Gym [STEEL] Leader CMFP vs Imanalt

#1
3v3 Singles
3 Day DQ
Switch=OK
Items On
All Abilities
2 Substitutions
2 Recoveries/5 Chills per mon
Soviet Russia; Explosive weaponry testing facility (SR: EWTF)
Soviet Russia; Explosive weaponry testing facility (SR: EWTF)

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 prototypes 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 CMFP

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
Natural Gift

Moves: 51

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
Bonemerang

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
Rock Smash
Poison Jab
Rock Tomb
Facade
Bulk Up
Return
Fling
Frustration

Moves: 94

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
Attract
Fling
Endure
Flash
Flash Cannon

Moves: 81

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
Autotomize

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
Ancientpower

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: 65

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: 3
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
Drill Peck

Agility
Icy Wind
Yawn
Hydro Cannon
Aqua Ring
Dive
Signal Beam
Mud Sport
Knock Off
Vacuum Wave

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
Earthquake

Moves: 44


Challenger Imanalt

Lucario(*) OHAI (M)
Nature: Hasty (+12% accuracy)
Type:

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.

Stats:

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

Ec: 6/6
MC: 0
DC: 5/5

Abilities:
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Bone Rush
Metal Sound
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Close Combat
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Me First
Dark Pulse
Metal Claw
Detect
Quick Guard
Swords Dance
Calm Mind
Copycat

Hi Jump Kick(*)
Blaze Kick(*)
Crunch(*)
Agility
Thunder Punch
Ice Punch
Magnet Rise
Zen Headbutt
Dual Chop
Thunderpunch

Dig(*)
Rock Slide(*)
Substitute(*)
Drain Punch
Psychic
39 moves


Golurk (Genderless) GOLURK MOAR
Nature:Quiet (+1 SAtk, -15% Spe, -10% evasion)
Type: Ground/Ghost
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.
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:
Iron Fist: (Innate)
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Klutz: (Can be Disabled)
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

No Guard (DW): (Innate)
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
SC: 5
WC: 7

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

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
DynamicPunch
Earthquake
Hammer Arm
Heavy Slam
Night Shade
Focus Punch
Curse

Magic Coat
Fire Punch
Ice Punch
Drain Punch
Earth Power
ThunderPunch
Gravity
Icy Wind
Block
Signal Beam
Sleep Talk
Fly
Grass Knot
Shadow Ball
Double Team
Rock Slide
Psychic
Rest
Substitute
35 Moves


Camerupt FIRE (F)
Nature: Quiet (-10% evasion)
Type:

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.

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.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40/1.15) (-)
Size Class: 4
Weight Class: 6

Ec: 6/6
MC:0
DC: 5/5

Abilities:
Magma Armor:
(Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
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).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.
Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Flamethrower
Earthquake
Earth Power
Eruption
Double edge
Fissure
Curse

Heat Wave
Yawn
Endure

Will-o-wisp
Hidden Power (Electric, 7)
Rock Slide
Flame Charge
Dig
Sleep Talk
Stealth Rock
Rest
Substitute
Protect
Explosion
Sunny Day
Overheat
Roar
Incinerate
Fire Blast
35 Moves


heads=cmfp; tails=imanalt



CMFP sends out first
Imanalt orders
CMFP orders
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Server Moderator Alumnus
#3
Golurk @ expert belt
Dynamic punch, gravity, earthquake
If stealth rock, magic coat and push back
If hypnosis, magic coat and push back
 
#5
I really oughta update Heavy Metal on my mons: (Trait) The Pokemon's body structure is immensely dense, doubling its actual weight. Adds two (2) Base Attack Power to all Weight-Based Attacks. Adds Base Attack Power to Gyro Ball equal to half (0.5x) the Pokemon's Weight Class, rounded up.

Anyway, this is no situation we can't handle.

