Competitive League Circuit 14 - LouisCyphre vs TheEver

Adjudicator LouisCyphre
:tyranitarite:Tyranitarite:
:rockium-z:Rockium-Z
:flyinium-z:Flyinium Z
:weakness policy:Weakness Policy
:heavy-duty boots:Heavy-Duty Boots
:expert belt:Expert Belt
:power weight:Power Weight
:sticky barb:Sticky Barb
:custap berry:Custap Berry
:safety goggles:Safety Goggles
:pmd/tyranitar: :tomohawk: :pmd/dragapult: :pmd/gallade:
:sv/tyranitar:
Gunhilde (Tyranitar)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
A historical bolt-throwing weapon, also named the Domina Gunilda, mounted to Windsor Castle in the 1300s to repel intruders. The name spread to other large projectile emplacements, becoming synonymous with heavy artillery and the usage thereof.

Attitude and Motive:
Confident and conceited. Gunhilde is happiest as the center of others' awe and trepidation.

As a consequence of her efforts to grow stronger, she has managed to gain the respect many of Lou's other battling Pokemon, which brings her contentment whether she's willing to admit it or not.

Background:
ch.i: Gunhilde's previous trainer was interested only in her utility, putting her to work in heavy labor. Following his arrest, Gunhilde languished in storage before making her escape the first time she was released from her ball. She lived within city limits for months as a feral Pokemon, wracking up quite the hefty bounty in property damage taking what she needed. Rather than hand Gunhilde over and claim the reward for her capture, Lou offered her a place in his team.

ch.ii: The days of trouble that followed that meeting are as ancient history to the pair, now. Between that day and this one lay uncounted trials, failures, and victories; each of them spurring just a modicrum of growth and reflection. Carried along this tide of time and her own great effort, Gunhilde has blossomed from a street-dwelling petty thief into a highly respected and competent battling Pokemon. And to her credit, she has allowed only some of her success to go to her head.
Techniques:
Mega Evolution
Z-Moves

Impish nature ( +Defense, -Special Attack )
Typing: Rock/Dark
Abilities: Sand Stream Hidden Ability: Unnerve

HP: 95
Attack: 9
Defen.: 10 (+)
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 61
Size: 4
Weight: 6


:sv/Tyranitar-Mega:
Mega Tyranitar
Typing:
Rock/Dark
Abilities: Sand Stream, Unnerve

HP: 95
Attack: 11
Defen.: 13 (+)
Sp.Atk: 6 (-)
Sp.Def: 9
Speed: 71
Size: 4
Weight: 6


Movepool
Level 0:
Aerial Ace
Avalanche
Brick Break
Crunch
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Ice Beam
Ice Punch
Iron Head
Leer
Power Gem
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar

Level 1:
Ancient Power
Bite
Brutal Swing
Captivate
Chip Away
Confide
Counter
Curse
Cut
Detect
Double Team
Dragon Breath
Dragon Dance
Helping Hand
High Horsepower
Ice Fang
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Rock Throw
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Stealth Rock
Sunny Day
Swagger
Taunt
Water Pulse
Whirlpool

Level 2:
Aqua Tail
Assurance
Blizzard
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Revenge
Rock Blast
Secret Power
Stone Edge
Superpower
Take Down
Thunder

Level 3:
Attract
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Hard Press
Headbutt
Heavy Slam
Icy Wind
Knock Off
Lash Out
Mud Shot
Muddy Water
Outrage
Pursuit
Return
Rock Tomb
Smack Down
Snarl
Stomp
Thrash
Torment

Level 4:
Block
Body Press
Endure
Fling
Giga Impact
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Retaliate
Spite
Stomping Tantrum
Tera Blast
:sv/tomohawk:
Anpao (Tomohawk)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
Spirit of the Dawn in Sioux teachings. To keep the attention of the primordial spirit of darkness Han and protect humanity, Anpao dances with them ceaselessly, creating night and day.

Attitude and Motive:
A festive and joyous soul. Anpao is difficult to vex, and insists on pointing out silver linings to others who seem down.

Underneath her usual breezy demeanor, Anpao has grown more world-wise as a result of her efforts. More often than ever, she offers moments of startling insight.

Background:
ch.i: Found wild, young, and abandoned near Lou's home, long before he began battling. Raising the feral and rambunctious Anpao was both challenging and expensive. With the passing years, she as grown into a trusting and reliable member of the team. Even now, however, Lou has an unconscious preference for cheap, easily-replaced furniture...

ch.ii: The intervening years have done much to mature Anpao into a more socialized and considerate Pokemon, and done little to curb her exuberance.
Techniques:
Z-Moves

Bold nature ( +Defense, -Attack )
Typing: Flying/Fighting
Abilities: Intimidate, Prankster Hidden Ability: Justified

HP: 100
Attack: 4 (-)
Defen.: 9 (+)
Sp.Atk: 8
Sp.Def: 6
Speed: 85
Size: 2
Weight: 3


Movepool
Level 0:
Aerial Ace
Air Slash
Aura Sphere
Brave Bird
Brick Break
Bulk Up
Defog
Earth Power
Earthquake
Facade
Focus Blast
Hyper Voice
Protect
Reflect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Toxic
Uproar
Whirlwind
Work Up

