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[DARK] Leader Korski vs Challenger Rediamond

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Rediamond and his swarm approach the dark woods. How will this battle turn out?

Rules:
4vs4 ??? Battle (see OP for details and Arena info)
Arena: Primrose Woods
3-day DQ
Infinite Recoveries / Infinite Chills
Abilities=ALL
Items=ON
Switch=N/A
Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

Arena:
Roleplay:
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The Gym Challenger is to follow the Gym Leader and his team into the mysterious Primrose Woods, which at twilight becomes home to Korski's Dark-type Gym. The Woods constitute a heavily-wooded area with several clearings scattered about and connected by rough but discernible paths through the foliage. Dotting the landscape are the tens of thousands of Evening Primroses, vibrant yellow flowers that bloom only at night, giving the Woods an almost dream-like, faint-yellow hue. Towering above them is a 30' tree line that obscures some of the moonlight that acts as the Gym's only light source, giving the Gym a twilight-level of visibility and a shadow-swept landscape. The Woods are also home to a trickling creek bed that offers an ambient backdrop to the tension and pressure of the battle and allows Water-types to move more easily throughout the Woods.

Now, this Gym Battle is unlike any other the Challenger has ever faced. Instead of facing off in an arena in a traditional fashion, the Gym Leader will send all of his Pokemon out into the Woods at once to lurk in the shadows in waiting. The Challenger must then explore the Woods from clearing to clearing in search of the Leader's Pokemon and be ready to battle when an opponent is encountered. For this reason, it is imperative that the Challenger's Pokemon be released from their Pokeballs at the start of the battle and follow closely behind their trainer throughout the match. Due to the condition of the paths that connect the various, clearings, the Challenger and his/her team must move about single-file.

Upon reaching a clearing, the Challenger will be ambushed by one or more of the Gym Leader's Pokemon. A quick reaction time is crucial here, so the Challenger will be forced to send whichever Pokemon is (are) first in line behind him/her to combat the attacker(s). Once one Round of Action is over in these encounters, the Gym Leader's Pokemon flee(s) and regroup(s), and it is up to the Challenger to continue onward deeper into the Woods. While moving from clearing to clearing, the Challenger is free to reorganize their team members in line.

GYM BATTLE

Rules:

4vs4 ??? Battle
3-day DQ
Infinite Recovers / Infinite Chills
Abilities=ALL
Items=ON
Switch=N/A
Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

Arena:

Primrose Woods

Field Type: Dark
Complexity: Intense
Format: ???
Restrictions: Because of the travelling Roleplay element of the Arena, the moves Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Spikes, Stealth Rock, Tailwind, Toxic Spikes, Trapping moves (Whirlpool, Sand Tomb, etc.), and Phazing moves (Whirlwind, Circle Throw, etc.) will still work, but their effects will not carry over in-between Rounds. Stat boosts/drops, Taunt counts, etc. operate normally in-between Rounds, although a Pokemon is considered "switched out" after one Round in which the Pokemon does not directly battle.

Description:

Primrose Woods is the location of Korski's Dark-type Gym. Battles are not fought traditionally; rather, the battle format can be any of singles, doubles, or triples and can change each Round, depending on random chance. The format is decided before each Round by the referee via RNG (50% singles, 30% doubles, 20% triples), as are which Pokemon will be battling each other for the Round.

The Gym Leader's team for any given match will consist of Sableye and Zoroark and any two of the GL's other six Dark-type Pokemon. The Challenger will not know which two, however, at the start of the match; instead, he/she will discover their identities as the match goes on. All of the Gym Leader's available Pokemon will still be listed in the OP of the battle, but after the Challenger posts his/her team, the GL will PM the referee his choices for the two secret team members to complete his team of four. At the start of any given Round, after the referee RNG's for the format of the Round, the referee will RNG to decide which of the GL's Pokemon will be sent out.

ILLUSION: Because there is a new encounter with each Round, the Gym Leader's Zoroark, when chosen by the RNG, will be able to assume multiple different Illusions over the course of the match. Whenever Zoroark is selected to be sent out into battle, the referee will PM the Gym Leader, who will respond with the desired Illusion for the referee. In cases where there are no available inactive teammates (e.g. if Zoroark is the GL's final Pokemon, or if Zoroark is one of three remaining teammates and the format for the Round is triples), Zoroark will not assume any Illusion.

The Challenger's team will consist of whichever four (4) Pokemon he/she brings to the battle. At the start of the match, the player will post his/her team in full, release them all at once from their Pokeballs, and position them #1-4 in line. At the start of any given Round, after the referee RNG's for the format of the Round, the Challenger will be forced to send out his/her Pokemon in position #1 (singles), positions #1 and 2 (doubles), or positions #1, 2, and 3 (triples). At this point, the Gym Leader and Challenger will be able to order Actions like normal. After every Round, the Challenger is free to reorganize their Pokemon in line.

