Gym [STEEL] Leader C$FP vs. Orcinus Duo

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Rules
Pokemon: 3v3 (B3P3 for Challenger, B8P3 for Leader)
Format: Singles
DQ: 3 Days
Switch: OK
Items: ON
Abilities: ALL
Substitutions: TWO
2 Recovers / 5 Chills

Arena
Soviet Russia; Explosive weaponry testing facility
Date: December, 1969.

Location: Somewhere in the Ural Mountains

The Cold War is taking place at the time, and the U.S.S.R is trying to become the powerhouse of the world. Desperate to stay in check with America and their production of nuclear weapons, a large Factory in the heart of the motherland has been raised and is fuel-bent on one thing: to produce weapons of mass destruction.

The factory is not just one factory, but a combination of around 15, a massive area indeed, and is located on a tall chain of mountains in the urals. the location of the battle is in the Explosive Weaponry testing facility, which is nestled into the side of the highest peak in the chain. the ground has been leveled, so the battle arena is a flat 300x300 feet surrounded by tall gaping mountains, dotted with large iron building that plume out choking black smoke.

here is where the smaller proto types are tested out, and if they succeed with their purpose, then the blueprints are taken to the mass production factory and created to help the U.S.S.R bulk up in case of an American Onslaught. the whole area is mottled with mute colors; the white of snow, blotted by the black of ash and the gray of shrapnel. no trees or water sources can be found here in this "valley"; this was made for war, not nature appreciation. The arena is tested 24/7, always being used for experimentation of different weapons, ergo, shrapnel is flying constantly. this means your pokemon will slowly lose health- the metal bits are sharp!

The Facility is in open air, but is very odd, needing intense detail to get the picture. the ground, underneath all the ash, snow, ans shrapnel, is very hard. the ground here is permafrosted, so non-Ground and Steel type Pokémon have greater difficulty digging underground, costing 3 extra energy to do so. Also, the ground is magnetized, to test some special weapons the Soviets have concocted. therefore, all Steel pokemon can be positively charge, and float, giving them the magnet rise status as long as they are on the battlefield. The sky is a thick gray brew of clouds, and no sunshine can be called upon. Rain is rare in these parts, but a clever and talented pokemon can whip up a mighty deluge. Hail cannot occur here because, but it does snow a lot, dropping the temperature drastically (this is russia in the middle of winter in the mountains after all). Sandstorms oddly can be generated.

The air is sharp as the shrapnel flying through it.

In general this is a rough and rugged place to battle in. the condition are tough, and only an iron-thick hide can get you through safely. Watch out for the incoming missles and test bombs!

In the case of any inconsistencies between the flavor and the summary, the summary trumps the flavor.

In summary:
Steel types have constant Magnet Rise effect
Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun
Dig costs 3 extra energy (inc. digging/staying under) unless the user is a Ground or Steel type
Whoever sends out his/her Pokemon first will be determined by a coin toss


Leader C$FP

Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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.
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:
Ability 1: Magnet Pull
Type: Can Be Activated
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.

Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )

Ability 2: Sturdy
Type: 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.

Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier
Mirror Shot
Swift
Electro Ball
Gyro Ball
Screech

Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam
Magic Coat
Shock Wave
Thunder
Bide
Charge Beam
Light Screen
Reflect
Hyper Beam
Rain Dance
Rest
Protect
Teleport
Iron Defense
Roleplay
Endure
Flash
Volt Switch
Double Team
Swagger
Sleep Talk
Gravity
Psych Up
Headbutt
Iron Head
Rollout
Snore
Double-Edge
Mimic
Wild Charge
Sunny Day
Frustration
Return
Facade
Secret Power
Round
Giga Impact
Agility
Natural Gift
Curse
Take Down
Rage
Electroweb

Moves: 69; complete

Metagross [Brains] (Genderless)
Nature: Careful (Adds One (1) Rank to Special Defense; Substracts One (1) Rank from Special Attack)
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:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2: Light Metal (DW) [unlocked]
Type: 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.)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

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

Attacks:

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face
Bullet Punch
Meteor Mash
Hammer Arm
Psychic
Agility
Pursuit

