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Completed Rediamonds found in Texas! (12v12 Triples)

Discussion in 'ASB' started by Mr.L, Apr 12, 2012.

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  1. Mr.L

    Mr.L

    Joined:
    Jan 19, 2009
    Messages:
    1,267
    And Just for reference:
    To the Left, TexasCloverleaf with his team:

    Garchomp (open)

    [​IMG]
    Gabite* Sharky, (M)
    Nature: Adamant (plus Attack, minus Special Attack)
    Type: Dragon/Ground
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Abilities:
    Sand Veil:
    Type: 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.
    (Unlocked) (DW) Rough Skin:
    Type: Innate
    When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

    Stats:
    HP: 110
    Atk: Rank 6 (+)
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 102


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

    Attacks:
    Fire Fang
    Tackle*
    Sand Attack*
    Dragon Rage*
    Sandstorm*
    Take Down*
    Sand Tomb*
    Slash*
    Dual Chop
    Dig
    Dragon Rush

    Outrage*
    Body Slam*
    Iron Head*
    Thrash
    Aqua Tail
    Draco Meteor
    Earth Power

    Hone Claws*
    Earthquake*
    Stone Edge*
    Dragon Claw
    Shadow Claw
    Protect
    Substitute
    Crunch
    Toxic
    Rest
    Swords Dance
    Stealth Rock
    Dragon Tail
    Double Team
    Poison Jab
    Rock Slide
    Bulldoze
    Giga Impact
    Dragon Tail
    Swagger
    Total Moves: 39
    Milotic (open)

    [​IMG]
    Milotic (Leia) (F)
    Timid: (Plus Speed, minus Attack, +10% acc boost)
    Type: Water
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Marvel Scale:
    Type: Innate
    This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
    (Unlocked) (DW) Cute Charm:
    Type: Innate
    This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move

    Stats:
    HP: 100
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 4
    SpD: Rank 5
    Spe: 81

    E/C 6/6
    MC: 0
    DC: 5/5
    Moves:
    Splash*
    Tackle*
    Flail
    Water Gun
    Wrap
    Water Sport
    Refresh
    Twister
    Recover
    Captivate
    Hydro Pump

    Hypnosis*
    Mirror Coat*
    Dragon Pulse*

    Toxic*
    Ice Beam*
    Surf*
    Rest
    Substitute
    Water Pulse
    Scald
    Protect
    Dive
    Double Team
    Total moves: 24

    Charizard (+2KOC) (Fainted) (open)

    [​IMG]
    Charizard, Zoan, Male
    Nature: Lonely
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
    Blaze: Type: Innate
    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)
    (Unlocked) (DW) Solar Power:
    Type: Innate
    When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

    Charizard
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 2 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 100

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

    Moves:
    Heat Wave
    Dragon Claw
    Shadow Claw
    Air Slash
    Scratch
    Growl
    Leer
    Ember
    Rage
    Smokescreen
    Metal Claw
    Dragon Rage
    Scary Face
    Fire Fang
    Wing Attack
    Slash
    Inferno

    Dragon Dance
    Flare Blitz
    Crunch
    Belly Drum
    Counter
    Focus Punch
    Dragon Pulse
    Blast Burn
    Tailwind
    Bide
    Endure

    Flamethrower
    Rock Slide
    Substitute
    Protect
    Swords Dance
    Hidden Power Grass 7
    Fly
    Roost
    Dig
    Total Moves: 38

    Cyclohm (+1KOC) (Fainted) (open)

    [​IMG]
    Cyclohm, Behemoth, Female
    Nature: Modest (+SpA, -Atk)
    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.
    Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
    Abilities:
    Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
    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.
    (Unlocked) Overcoat (DW): (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)
    Stats:
    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80
    Base Rank Total: 20

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

    Moves:
    Weather Ball
    Whirlwind
    Bide
    Tackle
    Growl
    Leer
    Dragon Rage
    Charge
    Thundershock
    Rain Dance
    Twister
    Spark
    Sonicboom
    Discharge
    Slack Off
    Hurricane
    Tri Attack

    Hydro Pump
    Signal Beam
    Power Gem
    Dragon Dance
    Heal Bell
    Draco Meteor
    Magnet Rise

    Thunderbolt
    Flamethrower
    Charge Beam
    Dragon Pulse
    Protect
    Torment
    Hidden Power Grass 7
    Volt Switch
    Substitute
    Sunny Day
    Surf
    Toxic
    Ice Beam
    Thunder Wave
    Roar
    Double Team
    Total Moves: 40

    Metagross (open)

    [​IMG]
    Metagross, Rocky
    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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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

    Metagross
    HP: 100
    Atk: Rank 6 (+)
    Def: Rank 5
    SpA: Rank 3
    SpD: Rank 3
    Spe: 61 (-)
    Size Class: 4
    Weight Class: 9 (550 kg)
    Base Rank Total: 22

    EC: 9/9
    MC: 0
    DC: 4/5

    Magnet Rise
    Take Down
    Metal Claw
    Confusion
    Scary Face

    Zen Headbutt
    Iron Defense
    Iron Head

    Meteor Mash
    Bullet Punch
    Pursuit
    Agility
    Earthquake
    Stealth Rock
    Hone Claws
    Ice Punch
    Protect
    Total Moves: 17

    Gengar (open)

    [​IMG]
    Gengar, Phantom, Male
    Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
    Type: Ghost/Poison
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Abilities:
    Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

    Gengar
    HP: 90
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 5
    SpD: Rank 3
    Spe: 127 (+)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

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

    Hypnosis
    Lick
    Spite
    Mean Look
    Curse
    Night Shade
    Confuse Ray
    Sucker Punch
    Shadow Punch
    Dark Pulse
    Dream Eater

    Ice Punch
    Disable
    Will-o-Wisp
    Fire Punch
    Thunderpunch
    Bide

    Thunderbolt
    Shadow Ball
    Sludge Bomb
    Taunt
    Torment
    Substitute
    Total moves: 23

