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Gym Psychic Gym Qualification Match: Alchemator vs Gerard

Discussion in 'ASB' started by Rediamond, Sep 7, 2012.

  1. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    The ASB arena is many things. It has seen some of the most climactic battles in the league's history, and has become something of a standard arena. Of course, there are many things it isn't. Complex is the most prominent, but quiet is up towards the top of the list. The crowd is particularly loud today in the arena, which is odd given the nature of the event today involves masters of meditation and inner strength. Perhaps it is a testament to their abilities that they can fight outside of their element's favored environment.

    Our first competitor is a long time player and moderator. He's the crowd favorite, but less than confident in his ability to win the battle. Please welcome the Psychic Candidate Alchemator!

    Stevenson the Starmie (open)
    [​IMG]



    Starmie [Stevenson] (N/A)
    • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
    Type:
    • [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 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.
    Stats:

    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (115*1.15^)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

    EC: 6/6
    MC: 16 (0)
    DC: 5/5




    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 (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
    Attacks (46):


    Aurora Beam
    Barrier
    Bide
    Blizzard
    Camouflage
    Confuse Ray
    Cosmic Power
    Dive
    Double Team
    Endure
    Flash
    Flash Cannon
    Grass Knot
    Harden
    Hidden Power [Fire] [7]
    Hydro Pump
    Hyper Beam
    Ice Beam
    Light Screen
    Minimize
    Pain Split
    Power Gem
    Protect
    Psych Up
    Psychic
    Psyshock
    Rain Dance
    Rapid Spin
    Recover
    Reflect
    Reflect Type
    Role Play
    Scald
    Signal Beam
    Substitute
    Supersonic
    Surf
    Swift
    Tackle
    Teleport
    Thunder
    Thunder Wave
    Thunderbolt
    Toxic
    Water Gun
    Zap Cannon
    Steinbeck the Claydol (open)
    [​IMG]



    Claydol [Steinbeck] (N/A)
    • Nature: Relaxed (Adds a Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
    Type:
    • [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.
    • [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.
    Stats:


    HP: 90
    Atk: Rank 3
    Def: Rank 5 (+)
    SpA: Rank 3
    SpD: Rank 5
    Spe: 65 (75/1.15v)
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 19

    EC: 6/6
    MC: 0
    DC: N/A




    Abilities:
    • Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other 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.
    Attacks (50):


    Ally Switch
    AncientPower
    Bulldoze
    Calm Mind
    Charge Beam
    Confusion
    Cosmic Power
    Dig
    Double-Edge
    Double Team
    Earth Power
    Earthquake
    Endure
    Explosion
    Grass Knot
    Gravity
    Gyro Ball
    Harden
    Heal Block
    Hidden Power [Fire] [7]
    Hyper Beam
    Ice Beam
    Light Screen
    Mud Slap
    Power Split
    Power Trick
    Protect
    Psybeam
    Psychic
    Psyshock
    Rain Dance
    Rapid Spin
    Reflect
    Rest
    Rock Polish
    Rock Slide
    Rock Tomb
    Sandstorm
    Selfdestruct
    Shadow Ball
    Signal Beam
    Sleep Talk
    Smack Down
    Solarbeam
    Stealth Rock
    Substitute
    Sunny Day
    Teleport
    Trick Room
    Zen Headbutt
    Orwell the Metagross (open)
    [​IMG]
    Metagross [Orwell] (N/A)

    • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
    Type:

    • [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.
    • [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.
    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 5
    SpA: Rank 3
    SpD: Rank 4 (+)
    Spe: 60 (70/1.15v)
    Size Class: 4
    Weight Class: 9
    Base Rank Total: 22

    EC: 9/9
    MC: 13 (0)
    DC: 5/5

    Abilities:

    • Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
    • Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
    Attacks (44):

