Look, a PBR showdown! Rickheg vs C$FP!

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Welcome, one and all, to the Stargazer Colosseum! Looks like we have a gigantic battle here, so sit down and prepare for a great fight!

Challenging C$FP to an epic battle of epicness!

6v6 Singles
2 Day DQ
2 recovers/5 chills per mon
Items = off
All Abilities

C$FP will pick the rest
2 substitutions, switch=OK, Stargazer Colosseum for the arena:

Field Type: Dragon/Psychic
Complexity: Moderate
Restrictions: Psychic and Dragon moves get +2 BAP, all legendaries and pseudo-legendaries get +1 to their SpA and Atk, no Digging.

This colosseum is the real deal. If you have reached this point, you know you're good. You can even feel the legend in the air. This arena is a dome with stars projected on it to make it look like a night sky. There is a circular arena designed in the titanium in the floor. This arena is too intense for any Pokemon that can still evolve. Any weather the Pokemon try to make will be simulated through certain resources to not be unfair to Pokemon with certain strategies. For the same reason, a pool of water is next to the arena and will be refilled instantly after water is taken from it. Seismic activity is allowed, but the crowd has heavily padded seats in case an Earthquake takes place. The one thing not allowed is digging, because the floor is solid titanium. All pseudo-legendaries and real legendaries get one extra rank added to their Attack and Special Attack stats (this is not a "boost" like Work Up, but like actually increasing their stats). Psychic and Dragon type moves get two added to their base attack power because of the legend in the air.

List of pseudo-legendaries and legendaries that get a boost (PM/VM me if this list should be changed at all): Articuno, Moltres, Zapdos, Dragonite, Mewtwo, Raikou, Entei, Suicune, Tyranitar, Lugia, Ho-oh, Celebi, Salamence, Metagross, Regirock, Regice, Registeel, Latias, Latios, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Garchomp, Uxie, Mesprit, Azelf, Dialga, Palkia, Heatran, Regigigas, Giratina (both forms), Cresselia, Phione, Manaphy, Darkrai, Shaymin (both forms), Arceus (all forms), Victini, Hydreigon, Cobalion, Terrakion, Virizion, Tornadus, Thundurus, Reshiram, Zekrom, Landorus, Kyurem, Keldeo, Meloetta (both forms), Genesect
And now, without further delay, the Pokemon that will be facing off in this gigantic duel!

rickheg said:
Thanks for reffing!

Dusknoir [Cyclost] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ghost
Summary: 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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4(+)
SpD: Rank 5
Spe: 39(-)
Size Class: 4
Weight Class: 5
Base Stat Total: 21

EC: 9/9
MC: 1
DC: n/a

Abilities
Pressure: (Innate) 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.

Attacks:
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Future Sight
Shadow Punch

Imprison
Pain Split
Destiny Bond

Payback
Focus Punch
Return
Psych Up
Earthquake
Substitute
Shadow Ball
Trick Room
Protect
Taunt
Double Team
Brick Break
Torment

Total Moves: 33


Dragonite (Loch) (F)
Nature: Rash (Adds 1 to Special Attack, Subtracts 1 from Special Defense)
Type: Dragon/Flying
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.

Multiscale: (DW) (Innate) 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 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
DC: 5/5

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

Water Pulse
Dragon Pulse
Extremespeed

Toxic
Thunderbolt
Flamethrower
Ice Beam
Double Team

Total Moves: 25


Gallade (Mystic) M
Nature: Jolly (Adds 15% to Speed, +9.73% accuracy, Subtracts 1 from Special Attack)

Type: Psychic/Fighting
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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
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) (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 92(+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks:
Growl
Confusion
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Fury Cutter
Slash
Close Combat
Protect

Confuse Ray
Encore
Will-O-Wisp

Drain Punch

Psychic
Thunderbolt
Hidden Power Ground (7)
Toxic
Thunder Wave
Taunt
Earthquake
Brick Break


Cyclohm (Dust) F
Nature: Modest (Adds 1 to Special Attack; Subtracts 1 from Attack)

Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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).