In terms of posting, the battle will look like this:

1. OP (Referee): Introduction Prose, Arena info, Rules, Gym Leader's Team (of 8), Challenger's team (of 4)
2. Challenger: Challenger positions team #1-4
3. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
4. Challenger: Actions
5. Gym Leader: Actions
6. Referee: Referee post, Gym Leader's Pokemon flee
7. Challenger (required): Decides whether or not to reposition team members
8. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
9. Gym Leader: Actions
10. Challenger: Actions
11. Referee: Referee post, Gym Leader's Pokemon flee
12. Challenger (required): Decides whether or not to reposition team members

Repeat steps 3-12 until there is a winner.

Gym Leader Korski's Team!

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Sableye Evol (F)

Type: Dark/Ghost
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Keen Eye, Stall, Prankster
  • Keen Eye: (Innate) 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 attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
  • Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
  • Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)

Size Class: 1
Weight Class: 2
Base Rank Total: 16

MC: 0
DC: 5/5

Attacks (69):

Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Knock Off
Punishment
Shadow Claw
Confuse Ray
Foul Play
Zen Headbutt
Shadow Ball
Mean Look

Feint
Metal Burst
Moonlight
Recover
Sucker Punch
Trick

Counter
Double-edge
DynamicPunch
Endure
Fire Punch
Gravity
Ice Punch
Icy Wind
Low Kick
Metronome
Mimic
Pain Split
Role Play
Seismic Toss
Spite
ThunderPunch

Focus Punch
Water Pulse
Toxic
Hidden Power [Grass]
Sunny Day
Taunt
Protect
Rain Dance
Telekinesis
Dig
Psychic
Brick Break
Double Team
Shock Wave
Aerial Ace
Torment
Facade
Rest
Attract
Snatch
Low Sweep
Incinerate
Will-o-Wisp
Embargo
Payback
Dark Pulse
Sleep Talk
Poison Jab
Substitute
Snarl
iaza17760446413800.gif

Zoroark Rebonita (F)

Type: Dark
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Illusion
  • Illusion: (Innate) 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. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Nature: Timid (+15% Spe, +17% Accuracy, -1 Atk)

Stats:

HP: 90
Atk: Rank 3 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 2
Spe: 121 (+)

Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC:: 0

Attacks (44):

U-turn
Scratch
Leer
Pursuit
Fake Tears
Hone Claws
Fury Swipes
Faint Attack
Scary Face
Taunt
Foul Play
Night Slash
Torment
Agility
Embargo
Punishment
Nasty Plot
Imprison
Night Daze

Counter
Dark Pulse
Detect
Extrasensory
Memento
Snatch
Sucker Punch

Calm Mind
Roar
Toxic
Hidden Power [Ice]
Sunny Day
Hyper Beam
Protect
Dig
Double Team
Flamethrower
Aerial Ace
Attract
Thief
Low Sweep
Focus Blast
Payback
Grass Knot
Substitute
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Honchkrow Big Brass (M)

Type: Dark/Flying
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: Insomnia, Super Luck, Moxie
  • Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
  • Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
  • Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (-)

Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks (52):

Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Faint Attack
Nasty Plot
Mean Look
Foul Play
Tailwind
Sucker Punch
Night Slash
Quash
Dark Pulse

Brave Bird
Confuse Ray
Drill Peck
Featherdance
Mirror Move
Quick Attack
Perish Song
Psycho Shift
Roost
Sky Attack
Whirlwind

Endure
Heat Wave
Icy Wind
Sleep Talk
Superpower

Toxic
Hidden Power [Ground]
Sunny Day
Hyper Beam
Protect
Psychic
Double Team
Torment
Facade
Steel Wing
Detect
Rest
Snatch
Payback
Giga Impact
Thunder Wave
Pluck
Substitute
Fly
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Scrafty Ichabod (M)

Type: Dark/Fighting
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Shed Skin, Moxie, Intimidate
  • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
  • Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
  • Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing 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 an Action, and will affect all opponents.
Nature: Adamant (+1 Atk, -1 SpA)

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58

Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks (40):

Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Chip Away
Hi Jump Kick
Scary Face
Crunch
Facade
Focus Punch
Head Smash

Counter
Detect
Dragon Dance
Drain Punch
Fake Out
Fire Punch
Ice Punch
ThunderPunch
Zen Headbutt