    Aerial Ace
    Agility
    Block
    Brick Break
    Bulldoze
    Bullet Punch
    Confusion
    Double-Edge
    Double Team
    DynamicPunch
    Earthquake
    Endure
    Grass Knot
    Gravity
    Hammer Arm
    Headbutt
    Hidden Power [Fire] [6]
    Hone Claws
    Hyper Beam
    Ice Punch
    Iron Defense
    Iron Head
    Light Screen
    Magnet Rise
    Metal Claw
    Meteor Mash
    Protect
    Psychic
    Pursuit
    Rain Dance
    Reflect
    Rest
    Rock Slide
    Rock Smash
    Scary Face
    Shadow Ball
    Signal Beam
    Sleep Talk
    Sludge Bomb
    Stealth Rock
    Substitute
    Take Down
    ThunderPunch
    Zen Headbutt
    Harper Lee the Girafarig (open)
    [​IMG]
    Girafarig [Harper Lee] (F)

    • Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)
    Type:

    • [Normal]: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
    • [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.
    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 73 (85/1.15v)
    Size Class: 4
    Weight Class: 3
    Base Rank Total: 18

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

    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.
    • Early Bird: (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.
    • Sap Sipper (DW UNLOCKED): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
    Attacks (43):

    Agility
    Astonish
    Baton Pass
    Confusion
    Crunch
    Double Hit
    Double Kick
    Double Team
    Earthquake
    Endure
    Energy Ball
    Growl
    Guard Swap
    Hidden Power [Ice] [7]
    Hyper Voice
    Light Screen
    Magic Coat
    Mirror Coat
    Odor Sleuth
    Power Swap
    Protect
    Psybeam
    Psychic
    Psyshock
    Rain Dance
    Razor Wind
    Reflect
    Shadow Ball
    Shock Wave
    Signal Beam
    Skill Swap
    Substitute
    Sucker Punch
    Sunny Day
    Tackle
    Telekinesis
    Thunder Wave
    Thunderbolt
    Toxic
    Trick Room
    Wish
    Zap Cannon
    Zen Headbutt
    Shakespeare the Gallade (open)
    [​IMG]
    Gallade [Shakespeare] (M)

    • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)
    Type:

    • [Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
    • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
    Stats:

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

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

    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 UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
    Attacks (40):

    Aerial Ace
    Calm Mind
    Close Combat
    Confusion
    Disable
    Double Team
    Encore
    Endure
    Feint
    Fire Punch
    Focus Punch
    Fury Cutter
    Growl
    Heal Pulse
    Ice Punch
    Imprison
    Leaf Blade
    Leer
    Low Kick
    Lucky Chant
    Magical Leaf
    Night Slash
    Pain Split
    Protect
    Psycho Cut
    Reflect
    Rock Slide
    Shadow Sneak
    Slash
    Snatch
    Substitute
    Swords Dance
    Taunt
    Teleport
    ThunderPunch
    Thunder Wave
    Torment
    Toxic
    Will-o-Wisp
    X-Scissor
    Twain the Xatu (open)
    [​IMG]
    Xatu [Twain] (M)

    • Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)
    Type:

    • [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.
    • [Flying]: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 82 (95/1.15v)
    Size Class: 3
    Weight Class: 2
    Base Rank Total: 18

    EC: 6/6
    MC: 12
    DC: 5/5

    Abilities:

    • Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    • Early Bird: (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.
    • Magic Bounce (DW Unlocked): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
    Attacks (44):

    Ally Switch
    Calm Mind
    Confuse Ray
    Double-Edge
    Double Team
    Drill Peck
    Endure
    FeatherDance
    Fly
    Giga Drain
    Haze
    Heat Wave
    Hidden Power [Fighting] [7]
    Leer
    Light Screen
    Lucky Chant
    Me First
    Miracle Eye
    Night Shade
    Ominous Wind
    Pain Split
    Peck
    Protect
    Psychic
    Psycho Shift
    Psyshock
    Quick Attack
    Rain Dance
    Reflect
    Roost
    Shadow Ball
    Sky Attack
    Solarbeam
    Steel Wing
    Sucker Punch
    Sunny Day
    Tailwind
    Teleport
    Thunder Wave
    Toxic
    Trick Room
    U-turn
    Wish
    Zen Headbutt




    Our second combatant has an equally long history with the league, but has distinguished himself as a facility ref rather than a policy maker. He's quite capable of HAXing Alch putting up a good fight, ensuring that this battle will be interesting. Please welcome Psychic Candidate Gerard!

