[PSYCHIC] Leader Gerard vs Challenger Leethoof: It only took a month!

Status
Not open for further replies.
The gym leader's team of Psychic titans are ready for action! My money is on Simone, the Jynx, being a major threat for poor Leethoof!

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: 3
DC:
5/5


Attacks: 86

Aerial Ace
Ally Switch
Body Slam
Brick Break
Bulldoze
Calm Mind
Charm
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
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rest
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Stored Power
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Trick
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt

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 Enabled)
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

  • 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: 65

Aurora Beam
Barrier
Bide
Blizzard
Brine
BubbleBeam
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
Swagger
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Jinx (Simone) {♀}

Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice/Psychic


  • Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

  • 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:


  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

  • Forewarn: (Innate)
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Stats:

HP: 100
Atk: 1 (-)
Def: 2
SpA:
4
SpD:
3
Spe:
110 (+)
SC: 3
WC:
3
BST: 22


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



Attacks: 58

Attract
Avalanche
Bide
Blizzard
Brick Break
Confusion
Copycat
Counter
DoubleSlap
Double Team
Drain Punch
Dream Eater
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire [7]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nightmare
Perish Song
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Teleport
Torment
Toxic
Uproar
Wish

Mirage (Bronzor) {O}

Nature: Brave (+1 Atk, -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:


  • Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

  • Heatproof: (Innate)
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

  • Heavy Metal: (Trait)
The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
Stats:

HP: 100
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 4
Spe:
28 (-)
SC: 3
WC: 5 [8]
BST: 19


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



Attacks: 49

AncientPower
Block
Bulldoze
Confuse Ray
Confusion
Dream Eater
Double Team
Earthquake
Endure
Explosion
Extrasensory
Faint Attack
Flash Cannon
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Payback
Protect
Psychic
Psywave
Rain Dance
Reflect
Rest
Rock Slide
Safeguard
Sandstorm
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
SolarBeam
Stealth Rock
Substitute
Sunny Day
Tackle
Toxic
Trick
Trick Room
Zen Headbutt
Yue (Darmanitan) {♀}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire (/Psychic)


  • Fire: Fire STAB; immune to burn, 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.

  • 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:


  • Sheer Force: (Can be Enabled)
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

  • Zen Mode: (Can be Enabled)
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Stats:

Regular Dan

HP: 110
Atk: 6 (+)
Def: 2
SpA: 2
SpD: 2

Spe: 82 (-)
SC: 3
WC: 4
BST: 18



Zen Darm

HP: 110
Atk: 3 (+)
Def: 4
SpA: 5
SpD: 4

Spe: 47 (-)
SC: 3
WC: 4
BST: 21



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


Attacks: 55

Belly Drum
Brick Break
Bulldoze
Dig
Double Team
Earthquake
Encore
Endeavour
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Flare Blitz
Focus Blast
Focus Energy
Focus Punch
Grass Knot
Gyro Ball
Hammer Arm
Headbutt
Heat Wave
Hyden Power Ice [7]
Hyper Beam
Incinerate
Overheat
Payback
Protect
Psychic
Rage
Rest
Roar
Rock Slide
Rock Smash
Rollout
Sleep Talk
Smack Down
SolarBeam
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Tackle
Taunt
Torment
Toxic
Trash
U-turn
Uproar
Will-O-Wisp
Work Up
Yawn
Zen Headbutt



Hecate (Aurumoth) {♀}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Bug / Psychic

  • Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
  • 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:
  • Weak Armor: (Toggle)
The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
  • No Guard: (Passive)
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.
  • Illusion: (Passive)
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:

HP: 110
Atk: 5
Def: 4
SpA: 5 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BST: 22


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

Attacks: 68 / 75

Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Counter
Disable
Double Team
Dragon Dance
Dream Eater
Electroweb
Facade
Feint
Final Gambit
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Megahorn
Ominous Wind
Overheat
Protect
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
X-Scissor
Zen Headbutt

And here, we have Leethoof's team! The hipster dark type, Jambalaya, the Mandibuzz, is sure to be a pain in Gerard's ass!

hi i love you matezoide im sorry i ever abandioend you guys

Stunfisk (Muddruckers) (M)
Nature
: Relaxed (+Def, -Speed, -10% Evasion)

Type: Ground/Electric
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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.

