Psychic Gym Qualification Match: Alchemator vs Gerard

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!





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




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

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

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

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

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 (Reuniclus) {♀}

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
Metagross (Kirot) {O}

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
Starmie (Vogue) {O}

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
Gardevoir (Katherine) {♀}

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 (Gallade) {♂}

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 (Slowbro) {♂}

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.
 

"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!"


Who was I kidding about hax not being...
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Bronzong was not part of your application post.

E: Nor is Jynx.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Kaxtar said:
Sign-ups will be open for about 2-3 weeks, ending by August 26th (give or take a couple of days). This will give you time for last minute training and time to think about your arena.
This indicates that the application posts should have the up-to-date team.
 
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
 
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.
 

"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!"


 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
"The final obstacle. Shakespeare and Harper Lee, take them!"

"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.
 

.
"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
.
 
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%


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%

HP: 73 | 100
EN: 81 | 80
Otr: +3 Att, Herbivore > Illuminate (4a) | ---​

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
 

.
"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)
.
 

Alchemator

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

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top