Rules
Format: 3v3 Gym Singles
DQ: 3 days
Arena: Definitively-Not-A-Gym Mine
Switch: OK
Items: ON
Abilities: ALL
Substitutions: 3
Mega Evolutions: 0
Send-Out: Coin Flip
Leader TavokFormat: 3v3 Gym Singles
DQ: 3 days
Arena: Definitively-Not-A-Gym Mine
Switch: OK
Items: ON
Abilities: ALL
Substitutions: 3
Mega Evolutions: 0
Send-Out: Coin Flip
Arena: Definitely-Not-A-Gym Mine.
Format: Singles.
Complexity: Medium.
Field Type: Steel.
Restrictions: Sun needs a Heat Rock to be summoned.
“Don’t be shy, come in!”
The young trainer said, his words directed at you. It was hard to think that he was a Gym Leader: easy-going, talkative, and apparently very fond of chocolate. You could see he had 3 or 4 bars of it in his jacket’s pockets, with the possibility of more being found in his pants.
The corridor you were walking through got deeper and deeper into a mountain; apparently a random one, since you couldn’t recall hearing it named in any particular way. It looked like a normal mine, the only thing particularly different being a sign reading “No Avnomkes Allowed” in the entrance.
The path was very straightforward: there were some forks in the way, but you continued walking in a straight line.
After about 10 minutes of walk, you arrived at a large room. Two large, glowing stones in the north and south walls quickly caught your attention: the first one with a bright pink light; and the second one with a light green tone.
“I know, impressive. Those two beauties took quite some work to get here. The Gym Committee wasn’t very fond of the idea, but I managed to convince them to fund their transportation.”
Forcing yourself to look away from the stones, you take a glance at the rest of the room. Numerous steel pillars of various sizes erected from the floor, which consisted mostly of dirt; some were even high enough to reach the ceiling.
The top of the room reached around 15 meters of height. You could distinguish the sparkling of something metallic up there, as well as some things that looked like magnets in the walls and the floor.
And finally, in the center of the room, the drawings of a Pokémon Arena could be seen. When you looked that way, you saw that the young man was already waiting.
You hurry up towards your spot, and once you got there you hear him talk.
“Alright, time to test your skills. I will not go easy on you, so I recommend that you don’t either.”
Then, from the ceiling, water started to fall like a downpour. After seeing your surprised face, the leader just said: “We don’t like fires much around here.”
After that short explanation, the battle started.
Summary:
- Default weather is Light Rain (+1 / -1 to Water / Fire Attacks). Any changes in weather will revert back to Light Rain once the effect of the move/ability ends.
Light Rain does not have any of the side effects of rain (100% acc Thunder and Hurricane, activating abilities, weak Solar Beam, etc.).
- Sun needs a Heat Rock to be summoned, and even then only lasts 4 rounds.
- The giant pink stone powers up Fairy-type moves by 2 BAP.
- The giant Leaf Stone gives every Pokémon in the field the ability to use the move Energy Ball.
- The magnets also allow Steel Pokémon to manipulate their weight, changing it anywhere from 2 WC lower and 2 WC higher than their original one while ordering first.
Codifications:
- Camouflage makes the user Steel Type.
- Natural Cure calls Gear Grind.
- Secret Power has a 30% chance to paralyze.
Format: Singles.
Complexity: Medium.
Field Type: Steel.
Restrictions: Sun needs a Heat Rock to be summoned.
“Don’t be shy, come in!”
The young trainer said, his words directed at you. It was hard to think that he was a Gym Leader: easy-going, talkative, and apparently very fond of chocolate. You could see he had 3 or 4 bars of it in his jacket’s pockets, with the possibility of more being found in his pants.
The corridor you were walking through got deeper and deeper into a mountain; apparently a random one, since you couldn’t recall hearing it named in any particular way. It looked like a normal mine, the only thing particularly different being a sign reading “No Avnomkes Allowed” in the entrance.
The path was very straightforward: there were some forks in the way, but you continued walking in a straight line.
After about 10 minutes of walk, you arrived at a large room. Two large, glowing stones in the north and south walls quickly caught your attention: the first one with a bright pink light; and the second one with a light green tone.
“I know, impressive. Those two beauties took quite some work to get here. The Gym Committee wasn’t very fond of the idea, but I managed to convince them to fund their transportation.”
Forcing yourself to look away from the stones, you take a glance at the rest of the room. Numerous steel pillars of various sizes erected from the floor, which consisted mostly of dirt; some were even high enough to reach the ceiling.
The top of the room reached around 15 meters of height. You could distinguish the sparkling of something metallic up there, as well as some things that looked like magnets in the walls and the floor.
And finally, in the center of the room, the drawings of a Pokémon Arena could be seen. When you looked that way, you saw that the young man was already waiting.
You hurry up towards your spot, and once you got there you hear him talk.
“Alright, time to test your skills. I will not go easy on you, so I recommend that you don’t either.”
Then, from the ceiling, water started to fall like a downpour. After seeing your surprised face, the leader just said: “We don’t like fires much around here.”
After that short explanation, the battle started.
Summary:
- Default weather is Light Rain (+1 / -1 to Water / Fire Attacks). Any changes in weather will revert back to Light Rain once the effect of the move/ability ends.
Light Rain does not have any of the side effects of rain (100% acc Thunder and Hurricane, activating abilities, weak Solar Beam, etc.).
- Sun needs a Heat Rock to be summoned, and even then only lasts 4 rounds.
- The giant pink stone powers up Fairy-type moves by 2 BAP.
- The giant Leaf Stone gives every Pokémon in the field the ability to use the move Energy Ball.
- The magnets also allow Steel Pokémon to manipulate their weight, changing it anywhere from 2 WC lower and 2 WC higher than their original one while ordering first.
Codifications:
- Camouflage makes the user Steel Type.
- Natural Cure calls Gear Grind.
- Secret Power has a 30% chance to paralyze.

