Gym [WATER] Leader Athenodoros vs C$FP

Discussion in 'ASB' started by Rediamond, Sep 24, 2012.

  1. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    2,982
    Whatever humans build, water will eventually pull it down. Stones fall to ice and erosion, wood rots in the humiditiy, and metal rust. Dihydrogen monoxide is both necessary for life, and the bane of mortal construction. Societites position themselves along a water source, but fall to floods and hurricanes.

    What happens when the element of man enters the domain of the water?

    Arena (open)
    The first thing you notice about the Water Gym is the size. It is a giant dome of ice, completely out of place in the warm Pumello Island, which looks almost like a snow globe because of the fog inside, near the top of the roof, and the rim of completely opaque ice around the bottom 10 metres, which stops you seeing in. You walk around a bit and discover a large entrance which burrows in to the ice, angled downwards in the the ice, as if you will end up some distance below ground when you get to wherever the path actually leads. The path is the shape of a semi-circle, roughly 10 metres across, with rough ice and snow on the bottom clearly to enable trainers to walk with all of their Pokemon beside them, so you release yours out of their Pokeballs and travel down to whatever depths the path will take you.

    After some time, the originally opaque tunnel starts to clear out, and you suddenly realise that you are underwater, protected from the sea above you by the completely transparent ice of the semicircular path, which nonetheless allows you to see out in to the sea. It is full of strange plants, rising hills and falling crevasses, but even more importantly it is full of water-type Pokemon of every description - you see a school of Goldeen swim overhead, barely noticing you and all of your Pokemon, before a large Dewgong distracts your attention by swimming in the other way. You even see what appears to be a Phione, one of the famous legendary Pokemon, as you come up to what you now realise is the surface of the water. You had been following the water-type Pokemon so closely you hadn't noticed the small incline that you had started to ascend with the path. Eventually, you rise out of the water onto a large area of ice to hear a sudden increase of noise, which surprises you after the silence of the tunnel. However, you keep moving along the path, which now rises a foot above the ice partially covering the pool you were just in, away from the edge of the plateau and towards the center of the area, whatever might lie there. It takes some time, but eventually the noise of the sea creatures dies down as you walk away and you suddenly notice a large increase in temperature created by geysers rising out of the ice on either side of the path, which you and your Pokemon welcome after walking through the cold for so long. It keeps you walking, and finally you think you see something different ahead, which clearly signals the end of the road; perhaps because of the great grandeur of the area, compared to the small path through bleak landscape you have been walking through most recently. Anyway, as it comes in to view you see that it is a waterfall covered completely in mist and very concentrated rain, coming off the back of a giant cliff, dozens of metres high. In front of the cliff, near the base of the waterfall, there is a small pool of water, seemingly too small to contain the colossal amounts of water falling in from the Waterfall draining through a short river in to it, with two groups of three small pedestals of ice sticking out of the water, facing each other. Around the pool, with the exception of a clear area behind each group of three, are more geysers, spouting hot water many metres in to the air, where it formed steam and kept rising. It is near this pool that the path ends, falling back down the ground level, so you walk down over the end and stand in the clear section opposite the waterfall, looking around for a gym leader. You are just worrying that the long, but admittedly nicely scenic, route in here might have been for naught when the waterfall suddenly parts and an old man rides out from beneath it on a Lapras.

    [​IMG]

    Welcome, says the trainer. I am Athenodoros, leader of the Water Gym of Pumello Island. He rides out further and then jumps down on to the clear area on the other side, which is a small island in the middle of the pool, next to where the short river from the waterfall empties in to it. In this gym we pay homage to the diversity and power of water and Water-type Pokemon. You see, in this little arena alone we have steam, water and ice interacting and coming together to create a working arena, as it does all over the gym. Here, the rain is created by the steam from the geysers you can see around us rising up and being cooled by the ice which forms the roof, and the Pokemon created and maintain all of this. In this gym, you will be challenged to show the diversity and strength of Water-type Pokemon, using only the materials which you would find in such an arid environment as ice can create, and against all the powers of the water type Pokemon I have at my disposal. We will battle three times: twice in doubles matches and once in a singles match, in the case of a tiebreaker being needed. However, the way in which you will show diversity and variety is that for each battle you must select a type, and any Pokemon you use in that battle must share that type. But now, I have spoken enough. Nominate your first type, and we shall begin our first battle!

    After such a long walk with your Pokemon, you are ready for this battle. You have prepared for a long time, and even with the rules imposed by the gym you feel ready. Send out your first Pokemon!

    -Everyone brings 6
    -Default weather is Rain (i.e. Sunny Day and friends are fine, but after 5 rounds it goes back to rain)
    -Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
    -All Pokemon on each side must share a type in each battle, and can't be used in more than one battle

    Battle Conditions: This gym requires its challengers to show the variety and strategy of the water-type. This means there will be three battles: two 2v2 doubles and a tiebreaker singles match if need be. However, there is a catch: in each battle, the Pokemon on each side must share one type, chosen by the trainer. All three of these battles will take place in the central gym area, and as the ultimate test for the diversity of a trainer's skills there will be no limits to the battle aside from those dictated by the arena.