    Gavroche (open)

    Gavroche (Reuniclus) {}
    [​IMG]
    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
    Type: Psyquic

    • Psyquic: 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.
    Abilities:


    • 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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
    • Overcoat: (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).
    • Regenerator: (Innate)
    When this Pokemon is switched out during a switch battle, 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.

    Stats:

    HP: 110
    Atk: 4 (+)
    Def: 3
    SpA: 5
    SpD: 3
    Spe: 26 (-)
    SC: 2
    WC: 2
    BST: 20


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


    Attacks: 52

    Acid Armor
    Calm Mind
    Charm
    Confuse Ray
    Dizzy Punch
    Double Team
    Drain Punch
    Endeavor
    Energy Ball
    Fire Punch
    Flash Cannon
    Fling
    Focus Blast
    Frustration
    Future Sight
    Giga Impact
    Grass Knot
    Gravity
    Gyro Ball
    Heal Block
    Hidden Power Fire (7)
    Hyper Beam
    Ice Punch
    Imprison
    Light Screen
    Magic Coat
    Pain Split
    Protect
    Psychic
    Psyshock
    Psywave
    Rain Dance
    Recover
    Reflect
    Return
    Rock Slide
    Rollout
    Shadow Ball
    Signal Beam
    Skill Swap
    Snatch
    Substitute
    Superpower
    Swagger
    Thunder
    ThunderPunch
    Thunder Wave
    Toxic
    Trick
    Trick Room
    Wonder Room
    Zen Headbutt

    Kirot (open)

    Metagross (Kirot) {O}
    [​IMG]
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Steel / Psychic

    • 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.
    • 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.
    Abilities:


    • Clear Body: (Innate)
    This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
    • Light Metal: (Innate)
    The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

    Stats:

    HP: 100
    Atk: 5
    Def: 5
    SpA: 4 (+)
    SpD: 3
    Spe: 61 (-)
    SC: 4
    WC: 9 [7]
    BST: 22


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


    Attacks: 62

    Aerial Ace
    Agility
    Block
    Body Slam
    Brick Break
    Bulldoze
    Bullet Punch
    Confusion
    Double Edge
    Double Team
    DynamicPunch
    Earthquake
    Endure
    Explosion
    Flash
    Flash Cannon
    Giga Impact
    Grass Knot
    Gravity
    Gyro Ball
    Hammer Arm
    Headbutt
    Hidden Power Fire 7
    Hyper Beam
    Ice Punch
    Icy Wind
    Iron Defense
    Iron Head
    Light Screen
    Magnet Rise
    Metal Claw
    Meteor Mash
    Mimic
    Miracle Eye
    Mud Slap
    Protect
    Psychic
    Pursuit
    Rain Dance
    Reflect
    Refresh
    Rest
    Rock Polish
    Rock Slide
    Rock Smash
    Rock Tomb
    Round
    Sandstorm
    Scary Face
    Shadow Ball
    Signal Beam
    Sleep Talk
    Sludge Bomb
    Stealth Rock
    Substitute
    Swagger
    Take Down
    Telekinesis
    ThunderPunch
    Toxic
    Trick
    Zen Headbutt

    Vogue (open)

    Starmie (Vogue) {O}
    [​IMG]
    Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
    Type: Water / Psychic


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


    • Illuminate: (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.
    • 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: (Innate)
    If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

    Stats:

    HP: 90
    Atk: 2 (-)
    Def: 3
    SpA: 4
    SpD: 3
    Spe: 133 (+)
    SC: 2
    WC: 4
    BST: 19