Iron Defense
Iron Head
Zen Headbutt
Headbutt
Ice Punch
Thunder Punch
Dynamic Punch
Gravity
Selfdestruct
Sleep Talk
Mimic
Block

Earthquake
Giga Impact
Double Team
Reflect
Light Screen
Rock Slide
Endure
Brick Break
Hone Claws
Protect
Aerial Ace
Explosion
Rain Dance
Telekinesis
Sandstorm
Rest
Bulldoze
Swagger
Substitute

Moves: 42

Aggron [Heavy Head] (Male)
Nature: Careful (+ to Special Defense, - from Special Attack)
Type: Rock/Steel
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:
Ability 1: Sturdy
Type: 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.

Ability 2: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 3: Heavy Metal (DW) [unlocked]
Type:Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 4
Weight Class: 8 (360kg)
Base Rank Total: 20

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

Attacks:

Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Iron Tail
Metal Burst
Heavy Slam
Double-Edge
Protect
Autotomize

Curse
Head Smash
Iron Head
Counter
Thunder Punch
Avalanche
Magnet Rise
Endeavor
Ice Punch
Fire Punch
Low Kick
Body Slam
Aqua Tail
Block
Stealth Rock

Earthquake
Shadow Claw
Rock Slide
Giga Impact
Smack Down
Brick Break
Taunt
Endure
Focus Punch
Substitute
Thunder Wave
Double Team
Dig
Hone Claws
Sandstorm
Rock Polish
Stone Edge
Payback
Bulldoze
Avalanche
Toxic

Moves: 47

Lucario [Bill] (Male)
Nature: Hasty (+15% Speed, +12% Accuracy (104*104/870=12.43), -1 Def)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
Ability 1: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 2: Steadfast
Type: 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.

Ability 3: Justified (DW) [unlocked]
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15=103.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:

Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Aura Sphere
Extremespeed
Swords Dance
Nasty Plot
Me First
Agility
Dragon Pulse
Heal Pulse
Calm Mind
Close Combat
Final Gambit
Copycat
Quick Guard

Blaze Kick
Crunch
Hi Jump Kick
Vacuum Wave
Ice Punch
Thunder Punch
Bullet Punch
Magnet Rise
Zen Headbutt
Sky Uppercut
Circle Throw
Cross Chop
Follow Me
Mind Reader
Detect
Iron Defense
Low Kick
Magic Coat
Swift
Bite
Helping Hand
Mud-Slap
Fury Cutter
Dual Chop

Earthquake
Focus Blast
Work Up
Drain Punch
Psychic
Flash Cannon
Protect
Dig
Stone Edge
Bulk Up
Low Sweep
Shadow Ball
Shadow Claw
Double Team
Hidden Power (Grass 7)
Substitute
Toxic
Focus Punch
Iron Tail
Rock Slide
Brick Break
Giga Impact
Hone Claws
Stone Edge
Hyper Beam
Roar
Rest
Water Pulse
Secret Power
Bulldoze
Rain Dance
Sleep Talk
Swagger
Payback
Sunny Day
Natural Gift

Moves: 85

Kitsunoh [Big Poe] (Male)
Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack)
Type: Steel/Ghost
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.
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:
Ability 1: Frisk
Type: Innate
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Ability 2: Limber
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.

Ability 3: Cursed Body (DW) [unlocked]
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (10*1.15=126.5)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:

Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadowstrike
Perish Song
Fake Out
Shadow Claw
Metal Claw
Revenge
Iron Head
Memento
Metal Burst
Copycat
Imprison
Hex
Tail Whip

Yawn
Meteor Mash
Foul Play
Pain Split
Super Fang
Magic Coat
Spite
Sucker Punch
Ice Punch
Thunder Punch
Endeavor
Superpower
Trick
Last Resort
Knock Off
Low Kick
Icy Wind
Flail

Toxic
Will-o-Wisp
Gyro Ball
U-Turn
Dig
Taunt
Torment
Earthquake
Substitute
Aerial Ace
Protect
Double Team
Trick Room
Facade
Psycho Shift
Roar
Thief
Bulldoze
Rock Slide
Rest
Snatch
Sleep Talk
Swagger
Hone Claws
Iron Tail
Payback
Giga Impact
Safeguard
Embargo
Hidden Power Fire 7
Defog
Psych Up
Shadow Ball
Rain Dance
Secret Power
Sunny Day
Dark Pulse

Moves: 76

Steelix [Boulder] (Male)
Nature: Brave (+ to Attack, - from Speed; -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:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Sturdy
Type: 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.