    Gastrodon (open)

    [​IMG]
    Gastrodon, Squishy
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Water / Ground
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings

    Abilities:
    Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
    Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by 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.
    (DW) Sand Force *Unlocked*: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage

    Gastrodon
    HP: 110
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 33 (-)
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18

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

    Mud Slap
    Mud Sport
    Harden
    Water Pulse
    Mud Bomb
    Hidden Power Grass 7
    Rain Dance
    Body Slam
    Recover
    Counter*
    Mirror Coat
    Yawn
    Earth Power
    Toxic
    Ice Beam
    Substitute
    Scald
    Protect
    Double Team
    Dig
    Stockpile
    Dive
    Total Moves: 21

    Houndoom (open)

    [​IMG]
    Houndoom, Hellhound, Male
    Nature: Mild (+1 SpA, -1 Def)
    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.
    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: Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
    Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
    Unnerve (Innate) *Locked*: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

    Houndoom
    HP: 100
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 95
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 18

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

    Thunder Fang
    Leer
    Ember
    Howl
    Smog
    Roar
    Bite
    Odor Sleuth
    Beat Up
    Flamethrower
    Crunch
    Nasty Plot

    Counter
    Sucker Punch
    Magic Coat

    Rest
    Will-o-wisp
    Shadow Ball
    Dark Pulse
    Sludge Bomb
    Taunt
    Total moves: 21

    Emboar (open)

    [​IMG]
    Emboar, HulaCloverPig, Male
    Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
    Type: Fire/Fighting
    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.
    Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    Abilities:
    Blaze: (Innate) 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)
    (Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

    Emboar
    HP: 110
    Atk: Rank 6 (+)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 56 (-)
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 22

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

    Hammer Arm
    Tackle
    Tail Whip
    Ember
    Odor Sleuth
    Defense Curl
    Flame Charge
    Arm Thrust
    Smog
    Rollout
    Take Down
    Heat Crash
    Assurance
    Roar
    Head Smash
    Flare Blitz
    Flamethrower

    Superpower
    Curse
    Yawn
    Body Slam
    Endeavor
    Sleep Talk

    Wild Charge
    Grass Knot
    Flamethrower
    Will-o-Wisp
    Taunt
    Bulldoze
    Focus Blast
    Scald
    Protect
    Substitute
    Stone Edge
    Double Team
    Total Moves: 36

    Cacturne (open)

    [​IMG]
    Cacturne, Rosey, Female
    Nature: Naughty (+1 Atk, -1 SpD)
    Type: Grass
    Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:
    Sand Veil: (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.
    Water Absorb (Hidden): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

    Cacturne
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 2
    SpA: Rank 4
    SpD: Rank 1 (-)
    Spe: 55
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 17

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

    Revenge
    Poison Sting
    Leer
    Absorb
    Growth
    Leech Seed
    Sand Attack
    Pin Missile
    Ingrain
    Sucker Punch
    Spikes
    Destiny Bond

    Disable
    Seed Bomb
    Nasty Plot
    Magic Coat
    Thunderpunch
    Teeter Dance
    Synthesis
    Counter

    Swords Dance
    Energy Ball
    Toxic
    Total Moves: 23

    Slowking (open)

    [​IMG]
    Slowking, Female, Ivory
    Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
    Type: Water/Psychic
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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 (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 when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
    (DW) Regenerator *Unlocked*: 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.

    Slowking
    HP: 100
    Atk: Rank 3
    Def: Rank 4 (+)
    SpA: Rank 4
    SpD: Rank 4
    Spe: 26 (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

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

    Power Gem
    Hidden Power Electric 7
    Curse
    Yawn
    Tackle
    Growl
    Water Gun
    Confusion
    Disable
    Headbutt
    Slack Off
    Psychic
    Heal Pulse
    Psych Up
    Nasty Plot
    Trump Card

    Sleep Talk
    Belly Drum
    Zen Headbutt
    Endure
    Bide
    Counter
    Magic Coat

    Rest
    Rain Dance
    Toxic
    Scald
    Zap Cannon
    Ice Beam
    Flamethrower
    Trick Room
    Dive
    Light Screen
    Psyshock
    Protect
    Dig
    Double Team
    Reflect
    Fissure
    Total Moves: 39

    Steelix (open)

    [​IMG]
    Steelix, Cannon, Male
    Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
    Type: Ground/Steel
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
    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.

    Abilities:
    Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
    Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
    (DW) Sheer Force (Can be Enabled) *Unlocked*: 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.

    Steelix
    HP: 100
    Atk: Rank 3
    Def: Rank 8
    SpA: Rank 2
    SpD: Rank 4 (+)
    Spe: 26 (-)
    Size Class: 7
    Weight Class: 8
    Base Rank Total: 21

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

    Fire Fang
    Ice Fang
    Thunder Fang
    Mud Sport
    Tackle
    Harden
    Bind
    Screech
    Rock Throw
    Rage
    Rock Tomb
    Smack Down
    Sandstorm
    Slam
    Stone Edge
    Double-Edge
    Crunch
    Iron Tail
    Curse

    Stealth Rock
    Explosion
    Rock Blast
    Block
    Endure
    Flail
    Earth Power
    Heavy Slam
    Rock Slide
    Aqua Tail
    Iron Head

    Toxic
    Dig
    Taunt
    Earthquake
    Roar
    Torment
    Giga Impact
    Double Team
    Protect
    Gyro Ball
    Total Moves: 40

    And to my right, Rediamond with his team:

    Gengar (open)


    [​IMG]
    Gengar* [Cloak] (Male)
    Nature: Timid (+Speed, +19% accuracy, -*Att)

    Type:
    Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
    Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

    Stats:
    HP: 90
    Att: Two (-)
    Def: Two
    SpAtt: Five
    SpDef: Three
    Spe+: 127
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    EC: 9/9
    MC: 0

    Abilities:
    Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

    Attacks:
    Hypnosis*
    Lick*
    Spite*
    Mean Look*
    Curse*
    Confuse Ray*
    Night Shade*
    Sucker Punch*
    Destiny Bond
    Dark Pulse
    Hex
    Nightmare
    Mean Look

    Fire Punch*
    Ice Punch *
    Will-o-Wisp*

    Pain Split
    Magic Coat
    Endure

    Energy Ball*
    Psychic*
    Thunderbolt*
    Shadow Ball
    Sludge Bomb
    Substitute
    Focus Blast
    Venoshock
    Toxic
    Bide
    Taunt
    Torment
    Double Team
    Brick Break
    # of moves: 34

    Gardevoir (+1KOC) (open)


    [​IMG]
    Gardevoir* [Dreamer] (Female)
    Nature: Bold (+* Defense, -*Attack)

    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.


