[ROCK] Leader Leethoof vs Challenger Elevator Music

Frosty

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


"I assure you, I won't give the Badgestiodon up easily! Are you ready to rock, my friends?"

Accepting Elevator Music and Louphre with the following rules -

Format: 4 v 4 Doubles (Challenger brings 4, Leader brings 7)
DQ Time: 3 Days
Arena: Monolith Hall
Switch: OK
Items: OK
Abilities: ALL
Substitutions: 2 per Pokemon
Chills/Recovers: 5/2 per Pokemon
Turn Order: Bastiodon Flip
There is little in the world that dwarves the mighty skyscrapers of Castelia City, and little in the world that outmatches Nimbasa City's energetic atmosphere, but the titanic Monolith Hall manages to do both. Roughly a cube of solid red rock, it rises high above its mountaintop perch, seeming to pierce heaven itself with its indescribable size.

Even the road to the base of Monolith Hall is a long and arduous hike up the face of the mountain, winding through narrow switchbacks and pebble-strewn pathways. Climbing up the dangerous and heart-wrenching trail, the challenger begins to hear a deep rumbling, steadily growing as they ascend higher and higher.

Standing in front of the gateway to Monolith Hall is a moving experience in itself; the cliff face seems to stretch on for eternity above you and to both sides. The thundering roar has gotten even louder now, and the entire experience makes the already exhausted challenger feel unnervingly small. The stone door, surrounded by intricate carvings of rock-type Pokemon and rock-type instruments, is so smoothly set it is barely discernible from the rest of Monolith Hall. Struggling and failing to find any sort of opening mechanism, the challenger takes seat on a nearby bench to catch their breath.

STOMP STOMP CLAP.

With a boom somewhere between an epic guitar riff and a landslide, the stone door slides down into the floor. Already standing in the doorway is a small crowd of Shieldon, their heads bouncing up and down to the pulsing beat. A Bastiodon in the rear of the group glares at the challenger before sluggishly turning around, gesturing for the trainer to follow the group. With the door open, the dull noise coalesces into a definite tempo and the music steadily grows louder.

STOMP STOMP CLAP.

Unexpectedly, the interior of Monolith Hall is in fact not a concert hall – it is a mazelike catacomb of corridors organized in a seemingly random fashion. As the door slides shut behind the challenger, they quickly realize the complete darkness and become instantly grateful for the marching Shieldon herd, who appear to know the way by heart. The beat grows louder and louder as the group treks through the mess of tunnels; it seems to reverberate through the stone like a massive sounding board.

STOMP STOMP CLAP.

After at least a half hour of meandering through the hallways, a small glimmer of flashing light sneaks its way into the pitch black tunnels. The Shieldon suddenly scurry off into a variety of side paths, returning to their rockbound homes, leaving the challenger to foray forward by themself. Approaching the light, their challenger shakes in their very boots, the music is deafeningly loud, and adjusting from utter darkness to brightly flashing lights is a disorienting experience.

STOMP STOMP CLAP.

Still, climbing out from the door into Monolith Hall, the challenger finds themselves atop the stone pillar. Looking around, they find themselves in the center of a sea of rock-type Pokemon, roaring along with the hammering music into an assault of pure sound. A magnificent Bastiodon statue rises from one end of the flat surface, its jaw holding a stage with a live band and its forehead a wall covered in amps in stage lights. Monolith Hall itself seems to throb with the rumbling bass, and the roar of the crowd is in perfect synch. Upon seeing the challenger, the mob steps back slightly, leaving a ring around the challenger about ten meters in diameter. Still pumping to the beat, the crowd is eager for the fight to start.

STOMP STOMP CLAP.

Lee Straton, son of the legendary Bastiodon herder Don Straton, and rock-type gym leader, also appears to double as lead singer and guitarist. He pauses for a moment in his rocking and strikes an epic pose upon a stone pillar thrusting above the crowd.

STOMP STOMP CLAP

Windmilling to the steady beat, he strikes a deep crunching chord that electrifies the air with its immeasurably perfect pitch. Sending no more than a cursory glance towards the challenger, he dives straight back into the song without so much as a simple polite greeting. The challenger is taken aback for a moment, caught off guard by the complete ignorance and pounding music, mesmerized by the flowing lyrics. Dazed and confused, the challenger doesn't even notice the battle has already begun, when two burly rock-types come barreling out of the crowd, grinning maliciously and eager to face down this intruder...

STOMP STOMP CLAP

With sudden lucidity, the lyrics stand out on edge to the challenger's mind, imprinted deep by the rumbling bass and wholesome music - "We will rock you!"