Ability 3: Sheer Force (DW) [unlocked]
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15=26.09)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

Attacks:

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

Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure
Body Slam
Flail
Sleep Talk
Mimic
Selfdestruct
Block
Rollout
Defense Curl
Mud-Slap
Take Down
Earth Power

Rock Slide
Earthquake
Torment
Gyro Ball
Dig
Payback
Bide
Taunt
Dragon Tail
Double Team
Protect
Substitute
Toxic
Endure
Roar
Rest
Giga Impact
Bulldoze
Swagger
Fissure
Skull Bash
Flash Cannon

Moves: 63

Bronzong [Bronzong] (Genderless)
Nature: Brave (+ to Attack; - 15% from Speed; -10% flat 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: 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:
Ability 1: Levitate
Type: 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.

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

Ability 3 (DW): Heavy Metal
Type: Innate
The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (187 kg) [8, 374 kg]
Base Rank Total: 19

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

Attacks:
Sunny Day
Rain Dance
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory
Gyro Ball
Heavy Slam
Payback
Heal Block
Block
Safeguard
Future Sight
Faint Attack
Iron Defense

Iron Head
Zen Headbutt
Trick
Ancientpower
Signal Beam
Rollout
Snore
Wonder Room

Toxic
Psychic
Earthquake
Endure
Skill Swap
Light Screen
Reflect
Double Team
Trick Room
Gravity
Protect
Rest
Solarbeam
Giga Impact
Substitute
Rock Slide
Psyshock
Hyper Beam
Shadow Ball
Sandstorm
Explosion
Recycle
Rock Polish
Stealth Rock
Bulldoze
Sleep Talk
Dream Eater
Grass Knot
Swagger
Flash Cannon
Calm Mind
Telekinesis
Rock Tomb
Charge Beam
Flash
Psych Up
Hidden Power (Ice 7)
Frustration
Return
Facade
Secret Power
Natural Gift
Strength
Round
Rock Smash

Moves: 70; complete

Empoleon [Pimpoleon] (Male)
Nature: Quiet (+ to Special Attack, - from Speed; -10% Evasion)
Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Ability 2 (DW) [unlocked]: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 52 (60/1.15=52.17)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5

Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack
Brine
Hydro Pump
Metal Claw
Swords Dance
Tackle
Swagger
Whirlpool
Mist
Aqua Jet

Agility
Icy Wind
Yawn
Hydro Cannon
Aqua Ring
Dive
Signal Beam
Mud Sport

Ice Beam
Scald
Surf
Double Team
Protect
Rain Dance
Substitute
Grass Knot
Endure
Roar
Toxic
Blizzard
Hyper Beam
Rest
Stealth Rock
Sleep Talk
Flash Cannon

Moves: 42

Challenger Orcinus Duo

Infernape-Simion (M)
KOC: 3
Nature: Naughty
Type: Fire
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.

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)

Iron Fist: Trait
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: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 2
Spe: 108
Size Class: 3
Weight Class: 4

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

Attacks: (66)
Mach Punch
Flame Wheel
Feint
Punishment
Close Combat
Fire Spin
Calm Mind
Flare Blitz
Facade
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Focus Punch
Fake Out
Encore
Endeavor
Counter
Blast Burn
Covet
Dual Chop
Gunk Shot
Heat Wave
Helping Hand
Iron Tail
Low Kick
Role Play
Sleep Talk
Stealth Rock
Thunderpunch

Flamethrower
Brick Break
Acrobatics
U-Turn
Roar
Toxic
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Rock Tomb
Aerial Ace
Flame Charge
Rest
Low Sweep
Focus Blast
Incinerate
Shadow Claw
Retaliate
Stone Edge
Bulldoze
Rock Slide
Grass Knot
Swagger
Substitute
Rock Smash
Hidden Power Ground (7)
Endure
Quick Guard
Slack Off