    Stats:
    Hp: 100
    Atk-: Rank 2

    Def+: Rank 4
    SpAtk: Rank 5
    SpDef: Rank 4
    Spe: 80
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 21

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

    Abilities:
    Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. 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. (Dream World)

    Attacks: 34
    Growl*

    Healing Wish
    Confusion*
    Double Team*
    Teleport*
    Lucky Chant*
    Magical Leaf*
    Heal Pulse*
    Calm Mind*
    Hypnosis
    Imprison
    Charm
    Future Sight
    Captivate
    Dream Eater

    Will-o-wisp*
    Shadow Sneak*
    Destiny Bond*
    Disable
    Dream Eater
    Encore
    Confuse Ray

    Psycho Shock*
    Psychic*
    Thunderbolt*
    Hidden Power Ground (7)
    Substitute
    Focus Blast
    Taunt
    Light Screen
    Reflect
    Toxic
    Sunny Day
    Hyper Beam

    Ninetales (open)



    [​IMG]
    Ninetales (F) [Sunshine] (Female)
    Nature: Timid (+Speed, +16% accuracy, -Att)

    Type:
    Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

    Stats:
    Hp: 100
    Att: 2(-)
    Def: 3
    SpAtt: 3
    SpDef: 4
    Spe+: 115
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 20


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

    Abilities:
    Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
    Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

    Attacks:
    Ember*
    Tail Whip*
    Roar*
    Quick Attack*
    Fire Spin*
    Will-o-Wisp*
    Confuse Ray*
    Imprison*
    Flame Burst*
    Flamethrower*
    Safeguard*
    Nasty Plot
    Fire Spin
    Inferno

    Energy Ball*
    Extrasensory*
    Hypnosis*
    Faint Attack
    Pain Split
    Disable
    Hex

    Heat Wave
    Magic Coat

    HP Ground 7
    Protect*
    Toxic*
    Return*
    Dig
    SolarBeam
    Bide
    Psyshock
    Double Team
    Safegaurd
    # of moves: 36

    Venusaur (Fainted) (open)

    [​IMG]
    Venusaur [Yoshi] (F)

    Nature: Naughty (+ Attack, - Special Defense)

    Type: Grass/Poison
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
    Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Abilities:
    Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
    Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3 (-)
    Spe: 80
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

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

    Attacks: 25
    Tackle
    Growl
    Leech Seed
    Vine Whip
    PoisonPowder
    Sleep Powder
    Take Down
    Razor Leaf
    Sweet Scent
    Growth

    Synthesis
    Double Edge
    Seed Bomb
    Worry Seed
    Petal Dance

    Giga Drain
    Light Screen
    Power Whip

    Toxic
    Venoshock
    Hidden Power Fire (7)

    Sunny Day
    Earthquake
    Bide
    Roar

    Togekiss (open)


    [​IMG]
    Togekiss [Airplane] (M)
    Nature: Timid (*1.15 and +10% accuracy, -One Attack)

    Type: Normal/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; Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


    Stats:
    HP: 100
    Atk: Rank One (-)
    Def: Rank Three
    SpA: Rank Five

    SpD: Rank Four
    Spe+: 92
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20

    EC: 9/9
    MC: 0
    DC: 4/5

    Abilities:
    Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
    Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    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. [DreamLocked]

    Attacks:
    Magical Leaf

    Sky Attack
    Air Slash
    Aura Sphere
    Extremespeed
    Growl
    Charm
    Metrenome
    Sweet Kiss
    Yawn
    Encore
    Ancient Power
    Follow Me
    Bestow
    Wish
    Safegaurd
    Baton Pass

    Extrasensory
    Morning Sun
    Substitute

    Flamethrower
    Psychic
    Solar Beam

    Thunder Wave
    Light Screen
    #of moves: 26

    Porygon-Z (open)


    [​IMG]
    Porygon-Z [Cybrus]
    Nature: Modest (+SpAtt, -*Att)

    Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

    Stats:
    HP: 100
    Atk: 2(-)
    Def: 3
    SpA: 6(+)
    SpD: 3
    Spe: 90
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 20

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

    Abilities:
    Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
    Analytic: (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


    Attacks:
    Conversion2
    Tackle
    Sharpen
    Conversion
    Agility
    Psybeam
    Recover
    Magnet Rise
    Signal Beam
    Discharge
    Tri Attack

    Nasty Plot
    Magic Coat
    Hyper Beam

    Pain Split
    Endure

    Solarbeam
    HP Fire (7)
    Ice Beam
    Trick Room
    Psyshock
    Bide
    Double Team
    Dark Pulse

    Moves: 24

    Scizor (+1KOC) (open)


    [​IMG]
    Scizor [Blade] (M)
    Nature: Adamant (+1Att, -1SpAtt)

    Type:
    Bug/Steel: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.

