Gym [Steel] Steel Meets Fist: Kaxtar Challenges the Steel Gym! [LEADER WINS!]

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In a strange turn of events, another Gym Leader faces off against the Leader of Steel. Can C$FP, the Iron Trainer, hope to defeat this master of Fighting?


3v3 Singles
2 Day DQ
Switch=KO
Items On
All Abilities
2 Substitutions
2 Recoveries/5 Chills per mon
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 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 nothing can be dug into it, unless your pokemon is steel. only Steel pokemon can use their extreme power and tough bodies to dig into this difficult terrain. 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, and is cold as the ice that layers the Motherland. The temperature here is blisteringly low, and fire will be difficult to create, lowering the BAP of all fire attacks by 3.

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 summary:
Constant Shrapnel weather (2 DPA on anything that isn't part Steel)
Steel types have constant Magnet Rise effect
Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun
Dig can only be used by Steel mons (and Ground mons by virtue of STAB description
BAP of Fire attacks reduced by 3



Such harsh weather. The cold of Russia really is the wrathful mistress the stories say...

Good thing this is all just a simulation! (At least for the audience; the trainers and their Pokemon are feeling all the effects in the VR room...)

Welcome trainers and spectators to a rare (or not) ASB treat: a clash between 2 Gym Leaders! The famous master of Fighting-types, Kaxtar, has decided to challenge the ruler of the house, C$FP to a magnificent battle. Does this mysterious and powerful challenger stand a chance against a master of Steel Pokemon? Let's take a quick look at their teams, first.


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

Moves: 63


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

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: 40


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: 0
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

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

Moves: 79


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

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

Moves: 72


Steelix [Boulder] (Male)
Nature: Adamant (+ to Attack, - from Special Attack)
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 1 (-)
SpD: Rank 3
Spe: 30
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
Flail
Rock Polish

Explosion
Heavy Slam
Rock Blast
Iron Head
Aqua Tail
Magnet Rise
Endure
Body Slam
Flail
Sleep Talk

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

Moves: 52


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 Head
Zen Headbutt
Trick
Ancientpower
Signal Beam

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

Moves: 51


Registeel [Iron Giant] (Genderless)
Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion)
Type: Steel
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: 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 (DW) [unlocked]: Light Metal
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 4 (+)
Def: Rank 6
SpA: Rank 3
SpD: Rank 6
Spe: 43 [50/1.15=43.478] (-)
Size Class: 3
Weight Class: 6 (205 kg)
Base Rank Total: 23

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

Attacks:

Explosion
Stomp
Metal Claw
Curse
Superpower
Hammer Arm
Hyper Beam
Iron Head
Lock-On
Zap Cannon
Flash Cannon
Hyper Beam

Counter
Ice Punch
Thunder Punch
Dynamic Punch
Body Slam
Gravity
Mud-Slap
Sleep Talk

Earthquake
Rock Slide
Thunder Wave
Focus Punch
Hone Claws
Focus Blast
Toxic
Thunderbolt
Protect
Substitute
Endure
Shadow Claw
Brick Break
Rest
Rock Polish
Aerial Ace
Bulldoze
Rain Dance
Sandstorm
Hidden Power (Ice 6)
Safeguard
Thunder
Double Team
Giga Impact
Swagger
Shock Wave

Moves: 46


Empoleon [Pimpoleon] (Male)
Nature: Modest (+ to Attack; - from Special Attack)
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 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 60
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
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

Agility
Icy Wind
Yawn
Hydro Cannon
Aqua Ring
Dive
Signal Beam

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: 40



Kaxtar:

Infernape (F)
Nature: Mild (+SpA, -Def).

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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108

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

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 (DW): (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)

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade
Calm Mind

Encore
Assist
Fake Out
Fire Punch
Focus Punch
Counter
ThunderPunch
Quick Guard
Helping Hand

Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw
Giga Impact
Sleep Talk
Retaliate
Fling
Swagger
Secret Power
Solarbeam

Blast Burn
Vacuum Wave
Endeavor
RolePlay
Uproar
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Magic Coat


Tomohawk [Chinook](F)
Modest: (+1 SpA, -1 Atk)

Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

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


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.
Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW) : (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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt
Morning Sun
Whirlwind
Aura Sphere
Sunny Day
Hurricane
Heat Wave
Air Slash
Rain Dance
Earth Power
Hyper Voice
Rest
Sky Drop