Scrafty(*) - Pants (M)
KOC: 13
Nature: Adamant
Type: Dark/Fighting
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
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.
Intimidate: (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks (44):
Leer (*)
Low Kick(*)
Sand-Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)

Fire Punch(*)
Thunderpunch(*)
Ice Punch(*)

Dig(*)
Taunt(*)
Dragon Claw(*)
Detect
Drain Punch
Crunch
Double team
Poison Jab
Substitute
Hi Jump Kick
Zen Headbutt
Focus Punch
Head Smash
Fake out
Incinerate
Thief
Torment
Rock slide
Dragon tail
Rock Tomb
Scary Face
Counter
Protect
Facade
Low Sweep
Roar
Giga Impact
Dragon Dance
Sunny Day
Fling
Focus Blast
Dual Chop
Super Fang

Pyroak - Trace (M)
KOC: 2
Nature:Brave
Type: Fire/Grass
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.
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-) (-10% Evasion)
Size Class: 4
Weight Class: 5

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

Attacks:(56)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume
Wood Hammer
Flare Blitz
Iron Defense
Amnesia
Zap Cannon
Heat Crash

Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge
Block

Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute
Rest
Sleep Talk
Earthquake
Dragon Tail
Hyper Beam
Low Sweep
Sunny Day
Endure

And here we have yet another brave challenging entering C$FP's personalised harsh environment. Orcinus Duo is looking to get through here with a combination of fire and force while the leader has the usual Steel wall standing in the way. Time to see who starts us off here and as the coin flies through the air I remind you that heads will result in the leader sending out first with tails having the challenger take the honours.



Tails it is! Orcinus Duo please do your thing.

Turn Order
Orcinus Duo sends out first Pokemon and selects item.
Leader C$FP sends out first Pokemon, selecting item and issuing actions.
Orcinus Duo issues actions.
deadfox081 referees.​
 

Orcinus Duo

Banned deucer.
#2
All right guys. Pants, I've known you since the start of my ASB career, so don't let me down here. Trace, Simion, this is my first time working with the two of you, so let's make it a good one. We have a difficult opponent here, but I've no doubt that we can pull through!

Simion, with your extensive movepool, I think it's best you take the lead. Hold onto this Expert Belt--it'll help!
 
#3
Infernape, good choice. However, I don't think it could possibly defeat my ever-trusty Bronzong!


Bronzong the Bronzong @ Mental Herb

Psychic, Extrasensory, Psychic
IF Simion is in the semi-invulnerable stage of Dig when you would attack AND Simion has not used Role Play, THEN use Earthquake, pushing actions back when Psychic is replaced
IF Role Play, THEN Trick Room, pushing actions back when Psychic is replaced
 

Orcinus Duo

Banned deucer.
#4
Double Team 4-Focus Punch-Blast Burn
IF you are hit on A1 and thus lose your clones, replace A2 with Blast Burn and A3 with Fake Out
If you are hit on A2, Fake Out A3


3:19 orcinus can you switch out
03:19 orcinus while sluggish?
03:20 CMFP hidden power+hyper beam?
03:20 orcinus nah
03:20 CMFP or blast burn, perhaps
03:20 orcinus oh yeah action lock
03:20 orcinus
03:20 elevator_afk it doesnt say you cant

yay
 
#5
Leader C$FP
A--
300/300: 100%

Bronzong (-)
@
Mental Herb (3)
HP: 100
EN: 100
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

VS.

Orcinus Duo
AOO
320/320: 100%

Simion (M)
@
Expert Belt
HP: 100
EN: 100
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

Well, it looks as if the challenger has been spending months building the team to tackle this monumental challenge (or you know, they might just coincidentally do well here after being built for something else) but none the less Orcinus Duo looks ready so let’s kick this thing off! Just as fast as I can say it Simion the Infernape has hit this weapons facility and boy did he bring a lot of moves with him. Of course this does allow C$FP to respond with basically the ideal countermon and I'd say the old weaknessless Bronzong fits that bill pretty well. It’s even come out with some Mental Herbs to allow all the tricks to be more or less unstoppable.