    Stats:
    HP: 100
    Atk: Rank 6(+)
    Def: Rank 4
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 65
    Size: 3
    Weight: 5 (118 kg)
    Base Rank Total: 20

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

    Abilities:
    Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
    Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
    Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
    [Dream World]

    Attacks: 35
    Vaccum Wave
    Quick Attack
    Leer
    Focus Energy
    Double Team
    Pursuit
    False Swipe
    Agility
    Wing Attack
    Fury Cutter
    Double Hit
    Bullet Punch
    Metal Claw
    Iron Head
    Iron Defense
    Air Slash
    Feint

    Light Screen
    Counter
    Night Slash

    Endure

    X-Scissor
    Brick Break
    Ariel Ace
    Frustration
    Bide
    Brick Break
    Acrobatics
    U-turn
    Rain Dance
    Toxic
    Protect
    Safegaurd
    Return
    Sandstorm

    Volcarona (open)


    [​IMG]
    Volcarona [Flare] (F)
    Nature: Modest (+1SpAtt, -1Att)

    Type:
    Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.

    Stats:
    HP: 100
    Atk-: Rank 1
    Def: Rank 3
    SpA+: Rank 6
    SpD: Rank 4
    Spe: 100
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 22

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

    Abilities:
    Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
    Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
    [DreamWorld]

    Attacks: 40
    Ember
    String Shot
    Leech Life
    Take Down
    Gust
    Hurricane
    Fiery Dance
    Quiver Dance
    Heat Wave
    Fire Spin
    Whirlwind
    Rage Powder
    Bug Buzz
    Flame Charge
    Bug Bite
    Amnesia

    Endure
    Magnet Rise
    Morning Sun
    String Shot

    SolarBeam
    Psychic
    Hidden Power (Water 7)
    Flamethrower
    Toxic
    Hyper Beam
    Light Screen
    Sunny Day
    Protect
    Safegaurd
    Double Team
    Fire Blast
    Rest
    Overheat
    Acrobatics
    Will-o-Wisp
    Struggle Bug
    Substitute
    U-Turn
    Wild Charge
    Fly

    Diego Armaldo (open)


    [​IMG]
    Armaldo(M) Diego Armando
    Nature: Adamant (+Att, -SpAtt)

    Type: Bug/Rock
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
    Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

    Stats:

    HP: 100
    Atk+: Rank 6
    Def: Rank 4
    SpA-: Rank 2
    SpD: Rank 3
    Spe: 45
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 6/6
    MC: 1
    DC: 2/5

    Abilities:
    Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

    Attacks: 31
    Scratch
    Harden
    Mud Sport
    Water Gun
    Protect
    Metal Claw
    Rock Blast
    Crush Claw
    Protect

    Rock Slide
    Rapid Spin
    Cross Poison

    Endure
    Aqua Tail

    X-Scissor
    Dig
    Double Team
    Stealth Rock
    Sunny Day
    Earthquake
    Hone Claws
    Return
    Brick Break
    Stone Edge
    Ariel Ace
    Facade
    Swagger
    Swords Dance
    Substitute
    Smack Down

    Scylant (Fainted) (open)


    [​IMG]
    Scylant (F) [Scadi]
    Type: Ice/Bug
    Nature: Mild (+SpAtt, -Def)

    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.
    Bug: 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): (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).

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

    HP: 100
    Atk: Rank 4
    Def-: Rank 2
    SpA+: Rank 5
    SpD: Rank 3
    Spe: 121
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

    Moves: 33
    Leer
    Leech Life
    Focus Energy
    Bug Bite
    Ice Shard
    Slash
    Icy Wind
    Icicle Spear
    Hail
    Icicle Crash
    Bug Buzz
    Avalanche
    Sheer Cold
    Icy Wind
    Ice Punch
    Ice Beam

    Earth Power
    Spikes
    Counter
    Superpower

    Blizzard
    X-Scissor
    Rock Slide
    Acrobatics
    Taunt
    Double Team
    Dig
    U-Turn
    Hone Claws
    Toxic
    Venoshock
    Hidden Power Rock 6
    Hyper Beam
    Earthquake
    Focus Punch

    Scyther (open)

    [​IMG]
    Scyther [Claw] (F)
    Nature: Adamant (+1Att, -1SpAtt)

    Type:
    Type: Bug/Flying
    Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves; 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.

    Stats:
    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 105
    Size: 3
    Weight: 4

    Base Rank Total: 19

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

    Abilities:
    Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
    Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
    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.
    [DreamWorld]


    Attacks: 29
    Vaccum Wave
    Quick Attack
    Leer
    Focus Energy
    Double Team
    Pursuit
    False Swipe
    Agility
    Wing Attack
    Fury Cutter
    X-Scissor
    Swords Dance
    Feint

    Endure
    Night Slash

    Counter

    Light Screen
    Brick Break
    U-turn
    Protect
    Rain Dance
    Safegaurd
    Frustration
    Return
    Ariel Ace
    Facade
    Rest
    Attract
    Thief

    Heracross (Fainted) (open)

    [​IMG]
    Heracross [Corpus] (M)
    Nature: Adamant (+1Att, -1SpAtt)

    Type:
    Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Stats:
    HP: 100
    Atk+: Rank 6
    Def: Rank 3
    SpA-: Rank 1
    SpD: Rank 3
    Spe: 85
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

    MC: 0
    DC: 5/5

    Abilities:
    Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
    Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. [DreamLocked]

    Attacks: 43
    Night Slash
    Tackle
    Leer
    Horn Attack
    Endure
    Fury Attack
    Ariel Ace
    Brick Break
    Counter
    Megahorn
    Close Combat
    Reversal
    Feint

    Bide
    Revenge
    Flail
    Double Edge
    Focus Punch

    Earthquake
    Rock Slide
    Double Team
    Shadow Claw
    Rain Dance
    Frustration
    Smack Down
    Dig
    Rock Tomb
    Return
    Facade
    Rest
    Attract
    Thief
    Focus Blast
    False Swipe
    Fling
    Retaliate
    Giga Impact
    Stone Edge
    Struggle Bug
    Bulldoze
    Swagger
    Substitute



    Here's the order for this match:

    TexasCloverleaf sends out mons
    Rediamond sends out mons and issues orders
    TexasCloverleaf issues orders
    I ref
    TexasCloverleaf issues orders
    Rediamond issues orders
    I ref​
  2. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Just posting to say that I am perfectly fine that Mr. L is reffing.