Stats:
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: 2
DC: 5/5

Attacks:
Bide
Whirlwind
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Slack Off
Dragon Pulse
Hurricane
Weather Ball

Hydro Pump
Magnet Rise
Mud Slap

Signal Beam

Draco Meteor

Endure

Roar
Toxic
Shock Wave
Flamethrower
Thunderbolt
Double Team
Torment
Surf
Substitute
Protect
Thunder
Ice Beam
Light Screen
Volt Switch
Thunder Wave

Total Moves: 36


Rotom [Plasma Moto] (genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
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.

Abilities:

Ability 1: Levitate
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:

HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Size Class: 3 (1.8m)
Weight Class: 4 (50.3kg)
Base Rank Total: 20

EC: n/a
MC: 0
DC: n/a

Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge
Substitute
Hydro Pump

Pain Split
Mud Slap

Light Screen
Shadow Ball
Will-O-Wisp
Toxic
Volt Change
Reflect
Thunderbolt
Protect
Thunder


Rhyperior (Dino) M
Nature: Careful (Adds 1 to Special Defense; Subtracts 1 from Special Attack)

Type: Rock/Ground
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Reckless: (DW) (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 40
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

Attacks:
Poison Jab
Horn Attack
Stomp
Tail Whip
Fury Attack
Scary Face
Rock Blast
Stone Edge
Earthquake
Megahorn
Drill Run
Hammer Arm
Rock Wrecker
Bulldoze

Thunder Fang
Ice Fang
Crunch
Fire Fang

Pay Day

Sandstorm
Protect
Dig
Double Team
Substitute

Total Moves: 21
C$FP said:

Chandelure [Decor] (Male)
Nature: Timid (+15% Speed, +10% Accuracy (92*92/870=9.73), -1 Atk)
Type: Ghost/Fire
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.
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.

Abilities:
Ability 1: Flash Fire
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Ability 2: Flame Body
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Ability 3 (DW) [unlocked]: Shadow Tag
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92(80*1.15=92)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Shadow Ball
Pain Split
Overheat
Inferno
Memento
Curse

Acid Armor
Clear Smog
Heat Wave
Endure
Haze
Acid

Psychic
Energy Ball
Toxic
Fire Blast
Substitute
Flamethrower
Solarbeam
Dream Eater
Calm Mind
Hidden Power (Ground 7)
Sunny Day
Taunt
Hyper Beam
Protect
Telekinesis
Safeguard
Double Team
Flame Charge
Rest
Attract
Flash
Psych Up
Swagger
Trick Room
Incinerate

Moves: 48

Machamp [Rocky] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Guts
Type: 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.

Ability 2: No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Ability 3 (DW): Steadfast
Type: 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.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop
Wide Guard

Fire Punch
Ice Punch
Thunder Punch

Bulk Up
Earthquake
Brick Break
Focus Punch
Stone Edge
Payback

Moves: 21

Ferrothorn [Spike] (Female)
Nature: Brave (+1 to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Grass/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 4
Spe: 17 (20/1.15=17.39)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC:
0

Attacks:

Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball
Power Whip
Iron Head
Rock Climb
Payback

Leech Seed
Seed Bomb
Worry Seed
Spikes
Stealth Rock

Toxic
Thunder Wave
Substitute
Swords Dance
Swagger

Moves: 21

Regirock [Monolith] (Genderless)
Nature: Adamant (+ to Attack; - from Special Attack)
Type: Rock
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2 (DW) [unlocked]: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 50
Size Class: 3
Weight Class: 6
Base Rank Total: 23

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

Attacks:
Explosion
Stomp
Rock Throw
Curse
Superpower
Hammer Arm

Fire Punch
Ice Punch
Thunder Punch
Endure
Counter
Dynamic Punch
Focus Punch

Earthquake
Stone Edge
Rock Slide
Sandstorm
Brick Break
Drain Punch
Rock Polish
Protect
Substitute
Smack Down
Dig
Giga Impact
Thunder Wave
Stealth Rock

Moves: 27

Starmie (Genderless)
Nature: Timid (+ to Speed; +20% Accuracy; - from Attack)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Illuminate
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)

Ability 2: Natural Cure
Type: 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.

Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Hydro Pump
Power Gem
Light Screen
Reflect Type
Bubblebeam
Minimize

Aurora Beam
Barrier
Supersonic
Pain Split

Blizzard
Thunder
Surf
Ice Beam
Rain Dance
Reflect
Psychic
Protect
Thunderbolt
Psyshock
Confuse Ray

Moves: 28

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Pressure
Type: Innate
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.

Ability 3 (DW): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

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

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

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch

Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack
Whirlwind
Double-Edge

Taunt
Earthquake
Stone Edge
Smack Down
Sandstorm
Torment
Fly
Whirlwind
Endure
Double Team
Bulldoze

Moves: 30
It looks like we're in for an interesting battle here, folks! Both of our competitors have a single Pokemon boosted by the mystical power of the arena, and both also have a different Pokemon whose STAB is boosted by the arena! And now, begin the fight!!!

Rick selects his first mon
C$FP selects his mon and orders
Rick orders
I ref
 
OK, I guess that kind of counters most of my team... go, Spike the Ferrothorn!

Stealth Rock, Spikes, Power Whip
 
Wanna play a game? I think Plasma Moto wants to play a game with your Ferrothorn. When was the last time he even saw battle, anyway?

Confuse Ray > Double Team (3 clones) > Will-O-Wisp
 
Awww no special effects from the arena this round :(

Pre-Round stats:
Team Rickheg:

Plasma Moto
HP: 90
EN: 100
2/4/5/4/86

Team C$FP:

Spike
HP: 100
EN: 100
4/5/2/4/17/ -10 Eva

Action 1
Confuse Ray -> Spike (5 EN)
Spike was confused!
RNG roll (for intensity) 1609 = slight confusion (2a)

RNG roll (to hit self, <=5000 hit self) 3349 = hit self
Spike hit himself in its confusion! (3 EN)
(4+(4-5)1.5) = 2.5 DMG
Spike's confusion stage fell to 0!

Action 2
Plasma Moto used Double Team! (12 EN)
Plasmo Moto made 3 clones!

Spike snapped out of confusion!
Spike used Spikes! (8 EN)
Spikes were scattered around Plasmo Moto's feet!

Action 3
Will-o-Wisp -> Spike (7 EN)
RNG roll (to hit, <=8500 hit) 2540 = hit
Spike was burned!

Power Whip -> Plasma Moto (7 EN)
RNG roll (to hit, <=8500 hit) 1742 = hit
RNG roll (for target, <=2500 hit) 4466 = clone
A clone dissipated!

Burn -> Spike (2 DMG)


Welcome one and all to the Stargazer Colosseum, home to battles of legendary Pokemon, legendary battlers, and today, we have ASB veterans C$FP and rickheg! As the two send out their first Pokemon, C$FP sending out a vicious Ferrothorn named Spike, and rickheg with his vicious Rotom-W named Plasma Moto, it looks like this will be one hell of a fight!

Plasma starts off the battle with a bit of a risky move, sending an eerie column of light straight at Spike! The light goes around and around until Spike is unable to maintain his balance, and he begins swerving around! As Spike prepares to launch a volley of magical rocks at Plasmo Moto, the spike balls on top of his head suddenly swing down, dealing only a tiny bit of harm to Spike, but he completely lost his focus!

As soon as he finds an opening, Plasma Moto starts darting left and right as fast as he possibly can, and before Spike can even possibly locate where the real washing machine is, there are four of them scattered around the field, and there seems to be no possible way for Spike to find the real one, and I can't either! However, Spike seems to be unaffected by the sudden multiplication of targets, and instead launches a series of spikes out of his spike bulbs, spreading them all around the Rotoms! It may not have any effect on it, but C$FP's reaction makes it look like its going to deal a lot of hurt later!

Finally taking a bit of offense, Plasma fires out another ball of eerie light, but try as Spike might to avoid this one, the ball connects, and suddenly, Spike's body is encased in a burn! It doesn't seem to be too threatening at the moment, but it sure is going to be a huge problem for the Ferrothorn pretty soon! Undeterred by this newly-acquired status, Spike unleashes a gigantic vine and whips Plasma with it, but instead of the Rotom taking a huge amount of recoil, it just disappears! It turns out that Spike hit a clone!

Looks like we're off to a slow start here folks, but will our battles start turning to offense soon? Only time will tell!

