Frosty
=_=
I also challenge jasnumbers.
S_o_S IS BACK BITCHES.
If you insist.
4v4 Doubles
3 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym
Switch: KO
Items: Off
2 Substitutions
A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.
But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.
However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.
Summary:
- No Sandstorm or Hail
- The thin battle platform prevents Dig.
- Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
- Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
- Seriously though, this is the flying gym. Why would you be using Dig anyways?
- All other attacks are allowed.
- Energy Cost of Roost reduced by 1.
- Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)
- Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
- Wind Based attacks have base power increased by 2
- Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
- Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
- All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.
Gym Leader Team
Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)
Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19
EC: 6/6
MC: 1
DC: 5/5
Attacks (32 Moves):
Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Air Slash
Roost
Rain Dance
Tailwind
Brave Bird
Hurricane
Me First (*)
Mirror Move (*)
Steel Wing (*)
Brine
Gust
Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive
Hyper Beam
Sky Attack
Icy Wind
Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)
Type: Normal/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (58 Moves):
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Hyper Voice
Sky Drop
Superpower
Rest
Hurricane
Healing Wish
Retaliate
Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento
Baton Pass
Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot
Hyper Beam
Snatch
Safeguard
Rock Slide
Swagger
Quash
SolarBeam
Attract
Brick Break
Incinerate
Fly
Tailwind
After You
Bounce
Sleep Talk
Sky Attack
Snatch
Drain Punch
Honchkrow [Lafayette] (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Attacks (51 Moves):
Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse
Foul Play
Roost
Psycho Shift
Confuse Ray
Sky Attack
Brave Bird
Perish Song
Quick Attack
Drill Peck
Mirror Move
Quash
Tailwind
Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic
Embargo
Hyper Beam
Double Team
Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge
Twister
-This pokemon was caught in a Heal Ball during the Fog of War-
Unfezant (Bird) (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Rivalry (DW, unlocked): (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 93
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 9/9
MC: 0
DC: 5/5
Attacks (30 Moves):
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
Featherdance
Facade
Tailwind
Sky Attack
Hypnosis
Steel Wing
Uproar
Wish
Toxic
Protect
Hidden Power Ground (7)
Hyper Beam
Double Team
Psych Up
Giga Impact
U-Turn
Substitute
Swagger
Fly
Heat Wave
Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Iron Fist (DW, unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15
EC: 6/6
MC: 0
DC: 5/5
Attacks (35 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Swift
Bug Buzz
Agility
Bide
Drain Punch
Encore
Focus Punch
Endure
Screech
Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team
Hidden Power (Psychic)
Brick Break
Tailwind
String Shot
Ice Punch
Thunder Punch
Roost
Air Cutter
Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Attacks (49 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail
Dragonbreath
Scary Face
Dragon Dance
Dragon Pulse
Hydro Pump
Endure
Dragon Rush
Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)
Protect
Bulldoze
Swagger
Flamethrower
Double Team
Draco Meteor
Tailwind
Sleep Talk
Iron Defense
Outrage
Ominous Wind
Heat Wave
Iron Tail
Steel Wing
Roost
Air Cutter
Mimic
Defog
Gliscor (Ground) (M)
Nature: Careful (+ SpD, -SpA)
Type: Ground/Flying
Ground: round STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW, unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks (32 Moves):
Thunder Fang
Fire Fang
Ice Fang
Poison Jab
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
Acrobatics
Sky Uppercut
Guillotine
X-Scissor
Counter
Feint
Night Slash
Protect
U-Turn
Earthquake
Taunt
Dig
Stone Edge
Rock Slide
Substitute
Toxic
Aqua Tail
Sky Attack
Roost
Stealth Rock
Endure
Challenger Team
Cyclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * 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:
Shield Dust: (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.)
Static: (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.
Overcoat (DW): (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: 1
DC: 5/5 (UNLOCKED!)
Attacks:
Levelup:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Double Hit
Weather Ball
Whirlwind
Bide
Discharge
Tri Attack
Dragon Tail
Zap Cannon
TM:
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Toxic
Ice Beam
Thunder
Endure
Trick Room
Torment
Rest
Hyper Beam
Sleep Talk
Bulldoze
Egg:
Heal Bell
Hydro Pump
Spark
Tutor:
Draco Meteor
Signal Beam
Mud Slap
Move Total: 40
Dusknoir "Mia" (F)
Nature: Brave - Attack increased by *, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (45/1.15, rounded down)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 12
DC: N/A
Abilities:
Pressure: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. (Innate)
Attacks:
Levelup:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Shadow Punch
TM:
Toxic
Shadow Ball
Ice Beam
Protect
Brick Break
Trick Room
Earthquake
Telekinesis
Psychic
Rock Slide
Charge Beam
Torment
Swagger
Substitute
Focus Blast
Giga Impact
Egg:
Destiny Bond
Pain Split
Imprison
Tutor:
DynamicPunch
Mud Slap
Sucker Punch
Move Total: 38
Nidoqueen (*) [Amélie] (Female)
Nature: Quiet: Adds rank to Special Attack. A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 66 (76/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 8
DC: 5/5
Abilities:
Poison Point -This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison. [Can be disabled]
Rivalry -This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). [Innate]
Sheer Force(DW) UNLOCKED - This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Growl*
Scratch*
Tail Whip*
Double Kick*
Poison Sting*
Fury Swipes*
Bite*
Helping Hand*
Poison Tail*
Disable*
Supersonic*
Venoshock*
Thunderbolt*
Dig*
Crunch
Ice Beam
Toxic
Chip Away
Body Slam
Earth Power
Rock Slide
Protect
Charm
Lovely Kiss
Moonlight
Bide
Superpower
Earthquake
Sludge Wave
Surf
Stone Edge
Flamethrower
Move Total: 33
Krilowatt "Hijinks" (F)
Nature: Timid - multiples speed by 1.15, adds 16% to accuracy, subtracts rank from Atk.