Abilities::
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.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats:
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 19

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

Attacks:
Mud-Slap
Mud Sport
Bide
Thundershock
Mud Shot
Camouflage
Mud Bomb
Discharge
Endure
Revenge
Thunderbolt
Bounce
Muddy Water

Earth Power
Pain Split
Yawn

Electroweb
Endeavor
Sleep Talk
Foul Play
Stealth Rock
Magnet Rise

Thunder
Scald
Thunder Wave
Protect
Earthquake
Rest
Toxic
Dig
Rock Tomb
Bulldoze
Stone Edge
Rock Slide

Voodoom (Stasis) (F)
Nature
: Naive (+Speed, -Sp Def) (19% Accuracy Boost)

Type: Fighting/Dark
Fighting:
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Volt Absorb
: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+) (19% Accuracy Boost)
Height Class: 4
Cushiony Muscle Class: 4

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

Moves:
Physical: Astonish, Beat Up, Brick Break, Close Combat, Counter, Drain Punch, Drill Run, Earthquake, Faint Attack, Focus Punch, Foul Play, Ice Punch, Low Kick, Mach Punch, Night Slash, Pin Missile, Pursuit, Revenge, Rock Slide, Stone Edge, Wild Charge, Wrap
Special: Aura Sphere, Dark Pulse, Electroweb, Focus Blast, Hidden Power 7, Hyper Beam, Psychic, Shock Wave
Other: Baton Pass, Charge, Copycat, Double Team, Endure, Follow Me, Grudge, Helping Hand, Imprison, Magic Coat, Mimic, Pain Split, Perish Song, Protect, Snatch, Substitute, Swagger, Taunt, Thunder Wave, Torment, Toxic

Mandibuzz (Jambalaya) (F)
Nature
: Adamant (+Atk, -SpA)

Type: Dark/Flying
Dark:
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Big Pecks:
(Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
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).
Weak Armor (DW Unlocked): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:
Gust
Leer
Fury Attack
Pluck
Nasty Plot
Flatter
Faint Attack
Tailwind
Defog
Brave Bird
Whirlwind
Mirror Move
Embargo
Dark Pulse
Bone Rush
Punishment

Mean Look
Scary Face
Steel Wing

Roost
Foul Play
Snatch
Block
Knock Off
Sleep Talk
Iron Defense
Sky Attack

Taunt
Fly
U-Turn
Protect
Torment
Payback
Substitute
Rest
Toxic
Swagger
Double Team
Rock Tomb
Giga Impact
Thief

Musharna (Siddhartha) (M)
Nature
: Quiet (+Sp Atk, -15% Speed)

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 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:
Forewarn:
(Innate) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
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.
Telepathy (DW Unlocked): (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: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 25 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

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

Attacks:
Psywave
Defense Curl
Lucky Chant
Yawn
Psybeam
Imprison
Moonlight
Hypnosis
Zen Headbutt
Synchronoise
Psychic
Nightmare
Telekinesis
Stored Power
Dream Eater
Future Sight
Calm Mind

Helping Hand
Magic Coat
Baton Pass

Gravity
Heal Bell
Signal Beam
Pain Split
Worry Seed
After You
Sleep Talk
Wonder Room

Psyshock
Light Screen
Shadow Ball
Toxic
Protect
Reflect
Torment
Thunder Wave
Trick Room
Gyro Ball
Rock Slide
Substitute
Charge Beam
Energy Ball
Rest

Permanent Night (Light Source is limited) yet the Moon gives you enough to battle.
Positions are ON.
Zen Mode is always active
Psychic pokemon get the following boosts (If using some of this moves):
+1 Accuracy
Non-weather field effect have their duration increased by one (1) round (Trick Room, Wonder Room, Magic Room & Gravity)
Guard/Power/Skill Swap last an extra round
Psychic pokemon can chose to either go before or after another pokemon with the same speed (Whoever orders first takes priority)
Status moves energy cost is reduced by 1
Wish and Healing Wish restore five (5) extra HP
Lunar Dance fully restores the health & energy it's given to

IF Gravity IS NOT in effect (regular effect):
Pokemon with the Levitate ability are completely immune to Ground attacks
Pokemon with the ability to Levitate on Command act as if they had the Levitate Ability
Pokemon with a WC of 3 or lower can Levitate on Command

IF Gravity IS in effect:
In addition to regular effects
The Acc of every move is Doubled
All Pokemon have their WC raised by 2
Pokemon with a WC of 5 (before gaining Weight) or above have Ground attacks moved to the next level of weakness (2x resistant goes to neutral, neutral goes to 2x week, etc...). Flying types and Levitators (both by Ability or Command) aren't affected by this.