Arena Effects:

-Permanent, Unchangeable HARD ROCK
-HARD ROCK functions similarly to Sandstorm, with a few minor exceptions. Rock-type Pokemon are accustomed to the ROCKIN SOUND, and therefore suffer no negative effects from it, including stuff such as Solarbeam and Morning Sun. Thanks to the existence of metal and grunge, steel- and ground-types still suffer no damage, but their Sand Veils, Sand Forces, and Sand Rushes are not activated (unless they are also a rock-type). In addition, other weathers happen in addition to the HARD ROCK, seeing as how it is not really a type of weather. Regular Sandstorm cannot be summoned, but instead removes other weathers.
-No external water
-No external grass
-Rock Slide ignores the damage reduction for multiple targets, and becomes 100% accurate
-All rock-types Pokemon gain Sturdy in addition to their regular abilities. If they already have Sturdy, this is replaced by Solid Rock. If they already have both, they are Carracosta and don't need it.


...badgestiodon? oh this just gave me such an indisgestion

hahaha

erm

Hello folks and welcome to the Monolith Hall! At the center of these walls lie the place where legends and made and broken. Where the synergy of a team and the power of their weapons are sure to cause awe and pure excitement.

and on weekends the band leader battle people here.

This will be the first battle of our Rock Gym Leader ze Leethoof! Leethoof is known a goofy player that likes his bastiodons and makes very popular arenas, such as the Heefloot Magical Shop and Alphabet Soup. But under the hipster lies a very apt player with a pechant for Rock Types. Sporting the first and only Bug Badge ever given, as well as a good record on the Team Tourney, Leethoof is sure to give our viewers much to talk about.

On his team pay special attention to Tulowitzki the Aerodactyl. Tulowitzki was Leet's go-to pokemon on most of his previous serious battles, including his victory against the Bug Gym Leader, as well as his current battle against the Ghost Gym leader. And it always performs admirably. And hitting half the challenger's team super-effectively with STAB surely helps in that regard.

The first challenger couldn't be a better one for this opening. Elevator_Music is regarded as one of the best (if not the best) trainers around. He sports two extremely convincing wins against the Flying Gym Leader and the Electric Gym Leader and is (tied with Its_A_Random) the player that has challenged the Gym the most: 5 challenges including this one. So he surely isn't afraid of them! Coming from a crushing victory on the last Highlight Match, Elevator_Music's morale is high. As well as the strenght of his team.

Pay close attention to Haganeiru the Steelix. Rock mons, by default, usually have great Atk and poor SpA. With Haganeiru's colossal defense, Leethoof will have a tough time breaking it, specially having to handle powerful supereffective steel hits.

NOW LETS SEE THE TEEEEEAMS!

Team Gym Leader:

Probopass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Surdy: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.
Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked: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.

Stats
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21

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

Attacks:
Physical: DynamicPunch, Earthquake, Fire Punch, Head Smash, Ice Punch, Magnet Bomb, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Smack Down, Spark, Stone Edge, Tackle
Special: Ancientpower, Discharge, Earth Power, Flash Cannon, Hyper Beam, Power Gem, Shock Wave, Thunder, Thunderbolt, Volt Switch, Zap Cannon
Other: Block, Double Team, Endure, Iron Defense, Lock-On, Magic Coat, Magnet Rise, Mimic, Pain Split, Protect, Rest, Sandstorm, Stealth Rock, Substitute, Taunt, Thunder Wave, Torment, Toxic


Rhyperior [Helton] (Male)
Nature: Sassy (+ Sp.Def, -Speed)

Type:
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 34 (40/1.15) (+10% accuracy on foe's moves)
Size Class: 5
Weight Class: 7
Base Rank Total: 20

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

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
LightningRod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Reckless (DW): (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.

Attacks:
Physical: Aqua Tail, Avalanche, Bide, Body Slam, Brick Break, Bulldoze, Chip Away, Counter, Crunch, Dig, Double-Edge, Dragon Tail, Drill Run, Earthquake, Endeavor, Façade, Fire Fang, Fire Punch, Fissure, Focus Punch, Fury Attack, Giga Impact, Hammer Arm, Horn Attack, Horn Drill, Ice Fang, Ice Punch, Iron Head, Iron Tail, Mega Punch, Megahorn, Payback, Poison Jab, Pursuit, Reversal, Rock Blast, Rock Slide, Rock Tomb, Rock Wrecker, Shadow Claw, Skull Bash, Smack Down, Stomp, Stone Edge, SuperpowerTake Down, Thunder Fang, Thunderpunch
Special: Ancientpower, Blizzard, Dragon Pulse, Earth Power, Fire Blast, Flamethrower, Focus Blast, Hyper Beam, Ice Beam, Icy Wind, Shock Wave, Surf, Thunder, Thunderbolt, Whirlpool, Zap Cannon
Other: Block, Double Team, Endure, Leer, Mimic, Protect, Rest, Roar, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Tail Whip, Toxic


Aerodactyl [Tulowitzki] (Male)
Nature: Jolly (+ Speed, -Sp.Atk)

Type:
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.
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 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Nope
MC: 0
DC: 5/5