Post-Round stats:
Team Rickheg:

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86
Spikes (1 layer)

Team C$FP:

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)

You're up, Rick!
 
You've had your fun, Plasma Moto, but staying in spells our doom in the long run. We've gotta get rid of this thing.

Switching to Dust the Cyclohm
 
I suppose now is as good a time as any to send out Monolith the Regirock, so I will!

Stealth Rock, Earthquake, Earthquake
 
The whole point of making you switch out was to not let you set up Stealth Rock...

Magnet Rise > Surf > Hydro Pump

EDIT: Haha, posted 1 second before your edit =P
 
Oh rickheg, you silly ninja you~

Pre-Round stats:
Team Rickheg:

Dust
HP: 110
EN: 100
1/4/5/3/80
Spikes (1 layer)

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP:

Monolith
HP: 100
EN: 100
6/8/2/4/50

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Spikes dug into Dust! (12 DMG)

Action 1
Dust used Magnet Rise! (5 EN)
Dust began floating on electromagnetism!

Monolith used Stealth Rock! (11 EN)

Action 2
Surf -> Monolith (7 EN)
RNG roll (to crit) 4637 = no crit
(10-1+(5-4)1.5)(1.5) = 15.75 DMG

Earthquake -> Dust (7 EN)
It doesn't affect Dust...

Action 2
Hydro Pump -> Monolith (8 EN)
RNG roll (to hit, <=8000 hit) 5934 = hit
RNG roll (to crit) 5141 = no crit
(12-1+(5-4)1.5)(1.5) = 18.75 DMG

Earthquake -> Dust (11 EN)
Still doesn't affect Dust...


Seeing as their previous strategies weren't working at all, both trainers withdraw their mons, and send out new, arguably more powerful ones! Even better, both Pokemon seem to take a bit from the arena this time around, with Dust's Dragon STAB gaining a large boost in power, while Monolith seems to have pure power imbued within him now!

Seeing that Monolith is preparing to shake the ground below him (somehow), Dust calls upon the power of SCIENCE to lift him above the ground, out of harm's way of any assaults from the earth! However, it appears that Monolith has diffferent plans at the moment, and scatters pointed rocks all over Rick's side of the field! It looks like anyone switching in is in for a lot of hurt now!

Needing to go on the offensive as soon as possible, Dust calls upon the water from the pool on the edge of the arena and pours it all over Monolith in a gigantic wave, tossing him about until he slams into the grandstands! Looks like that's gotta hurt! With his mind scrambled from that attacks, apparently Monolith didn't notice that Dust has already began floating, and he sent a vicious earthquake! Unfortunatley for him, it looks like the audience took more of a hit than Dust did!

Taking advantage of Monolith's state of mind, Dust conjures up a gigantic column of water and shoots it out as fast as he can at Monolith, sending him flying back once again, taking even more damage from before! However, Monolith still seems pretty dazed, as he sends out yet another earthquake that doesn't even touch Dust!

Without being able to switch unless rickheg wants to, it looks like C$FP is in some deep trouble! Can he gain back the momentum of this match, or will rickheg walk straight over the legendary?! Find out soon!

Post-Round stats:
Team Rickheg:

Dust
HP: 98
EN: 80
1/4/5/3/80
Magnet Rise (3a)
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP:

Monolith
HP: 65
EN: 71
6/8/2/4/50

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)
 
Alright, we've got a lead. Let's see what we can do to strengthen it.

Surf > Hydro Pump > Surf
IF Smack Down and not behind a sub, use Substitute (15 HP) and push actions back
IF Sandstorm is up, use Rain Dance. The first sub takes precedence.
 
I'm not quite sure if this is even worth it, but I'm doing it anyway.

Rock Polish, Smack Down, Earthquake
 
Pre-Round stats:
Team Rickheg:

Dust
HP: 98
EN: 80
1/4/5/3/80
Magnet Rise (3a)
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP:

Monolith
HP: 65
EN: 71
6/8/2/4/50

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Action 1
Surf -> Monolith (7 EN)
RNG roll (to crit) 5083 = no crit
(10-1+(5-4)1.5)(1.5) = 15.75 DMG

Monolith used Rock Polish! (6 EN)
Monolith's Speed rose!

