[FLYING] Leader P2X7 (replace by Texas) vs Challenger Geodude6

3v3 Gym Singles
3 Day DQ
All Items
All Abilities
Infinite Chills / Recoveries
Switch=OK
3 Substitutions
0 Mega Evolutions


After climbing the mountain with nothing but a piece of rope and his teeth, the challenger Geodude6 finally reached the gym, ready to conquer the badge. Will the new Gym Leader and his Flyingness manage to overcome the challenger without either side DQing?



Thanks for reffing.


Tomohawk [Saber] (Male) (*)
Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or battle cry that shakes all opponents on the battlefield, lowering 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 a command, and will affect all opponents.
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Passive) 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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

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

EC: 6/6
MC: 1
DC: 5/5
KOC: 2

Moves (51/86):

Level-up:
Sunny Day
Aura Sphere
Scratch (*)
Fury Swipes (*)
Baby-Doll Eyes
Harden (*)
Focus Energy (*)
Aerial Ace
Rock Smash (*)
Morning Sun
Roar (*)
Whirlwind
Noble Roar
Rain Dance
Earth Power
Taunt
Hyper Voice
Air Slash
Heat Wave
Sky Drop
Rest
Hurricane
Healing Wish

Egg Moves:
Air Cutter
Baton Pass
Confuse Ray (*)
Stealth Rock (*)
Yawn (*)
Haze (*)
Nature Power (*)
Rapid Spin

TM Moves:
Toxic
Hidden Power [Ice]
Protect
SolarBeam
Return (*)
Brick Break (*)
Double Team (*)
Reflect
Focus Blast
Substitute (*)
Roost
Incinerate
Quash
Bulldoze
Rock Slide (*)
Grass Knot

Tutor Moves:
After You
Bounce
Helping Hand
Sleep Talk
Snatch
Tailwind



Togekiss [Vol] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Fairy / Flying
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of their position.

Abilities:

Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
Sp.Atk: Rank 5
Sp.Def: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5
KOC: 3

Moves (53/???):

Level-Up:
After You
Sky Attack
Extreme Speed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Fairy Wind
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard
Baton Pass

Egg Moves:
Extrasensory
Foresight
Mirror Move
Morning Sun
Psycho Shift

TM Moves:
Psyshock
Toxic
Sunny Day
Light Screen
Protect
SolarBeam
Psychic
Shadow Ball
Reflect
Flamethrower
Rest
Thunder Wave
Grass Knot
Sleep Talk
Substitute
Dazzling Gleam
Fly

Tutor Moves:
Heal Bell
Heat Wave
Magic Coat
Mud-slap
Shock Wave
Water Pulse

Other:
Counter
Endeavor
Endure
Helping Hand
Telekinesis
Zap Cannon



Gliscor [Cayley] (M)
Nature: Jolly (+15% Speed, +14% Accuracy, -1 Sp.Atk)
Type: Ground / Flying
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

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

Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
Sp.Atk: Rank 1 (-)
Sp.Def: Rank 3
Spe: 110 (109.25) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC:6/6
MC: 0
AC: 5/5

Moves (40/???):

Level-Up:
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
U-turn
X-Scissor
Sky Uppercut
Guillotine

Egg Moves:
Agility
Counter
Feint
Razor Wind
Sand Tomb

TM Moves:
Taunt
Protect
Dig
Earthquake
Sandstorm
Rock Tomb
Aerial Ace
Torment
Stone Edge
Substitute
Rock Smash

Tutor Moves:
Aqua Tail
Iron Tail
Sky Attack
Stealth Rock
Tailwind

Other:
Bite
Defog
Endure



Cawmodore [Gilligan] (M)
Nature: Hasty (+15% Speed, +21% Accuracy, -1 Def)
Type: Steel / Flying
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type moves and Poison/Toxic Status.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with 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). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Intimidate: (Trigger) 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 sends in a new Pokemon, Intimidate can be activated again as a command.
Volt Absorb: (Passive) This Pokemon absorbs all electrical attacks and instead of taking damage, recovers 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only receives 25% of the damage that attack would do to itself.
Big Pecks (HA Unlocked): (Passive) This Pokemon's sturdy wings prevent its Defense from being lowered. The rate its natural Defense drops after a boost is also halved from one every round to once every two (2) rounds.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 136 (135.7) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
AC: 5/5
KOC: 3