    Sorry about the mix-up.
  3. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    Oct 23, 2009
    Messages:
    7,674
    Cyclohm, Charizard, Milotic
  4. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,171
    Time.

    It appears to proceed forwards at an even, constant rate. Even if our experience is subjective, it flows the same across the world, dragging everything along with it. Some would call it the great variable that is necessary for every change that occurs. Some would call it the only constant in our universe...

    Even some would say that time is niether, and is simply a subjective measurement invented by humans to describe what they can not understand...

    The Greeks viewed it as a tyrant; the midpoint between the personified universe and the enlightened age. A striking similarity to the rise of democracy in Athens. I prefer to think of it in this way. Time is the force that is out to destroy each and every one of us, as each steadily loses their momentum in its current...

    some can swim for a longer period of time than others, but sooner or later everyone gives up...



    It has been months since my last serious battle, and even longer for some of my team. Can I still compete? Or have I been sucked too far downstream...

    Fraility... Power... Reliability...

    All of the ways this battle could go.

    "Scylant, Venusaur, Gardevoir."

    Gardevoir. I have the most faith and confidence in you to get the job done. It's almost impossible to pull off a certain offensive strategy in these conditions, but I trust that you can do your best to support your team.

    "Light Screen~Hidden Power Ground Cyclohm"
    IF Charizard or Cyclohm uses Sunny Day, use Rain Dance and push actions back.

    Venusaur. You've been around for a fair while, but I haven't used you in... a long time. Hopefully you can still perform reliably. I need you to strike in such a way that multiple opponents are hit. I trust that you can do so. Scylant will not be pleased, but such is life.

    Earthquake~Earthquake
    IF Cyclohm uses Magnet Rise, replace all remaining actions with Power Whip Milotic

    Scylant. Fraility may not serve you well against a fire type, but I trust that you can strike quickly enough to dent the opponent.

    Blizzard~Blizzard
    IF Charizard targets you with a damaging fire attack, switch that action to Dig Cyclohm, and push actions back.
    -IF Cyclohm has Magnet Rise up, switch action to Dig Milotic
    IF Cyclohm uses Bide, switch all remaining actions to Hidden Power Charizard.
  5. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    Oct 23, 2009
    Messages:
    7,674
    Milotic: Hydro Pump gardevoir, hypnosis gardevoir
    Charizard: Tailwind, Flare Blitz Syclant
    Cyclohm: Flamethrower Syclant, Hurricane Venusaur
  6. Mr.L

    Mr.L

    Joined:
    Jan 19, 2009
    Messages:
    1,267
    Pre-Round 1 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 100 / 100 / 110
    Ene: 100 / 100 / 100
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Scadi
    HP: 100 / 100 / 100
    Ene: 100 / 100 / 100
    Spe: 80 / 80 / 121
    Other: N/a / N/a / N/a​


    Moo

    Post-Round 1 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 75 / 70 / 53
    Ene: 86 / 83 / 85
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: Tailwind (4A)​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Scadi
    HP: 85 / 77 / 5
    Ene: 93 / 82 / 83
    Spe: 80 / 80 / 121
    Other: Asleep (Awakes Next Action) / N/a / N/a
    Team: Light Screen (4A)​


    Calcs (open)
    Blizzard (Syclant -> Charizard/Cyclohm/Milotic)
    RNG to crit: 8704/4443/6444 (No/No/No)
    RNG to freeze: 6312/9639/3204 (No/No/No)
    Damage:
    Charizard: (12*.75)+3+7.5-4.5=15 Damage
    Cyclohm: ((12*.75)+3+7.5-4.5)*1.5=22.5 Damage
    Milotic: ((12*.75)+3+7.5-7.5)*.67=10.05 Damage ; -7 energy

    Tailwind (Charizard -> Allies)
    Sorry guys, farted...(Tailwind 6 actions) ; -9 energy

    Hydro Pump (Milotic -> Gardevoir)
    RNG to hit: 3572 (Yes)
    RNG to crit: 969 (No)
    Damage: 12+3+6-6=15 Damage ; -7 energy

    RNG for Speed Tie (<3000 Gardevoir, >3000<6000 Venusaur, >6000 Cyclohm): 2547 (Gardevoir)

    Light Screen (Gardevoir -> Allies)
    SHIELD ACTIVATE! ; -7 energy

    RNG for Speed tie (<5000 Venusaur, >5000 Cyclohm): 9586 (Cyclohm)

    Flamethrower (Cyclohm -> Syclant)
    RNG for crit: 6888 (No)
    RNG for burn: 7385 (No)
    Damage: (5+7.5-4.5)*2.25=18 Damage ; -7 energy

    Earthquake (Venusaur -> Syclant/Milotic/Cyclohm)
    RNG to crit:5422/3709/1403 (No/No/No)
    Damage:
    Syclant: ((10*.75)+6-3)*.67= 7.035 Damage
    Milotic: (10*.75)+6-6= 7.5 Damage
    Cyclohm: ((10*.75)+6-6)*1.5= 11.25 Damage ; -7 energy


    Flare Blitz (Charizard -> Syclant)
    RNG to crit: 9415 (No)
    RNG to burn: 8142 (No)
    Damage: (14+3+6-3)*2.25=45 Damage ; -15HP (Charizard) ; -8 energy

    Hypnosis (Milotic -> Gardevoir)
    RNG to hit: 3646 (Yes)
    Nighty night, Gardevoir (Light Sleep) ; -7 energy

    Hurricane (Cyclohm -> Venusaur)
    RNG to hit: 2782 (Yes)
    RNG to crit: 2764 (No)
    RNG for confusion: 3133 (No)
    Damage: (6+7.5-4.5)*1.5=13.5 Damage ; -8 energy

    Dig (Syclant)
    Diggin up dem holes ; -10 energy

    RNG for Speed Tie (<5000 Gardevoir, >5000 Venusaur) 8758 (Venusaur)