Unfortunately for our resident metal head it's Simion who is bringing the tricks to begin with in zipping around the arena fast enough to leave four semi permanent apparitions of himself! The usually calculated Bronzong is a little taken aback by the move and proceeds to uselessly throw around a clone with his Psychic attack. Considering himself relatively safe from the assault for now Simion allows a glint to form in his eye as he clenches one of those Iron Fists and prepares for a powerful assault. Bronzong figures that surely an Extrasensory assault will be enough to prevent the move but all it does is smack another clone in the back of the head while Simion launches forward and smacks the metalmon around with a huge Focus Punch! In fact Simion isn't at all concerned with the inability to hit Bronzong super effectively because he appears to have bought a plethora of super powered STABs which he demonstrates with a massive Blast Burn. Heatproof that, C$FP. The move did at least leave Simion a little sluggish but that is little consolation to both Bronzong and its trainer as a second Psychic attack just knocks another clone around and Simion escapes the round without taking a lick of damage!


Leader C$FP
A--
258/300: 86%

Bronzong (-)
@
Mental Herb (3)
HP: 58
EN: 83
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

VS.

Orcinus Duo
AOO
320/320: 100%

Simion (M)
@
Expert Belt
HP: 100
EN: 66
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist
Double Team (1), Sluggish (1a)

Action 1
Simion: Double Team > Simion made four clones of itself! [16 EN]
Bronzong: Psychic > HIT INFERNAPE [<=200] 226/1000: NO > The attack hit a clone! [6 EN]

Action 2
Simion: Simion tightened its focus!
Bronzong: Extrasensory > HIT INFERNAPE [<=250] 587/1000: NO > The attack hit a clone! [5 EN]
Simion: Focus Punch > CRIT [<=63] 72/1000: NO > (15 + 3 + 2 + (5-4)*1.5) = 21.5 [21.5 DMG] [9 EN]

Action 3
Simion: Blast Burn > CRIT [<=63] 786/1000: NO > (15 + 3 + 2 + (4-4)*1.5) = 20 > Simion became sluggish! [18 DMG] [9 EN]
Bronzong: Psychic > HIT INFERNAPE [<=333] 796/1000: NO > The attack hit a clone! [6 EN]

Turn Order
Orcinus Duo issues actions.
Leader C$FP issues actions.
deadfox081 referees.​
 

Orcinus Duo

Banned deucer.
#6
I think we established on IRC a while back that expert belt still boosts vs heatproof, the reasoning being that ingame heatproof halves damage and doesn't move to the next resistance, which means that rinsing is technically still weak to fire.

Also, it's Simion, not Simon. :) Just some small nitpicks before I head off to lunch, will order later (after I figure out whether or not switching removed sluggish)
 
#7
Unless you can show me good reason to change I won't be applying Expert Belt. Based on ASB descriptions Heatproof makes Bronzong neutral to Fire and Expert Belt only gives +2 when the move "strikes super effectively" which Blast Burn does not.
 

Orcinus Duo

Banned deucer.
#8
All right, sorry for the misunderstanding Deadfox.

Simion, you've done great. Come back here and take a rest--this isn't a battle to stay in. Pants, get out there, and take this life orb with you!
 

Orcinus Duo

Banned deucer.
#10
All right, let's get this train moving.

Pants: Fake Out-Crunch-Brick Break
IF Trick Room, Focus Punch and pushback
IF Heavy Slam, Counter and pushback
 
#11
A bad (haxxy) first round and only two actions to come back this round, how lovely.

Gyro Ball, Stealth Rock, Giga Impact

also, there is apparently a new, less complicated description of Heavy Metal (although the damage for Giga Impact will still be about the same):

The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.
 
#12
Leader C$FP
A--
258/300: 86%

Bronzong (-)
@
Mental Herb (3)
HP: 58
EN: 83
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

VS.