Level 1:
Air Cutter
Baby-Doll Eyes
Coaching
Confide
Confuse Ray
Double Team
Dual Wingbeat
Echoed Voice
False Swipe
Flash
Harden
Haze
Helping Hand
Incinerate
Mega Punch
Morning Sun
Mud-Slap
Noble Roar
Power-Up Punch
Rain Dance
Rapid Spin
Rock Smash
Roost
Safeguard
Scratch
Stealth Rock
Steel Wing
Sunny Day
Swagger
Tailwind
Taunt
Yawn

Level 2:
After You
Aqua Tail
Close Combat
Covet
Focus Energy
Focus Punch
Fury Swipes
Grass Knot
Heat Wave
Hurricane
Iron Tail
Mega Kick
Quash
Revenge
Reversal
Secret Power
Sky Attack
Solar Beam
Stone Edge
Submission
Superpower
Take Down
Thief

Level 3:
Acrobatics
Attract
Baton Pass
Body Slam
Bounce
Bulldoze
Drain Punch
Fly
Frustration
Return
Rock Tomb
Sky Drop
Throat Chop
Trailblaze

Level 4:
Body Press
Endure
Fling
Giga Impact
Healing Wish
Hidden Power (Ice)
Hyper Beam
Last Resort
Memento
Nature Power
Retaliate
Snatch
:sv/dragapult:
Indra (Dragapult)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
A high god of Hindu myth who smites any Asura who obstructs human prosperity and happiness, firing great thunderbolts from his bow and wielding his divine vajra.

Attitude and Motive:
Noble in bearing, proud of his might, and clear-minded. Indra strives to exemplify the virtues he values.

Background:

Adamant nature ( +Attack, -Special Attack )
Typing: Dragon/Ghost
Abilities: Clear Body, Infiltrator Hidden Ability: Cursed Body

HP: 90
Attack: 10 (+)
Defen.: 6
Sp.Atk: 6 (-)
Sp.Def: 6
Speed: 142
Size: 5
Weight: 3


Movepool
Level 0:
Astonish
Dragon Claw
Dragon Pulse
Dragon Tail
Facade
Flamethrower
Light Screen
Protect
Psychic Fangs
Quick Attack
Reflect
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Surf
Thunder Wave
Thunderbolt
Tri Attack
Will-O-Wisp

Level 1:
Agility
Bite
Confuse Ray
Curse
Double Hit
Double Team
Dragon Breath
Dragon Dance
Helping Hand
Infestation
Night Shade
Steel Wing
Sucker Punch
Sunny Day
Swift

Level 2:
Assurance
Beat Up
Disable
Double-Edge
Dragon Cheer
Dragon Rush
Fire Blast
Hydro Pump
Solar Beam
Take Down
Thief
Thunder

Level 3:
Acrobatics
Attract
Baton Pass
Body Slam
Breaking Swipe
Brine
Dive
Dragon Darts
Fly
Hex
Lock-On
Outrage
Phantom Force
Pounce
Scald
U-turn

Level 4:
Ally Switch
Draco Meteor
Endure
Giga Impact
Grudge
Hidden Power (Ice)
Hyper Beam
Last Resort
Tera Blast
:sv/gallade:
Janus (Gallade)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
Two-faced god of beginnings, doorways, and the passage of time in Roman myth. Rituals to other gods would begin and end with rites honoring Janus, to mark the transition between mortal moments and divine ones.

Attitude and Motive:
Boisterous and competitive. Janus seeks always innovate in his technique, and often pesters other Pokemon to annoyance trying to get them to train with him.

Background:
Twin of Juno and former contest competitor, bred and groomed for the role. Forced into pagentry as a Kirlia, Janus moved through the motions in a fog of apathy, until one contest devolved into a battle over a judging dispute. He found a spark in combat that he has chased ever after. He learned of a stone that could bring him closer to his goal and pilfered one as soon as he had the chance. Irreversibly changed from the show-stopper his trainer had made him to be, Janus found himself discarded and adrift, until he crossed paths with Juno and Lou.

The machine lifeform Dark Forest calls him "unintended", "accidental", and "undesigned"; but Janus only ever replies that he has the privilege of getting to "design" his own future self.
Impish nature ( +Defense, -Special Attack )
Typing: Psychic/Fighting
Abilities: Steadfast, Sharpness Hidden Ability: Justified

HP: 85
Attack: 9
Defen.: 7 (+)
Sp.Atk: 4 (-)
Sp.Def: 8
Speed: 80
Size: 3
Weight: 4


Movepool
Level 0:
Aerial Ace
Air Slash
Aqua Cutter
Aura Sphere
Brick Break
Bulk Up
Calm Mind
Dazzling Gleam
Earthquake
Energy Ball
Facade
Fire Punch
Focus Blast
Hyper Voice
Hypnosis
Ice Punch
Leaf Blade
Leer
Light Screen
Night Slash
Poison Jab
Protect
Psychic
Psycho Cut
Reflect
Rest
Rock Slide
Round
Shadow Ball
Shadow Claw
Shadow Sneak
Signal Beam
Sing
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Vacuum Wave
Will-O-Wisp
Work Up
X-Scissor
Zen Headbutt

Level 1:
Agility
Captivate
Charm
Coaching
Confide
Confuse Ray
Confusion
Cut
Defense Curl
Disarming Voice
Double Team
Dual Chop
Echoed Voice
Encore
False Swipe
Flash
Growl
Heal Pulse
Helping Hand
Life Dew
Magical Leaf
Mega Punch
Misty Terrain
Mud-Slap
Night Shade
Pain Split
Power-Up Punch
Psybeam
Psychic Terrain
Quick Guard
Rain Dance
Recycle
Rock Smash
Sacred Sword
Safeguard
Shock Wave
Sunny Day
Swagger
Swift
Taunt
Trick
Wide Guard