Action 2
Smack Down -> Dust (3 EN)
RNG roll (to crit) 370 = crit
(5+3+3+1+(5-4)1.5) = 13.5 DMG
Dust was smacked down!

Dust used Substitute! (15 HP, 12 EN)
Dust made a Substitute!

Action 3
Earthquake -> Dust (7 EN)
RNG roll (to crit) 237 = crit
(10+3+1+(5-4)1.5)(1.5) = 23.25 DMG
The substitute faded!

Hydro Pump -> Monolith (8 EN)
RNG roll (to hit) 2659 = hit
RNG roll (to crit) 6441 = no crit
(12-1+(5-4)1.5)(1.5) = 18.75 DMG


Staying on the offensive, Dust summons another giant wave of water, drowning Monolith once again! However, this seems to have had worked to Monolith's advantage too, as when he stands up, he looks incredibly polished, and moves much faster now! No wait, that's just his Rock Polish!

The newly-quickened Monolith picks up a rock and throws it straight at Dust! The rock hits Dust straight in the head, and it seems to even more damage! Suddenly, Dust's electromagnet levitation dissipates completely, and he comes crashing down to the ground! In response, Dust sheds a little bit of its HP in order to create a dummy of itself!

Still incredibly fast, Monolith punches the ground, and it begins to shake all about, once again scoring extra damage somehow! Needless to say, the dummy was instantly destroyed! However, its time for Dust to have a little revenge with another Hydro Pump, and Monolith is showing quite a few signs of fatigue, while Dust seems to be fine!

Post-Round stats:
Team Rickheg:

Dust
HP: 69
EN: 53
1/4/5/3/80
Smack Down (4a)
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP:

Monolith
HP: 30
EN: 55
6/8/2/4/50 (87.5)
+1 Spe

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)
 
Come on, Monolith, do something good for me here!

Sandstorm, Dig, Earthquake
IF Rain Dance any action, THEN use Earthquake that action
 
This will hurt, but I'm drawing first blood again, brother.

Rain Dance > Super Weather Ball Combo > Cooldown (Weather Ball)
 
Post-Round stats:
Team Rickheg:

Dust
HP: 69
EN: 53
1/4/5/3/80
Smack Down (4a)
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP:

Monolith
HP: 30
EN: 55
6/8/2/4/50 (87.5)
+1 Spe

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Action 1
Earthquake -> Dust (7 EN)
RNG roll (to crit) 6139 = no crit
(10+1+(5-4)1.5)(1.5) = 18.75 DMG

Dust used Ran Dance! (10 EN)

Action 2
Monolith dug underground! (10 EN)
Dig -> Dust
RNG roll (to crit) 6393 = no crit
(8+1+(5-4)1.5)(1.5) = 15.75 DMG

Super Weather Ball -> Monolith (((7+11)1.75) = 32 EN)
RNG roll (to crit) 3311 = no crit
((10x2.25)+(5-4)1.5)(1.5) = 36 DMG
Monolith fainted!


And rickheg keeps his promise! After one quick barrage of two spheres of energy that absorb the aura of the rain, Monolith flies into the air, then comes crashing down, fainting the second he hits the ground! However, it looks like Dust is about to faint as well! His energy is nearly depleted!

Post-Round stats:
Team Rickheg:

Dust
HP: 34
EN: 11
1/4/5/3/80
Smack Down (1a)
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP:

Monolith
HP: -6
EN: KO
6/8/2/4/50

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Rain (3 rounds)

C$FP sends in his next mon
Rick orders first
 
Alright, you did your job, Dust. I guess all you can do now is take a rest.

Cooldown (Thunder) > Thunder > Thunder
 
This match: Now with markers. Woo!

Pre-Round stats:
Team Rickheg: OOOAOO

Dust
HP: 34
EN: 11
1/4/5/3/80
Smack Down (1a)
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP: OOOXAO

Starmie
HP: 90
EN: 100
2/3/4/3/133/ +20% Acc

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Rain (3 rounds)

Action 1
Ice Beam -> Dust (7 EN)
RNG roll (to crit) 8070 = no crit
RNG roll (to freeze) 5021 = no freeze
(10+(4-3)1.5)(1.5) = 17.25 DMG

Dust must cool down!