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.
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
UnNerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Physical: Aerial Ace, Aqua Tail, Bide, Bite, Bulldoze, Crunch, Double-Edge, Dragon Claw, Earthquake, Fire Fang, Fly, Giga Impact, Headbutt, Ice Fang, Iron Head, Iron Tail, Pursuit, Rock Slide, Rock Tomb, Sky Attack, Sky Drop, Smack Down, Steel Wing, Stone Edge, Strength, Take Down, Thunder Fang, Wing Attack
Special: Ancientpower, Fire Blast, Flamethrower, Heat Wave, Razor Wind, Twister
Other: Agility, Defog, Double Team, Endure, Hone Claws, Mimic, Protect, Reflect, Roar, Roost, Sandstorm, Scary Face, Sleep Talk, Stealth Rock, Substitute, Supersonic, Swagger, Taunt, Torment, Toxic, Whirlwind


Cradily [Gumbo] (Female)
Nature: Quiet (+ Sp.Atk, -Speed)

Type:
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.
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 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 37 (43/1.15) (+10% enemy accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW): (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.

Attacks:
Physical: Astonish, Bind, Bulldoze, Bullet Seed, Constrict, Earthquake, Rock Slide, Rock Tomb, Seed Bomb, Smack Down, Stone Edge
Special: Acid, Ancientpower, Earth Power, Energy Ball, Giga Drain, Grass Knot, Hidden Power Fire [7], Hyper Beam, Mirror Coat, Sludge Bomb, Sludge Wave, Solarbeam, Spit Up, Wring Out
Other: Amnesia, Barrier, Block, Confuse Ray, Curse, Gastro Acid, Ingrain, Pain Split, Protect, Recover, Sandstorm, Sleep Talk, Stealth Rock, Stockpile, Substitute, Swallow, Synthesis, Toxic, Worry Seed


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


Stats:

HP: 100
Attack: 3
Defense: 3
Sp. Attack: 3 (+)
Sp. Defense: 3
Speed: 60 (-)
Diameter Class: 2
Rock Class: 5
Rank Total: 17

EC: ...
MC: 0
DC: ...

Attacks:
Physical: Bulldoze, Earthquake, Explosion, Iron Head, Rock Slide, Rock Throw, Rock Tomb, Selfdestruct, Smack Down, Stone Edge, Tackle, Zen Headbutt
Special: Ancientpower, Confusion, Earth Power, Fire Blast, Fire Spin, Flamethrower, Grass Knot, Overheat, Psychic, Psyshock, Psywave, Shadow Ball, Signal Beam, Solarbeam
Other: Cosmic Power, Embargo, Endure, Flash, Gravity, Harden, Heal Block, Helping Hand, Light Screen, Magic Coat, Mimic, Pain Split, Protect, Psych Up, Reflect, Safeguard, Sandstorm, Stealth Rock, Telekinesis, Toxic, Trick Room, Will-o-wisp, Wonder Room


Carracosta [Henhene] (F)
Nature: Quiet (+Sp Atk, -15% speed, -10% evasion)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Sturdy: 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.
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 27 (32/1.15=19)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Physical: Aqua Jet, Aqua Tail, Bide, Bite, Body Slam, Bulldoze, Crunch, Dig, Dive, Eathquake, Flail, Giga Impact, Iron Head, Knock Off, Low Kick, Rock Slide, Rock Tomb, Smack Down, Stone Edge, Superpower, Waterfall
Special: Ancientpower, Blizzard, Brine, Earth Power, Focus Blast, Hydro Pump, Hyper Beam, Ice Beam, Icy Wind, Scald, Water Gun, Water Pulse, Whirlpool
Other: Block, Curse, Iron Defense, Protect, Rest, Rock Polish, Sandstorm, Shell Smash, Sleep Talk, Stealth Rock, Substitute, Toxic, Wide Guard, Withdraw


Archeops (Jurassic) (M)
Nature: Naive (+15% Speed, -1 SpD) (+15% Accuracy)

Type: Rock/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (110+) (19% accuracy boost)
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: N/A

Attacks:
Physical: Acrobatics, Aerial Ace, Aqua Tail, Bite, Bounce, Bulldoze, Crunch, Dig, Dragon Claw, Dragon Tail, Earthquake, Endeavor, Fly, Giga Impact, Head Smash, Knock Off, Pluck, Quick Attack, Rock Slide, Rock Throw, Rock Tomb, Sky Attack, Smack Down, Stone Edge, U-Turn, Wing Attack
Special: Ancientpower, Dragon Pulse, Earth Power, Focus Blast, Heat Wave, Hyper Beam
Other: Agility, Defog, Double Team, Hone Claws, Protect, Quick Guard, Rest, Roar, Roost, Sleep Talk, Substitute, Tailwind, Taunt, Torment