Level 2:
Alluring Voice
Close Combat
Disable
Double-Edge
Dream Eater
Expanding Force
Feint
Focus Punch
Grass Knot
Low Kick
Mega Kick
Nightmare
Revenge
Reversal
Secret Power
Solar Blade
Stone Edge
Take Down
Thief
Triple Axel
Upper Hand

Level 3:
Attract
Body Slam
Bulldoze
Charge Beam
Drain Punch
Draining Kiss
Frustration
Fury Cutter
Headbutt
Hex
Icy Wind
Knock Off
Laser Focus
Low Sweep
Lucky Chant
Mystical Fire
Psych Up
Psyshock
Return
Rock Tomb
Telekinesis
Teleport
Throat Chop
Torment

Level 4:
Ally Switch
Destiny Bond
Endure
Fling
Future Sight
Giga Impact
Grudge
Hidden Power (Water)
Hyper Beam
Imprison
Magic Coat
Magic Room
Mean Look
Memento
Metronome
Mimic
Natural Gift
Retaliate
Skill Swap
Snatch
Stored Power
Synchronoise
Tera Blast
Trick Room
Wish
Wonder Room
Berserker TheEver
:cleanse-tag: Cleanse Tag
:darkinium-z: Darkinium Z
:heavy-duty-boots: Heavy-Duty Boots
:metagrossite: Metagrossite
:red-card: Red Card
:rockium-z: Rockium Z
:salamencite: Salamencite
:steelium-z: Steelium Z
:sticky-barb: Sticky Barb
:wise-glasses: Wise Glasses
:pmd/metagross::pmd/salamence::pmd/weavile::volkraken:
metagross.png

Perma (Metagross)
Level: 4 | EXP: --

"Lay your heart into my perfect machine
I will show you what you wanted to see."


Advanced Techniques:
Mega Evolution
Z-Moves

Types:
Steel
Psychic

Abilities: Clear Body / Light Metal
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 90
Atk: 10
Def: 9
SpA: 6 (-)
SpD: 7
Spe: 81 (+)

Size Class: 4
Weight Class: 9

metagross-mega.png

Mega Metagross

Types:
Steel
Psychic

Abilities: Clear Body / Light Metal / Tough Claws
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 90
Atk: 10
Def: 11
SpA: 7 (-)
SpD: 8
Spe: 127 (+)

Size Class: 4
Weight Class: 11

Moves:
Level 0:
Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psychic Fangs
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt

Level 1:
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick

Level 2:
Double-Edge
Dynamic Punch
Expanding Force
Focus Punch
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Stone Edge
Take Down

Level 3:
Body Slam
Bulldoze
Frustration
Fury Cutter
Gyro Ball
Hard Press
Headbutt
Heavy Slam
Icy Wind
Knock Off
Laser Focus
Miracle Eye
Psych Up
Psychic Noise
Psyshock
Pursuit
Return
Rock Tomb
Rollout
Self-Destruct
Telekinesis
Trailblaze

Level 4:
Ally Switch
Block
Body Press
Endure
Explosion
Future Sight
Giga Impact
Gravity
Hidden Power (Fire)
Hyper Beam
Magnet Rise
Mimic
Natural Gift
Stomping Tantrum
Tera Blast
salamence.png

Icarus (Salamence)
Level: 4 | EXP: --

"Go on then Icarus
Take your turn
You always fly right up until it burns."


Advanced Techniques:
Mega Evolution
Z-Moves

Types:
Dragon
Flying

Abilities: Intimidate / Moxie
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 95
Atk: 10
Def: 6
SpA: 7 (-)
SpD: 6
Spe: 115 (+)

Size Class: 4
Weight Class: 5

salamence-mega.png

Mega Salamence

Types:
Dragon
Flying

Abilities: Intimidate / Moxie / Aerilate
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 95
Atk: 10
Def: 9
SpA: 8 (-)
SpD: 7
Spe: 138 (+)

Size Class: 4
Weight Class: 5

Moves:
Level 0:
Aerial Ace
Air Slash
Brick Break
Crunch
Defog
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Fire Fang
Flamethrower
Hone Claws
Hyper Voice
Iron Head
Leer
Protect
Psychic Fangs
Refresh
Rest
Roar
Rock Slide
Round
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Thunder Fang
Toxic
Zen Headbutt

Level 1:
Air Cutter
Bite
Brutal Swing
Captivate
Confide
Cut
Defense Curl
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Ember
Fire Spin
Helping Hand
Incinerate
Iron Defense
Mud-Slap
Ominous Wind
Rage
Rain Dance
Rock Smash
Roost
Scary Face
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Twister

Level 2:
Aqua Tail
Double-Edge
Dragon Cheer
Dragon Rush
Fire Blast
Focus Energy
Heat Wave
Hurricane
Hydro Pump
Iron Tail
Secret Power
Stone Edge
Take Down

Level 3:
Attract
Body Slam
Breaking Swipe
Bulldoze
Fly
Frustration
Fury Cutter
Headbutt
Laser Focus
Outrage
Return
Rock Tomb
Rollout
Temper Flare
Thrash

Level 4:
Draco Meteor
Endure
Giga Impact
Hidden Power (Steel)
Hyper Beam
Mimic
Natural Gift
Tera Blast
Wish
weavile.png

Instinct (Weavile)
Level: 4 | EXP: --

"Like an instinct with no other life to take!"

