[Psychic] Leader Gerard vs. Challenger Frosty

Rules:
5v5 Gym Doubles
2 Day DQ (3 Days for Referee)
Infinite Chills/Recoveries
3 Substitutions per mon
2 Mega Evolution
Items=On
Switch=OK
All Abilities
Turn Order: Coin flip
Arena = The Dreamlands
Arena: Dreamlands

Summary: Huge Desert of Cristal Sand (Sand terrain)
All moves are usable (materials are generated on the spot by the user)

- All pokemon get a one stage accuracy boost boost (+1 Acc). Any change in accuracy will return to this point.
- All pokemon with a BST total of 17 or less get an increase of five (5) points to their original stats, changing rankings if the new stat passes the cutoff. (Ex. Forretress stats (75/90/140/60/60/40) become 80/95/145/65/65/45 thus gaining +1 Def, SpA & SpD along with 5 extra speed)
- Non Damaging moves cost one (1) less energy to execute if performed by a Psychic Pokemon

- Magic Room, Trick Room, Wonder Room & Gravity have their duration increased by (1) round.
- Imprison, Telekinesis, Miracle Eye & Levitate (Command) have their duration increased by three (3) actions.
- Wish, Heal Pulse & Healing Wish recover five (5) more Hp at the cost of two (2) more energy
- Ghost Moves go through the invulnerable phase of Phantom Force.
Leader Gerard's Team:
Wilde (Gallade) ♂
475.png
gallade-mega.png

Nature: Jolly (+15% Speed, +10% / 19% [Mega] Accuracy, -1 SpA)
Type: Psychic / Fighting


Psychic STAB; 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.
Fighting STAB; Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.


Abilities: Steadfast / Justified (H) / Inner Focus (M)

Steadfast: (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
Justified: (Passive) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-Type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

HP: 100
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 4
Spe: 92 (+)
SC: 3
WC: 4
BRT: 22

(Mega Stats)

HP: 100
Atk: 7
Def: 3
SpA: 2 (-)
SpD: 4
Spe: 127 (+)
SC: 3
WC: 4
BRT: 25

EC: 9/9
MC: 0
AC: 5/5

Attacks (133/133):
Aerial Ace
Ally Switch
Attract
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Captivate
Charge Beam
Charm
Close Combat
Confide
Confuse Ray
Confusion
Cut
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double Team
Double Edge
Drain Punch
Draining Kiss
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Frustration
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Pulse
Helping Hand
Hidden Power Rock
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Mud Slap
Natural Gift
Night Slash
Nightmare
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Quick Guard
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Wide Guard
Will-O-Wisp
Wish
Wonder Room
Work Up
X-Scissor
Zen Headbutt
Katherine (Gardevoir) ♀
282.png
qtJ4hUV.png
Nature: Bold (+1 Def, -1 Atk)
Type: Psychic / Fairy
Psychic STAB; 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.
Fairy STAB; -1 EN on non-Fairy Typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities: Synchronize / Trace / Telepathy (H) / Pixilate (M)

Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-Types cannot be poisoned, Fire-Types cannot be burned & Electric-Types cannot be paralyzed in this manner.
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Pixilate: (Toggle) By default, this Pokemon's Normal-type moves are Fairy-type moves, and have an additional two (2) BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by two (2). If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
SC: 3
WC: 3
BRT: 21

(Mega Stats)

HP: 100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
SC: 3
WC: 3
BRT: 25

EC: 9/9
MC: 0
AC: 5/5

Attacks (101/101)
Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Double Edge
Double Team
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Moonblast
Mud Slap
Natural Gift
Nightmare
Pain Split
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
Swift
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Zen Headbutt
Kurt (Slowbro) ♂
Kurt_zpsf0d52115.png
slowbro-mega.png
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Water


Psychic STAB; 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.
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.


Abilities: Oblivious / Own Tempo / Regenerator (H) / Shell Armor (M)

Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Charm, Captivate, or Taunt.
Own Tempo: (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, 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.
Shell Armor: (Passive) This Pokemon's thick, bony outer shell prevents it from taking critical hits.

HP: 100
Atk: 3
Def: 4
SpA: 5 (+)
SpD: 3
Spe: 26 (-)
SC: 3
WC: 4
BRT: 19

(Mega Stats)

HP: 100
Atk: 3
Def: 8
SpA: 6 (+)
SpD: 3
Spe: 26 (-)
SC: 3
WC: 4
BRT: 24

EC: 6/6
MC: 0
AC: 5/5

Attacks (80/---):
Aerial Ace
After You
Amnesia
Aqua Tail
Avalanche
Belch
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Double Team
Drain Punch
Dynamic Punch
Earthquake
Echoed Voice
Endure
Facade
Fire Blast
Fissure
Flamethrower
Fling
Focus Blast
Focus Punch
Future Sight
Grass Knot
Gravity
Growl
Hail
Headbutt
Heal Pulse
Hidden Power Electric
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Light Screen
Magic Coat
Mega Kick
Mimic
Mud Sport
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Round
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Skull Bash
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Swagger
Tackle
Telekinesis
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Water Pulse
Withdraw
Wonder Room
Yawn
Zen Headbutt
Vogue (Starmie) o
Spr_5b_121.png
Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / Psychic


Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Psychic STAB; 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: Illuminate / Natural Cure / Analityc (H)

Illuminate: (Toggle) No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Natural Cure: (Passive) 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.
Analityc: (Passive) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

HP: 90
Atk: 2 (-)
Def: 3
SpA: 4
SpD: 3
Spe: 133 (+)
SC: 2
WC: 4
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (89/89):
Attract
Aurora Beam
Avalanche
Barrier
Bide
Blizzard
Brine
BubbleBeam
Camouflage
Confide
Confuse Ray
Cosmic Power
Curse
Dazzling Gleam
Dive
Double Team
Double-Edge
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Natural Gift
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Rapid Spin
Recover
Recycle
Reflect
Reflect Type
Refresh
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
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Trick
Trick Room
Twister
Water Gun
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Simone (Jynx) ♀
124.png
Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice / Psychic

Ice STAB; Immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
Psychic STAB; 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: Oblivious / Forewarn / Dry Skin (H)

Oblivious: (Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, Charm, Captivate, or Taunt.
Forewarn: (Passive) This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.
Dry Skin: (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.


