[Psychic] Leader Gerard vs Its_A_Random

4v4 Doubles (GL brings 7, chooses 4)
2 Day Player DQ Time (3 Day ref)
10 Recoveries & 25 Chills per team
3 Subs per pokemon
1 Mega per team
Switch = OK
Abilities = All
Items = On
Turn Order = Coin
Arena = Dreamlands
Summary: Huge Desert of Cristal Sand (Sand terrain)
All moves are usable (materials are generated on the spot by the user)

- All pokemon get a once stage accuracy boost boost (+1 Acc). Any change in accuracy will return to this point.
- All pokemon with a BST total of 17 or less get an increase of five (5) points to their original stats, changing rankings if the new stat passes the cutoff. (Ex. Forretress stats (75/90/140/60/60/40) become 80/95/145/65/65/45 thus gaining +1 Def, SpA & SpD along with 5 extra speed)
- Non Damaging moves cost one (1) less energy to execute if performed by a Psychic Pokemon

- Magic Room, Trick Room, Wonder Room & Gravity have their duration increased by (1) round.
- Imprison, Telekinesis, Miracle Eye & Levitate (Command) have their duration increased by three (3) actions.
- Wish, Heal Pulse & Healing Wish recover five (5) more Hp at the cost of two (2) more energy
- Ghost Moves go through the invulnerable phase of Phantom Force.


Team Gerard:
Wilde (Gallade) {♂}
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • Psychic STAB; 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.
  • Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Abilities: Steadfast / Justified (H)
  • Steadfast: (Passive) 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: (Passive) 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.
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 4
WC: 6
BRT: 22

EC: 9/9
MC: 0
AC: 5/5

Attacks (129/129)

Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Double Team
Double Edge
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power Rock
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
Memento
Mimic
Misty Terrain
Mud Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Vogue (Starmie) {O}
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic

  • Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
  • Psychic STAB; 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: Illuminate / Natural Cure / Analityc (H)
  • Illuminate: (Toggle) No default effect. When toggled, 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: (Passive) 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.
  • Analityc: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (89/89)


Attract
Aurora Beam
Avalanche
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confide
Confuse Ray
Cosmic Power
Curse
Dazzling Gleam
Dive
Double Team
Double-Edge
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Natural Gift
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Rapid Spin
Recover
Recycle
Reflect
Reflect Type
Refresh
Rest
Return
Rollout
Round
Scald
Secret Power
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic
Surf
Swagger
Swift
Tackle
Take Down
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon

Simone (Jynx) {♀}
Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice / Psychic

  • Ice STAB; Immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
  • Psychic STAB; 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: Oblivious / Forewarn / Dry Skin (H)
  • Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Charm, Captivate, or Taunt.
  • Forewarn: (Passive) 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.
  • Dry Skin: (Passive) 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 two (2) damage/action to this Pokemon in sunlight and recovering two (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 two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
HP: 100
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BRT: 17

EC: 6/6
MC: 2
AC: 5/5

Attacks (70/---)

Attract
Avalanche
Bide
Blizzard
Brick Break
BubbleBeam
Confusion
Copycat
Counter
Covet
DoubleSlap
Double Team
Drain Punch
Draining Kiss
Dream Eater
Dynamic Punch
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
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nasty Plot
Nightmare
Perish Song
Petal Dance
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Telekinesis
Teleport
Thief
Torment
Toxic
Uproar
Wake-Up Slap
Water Pulse
Wish

Mirage (Bronzong) {O}
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel / Psychic

  • Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-Type attacks and Poison/Toxic Status.
  • Psychic STAB; 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: Levitate / Heatproof / Heavy Metal (H)
  • Levitate: (Passive) 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.
  • Heatproof: (Passive) 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: (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight. .
HP: 100
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 5
Spe: 28 (-)
SC: 3
WC: 5 (8)
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (72/72)


AncientPower
Block
Bulldoze
Calm Mind
Charge Beam
Confide
Confuse Ray
Confusion
Double Team
Dream Eater
Earthquake
Endure
Explosion
Extrasensory
Facade
Faint Attack
Feint Attack
Flash
Flash Cannon
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hidden Power Ground
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Natural Gift
Payback
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Recycle
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snore
SolarBeam
Stealth Rock
Strength
Substitute
Sunny Day
Swagger
Tackle
Telekinesis
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt

Katherine (Gardevoir) {♀}
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic / Fairy