    -Everyone brings 6
    -Best of Three, alternating sending out first and then blind send out - 2v2 Doubles + 2v2 Doubles + 1v1 Singles (If necessary)
    -All Pokemon on each side must share a type in each battle, and can't be used in more than one battle



    Leader Athenodoros:
    Typhon the Lapras (open)

    [​IMG]
    Lapras (M), "Typhon"

    Nature:
    Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

    Type:
    Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
    Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

    Abilities:
    Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
    Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
    Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

    HP: 120
    Atk: ***
    Def: ***
    SpA: **** (+)
    SpD: ***
    Spe: 51 (-)
    Size Class: 5
    Weight Class: 6
    Base Rank Total: 19

    EC: Doesn't Evolve
    MC: Full Movepool
    DC: Unlocked

    Moves: 89
    -AncientPower
    -Aqua Tail
    -Attract
    -Aurora Beam
    -Avalanche
    -Bide
    -Bite
    -Blizzard
    -Block
    -Body Slam
    -Brine
    -Bubblebeam
    -Bulldoze
    -Captivate
    -Confuse Ray
    -Curse
    -Dive
    -Double Edge
    -Double Team
    -Dragon Dance
    -Dragon Pulse
    -Dragon Rage
    -Dragons Breath
    -Dream Eater
    -Echoed Voice
    -Endure
    -Facade
    -Fissure
    -Foresight
    -Frost Breath
    -Frustration
    -Future Sight
    -Giga Impact
    -Growl
    -Hail
    -Headbutt
    -Heal Bell
    -Hidden Power Fighting (7)
    -Horn Drill
    -Hydro Pump
    -Hyper Beam
    -Ice Beam
    -Ice Shard
    -Icy Wind
    -Iron Head
    -Iron Tail
    -Mimic
    -Mist
    -Natural Gift
    -Nightmare
    -Outrage
    -Perish Song
    -Protect
    -Psychic
    -Psywave
    -Rage
    -Rain Dance
    -Reflect
    -Refresh
    -Rest
    -Return
    -Roar
    -Rock Smash
    -Round
    -Safeguard
    -Secret Power
    -Sheer Cold
    -Shock Wave
    -Signal Beam
    -Sing
    -Skull Bash
    -Sleep Talk
    -Snore
    -Solarbeam
    -Strength
    -Substitute
    -Surf
    -Swagger
    -Take Down
    -Thunder
    -Thunderbolt
    -Tickle
    -Toxic
    -Water Gun
    -Water Pulse
    -Waterfall
    -Whirlpool
    -Zap Cannon
    -Zen Headbutt
    Poseidon the Swampert (open)

    [​IMG]
    Male Swampert (*), "Poseidon"

    Nature:
    Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.

    Type:
    Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
    Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings

    Abilities:
    Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
    Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    HP: 110
    Atk: ***** (+)
    Def: ***
    SpA: ***
    SpD: ***
    Spe: 52 (-)
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 19


    EC: Fully Evolved
    MC: 3
    DC: Unlocked

    Attacks (35):
    -Avalanche (*)
    -Bide (*)
    -Blizzard
    -Brick Break
    -Bulldoze
    -Counter (*)
    -Curse
    -Defence Curl
    -Dig
    -Dive
    -Double Team
    -Earthquake
    -Earth Power
    -Endeavour
    -Endure
    -Focus Blast
    -Focus Punch
    -Foresight (*)
    -Giga Impact
    -Growl (*)
    -Hammer Arm
    -Hydro Cannon
    -Ice Ball
    -Ice Beam
    -Ice Punch
    -Icy Wind
    -Iron Tail
    -Low Kick
    -Mirror Coat (*)
    -Mud Sport (*)
    -Mud-slap (*)
    -Muddy Water
    -Outrage
    -Protect
    -Rain Dance (*)
    -Rest
    -Rock Slide
    -Rock Tomb
    -Rollout
    -Scald
    -Sleep Talk
    -Sludge
    -Sludge Wave
    -Stealth Rock
    -Stone Edge
    -Substitute
    -Superpower
    -Swagger
    -Surf (*)
    -Tackle (*)
    -Toxic
    -Water Gun (*)
    -Waterfall (*)
    -Whirlpool
    -Wide Guard
    -Yawn
    Astraea the Starmie (open)

    [​IMG]
    Starmie, "Astraea"

    Nature:
    Modest - Attack decreased by *, Speed increased by 15%, Accuracy Boost

    Type:
    Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
    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:
    Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
    Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
    Analytic - (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

    HP: 90
    Atk: ** (-)
    Def: ***
    SpA: ***** (+)
    SpD: ***
    Spe: 133
    Accuracy Boost: 20.1%
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

    EC: Fully Evolved
    MC: Full Movepool
    DC: Unlocked

    Attacks (85):
    -Attract
    -Aurora Beam
    -Avalanche
    -Barrier
    -Bide
    -Blizzard
    -Brine
    -Bubblebeam
    -Camouflage
    -Confuse Ray
    -Cosmic Power
    -Curse
    -Dive
    -Double Team
    -Double-Edge
    -Dream Eater
    -Endure
    -Facade
    -Flash
    -Flash Cannon
    -Frustration
    -Giga Impact
    -Grass Knot
    -Gravity
    -Gyro Ball
    -Hail
    -Harden
    -Hidden Power Fight
    -Hydro Pump
    -Hyper Beam
    -Ice Beam
    -Icy Wind
    -Light Screen
    -Magic Coat
    -Mimic
    -Minimize
    -Natural Gift
    -Nightmare
    -Pain Split
    -Protect
    -Power Gem
    -Psychic
    -Psyshock
    -Psych Up
    -Psywave
    -Rage
    -Rain Dance
    -Rapid Spin
    -Recover
    -Recycle
    -Reflect
    -Reflect Type
    -Rest
    -Return
    -Rollout
    -Round
    -Scald
    -Secret Power
    -Signal Beam
    -Skill Swap
    -Skull Bash
    -Sleep Talk
    -Snore
    -Substitute
    -Supersonic
    -Surf
    -Swagger
    -Swift
    -Tackle
    -Take Down
    -Telekinesis
    -Teleport
    -Thunder
    -Thunderbolt
    -Thunder Wave
    -Toxic
    -Tri Attack
    -Trick
    -Trick Room
    -Twister
    -Waterfall
    -Water Gun
    -Water Pulse
    -Whirlpool
    -Zap Cannon
    Tethys the Cloyster (open)
    [​IMG]
    Tethys the Cloyster (F)