HP: 100
Atk: 1 (-)
Def: 2
SpA: 4
SpD: 3
Spe: 110 (+)
SC: 3
WC: 3
BRT: 17

EC: 6/6
MC: 2
AC: 5/5

Attacks (70/---):

Attract
Avalanche
Bide
Blizzard
Brick Break
BubbleBeam
Confusion
Copycat
Counter
Covet
DoubleSlap
Double Team
Drain Punch
Draining Kiss
Dream Eater
Dynamic Punch
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Lucky Chant
Magic Coat
Mean Look
Miracle Eye
Nasty Plot
Nightmare
Perish Song
Petal Dance
Pound
Powder Snow
Protect
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Telekinesis
Teleport
Thief
Torment
Toxic
Uproar
Wake-Up Slap
Water Pulse
Wish
Mirage (Bronzong) o
437.png
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel / Psychic


Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-Type attacks and Poison/Toxic Status.
Psychic STAB; 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: Levitate / Heatproof / Heavy Metal (H)

Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-Type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Heatproof: (Passive) This Pokemon's mirror-like alloyed skin protects it from Fire-Type attacks, reducing the Type effectiveness of Fire-Typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal: (Passive) The Pokemon's body structure is immensely dense, doubling its actual weight.

HP: 100
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 5
Spe: 28 (-)
SC: 3
WC: 5 (8)
BRT: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (72/72):
AncientPower
Block
Bulldoze
Calm Mind
Charge Beam
Confide
Confuse Ray
Confusion
Double Team
Dream Eater
Earthquake
Endure
Explosion
Extrasensory
Facade
Faint Attack
Feint Attack
Flash
Flash Cannon
Frustration
Future Sight
Giga Impact
Grass Knot
Gravity
Gyro Ball
Heal Block
Heavy Slam
Hidden Power Ground
Hyper Beam
Hypnosis
Imprison
Iron Defense
Iron Head
Light Screen
Metal Sound
Natural Gift
Payback
Protect
Psych Up
Psychic
Psyshock
Psywave
Rain Dance
Recycle
Reflect
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Safeguard
Sandstorm
Secret Power
Shadow Ball
Signal Beam
Skill Swap
Sleep Talk
Snore
SolarBeam
Stealth Rock
Strength
Substitute
Sunny Day
Swagger
Tackle
Telekinesis
Toxic
Trick
Trick Room
Wonder Room
Zen Headbutt
Hecate (Aurumoth) ♀
AurumothFront.png
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Bug / Psychic

Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Psychic STAB; 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: Weak Armor / No Guard / Illusion (H)

Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

HP: 110
Atk: 5
Def: 4
SpA: 6 (+)
SpD: 2
Spe: 81 (-)
SC: 4
WC: 5
BRT: 23

EC: 9/9
MC: 4
AC: 5/5

Attacks (81/81):
Ally Switch
AncientPower
Attract
Blizzard
Bug Bite
Bug Buzz
Close Combat
Confide
Confusion
Counter
Cut
Dazzling Gleam
Disable
Double Team
Dragon Dance
Dream Eater
Echoed Voice
Electroweb
Facade
Feint
Fell Stinger
Final Gambit
Flash
Fling
Focus Blast
Frustration
Giga Impact
Hail
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Infestation
Light Screen
Magic Coat
Magic Room
Megahorn
Ominous Wind
Overheat
Protect
Psych Up
Psychic
Psyshock
Quiver Dance
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Roleplay
Round
Safeguard
Shadow Ball
Silver Wind
Skill Swap
SolarBeam
Steel Wing
String Shot
Struggle Bug
Substitute
Sunny Day
Surf
Swagger
Tackle
Tail Glow
Telekinesis
Thunder
Thunderbolt
Toxic
Trick
Will-O-Wisp
Wing Attack
Wish
Wonder Room
X-Scissor
Zen Headbutt
Diabola (Delphox) ♀
3rJp5Rf.png
Nature: Modest (+1 SpA, -Atk)
Type: Fire / Psychic

Fire STAB; Immune to burn status. Brighten Command.
Psychic STAB; 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: Blaze / Magician (H)

Blaze: (Passive) When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Magician: (Passive) This Pokemon is crafty and will steal items from an opposing Pokemon during one of its attacks if it does not have one of its own.

HP: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 4
Spe: 104
SC: 3
WC: 3
BRT: 21

EC: 9/9
MC: 0
AC: 5/5

Attacks (58/58)
Attract
Blast Burn
Calm Mind
Confide
Cut
Double Team
Dream Eater
Echoed Voice
Embargo
Ember
Facade
Fire Blast
Fire Pledge
Fire Spin
Flame Charge
Flamethrower
Frustration
Future Sight
Giga Impact
Grass Knot
Heat Wave
Hidden Power Fairy
Howl
Hyper Beam
Hypnosis
Incinerate
Light Screen
Lucky Chant
Magic Coat
Magic Room
Mystical Fire
Overheat
Power-Up Punch
Protect
Psybeam
Psych Up
Psychic
Psyshock
Rain Dance
Rest
Return
Role Play
Round
Safeguard
Scratch
Shadow Ball
Sleep Talk
Solarbeam
Substitute
Sunny Day
Swagger
Switcheroo
Tail Whip
Thief
Toxic
Trick Room
Will-o-Wisp
Wish
The Gym Leader Gerard, has been active lately... and his form seems to be regaining. I am sorry for the difficult time that he had to face during the last battle (Irl), and I hope things will be all good this time. He has brought a varied team to defend his badge against Challenger's Ghost Team. But this most certainly looks to be the challenger's game from the start. Lets see how the Gym Leader defends his precious Mind badge this time.