  • Psychic STAB; 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.
  • Fairy STAB; -1 EN on non-Fairy Typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Abilities: Synchronize / Trace / Telepathy (H) / Pixilate (M)
  • Synchronize: (Passive) 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, Fire-Types cannot be burned & Electric-Types cannot be paralyzed in this manner.
  • Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
  • Telepathy: (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
  • Pixilate (Toggle) By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.
HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BRT: 21

(Mega Stats)

HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
SC: 3
WC: 3
BRT: 25

EC: 9/9
MC: 0
AC: 5/5

Attacks (101/101)


Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Moonblast
Mud Slap
Natural Gift
Nightmare
Pain Split
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
Swift
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thief
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt

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

  • Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
  • Psychic STAB; 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 / No Guard / Illusion (H)
  • Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens 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.]
HP: 110
Atk: 5
Def: 4
SpA: 6 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BRT: 23

EC: 9/9
MC: 4
AC: 5/5

Attacks (81/81)


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

Diabola (Delphox) {♀}
Nature: Modest (+1 SpA, -Atk)
Type: Fire / Psychic

  • Fire STAB; Immune to burn status. Brighten Command.
  • Psychic STAB; 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: Blaze / Magician (H)
  • Blaze: (Passive) When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
  • Magician: (Passive) This Pokemon is crafty and will steal items from an opposing Pokemon during one of its attacks if it does not have one of its own.
HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 4
Spe: 104


SC: 3
WC: 3
BRT: 21

EC: 9/9
MC: 0
AC: 5/5


Attacks (48/58)

Attract
Blast Burn
Calm Mind
Confide
Cut
Double Team
Dream Eater
Echoed Voice
Embargo
Ember
Facade
Fire Blast
Fire Pledge
Fire Spin
Flame Charge
Flamethrower
Frustration
Future Sight
Giga Impact
Grass Knot
Heat Wave
Hidden Power Fairy
Howl
Hyper Beam
Hypnosis
Incinerate
Light Screen
Lucky Chant
Magic Coat
Magic Room
Mystical Fire
Overheat
Power-Up Punch
Protect
Psybeam
Psych Up
Psychic
Psyshock
Rain Dance
Rest
Return
Role Play
Round
Safeguard
Scratch
Shadow Ball
Sleep Talk
Solarbeam
Substitute
Sunny Day
Swagger
Switcheroo
Tail Whip
Thief
Toxic
Trick Room
Will-o-Wisp
Wish


Gerard brings his usual team, which has served him well in his career as a gym leader, scoring a 7/1 W/L ratio. Pay attention to Gardevoir, because Mega Gardevoir has incredible stats and utility.

Team Its_A_Random:

Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)

TYPE: Fire / Ground
ABILITIES: Magma Armour / Solid Rock / Anger Point (H)

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

ATTACKS (80/80)
PHYSICAL
Body Slam
Bulldoze
Dig
Double-Edge
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Giga Impact
Headbutt
Iron Head
Magnitude
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Self Destruct
Stomp
Stone Edge
Strength
Tackle
Take Down

SPECIAL
Ancientpower
Earth Power
Echoed Voice
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power (Ice)
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Mud-Slap
Overheat
Round
Snore
Solar Beam
Spit Up

OTHER
After You
Amnesia
Attract
Captivate
Charm
Confide
Curse
Defence Curl
Double Team
Endure
Focus Energy
Growl
Growth
Howl
Mimic
Nature Power
Protect
Rest
Roar
Rock Polish
Sandstorm
Scary Face
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Will-O-Wisp
Yawn

Aggron [Basher] (F)
NATURE: Brave (-10% Evasion)

TYPE: Steel / Rock (Non-Mega)
ABILITIES: Sturdy / Rock Head / Heavy Metal (H) / Filter (Mega Only)

STATS (NORMAL)
HP: 100
Atk: Rank 5 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
Size Class: 4
Weight Class: 8 [10 Heavy Metal]
Base Rank Total: 21

STATS (MEGA)
HP: 100
Atk: Rank 6 (+)
Def: Rank 10
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 8 [11 Heavy Metal]
Base Rank Total: 25

EC: 9/9
MC: 0
AC: 5/5

ATTACKS (45/112)
PHYSICAL
Aerial Ace
Aqua Tail
Body Slam
Brick Break
Bulldoze
Counter
Dig
Double-Edge
Dragon Claw
Dragon Rush
Dragon Tail
Earthquake
Endeavour
Fire Punch
Head Smash
Headbutt
Heavy Slam
Iron Head
Low Kick
Metal Burst
Metal Claw
Payback
Rock Slide
Rock Tomb
Shadow Claw
Smack Down
Stone Edge
Superpower
Tackle
Take Down
Thunder Punch