Advanced Techniques:
Z-Moves

Types:
Dark
Ice

Abilities: Pressure / Pickpocket
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 85
Atk: 9
Def: 5
SpA: 3 (-)
SpD: 6
Spe: 144 (+)

Size Class: 2
Weight Class: 3

Moves:
Level 0:
Aerial Ace
Avalanche
Brick Break
Calm Mind
Dark Pulse
Facade
Fake Tears
Feint Attack
Focus Blast
Hone Claws
Ice Beam
Ice Punch
Ice Shard
Leer
Nasty Plot
Night Slash
Poison Jab
Protect
Psycho Cut
Quick Attack
Reflect
Rest
Round
Screech
Shadow Ball
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Surf
Swords Dance
Toxic
X-Scissor

Level 1:
Agility
Bite
Captivate
Confide
Counter
Curse
Cut
Defense Curl
Detect
Double Hit
Double Team
Fake Out
False Swipe
Hail
Helping Hand
Ice Spinner
Mega Punch
Metal Claw
Moonlight
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Scary Face
Scratch
Snowscape
Sunny Day
Swagger
Swift
Taunt
Water Pulse
Whirlpool

Level 2:
Assurance
Beat Up
Blizzard
Double-Edge
Dream Eater
Dynamic Punch
Feint
Focus Punch
Foul Play
Fury Swipes
Icicle Spear
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Punishment
Revenge
Reversal
Secret Power
Take Down
Thief
Triple Axel
Upper Hand

Level 3:
Attract
Baton Pass
Chilling Water
Crush Claw
Dig
Foresight
Frustration
Fury Cutter
Headbutt
Icicle Crash
Icy Wind
Knock Off
Laser Focus
Lash Out
Low Sweep
Psych Up
Pursuit
Return
Snarl
Throat Chop
Torment
Trailblaze

Level 4:
Assist
Embargo
Endure
Fling
Giga Impact
Hidden Power (Fire)
Hyper Beam
Metronome
Mimic
Natural Gift
Retaliate
Snatch
Spite
Tera Blast
volkraken.png

Descent (Volkraken)
Level: 3 | EXP: 6 / 10

"How deep I descend?
Until I reach my end?"


Types:
Water
Fire

Abilities: Analytic / Infiltrator / Pressure
Nature: Bold (+2 Def, -1 Atk)

Stats:
HP: 95
Atk: 3 (-)
Def: 8 (+)
SpA: 10
SpD: 7
Spe: 95

Size Class: 3
Weight Class: 3

Moves:
Level 0:
Aqua Jet
Constrict
Facade
Flamethrower
Flash Cannon
Liquidation
Power Gem
Protect
Reflect
Rest
Round
Sleep Talk
Snore
Substitute
Surf
Toxic
Waterfall
Will-O-Wisp

Level 1:
Absorb
Bite
Captivate
Confide
Double Team
Ember
Extrasensory
False Swipe
Fire Spin
Flash
Incinerate
Infestation
Pain Split
Rain Dance
Scary Face
Sunny Day
Swagger
Tickle
Water Gun
Water Pulse
Whirlpool

Level 2:
Aqua Ring
Assurance
Bind
Burning Jealousy
Clear Smog
Covet
Fire Blast
Flare Blitz
Heat Wave
Hydro Pump
Payback
Quash
Secret Power
Thief

Level 3:
Attract
Bounce
Dive
Fire Lash
Flame Burst
Flip Turn
Frustration
Laser Focus
Lava Plume
Leech Life
Muddy Water
Pounce
Return
Scald
Scorching Sands
Skitter Smack
Torment
U-turn
Wring Out



(Feel free to request if you'd like your title changed, just thought it'd be fun~)
Players to wait until Sept 3rd
TheEver to send out and equip
LouisCyphre to send out, equip, and order first
TheEver to order second
Keriel to ref the Half-Start round
Good luck and have fun!​
 
lou9flourish.png

"That is, in fact, the big guy. Now what?"

We'll lead with :dragapult:Indra the Dragapult holding :weakness policy:Weakness Policy.

:sv/dragapult:
"A great machine, advancing with keening step after keening step... What lies beneath such armor?"

Indra - Phantom Force | Phantom Force
At the start of the step, IF Perma the Metagross is to use a Speed-Raising Action THEN use Agility and push down.​
At the start of the step, IF Perma is to use non-Combination Pursuit THEN use Disable (Pursuit).​
At the start of the step, IF Perma is to use non-Combination Stealth Rock THEN use Disable (Stealth Rock).​
At the start of the step, IF Perma is to use Substitute THEN use Disable (Substitute).​
 