Mirra (Mawile (F))
Nature: Careful (+SpD, -SpA)
Type:
- Steel: 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.
- Fairy: Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities:
- Hyper Cutter (Passive): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
- Intimidate (Trigger): 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 their 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 as a Command, and will affect all opponents.
Command: Activate Intimidate - 5 En - Lowers all foes' Attack by one (1) stage. Only usable if a foe entered play this round.
- Sheer Foce (Toggle) (UNLOCKED): At default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 1
Weight Class: 2
Base Rank Total: 14

Type:
- Steel: 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.
- Fairy: Fairy STAB; The consecutive move usage penalty for using damaging Fairy-type moves is reduced to two (2) from four (4).
Abilities:
- Hyper Cutter (Passive): This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
- Intimidate (Trigger): 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 their 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 as a Command, and will affect all opponents.
Command: Activate Intimidate - 5 En - Lowers all foes' Attack by one (1) stage. Only usable if a foe entered play this round.
- Sheer Foce (Toggle) (UNLOCKED): At default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
- Huge Power (Passive) (MEGA): This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (first of three stages = 1, first of two stages or second of three stages = 2, fully evolved = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
Stats:
HP: 90
Atk: Rank 4 (7 w/Huge Power)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 2
Base Rank Total: 18 (22 with Huge Power + Mawilite)
EC: 0/0
MC: 0
AC: 5/5
KOC: 0
Moves (68/102)
- Astonish
- Attract
- Baton Pass
- Bite
- Body Slam
- Brick Break
- Counter
- Cruch
- Double Team
- Dynamic Punch
- Embargo
- Endure
- Facade
- Fairy Wind
- Fake Tears
- Feint Attack
- Fire Fang
- Flamethrower
- Flash Cannon
- Focus Blast
- Focus Punch
- Foul Play
- Giga Impact
- Grass Knot
- Growl
- Guard Swap
- Hyper Beam
- Ice Fang
- Ice Punch
- Icy Wind
- Incinerate
- Iron Defense
- Iron Head
- Knock Off
- Magnet Rise
- Metal Burst
- Mimic
- Misty Terrain
- Mud-Slap
- Pain Split
- Payback
- Play Rough
- Poison Fang
- Power-Up Punch
- Protect
- Psych Up
- Punishment
- Rain Dance
- Rest
- Rock Slide
- Sandstorm
- Seismic Toss
- Sleep Talk
- Snatch
- Stealth Rock
- Stockpile
- Stone Edge
- Substitute
- Sucker Punch
- Super Fang
- Swagger
- Sweet Scent
- Taunt
- Thunder Fang
- Thunder Punch
- Torment
- Toxic
- Vice Grip