Yawn
Rapid Spin
Roost
Stealth Rock
Confuse Ray
Nature Power

Focus Blast
Grass Knot
Double Team
Toxic
Reflect
Attract
Hyper Beam
Substitute
Fly
Hidden Power Electric
Solarbeam
Safeguard
Protect


Arghonaut [Pirate Man] (Male)
Glyph of Recover
Nature: Adamant (+1 to Attack, -1 to Special Attack)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 4
DC: 5/5

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Iron Fist (DW- Unlocked): (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)

Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Taunt
Mach Punch
Aqua Jet
Punishment
Revenge
Focus Punch
Waterfall
Chip Away
Night Slash
Foul Play

Recover
Ice Punch
Bulk Up
Soak
Drain Punch
Cross Chop
Rock Blast
Circle Throw

Knock Off
Gunk Shot
Thunder Punch
Low Kick

Double Team
Earthquake
Endure
Snatch
Bulldoze
Snarl
Sludge Wave
Stone Edge
Rock Slide
Protect
Torment
Knock Down
Dive
Substitute



Although Kaxtar's Fighting types are powerful and C$FP's Steel Types are weak to their attacks, Kaxtar must contend with C$FP's advantages as a Gym Leader and the challenges of the arena. Can this brave (foolish?) challenger break the steel bodies of these Pokemon along with their spirit? Or will his fists of fury fall to the iron resolve?


Kaxtar sends out his first Pokemon
C$FP sends out his Pokemon and orders
Kaxtar orders



Next Time:

Kaxtar vs. C$FP: Can a Challenger's Spirit Break the Iron Trainer's Defenses?
 
#3
I got it right between Registeel and Regice :P

I am still a bit surprised to see you didn't start with Infernape. Anyway, let's go, Electro!


Magnezone @ Magnet

Rain Dance, Thunder, Thunder
IF Taunt, THEN Magic Coat and push actions back
IF Earth Power, THEN Mirror Coat and push actions back
 
#6
Kaxtar vs. C$FP: Can a Challenger's Spirit Break the Iron Trainer's Defenses?


Tomohawk- Chinook
Hp: 110
En: 100
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 100
En: 100
Status: none
Other: none
Item: Magnet​


A flash of steel; a blur of motion as fists and metallic bodies collide. These are the sights in this fateful meeting of two trainers.


Beginning the battle, the challenger sends out his Tomohawk, Chinook. While the strange bird (lion?) flies around, C$FP sends out what may be a hard counter to the Pokemon, his Magnezone, Electro.

Seeing that his foe is trying to prepare for the coming rounds with a Rain Dance, Kaxtar orders Chinook to grab ahold of Magnezone and perform a Sky Drop attack. Chinook brings his heavy steel foe high into the air, preventing him from doing much of anything, and then drops him to the ground, dealing very little damage.

Having successfully prevented his foe from improving his electrical powers, Chinook fires a powerful Earth Power to crash into his foe from below.
Electro seems prepared for this though, and seems to be harnessing the energy provided by the Tomohawk's attack into his Mirror Coat. It then fires back all the energy stored at the Tomohawk, leaving her severely injured.

Oddly enough, Chinook doesn't seem phased by the attack, and she even feels the need to nonchalantly Yawn at Magnezone. As we all know, yawning is quite contagious and, upon seeing his foe do so, Electro feels the need to make an odd combination of beeps and whirs that come as close to a yawn as a machine can really get.
Feeling a bit drowsy, but still ready to fight, Electro calls down a terrible Thunder attack to strike his foe with lightning. Somehow, this normally wildly inaccurate attack manages to hit the Tomohawk. Maybe she shouldn't be falling asleep in the middle of a battle?


This battle is just heating up folks, so stay tuned!