Dragon Claw
Roar
Toxic
Bulk Up
Taunt
Protect
Dig
Double Team
Torment
Rest
Low Sweep
Giga Impact
Stone Edge
Rock Slide
Dragon Tail
Substitute
iaza17760495589200.gif

Skuntank Polecat (M)

Type: Poison/Dark
  • Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Stench, Aftermath, Keen Eye
  • Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
  • Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
  • Keen Eye (DW): (Innate) 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 attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 73 (-)

Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Attacks (44):

Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
Smokescreen
Feint
Slash
Toxic
Acid Spray
Flamethrower
Night Slash
Memento
Explosion

Crunch
Double-edge
Haze
Iron Tail

Sucker Punch

Roar
Venoshock
Hidden Power [Grass]
Sunny Day
Taunt
Protect
Dig
Double Team
Sludge Bomb
Fire Blast
Torment
Facade
Rest
Attract
Thief
Snatch
Endure
Incinerate
Payback
Giga Impact
Sleep Talk
Poison Jab
Substitute
Defog
Rock Smash
iaza17760472577100.gif

Colossoil Sucker (M)

Type: Dark/Ground
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound, Guts, Pressure
  • Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
  • Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
  • Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Nature: Jolly (+15% Speed, +14% Accuracy, -1 SpA)

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (+)

Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Attacks (58):

Leer
Tackle
Peck
Mud Shot
Horn Attack
Bite
Bubblebeam
Rapid Spin
Mud Bomb
Magnitude
Pursuit
Body Slam
Bounce
Stockpile
Swallow
Spit Up
Horn Drill
Crunch
Megahorn

Aqua Tail
Encore
Fake Out
Fissure
Flail
Sucker Punch
Water Spout

Dive
Knock Off
Superpower

Roar
Toxic
Taunt
Protect
Knock Down
Earthquake
Dig
Brick Break
Double Team
Sandstorm
Torment
Facade
Rest
Attract
Thief
Snatch
Endure
Quash
Embargo
Payback
Giga Impact
Stone Edge
Bulldoze
Rock Slide
Sleep Talk
Dragon Tail
Poison Jab
U-turn
Substitute
iaza17760434740900.gif

Hydreigon* Turvy (F)

Type: Dark/Dragon
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Levitate
  • Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+)

Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0

Attacks (47):

Tackle*
Double Hit
Tri Attack
Dragon Rage*
Focus Energy*
Bite*
Headbutt*
Dragonbreath*
Roar*
Crunch*
Dragon Pulse
Work Up*
Dragon Rush
Scary Face
Hyper Voice
Outrage

Dark Pulse*
Earth Power*
Head Smash
Screech*
Thunder Fang

Draco Meteor

Toxic
Hidden Power [Grass]
Sunny Day
Taunt*
Protect
Rain Dance
Earthquake
Double Team
Reflect
Flamethrower
Fire Blast
Torment
Focus Blast
Charge Beam
Incinerate
Acrobatics
Stone Edge
Thunder Wave*
Bulldoze
Rock Slide
Dragon Tail
U-turn
Substitute
Fly
Surf
iaza17760423995800.gif

Sharpedo Vanity (F)

Type: Water/Dark
  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities: Rough Skin, Speed Boost
  • Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
  • Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Nature: Mild (+1 SpA, -1 SpD)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 95

Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Attacks (48):

Leer
Bite
Rage
Focus Energy
Scary Face
Crunch
Ice Fang
Screech
Swagger
Aqua Jet
Taunt
Agility
Skull Bash
Night Slash

Brine
Double-edge
Hydro Pump

Bounce
Endure
Icy Wind
Mud-Slap
Spite
Super Fang
Zen Headbutt

Roar
Toxic
Hidden Power [Fire]
Ice Beam
Blizzard
Protect
Rain Dance
Earthquake
Double Team
Rock Tomb
Torment
Facade
Scald
Payback
Giga Impact
Avalanche
Bulldoze
Dark Pulse
Poison Jab
Substitute
Surf
Waterfall
Whirlpool
Dive

Rediamond's Team!
637.png

Volcarona [Flare] (F)
Nature: Modest (+1SpAtt, -1Att)

Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 100
Atk-: Rank 1
Def: Rank 3
SpA+: Rank 6
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
[DreamWorld]

Attacks: 40
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia

Endure
Magnet Rise
Morning Sun
String Shot

SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly
348.png

Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)

Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 2/5

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect

Rock Slide
Rapid Spin
Cross Poison

Endure
Aqua Tail

X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down
frontnormal-msyclant.png

Scylant (F) [Scadi]
Type: Ice/Bug
Nature: Mild (+SpAtt, -Def)