Challenger Frosty's Team:
477.png

Dusknoir * (Bongo Bongo) M
Nature: Brave (+ Attack; - Speed, -10% evasion)
Type: Ghost

Abilities:
Pressure/Frisk (H) [UNLOCKED]


Stats:

HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0
AC: 5/5

Attacks (100/100 - MOVEPOOL COMPLETED!):
Astonish (*)
Attract
Bind
Blizzard
Body Slam
Brick Break
Bulldoze
Calm Mind
Captivate
Charge Beam
Confide
Confuse Ray (*)
Counter
Curse
Dark Pulse
Destiny Bond (*)
Disable (*)
Double-Edge
Double Team
Dream Eater
DynamicPunch
Earthquake
Embargo
Endure
Facade
Faint Attack
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight (*)
Frustration
Future Sight
Giga Impact
Gravity
Grudge
Haze
Headbutt
Helping Hand
Hex
Hidden Power Water
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison (*)
Infestation
Leer (*)
Mean Look
Mega Kick
Mega Punch
Memento
Metronome
Mimic
Mud Slap
Natural Gift
Night Shade (*)
Nightmare
Ominous Wind
Pain Split (*)
Payback
Power-Up Punch
Protect
Psych Up
Psychic
Pursuit (*)
Rain Dance
Rapid Spin
Return (*)
Rest
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Ball
Shadow Punch
Shadow Sneak (*)
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Strength
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder Punch
Trick
Trick Room (*)
Torment
Toxic
Will-o-Wisp (*)
Wonder Room

Shadow Mend
302.gif

Sableye (Zant) (M)

Types: Ghost/Dark

Nature: Brave (+1 Atk, -15% spe, -10% evasion)

Abilities:
Keen Eye/Stall/Prankster (H) [UNLOCKED]

Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

sableye-mega.png

Mega Sableye (Zant) (M)
Types: Ghost/Dark

Abilities:
Keen Eye/Stall/Prankster (H) [UNLOCKED]/Magic Bounce [Mega]


Stats:
HP: 90
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 4
Spe: 17 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 18

EC:Not Aplicable
MC: 0
AC:5/5

Attacks (109/112):
Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confide
Confuse ray
Counter
Cut
Dark Pulse
Dazzling Gleam
Detect
Dig
Double-Edge
Double Team
Dream Eater
Dynamic Punch
Embargo
Endure
Facade
Faint attack
Fake Out
Feint
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul play
Frustration
Fury Cutter
Fury Swipes
Gravity
Headbutt
Helping Hand
Hidden Power Flying
Hone Claws
Ice Punch
Icy Wind
Imprison
Incinerate
Knock off
Leer
Lick
Low Kick
Low Sweep
Magic Coat
Mean look
Mega Kick
Mega Punch
Metal Burst
Metronome
Mimic
Moonlight
Mud Slap
Nasty Plot
Natural Gift
Night Shade
Nightmare
Octazooka
Ominous Wind
Pain Split
Payback
Poison Jab
Power gem
Power Up Punch
Protect
Psych Up
Psychic
Punishment
Quash
Rain Dance
Recover
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Role Play
Round
Scratch
Seismic Toss
Shadow ball
Shadow claw
Shadow Sneak
Signal Beam
Sleep Talk
Snarl
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunderpunch
Torment
Toxic
Trick
Will-o-Wisp
Wonder Room
Zen headbutt

captivate, tickle, water pulse

Dispel
Shadow Mend
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Chandelure [Jalhalla] (M)

Nature: Timid (+Spe, - Attack, +10% acc)

Type: Ghost / Fire
Abilities: Flame Body/Flash Fire/Infiltrator [UNLOCKED]

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
AC
5/5

Attacks (66/66 - Movepool Completed!):
Acid
Acid Armor
Astonish
Attract
Calm Mind
Captivate
Clear Smog
Confide
Confuse Ray
Curse
Dark Pulse
Double Team
Dream Eater
Embargo
Ember
Endure
Energy Ball
Facade
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Flash
Frustration
Giga Impact
Haze
Heat Wave
Hex
Hidden Power Water
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Payback
Power Split
Protect
Psych Up
Psychic
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Sleep Talk
Smog
Snore
Solarbeam
Spite
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Toxic
Trick
Trick Room
Will-o-Wisp

Shadow Mend
354.png

Banette [M] [Puppet Ganon]

Type: Ghost

Abilities: Insomnia/Frisk/Cursed Body (UNLOCKED)

Nature: Brave (+Atk, -Spe, -10% Evasion)

Stats:
Hp: 100
Atk: 5 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 56 (-)
Size Class: 2
Weight Class: 2
Base Stat Total: 19

banette-mega.png


Banette [M] [Puppet Ganon]

Type: Ghost
Abilities: Insomnia/Frisk/Cursed Body (UNLOCKED)/Prankster

Nature: Brave (+Atk, -Spe, -10% Evasion)

Stats:
Hp: 100
Atk: 8 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 65 (-)
Size Class: 2
Weight Class: 2
Base Stat Total: 22

EC: 6/6
MC: 0
AC: 5/5

Attacks (81/84):
Astonish
Attract
Calm Mind
Captivate
Charge Beam
Confide
Confuse Ray
Curse
Dark Pulse
Dazzling Gleam
Destiny Bond
Disable
Double-Edge
Double Team
Dream Eater
Embargo
Endure
Facade
Feint Attack
Fling
Foresight
Foul Play
Frustration
Giga Impact
Grudge
Gunk Shot
Headbutt
Helping Hand
Hex
Hidden Power Poison
Hyper Beam
Icy Wind
Imprison
Infestation
Knock Off
Magic Coat
Magic Room
Metronome
Mimic
Mud-Slap
Natural Gift
Night Shade
Nightmare
Ominous Wind
Ominous Wind (for the love of god...)
Pain Split
Payback
Phantom Force
Protect
Psych Up
Psychic
Pursuit
Rain Dance
Rest
Role Play
Round
Screech
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thundebolt
Thunder
Thunder Wave
Torment
Toxic
Trick
Trick Room
Will-o-Wisp

Bloodlust
Dispel
Shadow Mend


Missing: Body Slam, Flash, Cotton Guard
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Aegislash [Ghirahim] (M)

Type: Steel/Ghost

Abilities: Stance Change

Nature: Quiet (+1SpA, - Speed, -10% evasion)

Stats:
Hp: 90
Atk: 2
Def: 6
SpA: 3 (+)
SpD: 6
Spe: 52 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
AC: Not applicable

Attacks (53/54):

Aerial Ace
After You
Attract
Autotomize
Block
Brick Break
Confide
Cut
Destiny Bond
Double Team
Facade
False Swipe
Flash Cannon
Frustration
Fury Cutter
Giga Impact
Gyro Ball
Head Smash
Hidden Power Ice
Hyper Beam
Iron Defense
Iron Head
King's shield
Magnet Rise
Metal Sound
Night Slash
Power Trick
Protect
Pursuit
Rain Dance
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Round
Sacred Sword
Secret Power
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Slash
Sleep Talk
Snore
Spite
Substitute
Sunny Day
Swagger
Swords Dance
Tackle
Toxic
Wide Guard
Now the challenger here requires no introduction, the legendary Fire type Leader who is a pillar of ASB, likes to roam around jungles for what ever reason we don't know, but has an unmatched flair for winning Gym battles nevertheless. He hasn't lost a single Gym Challenge since he started and that is something that shows his unique Genius. Bringing his ghost squad to this gym as always been his dream, and due to an unforeseen crisis this badge had eluded him previously. But he is back with his Bongo Bongo, Jalhalla, Zant, Ghirahim and Puppet Ganon who all look focused to earn him the mind badge this time.