Team Challenger

Steelix [Haganeiru] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Steel/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head: (Passive) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Passive) 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.
Sheer Force (DW): (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21
Total Moves: 57

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

Attacks:
Autotomize
Bind
Crunch
Curse
Double-Edge
DragonBreath
Fire Fang
Harden
Ice Fang
Iron Tail
Mud Sport
Rage
Rock Polish
Rock Slide
Rock Throw
Rock Tomb
Sand Tomb
Sandstorm
Screech
Slam
Smack Down
Stone Edge
Tackle
Thunder Fang

Block
Flail
Heavy Slam
Rock Blast
Rollout
Stealth Rock

Bide
Bulldoze
Dig
Double Team
Dragon Tail
Earthquake
Explosion
Facade
Fissure
Giga Impact
Gyro Ball
Protect
Rest
Roar
Rock Smash
Skull Bash
Sunny Day
Swagger
Taunt
Torment
Toxic

Aqua Tail
Body Slam
Endure
Iron Head
Magnet Rise
Sleep Talk

Necturna [] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Grass/Ghost
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.
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.

Abilities:
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.
Telepathy (DW): (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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4 (-)
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23
Total Moves: 66 [Movepool Complete]

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

Attacks:
Attract
Bind
Calm Mind
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Frustration
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power (Water, 7)
Horn Leech
Hyper Beam
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Skill Swap
Sleep Talk
Snatch
Snore
Soak (Sketched)
SolarBeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed

Conkeldurr [Roobushin] (M)
Nature: Careful (+1 SpD, -1 SpA)
Type: Fighting
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:
Guts: (Passive) 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.
Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Iron Fist (DW): (Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, ThunderPunch)

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 68 [Movepool Complete]

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

Attacks:
Attract
Bide
Block
Brick Break
Bulk Up
Bulldoze
Chip Away
Comet Punch
Counter
Detect
Dig
Double Team
Drain Punch
DynamicPunch
Earthquake
Endure
Facade
Fire Punch
Fling
Focus Blast
Focus Energy
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Hammer Arm
Helping Hand
Hidden Power (Psychic, 7)
Hyper Beam
Ice Punch
Knock Off
Leer
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Protect
Rain Dance
Rest
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Scary Face
Sleep Talk
Smack Down
SmellingSalt
Snore
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Swagger
Taunt
ThunderPunch
Toxic
Wake-Up Slap
Wide Guard
Work Up

Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Passive) 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.
Regenerator (DW): (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (30 /1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 79

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

Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Block
Future Sight
Mud Sport
Stomp

Bide
Blizzard
Brick Break
Brine
BubbleBeam
Dig
Dive
Dragon Tail
DynamicPunch
Earthquake
Endure
Fire Blast
Fissure
Flamethrower
Focus Blast
Focus Punch
Grass Knot
Hail
Hyper Beam
Ice Beam
Light Screen
Pay Day
Protect
Psyshock
Reflect
Rest
Rock Smash
Safeguard
Scald
Shadow Ball
Substitute
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Whirlpool
Zap Cannon

Aqua Tail
Body Slam
Counter
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Trick
Wonder Room


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

NOW LETS.FLIP.VANGUARD.THE.BASTIODON!!!!



Elevator_Music sends out pokemon with items
Leethoof sends out pokemon with items and orders
Elevator_Music gives orders
I Ref
 

Power Herbs on both of them

"Welcome, challenger. This battle will be a tough matchup for both of us, but that's just the way the Aggron crumbles...nevertheless, I'm ready to roooock! Fly freely, my beloved birds! Jurassic, Tulowitzki, Go!"

Tulowitzki: Rock Slide -> Sky Attack (Necturna) -> Sky Attack (Necturna)
If Necturna is under the effects of a Protect/Evasive move, then use Fire Blast (Haganeiru) and shift actions down.
If Necturna uses Gravity and Aerodactyl is faster, then use Sky Drop (Necturna) and push actions down.
If Necturna is KOed, then use Fire Blast (Haganeiru).

Jurassic: Sky Attack (Necturna) -> Rock Slide -> Sky Attack (Necturna)
If Necturna is under the effects of a Protective/Evasive move, then use Earth Power (Haganeiru) and shift actions down.
If Necturna uses Pain Split and Archeops is not taunted and Archeops is faster, then use Taunt (Necturna) and push actions down.
If Necturna is KOed, then use Earth Power (Haganeiru).
 
Steelix: Gyro Ball (Archeops) ~ Heavy Slam+Double-Edge (Archeops) ~ Cooldown (Heavy Slam+Double-Edge (Archeops))

Necturna: Gravity ~ Protect ~ Shadow Sneak (Archeops)
 

Frosty

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

Hp: 100
En: 100
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb


Hp: 100
En: 100
5/3/4/2/127
Other:
Item: Power Herb


Hp: 100
En: 100
4/9/1/3/30
Other:
Item: Metal Coat (why would he want MORE defense is beyond me)


Hp: 100
En: 100
6/4/4/5/81
Other:
Item: Rare Candy​

Round 1​

And we begin this musical match!