Adjudicator LouisCyphre - 3 Tech, 72 Hours:dragapult: :poke ball: :poke ball:
:dragapult: :weakness policy: | Clear Body, Infiltrator, Cursed Body | OK
HP 90/90 | EN 100/100 | ATK 10 | DEF 6 | SPA 6 | SPD 6 | SPE 142 | Chill 5 | Rcv 2 | S/W 5/3
Berserker TheEver - 3 Tech, 72 Hours :metagross: :poke ball: :poke ball:
:metagross: :metagrossite: | Clear Body, Light Metal | +10% Acc
HP 90/90 | EN 100/100 | ATK 10 | DEF 9 | SPA 6 | SPD 7 | SPE 81 | Chill 5 | Rcv 2 | S/W 4/9
The Chronicle - Round 1
Power from Eve's Mega Ring surrounds Metagross!
Metagross Mega-Evolved! [-1 Tech, 2 left]
:metagross-mega: :metagrossite: | Clear Body, Light Metal, Tough Claws | +10% Acc
HP 90/90 | EN 100/100 | ATK 10 | DEF 11 | SPA 7 | SPD 8 | SPE 127 | Chill 5 | Rcv 2 | S/W 4/11​

Step 1
Metagross is readying Meteor Beam!
Metagross's SPA rose! [+1 SPA [2t]]
Dragapult is readying Phantom Force!

Dragapult used Phantom Force!
-9 EN
Crit: No (41)
It's super effective!
(10 + 3 + 9 - 11)*1.5 = 16.5 ~ 17 DMG

Metagross used Meteor Beam!
-8 EN
Hit: Yes (Nature)
Crit: No (145)
Cursed Body: No (202)
(12 + 7 - 6) + 4 = 17 DMG
Step 2
Metagross used Pursuit!
[Light Metal] The move gained +1 Priority...
-5 EN
Crit: No (35)
Cursed Body: Yes (105)
It's super effective!
(4 + 10 - 6 + 2)*1.5 = 15 DMG
Dragapult can't evade any more!
[Weakness Policy] Dragapult's ATK and SPA rose sharply! [+2 ATK [4t], +2 SPA [4t]]
Metagross's Pursuit was sealed...
(Metagross's SPA returned to normal.)
Dragapult used Disable (Pursuit)!
-7 EN
[Dragapult's Cursed Body] The stack limit of Disable is 2...
Metagross's Pursuit was sealed...
(Dragapult recovered from Pursuit...)

Adjudicator LouisCyphre - 3 Tech, 72 Hours:dragapult: :poke ball: :poke ball:
:dragapult: | Clear Body, Infiltrator, Cursed Body | +2 ATK (3t), +2 SPA (3t)
HP 58/90 | EN 84/100 | ATK 10 | DEF 6 | SPA 6 | SPD 6 | SPE 142 | Chill 5 | Rcv 2 | S/W 5/3
Berserker TheEver - 2 Tech, 72 Hours :metagross-mega: :poke ball: :poke ball:
:metagross-mega: :metagrossite: | Clear Body, Light Metal, Tough Claws | +10% Acc, Sealed (Pursuit) x2
HP 73/90 | EN 87/100 | ATK 10 | DEF 11 | SPA 7 | SPD 8 | SPE 127 | Chill 5 | Rcv 2 | S/W 4/11

Fate Foreseen
TheEver to order first
LouisCyphre to order second
Keriel to ref
 
:tyranitar:
"That brittle stuff? No."

We'll send out :tyranitar:Gunhilde the Tyranitar, holding :tyranitarite:Tyranitarite, as requested.

We'll decline Sand Stream on entry and on Mega Evolution. And of course, we'll Mega Evolve.

:sv/tyranitar-mega:
"Believe only in might."
Gunhilde - Block | Stealth Rock | Rock Polish
1. At the start of the step, IF :weavile:Instinct the Weavile is to use Counter THEN ignore the third and fourth substitution for the rest of the step.​
2. Only once, at the start of the step, IF Instinct is to use Reflect THEN use Laser Focus and push down.​
3. On your turn, IF Instinct has a Decoy AND Instinct lacks Protection AND Instinct lacks Evasion THEN use Rock Blast and push down on first instance, Earthquake and push down on second instance, and Foul Play and push down on third instance.​
4. On your turn, IF Instinct lacks a Decoy AND Instinct lacks Protection AND Instinct lacks Evasion THEN use Body Press and push down.​
 
ttar to 95 - 64 = 31; I can't ward off Z-Force Foul Play with sub "IF Protection THEN Z-Pierce Foul Play" this coming round, then I order first again after (and none of my remaining mons can hurt Meta Meta or regular mence

Forfeit

Here's notes
Sept 2024 League Circuit

Send-In:
This may be misbehavior, but with only 4 Pokemon, the odds are high that my opponent will lack... A Defogger.
Our Lv4 pool already contains all the mons we could need. We could easily just send Swampert, Incineroar, Gallade, and a wildcard such as Zapdos, Thundurus, or Weavile, and play a normal game of BBP. That's the brain talking—we're not doing that.
Starting from a backpack: We're sending Boots, Expert Belt, Quick Claw, Leftovers, and Red Card for sure.
If we send Tyranitar, we're also sending Tyranitarite, Rockium-Z, Darkium-Z, and Barometer. Can we do that?
Note: Mega Tyranitar takes 14 from Mew High Jump Kick. And deals 26 back with Payback.
The heart send is Tyranitar, Dragapult, Gallade, Tomohawk. Let's run that. Get hazards up and then try to force a conga line of asshole switches. If they Defog, they Defog.
I'd love to fit Kingambit, to park in front of Defoggers; or Colossoil, to punish any counter-hazards. But we need Gallade to fight strong fighting-types and Tomo to set Prankster rocks and Rapid Spin.
If the opponent doesn't have hazard clear, it may be profitable to have TTar set double rocks; rather than Tomo. Depends on the matchup.