SPECIAL
Mud-Slap

OTHER
Endure
Harden
Iron Defence
Magnet Rise
Protect
Rest
Roar
Sleep Talk
Stealth Rock
Substitute
Taunt
Thunder Wave
Toxic

Volbeat [Inzektor] (M)
NATURE: Quiet (-10% Evasion)

TYPE: Bug
ABILITIES: Illuminate / Swarm / Prankster (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 73 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

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

ATTACKS (76/76)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Brick Break
Bug Bite
Counter
Dizzy Punch
Double-Edge
Dynamic Punch
Facade
Fling
Focus Punch
Frustration
Ice Punch
Mega Kick
Mega Punch
Natural Gift
Power-Up Punch
Quick Attack
Return
Secret Power
Seismic Toss
Tackle
Thief
Thunder Punch
U-Turn
Zen Headbutt

SPECIAL
Air Cutter
Bug Buzz
Charge Beam
Dazzling Gleam
Giga Drain
Hidden Power (Fire)
Mud-Slap
Ominous Wind
Round
Shadow Ball
Shock Wave
Signal Beam
Silver Wind
Snore
Solar Beam
Struggle Bug
Swift
Thunder
Thunderbolt
Water Pulse

OTHER
Attract
Baton Pass
Captivate
Confide
Confuse Ray
Double Team
Encore
Endure
Flash
Helping Hand
Light Screen
Metronome
Mimic
Moonlight
Protect
Psych Up
Rain Dance
Rest
Roost
Sleep Talk
String Shot
Substitute
Sunny Day
Swagger
Tail Glow
Tailwind
Thunder Wave
Toxic
Trick

Aromatisse [] (M)
NATURE: Quiet (-10% Evasion)

TYPE: Fairy
ABILITIES: Healer / Aroma Veil (H)

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 25 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

ATTACKS (54/54)
PHYSICAL
Facade
Flail
Frustration
Giga Impact
Gyro Ball
Return

SPECIAL
Charge Beam
Dazzling Gleam
Disarming Voice
Draining Kiss
Dream Eater
Echoed Voice
Energy Ball
Fairy Wind
Flash Cannon
Hidden Power (Ground)
Hyper Beam
Moonblast
Psychic
Psyshock
Round
Thunder
Thunderbolt

OTHER
Aromatic Mist
Aromatherapy
Attract
Calm Mind
Captivate
Charm
Confide
Disable
Double Team
Flash
Heal Pulse
Light Screen
Misty Terrain
Odour Sleuth
Protect
Psych Up
Rain Dance
Reflect
Refresh
Rest
Skill Swap
Sleep Talk
Substitute
Sunny Day
Swagger
Sweet Scent
Sweet Kiss
Torment
Toxic
Trick Room
Wish

RAID
Dispel

IAR brings a varied team, ignoring type advantage and instead going for pokemon strong against Gerard's main team. Pay attention to Volbeat, because instant +6 SpA is powerful.

ASBot says that IAR sends out first.
 
I'm sure am. I knew what I would be dealing with the minute I saw that pair up there in my entrance. And I know who'll be the perfect pair for their entrance. Katherine and Mirage will be the perfect duo to deal with those two. Don't let their cute faces and full bellies fool you into thinking they're not a threat. They're a dangerous pair and one were a Tail Glow could mean the beginning of a race for survival.

Gardevoirite........Rare Candy.

Katherine: [Trace Aromatisse's Aroma Veil] [Megavolve] Hyper Voice ~ Dazzling Gleam ~ Hyper Voice
.* If Inzektor uses Tail Glow then use Psych Up (Inzektor), once, & push actions

Mirage: Heavy Slam (Aromatisse) ~ Heavy Slam (Aromatisse) ~ Heavy Slam (Aromatisse)
.* If Aromatisse is under the effect of a Protective or Evasive move when you target her then use Rock Slide
.* If Aromatisse uses Skill Swap & you move before she does & you haven't used Imprison yet, then use Imprison (Skill Swap / Protect / Psych Up)
.* If Aromatisse uses Psych Up & you move before she does & you haven't used Imprison yet, then use Imprison (Skill Swap / Protect / Psych Up)
.* If Aromatisse is KOed then use Rock Slide
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"And now for something completely different!"