    Earthquake (Venusaur -> Syclant/Milotic/Cyclohm)
    RNG to crit: 186/1337/8846 (Yes/LOL!/No)
    Damage:
    Syclant: (((10*.75)*2)+6-3+3)*.67= 14.07 Damage
    Milotic: (10*.75)+6-6= 7.5 Damage
    Cyclohm: ((10*.75)+6-6)*1.5= 11.25 Damage ; -1 energy

    Hidden Power Ground 7 (Gardevoir -> Cyclohm)
    Sleepy sleepy...ZzzZzzZzz

    Dig (Syclant -> Cyclohm)
    RNG to crit: 3425 (No)
    Damage: (8+6-6)*1.5=12 Damage


    Totals:

    Syclant: 84.105 (84) Damage ; -17 energy
    Venusaur: 13.5 (14) Damage ; -18 energy
    Gardevoir: 15 Damage ; -7 energy

    Milotic: 25.05 (25) Damage ; -14 energy
    Charizard: 30 Damage ; -17 energy
    Cyclohm: 57 Damage ; -15 energy
  7. Texas Cloverleaf

    Texas Cloverleaf meh
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    Charizard: Rock Slide, Flare Blitz Venusaur
    Milotic: Ice Beam Venusaur, Hypnosis Gardevoir
    If Gardevoir uses Hypnosis on Milotic or Substitute change action to Hydro Pump Gardevoir
    Cyclohm: Hurricane Venusaur, Signal beam Gardevoir
    If Gardevoir uses Rain Dance use Hurricane on Venusaur
  8. Rediamond

    Rediamond

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    I didn't notice before, but you never factored in Gardevoir's Light Screen. I believe this may leave the battle in a somewhat different place.
  9. Mr.L

    Mr.L

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    You are correct, Rediamond. I'll begin fixing those, and once I edit in they're here, Texas I'ma have to ask you to reorder. Standard procedure, whatnot.

    EDIT: Finally fixed. It made Venusaur/Syclant's HP go up a little bit. I'll begin reffing this match soon, promise (Actually have no homework tonight).
  10. Texas Cloverleaf

    Texas Cloverleaf meh
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  11. Rediamond

    Rediamond

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    If my math is correct, it shouldn't actually change anything, but if it ever comes down to Venusaur on 3 HP I will be glad I protested...


    Ice.

    No one really likes the cold. Some will claim they would rather have it than the excess of heat, and some may even claim to enjoy it, but people will always prefer balance over one extreme or the other; particularly cold.

    Cold is associated with death, the ultimate symbol of finality. Cold is the absence of heat, and thus the absence of motion and energy, which are both necessary for our world to function. Symbolically, cold is hatred and an inability to interact with others...

    In this battle, the cold holds the role of death's companion: inescapable, painful, and followed by a sharp break caused by a loss...

    I'm sorry, Scylant.

    Scylant... make them fear the cold.

    Blizzard+Ice Shard (Flash Freeze) combination~Cooldown

    Venusaur, your job is less straightforwards, but still fairly simple. Put quite simply, you are needed to keep the score even, no matter how bad it gets. While this may end up finishing off Scylant, it is unfortunately neccessary.

    Earthquake~Earthquake
    IF Rock Slide causes you to flinch action one, use Earthquake+Earthquake action two

    Gardevoir, I need you to support the team and annoy the opponents... just like you usually do. I understand that you would enjoy more offense, but that role belongs to Venusaur and Scylant at the moment.

    Reflect~Evasive Teleport
  12. Rediamond

    Rediamond

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    I will seek a subref in 24 hours.
  13. Mr.L

    Mr.L

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    Terribly sorry, Red. I understand I've been on consistently and haven't ref'd this match.

    I'll move right on it. And besides, You can't call DQ till about 47 hours from now.
  14. Mr.L

    Mr.L

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    Pre-Round 2 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 75 / 70 / 53
    Ene: 86 / 83 / 85
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: Tailwind (4A)​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Scadi
    HP: 85 / 77 / 5
    Ene: 93 / 82 / 83
    Spe: 80 / 80 / 121
    Other: Asleep (Awakes Next Action) / N/a / N/a
    Team: Light Screen (4A)​


    Quack!

    Post-Round 2 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 59 / 45 / 18
    Ene: 72 / 69 / 71
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: Tailwind (2A)​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Scadi
    HP: 79 / 36 / KO
    Ene: 80 / 72 / KO
    Spe: 80 / 80 / 121
    Other: N/a / N/a / N/a
    Team: Light Screen (2A) ; Reflect (4A)​


    Calcs (open)
    Flash Freeze (Syclant -> Charizard/Milotic/Cyclohm)
    RNG to crit [<=625]: 5113/9203/208 (No/No/Yes)
    RNG to freeze [<=1000]: 8777/1609/7411 (No/No/No)
    Damage:
    Charizard: ((8.5*.75)+6-3)+((8.5*.75)+7.5-4.5)=18.75 Damage
    Milotic: (((8.5*.75)+6-6)+((8.5*.75)+7.5-7.5))*.67=8.5425 Damage
    Cyclohm: (((8.5*.75)+6-6)+((8.5*.75)+7.5-4.5))*1.5=23.625 Damage ; -17 energy

    Rock Slide (Charizard -> Syclant/Gardevoir/Venusaur)
    RNG to hit: 2530/878/4337 (No/No/No)
    RNG to crit: 6873/8882/6721 (No/No/No)
    RNG to flinch: Irr/5123/3494 (No/No/No)
    Damage:
    Syclant: ((8*.75)+6-3)*2.25=20.25 Damage
    Gardevoir: (8*.75)+6-6=6 Damage
    Venusaur: (8*.75)+6-4.5=7.5 Damage ; -6 energy

    Syclant Fainted!