Moves (41/63):

Level-Up:
Leer
Peck
Growl
Swift
Metal Claw
Screech
Wing Attack
Steel Wing
Belly Drum
Bullet Punch
Brine
Tailwind
Flash Cannon
Hurricane

Egg Moves:
Air Slash
Drill Peck
Mirror Move
Quick Attack
Quick Guard
Razor Wind
Water Sport

TM Moves:
Toxic
Hidden Power [Ice]
Hyper Beam
Protect
Roost
Smack Down
Brick Break
Rest
Sky Drop
Giga Impact
Substitute
Fly
Surf

Tutor Moves:
Block
Drain Punch
Endeavor
Iron Head
Knock Off
Sky Attack
Sleep Talk



Dragonair [Dragonite] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon / Flying
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit targets on the field regardless of position.

Abilities:

Inner Focus: (Passive) 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.
Multiscale (HA Unlocked): (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (60.5) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22

EC: 9/9
MC: 1
AC: 5/5
KOC: 3

Moves (54/???):

Level-Up:
Hurricane
Fire Punch
Thunder Punch
Roost
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Dragon Tail
Wing Attack
Outrage
Hyper Beam

Egg Moves:
Aqua Jet (*)
Dragonbreath (*)
Extreme Speed (*)
Iron Tail (*)
Supersonic (*)

TM Moves:
Dragon Claw
Ice Beam (*)
Light Screen
Rain Dance
Thunderbolt (*)
Thunder
Earthquake
Flamethrower (*)
Reflect
Fire Blast
Aerial Ace
Rest (*)
Sky Drop
Giga Impact
Stone Edge
Rock Slide
Sleep Talk
Substitute
Fly
Surf (*)
Whirlpool
Defog
Dive

Tutor Moves:
Draco Meteor
Dragon Pulse
Icy Wind
Shock Wave
Superpower
Tailwind

Other:
Bide
Endure
Heal Bell
Horn Drill
Hydro Pump
Water Gun
Zap Cannon



Aerodactyl [Cerdic] (M)
Nature: Jolly (+15% Speed, +26% Accuracy [+30% Accuracy Mega], -1 SpA)
Type: Rock / Flying
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4, etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for grounded 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). Unaffected by Spikes and Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target attacks that hit Pokemon on the field regardless of position.

Abilities:

Rock Head: (Passive) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: (Passive) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (HA Unlocked): The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Tough Claws (Mega): This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (149.5) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Stats (Mega):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (172.5) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 23

EC: N/A
MC: 1
AC: 5/5
KOC: 5

Moves (49/???):

Level-Up:
Iron Head (*)
Ice Fang (*)
Fire Fang (*)
Thunder Fang (*)
Wing Attack (*)
Supersonic (*)
Bite (*)
Scary Face (*)
Roar (*)
Agility (*)
Ancient Power (*)
Crunch
Take Down
Sky Drop
Rock Slide
Giga Impact

Egg Moves:
Assurance (*)
Dragonbreath (*)
Pursuit (*)
Tailwind (*)
Wide Guard (*)

TM Moves:
Toxic
Razor Wind
Taunt (*)
Protect
Smack Down
Earthquake (*)
Double Team
Sandstorm
Rock Tomb
Torment (*)
Facade
Rest
Stone Edge (*)
Sleep Talk
Substitute
Rock Smash
Fly (*)

Tutor Moves:
Aqua Tail
Endure
Heat Wave
Iron Tail
Sky Attack
Stealth Rock

Other:
Bide
Defog
Double-Edge
Mimic
Reflect


On the gym side, pay attention to the coolest-looking CAP, Gilligan, the Cawmodore! Boasting an immunity to Electric moves and having a SE STAB on Geodude's hardest hitter, it is bound to do something if selected.


ty for reffing


Byte [Krilowatt] (F)
Nature: Timid (+15% Spe, +17% Acc, -1 Atk)
Type:

: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
: Electric STAB; immune to paralysis status.