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


    Attacks: 61

    Aurora Beam
    Barrier
    Bide
    Blizzard
    Brine
    Camouflage
    Confuse Ray
    Cosmic Power
    Dive
    Double Team
    Dream Eater
    Endure
    Flash
    Flash Cannon
    Grass Knot
    Gravity
    Gyro Ball
    Hail
    Harden
    Hidden Power Fire (7)
    Hydro Pump
    Hyper Beam
    Ice Beam
    Icy Wind
    Light Screen
    Magic Coat
    Mimic
    Minimize
    Pain Split
    Power Gem
    Protect
    Psychic
    Psyshock
    Rain Dance
    Rapid Spin
    Recover
    Refect Type
    Reflect
    Rest
    Scald
    Signal Beam
    Skill Swap
    Sleep Talk
    Substitute
    Supersonic
    Surf
    Swift
    Tackle
    Telekinesis
    Teleport
    Thunder
    Thunder Wave
    Thunderbolt
    Toxic
    Trick
    Twister
    Water Gun
    Waterfall
    Whirlpool
    Wonder Room
    Zap Cannon

    Katherine (open)

    Gardevoir (Katherine) {♀}
    [​IMG]
    Nature: Bold (+1 Def, -1 Atk)
    Type: Psychic

    • 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.
    Abilities:


    • Synchronize: (Innate)
    Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    • Trace: (Can be Activated)
    When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
    • Telepathy: (Innate)
    This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
    Stats:

    HP: 100
    Atk: 2 (-)
    Def: 4 (+)
    SpA: 5
    SpD: 4
    Spe: 80
    SC: 3
    WC: 3
    BST: 21


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


    Attacks: 47

    Ally Switch
    Calm Mind
    Captivate
    Charm
    Confuse Ray
    Confusion
    Destiny Bond
    Disable
    Double Team
    Dream Eater
    Encore
    Endure
    Energy Ball
    Focus Blast
    Grass Knot
    Growl
    Heal Bell
    Heal Pulse
    Healing Wish
    Helping Hand
    Hidden Power Fire [6]
    Hypnosis
    Icy Wind
    Imprison
    Light Screen
    Lucky Chant
    Magic Coat
    Magical Leaf
    Pain Split
    Protect
    Psychic
    Rain Dance
    Reflect
    Safeguard
    Shadow Ball
    Signal Beam
    Skill Swap
    Snatch
    Stored Power
    Sunny Day
    Taunt
    Teleport
    Thunder Wave
    Thunderbolt
    Torment
    Will-O-Wisp
    Wish

    Wilde (open)

    Wilde (Gallade) {♂}
    [​IMG]
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    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.
    • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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: (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: 5
    Def: 3
    SpA: 4 (+)
    SpD: 4
    Spe: 69 (-)
    SC: 3
    WC: 4
    BST: 21


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


    Attacks: 78

    Aerial Ace
    Ally Switch
    Brick Break
    Bulldoze
    Calm Mind
    Close Combat
    Confuse Ray
    Confusion
    Destiny Bond
    Disable
    Double Team
    Drain Punch
    Dream Eater
    Dual Chop
    Earthquake
    Encore
    Endure
    False Swipe
    Feint
    Fire Punch
    Focus Blast
    Focus Punch
    Fury Cutter
    Future Sight
    Giga Impact
    Grass Knot
    Growl
    Heal Pulse
    Helping Hand
    Hypnosis
    Ice Punch
    Imprison
    Knock Off
    Leaf Blade
    Leer
    Light Screen
    Low Sweep
    Low Kick
    Lucky Chant
    Magic Coat
    Magic Room
    Magical Leaf
    Mean Look
    Night Slash
    Pain Split
    Poison Jab
    Protect
    Psychic
    Psycho Cut
    Rain Dance
    Recycle
    Reflect
    Rock Slide
    Safeguard
    Shadow Ball
    Shadow Sneak
    Signal Beam
    Skill Swap
    Slash
    Sleep Talk
    Snatch
    Stone Edge
    Substitute
    Sunny Day
    Swords Dance
    Taunt
    Teleport
    ThunderPunch
    Thunder Wave
    Thunderbolt
    Torment
    Toxic
    Trick Room
    Vacuum Wave
    Will-O-Wisp
    Wish
    X-Scissor
    Zen Heabutt

    Kurt (open)

    Kurt (Slowbro) {♂}
    [​IMG]
    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
    Type: Psychic / Water

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


    • Oblivious: (Innate)
    This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
    • Own Tempo: (Innate)
    This Pokemon moves at its own pace and cannot be confused by any method.