Inzektor: Helping Hand (Aromatisse) > Helping Hand (Aromatisse) > Tail Glow

Aromatisse: Gyro Ball (Katherine) > Gyro Ball + Gyro Ball combo (Katherine) > N/A (Dazzling Gleam)
 
Round 1
Gerard vs IAR
vs

KO|100|HP|68|KO
KO|59|EN|43|KO

KO|Fine|Status|+6 SpA|KO
2/4/7/5|4/6/3/6|Stats|3/2/3/3|3/3/6/4
Some strong steel-type moves and combos are thrown around, enough to KO both fairies. Volbeat also managed to get his precious Tail Glow in, although IAR's tactics are likely to have angered the leader, who is not a fan of Helping Hand boosted combos.
Volbeat used Helping Hand!
-17 en

Gardevoir used Hyper Voice!
Crit? (<76) 928, 133 no
-6 en
-(9*.75+3+2+5.5)=17.25 hp Volbeat
-(9*.75+3+2+4)=15.75 hp Aromatisse

Bronzong used Heavy Slam!
Crit? (<76) 645 no
-9.2 en
-(16+3+1+1.5)*1.5=32.75 hp Aromatisse

Aromatisse used Gyro Ball!
Crit? (<76) 695 no
-7 en
-(13*2)*1.5=39 hp Gardevoir

----------

Volbeat used Helping Hand!
-30 en

Gardevoir used Dazzling Gleam!
Crit? (<76) 418, 1013 no
-5 en
-(8*.75+3+5.5)=14.5 hp Volbeat
-(8*.75+3+4)=13 hp Aromatisse

Bronzong used Heavy Slam!
Crit? (<76) 1137 no
-13.2 en
-(16+3+1+1.5)*1.5=32.75 hp Aromatisse

Aromatisse used Gyro Ball+Gyro Ball!
Crit? (<76) 1158 no
-45.5 en
-(13*2.25*1.5)*1.5=65.813 hp Gardevoir
KO

----------

Volbeat used Tail Glow!
-10 en
+6 SpA

Bronzong used Heavy Slam!
-17.2 en
KO
 
Go Wilde! The can has been opened, let's show this pair how deadly we can really be.

Expert Belt........Rare Candy.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alrightio Tormeldon @ Charcoal it is time to play!"

Inzektor: Struggle Bug > Bug Buzz (Gallade) > Struggle Bug
IF
Psych Up (Inzektor) is used, AND you have the Prankster ability, AND you are not Taunted, THEN use Take Cover (Tormeldon) on the first instance, pushing actions back.
IF Encore (Inzektor) is used A1, THEN use Chill A1, pushing actions back.

Tormeldon: Eruption > Heat Wave > Flame Burst (Gallade)
IF
(Damaging Water Combo) (Tormeldon) is used, AND you are not Taunted, AND Protect is not Imprisoned, THEN use Protect on the first instance.
[ONCE] IF (Damaging Water Combo) (Tormeldon) is used, AND the above substitution would not activate, THEN begin action string (from that action): Dig (Suspend) > Dig (Gallade) > Heat Wave.
 
I'm sorry, with exams on this was pretty back on my mind
PS: Slowgon showing me as if I posted twice...

Expert Belt........Rare Candy.
Wilde: Rock Slide ~ Rock Slide ~ Rock Slide

Mirage: Iron Head (Inzektor) ~ Giga Impact (Tormeldon) ~ Chill
 
Sorry :|

Round 2
Gerard vs IAR
vs

10|51|HP|KO|54
70|54|EN|KO|82

-1 SpA|-1 SpA|Status|KO|Fine
5/3/4/4|4/6/3/6|Stats|3/2/3/3|4/3/5/3
Gerard:

KO:


IAR:

KO:
Gerard decides to go for the kill on Volbeat, and does so successfully, while doing solid damage on Camerupt as well. Meanwhile, IAR's attacks are doing a number on Gerard's pokemon, and Gallade is probably only going to get one move off next round.
Gallade used Rock Slide!
Flinch? (<361) 363, 411 no
Crit? (<76) 854, 573 no
-6 en
-(8*.75+2+4.5)*1.5=18.75 hp Volbeat
-(8*.75-1+3)=8 hp Camerupt

Volbeat used Struggle Bug!
Crit? (<76) 1134, 236 no
-2 en
-(5*.75+3-1.5)+12=17.25 hp Gallade
-(5*.75+3-4.5)+12=14.25 hp Bronzong
-1 SpA Gallade
-1 SpA Bronzong