The Challenger begins this match strong with Haganeiru the Steelix with Metal Coat and Necturna with Rare Candy. Leethoof counters with his flying saucers dinosaurs Tulowitzki the Aerodactyl with Power Herb and Jurassic the Archeops with Power Herb.

Both are using very offensive pairs so this will be intense!

Tulowitzki begins this match with grabbing Necturna and flying high away from the crowd. But since Jurassic flies and all it didn't have much problem with Sky Attack. Necturna tries to get down by intensifying Gravity, but she could focus only on Tulowitzki, so it failed. Finally, Haganeiru began his musical assaults and attacked Jurassic with a very strong...



Disco Gyro Ball

And I am positive his head will keep spinning for a while.


On the following turn, Necturna erects a Protective barrier, which makes the flying duo focus their attacks on Haganeiru, hitting it with Fire Blast, followed by Earth Power with that last attack getting a precious SpD Reduction.

And Haganeiru? Well, as the fatso that it is, Haganeiru continued his musical assault and charged at Jurassic, crushing the Archeops under its immense weight with Double-Edge + Heavy Slam, making surge the defeatist in him.


♪Your butt is wide, well mine is too
Just watch your mouth or I'll sit on you
The word is out, better treat me right
'Cause I'm the king of cellulite
Ham on, ham on, ham on whole wheat, all right♪


Necturna is then in charge of finishing the job and before any other pokemon could act, it attacked Jurassic with Shadow Sneak. Necturna enveloped Jurassic in shadows, to the point of no one being able to see it. But some time later a shriek could be heard.

it said...


♪I will survive!♪
(now how an archeops can dress up like that is beyond me)

And survive it did. Thanks to the Hard Rock and the Built in Sturdy, Jurassic managed to survive barely and, together with Tulowitzki, they did a Double Sky Attack at Necturna, KO'ing her! Necturna fainted!

With Haganeiru recovering from his attack, the end result of this round is very...weird. Usually you would expect the one that goes last to have the advantage, but I guess life isn't that predictable haha.

Aerodactyl: Sky Drop (Necturna): takes necturna and goes up!
NOTE: DAT: While in midair, the opponent can only use moves that solely target the Pokemon lifting it into the air. Since Gravity isn't a move that solely targets aerodactyl (it doesn't target anything <_>), I will go with it not working.

Archeops: Sky Attack: 27.75 damage for 9 energy
Crit: 8 (no)
NOTE: Archeops flies, Sky Attack is a flying move and can hit every mon regardless of position, so it works flavorwise for me. TBH, if Emma objected to it for not following in-game precedent, I would change it back, since I hate unpredictable flavor rulings. But since he doesn't mind it works.

Necturna: Gravity for 10 energy: but it failed!
-2hp due to HARD ROCK

Steelix: Gyro Ball (Archeops): (15+3+1.5-1)*1.5+4= 31.75 (!!!) damage for 6 energy
Crit: 16 (no)
NOTE: go go auto sturdy!

Aerodactyl: Sky Drop: (9+3)*1.5= 18 damage for 4.5 energy
Crit:11 (no)

Necturna: Protect for 7 energy
-2hp due to HARD ROCK

Aerodactyl: Fire Blast (Steelix): (12-3-1)*1.5 = 12 damage for 8 energy
Crit: 7 (no)
Burn: 4 (no)

Archeops: Earth Power (Steelix): (9+1.5-1)*1.5= 14.25 damage for 6 energy
Crit: 4 (no)
Effect: 1 (yes)

Steelix's SpD was lowered!

Steelix: Heavy Slam + Double Edge (Archeops): ((16+14)+3+1.5-1)*1.5+4= 54.25 damage for 28.29 energy

Archeops's Defeatist was activated!

Necturna: Shadow Sneak (Archeops): 4+3+4+1-1 = 11 damage for 3 energy
Crit: 15 (no)
-2hp due to HARD ROCK

Aerodactyl: Sky Attack (Necturna): (14+3)*1.5= 25.5 damage for 9 energy
Crit: 8 (no)

Archeops: Sky Attack (Necturna): (14+3-1.5)*1.5= 23.25 damage for 7 energy
Crit: 16 (no)

Necturna fainted!

Steelix: cooldown



Hp: 100
En: 78
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)


Hp: 3
En: 78
5/3/4/2/127
Other:
Item: Power Herb (3/5)


Hp: 74
En: 66
4/9/1/3/30
Other: -1SpD
Item: Metal Coat


Hp: KO
En: KO
6/4/4/5/81
Other:
Item: Rare Candy​

Elevator_Music's turn!
 