Lets start this battle with the Toss (fingers crossed)
Heads goes to the leader.

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Tails it is! (Phew!)​
Challenger Frosty Sends Out and Equips
Leader Gerard Sends Out, Equips and Orders
Challenger Frosty Orders
Ref
 
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"I will do nasty things to you if you disappear. Keep it in mind"

Go Puppet Ganon and Bongo Bongo, the stage is yours!

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Puppet Ganon the Banette with Banetite

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Bongo Bongo the Dusknoir with Focus Sash
 
Ugh, is this what people feel when they have to order against me? Not cool...
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Weakness Policy & Slowbronite

Mirage: Heavy Slam (Puppet Gannon) ~ Gyro Ball (Puppet Ganon) ~ Payback (Puppet Gannon)


* If you're targeted by Will-o-Wisp & You're Not Taunted & Protect is Not Imprisoned & Will-o-Wisp is only used once then use protect (once) & push actions.
* If If Phantom Force Combo & You're Not Taunted & Reflect isn't up on your side of the field then use Reflect (once) & push actions
* If Puppet Ganon is under the effect of a Protective or Evasive move when you target him then use Zen Headbutt (Bongo Bongo) & push actions.



Kurt: [Megavolve] Scald (Bongo Bongo) ~ Shadow Ball (Puppet Ganon) ~ Scald (Bongo Bongo)
* If Phantom Force Combo & You're Not Taunted & Reflect isn't up on your side of the field then use Reflect (once) & push actions
* If you're targeted by a Focus Punch + Ghost Punch Combo & You're Not Taunted & Protect isn't Imprisoned then use Protect & push actions.
* If Puppet Ganon is under the effect of a Protective or Evasive move when you target him then use Shadow Ball (Bongo Bongo) & push actions.
 
Oh that is exactly how people feel.

And I believe I am about to feel what people feel when they catch you off guard. Hopefully. Assuming I haven't messed up somewhere important.

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"Commence operation 'get rid of the physically bulky motherfucker eventually'!"




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Bongo Bongo/Dusknoir: Wonder Room - Mimic (Banette's Phantom Force because if GF doesn't go my way, then I suppose I will have to improvise) - Phantom Force (Slowbro)

banette-front2-gif.13842


Puppet Ganon/Banette [MEGA EVOLVE] : Phantom Force (Slowbro) - Astonish (Slowbro) - Phantom Force (Slowbro)
IF
Bongo Bongo is burned by Scald A1 THEN Shadow Claw (Slowbro) A2
 
Team Gerard:
437.png
slowbro.png

Mirage (Bronzong) o | Kurt (Slowbro) {♂}
Steel / Psychic | Psychic / Water
100 | 100
100 | 100
Weakness Policy | Slowbronite
4/5/3/5/28/3/8 | 3/4/5/3/26/3/4
Levitate, Heat Proof, Heavy Metal | Oblivious, Own Temp, Regenerator
-10% Evasion | -10% Evasion
Normal | Normal
Team Frosty:
354.png
477.png

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
100 | 90
100 | 100
Banetite | Focus Sash
5/3/3/3/56/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Normal
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!

Round 1: Wonder Room!
Puppet Ganon and Bongo Bongo work on Kurt to bring close to a KO.
The Challenger sets up a Wonder Room, to make everyone wonder on how amazing ghosts can be in a psychic gym.

He makes Banette do the obvious Phantom Force, while Bongo Bongo sets up the Wonder Room and Kurt is wondering why his Shell is suddenly feeling weightless.

Bongo Bongo then mimics Banette's way of striking through shadows and Puppet Ganon doesn't wait to Astonish Kurt some more with his Power. So astounded was Kurt that he was unable to send a ball of Shadows towards Ganon. Meanwhile, Mirage is trying what he can to reduce the health of these spooky duo.

Bongo Bongo and Puppet Ganon then do a combined strike from the shadows, to leave Kurt at the brink of a Knock Out. Just waiting to be picked off by one of them.

Banette Mega Evolves!
Slowbro Mega Evolves!

Speed Order: Mega Banette, Dusknoir, Bronzong, Mega Slowbro

Rolls: 1123, 6791, 8392, 78, 9650, 7508, 5171, 1734, 802, 1114, 6139, 3729, 6964, 8474, 4535, 4186, 8606, 2449, 7603, 4932, 6392, 3004, 9266, 7888

Action 1:

Turn Order: Mega Banette (0), Dusknoir, Bronzong, Mega Slowbro, Mega Banette (-1)

Mega Banette fades into the Shadows!
EN Used: 5.5

Dusknoir uses Wonder Room!
EN Used: 10

Bronzong uses Heavy Slam!
Nada!
EN Used: 9.33

Mega Slowbro uses Scald on Dusknoir!
Critical Hit Check (625): 1123 (No)
Damage: (8 + 3 + 9 - 7.5 - 2)*1 = 10.5
Effect Chance (3000): 6791 (No)
Effect Chance (3000): 8392 (No)
EN Used: 5 + 2

Mega Banette uses Phantom Force on Mega Slowbro!
Critical Hit Check (625): X (Shell Armor)
Damage: (9 + 3 + 11 - 4.5)*1.5 = 27.75
EN Used: 5.5

Action 2:

Turn Order: Mega Banette, Dusknoir, Bronzong, Mega Slowbro

Mega Banette uses Astonish on Mega Slowbro!
Critical Hit Check (625): X (Shell Armor)
Damage: (4 + 3 + 11 - 4.5)*1.5 = 20.25
Effect Chance (3000): 78 (Yes)
EN Used: 2

Dusknoir uses Mimic (Phantom Force)!
EN Used: 5

Bronzong uses Gyro Ball on Mega Banette!
Critical Hit Check (625): 9650 (No)
Damage: (9 + 3 + 6 - 4.5)*1 = 13.5
EN Used: 6

Mega Slowbro gets flinched!

