formula: Thunderbolt Slowking: [((10+3-1.5)*1.5)+4] 21.25 damage, 6 energy (1674 no paralysis, 9317 no crit)
Thunderbolt is imprisoned!


Slowking: Bide Krillowatt: 127.75 damage, 70 energy, KO
Actaea dug underground!
Thunder is imprisoned!
Actaea: Dig Cyclohm: [(8-3+2)*1.5] 10.5 damage, 10 energy (1948 no crit, 7949 no static)
 
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