Camerupt used Eruption!
Crit? (<76) 1112, 839 no
-7 en
-(13*.75+3+1.5)+4=18.25 hp Gallade
-(13*.75+3-1.5)+4=15.25 hp Bronzong

Bronzong used Iron Head!
Crit? (<76) 381 no
-5 en
-(8+3+1+3)=15 hp Volbeat

----------

Gallade used Rock Slide!
Flinch? (<361) 444, 1034 no
Crit? (<76) 54, 398 Volbeat
-10 en
-(8*.75+3+2+4.5)*1.5=23.25 hp Volbeat
-(8*.75-1+3)=8 hp Camerupt

Volbeat used Bug Buzz!
-SpD? (<121) 131 no
Crit? (<76) 799 no
-6 en
-(9+3-1.5)+12=22.5 hp Gallade

Camerupt used Heat Wave!
Hit? (<1081) 776 yes
Burn? (<121) 217, 486 no
Crit? (<76) 209, 882 no
-6 en
-(10*.75+3+1.5)+4=16 hp Gallade
-(10*.75+3-1.5)+4=13 hp Bronzong

Bronzong used Giga Impact!
Crit? (<76) 10 yes
-12.2 en
-(18+3-1+1.5)=21.5 hp Camerupt

----------

Gallade used Rock Slide!
Flinch? (<361) 598 no
Crit? (<76) 1011 no
-14 en
-(8*.75+2+4.5)*1.5=18.75 hp Volbeat
KO
-(8*.75-1+3)=8 hp Camerupt

Camerupt used Flame Burst!
Crit? (<76) 1198 no
-5 en
-(7+3+1.5)+4=15.5 hp Gallade
-6 hp Bronzong

Bronzong chilled!
+12 en
 
Ugh, seriously... not even a flinch.
Alright Wilde, we haven't had any luck in this match, but at least we can try to survive to next round.


Expert Belt........Rare Candy.
Wilde: Pain Split (Tormeldon) ~ Low Kick (Tormeldon) ~ Low Kick (Tormeldon)
* If Tormeldon is under the effect of a Protective or Evasive move when you target him then use Heal Pulse (Mirage) and push actions
* If Tormeldon uses Endure then use Encore (Tormeldon) & push actions
* If Tormeldon uses Rest then use Taunt (Tormeldon) & push actions
* If Tormeldon is KOed then redirect to Basher & push actions


Mirage: Psychic (Tormeldon) ~ Grass Knot (Tormeldon) ~ Psychic (Tormeldon)
* If Tormeldon is under the effect of a Protective or Evasive move when you target him then use Psychic (Basher) and push actions
* If Tormeldon uses a Fire Type Damaging Combo A1 then use Protect & push actions
* If Basher uses a Payback Combo against you then use Substitute (15) & push actions
* If Tormeldon is KOed then redirect to Basher & push actions

 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"An extra 25 HP is nothing. Clear out the Gallade and get to work on the Bronzong!"

Basher: [Mega Evolve] Headbutt (Gallade) > Smack Down (Bronzong) > Low Kick + Low Kick combo (Bronzong)

Tormeldon: Protect > Dig (Bronzong) > Earth Power + Earth Power combo (Bronzong)
 
Round 2
Gerard vs IAR
vs

KO|KO|HP|87|41
KO|KO|EN|56|34

KO|KO|Status|-1 SpD, cooling down|cooling down
5/3/4/4|4/6/3/6|Stats|6/10/2/3|4/3/5/3
Gerard:

KO:


IAR:

KO:
IAR takes out both Gallade and Bronzong, with the use of combos. Meanwhile, Gerard did very little damage in return, completely negating the advantage he had and putting himself in a 2v1, which is terrible in doubles.
Camerupt used Protect!
-7 en

Gallade used Heal Pulse!
-13 en
+20 hp Bronzong

Aggron used Headbutt!
Crit? (<76) 766 no
-5 en
-(7+4.5)=11.5 hp Gallade
KO

Bronzong used Psychic!
-SpD? (<121) 72 yes
Crit? (<76) 197 no
-9.5 en
-(17+3+1-1)/1.5=13.333 hp Aggron

----------

Aggron used Smack Down!
Crit? (<76) 654 no
-4 en
-(5)/1.5=3.33 hp Bronzong

Camerupt used Dig!
-9 en

Bronzong used Grass Knot!
-7 en
miss

Camerupt used Dig!
Crit? (<76) 353 no
-(8+3-1.5)*1.5=14.25 hp Bronzong

----------

Bronzong used Psychic!
-SpD? (<121) 778 no
Crit? (<76) 535 no
-7 en
-(12+3+1-1)-2=13 hp Camerupt

Aggron used Low Kick+Low Kick!
Crit? (<76) 798 no
-35 en
-(14*2.25)=31.5 hp Bronzong

Camerupt used Earth Power!
-SpD? (<241) 1041 no
Crit? (<76) 374 no
-31.5 en
-(9*2.25+3-1.5)*1.5=32.625 hp Bronzong
KO
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Well at least it is not Starmie."