Abilities:
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. When facing a pokemon with Trace, the Player sending out last must send out the pokemon without orders, in order to give the opponent the opportunity to trigger trace and any orders eventually given will be ignored until given the opportunity for trace to be triggered. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Shell Armor: (Passive) 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+
Size Class: 1
Weight Class: 2
Base Rank Total: 22

EC: 6/6
MC: 0
AC: 5/5

Moves:
Ice Shard
Bubble
Charge
Tackle
Thunder Shock
Fairy Wind
Aqua Jet
Detect
Counter
Mirror Coat
Imprison
Volt Switch
Heart Swap
Zap Cannon
Discharge
Guillotine
Thunder
Hydro Pump

Follow Me
Me First
Mind Reader
Sheer Cold
Whirlpool

Hail
Hidden Power [Grass]
Ice Beam
Blizzard
Hyper Beam
Thunderbolt
Earthquake
Façade
Low Sweep
Scald
Endure
Thunder Wave
Dazzling Gleam
Waterfall
Dive

Aqua Tail
Ice Punch
Icy Wind
Thunder Punch

Tia [Dragonite] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type:

: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Inner Focus: (Passive) 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.
Multiscale: (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5+
SpD: Rank 3-
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22

EC: 9/9
MC: 0
AC: 5/5

Attacks:
Fire Punch
Hurricane
Roost
Thunder Punch
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Tail
Aqua Tail
Dragon Rush
Safeguard
Dragon Dance
Outrage
Hyper Beam

Aqua Jet
Extreme Speed
Haze
Iron Tail
Supersonic

Horn Drill
Ice Beam
Blizzard
Light Screen
Protect
Thunderbolt
Thunder
Earthquake
Brick Break
Reflect
Bide
Flamethrower
Fire Blast
Skull Bash
Rest
Focus Blast
Endure
Giga Impact
Stone Edge
Sleep Talk
Substitute
Fly
Surf
Defog
Waterfall

Draco Meteor
Focus Punch
Ice Punch
Iron Head
Superpower

Victor [Gardevoir] (M)
Nature: Bold (+1 Def, -1 Atk)
Type:

: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
: Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).

Abilities:
Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and when inflicted by the major status ailments Burn, Poison, or Paralysis, will share their status condition with the opponent. Pokemon will not be inflicted by status conditions to which they are immune by virtue of typing, ability, etc.
Trace: (Trigger) "When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Stats:
HP: 100
Atk: Rank 2-
Def: Rank 4+
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21


Nature: Bold (+1 Def, -1 Atk)
Type:


Mega Ability:
Pixilate: (Toggle) By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). Only Normal-typed moves changed by Pixilate receive this boost, and not all Fairy-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

Stats:
HP: 100
Atk: Rank 2-
Def: Rank 4+
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 25

EC: 9/9
MC: 0
AC: 5/5

Attacks:
Healing Wish
Magical Leaf
Moonblast
Misty Terrain
Wish
Growl
Confusion
Disarming Voice
Double Team
Teleport
Draining Kiss
Lucky Chant
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Charm
Captivate
Hypnosis
Dream Eater
Stored Power

Ally Switch
Destiny Bond
Disable
Encore
Grudge
Mean Look
Skill Swap
Synchronoise

Psyshock
Toxic
Hidden Power (Fire)
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Thunderbolt
Shadow Ball
Reflect
Shock Wave
Torment
Focus Blast
Energy Ball
Endure
Will-O-Wisp
Flash
Thunder Wave
Grass Knot
Swagger
Trick Room
Dazzling Gleam

Heal Bell
Helping Hand
Hyper Voice
Ice Punch
Magic Coat
Magic Room
Mimic
Pain Split
Signal Beam
Snatch
Swift
Wonder Room

Sing

Byte, the Krillowatt, always a broken piece of shit, is in the house! With it's powerful Electric STAB, Ice Coverage, incredible speed and movepool, is guaranted to be a huge thorn on the Leader's challenge.