    Ice Beam (Milotic -> Venusaur)
    RNG to crit: 7478 (No)
    RNG to freeze: 8815 (No)
    Damage: (5+6-4.5)*1.5=9.75 Damage ; -7 energy

    Hurricane (Cyclohm -> Venusaur)
    RNG to hit: 6908 (Yes)
    RNG to crit: 7338 (No)
    RNG for confusion: 2996 (TrollYes)
    Damage: (6+7.5-4.5)*1.5=22.5 Damage ; Venusaur's confused (Slight Confusion) ; -8 energy

    Reflect (Gardevoir -> Allies)
    Allies gained armor! ; -7 energy

    Earthquake (Venusaur -> Milotic/Cyclohm)
    RNG for confusion: 3766 (Yes)
    Venusaur hit itself in confusion (5.5HP) ; -3 energy


    Evasive Teleport (Gardevoir)
    I CAN AVOID THE FUTURE! ; -6 energy

    Flare Blitz (Charizard -> Venusaur)
    RNG to crit: 2346 (No)
    RNG to burn: 1745 (No)
    Damage: (7+3+6-4.5)*1.5=17.25 Damage ; -5.75HP (Charizard) ; -8 energy

    Venusaur Fainted!

    Hypnosis (Milotic -> Gardevoir)
    Uhh... ; -7 energy

    Signal Beam (Cyclohm -> Gardevoir)
    WHERE THE HELL ARE YOU? ; -6 energy

    Earthquake (Venusaur -> Milotic/Cyclohm)
    RNG to crit: 3931/6142 (No/No)
    Damage:
    Milotic: (10*.75)+6-6=7.5 Damage
    Cyclohm: ((10*.75)+6-6)*1.5=11.25 Damage ; -7 energy


    Totals:

    Milotic: 16.0425 (16) Damage ; -14 energy
    Charizard: 24.5 (25) Damage ; -14 energy
    Cyclohm: 34.875 (35) Damage ; -14 energy

    Gardevoir: 6 Damage ; -13 energy
    Venusaur: 46 energy ; -10 energy
    Syclant: KO'd
  15. Rediamond

    Rediamond

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    In a forest a fair ways away from here, I might one of my most powerful Pokemon...

    It was a Heracross, and the leader of the colony in the forest. As a bug trainer, I was seeking out the most powerful bugs I could find. Naturally, I wanted to fight it. The battle lasted some time, but eventually I did manage to force it inside of a Pokeball, but it still refused to use its full strength for me. After a while, we struck a compromise: it would live with its colony unless I needed it for some sort of a high level battle.

    I guess this qualifies.

    "Heracross, let's end this pathetic dragon."

    Feint+Megahorn Cyclohm~Cooldown

    "Gardevoir, time to go on the offense."

    Mega Thunderbolt Charizard~Cooldown (Thunderbolt Charizard)
    IF Charizard uses Dig/Fly
    -and stays evasive on action one, use Magical Leaf Milotic~Mega Thunderbolt Charizard
    -and stays evasive on both actions one and two, use Magical Leaf twice on Milotic

    "Venusaur, help finish this."

    Double Edge Charizard~Power Whip Milotic
    IF Charizard uses Endure action one, use Toxic+Venoshock Charizard action one
    IF Charizard uses Protect, use Synthesis
  16. Texas Cloverleaf

    Texas Cloverleaf meh
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    Charizard: Fly+Fly Heracross, cool down
    Cyclohm: protect cause why not, Thunderbolt+Hurricane Heracross
    Milotic: Ice Beam Venusaur twice

    I'll send in houndoom afterwords
  17. Mr.L

    Mr.L

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    Pre-Round 3 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 59 / 45 / 18
    Ene: 72 / 69 / 71
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: Tailwind (2A)​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Corpus
    HP: 79 / 36 / 100
    Ene: 80 / 72 / 100
    Spe: 80 / 80 / 85
    Other: N/a / N/a / N/a
    Team: Light Screen (2A) ; Reflect (4A)​


    Terribly sorry about the long wait. Rediamond, please select a new pokemon to replace Heracross (And next time, check CT of your moves).

    Post-Round 3 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 36 / 29 / 2
    Ene: 54 / 24 / 41
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: N/a​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Corpus
    HP: 79 / 11 / KO
    Ene: 48 / 57 / KO
    Spe: 80 / 80 / 85
    Other: N/a / N/a / N/a
    Team: Reflect (2A)​


    Calcs (open)
    Protect (Cyclohm)
    Not gonna do much... ; -7(+0) energy

    Feinthorn (Heracross -> Cyclohm)
    RNG to hit: 5735 (Yes)
    RNG to crit: 1123 (No)
    Damage: 13.5+8.5-6=16 Damage ; -15 energy

    Ice Beam (Milotic -> Venusaur)
    RNG to crit: 4937 (No)
    RNG to freeze: 8431 (No)
    Damage: (5+6-4.5)*1.5=9.75 Damage ; -7 energy

    Double-Edge (Venusaur -> Charizard)
    RNG to crit: 4405 (No)
    Damage: 13+6-3=16 Damage ; -5.33HP (Venusaur) ; -7.6 energy

    Hi Fly (Charizard)
    Charizard soared far above the limits of the field ; -44.5 energy

    Mega Thunderbolt (Gardevoir -> Charizard)
    He's too high to hit ; -31.5 energy

    Hi Fly (Charizard -> Heracross)
    RNG to hit: 1640 (Yes)
    RNG to crit: 1533 (No)
    Damage: 15.25+3+6-4.5)*2.25=44.4375 Damage


    Cooldown (Charizard)
    ...

    Ice Beam (Milotic -> Venusaur)
    RNG to crit: 9588 (No)
    RNG to freeze: 5668 (No)
    Damage: (5+6-4.5)*1.5=9.75 Damage ; -11 energy

    Cooldown (Heracross)
    ...

    Cooldown (Gardevoir)
    ...

