[PSYCHIC] - Leader Gerard vs Challenger waterwarrior

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

.
Oh, waterwarrior, I have never been blessed with a good battle against you and your team and I want to prove my mons against all kinds of treats so of course I will jumo into the opportunity to have a clash with vous.

Challenge Accepted


4v4 Doubles (GL Gerard brings 6, chooses 4)
3 Day Player DQ Time
∞ Recoveries & Chills per Pokemon
2 Subs
Switch = OK
Abilities = All
Items = On
Turn Order = Coin
Arena = Moon Cave
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.

...that is a crapload of effects. There is 97.34% chance I will forget some of those, so please check them, k?


Hello folks. Frosty here reffing another Gym battle.

Today's challenger is Waterwarrior. Despite his name, waterwarrior isn't known for his water pokemon, but for his ice pokemon. He is one of the two strongest candidates to the position of Ice Gym Leader. His strongest pokemon is Houdin the Alakazam, which we will see in this battle, and it is the only pokemon he has with a maxed movepool.

The Gym Leader is Gerard, of the Psyquic type. Despite his flamboyant atitude and his excessive use of the word "Psyquic" (a disease that appears to be contagious *gasp*), Gerard has estabilished himself as a strong player, being the first one to defeat the Ground Gym Leader (in a very well played battle, I must add), one of the few Gym Leaders that has a badge in a typing not weak against his own and getting sound victories against many other good players overall.

But Gerard is a little bit green in this Gym Leader business, and waterwarrior comes from a defeat against the Flying Gym Leader, so he has something to prove in this battle. Seat down folks and get your popcorn, 'cause this will be a challenge of epic proportions unless one of you play horribly, in which case I will openly mock my heart out as punishment.

Now let's see the teams!

Gym Leader Team

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: (Trait)
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: 4

DC:
5/5


Attacks: 63

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
Psyshock
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

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
Fire Punch
Grass Knot
Growl
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire [6]
Hypnosis
Ice Punch
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
ThunderPunch
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:
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

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:
6
DC:
5/5


Attacks: 69

Aerial Ace
After You
Amnesia
Aqua Tail
Avalanche
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
Growl
Headbutt
Heal Pulse
Hidden Power Electric [7]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Swagger
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Water Pulse
Withdraw
Yawn
Zen Headbutt
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


Challenger Team

Alakazam* (Houdin) Male
Nature: Timid (-Atk, +Spe, +22% accuracy)
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.

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.
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.
Magic Guard (DW ability- UNLOCKED): (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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: Movepool completed!
DC: 5/5

Attacks: (96/ 96 total moves)
Physical:
Bide
Body Slam
Counter
Dig
Double-Edge
Drain Punch
DynamicPunch
Facade
Fire Punch*
Fling
Foul Play
Frustration
Giga Impact
Headbutt
Ice Punch
Iron Tail
Knock Off
Mega Kick
Mega Punch
Psycho Cut
Rage
Return
Seismic Toss
Skull Bash
Slash
Submission
Take Down
Thief
ThunderPunch
Zen Headbutt

Special:
Charge Beam
Confusion
Dream Eater
Energy Ball
Focus Blast
Future Sight
Grass Knot
Hidden Power Fire (7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Round
Shadow Ball*
Signal Beam
Snore
Tri Attack
Zap Cannon

Status:
Ally Switch
Attract
Barrier
Calm Mind
Disable
Double Team
Encore*
Endure
Embargo
Flash
Foresight
Gravity
Guard Swap*
Guard Split
Hypnosis
Kinesis
Light Screen
Magic Coat
Magic Room
Metronome
Mimic
Miracle Eye
Nightmare
Power Trick
Protect
Psych Up
Rain Dance
Recover
Recycle
Reflect
Rest
Role Play
Safeguard
Skill Swap
Sleep Talk
Snatch
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Teleport*
Thunder Wave
Torment
Toxic
Trick
Trick Room
Wonder Room


Weavile (Dovahkiin) Male
Nature: Adamant (+Atk, -SpA)
Type: Dark/Ice
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.
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.

Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Pickpocket (DW ability- UNLOCKED): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.
Command: [Ability: Pickpocket (Ally Item Swap)]

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 125
Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

Attacks: (43/ 102 total moves)
Physical:
Aerial Ace
Assurance
Beat Up
Brick Break
Counter
Dig
Faint Attack
Fake Out
Focus Punch
Fury Swipes
Ice Punch
Ice Shard
Iron Tail
Knock Off
Low Kick
Low Sweep
Metal Claw
Night Slash
Payback
Pursuit
Quick Attack
Revenge
Scratch
Shadow Claw
Slash
X-Scissor

Special:
Dark Pulse
Icy Wind

Status:
Agility
Double Team
Embargo
Endure
Hone Claws
Leer
Nasty Plot
Protect
Reflect
Screech
Snatch
Substitute
Taunt
Torment
Toxic


Absol (Edgeworth) Male
Nature: Mild (+1 SpA, -1 Def)
Type: 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:
Pressure:
(Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Justified (DW ability- 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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

Moves: (33 total)
Physical:
Counter
Double-Edge
Feint
Giga Impact
Megahorn
Night Slash
Psycho Cut
Pursuit
Quick Attack
Razor Wind
Scratch
Shadow Claw
Slash
Stone Edge
Sucker Punch
Superpower
X-Scissor

Special:
Dark Pulse
Flamethrower
Future Sight
Ice Beam
Thunderbolt

Status:
Detect
Double Team
Endure
Leer
Magic Coat
Me First
Perish Song
Substitute
Swords Dance
Taunt
Torment



Syclant (Klavier Gavin) Male
Nature: Hasty (+Spe, -Def)
Type: Ice/Bug
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.
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW ability- UNLOCKED): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 139 (121x1.15)
+22% accuracy ((139^2)/870)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks: (40 total)
Physical:
Aerial Ace
Avalanche
Brick Break
Bug Bite
Dig
Earthquake
Fury Cutter
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Rock Slide
Scratch
Slash
Stone Edge
X-Scissor

Special:
Blizzard
Bug Buzz
Earth Power
Electroweb
Focus Blast
Giga Drain
Hidden Power Fire (6)
Ice Beam
Icy Wind
Leech Life
Sheer Cold
Signal Beam
Solarbeam
Venoshock

Status:
Double Team
Endure
Focus Energy
Hail
Leer
Protect
Substitute
Tail Glow
Taunt
Toxic

Order of Operations:
Heads: Gym Leader sends out first
Tails: Challenger sends out first


(heads)

Gerard sends out pokemon with items
Waterwarrior sends out pokemon with items and orders
Gerard gives orders
I Ref
 


Three gym battles in a row... That coin must have a thing for me
Aright, I had predicted this team to come down here and challenge me, so I'm not really surprised about this, not that we shouldn't be cautious considering how many tricks can they be holding, Yue can deal some heavy damage to a couple of them, the same as Wilde, so let's see who's the brave souls that shall come out first. All I can see is we're likely to see some Houdin soon. So Enable Sheer Force and take this piece of old coal. Wilde, take this belt and put it to good use. So let's start this show!


Charcoal & Expert Belt
 
Well, I can't say that I'm surprised that the Psychic Gym Leader figured that Houdin would make an early appearance. However, we must admit that we were not exactly expecting that Darmanitan to emerge... It appears that whatever I send out, we'll be facing a type disadvantage in some way. Well then, this may be tough, but Houdin, take this Link Cable! Edgeworth, take this Expert Belt! Now then, attack the Psyquics (and oh shit just look at their movepools @_@)!