Arena: Meteor Falls
Field Type: Flying
Complexity: Moderate
Restrictions: Limited Weather (see description)

Description:
Meteor Falls: important stop in any Hoennite's journey to the top, favored sojourn of the champion of that region, and home to an excessively large amount of Zubat; due to this last quality, you have entered the base floor with an equal amount of Repel spray.

However, finding the Gym for which you are looking is not exactly the easiest task, as the directions given to you were not exactly the clearest; "Meteor Falls" leaves much to be desired, and as result you are left to pause and carefully plot out your next move.

Suddenly, a Zubat flies directly towards you, ignoring the copious amounts of Repel in use. As it hovers in the air in front of you, you notice a small scrap of paper that is grasped in the the creature's mouth. You take the item from the chiropter and find an inscription that reads "Follow".

Recalling the Gym Committee's words (The leader there is a bit of an eccentric; he ensconces himself in a cave and uses Zubat as a messenger system), you decide to play along and let the Zubat lead the way to the Gym. After all, you do aim to recover a badge from your journey, and this seems easiest.

The Zubat brings you to one of the bodies of water found in the system and waits for you to devise a means of following it. You release a Pokemon capable of carrying you across oceans with Surf, and the Zubat darts to a nearby waterfall. Upon its arrival at its destination, the Pokemon crawls into a cranny in the stone abutting said waterfall, disappearing.

Seeing only one way to proceed and noticing the silhouette of your guide behind the torrent, you push through the crashing waterfall and emerge into a small cavern. Several Solrock float through the air at various positions, illuminating the area, which is revealed to be a rather large, dome-shaped room reaching dimensions of 20 x 20 x 40. Markings on the ground indicates that this is clearly an arena of sorts, and a sizable meteorite, lodged in the center of the field, marks the center of the zone designated for combat.

The Zubat you followed here reappears from its hiding spot and swiftly maneuvers toward a person, whom you assume to be the leader, standing in the corner of the cave with his back turned to you, seemingly observing the the aforementioned Solrock and recording what he sees in a notepad. He greets the Pokemon as it arrives, then turns to face you and approaches.

"I assume that you are here to challenge the Gym, eh?" The man states, "Well, then, I should inform you that there are a few special conditions in play here:


-"By now, you've probably noticed the abundance of Solrock here. Their incandescence provides a wonderful substitute for true sunlight, providing all effects of Sunny Day, except that it does not modify the power of Fire- and Water-type attacks. Also, due to the subterranean environment of the arena, the weather cannot be altered unless the user is holding the appropriate weather rock. However, the Solrock are easily stimulated by effects that would enhance solar energy, producing a facsimile of the effects of genuine sunlight; as a result, Sunny Day is an exception to this rule and can be called without the usage of a Heat Rock.


-"Oddly, this cavern casts an aegis of sorts over its inhabitants. Watch this."

The leader tosses a Pokeball to the ground, releasing a Ledyba. He caresses the Pokemon's head, causing a rippling light to trace the path drawn by his fingers before vanishing.

"Don't ask me how it works—I won't be able to answer—, but this fortification dampens the strength of strikes that would otherwise be crippling while affecting weaker blows less tangibly. If I were to put a number to this occurrence, I would say that it reduces the power of all moves with a type effectiveness of 4x by three (3).


-"If you look around, you'll notice that the walls are studded with a special gemstone that closely resembles Pinsirite. The high concentrations of what appears to be a raw form of the Mega Stone has convinced the Gym League to allow me to bring Pinsir to all matches that take placed in this area. However, as a result of the gratuitous energy exuded from the natural Pinsirite when sent out, a primal sense is awakened inside the Pokemon, and it refuses to hold any item that is not Pinsirite.


-"The plentiful amount of rocks is sufficient to fling during a brawl. The ground here is surprisingly fertile and allows the growth of mosses, but when that fails, I have a collection of houseplants stashed in various corners of the cavern. The waterfall through which you entered, besides being an excellent target at which to practice launching fireballs, is an abundant source of flowing water. You can probably deduce from my rambling that there are no restrictions to any moves here."