Backpack:
Tyranitarite: In case of Mew, or for opponents that can't profitably hit TTar. For when TTar trades SE coverage.
Rockium-Z: Threaten Z-Twin Rocks; but the real prize is powerful and accurate Rock STAB.
Flyinium-Z: Z-Pierce Defog or Z-Force Hurricane. Also Z-Harm Roost and Z-Harm Tailwind is fun.
Weakness Policy: Deters opponents who *only* have coverage on TTar or on Dragapult.
Heavy-Duty Boots: For opponents who can stack counter-hazards on us.
Expert Belt: Lets Dragapult use their Special coverage.
Power Weight: Tomo can threaten to Healing Wish, or just use fat Roosts, if Z-Rocks aren't needed or if TTar can provide them.
Sticky Barb: Gets rid of frustrating items like Choice Scarf Mew.
Custap Berry: Snags a crucial KO or Taunt once something has Fainted.
Safety Goggles: Wards off obnoxious attackers like Braviary-H

Pre-Match:
The clearest wincon she has is just sending Mega Metagross to brute-force trade with any mon I have. It has effective 12 Attack on any relevant mon, and SE STAB on TTar and Tomohawk. Our best answer to it is to get Gallade in and hope that movepool alone is enough.

Because Metagross so strongly demands Gallade's attention, we can't use Gallade to deter Weavile. Our next-best Weavile deterrent, TTar, is sorely mismatched against Metagross. Difficult.

Eve has a Rockium-Z, but I don't see how it ever comes up. Her sole Stealth Rock user has no reason to lock themselves out of Metagrossite.
Salamencite is here too, providing a great backup to Metagross and helping deal with Gallade. We'll have to be very aggressive with hazards and-
...Mega Metagross deals, if I'm not mistaken, (10+3+2+10-13)*1.5 = 18 with STAB Tough Claws Hard Press to a full-health Mega TTar. And the same amount with Tough Claws Hammer Arm. Do we deal much back...?

If Eve doesn't lead Weavile pickpocketing Power Weight or Tyranitarite, do we just hard Healing Wish into Tyranitar? It's possible. We do it for sure if she locks in Volkraken, and we're excited to do so if she locks in either Mega.

If we do this, we have to play very carefully with Tyranitar's Energy. Patient attack-trading plays, nothing ambitious.

If she *does* do these, I think we're just leading Gallade and forcing Weavile out. Respect Torment, Sub, Reflect, Counter, Fake Out. I do not think Eve would be happy to lead like that into a possible Justified Gallade. Safety Goggles would be an option to blank Dread, but we kind of want to take an SE Dark hit to get more Justified boosts. So I'm not sure what we wear if she leads that way—it will depend on Pickpocket.

The theory is then, since only Mega TTar and Gallade match up well into Eve's team... We'll use only those two Pokemon.

Round 1:
Field is Metagross @ Metagrossite. We're sending and ordering.
Metagross can't combo Psychic Noise into a non-Psychic Type. Do we just run it?
No way to know, but to try.

In these orders, we're only using two possible results—Reflect and Taunt.
oooh wait it's half-step. fuck hm.

We just have to allow the Protect + Reflect I think. Burn all of your tech if you would like.
(We were going to have "At the start of the step, IF Perma intends to use Reflect + Protect AND our field does not have Reflect THEN use Reflect.")
We're Taunting Stealth Rock, Laser Focus, Iron Defense, and Reflect. Reflect isn't super impactful for mega vs. mega, but it's a big deal if Weavile or similar comes in backed by Reflect.

Refocusing: The moves that conceivably do anything at all are: Cosmic Power, Defense Curl, Double Team, Hone Claws, Iron Defense, Laser Focus, Reflect, Rest, Rock Polish, Sleep Talk, Substitute, Stealth Rock

Light Metal Stealth Rock + Mud-Slap DOES beat Prankster Taunt now (type = primary component type). This ALSO means that Metagross CAN do Round + Psychic Noise to beat our extra HP from healing wish.

Throwing away this entire orderset:

Anpao - Healing Wish | Healing Wish
At the start of the step, IF Perma the Metagross intends to use Stealth Rock AND Perma is not Taunted THEN use Taunt.
At the start of the step, IF Perma intends to use Laser Focus AND Perma is not Taunted THEN use Taunt.
At the start of the step, IF Perma intents to use Iron Defense AND Perma is not Taunted THEN use Taunt.
At the start of the step, IF Perma intends to use Reflect AND Perma is not Taunted THEN use Taunt.

Labbing a Gallade lead:
Our best itemless hit is 12 from Sharpness SE Night Slash. Really bad. Shadow Claw does 18 back.

There's no real way to stick a Burn to a Steel-type that knows Refresh.

Expert Belt gets knocked. We do get Justified from that, but Metagross doesn't care about taking 16 from Night Slash, and then Gallade is sort of soft locked in. Weakness Policy also gets safely Knocked Off in the same way. And we take 15 from Tough Claws Knock.

Gallade also does a max of 13 to Salamence-Mega with Ice Punch after Intimidate, and takes 23 back from plain Fly.

Labbing a Dragapult lead:
Phantom Force spam prompts some kind of speed-gain from Metagross. Or just setting Stealth Rock.