Basher: N/A > Rock Slide > Stone Edge (Hecate)
IF
Counter is issued A2/A3, THEN use Chill that action.
IF Hydro Pump is used as part of a combination aimed at Tormeldon, THEN use Head Smash (Hecate) next action.

Tormeldon: N/A > Fire Blast (Hecate) > Flamethrower (Hecate)
IF
Hydro Pump (Tormeldon) is issued A1/A2, THEN use Endure A2, pushing actions back.
 
You'll soon wish it was

Hecate: Surf ~ Surf ~ Skill Swap [Hecate's Illusion, Weak Armor & No Guard for Basher's Sturdy, Rock Head & Filter]
 
Round 3
Gerard vs IAR
vs

78|HP|62|KO
62|EN|43|KO

Skill Swap (Illusion, Weak Armor, No Guard <--> Sturdy, Rock Head, Filter)|Status|Skill Swap (Sturdy, Rock Head, Filter <--> Illusion, Weak Armor, No Guard)|KO
5/4/6/2|Stats|6/10/2/3|4/3/5/3
Gerard:

KO:


IAR:

KO:

Gerard manages to even the gap with some clever play, stealing Aggron's abilities and replacing them with useless ones, after knocking out Camerupt. Things are looking to be much more in Gerard's favor than IAR's at this point, but then it was the other way last round.
Aurumoth used Surf!
Crit? (<76) 636, 204 no
-7 en
-(9*.75-1+4.5)+2=12.25 hp Aggron
-(9*.75+2-2-1+4.5)*2.25=23.063 hp Camerupt

----------

Aurumoth used Surf!
Crit? (<76) 237, 1029 no
-11 en
-(9*.75-1+4.5)+2=12.25 hp Aggron
-(9*.75+2-2-1+4.5)*2.25=25.063 hp Camerupt
KO

Aggron used Rock Slide!
Crit? (<76) 308 no
-6 en
-(8+3)*1.5=16.5 hp Aurumoth

----------

Aurumoth used Skill Swap!
-20 en

Aggron used Stone Edge!
Crit? (<151) 1054 no
-7 en
-(10-2-1+3)*1.5=15 hp Aurumoth

----------

+1 SpD Aggron
 
Last edited:
This might not be the best situation, but it hardly ever is...
PS: Aggron was at -1 SpD last round so it should have 4 less Hp


Expert Belt
Wilde: Focus Blast ~ Overheat ~ Focus Blast
* If Basher uses a Rock Type Damaging Combo then use Protect (once) and push actions
* If Basher uses Metal Burst then use Wish (the first time) & Chill (all remaining times) & push actions
* If Basher uses Taunt & Neither of you is Taunted then use Magic Coat & push actions
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"I would still say Starmie was worse but you know... I blundered myself out of a win with that oversight."

Taunt > Metal Burst > Head Smash + Double-Edge combo

No paths to victory from here. gg. I will return one day!
 
Round 4
Gerard vs IAR
vs

78|HP|KO
9|EN|KO

Skill Swap (Illusion, Weak Armor, No Guard <--> Sturdy, Rock Head, Filter), Wish incoming|Status|KO
5/4/6/2|Stats|6/10/2/3|4/3/5/3
Gerard:

KO:


IAR:

KO:

IAR suicides, allowing the battle to wrap up quickly rather than drag it on.
Aurumoth used Magic Coat!
-9 en

Aggron used Taunt!
-10 en

----------

Aurumoth used Wish!
-14 en

Aggron used Metal Burst!
-5 en

----------

Aurumoth used Protect!
-7 en

Aggron used Head Smash+Double-Edge!
-(13.4+10.4)*1.5-1=34.7 en
KO
-(20+18+3-2-1)*1.5/2.5=22.8 en Aurumoth


Gerard wins!
Rewards:
Me: 19 UC
Gerard: 30 CC (counting KOC)
IAR: 18 CC (counting KOC)
Aggron: 3 MC, 1 KOC​
 

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