And now, lets flip the Invisible Coin!


Heads: Gerard sends out first
Tails: Leethoof sends out first










And it is Heads! Gerard sends out his pokemon and then Leethoof retaliates!
 
Last edited by a moderator:

Finally someone has dared to come into my reign, my home opens the doors to you and your team, we have been waiting for you and look forward to this match, I've seen it in my head a hundred times and I have yet to find it any less amusing. My friends are exited, specially my dear Simone, she's been anxious about meeting you, she even got herself a brand new outfit just for this occasion along with an expert belt knotting her hair. Yue might not seem too happy to you but I'm assure you she's just as interested as I am to fight you, she even brought her favorite charcoal, look how hot she looks. I'm hope you're not intimidated by big strong women cause you're about to face this fabulous duet, now who's gonna be fight this two?

Expert Belt & Charcoal
 

"Though charging headfirst into such a difficult battle may have been a little rash, I have faith my allies can pull through, and at the very least, give you psyquics your toughest gym fight yet. Go forth, my dearest friends, for rock, honor, and a legendary return."


Blackglasses + Mental Herb

Stasis: Beat Up (Simone) -> Dark Pulse (Simone) -> Beat Up (Simone)
If sleep-inducing move from Simone and Yue is not using encore, then use Taunt (Simone).
If Focus Blast targeting you, then use Protect, but not consecutively. [PRIORITY]
Siddhartha: Light Screen -> Gyro Ball (Simone) -> Helping Hand (Stasis)
If Focus Punch on Stasis, then use Synchronoise, and scoot actions down.
If Simone succesfully Protect/Evasives(Self) A2 or A3, then use Shadow Ball (Yue).
If asleep and Focus Punch on Stasis, then use Sleep Talk ([Synchronoise, Shadow Ball [Yue], Signal Beam [Simone], Gyro Ball [Simone])
 


I've been done this battle in my head a thousand types, in a thousand different scenarios, I'm not gonna lye to you, many of them were horrible dsaters, others were barely ok, but I finally found one were everything was perfect and I didn't end up loosing my dear mon to a huge miscalculation on my part, such a rookie mistake from my par it's just that... but I'm rambling, I think I own you a little explanation, well, my dear I think you've fallen into a little trap of mine, my dear Simone hasn't come to welcome you with those gorgeous open arms of her, but instead has send her sister, don't worry you'll see her later in the evening but right now you'll have to settle down for someone a bit less vanish, as Hecate has come to welcome your entrance!

Expert Belt & Charcoal

Hecate: [Toggle Weak Armor] Feint (Stasis) ~ Megahorn (Siddhartha) ~ Feint (Stasis)
Yue: [Toggle Sheer Force] Focus Blast (Stasis) ~ Heat Wave ~ Focus Blast (Stasis)
 
Gerard


Hecate

110 HP l 100 EN
5/4/5/2/81
Abilites: Weak Armor (On), No Guard, Illusion
Other: RISK! Expert Belt




Yue


110 HP l 100 EN
3/4/5/4/47
Abilites: Sheer Force (On), Zen Mode
Other: Wants to stretch her legs. Charcoal. -10% Evasion

Leethoof



Stasis

100 HP l 100 EN
3/3/4/2/127
Abilites: Motor Drive, Volt Absorb, Lighting Rod
Other: Looks really sexy with these glasses. Sunglasses. +17% Accuracy


Sid
110 HP l 100 EN
2/3/5/3/25
Abilites: Forewarn, Synchrosomething, Telepathy
Other: Awesome in-game. Mental Herb. -10% Evasion


Stasis prepares himself to set up a Protect and----

Wait, what? Simone used Feint? The Protect was broken?! The Voodoom, Musharna and Trainer are completely shocked! It couldnt have happened...unless....

Regardless, using the opportunity, Yue shoots a potent Focus Blast, severely damaging the still shocked Voodoom, while Sid continues the plan and sets up a powerful Light Screen, to absorb incoming special damage

Getting up, Statsis focus his Dark power and shoots a powerful Pulse at Simone, the explosion completely covering the Jynx (?) in smoke.....

Seconds later, however, something emerges from the smoke and rams at Sid with great power, knocking the Psychic type away. Despite being a bit shocked, Sid quickly recovers and looks up to his enemy, seeing an Aurumoth. The situation was obvious for everyone present at the field.

Regardless, Yue shoots a potent Heat Wave at his opponents, doing very nice damage while Sid Gyro Balls Hecate, being unable to cancel the move.


