[WATER] Leader Athenodoros vs C$FP

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?

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.



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:

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

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

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 (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 (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 (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:

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

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

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

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 (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 (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
 
Imma lead with my trusty (jk I've hardly used these guys before) Grass mons:


Spike the Ferrothorn @ Life Orb|Necturna @ Life Orb
 

Athenodoros

Official Smogon Know-It-All
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.
 

Athenodoros

Official Smogon Know-It-All
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:


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.
 
"Hmm, that Starmie Cloyster worries me. So let us remove it from existence. Thankfully those enigma berries only trigger after damage, and good lord how terrible is your substitution?"
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)
 
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.



@Enigma Berry
HP: 90
EN: 73
Otr: Grass/Steel Type 4 actions

@Life Orb
HP: 80
EN: 56
Otr: ---

@Life Orb
HP: 20
EN: 56
Otr: ---

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!
 
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
 

Athenodoros

Official Smogon Know-It-All
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.
 
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)!

@Enigma Berry
HP: 90
EN: 44
Otr: Grass/Steel Type 1 action

@Life Orb
HP: 80
EN: 54
Otr: ---

@Life Orb
HP: 36
EN: 25
Otr: ---

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.
 

Athenodoros

Official Smogon Know-It-All
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
 
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)
 
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).

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


@Enigma Berry
HP: 35
EN: 27
Otr: Grass/Steel Type 4 actions

@Life Orb
HP: 76
EN: 37
Otr: ---

@Life Orb
HP: 61
EN: 25
Otr: ---
 
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
 

Athenodoros

Official Smogon Know-It-All
This is such an annoying situation.

Skill Swap (Natural Cure for Ferrothorn's Iron Barbs) ~ Chill ~ Recover
 
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!

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
 
aww crap this doesn't look good


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
 

Athenodoros

Official Smogon Know-It-All
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.
 
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...


Item: Expert Belt
HP: 77
EN: 82
Otr: ---


Expert Belt
HP: 100
EN: 61
Otr: 25 HP Substitute


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)
 

Athenodoros

Official Smogon Know-It-All
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.
 

Athenodoros

Official Smogon Know-It-All
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.
 
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.
 

Athenodoros

Official Smogon Know-It-All
Yay Action 1!

Anyway:

Blizzard * 3
IF
Torment, use Imprison (Torment, Thunder, Thunderbolt)
IF Bide A1, use Chill ~ Imprison (Torment, Thuner, Thunderbolt)
 

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