Houdin: Psychic -> Shadow Ball -> Psychic (all Wilde)
If Wilde uses a successful P/E attack without transfer, change that action to Shadow Ball (Yue)
If Wilde uses Taunt AND he is not already Taunted, Taunt (Wilde) and push back

Edgeworth: Shadow Claw -> Psycho Cut -> Shadow Claw (all Wilde)
If Wilde uses Close Combat on you, Counter and push back
If Wilde uses a successful P/E move without transfer, change that action to Night Slash (Yue)

Let's hope that leaving Yue alone for a round won't have consequences too horrible...
 

.
This battle seems to be starting in a quite offensive manner, I can see this would be a problem against something a bit more fragile, but Wilde can take anything you're about to send, not that he needs to considering Edgeworth might not be able to withstand enough to land more than one hit, but what can we do? I can see us destroying both mons this round, but we better plan ahead, and considering everything we better take contro of the field while we can, those upcoming treats are stupidly fast, something they'll soon learn is not as good as it seems sometimes, go get them.


Charcoal & Expert Belt

Yue: [Enable Sheer Force] Heat Wave ~ Heat Wave ~ Fire Blast (Houdin)

Wilde: Drain Punch (Edgeworth)
~ Close Combat (Edgeworth) ~ Trick Room
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Gym Leader


Hp: 110
En: 100
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 100
En: 100
5/3/4/4/69
Other: +1Acc FOREVER
Item: Expert Belt

Challenger

Hp:90
En: 100
1/2/6/4/138
Other: +1Acc FOREVER
Item: Link Cable


Hp:100
En: 100
5/1/4/2/55
Other:
Item: Expert Belt​

Round 1

And we are off!

The Gym Leader sends out his trusted duo Yue the Zen Darmanitan and Wilde the Gallade. That duo was also used on the other current match the Gym Leader has going on, which shows how much he trusts that combination. We have seen Wilde do quite some damage in previous battles, but Yue wasn't used so much. I wonder what he has in store for us.

To counter that, Waterwarrior sends out Edgeworth the Absol and Houdin the Alakazam. And the cat is out of the bag! Houdin, WW's strongest mon, was sent out on the first round. To be honest I question the usage of said pokemon at the begining on a round he orders first, but WW probably has some kind of masterplan. Or else that was quite the mistake >_<.

Houdin is the first to act today as he uses his Psychic powers to attack Gallade. Probably using it to throw a rock or something at it. Whatever it was it dealt considerable yet not OMFGROFLBBQ damage. Most of it was then recovered as Wilde attacked Edgeworth with Drain Punch, enhanced by STAB, Expert Belt and the ridiculous difference between Absol's defense and Gallade's attack. That is one fragile pokemon!

Speaking of it, Edgeworth counterattacks Wilde with Shadow Claw getting some good damage in the process. Finally, Yue attacks both Edgeworth and Houdin with a Charcoal-boosted Sheer Force Heat Wave that, thanks to this weird arena, hit both foes without much of an effort.

On the second turn we see more of the same. Houdin continues to strike at Gallade, using, this time, a Shadow Ball to hit his weakness, although Wilde's Special Defense made it deal not-that-much-damage. The Gallade then continued to smack down Edgeworth, this time with Close Combat and, before Absol could counter with...well...counter, Yue finishes it off with another Heat Wave, dealing good damage to Alakazam in the process. Edgeworth the Absol fainted!

Outnumbered, Houdin is in for big pain, but it doesn't give up. Once again he uses his almighty Psychic powers to throw Wilde around, just before being almost burnt to a crisp by Yue and his powerful Fire Blast. Finally, Wilde prefers to set up, as it uses Trick Room to revert the speed brackets, which got a nice boost thanks to this mystic and magic arena.

This first round favoured greatly the Gym Leader and Waterwarrior is in a VERY tough spot right now. It may be a bit too early to be saying Gerard will win, but I will tell you all this: waterwarrior can't afford to make any other mistake, since, if he does, pain will be come and will strike HARD.