Action 3:

Turn Order: Mega Banette (0), Dusknoir (0), Bronzong, Mega Slowbro, Mega Banette (-1), Dusknoir (-1)

Mega Banette fades into the Shadows!
EN Used: 5.5

Dusknoir fades into the Shadows!
EN Used: 5.5

Bronzong uses Payback!
Nada!
EN Used: 7

Mega Slowbro uses Scald!
Nada!
EN Used: 5

Mega Banette uses Phantom Force on Mega Slowbro!
Critical Hit Check (625): X (Shell Armor)
Damage: (9 + 3 + 11 - 4.5)*1.5 = 27.75
EN Used: 5.5

Dusknoir uses Phantom Force on Mega Slowbro!
Critical Hit Check (625): X (Shell Armor)
Damage: (9 + 3 + 7.5 - 4.5)*1.5 = 22.5
EN Used: 5.5
Team Gerard:
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Mirage (Bronzong) o | Kurt (Mega Slowbro) {♂}
Steel / Psychic | Psychic / Water
100 | 2
78 | 88
Weakness Policy | Slowbronite
4/5/3/5/28/3/8 | 3/8/6/3/26/3/4
Levitate, Heat Proof, Heavy Metal | Oblivious, Own Tempo, Regenerator, Shell Armor
-10% Evasion | -10% Evasion
Normal | Normal
Team Frosty:
banette-front2-gif.13842
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Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
86 | 79
76 | 74
Banetite | Focus Sash
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Mimic (Phantom Force)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Wonder Room (4 Rounds)!
Frosty Orders
Gerard Orders
Ref / Fixes Errors
 
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sorry!

Bongo Bongo the Dusknoir: Rock Slide - Shadow Punch (Bronzong) - Phantom Force (Bronzong)
IF
Slowbro is to use Endure A1 THEN Infestation (Slowbro) A1
IF Slowbro is to use P/E on itself A1 THEN Phantom Force (Slowbro) A1
IF Bronzong is to use a P/E move on itself AND Dusknoir is to use Shadow Punch (Bronzong) AND Dusknoir did NOT use Phantom Force on the action prior THEN Phantom Force (Bronzong) and push back
Puppet Ganon the Banette: Will-o-Wisp (Bronzong) - Phantom Force (Bronzong) - Shadow Claw (Bronzong)
IF
Bronzong is to use a P/E move on itself AND Banette is NOT to use Phantom Force AND Banette did NOT use Phantom Force on the action prior AND Bronzong did NOT use a P/E move on itself on the action prior THEN Phantom Force (Bronzong) and push back
IF Bronzong is to use Iron Defense A1, A2 or A3 THEN Replace Will-o-Wisp with Shadow Claw (Bronzong)
IF Bronzong is to use Reflect AND not in a combo THEN snatch on the first instance
 
Figuring out a way to save Slowbro was kinda hard but I figure this should do the trick!
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Weakness Policy & Slowbronite
Mirage: Bodyblock (Kurt) ~ Shadow Ball (Puppet Ganon) ~ Heavy Slam (Puppet Gannon)

Kurt: Protect ~ Slack Off ~ Brine (Puppet Ganon)
 
Team Gerard:
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slowbro-mega.png

Mirage (Bronzong) o | Kurt (Mega Slowbro) {♂}
Steel / Psychic | Psychic / Water
100 | 2
78 | 88
Weakness Policy | Slowbronite
4/5/3/5/28/3/8 | 3/8/6/3/26/3/4
Levitate, Heat Proof, Heavy Metal | Oblivious, Own Tempo, Regenerator, Shell Armor
-10% Evasion | -10% Evasion
Normal | Normal
Team Frosty:
banette-front2-gif.13842
477.png

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
86 | 79
76 | 74
Banetite | Focus Sash
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Mimic (Phantom Force)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics! Wonder Room (4 Rounds)!

Round 2: Body Block!
Kurt the Mega Slowbro manages to survive.
The Gym Leader uses the first action to make sure that Kurt survives the round. He was able to achieve this feat, by asking Kurt to Protect himself and letting Mirage to Body Block an incoming Phantom Force.

The challenger kept Bongo Bongo on "KO Kurt" duty, but the Body Block from Mirage was able to disrupt their plan for this round. Meanwhile, Puppet Ganon burns Mirage and chips away at the Bulky pokemon in tandem with Bongo Bongo, while looking for a double KO on the Gym leader's pokemons.

Speed Order: Mega Banette, Dusknoir, Bronzong, Mega Slowbro

Rolls: 1168 835 8360 7946 5329 3035 6336 8974 200 6575 3080 8869 2383 7547 8775 5580 4191 5985 4260 6261 353 175 5918 514

Action 1:

Turn Order: Mega Slowbro (+4), Mega Banette (+1), Dusknoir (0), Bronzong, Dusknoir (-1)

Mega Slowbro uses Protect!
EN Used: 6

Mega Banette uses Will-O-Wisp on Bronzong!
Bronzong is burned!
EN Used: 7

Dusknoir fades into the Shadows!
EN Used: 7.5

Bronzong uses Body Block on Mega Slowbro!
EN Used: 4

Dusknoir uses Phantom Force on Bronzong!
Critical Hit Check (625): 1168 (No)
Damage: (9 + 3 + 7.5 - 7.5)*1.5 = 18
EN Used: 7.5

Burn Damage on Bronzong = 1

Action 2:

Turn Order: Mega Banette (0), Dusknoir, Bronzong, Mega Slowbro, Mega Banette (-1)

Mega Banette fades into the Shadows!
EN Used: 5.5

Dusknoir uses Shadow Punch on Bronzong!
Critical Hit Check (625): 835 (No)
Damage: (6 + 3 + 7.5 - 7.5)*1.5 = 13.5
EN Used: 3

Bronzong uses Shadow Ball on Mega Banette!
Critical Hit Check (625): 8360 (No)
Damage: (8 + 3 + 4.5 - 4.5)*1.5 + 4 = 20.5
Effect Chance (2000): 7946 (No)
Effect Chance (3000): 5329 (No)
EN Used: 6