Our Phantom Force deals 17, or 23 after Weakness Policy (our only usable damage item here). Metagross deals 21 or 15 with Pursuit, and 24/20 with Knock Off... but Phantom Force is by far our best hit. Our next best is something like 14 with Fire Blast, if we hit.

So we're putting our energy into running Disable or Reflect.

"IF Speed-raising action AND no Reflect THEN Reflect" isn't bad, even in to Trailblaze. BUT "at the start of the step, if you are faster than Perma THEN Phantom Force" is even better.

It's so annoying that we can't protect an Expert Belt anymore, due to Trailblaze and Agility overlapping.

We'll do this: "At the start of the step, IF Perma the Metagross is to use a Speed-Raising Action THEN use Agility and push down." If Eve wants to type Trailblaze twice we're perfectly happy with that.

this pokemon can't even beat Substitute while protecting speed.

Orders would be:

Indra - Phantom Force | Phantom Force
At the start of the step, IF Perma the Metagross is to use a Speed-Raising Action THEN use Agility and push down.
At the start of the step, IF Perma is to use Pursuit THEN use Disable (Pursuit).
At the start of the step, IF Perma is to use Stealth Rock THEN use Disable (Stealth Rock).
At the start of the step, IF Perma is to use Substitute THEN use Disable (Substitute).

This is the saddest shit I've seen in a while. Mud-Slap + Stealth Rock even Light Metals over our speed. If she wants to spend 2 Tech to set Rocks I think we should just let her.

In the coming round, we probably tangle with Weavile. If we come out fo [round 2 note: i never finished this line?]

Neither Tomohawk nor Gallade can really lead in to this thing. It looks like the plan is Tyranitar-Mega based. Tomohawk Healing Wish to TTar later, and try to get any use from Gallade and Dragapult that we can.

Even if this round somehow goes well; we can't stick around in this matchup. We'll have to figure something else out, and fast.

Round 2:
Eve is switching to Weavile @ Rock and Dark Z crystals. Can we stay in? We do 26 with... +2 U-turn, and take 34 from Foul Play at a minimum... No, we really can't stay in. [Post-Match note: We couldn't have chicken danced in front of possible Z-Pierce Foul Play. I really, really wanted to stay in.]

Time to list all of the moves Weavile can use against Healing Wish Tomo... Agility, Assist, Attract, Baton Pass, Calm Mind, Curse, Defense Curl, Double Team, Hone Claws, Laser Focus, Metronome, Nasty Plot, Reflect, Sleep Talk, Snatch, Substitute, Swords Dance

Of those:
We HAVE to sub around Snatch and Baton Pass
We probably don't want to give time for Metronome or Assist either, since they're on Rockium-Z.

This is pretty clearly Eve demanding Mega TTar into play. TTar is my best answer to every mon on her team, including Mega Metagross, so she's hoping to wear it down ahead of time. I have to assume she sees the Power Weight I have in the backpack, too.

Weavile's Z-Dark move options: Assurance, Beat Up, Bite, Dark Pulse, Embargo, Fake Tears, Feint Attack, Fling, Foul Play, Hone Claws, Knock Off, Lash Out, Nasty Plot, Night Slash, Payback, Punishment, Pursuit, Snarl, Snatch, Taunt, Thief, Throat Chop, Torment.

Of these, we only really care about Taunt and Torment.
[Post-Match note: We had Rock Blast | EQ | Foul Play in our main orders at first, to beat Decoy and Torment. I should have left them there.]

Orderset something like:
Gunhilde - Block | Stealth Rock | Rock Polish
1. At the start of the step, IF :weavile:Instinct the Weavile is to use Counter THEN ignore the third and fourth substitution for the rest of the step.
2. Only once, at the start of the step, IF :weavile:Instinct is to Reflect THEN use Laser Focus.
3. On your turn, IF :weavile:Instinct has a Decoy AND:weavile:Instinct lacks Protection AND :weavile:Instinct lacks Evasion THEN use Rock Blast and push down on first instance, Earthquake and push down on second instance, and Foul Play and push down on third instance.
4. On your turn, IF :weavile:Instinct lacks a Decoy AND :weavile:Instinct lacks Evasion AND :weavile:Instinct lacks Protection THEN use Body Press and push down.

No Weather Ball for Counter, because we're withholding Sand to save Energy.

We can get rid of the entire Dig sub by adding "and not Evasive" to the on-our-turn subs. Our main orders are already great responses to Dig. This lets us squeeze in a sub 2 to beat Reflect.

Something like "Taunt | DynamicCombo | Fake Out" sort-of beats this? Eve gets damage on to TTar, stalls a turn, and doesn't get trapped. But she still takes a Body Press for 32.

...DynamicPunch deals 12 to us. And combo Dynamic Punch + Giga Impact deals a total of 22. If Eve spends 2 tech to DynamicCombo us, and she doesn't KO TTar (how??) I am pretty sure we win the game on the spot. So, what can we sub for instead of Confusion?

Dropping "and you are not Confused" from subs 3 and 4 lets us:
Swap Body Press to the last sub.
Do the decoy-beating sub "IF decoy, AND no protection, AND no evasion"
Do the body press sub "IF no decoy, AND no protection, AND no evasion"

Now Fake Out | Taunt | Dyna + Giga results in us doing Flinch | Body Press | Body Press, dealnig 64 and taking (22 + 16 + 1) 39 back. (plus 1 from fake out)

The other counter-line, Fake Out | Taunt | Sub still correctly gets Rock Blasted.