Tomohawk- Chinook
Hp: 17
En: 80
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 63
En: 71
Status: Drowsy (will fall asleep after first action)
Other: -1 Atk
Item: Magnet​


Magnezone:

No action


Mirror Coat: ([31.5]*1.5)= 47.25 damage; 6+(47.25/3)= 21.75 energy


Thunder: ([12+3+8.5+2(Analytic)-4.5]*1.5)+4= 35.5 damage; 8-1= 7 energy
roll=5799/10000; hit (5799>7000)
roll=2128/10000; no crit
roll=2244/10000; no paralysis (2244>7000)

Total Hp Loss: 36.56~37
Total Energy Cost: 28.75~29


Tomohawk:

Sky Drop: ([(6+5)+3+1.5-1(Sturdy)+3(LO)-6]*.44)=5.06 damage; 4+(5/2)-1= 5.5 energy
roll=7463/10000; no crit

Tomohawk is damaged by recoil!
Tomohawk is buffeted by shrapnel!

Earth Power: ([9+7.5-1(Sturdy)+3(LO)-4.5]*2.25)=31.5 damage; 7 energy
roll=4387/10000; no crit

Tomohawk is damaged by recoil!
Tomohawk is buffeted by shrapnel!

Yawn: 7 energy

Tomohawk is buffeted by shrapnel!

-4 HP LO; -6 HP shrapnel

Total Hp Loss: 92.75~93
Total Energy Cost: 19.5~20


Kaxtar orders first!


Next Time:

Feathers Fly: Tomohawk Gets Serious Or Gets Gone!
 
#8
You may be able to block Volt Switch, but not Teleport!

Beautiful job, Electro! If I've calculated everything correctly, then Kaxtar will have to order first when he sends out his next mon.

Teleport, Light Screen, Volt Switch
 
#9
Feathers Fly: Tomohawk Gets Serious Or Gets Gone!


Tomohawk- Chinook
Hp: 17
En: 80
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 63
En: 71
Status: Drowsy
Other: -1 Atk
Item: Magnet​


As a creation of steel toys with a bird of prey, a slight lull in the intense action occurs...


Welcome back, dear audience! I'm sure the Pokemon are just as happy to get back to the action as we are!

Tomohawk begins the round by Protecting against any attack Electro may throw against her. However, her attack is wasted as the Magnezone simply Teleports back into its Poke Ball quickly, reappearing moments later, cured of its drowsiness. I feel I spoke to soon about excitement...

The next set of actions doesn't seem to be too thrilling either. Chinook merely rest her wings and takes a Roost on the ground to heal herself, while Electro sets up a Light Screen to protect from any special attacks used by Chinook.

For how dull those last actions were, they sure came in handy in the last set of actions, as Chinook fires another Earth Power at Electro that deals significantly less damage thanks to the Magnezone's Light Screen.
This is immediately followed by Electro charging itself up to perform a Volt Switch that narrowly misses knocking out Chinook after she is buffeted by shrapnel and suffers recoil from her attack.


This next round is bound to set the tone for the rest of the match. Can Chinook go out with a bang? Or will her defeat be relegated to a mere whimper as Electro continues to dominate Kaxtar's team?...



Tomohawk- Chinook
Hp: 1
En: 54
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 42
En: 52
Status: Light Screen (4 actions)
Other: -1 Atk
Item: Magnet​


Magnezone:

Teleport: 7 energy
Magnezone's drowsiness was cured!

Light Screen: 8 energy
Magnezone set up a Light Screen!

Volt Switch: ([7+3+8.5+2-4.5]*1.5)+4= 28 damage; 5-1= 4 energy
roll=1206/10000; no crit

Total Hp Loss: 21.375~21
Total Energy Cost: 19


Tomohawk:

Protect: 7 energy

Tomohawk was damaged by the shrapnel!

Roost: (110/10)+2-1= 12 energy
Tomohawk recovered 20 Hp!

Tomohawk was damaged by the shrapnel!

Earth Power: ([(9/2)+7.5-1(Sturdy)+3(LO)-4.5]*2.25)= 21.375 damage; 7 energy
roll=0670/10000; no crit

Tomohawk is damaged by recoil!
Tomohawk was damaged by the shrapnel!

-6 Hp shrapnel, -2 Hp LO

Total Hp Loss: 16
Total Energy Cost: 26


C$FP orders first!


Next time:

Brave Bird: Tomohawk Makes a Stand!


EDIT: Thanks for reminding me. The -1 Atk remains, because, afaik, the drop from Intimidate doesn't go away?
 
#10
Nice work, Electro! This is just beautiful! Surely you will be able to get me the upper-hand against whatever Kaxtar sends out next (coughcoughInfernapecough, but maybe Kaxtar wants to surprise me).