I'll send out Slowking (@ Rocky Helmet)

Steelix: [Toggle Sheer Force on] Rock Slide ~ Iron Head (Archeops) ~ Rock Slide
IF (Archeops uses Roost) THEN (use Iron Head (Archeops))
IF (Aerodactyl uses Sky Drop) AND (Archeops is fainted) THEN (use Stealth Rock on the first instance, and Dragon Tail (Aerodactyl) on all future instances)
IF (Archeops is fainted) THEN (target Aerodactyl)​
Slowking: Scald (Archeops) ~ Ice Beam (Archeops) ~ Scald (Archeops)
IF (Archeops uses a damaging-evasive move) THEN (use Dragon Tail (Archeops))
IF (Archeops is under the effects of a protective/evasive move) THEN (target Aerodactyl)
IF (Archeops is fainted) THEN (target Aerodactyl)​
 
Flavor and timeliness comes when french girl is absent and computers are not (both of these parameters must be achieved simeautaneously).

Jurassic: Endeavor (Steelix) - Endeavor (Slowking) - Sky Attack (Slowking)
Tulowitzki: Protect (Jurassic) - Fly (Slowking) - Fly (Slowking)
 

Frosty

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

Hp: 100
En: 78
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)


Hp: 3
En: 78
5/3/4/2/127
Other:
Item: Power Herb (3/5)


Hp: 74
En: 66
4/9/1/3/30
Other: -1SpD
Item: Metal Coat


Hp: 100
En: 100
3/3/5/4/26
Other:
Item: Rocky Helmet​

Round 2

I am uninspired, so I will give you just the round.

I will just tell you this:

Endeavor is ridiculous.


Aerodactyl: Protect (Archeops) for 14 energy

Archeops: Endeavor (Steelix): (74-3)/1.75= 40 damage for 28.8 energy

Steelix: Rock Slide for 6 energy
vs Archeops: (8+3+1.5-1)*1.5=17.25 (protected) damage
vs Aerodactyl: (8+3+1.5-1)*1.5=17.25 damage
Crit: 3, 15 (no no)

Slowking: Scald (Aerodactyl): (8+3+3-2-1)*1.5 = 16.5 damage for 5 energy
Crit: 14 (no)
Burn: 4 (no)
-2hp due to HARD ROCK

Aerodactyl: Fly (Slowking)

Archeops: Endeavor (Slowking): (100-3)/1.75= 55.42 damage for 41.67 energy
-a lot hp due to slowking's rocky helmet

Archeops fainted!

Steelix: Iron Head (Aerodactyl): (8+3+1.5-1)*1.5+4= miss for 5 energy
Crit: 6 (no)

Slowking: Ice Beam (Aerodactyl): (10+3-1-2)*1.5 = miss for 7 energy
Crit: 9 (no)
Freeze: 4 (no)
-2hp due to HARD ROCK

Aerodactyl: Fly (Slowking): 9+3+1.5 = 13.5 damage for 9 energy
Crit: 8 (no)
-3.4hp due to rocky helmet

Aerodactyl: Fly (Slowking)

Steelix: Rock Slide for 6 energy
vs Aerodactyl: miss

Slowking: Scald: (8+3+3-2-1)*1.5 = miss for 5 energy
-2hp due to HARD ROCK
Crit: 5 (no)

Aerodactyl: Fly (Slowking): 9+3+1.5 = 13.5 damage for 9 energy
Crit: 10 (no)
-3.4hp due to rocky helmet



Hp: 59
En: 42
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)


Hp: KO
En: KO
5/3/4/2/127
Other:
Item: Power Herb (3/5)


Hp: 34
En: 49
4/9/1/3/30
Other:
Item: Metal Coat


Hp: 12
En: 83
3/3/5/4/26
Other:
Item: Rocky Helmet​

Leethoof's turn!
 
I believe steelix has 34 hp, though I'm not complaining :p

Henehene @ Focus Sash

Tulowitzki: Rock Slide - Rock Slide - Rock Slide
If Slowking is succesflly under the effects of Protect, use Fire Blast (Steelix).
If Slowking is KOed, use Fire Blast (Steelix).
Henehene: Brine (Steelix) - Brine (Steelix) - Brine (Steelix)
If Steelix uses Endure, use Whirlpool (Steelix) until it hits.
If Steelix is under the effects of Protect and you are not taunted, use Shell Smash.
If Steelix is Koed, use Rock Slide.
If both opponents are Koed, use Shell Smash.
 
Steelix shouldn't be at -1 SpD too, right?

Steelix: Dragon Tail (Aerodactyl) ~ Dig (Carracosta) ~ Gyro Ball (Aerodactyl)

Slowking: Protect+Light Screen ~ Cooldown (Chill) ~ Chill
 

Frosty

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

Hp: 59
En: 42
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)


Hp: 100
En: 100
4/5/4/3/27 (-10eva)
Other:
Item: Focus Sash


Hp: 34
En: 49
4/9/1/3/30
Other:
Item: Metal Coat


Hp: 12
En: 83
3/3/5/4/26
Other:
Item: Rocky Helmet​

Round 3​

Yadoking Combines Protect and Light Screen to erect a convenient barrier to give its team some protection. Not sure if enough though.