I think, if Weavile uses an early Torment combo, or chicken dances, or even just uses raw Torment to mitigate damage and tries to trap us, we're very happy. I expect to see Fake Out.
 
Here are my notes. I'm still practicing translating brain to words.

Team Evaluation
Note to readers: For my damage evaluation, if I can assume an item on my or my opponent's Pokemon is likely to be seen, for example :life-orb:Life Orb on :braviary-hisui:Braviary-Hisui, I will factor that into my damage calculations. Otherwise, calcs are itemless. My simulator does its best to account for abilities and unique moves but it isn't perfect. It's intended to be the start of evaluating matchups, not the end.

Matchup ChartLv. 4 :Tyranitar-Mega: (Impish)Lv. 4 :Tyranitar: (Impish)Lv. 4 :Tomohawk: (Bold)Lv. 4 :Dragapult: (Adamant)Lv. 4 :Gallade: (Impish)
Lv. 4 :Metagross-Mega: (Jolly)11222
Lv. 4 :Metagross: (Jolly)-2-11-11
Lv. 4 :Salamence-Mega: (Jolly)-41322
Lv. 4 :Salamence: (Jolly)-4-1211
Lv. 4 :Weavile: (Jolly)-3-1-41-3
Lv. 3 :Volkraken: (Bold)-211-1-1


Me:
:metagross:Metagross / :metagross-mega:Mega Metagross
:salamence:Salamence / :salamence-mega:Mega Salamence
:weavile:Weavile
:volkraken:Volkraken

This team was built around the threat of two megas, with the new tech rules. Each can also pivot to a Z-Move, or forgo both an use combos. Weavile is here to steal items while threating Z-Moves, or steal moves and also have an item. It's also just funny and I like it. Volkraken is here to be a goodmon who rounds out the type chart for the team.

Lou:
:tyranitar:Tyranitar / :tyranitar-mega:Mega Tyranitar
:tomohawk:Tomohawk
:dragapult:Dragapult
:gallade:Gallade

This is pretty fucking bad for me lol. Volkraken does jack shit, and the other three all have their places but need to be put there. With second send first order we have some plays, but first send is really bad here. First thing that immediately stands out is that I'm weak to Z-Rocks. Salamence is my only remover and it would have to commit to the boots to get in, taking away some of its tech threat. Weavile can steal the crystal or Fake Out opportunistically but otherwise does not want to be in front of the two setters.

This about narrows my lead to Metagross. It doesn't lose horribly to any opposing mon. Mega Stone lets me trade with any mon that comes out, so I'm not giving over an easy first order. Every other lead has a best mon, best move x2 easy sub answer. No Z rocks is a little sad but whatever.

Round One

Seeing Dragapult is the switch to z-crystal weavile alarm. It matches up terribly to 3 of the mons but it has a very annoying movepool to order first into. Absolute worse case I'm on Protect > Fake Out > Protect, but I should have lots of play with Z move threat, Torment, Evasive, Counter, Fake Out, Knock Off, and more. Boxing it out with four subs will be tough even if I take 40 per hit. Dread helps a little there too.

How healthy do I want Metagross? I could trigger two disable subs and come out with full hp to scrap with something else later. I could put a couple meteor beams into it but only going up like 4 hp against pult as mega meta isn't what it's here for. Bullet Punch doesn't do enough.

Oh Pursuit would only be 4 Bap and get light metal'd wouldn't it. We'll do that step two to trigger the sub and the weakpol without taking the hit and then switch. If for some reason he stays in on pult I just two tap with foul play.

So we end this round up 15 and get a nice switch. I'll just take the rockium z away so I can preserve the mega salamence in the back angle of attack.

Round Two

I feel like I have options here. Z-Force Foul Play hits for 35, we could trade and then I fake out the block, eat the rocks and focus punch, then go back to meta.

Can Torment that Body Press sub I think? (little but of rules checking later) yes it seems that I can. That buys me two free actions huh. I was hoping to find a way to import Stealth Rock into my movepool (Assist Meta or Metronome TTar or Hawk) and then I can be the one z-twinning.

Feeling out something like Torment > Metronome (Tomohawk) > Focus Punch/Moonlight. Focus Punch if I rather take a bit of the top of ttar (22) or Moonlight if I want weavile healthy to make the coming round easier.

idk if I can just eat the free Focus Punch to get these double rocks up. Even after dread thats 36. Z rocks comes out to 24 if Tomo comes out next to defog them away. They do kinda force Tomo as the last mon which means Salamence gets some prey. would be an incredibly fragile first order too to try and not get bodied. Weave in Fake Out / Protect / Dig / Counter subs but all are fragile.

Hmm can I just kill the ttar. Is dread per sendout or per round? Per round, sweet. Z-Harm torment is (12+3+9-13)*3/2 = 16.5/17, Focus Punch is (15+9-13)*2 = 22, Z-Force Foul Play is (24+3+9-13)*3/2 = 34.5/35.

95 - 17 - 22 - 22 - 35 = -1

Okay sweet. Weavile only takes like 26 doing this too. No mega salamence then but that's hella worth it.

Endure doesn't ruin that calc. Protect I just Swords Dance or Moonlight or whatever I want and push back. Detect combo is a thing. I think I have enough to sub for Detect+Rock Polish specifically and then Laser Focus for Protect otherwise. Alright this gets me into a really good spot.
 
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