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:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) )
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 Armour (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
EC: 6/6
MC: 1
DC: 5/5
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 120 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 21
Attacks:
Levelup:
Ice Shard
Aqua Jet
Imprison
Bubble
Charge
Tackle
Thundershock
Detect
Heart Swap
Hydro Pump
Discharge
Copycat
Volt Switch
BubbleBeam
Thunder
Guillotine
TM:
Scald
Toxic
Ice Beam
Protect
Thunderbolt
Dive
Surf
Substitute
Attract
Torment
Endure
Thunder Wave
Blizzard
Double Team
Sleep Talk
Rest
Tutor:
Earth Power
Low Kick
Electroweb
Egg:
Me First
Counter
Mirror Coat
Signal Beam
Move Total: 39
Cyclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * 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:
Shield Dust: (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.)
Static: (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.
Overcoat (DW): (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: 1
DC: 5/5 (UNLOCKED!)
Attacks:
Levelup:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Double Hit
Weather Ball
Whirlwind
Bide
Discharge
Tri Attack
Dragon Tail
Zap Cannon
TM:
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Toxic
Ice Beam
Thunder
Endure
Trick Room
Torment
Rest
Hyper Beam
Sleep Talk
Bulldoze
Egg:
Heal Bell
Hydro Pump
Spark
Tutor:
Draco Meteor
Signal Beam
Mud Slap
Move Total: 40
Dusknoir "Mia" (F)
Nature: Brave - Attack increased by *, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
Type: Ghost
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.
Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (45/1.15, rounded down)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
EC: 9/9
MC: 12
DC: N/A
Abilities:
Pressure: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. (Innate)
Attacks:
Levelup:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Shadow Punch
TM:
Toxic
Shadow Ball
Ice Beam
Protect
Brick Break
Trick Room
Earthquake
Telekinesis
Psychic
Rock Slide
Charge Beam
Torment
Swagger
Substitute
Focus Blast
Giga Impact
Egg:
Destiny Bond
Pain Split
Imprison
Tutor:
DynamicPunch
Mud Slap
Sucker Punch
Move Total: 38
Nidoqueen (*) [Amélie] (Female)
Nature: Quiet: Adds rank to Special Attack. A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.
Type: Poison/Ground
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 66 (76/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 18
EC: 9/9
MC: 8
DC: 5/5
Abilities:
Poison Point -This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison. [Can be disabled]
Rivalry -This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). [Innate]
Sheer Force(DW) UNLOCKED - This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Attacks:
Growl*
Scratch*
Tail Whip*
Double Kick*
Poison Sting*
Fury Swipes*
Bite*
Helping Hand*
Poison Tail*
Disable*
Supersonic*
Venoshock*
Thunderbolt*
Dig*
Crunch
Ice Beam
Toxic
Chip Away
Body Slam
Earth Power
Rock Slide
Protect
Charm
Lovely Kiss
Moonlight
Bide
Superpower
Earthquake
Sludge Wave
Surf
Stone Edge
Flamethrower
Move Total: 33
Krilowatt "Hijinks" (F)
Nature: Timid - multiples speed by 1.15, adds 16% to accuracy, subtracts rank from Atk.
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:
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) )
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 Armour (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
EC: 6/6
MC: 1
DC: 5/5
Stats:
HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 120 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 21
Attacks:
Levelup:
Ice Shard
Aqua Jet
Imprison
Bubble
Charge
Tackle
Thundershock
Detect
Heart Swap
Hydro Pump
Discharge
Copycat
Volt Switch
BubbleBeam
Thunder
Guillotine
TM:
Scald
Toxic
Ice Beam
Protect
Thunderbolt
Dive
Surf
Substitute
Attract
Torment
Endure
Thunder Wave
Blizzard
Double Team
Sleep Talk
Rest
Tutor:
Earth Power
Low Kick
Electroweb
Egg:
Me First
Counter
Mirror Coat
Signal Beam
Move Total: 39
So like, Gym battles, right?
After sometime doing important stuff elsewhere, Son_of_Shadoo finally got bored and returned to the ASB. And as his debut, he challenged the Flying Gym Leader! While some may consider this a bold maybe even risky move, SoS has every tool necessary to make this...interesting, as we will see now as we analyse the teams...and the players.
The Challenged Gym Leader is Jas61292. Jas here just came from a redemptive victory in the finale of the first ASB Team Tournament against, look at the irony here, Dogfish44 aka the first dude to use Cyclohm to get an easy victory and badge. Aside from the UC and the Master Ball he will probably use eventually on a fearsome Pelipper given his past record; Jas got confidence enough to keep going as the Flying Gym Leader, hopefully getting victories for a change haha.
Pay special attention to Hatchet the Tomohawk. Hatchet is Jas's signature pokemon and always proved to be very useful regardless the enemies around. Also, half the challenger's team is tricky and having a prankster around is always good for that.
The Challenger Son_of_Shadoo is an ASB veteran really active back in the day. He was runner-up for Electric Gym Leader, so you see why this challenge isn't at all surprising. During the last months SoS was MIA, so maybe the blade has dulled a bit. Or not.
On all of the Gym Leader's losses, the opponent's team had either Cyclohm or Krillowatt. Son_of_Shadoo has both and in good conditions, so the one the watch is probably a coinflip from there. My bet in on Cyclohm, as its power always made the difference.
But enough of this, let us begin!
Order of Operations:
Heads: Gym Leader begins
Tails: Challenger begins
(tails)
Son_of_Shadoo sends out pokemon
Jas61292 sends out pokemon with orders
Son_of_Shadoo gives orders
I Ref