Orcinus Duo
OAO
320/320: 100%

Simion (M)
@
Expert Belt
HP: 100
EN: 66
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

Pants (M)
@
Life Orb
HP: 100
EN: 100
Spe: 58
4 / 4 / 1 / 4
SC 2 / WC 3
Shed Skin, Moxie, Intimidate

Fresh off a very successful round it looks like the challenger wants to press the advantage and switch into a more favourable match up. This brings Pants the Scrafty onto the field who immediately makes his Intimidating presence known. In fact he continues the assault by moving oh so swiftly to Fake Out the Bronzong and make sure it can't do a thing for at least one action. In a stunning combination display Pants then moves back in and Crunches down on one of the metal limbs of the floating bell for some more solid damage. Bronzong and C$FP now finally get a chance to act and boy do they make it count by laying down some Stealth Rocks that will ensure damage on the rest of Orcinus' team, not to mention put the end to those switching tactics. Scrafty knows by now there is nothing it can do about the rocks so just proceeds to whack the Psychic type with a Brick Break which by virtue of a critical hit deals impressive damage. Who says you need to be able to hit super effectively in ASB? Bronzong takes the last opportunity of the round to finally lay some direct damage on the challenger's team in the way of a massive Giga Impact tackle. It did leave Bronzong somewhat tired but at least the HP bar on the other side of the field is finally going down!

Leader C$FP
A--
222/300: 74%

Bronzong (-)
@
Mental Herb (3)
HP: 22
EN: 59
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva
Sluggish (1a)

VS.

Orcinus Duo
OAO
297/320: 93%
Stealth Rock

Simion (M)
@
Expert Belt
HP: 100
EN: 66
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

Pants (M)
@
Life Orb
HP: 77
EN: 86
Spe: 58
4 / 4 / 1 / 4
SC 2 / WC 3
Shed Skin, Moxie, Intimidate

Pants Intimidates Bronzong! > Bronzong's Attack fell!

Action 1
Pants: Fake Out > CRIT [<=63] 377/1000: NO > (4 + 3 + (4-4)*1.5)*0.67 = 4.69 [4.69 DMG] [1 RECOIL] [4 EN]
Bronzong: Bronzong flinched!

Action 2
Pants: Crunch > CRIT [<=63] 287/1000: NO | DEF DROP [<=200] 802/1000: NO > (8 + 3 + 3 + (4-4)*1.5) = 14 [14 DMG] [2 RECOIL] [5 EN]
Bronzong: Stealth Rock > Orcinus Duo's side of the field was covered in Stealth Rocks! [12 EN]

Action 3
Pants: Brick Break > CRIT [<=63] 56/1000: YES > (8 + 3 + 3 + 3 + (4-4)*1.5) = 17 [17 DMG] [2 RECOIL] [5 EN]
Bronzong: Giga Impact > HIT [<=900] 639/1000: YES | CRIT [<=63] 401/1000: NO > (19.33 + (4-4)*1.5) - 1.75 = 17.58 > Bronzong became sluggish! [17.58 DMG] [12 EN]

Turn Order
Leader C$FP issues actions.
Orcinus Duo issues actions.
deadfox081 referees.​
 
#15
Sure, sure your Pants can.

Taunt, Brick Break, Meteor Mash
IF Fire Punch AND you do not have a Substitute up, THEN use Substitute (20 HP), pushing actions back when Brick Break is replaced
IF Protective/Evasive action AND Pants is not Taunted AND you are not Taunted AND not the second time consecutively, THEN Imprison (Faint Attack, Payback, Dig) the first time, chill the second
 

Orcinus Duo

Banned deucer.
#16
Fire Punch-Faint Attack-Taunt
IF Kit doesn't have a Substitute up on A2, then payback instead
IF I somehow misread CMFP's sub and Pants is taunted on A3, then Payback
 
#17
Leader C$FP
OA-
222/300: 74%

Bronzong (-)
@
Mental Herb (3)
HP: 22
EN: 59
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

Big Poe (M)
@
Life Orb
HP: 100
EN: 100
Spe: 127
4 / 3 / 1 / 3
SC 3 / WC 4
Frisk, Limber, Cursed Body
+19% Acc

VS.