    • Regenerator: (Innate)
    When this Pokemon is switched out during a switch battle, 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.

    Stats:

    HP: 100
    Atk: 4 (+)
    Def: 4
    SpA: 4
    SpD: 3
    Spe: 26 (30/1.15)
    SC: 3
    WC: 4
    BST: 19


    EC: 6/6
    MC: 3
    DC: 5/5


    Attacks: 60

    Aerial Ace
    After You
    Aqua Tail
    Bide
    Blizzard
    Block
    Body Slam
    Brick Break
    Brine
    Confusion
    Counter
    Curse
    Dig
    Disable
    Dive
    Drain Punch
    DynamicPunch
    Earthquake
    Endure
    Fire Blast
    Flamethrower
    Fling
    Focus Blast
    Focus Punch
    Grass Knot
    Gravity
    Growl
    Headbutt
    Heal Pulse
    Hyper Beam
    Ice Beam
    Ice Punch
    Icy Wind
    Light Screen
    Magic Coat
    Mega Kick
    Mud Sport
    Protect
    Psyquic
    Rain Dance
    Reflect
    Rest
    Safeguard
    Scald
    Shadow Ball
    Signal Beam
    Skill Swap
    Slack Off
    Sleep Talk
    Substitute
    Sunny Day
    Surf
    Tackle
    Thunder Wave
    Toxic
    Trick
    Trick Room
    Water Gun
    Yawn
    Zen Headbutt




    And of course, here are the rules for our contest today:

    B6C4 Doubles
    Switch = OK
    All abilities
    No items
    Two subs
    2 Recoveries / 5 Chills
    3 Day DQ



    As Alchemator lost a pregame coinflip for the format, he got to select the results of the second 'coinflip.' If anyone actually has a serious objection to this, please let me know. So, out order is:

    Gerard sends out two Pokemon, Alchemator sends out two Pokemon and orders, Gerard orders.
  2. Gerard

    Gerard

    Joined:
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    [​IMG]
    "I think that's the right thing to do. Alch, here it goes for a very good battle, I love you and I can't really think of a better opponent for this, that being sais, I'll still (Psy)kick you!, Good luck buddy and let's hope hax is not an issue here.

    This is something interesting, and since I really wanted to try this duo from a bit so let's see how my girls can take on so many bad boys, Vogue and Lola, teach him how fabulous we're!"

    [​IMG][​IMG]
    Who was I kidding about hax not being...
  3. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

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    Bronzong was not part of your application post.

    E: Nor is Jynx.
  4. Rediamond

    Rediamond

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    It's probably irrelevant. Unless a gym committee member overturns it, no ruling says he can't use them.
  5. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

    Joined:
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    This indicates that the application posts should have the up-to-date team.
  6. Gerard

    Gerard

    Joined:
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    Well, I told you I had two new mons on IRC, you could have said something there, so I really would like to here a final word from someone from the comitee since I tought you were allowed to use any mon as long as they were from the selected type, the ones posted (the ones that needed to be up-to-date) were to show the comitee if you had enough trained mons in order to participate
  7. Rediamond

    Rediamond

    Joined:
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    Confirmation from a committee member that Alchemator is correct. Please resend teams/confirm the current team... I'll update with teams in a seprate post once I have them.
  8. Gerard

    Gerard

    Joined:
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    [​IMG]
    "Oh well, our first choice wasn't avaible so let's try this again, I wish I had some other way to send it back then, but we can't cry over spoiled milk. Vogue and Katherine, you were my second choice, let's see how far do they go against such a gorgeous team!"

    [​IMG][​IMG]
  9. Rediamond

    Rediamond

    Joined:
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    Alchemator did not change his team; Gerard's is in the OP. Alchemator, you may order when ready.
  10. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

    Joined:
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    "The final obstacle. Shakespeare and Harper Lee, take them!"
    [​IMG][​IMG][​IMG]
    "Who needs words, anyway?"