    Nature: Lonely (+Att, -Def)

    Types:
    Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.

    Abilities:
    Shell Armour - This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
    Skill Link - This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
    Overcoat - This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

    HP: 90
    Atk: **** (+)
    Def: ****** (-)
    SpA: ***
    SpD: **
    Spe: 70
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 20

    EC: Fully Evolved
    MC: 4
    DC: Unlocked

    Attacks (27):
    -Tackle
    -Withdraw
    -Supersonic
    -Icicle Spear
    -Protect
    -Leer
    -Clamp
    -Aurora Beam
    -Dive
    -Avalanche
    -Rapid Spin
    -Rock Blast
    -Double Team
    -Explosion
    -Rain Dance
    -Brine
    -Hydro Pump
    -Shell Smash
    -Razor Shell
    -Bide
    -Endure
    -Toxic Spikes
    -Spike Cannon
    -Spikes
    -Substitute
    -Torment
    -Teleport
    -Ice Shard
    -Whirlpool
    -Ice Beam
    -Barrier
    -Icy Wind
    -Hail
    -Selfdestruct
    -Avalanche
    Actaea the Krillowatt (open)
    [​IMG]
    Actaea the Krillowatt (F)
    Type: Electric/Water
    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Nature: Timid (+15% Speed, +17% Accuracy, -1 Attack)

    Abilities:
    Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
    Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

    HP: 125
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 121 (+)
    Accuracy Boost: 17%
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21

    EC: Fully Evolved
    MC: 5
    DC: 3/5

    Moves:
    -Bubble
    -Charge
    -Thundershock
    -Tackle
    -Detect
    -Sheer Cold
    -Mind Reader
    -Metrenome
    -Rain Dance
    -Thunderbolt
    -Double Team
    -Ice Shard
    -Confuse Ray
    -Imprison
    -Mirror Coat
    -Aqua Jet
    -Counter
    -Hydro Pump
    -Thunder
    -Discharge
    -Volt Switch
    -Dive
    -Surf
    -Blizzard
    -Torment
    -Substitute
    -Earthquake
    -Discharge
    -Follow Me
    Nestor the Slowking (open)

    [​IMG]
    Nestor the Slowking (M)

    Nature:
    Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)

    Type:
    Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
    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:
    Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
    Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
    Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

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

    EC: Fully Evolved
    MC: Full Movepool
    DC: Unlocked

    Attacks (177):
    -Amnesia
    -Aqua Tail
    -Attract
    -Avalanche
    -Belly Drum
    -Bide
    -Blizzard
    -Block
    -Body Slam
    -Brick Break
    -Brine
    -Bubblebeam
    -Bulldoze
    -Captivate
    -Calm Mind
    -Confusion
    -Counter
    -Curse
    -Dig
    -Disable
    -Dive
    -Double Team
    -Double-Edge
    -Dragon Tail
    -Drain Punch
    -Dream Eater
    -DynamicPunch
    -Earthquake
    -Echoed Voice
    -Endure
    -Facade
    -Fire Blast
    -Fissure
    -Flamethrower
    -Flash
    -Fling
    -Focus Blast
    -Focus Punch
    -Frustration
    -Fury Cutter
    -Future Sight
    -Giga Impact
    -Grass Knot
    -Growl
    -Hail
    -Headbutt
    -Heal Pulse
    -Hidden Power Electric (7)
    -Hyper Beam
    -Ice Beam
    -Ice Punch
    -Icy Wind
    -Incinerate
    -Iron Defense
    -Iron Tail
    -Light Screen
    -Magic Coat
    -Mega Kick
    -Mega Punch
    -Me First
    -Mimic
    -Mud Sport
    -Mud-Slap
    -Nasty Plot
    -Natural Gift
    -Nightmare
    -Pay Day (wtf?)
    -Power Gem
    -Protect
    -Psychic
    -Psych Up
    -Psyshock
    -Psywave
    -Quash
    -Rage
    -Rain Dance
    -Recycle
    -Reflect
    -Rest
    -Return
    -Rock Smash
    -Round
    -Safeguard
    -Scald
    -Secret Power
    -Seismic Toss
    -Shadow Ball
    -Signal Beam
    -Skill Swap
    -Skull Bash
    -Slack Off
    -Sleep Talk
    -Snore
    -Stomp
    -Strength
    -Substitute
    -Sunny Day
    -Surf
    -Swagger
    -Swift
    -Tackle
    -Take Down
    -Telekinesis
    -Teleport
    -Thunder Wave
    -Tri Attack
    -Trick
    -Trick Room
    -Trump Card
    -Toxic
    -Water Gun
    -Water Pulse
    -Whirlpool
    -Wonder Room
    -Yawn
    -Zap Cannon
    -Zen Headbutt