Protect, Thunderbolt, Discharge
IF Healing move A1, THEN Thunderbolt
IF Reflect A1, THEN Reflect

P.S. In the post round it shouldn't say Magnezone is drowsy or that Electro still has -1 Atk (not that it matters), and it should mention that Light Screen is up (don't worry about it, I forget stuff and/or get lazy a lot when I ref)
 
#11
Roost+Roost Combo (Should go first because both have +1 priority due to prankster, that of the prankster boost should get doubled)~Cool Down (stay on ground)~Earth Power/Chill if you would otherwise faint due to energy exhaustion

IF the combo kill me due to energy exhaustion, THEN Stealth Rock.
 
#12
Brave Bird: Tomohawk Makes a Stand!


Tomohawk- Chinook
Hp: 1
En: 54
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 42
En: 52
Status: Light Screen (4 actions)
Other: -1 Atk
Item: Magnet​


The challenger's first Pokemon falls. Does this mean an unbeatable advantage for the brave warrior?


Chinook bravely takes a bow as she exits the stage, spreading Stealth Rocks as she does so.
Meanwhile, Electro Protects against nothing in particular.

Finally, the shrapnel finishes off the poor, battered Tomohawk, prompting Kaxtar to send out his next Pokemon.



Tomohawk- Chinook
Hp: 0
En: 42
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 42
En: 45
Status: Light Screen (3 actions)
Other: -1 Atk
Item: Magnet
Field: Stealth Rock​


Magnezone:

Protect: 7 energy

Total Hp Loss: 0
Total Energy Cost: 7


Tomohawk:

Stealth Rock: 12 energy
Pointed stones were laid on C$FP's side of the field!

Tomohawk was damaged by the shrapnel!
Tomohawk fainted!

-2 Hp shrapnel

Total Hp Loss: 1 (KO)
Total Energy Cost: 12


Kaxtar sends out his next Pokemon and orders first!


Next time:

Strike Two: Kaxtar Tries to Beat a Man of Steel!
 
#13
Infernape, go. Life Orb please.

Close Combat~Fire Punch~Brick Break

IF Explosion, THEN Fake Out.
IF Teleport, THEN Assist [Aura Sphere, Reflect, Double Team (2 Clones)].
 
#15
Strike Two: Kaxtar Tries to Beat a Man of Steel!


Infernape- Infernape?
Hp: 100
En: 100
Status: none
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: 42
En: 45
Status: Light Screen (3 actions)
Other: -1 Atk
Item: Magnet
Field: Stealth Rock​


The deafening whir of machines drowns out the cries of the battling Pokemon within this cruel factory.


Seeing the enemy Magnezone is going for an Explosion attack, Infernape uses Fake Out, surprising his opponent enough to stop its attack.

The Infernape doesn't wait for his opponent's move this turn, as he strikes the Magnezone head-on with a Fire Punch.
The flaming fist is enough to wound Electro gravely, but the Magnezone takes his chance with the enemy near to pulse a Thunder Wave into Infernape. The blast has damaged her nervous system, slowing her down and making it possible for her to seize up at any moment.

Electro again charges up for an Explosion, and Infernape again uses Fake Out. Unfortunately for the fiery monkey, Magnezone remains unflinched and its attack succeeds, blowing itself and Infernape sky high.

Infernape escapes from the blast looking worse for the wear, but Electro has fainted from its attack...



Infernape- Infernape?
Hp: 61
En: 87
Status: Paralyzed (15%)
Other: none
Item: Life Orb

V.S.


Magnezone- Electro
Hp: KO
En: --
Status:
Other:
Item: Magnet
Field: Stealth Rock​


Magnezone:

Magnezone flinched!

Thunder Wave: 7-1= 6 energy

Explosion: (25+2)= 27 damage; 20 energy
roll=1966/10000; no crit

Total Hp Loss: 30.38~ 30 (KO)
Total Energy Cost:


Infernape:

Fake Out: (4+6+3-6)*.67= 4.69 damage; 4 energy
roll=8340/10000; no crit

Infernape is damaged in recoil!
Infernape is damaged by shrapnel!