Tulowitzki then attacked Haganeiru with Fire Blast...some of it being absorbed by the light screen. Henehene did the same with Brine and still managed to get some damage in. Finally, Haganeiru, for some obscure reason, prefers to use Dragon Tail to phaze tulowitzki, instead of...I don't know...using a combo to defeat it? Well...misteries of life.

On the second round, Tulowitzki used Rock Slide to finish off Slowking and deal like...2hp of damage to steelix. oh boy. Slowking fainted!

Sensing danger, Haganeiru dug a hole and managed to escape Brine and then deal meh damage with a critical hit with dig.

and then finally, Tulowitzki attacked with Fire Blast and defeated Haganeiru. Steelix fainted. Henehene then seized the opportunity and used Shell Smash to get ready to demolish the next pokemon.


...oh and a music? let's go with...


♪ You're here
There's nothing I fear
And I know that
My heart will go on ♪



....or maybe...


♪ I crush you as I would a fly
I kill you and I watch you die
Destroying all I find offending
Devastation never ending ♪


depending on your point of view haha.

Slowking: Protect + Light Screen for 25.5 energy

Aerodactyl: Fire Blast (Steelix): (12*0.67-3-1)*1.5 = 7.5 damage for 8 energy
Crit: 10
Burn:4 (no)

Carracosta: Brine (Steelix): (13*0.67+3+1.5-1)*1.5= 18.31 damage for 7 energy
Crit: 16

Steelix: Dragon Tail (Aerodactyl): 6+1.5 = 7.5 damage for 3 energy
Crit: 14

Aerodactyl: Rock Slide for 6 energy
vs Steelix: (8+3-5.5-1)*0.44= 2hp
vs Slowking: 8+3+1.5 = 12.5hp
Crit: 2 and doesn't matter (no)
Flinch: 7 (no)

Slowking fainted!

Steelix: Dig (Carracosta): (8+3-1.5-2-1-2+3)*1.5= 11.25 damage for 9 energy
Crit: 1 (yes)

Carracosta: Brine: miss for 11 energy

Aerodactyl: Fire Blast (Steelix): 7.5 damage for 8 energy
Crit: 4 (no)
Burn: 10 (no)

Steelix: Gyro Ball (Aerodactyl): (15+3+1.5)*1.5+4= 33.25 damage for 7 energy
Crit: 15 (no)

Carracosta: Brine: Steelix is KO'd! for 15 energy

Sends out: 2/4 (Rhyperior)



Hp: 18
En: 20
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)



Hp: 110
En: 100
5/5/2/3/34
Other:
Item: to be specified


Hp: 89
En: 67
4/5/4/3/27 (-10eva)
Other:
Item: Focus Sash


LIGHT SCREEN for 3a

Hp: KO
En: KO
4/9/1/3/30
Other:
Item: Metal Coat


Hp: KO
En: KO
3/3/5/4/26
Other:
Item: Rocky Helmet​

Leethoof specifies Rhyperior's item
Elevator Music sends out mon with orders and item
Leethoof orders
I Claim prizes
 
Conkeldurr: [Toggle Sheer Force on] Hammer Arm (Carracosta) ~ Drain Punch (Carracosta) ~ Hammer Arm (Carracosta)
IF (Carracosta uses Bide a1) THEN (use Protect a3)
IF (Carracosta uses a damaging evasive move) THEN (use Knock Off (Rhyperior) on the first instance, and Drain Punch (Rhyperior) on all future instances)​
 
Helton: Focus Punch (Conkeldurr) - Focus Punch (Conkeldurr) - Focus Punch (Conkeldurr)
Henehene: Waterfall (Conkeldurr) - Aqua Tail (Conkeldur) - Waterfall (Conkeldurr)
 

Frosty

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

Hp: 110
En: 100
5/5/2/3/34
Other:
Item: Chople Berry


Hp: 89
En: 67
4/5/4/3/27 (-10eva)
Other:
Item: Focus Sash


LIGHT SCREEN for 3a

Hp: 110
En: 100
5/3/1/4/45
Other:
Item: none​

Round 4​

oh for the love of god just end this.