    C$FP:
    Electro the Magnezone (open)
    [​IMG]
    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
    Spike the Ferrothorn (open)
    [​IMG]
    Ferrothorn [Spike] (Female)
    Nature: Brave (+1 to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
    Type: Grass/Steel
    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.
    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: Iron Barbs
    Type: Innate
    When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

    Stats:

    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 5
    SpA: Rank 2
    SpD: Rank 4
    Spe: 17 (20/1.15=17.39)
    Size Class: 2
    Weight Class: 5
    Base Rank Total: 18

    EC: 6/6
    MC: 0

    Attacks:

    Tackle
    Harden
    Rollout
    Curse
    Metal Claw
    Pin Missile
    Gyro Ball
    Power Whip
    Iron Head
    Rock Climb
    Payback
    Selfdestruct

    Leech Seed
    Seed Bomb
    Worry Seed
    Spikes
    Stealth Rock
    Bullet Seed
    Gravity

    Toxic
    Thunder Wave
    Substitute
    Swords Dance
    Swagger
    Sunny Day
    Protect
    Solarbeam
    Thunder

    Moves: 28
    Fried the Krillowatt (open)
    [​IMG]
    Krillowatt [Fried] (Male)
    Nature: Modest (+ to Special Attack, - to Attack)
    Type: Electric / Water
    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.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Ability 1: Trace
    Type: Can be Activated
    This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Command: (Ability: Trace (Target Ability) )

    Ability 2: Magic Guard
    Type: Innate
    This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

    Ability 3: Shell Armor (DW) [unlocked]
    Type: Innate
    This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

    Stats:

    HP: 125
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 105
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21

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

    Attacks:

    Bubble
    Charge
    Tackle
    Thundershock
    Detect
    Ice Shard
    Aqua Jet
    Confuse Ray
    Imprison
    Hydro Pump
    Thunder
    Heart Swap
    Discharge
    Volt Switch
    Copycat
    Guillotine

    Counter
    Mirror Coat
    Muddy Water
    Earth Power
    Icy Wind
    Signal Beam
    Electroweb
    Helping Hand
    Follow Me
    Me First
    Metronome
    Mind Reader
    Swift
    Shock Wave
    Endure

    Ice Beam
    Thunderbolt
    Scald
    Rain Dance
    Torment
    Blizzard
    Hone Claws
    Aqua Tail
    Thunder Punch
    Toxic
    Substitute
    Protect
    Safeguard
    Hail
    Double Team
    Hidden Power (Grass)
    Hyper Beam
    Thunder Wave
    Surf
    Dive

    Moves: 47
    Zeus the Cyclohm (open)
    [​IMG]
    Cyclohm [Zeus] (Male)
    Nature: Modest (+ to Special Attack; - from Attack)
    Type: Electric/Dragon
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

    Abilities:
    Ability 1: Shield Dust
    Type: Innate
    This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

    Ability 2: Static
    Type: Innate
    This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

    Ability 3 (DW) [unlocked]: Overcoat
    Type: Innate
    This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

    Stats:

    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

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

    Attacks:
    Tackle
    Growl
    Dragon Rage
    Charge
    Thundershock
    Rain Dance
    Twister
    Sonicboom
    Slack Off
    Hurricane
    Weather Ball
    Whirlwind
    Bide
    Tri Attack
    Leer
    Double Hit
    Discharge
    Zap Cannon
    Dragon Pulse

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

    Thunder
    Fire Blast
    Double Team
    Ice Beam
    Roar
    Hidden Power (Grass 7)
    Hyper Beam
    Protect
    Thunderbolt
    Torment
    Volt Switch
    Substitute
    Shock Wave
    Endure

    Moves: 40
    Starmie (open)
    [​IMG]
    Starmie (Genderless)
    Nature: Timid (+ to Speed; +20% Accuracy; - from Attack)
    Type: Water/Psychic
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Abilities:
    Ability 1: Illuminate
    Type: Can be Activated
    When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released. Command: (Ability: Illuminate)

    Ability 2: Natural Cure
    Type: Innate
    This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

    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: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (+)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

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

    Attacks:
    Tackle
    Harden
    Water Gun
    Rapid Spin
    Recover
    Camouflage
    Swift
    Hydro Pump
    Power Gem
    Light Screen
    Reflect Type
    Bubblebeam
    Minimize
    Confuse Ray

    Aurora Beam
    Barrier
    Supersonic
    Pain Split
    Dive
    Endure
    Gravity
    Magic Coat
    Mimic
    Signal Beam
    Sleep Talk
    Wonder Room

    Blizzard
    Thunder
    Surf
    Ice Beam
    Rain Dance
    Reflect
    Psychic
    Protect
    Thunderbolt
    Psyshock
    Confuse Ray
    Water Pulse
    Zap Cannon
    Hyper Beam
    Telekinesis
    Teleport
    Double Team
    Bide
    Rest
    Scald
    Skill Swap
    Brine
    Thunder Wave
    Dream Eater
    Grass Knot
    Substitute

    Moves: 52
    Necturna (open)
    [​IMG]
    Necturna (Homosexual Female)
    Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
    Type: Grass/Ghost
    Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Abilities:
    Ability 1: Forewarn
    Type: Innate
    This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