    Shakespeare the Gallade: Leaf Blade Vogue (Starmie) ~ ThunderPunch Vogue (Starmie) ~ Leaf Blade Vogue (Starmie)
    If Starmie uses a protective/evasive move, Night Slash Gardevoir.
    If Starmie begins Bide, Night Slash Gardevoir that action onward.

    Harper Lee the Girafarig: Thunderbolt Vogue (Starmie) ~ Energy Ball Vogue (Starmie) ~ Thunderbolt Vogue (Starmie)
    If Starmie uses a protective/evasive move, Shadow Ball Gardevoir.
    If Starmie begins Bide, Shadow Ball Gardevoir that action onward.
  11. Gerard

    Gerard

    Joined:
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    [​IMG]
    .
    "Well, I hope you enjoy my song then...
    Gardevoir, you're just as fast a Gallade, even if it costs a bit more energy, let him strike Vogue first with his delicious blade's and then make sure he keeps us well feeded!"


    Vogue: [Illuminate] Skill Swap (Vogue's Illuminate & Harper Lee's Hebivore) ~ Hydro Pump (Harper Lee) ~ Surf
    .
    Katherine: Imprison [Thunderbolt/Shadow Ball/Thunder Wave] (Harper Lee) ~ Signal Beam (Harper Lee) ~ [Move after Gallade] Encore (Shakespeare)
    *If Gallade last action wasn't Leaf Blade when you try to use Encore on him then use Will-o-Wisp (Shakespeare) instead
    .
  12. Rediamond

    Rediamond

    Joined:
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    The Empires of the future are the empires of the mind.

    -Winston Churchill

    Round One: The Dedication

    Imagine the battle in silence. Minds race to undermine each other as some of the most powerful and most intelligent Pokemon in the League clash out on the field. Whatever noise and chaos occurs here, the real battle is the silent rush of thoughts and strategies clashing against each other...

    They just explode into reality from time to time.

    In an absolutely blinding pulse of light, a Gardevoir and Starmie appear on Gerard's side of the field, signalling the final beginning to the battle. Alchemator replies somewhat calmly, leading with a Girafarig and Gallade. It takes guts to bring a fighter to a mindgame.

    Starmie takes advantage of its blistering speed, and begins to emit a telekenetic signal across the field that wraps itself around Girafarig's mind, causing both psychics to grunt in pain before the mental assault stops. Slowly at first, Starmie's gem begins to fade.

    And Girafarig begins to glow. The audience is amazed at this transfer of light, but the real advantage lies a bit more secretly, yet to be revealed. Unfortunately for Alchemator, the revelation comes all too soon. Gallade begins to channel chlorophyll into his blades, and slams one into Starmie with enough brute force to knock it back several meters... under normal circumstances. Starmie manages to take it in stride though, and the gem briefly turns green as the attack is entirely absorbed as if it were nothing. As the audience continues to gasp, another silent battle occurs on the battlefield. Gardevoir locks minds with Girafarig, slowly looking for similar points that her mind can break through and target. It manages to notice three before it's fought off, and severely damages all three mental ports. Alchemator only finds this out when the giraffe stares back at him, wondering what in the world a "thunderbolt" is.

    Gerard suddenly shifts tactics from winning the silent battle to winning the physical one. Starmie's gem flashes blue as an odd trail of light appears before Gardevoir. Within seconds two devestating pulses slam into Girafarig, knocking it back due to the sheer power unleashed by the beams. It isn't long before Alchemator resumes the fight, though. Gallade's fist begins to glow yellow as he glares with rage at Starmie, and Girafarig picks herself back up as a small, green sphere forms in her mouth. A yellow and green explosion is enough to wipe out any overconfidence that Starmie may have had.