Conkeldurr: Hammer Arm: (10+2+3-1-2-2+3)*1.5= 19.5 damage for 6 energy
Crit: 1 (YES)
-2hp due to HARD ROCK

Rhyperior: Focus Punch: 15+3 = 18 damage for 10 energy
Crit: 3

Carracosta: Waterfall: 8+3+1.5+3 = 15.5 damage for 5 energy
Crit: 1 (YES)

Rhyperior: Focus Punch: 15+3+3 = 21 damage for 14 energy
Crit: 1 (YES)

Carracosta: Aqua Tail: 9+3+1.5 = 13.5 dammage for 6 energy
Crit: 15

Conkeldurr: Drain Punch: (8+2+3-1-2-2)*1.5= 12 damage for 11 energy
Crit: 2
+6hp
-2hp due to HARD ROCK

Rhyperior: Focus Punch: 15+3 = 18 damage for 18 energy
Crit: 6

Carracosta: Waterfall: 8+3+1.5 = 12.5 damage for 5 energy
Crit: 4

Conkeldurr: Hammer Arm: (10+2+3-1-2-2)*1.5= 15 damage for 6 energy
Crit: 7
-2hp due to HARD ROCK




Hp: 110
En: 58
5/5/2/3/34
Other:
Item: Chople Berry


Hp: 42
En: 51
4/5/4/3/27 (-10eva)
Other:
Item: Focus Sash



Hp: 11
En: 77
5/3/1/4/45
Other:
Item: none​

Leethoof's turn!
 
Helton out, Tulowitzki in (haha i love saying these names together so much)

Henehene: Brine - Waterfall - Brine
If non-transferred protect, shell smash.
Tulowitzki: Evassive Agility + Aerial Ace combo - Same Combo - Same Combo
If non-transferred Protect, chill.
If mach punch + mach punch trgetting you, Evasive Agility and then aeril ace
 

Frosty

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

Hp: 110
En: 58
5/5/2/3/34
Other:
Item: Chople Berry



Hp: 18
En: 20
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)


Hp: 42
En: 51
4/5/4/3/27 (-10eva)
Other:
Item: Focus Sash



Hp: 11
En: 77
5/3/1/4/45
Other:
Item: none​

Round 5

The challenger orders Roobushin the awesome Malarkey Punch combo. But like the name, that combo was BS, so the Conkeldurr stick just to the first part of the combo and Detected future attacks. With that he manages to evade Tulowitzki's Aerial Ace + Evasive Agility combo and Henehene's Brine. Both missed!.

With Tulowitzki cooling down, Roobushin has the opportunity to at least get a KO going on and uses Ice Punch to defeat the aerodactyl. Aerodactyl fainted!.

And with that the conkeldurr felt a little less humiliated before losing to Henehene's Waterfall. Conkeldurr fainted!


The challenger is out of useable pokemon! The Gym leader is the winner!

Conkeldurr: Detect for 20.3 energy
NOTE: huuuuuuh. detect + ice punch? really? Detect = the mon stands there aware of what happens and avoids the attacks. Ice Punch = the mon runs towards the attacker and punches. I would find the combo iffy with evasive agility, but with detect is just...erm...no.

Aerodactyl: Evasive Agility + Aerial Ace: (6+3+1.5)*1.5=15.75 damage for 15.5 energy
NOTE: Iffy. But the ASB Threat list endorces these kinds of combos. So *shrugs*.

Carracosta: Brine: 13+3+1.5 = 17.5 damage for 7 energy

Aerodactyl: cooldown

Conkeldurr: Ice Punch (Aerodactyl): (8+2+2+3)*1.5 = 22.5 damage for 6 energy

Aerodactyl fainted!

Carracosta: Waterfall: 8+3+1.5 = 12.5 damage for 5 energy

Conkeldurr fainted!

Elevator Music is out of useable pokemon!

Leethoof is the winner!




Hp: 110
En: 58
5/5/2/3/34
Other:
Item: Chople Berry



Hp: KO
En: KO
4/3/1/3/150 (+30acc)
Other:
Item: Power Herb (4/5)


Hp: 42
En: 51
4/5/4/3/27 (-10eva)
Other:
Item: Focus Sash



Hp: KO
En: KO
5/3/1/4/45
Other:
Item: none​

Battle Statistics:
Aerodactyl: 112 hp of damage dealt, 1KO (Slowking)
Archeops: 160.67 hp of damage dealt, 1KO (Necturna)
Carracosta: 73.81 hp of damage dealt, 2KO (Steelix, Conkeldurr)
Rhyperior: 57 hp of damage dealt

Necturna: 11 hp of damage dealt
Steelix: 144 hp of damage dealt
Conkeldurr: 64.5 hp of damage dealt, 1KO (Aerodactyl)
Slowking: 26.5 hp of damage dealt, 1KO (Archeops)

MVP:


(read: endeavor)

Prizes:
Leethoof: 3CC
Aerodactyl: 3MC, 1KOC
Archeops: 3MC, 1KOC
Carracosta: 3MC, 2KOC
Rhyperior: 3MC

Elevator Music: 3+4(conk)+1(conk koc)+4(nec)=12CC
Steelix: 3MC
Slowking: 3MC, 1KOC

Frosty: 9+8/2+6/2 = 16UC
 

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