    Power Whip (Venusaur -> Milotic)
    RNG to hit: 7077 (Yes)
    RNG to crit: 2330 (No)
    Damage: (12+3+6-6)*1.5=22.5 Damage ; -7 energy

    Bolting Hurricane (Cyclohm -> Heracross)
    RNG to hit: 3597 (Yes)
    RNG to crit: 1649 (No)
    RNG to confuse: 6148 (No)
    RNG to paralyze: 587 (Yes)
    Damage: (22+7.5-4.5)*2.25=56.25 Damage ; -22.5 energy

    Heracross was KO'd (+1KOC Cyclohm)


    Total:

    Milotic: 22.5 (23) Damage ; -18 energy
    Charizard: 16 Damage ; -44.5 (45) energy
    Cyclohm: 16 Damage ; -29.5 (30) energy

    Gardevoir: 0 Damage ; -31.5 (32) energy
    Venusaur: 24.83 (25) Damage ; -14.6 (15) energy
    Heracross: KO'd
  18. Rediamond

    Rediamond

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  19. Texas Cloverleaf

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    Cyclohm: cool down, Flamethrower Scizor
    If Scizor uses Bullet Punch on Clohm replace action with Protect

    Charizard: Heat Wave (Scizor, Gardevoir, Venusaur) x2

    Milotic: Hypnosis Gardevoir, Hydro Pump Scizor
  20. Rediamond

    Rediamond

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    Scizor: Light Screen~Vaccum Wave Cyclohm

    Gardevoir: Evasive Teleport~Mega Thunderbolt Charizard

    Venusaur: Double Edge+Double Edge Charizard~Die
  21. Mr.L

    Mr.L

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    Pre-Round 4 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 36 / 29 / 2
    Ene: 54 / 24 / 41
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: N/a​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Blade
    HP: 79 / 11 / 100
    Ene: 48 / 57 / 100
    Spe: 80 / 80 / 65
    Other: N/a / N/a / N/a
    Team: Reflect (2A)​


    Deaths on both sides. Please select new mons to take their spots. I'll be editing in the OP what mons are alive, which are dead, and which have KOCs, to both your benefit and mine.

    Post-Round 4 (open)
    [​IMG] / [​IMG] / [​IMG]
    Leia / Zoan / Behemoth
    HP: 36 / KO / KO
    Ene: 40 / KO / KO
    Spe: 81 / 100 / 80
    Other: N/a / N/a / N/a
    Team: N/a​

    [​IMG] / [​IMG] / [​IMG]
    Dreamer / Yoshi / Blade
    HP: 62 / KO / 73
    Ene: 10 / KO / 87
    Spe: 80 / 80 / 65
    Other: N/a / N/a / N/a
    Team: Light Screen (4A)​


    Calcs (open)
    Evasive Teleport (Gardevoir)
    I'm making myself scarce ; -6 energy

    Heat Wave (Charizard -> Scizor/Gardevoir/Venusaur)
    RNG to hit: 6295/2338/3202 (Yes/Yes/Yes)
    RNG to crit: 4903/7682/1768 (No/No/No)
    RNG to burn: 2838/3709/9277 (No/No/No)
    Damage:
    Scizor: (7.5+3+6-4.5)*2.25=27 Damage
    Gardevoir: 7.5+3+6-6=10.5 Damage
    Venusaur: (7.5+3+6-4.5)*1.5=18 Damage ; -6 energy

    Venusaur was KO'd (+1KOC Charizard)

    Hypnosis (Milotic -> Gardevoir)
    I can't find her, boss! ; -7 energy

    Cooldown (Cyclohm)
    Derp

    Light Screen (Scizor)
    Scizor erected a barrier ; -8 energy


    Vacuum Wave (Scizor -> Cyclohm)
    RNG to crit: 4037 (No)
    Damage: 6+1.5-4.5=3 Damage ; -5 energy

    Cyclohm was KO'd (+1KOC Scizor)

    Heat Wave (Charizard -> Scizor/Gardevoir)
    RNG to hit: 9167/8545 (No/Yes)
    RNG to crit: 1105 (No)
    RNG to burn: 226 (Yes)
    Damage: 3.75+3+6-6=6.75 Damage ; -10 energy

    Hydro Pump (Milotic -> Scizor)
    RNG to hit: 9111 (No)
    Milotic's attack missed! ; -7 energy

    Mega Thunderbolt (Gardevoir -> Charizard)
    RNG to crit: 3959 (No)
    RNG to paralyze: 7515 (No)
    Damage: (22.5+7.5-4.5)*1.5=38.25 Damage ; -31.5 energy

    Charizard was KO'd (+1KOC Gardevoir)


    Totals:

    Cyclohm: KO'd
    Charizard: KO'd
    Milotic: 0 Damage ; -14 energy

    Scizor: 27 Damage ; -13 energy
    Gardevoir: 17.25 Damage ; -37.5 energy
    Venusaur: KO'd
  22. Rediamond

    Rediamond

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  23. Texas Cloverleaf

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    Hundoom, Emboar
  24. Rediamond

    Rediamond

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    Scizor: Rain Dance~Ariel Ace Emboar
    IF Houndoom uses Damaging Fire Move on Scizor, use Evasive Agility and push actions back
    IF Emboar uses Damaging Fire Move on Scizor, use Evasive Agility and push actions back

    Gardevoir: Psychic Emboar~Psyshock Emboar
    IF Houndoom uses Bodyblock Emboar, use Thunderbolt Milotic instead.

    Porygon-Z: Discharge~Psychock Emboar
    IF Emboar uses Double Team (4), use Discharge the next action
    IF Emboar uses Protect action two, use Discharge
  25. Texas Cloverleaf

    Texas Cloverleaf meh
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    Well. Gardevoir can have fun EN KOing itself a2 x)

    Emboar: Superpower+Flare Blitz (irc ok'd), cool down (hammer arm), targeting porygon-z
    Houndoom: Taunt Scizor, Flamethrower+Flamethrower Scizor
    Love how ^ triggers the sub too ^_^
    Milotic: Mirror Coat Porygon-Z, Scald Porygon-Z
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