Alakazam: Psychic (Gallade): 10+3+2.5 = 15.5 damage for 6 energy
Crit:8
SpD Down: 6

Gallade: Drain Punch (Absol): (8+3+2+6)*1.5= 28.5 damage for 13 energy
Crit:7 (no)
+14.25hp

Absol: Shadow Claw (Gallade): (7+2+3)*1.5= 18 damage for 5 energy
Crit:7

Darmanitan: Heat Wave for 6 energy
vs Alazakam: (10*0.75+3+1.5+4+2)= 18 damage
vs Absol: (10*0.75+3+4.5+4+2)= 21 damage
Crit:10, 8

Alakazam: Shadow Ball (Gallade): (8+2.5)*1.5= 15.75 damage for 6 energy
Crit: 13
SpD Down: 6

Gallade: Close Combat (Absol): (12+3+2+6)*1.5= 34.5 damage for 9 energy
Crit: 5

Darmanitan: Heat Wave for 10 energy
vs Alazakam: (10*0.75+3+1.5+4+2)= 18 damage
vs Absol: (10*0.75+3+4.5+4+2+3)= 24 damage
Crit: 9, 1 (useless crit on absol)

Absol fainted!

Alakazam: Psychic (Gallade): 10+3+2.5 = 15.5 damage for 6 energy
Crit: 13
SpD Down: 7

Darmanitan: Fire Blast (Alakazam): 12+3+2+1.5+4+3= 25.5 damage for 7 energy
Crit: 1 (crit)

Gallade: Trick Room for 9 energy


Trick Room for 4 rounds​

Gym Leader


Hp: 110
En: 77
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt

Challenger

Hp:28
En: 82
1/2/6/4/138
Other: +1Acc FOREVER
Item: Link Cable


Hp:KO
En: KO
5/1/4/2/55
Other:
Item: Expert Belt​

Gerard's Turn!
 
MORE LIKE FUCKING ROIDS MODE DARMANITAN @_@

Uhh... Dovahkiin @ Razor Claw, try not to die too fast, ok? (Oh wait am I saying of course you will...)

GG Gerard, thanks for making me feel like a total noob :/
 

.
Maybe y
ou only need a little more training, powerful warrior, as I feel it would be pretty hard to be second to zam, something I rather avoid if I may. Now that we have a new arrival to this place I think Wilde would appreciate not to be a possition in which he can be so easily disabled, and I know who has what it takes to face this powerful duet.

Switching Out...

...
...

Expert Belt.............................................Rare Candy
...

PS: Wilde should have -2 Hp (due to having -1 SpD when Psychic hit)
 
And by Bronzong, you mean Gardevoir. Yep. Aaaaand Gardevoir forgot Focus Blast. Yes siree bob. /me cries in corner

I give up.

EDIT: Derp.
 

.
I'm worried about some of the tricks your pokemon might be able to pul off, so we should keep a short leash, this two daredevils sha not scape our sight doing their own ittle stuns. Yue, your powerful flames should make this task easy, but we can't take anything for granted and so Mirage is here to aid you with it's powerful weight, let's see if they manage to survive this round.

Charcoal & Rare Candy

Yue: Heat Wave ~ Flamethrower (Dovahkiin) ~ Focus Blast (Dovahkiin)
*If Houdin uses Endure then use Encore (Houdin)
*If Dovahkiin (Succesfully) uses a Protective move on itself when you target him exclusivey then use Focus Energy (once) and push actions

Wilde:
Heavy Slam (Houdin) ~ Rock Slide ~ Heavy Slam (Dovahkiin)
*If your target uses Counter then use Flash Cannon (Dobahkiin) and push actions
*If Houdin uses a Protective or Evasive move then use Gyro Ball (Dovahkiin) and push actions
 
Please try not to die you guys. Furthermore, remind me not to challenge any more gyms who use Doubles as a format...