Zic (Empoleon (M))
Nature: Relaxed (+Def, -Spe)
Type:
- Water: 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:
- Torrent (Passive): When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
- Defiant (Passive) (UNLOCKED): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 52 (-) (-10% evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 1
AC: 5/5
KOC: 0
Moves (53/91)
- Agility
- Aqua Jet
- Aqua Ring
- Avalanche
- Bide
- Blizzard
- Brick Break
- Brine
- Bubble
- Bubble Beam
- Bulldoze
- Defog
- Dig
- Dive
- Drill Peck
- Earthquake
- Endure
- Flash Cannon
- Fury Attack
- Giga Impact
- Grass Knot
- Growl
- Hidden Power (Fire)
- Hydro Cannon
- Hydropump
- Hyper Beam
- Ice Beam
- Icy Wind
- Iron Defense
- Knock Off
- Metal Claw
- Mud Sport
- Peck
- Pound
- Protect
- Rain Dance
- Rest
- Roar
- Rock Slide
- Scald
- Shadow Claw
- Signal Beam
- Sleep Talk
- Stealth Rock
- Substitute
- Surf
- Swagger
- Swords Dance
- Tackle
- Toxic
- Water Pledge
- Water Sport
- Waterfall
- Whirlpool
- Yawn

Elisa (Skarmory (F))
Nature: Adamant (+Atk, -SpA)
Type:
- Steel: 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.
- Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability 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). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Abilities:
- Keen Eye (Passive): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its vision also enables it to see through any attempts by an opponent to increase their own evasion.
- Sturdy (Passive): This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
- Weak Armor (Toggle) (LOCKED): 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.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 0/0
MC: 0
AC: 5/5
KOC: 0
Moves (47/78)
- Aerial Ace
- Agility
- Air Cutter
- Assurance
- Autotomize
- Brave Bird
- Counter
- Defog
- Double Team
- Drill Peck
- Endure
- Facade
- Feint
- Fly
- Fury Attack
- Iron Defense
- Iron Head
- Leer
- Mimic
- Night Slash
- Payback
- Peck
- Pluck
- Protect
- Pursuit
- Rest
- Roar
- Rock Slide
- Rock Tomb
- Roost
- Sand-Attack
- Sandstorm
- Sky Attack
- Sky Drop
- Sleep Talk
- Spikes
- Stealth Rock
- Steel Wing
- Substitute
- Swift
- Tailwind
- Taunt
- Torment
- Toxic
- Whirlwind
- X-Scissor

Sturdy (Bronzong (-))
Nature: Brave (+Atk, -Spe)
Type:
- Steel: 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: 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 (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) (UNLOCKED): The Pokemon's body structure is immensely dense, doubling its actual weight.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 28 (-) (-10% evasion)
Size Class: 3
Weight Class: 5 (8 with Heavy Metal)
Base Rank Total: 21
EC: 6/6
MC: 0
AC: 5/5
KOC: 0
Moves (68/73)
- Block
- Bulldoze
- Calm Mind
- Charge Beam
- Confuse Ray
- Confusion
- Double Team
- Dream Eater
- Earthquake
- Endure
- Explosion
- Extrasensory
- Facade
- Feint Attack
- Flash Cannon
- Frustration
- Future Sight
- Giga Impact
- Grass Knot
- Gravity
- Gyro Ball
- Heal Block
- Heavy Slam
- Hiden Power (Ground)
- Hyper Beam
- Hypnosis
- Imprison
- Iron Defense
- Iron Head
- Light Screen
- Metal Sound
- Payback
- Protect
- Psych Up
- Psychic
- Psyshock
- Psywave
- Rain Dance
- Recycle
- Reflect
- Rest
- Return
- Rock Polish
- Rock Slide
- Rock Tomb
- Rollout
- Round
- Safeguard
- Sandstorm
- Secret Power
- Shadow Ball
- Signal Beam
- Skill Swap
- Sleep Talk
- Snore
- Solar Beam
- Stealth Rock
- Strength
- Substitute
- Sunny Day
- Swagger
- Tackle
- Telekinesis
- Toxic
- Trick
- Trick Room
- Wonder Room
- Zen Headbutt

Bruno (Steelix (M))
Nature: Brave (+Atk, -Spe)
Type:
- Steel: 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.
- Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
- Rock Head (Passive): This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
- Sturdy (Passive): This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
- Sheer Force (Toggle) (UNLOCKED): At default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 9
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-) (-10% evasion)
Size Class: 7
Weight Class: 8
Base Rank Total: 22