Action 2
Ice Beam -> Dust (11 EN)
RNG roll (to crit) 5148 = no crit
RNG roll (to freeze) 4307 = no freeze
(10+(4-3)1.5)(1.5) = 17.25 DMG
Dust fainted!


As soon as Starmie is sent out onto the field, C$FP orders him to spit out a beam of ice straight at Dust, dealing quite a bit of damage! However, as much as rickheg begs Dust to fire off a gigantic bolt of electricity, he's still cooling down from that combo last round! Even worse, it doesn't look like Dust can take any more!

And he can't! Another Ice Beam later, Dust's half-frozen body hits the ground, and he is completely unable to battle! It looks like the score has been evened in the Stargazer Arena, but anything can happen from here!

Post-Round stats:
Team Rickheg: OOOXOO

Dust
HP: 0
EN: KO
1/4/5/3/80
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP: OOOXAO

Starmie
HP: 90
EN: 82
2/3/4/3/133/ +20% Acc

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Rain (2 rounds)

rick sends in his next mon
C$FP orders first
 
Plasma might end up taking entry hazards again later, but we've gotta switch out. Mystic, you're in.

Psychic > Confuse Ray > Psychic

I actually don't think I need to worry about subs... go ahead and prove me wrong.
 
With only 21 moves, I don't exactly have any secret strategies.

Dynamic Punch, Focus Punch, Earthquake
 
Pre-Round stats:
Team Rickheg: OAOXOO

Mystic
HP: 100
EN: 100
5/3/2/4/92/+10% Acc
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 90
EN: 76
2/4/5/4/86


Team C$FP: OAOXOO

Rocky
HP: 100
EN: 100
6/3/2/3/55

Starmie
HP: 90
EN: 82
2/3/4/3/133/ +20% Acc

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Rain (2 rounds)

Stealth Rock -> Plasma Moto (12 DMG)
Hazards -> Mystic (21 DMG)

Action 1
Psychic -> Rocky (4+(5/2) = 6.5 EN)
RNG roll (to crit) 1598 = no crit
RNG roll (to lower SpD) 1205 = no drop
(13+3+(2-3)1.5)(1.5) = 21.75 DMG

DynamicPunch -> Mystic (7 EN)
RNG roll (to crit) 4476 = no crit
(10+3+1+(5-3)1.5)(.67) = 11.39 DMG
Mystic was confused!
RNG roll (for intensity) 2648 = slight confusion (2a)

Action 2
Rocky began tightening his focus! (9 EN)

RNG roll (to hit self, <=5000 hit self) 8945 = no hit self
Confuse Ray -> Rocky (5 EN)
Rocky was confused!
RNG roll (for intensity) 2377 = slight confusion (2a)
Mystic's confusion stage fell to 1!

RNG roll (to hit self) 6753 = no hit self
Focus Punch -> Mystic
RNG roll (to crit) 8068 = no crit
(15+3+1+(5-3)1.5)(.67) = 14.74 DMG
Rocky's confusion stage fell to 1!

Action 3
RNG roll (to hit self) 9430 = no hit self
Psychic -> Rocky (4+(5/2) = 6.5 EN)
RNG roll (to crit) 405 = crit
RNG roll (to lower SpD) 5405 = no drop
(13+3+3+(2-3)1.5)(1.5) = 26.25 DMG
Mystic's confusion stage fell to 0!

RNG roll (to hit self) 3499 = hit self
Rocky hit himself in his confusion! (3 EN)
(4+1+(5-3)1.5) = 8 DMG
Rocky's confusion stage fell to 0!


Sorry, I'm really on edge and have too much shit to do for flavor.

Post-Round stats:
Team Rickheg: OAOXOO

Mystic
HP: 53
EN: 82
5/3/2/4/92/+10% Acc
Spikes (1 layer)
Stealth Rock

Plasma Moto
HP: 78
EN: 76
2/4/5/4/86


Team C$FP: OAOXOO

Rocky
HP: 44
EN: 81
6/3/2/3/55

Starmie
HP: 90
EN: 82
2/3/4/3/133/ +20% Acc

Spike
HP: 95
EN: 82
4/5/2/4/17/ -10 Eva
Burned (2 DPA, -3 BAP from physical attacks)


Rain (1 round)
 
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