Houdin: Trick Room -> Shadow Ball (Yue) -> Signal Beam (Yue)

Dovahkiin: Fake Out (Yue) -> Night Slash (Yue) -> Dig (Yue)

Yeah, we're still screwed, but at least we'll get some damage off
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Gym Leader


Hp: 110
En: 77
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 100
En: 100
4/5/3/5/28 (-10 eva)
Other: +1bp for Steel and Psychic, +1Acc FOREVER.
Item: Rare Candy


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt


Challenger

Hp:28
En: 82
1/2/6/4/138
Other: +1Acc FOREVER
Item: Link Cable


Hp: 100
En: 100
7/3/1/3/125
Other:
Item: Razor Claw​

Round 2​

[size=-2]I would so skip flavor if this weren't a gym match[/size]

Doubles are a very tricky format, as we can notice here. A single mistake is enough to put you in a very difficult position, especially if you are ordering first. Let's see if Waterwarrior will manage to catch up to Gerard....or something like that.

The Gym Leader replaces the battered Wilde the Gallade for Mirage the Bronzong with Rare Candy. Bronzong is a good example of how the Psychic Type can throw you a curve ball: that simple type combination is enough to remove all the weaknesses the Psychic Type Gives (and the abilities remove the remaining ones <_<);. Don't expect to win here with a simple team of 4 dark pokemon!

The challenger calls back Absol and sends out Dovahkiin the Weavile with Razor Claw. That Weavile is capable of dealing quite some damage...but its typing makes it suscetible to receiving good damage as well. At this rate, Yue will be the MVP of this match.

To the battle.

Dovahkiin begins the round by using Fake Out to make Yue flinch, so Alakazam can charge his attack safely, with only fat Mirage fat attacking with fat Heavy Slam fat. or fat.

Also Houdin manages to wipe out the Trick Room!

On the second turn, now faster, team WaterWarrior gang-up on Yue, since it IS the most dangerous pokemon against WW's fourth pokemon. They attack with Shadow Ball and Night Slash for good damage. But Team Gerard can also throw some punches, as Yue deals heavy damage to the Weavile with Flamethrower and Mirage creates a Rock Slide that hurts Dovahkiin and finishes off Houdin! WW's top player is gone!

Finally, its 2vs1, but the Weavile is way faster than both his foes combines, so it manages to dig a hole and be gone with more enough time to avoid the incoming Focus Blast and Heavy Slam, which missed. Sometime later Weavile pops up and attacks Yur for decent damage.

Waterwarrior did manage to deal some damage to the Darmanitan, but I think its 100% dafe to say he is doomed. His next pokemon is Syclant, which won't like Yue at all >_<;. Again, curve ball. The Challenger should come to this gym prepared for more than just Psychic types it seems....which puts this on the bottom of my "to-challenge" list hah.

Weavile: Fake Out (Darmanitan): 4+3.5 = 7.5 damage for 4 energy
Crit: 13 (no)

Bronzong: Heavy Slam (Alakazam): 4+2*(8-3)+2+3+3+1 = 23 damage for 10.33 energy
Crit: 16 (no)

Darmanitan: flinch

Alakazam: Trick Room for 9 energy

Alakazam: Shadow Ball (Darmanitan): (8 + 2.5)*1.5= 15.75 damage for 6 energy
Crit: 4 (no)
Effect: 8 (no)

Weavile: Night Slash (Darmanitan): (10+3+3.5+3)*1.5= 29.25 damage for 4 energy
Crit: 1 (yes)

Darmanitan: Flamethrower (Weavile): (10+3+3+2)*1.5+4= 31 damage for 6 energy
Crit: 5 (no)

Bronzong: Rock Slide for 6 energy
vs Alakazam: 8*0.75+3= 9 damage
vs Weavile: (8*0.75+1.5)*1.5= 11.25 damage
Crit: irrelevant, 12 (no)

Alakazam fainted!