Mega Slowbro uses Slack Off!
EN Used: 11

Mega Banette uses Phantom Force on Bronzong!
Critical Hit Check (625): 3035 (No)
Damage: (9 + 3 + 11 - 7.5)*1.5 = 23.25
EN Used: 5.5

Burn Damage on Bronzong = 1

Action 3:

Turn Order: Mega Banette, Dusknoir (0), Bronzong, Mega Slowbro, Dusknoir (-1)

Mega Banette uses Shadow Claw on Bronzong!
Critical Hit Check (1250): 6336 (No)
Damage: (7 + 3 + 11 - 7.5)*1.5 = 20.25
EN Used: 4

Dusknoir fades into the Shadows!
EN Used: 5.5

Bronzong uses Heavy Slam on Mega Banette!
Critical Hit Check (625): 8974 (No)
Damage: (16 + 3 + 6 - 4.5 - 3)*1.5 + 4 = 21.5
Effect Chance (3000): 200 (Yes)
Heavy Slam is disabled! (6a)
EN Used: 9.33

Mega Slowbro uses Brine on Mega Banette!
Critical Hit Check (625): 6575 (No)
Damage: (13 + 3 + 9 - 4.5)*1 = 20.5
Effect Chance (3000): 3080 (No)
EN Used: 7

Dusknoir uses Phantom Force on Bronzong!
Critical Hit Check (625): 8869 (No)
Damage: (9 + 3 + 7.5 - 7.5)*1.5 = 18
EN Used: 5.5

Burn Damage on Bronzong = 1
Team Gerard:
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Mirage (Bronzong) o | Kurt (Mega Slowbro) {♂}
Steel / Psychic | Psychic / Water
4 | 22
59 | 64
Weakness Policy (Issued!) | Slowbronite
4/5/3/5/28/3/8 | 3/8/6/3/26/3/4
Levitate, Heat Proof, Heavy Metal | Oblivious, Own Tempo, Regenerator, Shell Armor
-10% Evasion, Heavy Slam Disabled (6a) | -10% Evasion
+2 Atk, +2 SpA (Perm), BRN (1 DPA) | Normal
Team Frosty:
banette-front2-gif.13842
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Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
23 | 79
54 | 45
Banetite | Focus Sash
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Mimic (Phantom Force)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Wonder Room (3 Rounds)!
Gerard Orders
Frosty Orders
Ref / Fixes Errors
 
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Well, time to call back our two players... Kurt, Mirage, come back, you'll serve us well later, probably. But for now it's time for my best duet to take on this! Diabola, Wilde, it's your turn to fight!
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Dusk Stone & Weakness Policy
 
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If you haven't figure it out by know I believe Phantom Force is totally broken!
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Dusk Stone & Weakness Policy
Wilde: Shadow Sneak + Shadow Sneak Combo (Puppet Ganon) ~ Cooldown ~ Knock Off (Bongo Bongo)
* If Puppet Ganon uses Endure then use Encore (Puppet Ganon) once & push actions
* If Puppet Ganon uses Protect then use Taunt (Bongo Bongo) once & push actions

Diabola: Heat Wave ~ Shadow Ball (Puppet Gannon) ~ Heat Wave
* If Puppet Ganon is Encored & Bongo Bongo isn't burned already then replace your remaining actions with Will-o-Wisp (Bongo Bongo) - Fire Blast (Bongo Bongo) - Shadow Ball (Bongo Bongo)
* If Puppet Ganon uses Protect A1 then use Will-o-Wisp (Bongo Bongo) & push actions
* If Bongo Bongo uses Will-o-Wisp on Wilde & Bonbo Bongo is NOT Tautned then use Safeguard A1 & push actions
* If Puppet Ganon is KOed then replace your remaining actions with Fire Blast (Bongo Bongo) - Shadow Ball (Bongo Bongo) - Fire Blast (Bongo Bongo)
 
Despite common belief I am not a fan of being pedantic. But this is a gym battle, so I have to: Dusk Stone doesn't affect Gallade in the slightest. Its signature item is Dawn Stone. And for the record Dawn Stone also doesn't net the KO A1, so it doesn't make a difference.

Speaking of being pedantic, loving that Protect sub.

Puppet Ganon/Banette: Protect (Dusknoir) - Pain Split (Gallade) - Shadow Claw (Gallade)
Bongo Bongo/Dusknoir: Imprison (Shadow Sneak - Shadow Ball - Will-o-Wisp) - Phantom Force (Gallade) - Shadow Ball (Gallade)
 
Team Gerard (B-B-A-A-O):
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Wilde (Gallade) ♂ | Diabola (Delphox) ♀
Psychic / Fighting | Fire / Psychic
100 | 100
100 | 100
Dusk Stone | Weakness Policy
5/3/2/4/92/3/4 | 2/3/5/4/104/3/3
Steadfast, Justified | Blaze, Magician
+10% Accuracy | No Stat Changes
Normal | Normal
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Mirage (Bronzong) o
HP:
4
EN: 59
Status: Weakness Policy (Used), BRN (1 DPA)
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Kurt (Mega Slowbro) {♂}
HP:
22
EN: 64
Status: Normal
Team Frosty (A-O-O-A-O):
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Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
23 | 79
54 | 45
Banetite | Focus Sash
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
Normal | Mimic (Phantom Force)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics! Wonder Room (3 Rounds)!

Round 3: Imprison!
Puppet Ganon the Mega Banette manages to survive the blows till he was exhausted.
The Gym Leader sends out Gallade and Delphox in the place of Bronzong and Mega Slowbro. He then gives a Dusk Stone to Gallade to make his priority move to be able to KO Mega Banette, but the plan doesn't end up the way the Gym Leader wanted.

The challenger sacrificed Puppet Ganon and kept his Bongo Bongo alive to get Wilde the Gallade into KO range. Him Imprisoning the moves that the Gym leader's pokemons were ordered to use, limited the damage potential of the new send outs from the Gym Leader's side, while he achieved his goals of reducing another pokemon's health to critical levels.