Bruno (Steelix (M))
Nature: Brave (+Atk, -Spe)
Type:
- Steel: 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.
- Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Abilities:
- Rock Head (Passive): This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
- Sturdy (Passive): This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
- Sheer Force (Toggle) (UNLOCKED): No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
- Sand Force (Pasive) (MEGA): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 10
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-) (-10% evasion)
Size Class: 7
Weight Class: 10
Base Rank Total: 25
EC: 6/6
MC: 0
AC: 5/5
KOC: 0
Moves (67/91)
- Aqua Tail
- Attract
- Autotomize
- Bide
- Bind
- Block
- Body Slam
- Bulldoze
- Crunch
- Curse
- Dark Pulse
- Dig
- Double Edge
- Double Team
- Dragon Breath
- Dragon Pulse
- Dragon Tail
- Earth Power
- Earthquake
- Endure
- Explosion
- Facade
- Fire Fang
- Flail
- Flash Cannon
- Giga Impact
- Gyro Ball
- Harden
- Heavy Slam
- Hyper Beam
- Ice Fang
- Iron Head
- Iron Tail
- Magnet Rise
- Mimic
- Mud Sport
- Nature Power
- Payback
- Protect
- Rage
- Rest
- Roar
- Rock Blast
- Rock Polish
- Rock Slide
- Rock Throw
- Rock Tomb
- Rollout
- Sandstorm
- Sand Tomb
- Screech
- Self-destruct
- Skull Bash
- Slam
- Sleep Talk
- Smack Down
- Stealth Rock
- Stone Edge
- Substitute
- Sunny Day
- Swagger
- Tackle
- Taunt
- Thunder Fang
- Torment
- Toxic
- Twister

Randy (Metagross (-)) He's male, don't let GF confuse you.
Nature: Jolly (+Spe, +8% Acc., -SpA)
Type:
- Steel: 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.
- Psyquic: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:
- Clear Body (Passive): This Pokémon's body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
- Light Metal (Passive, Unlocked): The Pokémon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokémon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Stats:
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 81 (+) (+8% Accuracy)
Size Class: 4
Weight Class: 9 (7 with Light Metal)
Base Rank Total: 22