Weavile: Dig for 5 energy

Darmanitan: Focus Blast (Weavile): miss for 8 energy

Bronzong: Heavy Slam: miss for 10.33 energy

Weavile: Dig (Darmanitan): (8+3.5)*1.5= 17.25 damage for 5 energy
Crit: 9 (no)


Gym Leader


Hp: 38
En: 63
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 100
En: 73
4/5/3/5/28 (-10 eva)
Other: +1bp for Steel and Psychic, +1Acc FOREVER.
Item: Rare Candy


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt


Challenger

Hp: KO
En: KO
1/2/6/4/138
Other: +1Acc FOREVER
Item: Link Cable


Hp: 68
En: 82
7/3/1/3/125
Other:
Item: Razor Claw​

Waterwarrior specifies item for Klavier Gavin and gives orders
Gerard gives orders
I Ref.
 
Oh boy. Not good. We are sooooo fucked.
Klavier, take this Expert Belt and try your hardest to at least score 1 KO!

Klavier: Earth Power (Yue) -> Hidden Power (Mirage) -> Bug Bite (Mirage)
If Yue successfully uses a P/E, change that action to Hidden Power (Mirage) and push back
If Yue uses Endure A1, change that action to Toxic (Yue)

Dovahkiin: Night Slash (Yue) -> Low Kick (Mirage) -> Night Slash (Mirage)
If Yue successfully uses a P/E move, change that action to Reflect and push back
If Yue uses Endure A1, change A2 to Faint Attack

There's probably a gaping hole somewhere in there, but ah well.
 

.
I'm impressed, I was sure Dova wouldn't see te end of this battle, but I can't let that sidetrack me, I should try to go back to our original plan, and so, let's try to get the field back to were it belongs, this is looking more and more interesting by the round, so let's keep this going, I certainly will...

Charcoal & Rare Candy

Yue: Protect ~ Encore (Dovahkiin) ~ Heat Wave
Mirage: Trick Room ~ Gyro Ball (Klavier) ~ Heavy Slam (Dovahkiin)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Gym Leader


Hp: 38
En: 63
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 100
En: 73
4/5/3/5/28 (-10 eva)
Other: +1bp for Steel and Psychic, +1Acc FOREVER.
Item: Rare Candy


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt


Challenger

Hp: 100
En: 100
4/2/4/3/139
Other:
Item: Expert Belt


Hp: 68
En: 82
7/3/1/3/125
Other:
Item: Razor Claw​

Round 3​

The Challenger sends out his last pokemon: FriedBug the Syclant!


...I mean Klavier the Syclant. Sorry!

And to begin this third round, Yue Protects itself and causes Team WaterWarrior to change plans, as Weavile erects a Reflective barrier and Syclant attacks Mirage with Hidden Power (Fire) for not that great damage thanks to Heatproof. Finally, Mirage tries again ze Trick Room to...well...guarantee a beatdown on the following turns lol.

To make sure Dovahkiin won't interrupt, Yue uses Encore to lock it on Reflect. Useless Reflect. Meanwhile, Mirage strikes Klavier with Gyro Ball for ridiculous damage even with reflect, while the Syclant strikes Yue with Earth Power for half decent damage.

Finally, Mirage CRUSHES Dovahkiin with Heavy Slam, right before Yue roasts it and Klavier with a powerful Heatwave, leaving both pokemon with no as much hp as one would want. Oh well. On the other side Dovahkiin continues with the useless Reflects and Klavier tries Hidden Power (Fire) again, netting the same not-that-good result.