    Ability 2 (DW) [unlocked]: Telepathy
    Type: Innate
    This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 4
    SpA: Rank 4 (+)
    SpD: Rank 5
    Spe: 70 (-)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 23

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

    Attacks:
    Leer
    Vine Whip
    Ominous Wind
    Shadow Sneak
    Toxic Spikes
    Will-O-Wisp
    Hex
    Horn Leech
    Pain Split
    Power Whip
    Thunder Fang
    Poison Fang
    Super Fang
    Shadow Ball

    Giga Drain
    Future Sight
    Leaf Blade
    Leaf Storm
    Snatch
    Skill Swap
    Synthesis
    Thunder (Sketch)
    Gravity
    Seed Bomb

    Torment
    Shadow Claw
    Stone Edge
    Grass Knot
    Energy Ball
    Sunny Day
    Protect
    Solarbeam
    Substitute

    Moves: 33



    1=Athenodoros Leads
    2=C$FP leads

    2



    C$FP sends out his first two Pokemon and equips items, Athenodoros sends out his first two Pokemon/items and orders, C$FP orders
  2. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,638
    Imma lead with my trusty (jk I've hardly used these guys before) Grass mons:

    [​IMG][​IMG]
    Spike the Ferrothorn @ Life Orb|Necturna @ Life Orb
  3. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
    4,730
    Sorry about this. I unexpectedly didn't have any internets for three days, but I'm going to have to put actions up tomorrow because I've hardly slept in a week, including nights straight on the ground for the last few days. I should only be about 12 hours. Hope that's fine by you both.

    EDIT: I'll seriously do this this evening. I've had a lot of catching up to do in my return to civilisation.
  4. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
    4,730
    Alright. So I'm still almost dead after my day today but I think it is time you had actions and an opponent. So here you are:

    [​IMG] [​IMG]
    Both Pokemon holding Enigma Berries

    Starmie: Reflect Type (Ferrothorn) ~ Blizzard * 2
    IF
    Necturna uses Pain Split (Starmie) then use Dive (Necturna)
    IF one of them uses a Damaging Grass-type Move AND it's at you AND it isn't in a combo, use Dive (That Pokemon)

    Cloyster: Icicle Spear (Necturna) * 3
    IF
    one of them uses a Damaging Grass-type Move AND it's at you AND it isn't in a combo, use Dive (That Pokemon)
    IF one of them uses a Damaging Electric-type Move AND it's at you AND it isn't in a combo, use Dive (That Pokemon)

    Try to be nice. At least Illuminate will help a bit.
  5. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,638
    Furthermore, I SHALL NOT BE FREEZE OR ACCURACY HAXED!

    Spike: Sunny Day, Solarbeam + Solarbeam (Cloyster), cool down (Solarbeam + Solarbeam (Cloyster))
    IF Cloyster has fainted, THEN use Swagger (Starmie)

    Necturna: Gravity, Solarbeam + Solarbeam (Cloyster), cool down (Solarbeam + Solarbeam (Cloyster))
    IF Cloyster has fainted, THEN use Super Fang (Starmie)
  6. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    2,982
    Round One: Towards the Light

    Rain continues to fall.

    The gym has been open for ages, but it is barley tested. His first challenger was a leader with a clear natural advantage; his second is at a disadvantage if only typing is considered. Despite this, the first round exposes two grass types to the water, met by a Cloyster and Starmie. Of course, Starmie isn't a water type for long. The Starmie's gem begins to glow and morph into a metallic green, with the coloration of its body soon following. Cloyster goes straight on the offensive, freezing some of the raindrops and blasting them out at Necturna in a barrage. The target reacts in an... interesting way. As the spears fly, it seems as if time slows down as the projectiles move slower and slower as the spatial makeup of the area is altered. When the icicles speed up again and collide, everything suddenly feels much heavier, and the rain is falling at a brutal, torrential pace as if pushed down faster by an unseen hand. Ferrothorn appears to be moving even slower than usual, but still manages to complete an ancient summoning spin that causes the torrent to halt, and sunlight to stream into the area through the icy dome.

    Starmie is not impressed and, moving slower than usual, creates a wave of cool air that barely harms its targets, refreshed as they are by the sunlight and the heat it generates. Cloyster shoots out another blast of ice that pelts Necturna, but she's smiling. The gym leader begins to worry as Necturna doesn't attack, but begins to glow with Ferrothorn joining her. The leader screams to run, but his Pokemon are moving too slowly in the enhanced gravity to dodge. A massive flash of light blinds all participants in the arena, and the results are uncertain for a moment. As the arena begins to darken to a bright, but not blinding, level the results are clear. Cloyster has been blasted out, leaving Starmie to fight alone. The starfish summons a brief blizzard to mask its fear, but it knows that the battle is not going well.

    The sun is shining brightly.