    Of course, things are only going to get louder. Starmie and Gardevoir glance at their trainer, before opening up a new manuever. Starmie begins to spin over the water as a massive swell begins to rise. Starmie then shoots across the field, bringing a sheet of dihydrogen monoxide with it that slams into Gallade and Girafarig, as Gardevoir temporarily teleports away due to her Telepathic warning. When she reappears, she blasts a string of psychic fire at Gallade, causing the connection to his muscles to weaken and random spasms to erupt, simulating a burn. Gallade then tries to slash at Starmie again, but the starfish merely absorbs it as Girafarig looks around in confusion.

    ALCHEMATOR
    (322-342)/(380-400) 84.7-86.3%

    [​IMG][​IMG]
    HP: 55 | 87
    EN: 87 | 87
    Otr: Illuminate > Herbivore (4a), Imprisoned (Thunderbolt, Shadow Ball, Thunder Wave (4a), -1 Acc | Burned, -1 Acc

    vs​




    GERARD
    (373-383)/(390-400) 95.6-95.8%
    [​IMG][​IMG]
    HP: 73 | 100
    EN: 81 | 80
    Otr: +3 Att, Herbivore > Illuminate (4a) | ---​

    Mathetmatics (open)
    Illuminate: -1 Accuracy Gallade and Girafarig

    Starmie: Skill Swap Girafarig: 6 energy, Herbivore and Illuminate swapped
    1513 Gallade
    Gallade: Leaf Blade Starmie: 6 energy, +Att Starmie
    Gardevoir: Imprison Girafarig: 7 energy, Thunderbolt/Shadow Ball/Thunder Wave blocked
    Thunderbolt is imprisoned!

    Starmie: Hydro Pump Girafarig: [(12+3+1.5)] 16.5 damage, 7 energy (5887 hit, 8483 no crit)
    9196 Gardevoir
    Gardevoir: Signal Beam Girafarig: [(8+3)*1.5] 16.5 damage, 6 energy (2496 No SpD drop, 9217 no crit)
    Gallade: ThunderPunch Starmie: [(8+3)*1.5] 16.5 damage, 6 energy (1638 hit, 6254 no paralysis, 2326 no crit)
    Girafarig: Energy Ball Starmie: 6 energy, +Att Starmie

    Starmie: Surf: 6 energy, [Gallade=(7.5+3)] 10.5 damage Gallade [Girafarig=(7.5+3+1.5)] 12 damage (6123 no crit Gallade, 8178 no crit Girafarig)
    8737 Gardevoir
    Gardevoir: Will-o-Wisp Gallade: 7 energy, Gallade burned(877 hit)
    Gallade: Leaf Blade Starmie: +Att Starmie, 7 energy
    Thunderbolt is imprisoned! (-7 energy)



    Gerard orders, Alchemator orders
  13. Gerard

    Gerard

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    [​IMG]
    .
    "Damn whoever in GF made speed remain the same through the round, oh well, I think I have another trick right here "

    Vogue: Confuse Ray (Shakespeare) ~ Surf ~ Brine (Harper Lee)
    *If Shakespeare uses a Protective or Evasive move A1 then use Surf and push actions
    *If Harper Lee uses Mirror Coat when you target her with Brine then use Hydro Pump (Shakespeare) and push actions
    .
    Katherine: Encore (Shakespeare) ~ Signal Beam (Harper Lee) ~ Icy Wind
    *If Shakespeare uses a Protective or Evasive move A1 (without transfer) then use Signal Beam (Harper Lee) and push actions
    *If Harper Lee uses Mirror Coat when you target her with Signal Beam then use Shadow Ball (Shakespeare) and push actions

    PS: Vogue's Hp should be 73 (90-17)
    .
  14. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

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    I cannot sustain the responsibility of a Gym Leadership, or even this battle, so I forfeit.

    Perhaps this battle may happen again in the future.
  15. Rediamond

    Rediamond

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    Well...

    Not enough rounds have passed for prizes to be distributed, so let's just go on ahead and congratulate the new ASB Psychic Gym Leader Gerard.



    brb, getting my bugs together.
  16. Gerard

    Gerard

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    Mmm... I guess I'm happy about this... Yeah, I hoped a cool battle and I'm a bit pissad, I hope we can have a good battle sometime Alch

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