Orcinus Duo
OAO
297/320: 93%
Stealth Rock

Simion (M)
@
Expert Belt
HP: 100
EN: 66
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

Pants (M)
@
Life Orb
HP: 77
EN: 86
Spe: 58
4 / 4 / 1 / 4
SC 2 / WC 3
Shed Skin, Moxie, Intimidate

It looks like the leader is finally ready to make a switch and try and put the match up back into his advantage. Its quite the menacing beast he brings out too as Big Poe the Kitsunoh has single handedly broken the spirit of many a challenger in the past. However it seems the spirit is a little hesitant at first and simply sets up a Substitute to take hits for him. Pants knows priority number one has to be getting rid of the blocker so he just lets loose a Fire Punch to do as much damage as possible. Unfortunately Big Poe already Frisked him of his Life Orb so the damage isn't quite so impressive and that little doll is definitely still standing. The ghost fights back immediately with a Brick Break which turns Pants' own type against it in a cruel twist of fate. The (really ugly) snake mon thing just fades into the shadows for a moment with a Faint Attack that does more than enough to dispatch of the substitute. Poe just finishes off with another hard punch, this one infused with Steel but Pants finally reveals his ultimate goal as he looks back at the Kitsunoh with a huge cry of "is that all ya got?" (in Pokemon) and it looks like the goad has worked perfectly! How will the one of the game's great annoyers go when he's now forced to blindly attack? C$FP, thats now the question you have to answer.

Leader C$FP
OA-
198/300: 66%

Bronzong (-)
@
Mental Herb (3)
HP: 22
EN: 59
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

Big Poe (M)
@
Life Orb
HP: 76
EN: 70
Spe: 127
4 / 3 / 1 / 3
SC 3 / WC 4
Frisk, Limber, Cursed Body
+19% Acc
Taunted (5a)

VS.

Orcinus Duo
OAO
244/320: 81%
Stealth Rock

Simion (M)
@
Expert Belt
HP: 100
EN: 66
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

Pants (M)
@
Life Orb
HP: 44
EN: 68
Spe: 58
4 / 4 / 1 / 4
SC 2 / WC 3
Shed Skin, Moxie, Intimidate

Action 1
Big Poe: Substitute > Big Poe made a 20 HP Substitute! [-20 HP] [18 EN]
Pants: Fire Punch > CRIT [<=63] 161/1000: NO | CURSED BODY [<=300] 383/1000: NO > (8 + (4-3)*1.5)*1.5 = 14.25 > The substitute took the hit! [6 EN]

Action 2[/b]
Big Poe: Brick Break > CRIT [<=63] 991/1000: NO > (8 + 3 + (4-4)*1.5)*1.5 = 16.5 [16.5 DMG] [2 RECOIL] [6 EN]
Pants: Faint Attack > CRIT [<=63] 357/1000: NO | CURSED BODY [<=300] 902/1000: NO > (6 + 3 + (4-3)*1.5) = 10.5 > The substitute broke! [3 EN]

Action 3
Big Poe: Meteor Mash > CRIT [<=63] 480/1000: NO | ATT RAISE [<=200] 952/1000: No > (10 + 3 + 3 + (4-4)*1.5) = 16 [16 DMG] [2 RECOIL] [6 EN]
Pants: Taunt > CURSED BODY [<=300] 586/1000: NO > Big Poe was taunted! [9 EN]

Turn Order.
Orcinus Duo issues actions.
Leader C$FP issues actions.
deadfox081 referees.
 

Orcinus Duo

Banned deucer.
#20
Blast Burn-Fire Spin-Earthquake
IF Underground when it is your turn to attack AND you are not sluggish, Earthquake and pushback
IF Underground when it is your turn to attack AND you are sluggish, Chill and pushback
 
#22
Leader C$FP
OA-
198/300: 66%

Bronzong (-)
@
Mental Herb (3)
HP: 22
EN: 59
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

Big Poe (M)
@
Life Orb
HP: 76
EN: 70
Spe: 127
4 / 3 / 1 / 3
SC 3 / WC 4
Frisk, Limber, Cursed Body
+19% Acc
Taunted (5a)

VS.