Fire Punch: ([8+3+6+3-6]*1.5)= 21 damage; 6-1= 5 energy
roll=1519/10000; no crit
roll=2790/10000; no burn

Infernape is damaged in recoil!
Infernape is damaged by shrapnel!

roll=3838/10000; no paralysis
Fake Out: (4+6+3-6)*.67= 4.69 damage; 4 energy
roll=2737/10000; no crit

Infernape is damaged in recoil!
Infernape is damaged by shrapnel!

-6 Hp shrapnel, -6 Hp LO

Total Hp Loss: 39
Total Energy Cost: 13


C$FP sends out his next Pokemon and orders first!


Next Time:

Round Two: Can the Challenger Overcome His Disadvantage?
 
#16
Wonderful, absolutely wonderful job, Electro! I was gonna send in Empoleon, but then I thought Steelix would be better, but what the hell, go, Big Poe the Kitsunoh!


Big Poe the Kitsunoh @ Soft Sand

Woop woop for Frisk!

Earthquake, Bulldoze, Earthquake
 
#18
Round Two: Can the Challenger Overcome His Disadvantage?


Infernape- Infernape?
Hp: 61
En: 87
Status: Paralyzed (15%)
Other: none
Item: Life Orb

V.S.


Kitsunoh- Big Poe
Hp: 100
En: 100
Status:
Other:
Item: Soft Sand
Field: Stealth Rock​


A shadow stalks its foe onto the battlefield. How will the fiery challenger deal with this?


Slinking onto the battlefield, Big Poe suffers some minor damage from the Stealth Rocks on the edge of the arena.

Un-phased by this bothersome damage, Kitsunoh begins the match by summoning a fearsome Earthquake. The tremor rips through the ground beneath Infernape dealing heavy damage.
Not wanting to be outperformed, the ailing monkey conjures up all of its inner flame to launch a focused Blast Burn. Despite being weakened by the cold, the fiery blast deals intense damage to Big Poe.

Kitsunoh may seem slightly less confident than it did last round, but its Bulldoze attack strikes the earth around Infernape with enough force to bring the ape to its last reserves.
It seems the power of Kitsunoh's attacks may be affecting Infernape, as it becomes fully paralyzed and is unable to move...

Seeing its chance, Big Poe strikes the ground yet again, creating another massive Earthquake to finish off the now-on-the-ground Infernape. Talk about kicking your foe while (s)he's down!



Infernape- Infernape?
Hp: KO
En: 72
Status: Paralyzed (15%)
Other: none
Item: Life Orb

V.S.


Kitsunoh- Big Poe
Hp: 64
En: 81
Status: none
Other: none
Item: Soft Sand
Field: Stealth Rock​


Kitsunoh:

Kitsunoh is hurt by Stealth Rock! -9 Hp

Earthquake: ([10+6-3]*1.5)+4= 23.5 damage; 7 energy
roll=2739/10000; no crit

Bulldoze: ([6+6-3]*1.5)+4= 17.5 damage; 5 energy
Infernape's Speed decreased!
roll=2429; no crit

Earthquake: ([10+6-3]*1.5)+4= 23.5 damage; 7 energy
roll=622/10000; no crit

Infernape is KO'd!

-9 Hp Stealth Rock

Total Hp Loss: 36
Total Energy Cost: 19


Infernape:

roll=4580/10000; no paralysis
Blast Burn: ([15+3+7.5-3(Arena)-4.5]*1.5)= 27 damage; 10-1= 9 energy
roll=511/10000; hit
roll=786/10000; no crit

roll=9771/10000; paralyzed
Infernape is fully paralyzed! It can't move!

-2 Hp Life Orb; -4 Hp shrapnel

Total Hp Loss: 70.5~71 (KO)
Total Energy Cost: 9



Kaxtar sends out his last Pokemon, then orders first!


Next Time:

The Final Battle: Kaxtar Goes Big or Goes Home!
 
#21
The Final Battle: Kaxtar Goes Big or Goes Home!

I'll assume no item for Arghonaut, then?


Arghonaut- Pirate Man
Hp: 110
En: 100
Status: none
Other: none
Item: none

V.S.


Kitsunoh- Big Poe
Hp: 64
En: 81
Status: none
Other: none
Item: Soft Sand
Field: Stealth Rock​


Can the gym challenger, overcome such an extreme disadvantage? Not even the fates know for sure...


The challenger, Kaxtar, sends out his last Pokemon, an Arghonaut named Pirate Man in his hope to defeat Kitsunoh.