Darmanitan: Protect for 7 energy

Syclant: Hidden Power (Bronzong): 9-1.5 = 7.5 damage for 5 energy

Weavile: Reflect for 10 energy

Bronzong: Trick Room for 9 energy

Bronzong: Gyro Ball (Syclant): (15*0.666+3+1+4+3)*1.5= 31.48 damage (!!!) for 6 energy
Crit: 4

Darmanitan: Encore (Weavile) for 10 energy

Weavile: Reflect for 10 energy

Syclant: Earth Power (Darmanitan): (9+2)*1.5 = 16.5 damage for 7 energy
Crit: 11
Effect: 7 (no)

Bronzong: Heavy Slam (Weavile): ((4+2*5)*0.666+2+3+1+1.5)*1.5= 25.23 damage for 9.3 energy
Crit: 14

Darmanitan: Heat Wave for 6 energy
vs Weavile: (10*0.75+3+3)*1.5+4= 24.25 damage
vs Syclant: (10*0.75+3+3)*2.25+4= 34.37 damage
Crit: 14, 4
Burn: 9, 3 (no no)

Weavile: Reflect for 10 energy

Syclant: Hidden Power (Bronzong): 9-1.5 = 7.5 damage for 5 energy
Crit: 3


Trick Room for 4r​

Gym Leader


Hp: 21
En: 40
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 85
En: 49
4/5/3/5/28 (-10 eva)
Other: +1bp for Steel and Psychic, +1Acc FOREVER.
Item: Rare Candy


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt


Challenger
Reflect for 3a

Hp: 34
En: 83
4/2/4/3/139
Other:
Item: Expert Belt


Hp: 18
En: 52
7/3/1/3/125
Other:
Item: Razor Claw​

Gerard's turn!
 

.
Good effort, but I can't streech this battle longer than necessary. I hope to do this again though, I can see big things coming for you, we'll see...

Charcoal & Rare Candy

Yue: Heat Wave ~ Heat Wave ~ Heat Wave*If Dovahkiin (Succesfully) uses a Protective or Evasive move (on itself) then use Flamethrower (Klavier) and push actions
*If Dovahkiin is under the effect of Endure A2 then use Toxic (Dovahkiin) A2 and push actions Wilde: Rock Slide ~ Heavy Slam (Dovahkiin) ~ Rock Slide*If Dovahkiin & Klavier use Endure then use Sandstorm and push actions
*If Klavier use Endure then use Toxic (Klavier) and push actions

PS: Reflect reduces the damage on doubles by 1/3 of the original BP (Which means Weavile is at 18 Hp & Syclant at 34)
 
Even though I'll admit I was not at the top of my game, I've actually had a bit of fun with this match, and it was still a great game. Thank you for all the support even when you're roflstomping me, and I promise that next time I face you, Yue will not be anywhere near as big a threat as she is now! NOW KILL HER, DOVAHKIIN!

Dovahkiin: Agility + Night Slash (Yue) -> cooldown (Night Slash Yue) -> Night Slash Mirage

Klavier: Earth Power + Earth Power (Mirage) -> cooldown (Earth Power Mirage) -> Earth Power Mirage

Sure, we still lose horribly, but there's no shame in losing 3-0 in a Gym match, especially when 2 of those mons are below 50% health. Can't wait to see you on the field of battle again, Gerard!
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Trick Room for 4r​

Gym Leader


Hp: 21
En: 40
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 85
En: 49
4/5/3/5/28 (-10 eva)
Other: +1bp for Steel and Psychic, +1Acc FOREVER.
Item: Rare Candy


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt


Challenger
Reflect for 3a

Hp: 34
En: 83
4/2/4/3/139
Other:
Item: Expert Belt


Hp: 18
En: 52
7/3/1/3/125
Other:
Item: Razor Claw​

Last Round​

The Challenger tries a combo to get at least one KO out of this match. But unfortunately, due to a little miscalculation, the combo didn't work as planned and Team Waterwarrior was helpless against Mirage's Rock Slide and Yue's Heat Wave. Double KO!

Waterwarrior is out of Useable pokemon! The Gym Leader Gerard Wins!