Orcinus Duo
OAO
264/320: 83%
Stealth Rock

Pants (M)
@
Life Orb
HP: 44
EN: 68
Spe: 58
4 / 4 / 1 / 4
SC 2 / WC 3
Shed Skin, Moxie, Intimidate

Simion (M)
@
Expert Belt
HP: 100
EN: 66
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

The challenger eventually decides to play a bit of a risky strategy in switching back to Simion the Infernape. It may have given him a match up advantage but it means those Rocks are really going to take their toll. C$FP senses the switch may be followed up by a big move so Big Poe is quick to snuff that out with a lightning fast Fake Out that means Simion doesn't do a thing to begin the round. The Kitsunoh follows up with another strategic move in U-Turning his way out of the predicament, at the end of the round at least. Unfortunately the attack does very little damage and leaves wide open to the oncoming Fire Spin that leaves Poe trapped and hurting for now. Both mons end the round by creating an Earthquake each. Unfortunately for Simion he forgot that the ground here in Russia repells Steel types and Big Poe was floating just far enough off the ground to avoid it!

That round swung a little further in the Leader's favour but he still faces down a bit of a HP disadvantage. Lets see how it goes from here (hopefully a little bit faster).


Simion is hurt by the Stealth Rocks! [12 DMG]

Action 1
Big Poe: Fake Out > CRIT [<=63] 153/1000: NO > (4 + 3 + (4-3)*1.5 = 8.5 [8.5 DMG] [2 RECOIL] [4 EN]
Simion: Simion flinched!

Action 2[/b]
Big Poe: U-Turn > CRIT [<=63] 252/1000: NO > (7 + 3 + (4-3)*1.5)*0.44 = 5.06 [5.06 DMG] [2 RECOIL] [5 EN]
Simion: Fire Spin > HIT [<=850] 651/1000: NO | CRIT [<=63] 143/1000: NO | CURSED BODY [<=300] 902/1000: NO > (4 + 3 + 2 + (4-3)*1.5)*1.5 = 15.75 > Big Poe was trapped in a Fire Spin! [15.75 DMG] [4 EN]

Big Poe is hurt by Fire Spin! [2 DMG]

Action 3
Big Poe: Earthquake > CRIT [<=63] 994/1000: NO > (10 + 3 + (4-3)*1.5)*1.5 = 21.75 [21.75 DMG] [2 RECOIL] [7 EN]
Simion: Earthquake > It doesn't effect Big Poe! [7 EN]

Big Poe is hurt by Fire Spin! [2 DMG]

Leader C$FP
OA-
172/300: 57%

Bronzong (-)
@
Mental Herb (3)
HP: 22
EN: 59
Spe: 28
4 / 4 / 3 / 4
SC 3 / WC 58
Levitate, Heatproof, Heavy Metal
-10% Eva

Big Poe (M)
@
Life Orb
HP: 50
EN: 54
Spe: 127
4 / 3 / 1 / 3
SC 3 / WC 4
Frisk, Limber, Cursed Body
+19% Acc
Taunted (2a)
Fire Spin (2a)

VS.

Orcinus Duo
OAO
217/320: 68%
Stealth Rock

Pants (M)
@
Life Orb
HP: 44
EN: 68
Spe: 58
4 / 4 / 1 / 4
SC 2 / WC 3
Shed Skin, Moxie, Intimidate

Simion (M)
@
Expert Belt
HP: 53
EN: 55
Spe: 108
5 / 3 / 4 / 2
SC 3 / WC 4
Blaze, Iron Fist

Turn Order
Leader C$FP sends in new Pokemon and issues actions.
Orcinus Duo issues actions.
deadfox081 referees.​
 
#23
Shouldn't Fake Out have done 8.5, leaving Simion at 53?

Anyway, this really isn't turning around as fast as it needs to. Imma U-Turn-effect out to Bronzong, and then initiate a switch phase, bringing Kitsunoh back in.

Whatcha gonna do?
 
#25
I'm pretty sure this is the best I can do

Dig, Dig, Earthquake
IF damaging Ground type attack, THEN Earthquake and push actions back
IF damaging Fire type attack AND in a combo, THEN Protect and push actions back
 
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