Randy (Metagross (-)) He's male, don't let GF confuse you.
Nature: Jolly (+Spe, +19% Acc., -SpA)
Type:
- Steel: 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.
- Psyquic: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:
- Clear Body (Passive): This Pokémon's body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
- Light Metal (Passive, Unlocked): The Pokémon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokémon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
- Tough Claws (Passive) (MEGA): This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.
Stats:
HP: 100
Atk: Rank 6
Def: Rank 6
SpA: Rank 3 (-)
SpD: Rank 4
Spe: 127 (+) (+19% Accuracy)
Size Class: 4
Weight Class: 11 (9 with Light Metal)
Base Rank Total: 27
MC: 0
AC: 5/5
KOC: 0
Moves (65/82)
- Aerial Ace
- Agility
- Block
- Body Slam
- Brick Break
- Bulldoze
- Bullet Punch
- Confusion
- Double Team
- Dynamic Punch
- Earthquake
- Endure
- Explosion
- Facade
- Flash Cannon
- Frustration
- Giga Impact
- Grass Knot
- Gravity
- Gyro Ball
- Hammer Arm
- Headbutt
- Hidden Power (Ground)
- Hone Claws
- Hyper Beam
- Ice Punch
- Icy Wind
- Iron Defense
- Iron Head
- Light Screen
- Magnet Rise
- Metal Claw
- Meteor Mash
- Mimic
- Miracle Eye
- Natural Gift
- Power-up Punch
- Protect
- Psychic
- Psych Up
- Psyshock
- Pursuit
- Rain Dance
- Reflect
- Refresh
- Rest
- Return
- Rock Slide
- Rock Tomb
- Sandstorm
- Scary Face
- Self-destruct
- Shadow Ball
- Signal Beam
- Sleep Talk
- Stealth Rock
- Substitute
- Sunny Day
- Swift
- Take Down
- Telekinesis
- Thunder Punch
- Toxic
- Trick
- Zen Headbutt
About: One of tavok's starting Pokémon, along with Gambo. Being quite weak when he was a Beldum, Randy felt like he held Gambo back, putting too much pressure on his partner since he couldn't do much himself. This feeling is what finally impulsed him to evolve into a Metang, trying to be stronger, but not much changed, as Gambo was still the powerhouse. He even fell even more behind when Gambo also evolved, being surpassed in literally every aspect.
Now, however, after lots of training and finally feeling the support of his friends, Randy managed to become a Metagross, now being as powerful as he had ever wanted.
Randy is quite energetic and analytic, despite what one would think, prefering to ready himself properly before assaulting his opponents with his powerful moves.
While not as experienced as Gambo, Randy is still one of tavok's most trusted Pokémon, and one to watch for.
VS
Challenger Deadfox081
Clawitzer [Mortar] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 51 (59/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
AC: N/A
Abilities: Mega Launcher
Attacks (39):
PHYSICAL
Aqua Jet
Bounce
Crabhammer
Flail
Smackdown
U-Turn
Vice Grip
Waterfall
SPECIAL
Aura Sphere
Bubble
Bubble Beam
Dark Pulse
Dragon Pulse
Flash Cannon
Focus Blast
Hidden Power [Psychic]
Hyper Beam
Ice Beam
Icy Wind
Muddy Water
Scald
Shadow Ball
Sludge Bomb
Sludge Wave
Surf
Water Gun
Water Pulse
OTHER
Endure
Entrainment
Heal Pulse
Helping Hand
Protect
Rest
Sleep Talk
Splash
Substitute
Swords Dance
Toxic
Water Sport
Infernape [Burst] (F)
Nature: Hasty (+15% Spe, + 18% Acc, -1 Def)
Type: Fire/Fighting
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 125 (108*1.15^) [+18%]
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 9
AC: 5/5
Abilities: Blaze, Iron Fist (Unlocked)
Attacks (54):
PHYSICAL
Acrobatics
Aerial Ace
Blaze Kick
Brick Break
Bulldoze
Close Combat
Counter
Dig
Double Kick
Dual Chop
Earthquake
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flare Blitz
Focus Punch
Fury Swipes
Giga Impact
Gunk Shot
Iron Tail
Low Kick
Low Sweep
Mach Punch
Poison Jab
Rock Slide
Scratch
Shadow Claw
Stone Edge
ThunderPunch
U-Turn
SPECIAL
Blast Burn
Ember
Fire Blast
Fire Spin
Flamethrower
Focus Blast
Grass Knot
Heat Wave
Hidden Power [Ice]
Hyper Beam
Incinerate
OTHER
Double Team
Encore
Endure
Focus Energy
Helping Hand
Leer
Nasty Plot
Protect
Slack Off
Stealth Rock
Taunt
Torment
Will-O-Wisp
RAID
Bloodlust
Conkeldurr [Puncha] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
Abilities: Guts, Sheer Force, Iron Fist (Unlocked)
Attacks (65):
PHYSICAL
Bide
Brick Break
Bulldoze
Chip Away
Comet Punch
Counter
Dig
Drain Punch
Dynamicpunch
Earthquake
Facade
Fling
Fire Punch
Focus Punch
Force Palm
Frustration
Giga Impact
Hammer Arm
Ice Punch
Knock Off
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power Up Punch
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Smackdown
Stone Edge
Strength
Superpower
ThunderPunch
Wake-Up Slap
SPECIAL
Focus Blast
Grass Knot
Hidden Power [Electric]
Hyper Beam
Snore
OTHER
Block
Bulk Up
Detect
Double Team
Endure
Focus Energy
Foresight
Helping Hand
Leer
Protect
Rain Dance
Rest
Scary Face
Sleep Talk
Substitute
Sunny Day
Swagger
Taunt
Toxic
Wide Guard

Clawitzer [Mortar] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water
Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 51 (59/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
AC: N/A
Abilities: Mega Launcher
Attacks (39):
PHYSICAL
Aqua Jet
Bounce
Crabhammer
Flail
Smackdown
U-Turn
Vice Grip
Waterfall
SPECIAL
Aura Sphere
Bubble
Bubble Beam
Dark Pulse
Dragon Pulse
Flash Cannon
Focus Blast
Hidden Power [Psychic]
Hyper Beam
Ice Beam
Icy Wind
Muddy Water
Scald
Shadow Ball
Sludge Bomb
Sludge Wave
Surf
Water Gun
Water Pulse
OTHER
Endure
Entrainment
Heal Pulse
Helping Hand
Protect
Rest
Sleep Talk
Splash
Substitute
Swords Dance
Toxic
Water Sport