Protect, Gravity, Gyro Ball
 
#6
Pre-Round Information

Leader CMFP

Bronzong @ Expert Belt

Health: 100
Energy: 100
Status: None
Stats: 4/4/3/4/28 3/5 (8)



Challenger Imanalt

Golurk @ Expert Belt (DISABLE DUE TO KLUTZ)

Health: 100
Energy: 100
Status: None
Stats: 5/3/3/3/45 5/7



Bronzong used Protect! (-12 EN)

Golurk used Dynamicpunch! (-8 EN)
10+2+1.5=13.5 damage protected!

Golurk used Gravity! (-10 EN)
Gravity shifted!

Bronzong used Gravity! (-9 EN)
Gravity reversed!

Golurk used Earthquake! (-6 EN)
Bronzong is Levitating!

Bronzong used Gyro Ball! (-6 EN)
no crit (12)
((5+2+4)+3+1.5)=15.5



As this gym battle commences we see two heavyweights squaring off in opposite corners, Bronzong and Golurk facing off with nary a facial expression between them! Bronzong immediately takes a defensive route, Protecting itself from Golurk's incoming Dynamicpunch. Bronzong then gets canny, and synchronizes itself with the Golruk, returning things to normal immediately after Golurk shifts the Gravity. Finally it strikes with a powerful Gyro Ball as Golruk's Earthquake passes harmlessly below it. Things are looking good for the gym leader who now has the initiative as this match continues!


Leader CMFP

Bronzong @ Expert Belt

Health: 100
Energy: 83
Status: None
Stats: 4/4/3/4/28 3/5 (8)



Challenger Imanalt

Golurk @ Expert Belt (DISABLED DUE TO KLUTZ)

Health: 84
Energy: 76
Status: None
Stats: 5/3/3/3/45 5/7



CFMP
Imanalt
Me
 
#8
very sorry for the slow, anti-climactic post, but:


switching to Pimpoleon @ Expert Belt

P.S. there won't be any reason for me to take more than like 12 hours to post starting tomorrow
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Server Moderator Alumnus
#9
counterswitch to lucario @ soothe bell

hi jump kick, drain punch, close combat
IF protective/evasive a1, use swords dance that action and push back
 
#11
Pre-Round Information

Leader CMFP

Empoleon @ Expert Belt

Health: 100
Energy: 100
Status: None
Stats: 3/3/5/4/52 3/4

Bronzong @ Expert Belt

Health: 100
Energy: 83
Status: None
Stats: 4/4/3/4/28 3/5 (8)


Challenger Imanalt

Lucario @ Soothe Bell

Health: 100
Energy: 100
Status: None
Stats: 5/2/5/3/104 3/4

Golurk @ Expert Belt (DISABLED DUE TO KLUTZ)

Health: 84
Energy: 76
Status: None
Stats: 5/3/3/3/45 5/7


Empoleon used Bide!

Lucario used Hi Jump Kick! (-8 EN)
no crit (3)
(13+3+3)*1.5=29.25

Empoleon is Biding its time!

Lucario used Drain Punch! (-5 EN)
crit (1)
(8+3+3+3)*1.5=25.5

Empoleon used Bide! (-54 EN)
(29.25=25.5)*1.75=95.375

Lucario used Close Combat! (-7 EN)
no crit (10)
(12+3+3)*1.5=27



stuff


Post-Round Summary

Leader CMFP

Empoleon @ Expert Belt

Health: 18
Energy: 46
Status: None
Stats: 3/3/5/4/52 3/4

Bronzong @ Expert Belt

Health: 100
Energy: 83
Status: None
Stats: 4/4/3/4/28 3/5 (8)


Challenger Imanalt

Lucario @ Soothe Bell

Health: 5
Energy: 80
Status: None
Stats: 5/2/5/3/104 3/4

Golurk @ Expert Belt (DISABLED DUE TO KLUTZ)

Health: 84
Energy: 76
Status: None
Stats: 5/3/3/3/45 5/7


CFMP
Imanalt
Me
 
#13
imanalt has requested dq be called on cmfp

as cmfp has quit, i am granting the dq

imanalt will not be awarded the gym badge or any KOC, but his mons will get 3 MC each and imanalt will receive 2 CC