For the next round, we have a repeat of the first one, with Stasis' Protect failling to stand up to the Aurumoth's Feint, only to get hit by Yue's Focus Blast while Sid's Helping Hand does nothing.


This round was really bad for Leethoof and his pokemon. Will Gerard manage to keep this considerable advantage and conquer yet another easy win?


Action 1

Voodoom's Protect failled
-7 energy

Aurumoth used Feint - 4 energy
To crit (4810) - No
(4 + 3) = 7 damage

Darmanitan used Focus Blast - 8 energy
To hit (1336) - Yes
To crit (4810) - No
To lower SP.Def (5720) - No
(12 + 4,5)*1,5 = 24,75 damage

Sid used Light Screen - 9 energy

Action 2

Voodoom used Dark Pulse - 5 energy
To crit (4590) - No
To flinch (6917) - No
(8 + 3 + 3)*1,5 + 4 = 25 damage


Aurumoth used Megahorn - 7 energy
To crit (2100) - No
(12 + 3 + 3 + 2)*1,5 = 30 damage

Yue used Heat Wave - 6 energy
STASIS
To crit (8829) - No
To burn (3717) - No
(5 + 3 + 4,5) + 4 = 16,5 damage

To crit (1815) - No
To burn (6500) - No
(5 + 3 + 3) + 4 = 15 damage

Sid used Gyro Ball - 7 energy
To crit (1305) - No
(11 - 3) = 8 damage

Action 3

Voodoom's Protect failled
-7 energy

Aurumoth used Feint - 4 energy
To crit (1772) - No
(4 + 3) = 7 damage

Darmanitan used Focus Blast - 8 energy
To hit (8881) - Yes
To crit (2875) - No
To lower SP.Def (8805) - No
(8 + 4,5)*1,5 = 18,75 damage

Sid used Helping Hand - 7 energy




Gerard


Hecate

77 HP l 85 EN
5/4/5/2/81
Abilites: Weak Armor (On), No Guard, Illusion
Other: RISK! Expert Belt




Yue


110 HP l 78 EN
3/4/5/4/47
Abilites: Sheer Force (On), Zen Mode
Other: Wants to stretch her legs. Charcoal. -10% Evasion

Leethoof



Stasis

26 HP l 81 EN
3/3/4/2/127
Abilites: Motor Drive, Volt Absorb, Lighting Rod
Other: Looks really sexy with these glasses. Sunglasses. +17% Accuracy


Sid
65 HP l 77 EN
2/3/5/3/25
Abilites: Forewarn, Synchrosomething, Telepathy
Other: Awesome in-game. Mental Herb. -10% Evasion




Gerard's turn.
 

That went great, Hecate you've done a wonderful job weakening our foes defenses, but we must keep them on their toes, and I've got a feeling you're still gonna be very useful to our cause and I can't have you risking yourself in the front lines, I assure you'll be back, but for now let's bring Wilde so that he too can stretch his legs a bit, with the second or our wonderful bandannas we should be able to keep the momentum going!

Expert Belt........................Expert Belt
 

"Well played...this will be even tougher than expected. I believe these two can pull through this round, at least."
Counterswitch declined.
 

As impressive as both of you are I can't foresee a way for the both of you to come out of this round, maybe one but one of you is definitely getting axed but our wonderfully blue duo, this power couple is well known for being the de facto guardians of this gyms and as you're about to find out, that reputation didn't come from being more than a little tougher than all my other creatures, no I trust that the honor of my gym and of course their own will be defended as will be the badge from you and anyone else trying to claim it as their own...

Expert Belt & Charcoal
Wilde: Drain Punch (Stasis) ~ Vaccum Wave (Stasis) ~ Drain Punch (Stasis)
* If Stasis has clones up when you target him then use Aerial Ace (Stasis) and push actions
* If Stasis uses Endure & you're Not Taunted then use Encore (Stasis) and push actions
* If Stasis is KOed then replace all remaining actions with Night Slash

Yue: Heat Wave ~ Fire Blast (Stasis) ~ Heat Wave
* If Heat Wave is Disabled then use Flamethrower (Stasis) instead
* If Stasis targets you with Pain Split then use Protect (once) and push actions
* If Stasis is KOed then redirect all remaining actions to Siddhartha
 
Granting DQ (Obviously). Nobody gets any counters since it was only one round long, so we all wasted our time. Yay!


Can someone lock this?
 
Status
Not open for further replies.

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

Top