    Team Athenodoros (open)

    [​IMG]@Enigma Berry
    HP: 90
    EN: 73
    Otr: Grass/Steel Type 4 actions

    Team CMFP (open)

    [​IMG]@Life Orb
    HP: 80
    EN: 56
    Otr: ---

    [​IMG]@Life Orb
    HP: 20
    EN: 56
    Otr: ---

    Calculations and RNG's (open)
    Starmie: 5 energy, became Grass/Steel type
    [9000 Necturna]
    Necturna: Gravity: 10 energy, gravity intensified 4 rounds
    Cloyster: Icicle Spear Necturna: [(15+3)*1.5] 27 damage, 9 energy (9502, 1787, 1594, 4012, 2113 no crits)
    Ferrothorn: Sunny Day: 10 energy, sunlight summoned four rounds

    Starmie: Blizzard: 8 energy
    -Necturna: [(9-1.5)*1.5] 11.25 damage (9898 no crit)
    -Ferrothorn: [(9)] 9 damage (6406 no crit)
    Cloyster: Icicle Spear Necturna: [(15+1+3)*1.5] 28.5 damage, 13 energy (6979, 3072, 9365, 415, 8872)
    Necturna: SUPER SOLARBEAM: [(27+3+3+3)*1.5] 54 damage, 34 energy, 2 recoil (3038 no crit)
    Cloyster restored 10 HP with her Enigma Berry!
    Ferrothorn: SUPER SOLARBEAM: [(27+3+3)*1.5] 49.5 damage, 34 energy, 2 recoil, KO (2086 no crit)

    Starmie: Blizzard: 12 energy
    -Necturna: [(9-1.5)*1.5] 11.25 damage (2307 no crit)
    -Ferrothorn: [(9)] 9 damage (8555 no crit)
    Necturna must recharge!
    Ferrohtorn must recharge!
  7. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,638
    We sorta have to play the waiting game, since no one can really damage anyone else at all...

    Spike: Thunder Wave, Swagger, chill
    IF Magic Coat, THEN chill and push actions back
    IF Starmie has a Substitute up AND you would not otherwise chill, THEN use Pin Missile the first and third times, Iron Head the second, pushing actions back

    Necturna: Pain Split, chill, Synthesis
    IF Protective/Evasive when you would use Pain Split, THEN chill and push actions back
    IF Starmie has a Substitute up when you would use Pain Split, THEN use Synthesis instead
  8. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
    4,730
    Well, you said you wanted to play the waiting game, so I decided to wait a few days.
    And I've been afk for a bit. Sorry.

    Astraea: Dive (Necturna) ~ Dive (Necturna) ~ STAB Flash Cannon (Necturna)

    Never expected to actually use Flash Cannon, much less with STAB.
  9. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    2,982
    Round Two: Sunlight on the Ocean

    The sun continues to shine.

    Starmie ducks beneath the water as Necturna and Ferrothorn blast out pulses of spells and electricity that bolt over the shimmering water. Just a few moments later Starmie leaps out and slams into Necturna before dipping back below the water. Necturna relaxes while Ferrothorn proceeds to taunt the starfish who can't here him from below the surface. Starmie then rushes up and collides with Necturna right in the eye. Even though Necturna can easily take water attacks with its plant-nature and physical bulk, which is further boosted by the sunlight evaporiting the water.

    Starmie then spins quickly until its body flashes a metallic grey. Suddenly, the sun grows slightly brighter as a bolt of light streaks across the field towards Necturna. While Plantlady is badly hurt, it is far from done and begins to glow as the sunlight heals her wounds. Ferrothorn simply rests and prepares for the third round.


    The sun continues to shine (2r)!

    Team Athenodoros (open)

    [​IMG]@Enigma Berry
    HP: 90
    EN: 44
    Otr: Grass/Steel Type 1 action

    Team CMFP (open)

    [​IMG]@Life Orb
    HP: 80
    EN: 54
    Otr: ---

    [​IMG]@Life Orb
    HP: 36
    EN: 25
    Otr: ---

    Calculations (open)
    Starmie dove underwater!
    Necturna: Pain Split Starmie: Miss, 29 energy
    Ferrothorn: Thunder Wave Starmie: Miss, 7 energy
    Starmie: Dive Necturna: [(8-3-3)*0.667] 1.333 damage, 10 energy (937 no crit)

    Starmie dove underwater!
    Necturna: Chill: +12 energy
    Ferrothorn: Swagger: 7 energy, miss
    Starmie: Dive Necturna: [(8-3-3+3)*0.66] 3.333 damage, 14 energy (569 crit)

    Starmie: Flash Cannon Necturna: [(8+3-1.5)] 9.5 damage, 5 energy (3462 no SpD drop, 4990 no crit)
    Necturna: Synthesis: +30 HP, 14 energy
    Ferrothorn: Chill: +12 energy

    The sun continues to shine.
  10. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
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    I am going to lose because I forgot sunlight :|

    Reflect Type (Ferrothorn) ~ Substitute (25) ~ Chill
    IF
    Ferrothorn uses Protect A1, use Substitute (25) ~ Reflect Type (Ferrothorn) ~ Chill
    IF Necturna uses Snatch AND it isn't A2, use ONCE Substitute (25) ~ Reflect Type ~ Chill
  11. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,638
    this set of actions looks like it'll make things all good

    Necturna: Pain Split (Starmie), chill, chill

    Spike: Gyro Ball (Starmie), Iron Head (Starmie), Gyro Ball (Starmie)
  12. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    2,982
    Round Three: Steel on Steel

    The sunlight is strong.

    Starmie's gem glows for a few seconds before subsiding, although this time no colors are changed and the light is drowned out by the intense glare cast off of the water's surface. And then Necturna makes it brighter. In a tremendous flash of light, time seems to slow down as a red aura appears around Starmie, slowly depriving it of energy As Necturna grows stronger. As soon as it is freed from the spiritual embrace, Spike begins to spin in a circle as fast as it can. At some point, the speed even lifts it slightly off of the ground. Once the full attack has been prepared, Spike blasts himself out towards Starmie, skidding over the water with his momentum, and knocks the water-type back even with the neutral hit.