Seeing his foe charge up a Waterfall attack that could prove disastrous, Big Poe decides to craft a light Substitute to soak up the damage.
The doll manages to just barely hang on as the water rushes over it, surviving to block another attack.

Kitsunoh takes a less reactionary approach on the second action, firing a Will-O-Wisp to cripple Pirate Man in the rounds to come.
Enticed by the Kitsunoh's trickery, Arghonaut also attempts to inflict him with a status. He does so with a Yawn to make Big Poe drowsy. This Yawn fails to elicit a reaction from the ghost Pokemon, though, as the tiny substitute was the only witness to his attack.

Seeing his attempt at tricks fail, Pirate Man goes back to his tried-and-true "hit things until they stop moving" strategy with another Waterfall. His attack manages to destroy Kitsunoh's substitute, but does not damage Big Poe.
After biding his time, Kitsunoh unleashes a horrible screeching that could, in some cultures, be considered music. The Perish Song afflicts both Big Poe and Pirate Man, ensuring that they will both faint soon...



Arghonaut- Pirate Man
Hp: 100
En: 83
Status: Burn
Other: Perish Song (2 Rounds)
Item: none

V.S.


Kitsunoh- Big Poe
Hp: 49
En: 47
Status: none
Other: Perish Song (2 Rounds)
Item: Soft Sand
Field: Stealth Rock​


Kitsunoh:

Substitute: -15 Hp; 12 energy
Kitsunoh created a substitute!

Will-O-Wisp: 7 energy
roll=2864/10000; hit
Arghonaut has been burned!

Perish Song: 15 energy
Kitsunoh and Arghonaut will Perish together!

Total Hp Loss: 15
Total Energy Cost: 34


Arghonaut:

Waterfall: (8+3+7.5-4.5)= 14 damage; 6-1= 5 energy
roll=7583/10000; no crit

Arghonaut is buffeted by the shrapnel!

Yawn: 7 energy

Arghonaut is buffeted by the shrapnel!
Arghoanut suffers from its burn!

Waterfall: (8+3+3+7.5-3-4.5)= 14 damage; 6-1= 5 energy
roll=9920/10000; crit
Kitsunoh's Substitute fades!

Arghoanuat is buffeted by the shrapnel
Arghonaut suffers from its burn!

-6 Hp Shrapnel, -4 Hp Burn

Total Hp Loss: 10
Total Energy Cost: 17


C$FP orders first!


Next Time:

The Ticking Clock: No More Games For Kaxtar!
 
#22
Good job Kitsunoh, you never fail to make people die with your lovely voice! Unfortunately, this time, you can't be saved... :(

Rest * 3

(jsyk the Perish counter should be at 2)
 
#24
The Ticking Clock: No More Games For Kaxtar!


Arghonaut- Pirate Man
Hp: 100
En: 83
Status: Burn
Other: Perish Song (2 Rounds)
Item: none

V.S.


Kitsunoh- Big Poe
Hp: 49
En: 47
Status: none
Other: Perish Song (2 Rounds)
Item: Soft Sand
Field: Stealth Rock​


No time for flavor. Meh.




Arghonaut- Pirate Man
Hp: 88
En: 61
Status: Burn
Other: Perish Song (1 Rounds)
Item: none

V.S.


Kitsunoh- Big Poe
Hp: 48
En: 32
Status: none
Other: Perish Song (1 Rounds), Knocked Down (3 actions)
Item: Soft Sand
Field: Stealth Rock​


Kitsunoh:

Rest: +12 Hp; 15 energy

Kitsunoh is resting: +12 Hp

Kitsunoh is resting: +12 Hp

Kitsunoh woke from its nap!

Total Hp Loss: 1.02~ 1
Total Energy Cost: 15


Arghonaut:

Smack Down: ([5+7.5-2-4.5]*.67)= 4.02 damage; 4 energy
roll=6976/10000; no crit

Earthquake: ([10+7.5-2-4.5]*1.5)= 16.5 damage; 7 energy
roll=6859/10000; no crit

Earthquake: ([10+7.5-2-4.5]*1.5)= 16.5 damage; 7+4= 11 energy
roll=8922/10000; no crit


-6 Hp shrapnel, -6 Hp burn

Total Hp Loss: 12
Total Energy Cost: 22
 
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