Speed Order: Gallade, Delphox, Mega Banette, Dusknoir

Rolls: 9791, 6063, 7041, 6109, 8184, 8022, 1172, 1183, 9671, 9287, 2633, 4021, 5446, 4629, 4798, 9386, 4381, 6503, 392, 2070

Action 1:

Turn Order: Mega Banette (+1), Gallade, Delphox, Dusknoir

Mega Banette uses Protect (Dusknoir)!
EN Used: 7

Gallade uses Taunt on Dusknoir!
Nada!
EN Used: 11

Delphox uses Will-O-Wisp on Dusknoir!
Nada!
EN Used: 7

Dusknoir uses Imprison (Shadow Sneak - Shadow Ball - Will-o-Wisp)!
EN Used: 8

Action 2:

Turn Order: Mega Banette (+1), Gallade, Delphox, Dusknoir (-1)

Mega Banette uses Pain Split on Gallade!
Mega Banette HP: 23
Gallade HP: 100
Damage: 25
Healed: 25
EN Used: 44.5

Gallade uses Struggle on Mega Banette!
Damage: (5 + 7.5 - 4.5)*1 = 8
Recoil: 3.2
EN Used: 5

Delphox uses Heat Wave on Opps!
Critical Hit Check (625, 625): 9791, 6063 (No)
Damage on Mega Banette: (7.5 + 3 + 7.5 - 4.5)*1 = 13.5
Damage on Dusknoir: (7.5 + 3 + 7.5 - 7.5 - 2)*1 = 8.5
Effect Chance (1000, 1000): 7041, 6109 (No)
EN Used: 8

Dusknoir uses Phantom Force on Gallade!
Critical Hit Check (625): 8184 (No)
Damage: (9 + 3 + 7.5 - 6)*1.5 = 20.25
EN Used: 11

Action 3:

Turn Order: Mega Banette, Gallade, Delphox, Dusknoir (-1)

Target: 8022 (Dusknoir)
Gallade uses Struggle on Dusknoir!
Damage: (5 + 7.5 - 7.5 - 2)*1 = 3
Recoil: 1.2
EN Used: 11

Delphox uses Struggle on Mega Banette!
Damage: (5 + 3 - 4.5)*1 = 3.5
Recoil: 1.4
EN Used: 5

Mega Banette uses Shadow Claw on Gallade!
Critical Hit Check (625): 1172 (Yes)
Damage: (7 + 3 + 3 + 10 - 6)*1.5 = 25.5
EN Used: 4

Mega Banette faints!

Dusknoir uses Shadow Ball on Gallade!
Critical Hit Check (625): 1183 (No)
Damage: (8 + 3 + 4.5 - 4.5)*1.5 = 16.5
Effect Chance (2000): 9671 (No)
EN Used: 5
Team Gerard:
475.png
3rJp5Rf.png

Wilde (Gallade) ♂ | Diabola (Delphox) ♀
Psychic / Fighting | Fire / Psychic
9 | 99
73 | 80
Dusk Stone | Weakness Policy
5/3/2/4/92/3/4 | 2/3/5/4/104/3/3
Steadfast, Justified | Blaze, Magician
+10% Accuracy | No Stat Changes
Normal | +1 KOC (Mega Banette)
437.png

Mirage (Bronzong) o
HP:
4
EN: 59
Status: Weakness Policy (Used), BRN (1 DPA)
slowbro-mega.png

Kurt (Mega Slowbro) {♂}
HP:
22
EN: 64
Status: Normal
Team Frosty:
banette-front2-gif.13842
477.png

Banette [M] [Puppet Ganon] | Dusknoir * (Bongo Bongo) M
Ghost | Ghost
23 | 67
-2 | 21
Banetite | Focus Sash
8/3/3/3/65/2/2 | 5/5/3/5/39/4/5
Insomnia/Frisk/Cursed Body/Prankster | Pressure/Frisk
-10% Evasion | -10% Evasion
KO'd | Mimic (Phantom Force), Imprison (Shadow Sneak - Shadow Ball - Will-o-Wisp) (3a)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Wonder Room (2 Rounds)!
Frosty Sends Out, Equips and Orders
Gerard Orders
Ref / Fixed Struggle Recoil on Gallade
 
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Did you include Struggle Recoil on Gallade?


Go Jalhalla, the stage is yours!

609.png

Jalhalla the Chandelure with Dusk Stone

- - - - - - - - - -

SWITCH PHASE INITIATED!

Bongo Bongo OUT

Go Zant, the stage is yours!

302.png

Zant the Sableye with Everstone

Counterswitch?
 
-_-

ok

not taking any chances here.

Jalhalla/Chandelure: Shadow Ball (Gallade) - Hex (Gallade) - Shadow Ball (Gallade)
IF
Gallade is under P/E AND not broken by Feint if I have to specify it THEN Redirect towards Delphox
IF Asleep THEN Sleep Talk (Hex - Shadow Ball - Dark Pulse - Shock Wave) (Gallade)
IF Gallade is under Endure when Chandelure is to attack it THEN redirect towards Delphox
KO SUB IF Gallade is KO'd THEN Redirect all actions and substitutions towards Delphox
Zant/Sableye: COMBO (Feint + Feint) (Gallade) - cooldown - Punishment (Delphox)
IF
Gallade is to use Endure A1 THEN COMBO (Fake Out + Fake Out) (Gallade) A1
IF Asleep THEN Sleep Talk (Payback - Shadow Claw - Night Slash - Astonish) (Delphox)
IF Delphox is to use P/E (Delphox) AND Sableye is to target it THEN Feint (Delphox)


There is probably a way to keep gallade alive. But I am positive it should at least cost you a couple actions.
 