    Starmie realizes that it can't take a beating, and would be hard pressed to go on the offense. It therefore plays defensively, glowing brightly as a shield of telepathically held water builds up around it, reflecting the intense glare from above. Necturna is far too tired to do anything at all, and merely watches as Ferrothorn bashes against the shield to seemingly little effect. Both Starmie and Necturna watch as Ferrothorn tries to break it again, spinning around rapidly until he's circling Starmie every second.

    Then he slams into the gym leader's Pokemon.

    And the shield breaks.

    The sunlight is strong (1 round).

    Calculations and RNG's (open)
    Starmie: Reflect Type Ferrothorn: 5 energy, Steel/Grass six more actions
    Necturna: Pain Split Starmie: 24 energy, -25 HP Starmie, +25 HP Necturna
    Ferrothorn: Gyro Ball Starmie: [(15+3+1.5+3)*0.66] 15 damage, 6 energy, 2 recoil (1073 no crit)

    Starmie: Substitute (25): -25 HP, 24 energy, 25 HP Substitute created
    Necturna: Chill: +12 energy
    Ferrothorn: Iron Head Starmie: [(8+3+1.5+3)*0.66] 10.33 damage, 5 energy, 2 recoil (4689 no crit)

    Starmie: Chill: +12 energy
    Necturna: Chill: +12 energy
    Ferrothorn: Gyro Ball Starmie: Substitute broken, 6 energy


    Team Athenodoros (open)

    [​IMG]@Enigma Berry
    HP: 35
    EN: 27
    Otr: Grass/Steel Type 4 actions

    Team CMFP (open)

    [​IMG]@Life Orb
    HP: 76
    EN: 37
    Otr: ---

    [​IMG]@Life Orb
    HP: 61
    EN: 25
    Otr: ---
  13. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,638
    oh god, this match-up is so painful with Starmie's movepool

    Spike: Iron Head, Gyro Ball, Iron Head
    (not consecutively) IF Starmie would target you with Pain Split, THEN use Protect and push actions back

    Necturna: Shadow Claw, chill, Shadow Claw
    (not consecutively) IF Starmie would target you with Pain Split, THEN use Protect and push actions back
  14. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
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    This is such an annoying situation.

    Skill Swap (Natural Cure for Ferrothorn's Iron Barbs) ~ Chill ~ Recover
  15. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    2,982
    Match One Round Four: A slight miscalculation

    The sunlight is strong.

    Starmie knows it has nothing left to do but stall for its life, and telkinetically messes with Ferrothorn again, this time losing its ability to cleanse its body as Spike's exterior becomes visibly smoother and softer and Starmie's spines become more plentiful and sharper. This does not fair well for the challenger, as two physical attacks scratch into the metal starfish, but don't quite bring it down.

    But of course, because Karma's a bitch, Athenodoros miscalculated how much CMFP would do after Life Orbs and lost, putting CMFP up 1-0 going into the second match!

    Calculations and RNG's (open)
    Starmie: Skill Swap Ferrothorn: 7 energy, Iron Barbs and Natural Cure Swapped
    Necturna: Shadow Claw: [(7+3+3+3)*0.66] 10.66 damage, 4.66 recoil, 4 energy (6035 no crit)
    Ferrothorn: Iron Head Necturna: [(8+3+3+1.5)*0.66] 10.33 damage, 4.58 recoil (8916 no crit)

    Starmie: Chill: +12 energy
    Necturna: Chill: +12 energy
    Ferrothorn: Gyro Ball Starmie: [(15+3+3+1.5)*0.66] 15 damage, KO (2237 no crit)


    Athenodoros sends out two more Pokemon with items, CMFP sends out two Pokemon with items and orders, Athenodoros orders
  16. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
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    Kinda figured that would happen. No way for that to end well. Anyway:

    [​IMG] [​IMG]
    Both @ EBelts
  17. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,638
    aww crap this doesn't look good

    [​IMG][​IMG]
    Fried the Krillowatt @ Expert Belt|Zeus the Cyclohm @ Expert Belt

    Fried: Hidden Power (Grass 7; Swampert), Hydro Pump (Swampert), Hidden Power (Grass 7; Swampert)
    IF Swampert uses Mirror Coat, THEN target (foe) Krillowatt
    IF Swampert is storing for Bide AND Swampert started storing for Bide A1 or A2, THEN target (foe) Krillowatt and change Hydro Pump to Thunder

    Zeus: Hidden Power (Grass 7; Swampert), Hydro Pump (Swampert), Hidden Power (Grass 7; Swampert)
    IF Swampert uses Mirror Coat, THEN target (foe) Krillowatt
    IF Swampert is storing for Bide AND Swampert started storing for Bide A1 or A2, THEN target (foe) Krillowatt and change Hydro Pump to Thunder
  18. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
    4,730
    Hopefully everything goes to plan here and we end up with a nice 2v1 again. Which I can then mess up.

    Swampert: Earth Power (Cyclohm) ~ Endeavour + Endeavour (Krilowatt) ~ Cool Down (Endeavour + Endeavour (Krilowatt))
    Krillowatt: Substitute (25) ~ Hydro Pump (Cyclohm) ~ Thunderbolt + Thunderbolt (Krilowatt)
    IF Krilowatt faints by A3, Krillowatt uses Blizzard

    And God damn I'm missing Krill's current movepool. It would make this just an instant win.