-"Oh, and one more thing." The leader glances upwards. Following his gaze, you notice a massive colony of Zubat roosting at the ceiling of the cave. "Try not to disturb those. Their discomfort is expressed in quite the cacophonous manner. I suppose that a Pokemon so disposed might purposely trigger the colony's disruption by certain methods—say, Secret Power or Nature Power— but I feel that those individuals are quite impolite."


Summary:
- The default weather is, for the purposes of all Abilities, moves, and other pertinent mechanics, a duplicate of Sun, but without the modifications to the Base Attack Power of Fire- and Water-type attacks. The only weather that can be called without the use of its respective weather rock is Sun. The arena is treated as being inside for all other purposes.
- The power of all attacks that have a type effectiveness of x4 or higher have their Base Attack Power reduced by three (3).
- Mega Pinsir may be brought by the leader, but it must hold Pinsirite and must Mega-Evolve immediately upon send-out.
- Nature Power calls Supersonic.
- Camouflage changes the user into a Ground-type.
- Secret Power rolls to Confuse
- There are no restrictions on external water, grass, and rock sources.



Now for the turn order, flip the Primeape!

Primeape's front side = P2X7 sends out
Primeape's back side = Geodude6 sends out.





FRONT SIDE!



P2X7 sends out and equips
Geodude6 sends out, equips and orders
P2X7 orders
 
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Geodude6

Look at my shiny CT!
Krilowatt @ Life Orb. Trace Hustle.

Thunder~Thunderbolt~Thunder
IF Light Screen is up on the opponent's side of the field THEN use Thunder Punch. Takes lowest priority.
IF Baton Pass (switch) THEN Volt Switch and push actions back.
IF Encore AND Baton Pass (switch) is ordered any action in the round THEN use Aqua Tail on the action Encore is used.

P2X7
 
Mini-Sun

Team P2X7




Vol (F)

100 HP l 100 EN
1/4/5/4/80
Abilites: Hustle, Serene Grace, Super Luck
Size: 3 l Weight: 3
Item: Scope Lens
Other: Going to crit a lot...if it faces a different pokemon.

Team Geodude6


Byte (F)



125 HP l 100 EN
2/3/3/3/121
Abilites: Trace Hustle, Magic Guard, Shell Armor
Size: 1 l Weight: 2
Item: Life Orb
Other: +17% Accuracy. >Recoil.






Action 1

Thunder - 7 energy
To hit (3029) - Yes
To crit (3902) - No
To para (6301) - No
(11 + 3 + 3 - 1,5)*1,5 = 23,25 damage

Solarbeam - 8 energy
Shell Armor!
(12 + 3)*1,5 = 22,5 damage

Action 2


Thunderbolt - 6 energy
To crit (4601) - No
To para (5372) - No
(9 + 3 + 3 - 1,5)*1,5 = 20,25 damage

Solarbeam - 12 energy
Shell Armor 2.0!
(12 + 3)*1,5 = 22,5 damage

Action 3



Thunder - 7 energy
To hit (6021) - Yes
To crit (8888) - No
To para (7202) - No
(11 + 3 + 3 - 1,5)*1,5 = 23,25 damage

Solarbeam - 16 energy
Shell Armor 3: Return of the Shell
(12 + 3)*1,5 = 22,5 damage


Mini-Sun

Team P2X7



Vol (F)

33 HP l 64 EN
1/4/5/4/80
Abilites: Hustle, Serene Grace, Super Luck
Size: 3 l Weight: 3
Item: Scope Lens
Other: Going to crit a lot...if it faces a different pokemon.

Team Geodude6


Byte (F)



58 HP l 80 EN
2/3/3/3/121
Abilites: Trace Hustle, Magic Guard, Shell Armor
Size: 1 l Weight: 2
Item: Life Orb
Other: +17% Accuracy. >Recoil.