Infernape [Burst] (F)
Nature: Hasty (+15% Spe, + 18% Acc, -1 Def)
Type: Fire/Fighting
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 125 (108*1.15^) [+18%]
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 9
AC: 5/5
Abilities: Blaze, Iron Fist (Unlocked)
Attacks (54):
PHYSICAL
Acrobatics
Aerial Ace
Blaze Kick
Brick Break
Bulldoze
Close Combat
Counter
Dig
Double Kick
Dual Chop
Earthquake
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flare Blitz
Focus Punch
Fury Swipes
Giga Impact
Gunk Shot
Iron Tail
Low Kick
Low Sweep
Mach Punch
Poison Jab
Rock Slide
Scratch
Shadow Claw
Stone Edge
ThunderPunch
U-Turn
SPECIAL
Blast Burn
Ember
Fire Blast
Fire Spin
Flamethrower
Focus Blast
Grass Knot
Heat Wave
Hidden Power [Ice]
Hyper Beam
Incinerate
OTHER
Double Team
Encore
Endure
Focus Energy
Helping Hand
Leer
Nasty Plot
Protect
Slack Off
Stealth Rock
Taunt
Torment
Will-O-Wisp
RAID
Bloodlust

Conkeldurr [Puncha] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Fighting
Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
AC: 5/5
Abilities: Guts, Sheer Force, Iron Fist (Unlocked)
Attacks (65):
PHYSICAL
Bide
Brick Break
Bulldoze
Chip Away
Comet Punch
Counter
Dig
Drain Punch
Dynamicpunch
Earthquake
Facade
Fling
Fire Punch
Focus Punch
Force Palm
Frustration
Giga Impact
Hammer Arm
Ice Punch
Knock Off
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Power Up Punch
Retaliate
Return
Reversal
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Smackdown
Stone Edge
Strength
Superpower
ThunderPunch
Wake-Up Slap
SPECIAL
Focus Blast
Grass Knot
Hidden Power [Electric]
Hyper Beam
Snore
OTHER
Block
Bulk Up
Detect
Double Team
Endure
Focus Energy
Foresight
Helping Hand
Leer
Protect
Rain Dance
Rest
Scary Face
Sleep Talk
Substitute
Sunny Day
Swagger
Taunt
Toxic
Wide Guard
Turn Order
Heads = Tavok sends first
Tails = Deadfox sends first
HEADS
Hello, and welcome to the Steel Gym. First off, I would like to point out that the coin used was a British 1952 bronze penny. It contains no steel and was not tampered in any way by the gym leader or his associates.
*stuffs a large wad of cash into her purse*
None of your business where that money came from.
On our leader's side, Dr. Tavok has brought quite a diverse array of Steel-types, a versatile team capable of striking the opposing side down with its strong, varied secondary STAB. Sturdy the Bronzong will likely be especially dangerous in this fight. It is extremely bulky and is not hit super-effectively by any of deadfox's STAB, and it can threaten the opposing team with strong Heavy Slams and super-effective Psychic-STAB.
On the challenger's side, deadfox has taken powerful Pokemon to wear down our metallic leader. Watch out for Burst the Infernape. It can hit the majority of tavok's team with super-effective STAB, and its strong, mixed offenses prevent it from being walled by tavok's physically bulky pokemon.
Now, without further ado, let the games begin.
tavok sends
deadfox081 sends and orders
tavok orders
I ref
Heads = Tavok sends first
Tails = Deadfox sends first

HEADS

Hello, and welcome to the Steel Gym. First off, I would like to point out that the coin used was a British 1952 bronze penny. It contains no steel and was not tampered in any way by the gym leader or his associates.
*stuffs a large wad of cash into her purse*
None of your business where that money came from.
On our leader's side, Dr. Tavok has brought quite a diverse array of Steel-types, a versatile team capable of striking the opposing side down with its strong, varied secondary STAB. Sturdy the Bronzong will likely be especially dangerous in this fight. It is extremely bulky and is not hit super-effectively by any of deadfox's STAB, and it can threaten the opposing team with strong Heavy Slams and super-effective Psychic-STAB.
On the challenger's side, deadfox has taken powerful Pokemon to wear down our metallic leader. Watch out for Burst the Infernape. It can hit the majority of tavok's team with super-effective STAB, and its strong, mixed offenses prevent it from being walled by tavok's physically bulky pokemon.
Now, without further ado, let the games begin.
tavok sends
deadfox081 sends and orders
tavok orders
I ref
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