    Also, Mine is the Krillowatt with the double 'l'. His is the inferior one with only one.
  19. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    2,982
    Match Two: Round Two: Someone's probably doing the math wrong...

    The rain continues to fall...

    Two new sets of Pokemon appear, with the Gym Leader's Swampert and Krillowatt matched against the challenger's electric types, Cyclohm and Krillowatt. The gym leader's is faster, and conjurers his energy into a swirling sphere of water around him that blocks most attacks. The challenger's team takes a much more direct approach: spamming orbs of light at Swampert as he roars in frustration, being pushed back by the massive weakness. The best it can do is fire back a shot of ground-based energy at the thunder dragon, weakening it slightly.

    Water then starts flying. Cyclohm and both Krillowatts launch out huge jets of it in different directions, throwing up tremendous salty sprays and making the rain seem to come down even harder. Only Swampert abstains, and it is soon clear why. The mudfish lies panting, down but not quite out. Still, it focuses on the despair of the situation and how it can really only do one thing under this kind of pressure.

    And no, it isn't die.

    It's die in an extremely epic manner. Swampert's fists glow extremely brightly as it charges across the field at a speed physically impossible for a member of its species, rears back before the challenger's Krillowatt and roars as it shoots out a massive hyper beam style blast of light as it barrages Krillowatt with fists of pure energy before exploding in pure light as the field settles back down. Swampert is out. Krillowatt is almost there.

    The challenger fails to sieze the opportunity, staring numbly at the point where the explosion occured. In fact, he fails to notice the opponent up until the point where a tremendous crack of thunder echoes across the dome, snapping up Krillowatt and bringing the match down 1 to 1.

    The rain continues to fall...

    Team C$FP (open)

    [​IMG]
    Item: Expert Belt
    HP: 77
    EN: 82
    Otr: ---

    Team Athenodoros (open)

    [​IMG]
    Expert Belt
    HP: 100
    EN: 61
    Otr: 25 HP Substitute


    Calculations and RNG's (open)
    Actaea: Substitute (25): -25 HP, -24 energy, 25 HP substitute created
    Fried: Hidden Power Actaea: [(7+1.5+2)*2.25] 23.625 damage, 5 energy (1222 no crit)
    Cyclohm: Hidden Power Actaea: [(7+3+2)*2.25] 27 damage, 5 energy (4689 no crit)
    Swampert: Earth Power Cyclohm: [(9+3+2)*1.5] 21 damage, 6 energy (2238 no SpD drop, 1523 no crit)

    Actaea: Hydro Pump Cyclohm: [(12+3+3)*0.66] 12 damage, 7 energy (2099 hit, 765 no crit)
    Fried: Hydro Pump Swampert: [(12+3+3+1.5)] 19.5 damage, 7 energy (707 hit, 2212 no crit)
    Cyclohm: Hydro Pump Actaea: [(12+3+3)] 18 damage, 8 energy (233 hit, 6929 no crit)
    Swampert: Super Endeavor aka BOOOOOOOOOOOOOOOOOM KRILLOWATT: [((125-22)/1.75)*2.25] KO damage, 144 energy, KO self (So many things are awesome about this)

    Cyclohm: Hidden Power Swampert: Failed, 5 energy
    Krillowatt: Blizzard Cyclohn: Miss, 8 energy (9699 miss)
  20. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
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    4,730
    Is there are reason why Endeavour + Endeavour is only x2? I can't remember anything about a change, and IRC only gave me:

    <%Objection> i think you do fixed damage * 2.25

    Is that a typo, or am I missing something? I can't find anything in the DAT.

    EDIT: Also, the flavour for Endeavour combo was awesome. Swampert sounded so boss.
  21. Rediamond

    Rediamond

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    I think fixed damage is "return damage," which is x2, but I'm not particularly certain.
  22. Athenodoros

    Athenodoros Official Smogon Know-It-All

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    It says return damage is ^2, not *2. Which iirc means that Counter, for example, is 1.5*1.5 = 2.25.

    Are you sure you're not thinking of:

    <Pwnemon> i think red got his idea
    <Pwnemon> from an old ruling about non-damaging moves
    <Pwnemon> where when they were comboed with themselves, the effect was simply doubled

    ?

    But IRC seemed unsure but leaning to *2.25. At least that's how I read it.

    EDIT: Although I'm happy to take the 3080 damage from using the Damage^2 calc.
  23. Rediamond

    Rediamond

    Joined:
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    2,982
    I hold that there is need to clarify how fixed damage combinations work (and that Endeavor taking a Pokemon below the HP of the user is ridiculous), for now I have fixed the data and end results. Blizzard missed, so it really only puts Athenodoros without a cooldown term and with much higher energy. Order away.
  24. Athenodoros

    Athenodoros Official Smogon Know-It-All

    Joined:
    Mar 13, 2010
    Messages:
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    Yay Action 1!

    Anyway:

    Blizzard * 3
    IF
    Torment, use Imprison (Torment, Thunder, Thunderbolt)
    IF Bide A1, use Chill ~ Imprison (Torment, Thuner, Thunderbolt)
  25. C$FP

    C$FP

    Joined:
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    Messages:
    4,638
    I'm not sure why it took me so long to think of this

    Roar, Bide, Bide

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