P2X7
 
Dazzling Gleam - Solar Beam - Dazzling Gleam
IF Krilowatt uses Mirror Coat, use Extreme Speed the first instance, Sky Attack the second, and Extreme Speed the third, pushing back each instance.
IF your move is Imprisoned when you would act, use Shadow Ball the first instance, Solar Beam the second, and Shadow Ball the third.
IF Krilowatt uses a D/E move without suspense, AND you are slower than Krilowatt, use Fly that action instead and push back.
 
Mini-Sun


Team P2X7





Vol (F)


33 HP l 64 EN
1/4/5/4/80
Abilites: Hustle, Serene Grace, Super Luck
Size: 3 l Weight: 3
Item: Scope Lens
Other: Going to crit a lot...if it faces a different pokemon.

Team Geodude6



Byte (F)



58 HP l 80 EN
2/3/3/3/121
Abilites: Trace Hustle, Magic Guard, Shell Armor
Size: 1 l Weight: 2
Item: Life Orb
Other: +17% Accuracy. >Recoil.


Zap Zap Zap


T-Bolt - 6 energy
To crit (831) - No
To para (7010) - No
(9 + 3 + 3 - 1,5)*1,5 = 20,25 damage


Dazzling Gleam
(8 + 3 + 3) = 14 damage

Action 2

Volt Switch - 4 energy
(7 + 3 + 3 + 1,5)*1,5 = 17,25 damage



Mini-Sun


Team P2X7





Vol (F)


KO HP l KO EN
1/4/5/4/80
Abilites: Hustle, Serene Grace, Super Luck
Size: 3 l Weight: 3
Item: Scope Lens
Other: Going to crit a lot...if it faces a different pokemon.

Team Geodude6



Byte (F)



44 HP l 70 EN
2/3/3/3/121
Abilites: Trace Hustle, Magic Guard, Shell Armor
Size: 1 l Weight: 2
Item: Life Orb
Other: +17% Accuracy. >Recoil.



P2X7 Sends out

Geodude6 Switches out Krillowatt, sends out his next pokemon and orders
 

Geodude6

Look at my shiny CT!
I understand that this is quite hypocritical of me. I understand that you are busy (or "busy"). But this is getting to be ridiculous. If you have not ordered by 7:00 AM +0 GMT on 1/1/16 (which for me will be midnight), I will call DQ. Last round I waited for you for 17 days on a 3 day DQ. Before that, I waited for almost 5 days (118 hours to be exact) for you to order second (this one's not too bad). Before that, I waited for 7 days for you to just send out. For those of you keeping count at home, that's a total of 29 days of waiting not counting this current round, 20 days of which were past the DQ time.

I will reiterate: If you have not ordered by 7:00 AM +0 GMT on 1/1/16 (which for me will be midnight), I will call DQ.

P2X7
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Match cancelled since to hyper-johning leader. After two rounds, no badge awarded immediately.

Since this was a DQ, you may use ONE AND ONLY ONE of the following,

  • Queue Jump - the player's next gym match where they are the challenger will take the highest priority in the Gym Queue, in front of all other reffings.
  • Temporary 3rd Gym Slot - The player can, at one point, challenge a gym when they have two challenges active or queued, effectively having three gym battles concurrently.
  • Continue the match - the player continues the match where it was with one of the Gym Committee members playing the role of the Gym Leader.

We apologise for the inconvenience.
 

Geodude6

Look at my shiny CT!
P2X7 does not own a Power Herb.


Dragonite @ Expert Belt

Ice Beam~Thunderbolt~Ice Beam
IF Aerodactyl is in the semi-invulnerable stage of Fly when you would act THEN use Agility.
IF Bide THEN begin the action string Dragon Dance~Thunder Wave~Aqua Tail.
IF Stealth Rock is up on your side of the field THEN use Defog.
 
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Texas Cloverleaf

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[14:04:08] <Frosty> the situation is supposed to be the same, so you should use p2's items
[14:04:25] <Frosty> but you are not obligated to know his items, so you can just specify another item and call for a reorder

Expert Belt

Option to reorder Geodude6
 

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