Regarding that Combo of yours. There are two problems with it:

1) Combos with Evasive Agility kinda rub me the wrong way, so I don't just approve of them automatically. My line of thought is: the pokemon is using his agility to move around with great speed before the opponent can even move and then ends by striking the foe. Since the pokemon is focused on jumping around and whatever, the attack itself has be to simple...blunt, like the tackling moves. Night Slash involves "aiming for a sensitive spot" and I find it hard to believe that a pokemon can aim while showcasing its agility and all (its quick hard to imagine a quickdraw attack with precise aim while moving...not even billy the kid could do it <_>). This is why I personally only allow Evasive Agility combos with Tackle-based moves (Tackle, Body Slam, Double Edge, Wood Hammer, Flare Blitz, Heat Crash, Heavy Slam etc). Also if you just slap agility on everything and call it a day, we will end up with another dodge in our hands <_<;.

2) I didn't specify "evasive agility" so I have to go with regular speed boosting agility. And I can't see Regular Agility being combined with an attack. And even if it does the priority would be -2.

For the second reason alone I just went with the result below. Feel free to get a second opinion though.

Bronzong: Rock Slide for 6 energy
vs Syclant: (8*0.75+3)*2.25= 20.25 damage
vs Weavile: (8*0.75+1.5)*1.5= 11.25 damage
Crit: 14, 7 (no no)
Flinch: doesn't matter

Darmanitan: Heat Wave for 10 energy
vs Weavile: (10*0.75+3+3)*1.5+4= 24.25 damage
vs Syclant: (10*0.75+3+3)*2.25+4= 34.37 damage
Crit: doesn't matter

Syclant and Weavile fainted!

Waterwarrior is out of usable pokemon!



Trick Room for 3r​

Gym Leader


Hp: 21
En: 30
3/4/5/4/47
Other: +1Acc FOREVER
Item: Charcoal


Hp: 85
En: 43
4/5/3/5/28 (-10 eva)
Other: +1bp for Steel and Psychic, +1Acc FOREVER.
Item: Rare Candy


Hp: 49
En: 69
5/3/4/4/69
Other: +1Acc FOREVER, -1def and spd for 1r
Item: Expert Belt


Challenger
Reflect for 3a

Hp: KO
En: KO
4/2/4/3/139
Other:
Item: Expert Belt


Hp: KO
En: KO
7/3/1/3/125
Other:
Item: Razor Claw​

- - -

Prizes:
Waterwarrior: 3CC
Weavile: 3MC
Alakazam: 3MC
Syclant: 3MC
Absol: 3MC

Gerard: 3CC
Darmanitan: 3MC, 3KOC (Weavile, Syclant and Absol)
Bronzong: 3MC, 1KOC (Alakazam)
Gallade: 3MC
Any other pokemon Gerard chooses: 3MC

Frosty: 9+8/2+4/2=15UC
 
Regarding your two problems about my combo:
1. I suppose that may be a valid argument for some Pokemon, but on one like Weavile, it just doesn't make any sense flavor-wise. When you get right down to it, Weavile is pretty much a white robe away from being full members of the Assassin's Brotherhood, being almost ninja-like and Dark-types, so it can easily jump around while still targeting something with ease. Besides, in the anime, a majority of Pokemon that know Agility (like Pikachu) have complete control over themselves while using it, and a Pokemon attacking during or immediately after Agility can easily target their enemies
2. Umm... Well... Goddamnit >.<

Also, I should get 8 CC due to Houdin having a full movepool

Regardless, thanks for reffing Frosty, and once again, great game Gerard!
 
TBH I think Night Slash + Agility woud work under normal circunstances, but I can't see it working under Trick Room, it seems like it goes against the field effect, even though priority works fine under it, feels kinda wrong.

But regardless of it good batte ww, obviously you had a huge obstacle in Yue, and I can only admire you for giving everything you had, I hope for a rematch, probably with a team better equipped to deal with Sheer Force Heat Waves ;3
 

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