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Wilde: Protect + Light Screen ~ Cooldown ~ Knock Off (Chandelure)

Delphox: Shadow Ball (Chandelure) ~ Fire Blast (Sableye) ~ Shadow Ball (Chandelure)
 
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Team Gerard (B-B-A-A-O):
475.png
3rJp5Rf.png

Wilde (Gallade) ♂ | Diabola (Delphox) ♀
Psychic / Fighting | Fire / Psychic
9 | 99
73 | 80
Dusk Stone | Weakness Policy
5/3/2/4/92/3/4 | 2/3/5/4/104/3/3
Steadfast, Justified | Blaze, Magician
+10% Accuracy | No Stat Changes
Normal | +1 KOC (Mega Banette)
437.png

Mirage (Bronzong) o
HP:
4
EN: 59
Status: Weakness Policy (Used), BRN (1 DPA)
slowbro-mega.png

Kurt (Mega Slowbro) {♂}
HP:
22
EN: 64
Status: Normal
Team Frosty (X-A-A-B-O):
609.png
302.gif

Chandelure [Jalhalla] (M) | Sableye (Zant) (M)
Ghost / Fire | Ghost / Dark
90 | 90
100 | 100
Dusk Stone | Everstone
1/3/7/3/92/2/3 | 6/5/3/3/43/1/2
Flame Body/Flash Fire/Infiltrator | Keen Eye/Stall/Prankster
+10% Accuracy | -10% Evasion
+2 Dark and Ghost | Normal
477.png

Dusknoir * (Bongo Bongo) M
HP:
67
EN: 21
Status: Normal
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Wonder Room (1 Round)!

Round 4: Punishment!
Zant the Sableye manages to punish Diabola for her sneaky Magic tricks.

The Gym Leader gets Wilde to setup a protective light screen before going down to Zant's feint attack, and Jalhalla's infiltrator negates that trick to naught anyways.

The Challenger's Zant then punishes Diabola for her sneaky tricks and takes her down with a powerful blow. This then allows the challenger to get ahead in the KO counters, and sets the tone for the rounds ahead.

Speed Order: Delphox, Chandelure - Gallade, Sableye

Rolls: 3710, 1289, 6031, 9922, 280, 6674, 2269, 7110, 6490, 290, 9054, 7290, 6431, 1122, 9139, 53

Action 1:

Turn Order: Gallade (+4), Sableye (+4), Delphox, Chandelure

Gallade uses Protect + Light Screen on self and team!
EN Used: 23.5

Sableye uses Feint Combo on Gallade!
Critical Hit Check (625): 3710 (No)
Damage: (9 + 9 - 6)*1 = 12
EN Used: 21

Gallade is KO'd!

Delphox uses Shadow Ball on Chandelure!
Critical Hit Check (625): 1289 (No)
Damage: (8 + 7.5 - 4.5)*1.5 = 16.5
Effect Chance (2000): 6031 (No)
EN Used: 6

Chandelure uses Shadow Ball!
Critical Hit Check (625): 9922 (No)
Damage: (8 + 3 + 10 - 4.5 + 2)*1.5 = 27.75
Effect Chance (2000): 280 (Yes)
Weakness Policy activated!
EN Used: 5

Action 2:

Turn Order: Delphox, Chandelure, Sableye

Delphox uses Fire Blast on Sableye!
Accuracy Check (9500): 6674 (Hit)
Critical Hit Check (625): 2269 (No)
Damage: (11 + 3 + 7.5 - 4.5)*1 + 4 = 21
Effect Chance (1000): 7110 (No)
Magician steals Everstone!
EN Used: 7

Chandelure uses Hex!
Critical Hit Check (625): 6490 (No)
Damage: (7 + 3 + 10 - 4.5 + 2)*1.5 + 2 = 28.25
EN Used: 7

Sableye cools down!

Action 3:

Turn Order: Delphox, Chandelure, Sableye

Delphox uses Shadow Ball on Chandelure!
Critical Hit Check (625): 290 (Yes)
Damage: (8 + 3 + 7.5 - 4.5)*1.5 + 4 = 25
Effect Chance (2000): 9054 (No)
EN Used: 6

Chandelure uses Shadow Ball!
Critical Hit Check (625): 7290 (No)
Damage: (8 + 3 + 10 - 4.5 + 2)*1.5 + 2 = 29.75
Effect Chance (2000): 6431 (No)
EN Used: 5

Sableye uses Punishment!
Critical Hit Check (625): 1122 (No)
Damage: (14 + 3 + 6 - 4.5 + 1)*1.5 = 29.25
EN Used: 7
Team Gerard:
475.png
3rJp5Rf.png

Wilde (Gallade) ♂ | Diabola (Delphox) ♀
Psychic / Fighting | Fire / Psychic
-3 | -16
49 | 61
Dusk Stone | Weakness Policy (Issued), Everstone
5/3/2/4/92/3/4 | 2/3/5/4/104/3/3
Steadfast, Justified | Blaze (activated), Magician
+10% Accuracy | +2 SpA, +2 Atk
KO'd | +1 KOC (Mega Banette), KO'd
437.png

Mirage (Bronzong) o
HP:
4
EN: 59
Status: Weakness Policy (Used), BRN (1 DPA)
slowbro-mega.png

Kurt (Mega Slowbro) {♂}
HP:
22
EN: 64
Status: Normal
Team Frosty:
609.png
302.gif

Chandelure [Jalhalla] (M) | Sableye (Zant) (M)
Ghost / Fire | Ghost / Dark
48 | 69
83 | 72
Dusk Stone | Everstone (Magician >.<)
1/3/7/3/92/2/3 | 4/3/3/3/43/1/2
Flame Body/Flash Fire/Infiltrator | Keen Eye/Stall/Prankster
+10% Accuracy | -10% Evasion
+2 Dark and Ghost | +2 KOC (Gallade, Delphox)
Field Effects: +1 Acc(Perm) to everyone, -1 EN for Other moves by Psychics!
Wonder Room (1 Round),
Gerard's side of the field: Light Screen (3a)
Gerard Sends Out, Equips and Orders
Frosty Orders
Ref
 
Alright, let's see if we can save some face...
slowbro-mega.png
282.png

Slowbronite & Enigma Berry
Kurt: Slack Off ~ Surf ~ Surf
* If Sableye uses Taunt (Katherine) then use Skill Swap [Katherine's Telepathy & Kurt's Oblivious]
* If Snatch is used then use Surf & push actions
* If you're targeted by both Chandelure & Sableye then use Protect (once) & push actions.


Katherine: [Trace Prankster] Moonblast (Sableye) ~ Dazzling Gleam (Sableye) ~ Moonblast (Sableye)
* If Sableye is under the effect of a Protective or Evasive move then use Shadow Ball (Chandelure) & push actions
* If Shadow Ball is used & You're not Taunted then use Imprison [Shadow Ball / Shadow Sneak / Imprison] (once) & push actions
* If Sableye uses Imprison then use Imprison [Shadow Ball / Shadow Sneak / Imprison] (once) & push actions
 
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