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

EC: 6/6
MC: 1
DC: 5/5

HP: 100
Atk: Rank 4
Def-: Rank 2
SpA+: Rank 5
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Moves: 33
Leer
Leech Life
Focus Energy
Bug Bite
Ice Shard
Slash
Icy Wind
Icicle Spear
Hail
Icicle Crash
Bug Buzz
Avalanche
Sheer Cold
Icy Wind
Ice Punch
Ice Beam

Earth Power
Spikes
Counter
Superpower

Blizzard
X-Scissor
Rock Slide
Acrobatics
Taunt
Double Team
Dig
U-Turn
Hone Claws
Toxic
Venoshock
Hidden Power Rock 6
Hyper Beam
Earthquake
Focus Punch
214.png

Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 5/5

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. [DreamLocked]

Attacks: 43
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint

Bide
Revenge
Flail
Double Edge
Focus Punch

Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute

1. Rediamond gives the order of his team (and items!), and Korski PMs me his two other mons!
2. I'll RNG all the stuff, and then Rediamond will give orders.
 
Heracross: Rock Slide~Megahorn Hydreigon~Rock Slide
Armaldo: Rock Slide~X-Scissor Sableye~Rock Slide
IF Sableye uses Will-o-Wisp on Armaldo, Armaldo uses Protect that action and pushes actions back
-If Armaldo is taunted on the action he would use Protect, switch that action and all remaining to Facade Hydreigon
IF Hydreigon uses Fly on Heracross, Heracross switches his action to Counter, and push action back.
 
Welcome to my gym, where deception is lurking around every crooked path and narrow bend. Don't let your eyes deceive you now, that's my job!

Evol: Fake Out [Heracross]~Counter~Sunny Day

Turvy: Flamethrower [Heracross]~Counter~Flamethrower [Heracross]
IF Megahorn misses, THEN quickly switch over to an Aerial Ace x2 Combo [Heracross] on A2.

Gonna fry those bugs.

Also, I hadn't thought of it before now but I'm going to make A3 combos against the rules before they cause any problems, as the mechanics would interfere with the RP elements of the arena too much and are actually not even an option for my team members due to the format and RNG and all that. So if I can't do it, neither can anyone else!
 
Rediamond releases the tough physical attackers of his swarm, Diego Armaldo and Corpus the Heracross to accompany him into the depths of the dark woods. Though bug-types are usually comfortable and relaxed in a forest, these two are unnerved by the murky darkness, where shadows seem to dance, taunting and teasing the two bugs. The primrose flowers glow dimly, and Corpus leans down to inspect one, remaining alert for attackers.

Unfortunately, he did not remain alert enough, and a swift shadow leaps down from the trees, striking him with a Fake Out attack. His ally left reeling, Diego Armaldo ducks down and begins to gather rocks for an attack. It was fortunate that he did so -- a Flamethrower scorches the air mere inches above his head, hitting Corpus and lighting the field temporarily. In the sudden burst of light, the grinning form of Evol the Sableye is seen. Diego Armaldo then flings out his Rock Slide at her and the unseen attacker. A yelp of pain is heard, and Turvy the Hydregion lands on the ground, his form backlit by the primroses.

Corpus seems to have regained himself, and charges angrily at Turvy, seeming to take revenge for the earlier flames. He slams into the dragon with a mighty Megahorn and Turvy is rammed back into a tree trunk. Diego Armaldo follows his ally and slashes at Evol with a crossing X-Scissor attack, his claws partially passing through the ghostly form. Both Turvy and Evol glance at eachother momentarily, before releasing a powerful Counter-attack into their foes. The bugs are put on the back foot again, and the two dark-types are not ready to let up.

Evol then dances wickedly, calling the primroses to brighten so much that the area even heats up, as if it were a Sunny Day, but no sunlight penetrates the thick canopy of this forest. Turvy takes advantage of this, sending another Flamethrower into Corpus's carparace. The extra heat from the glowing primroses is just too much for Heracross to take, and the valorous fighting-type falls. Diego still charges again with another Rock Slide, weakening both of the dark-types.

As the ambush fades, Turvy's skin shimmers away, momentarily revealing the black fur of Zoroark, before she races off into the darkness again. Evol laughs once more before leaping up again into the trees, and Diego glares out into the darkness, prepared for another attack.

iaza17760491396200.gif
iaza17760446413800.gif

Evol | Rebonita
Item: Leftovers | Rocky Helmet
HP: 49 | 28
EN: 72 | 64
Status: OK | OK

214.png
348.png

Corpus | Diego
Item: Damp Rock | Muscle Band
HP: KO | 76
EN: KO | 85
Status: KO | OK

Sunny (3 Rounds)

Sable=Fake Out Hera (4 EN) [6 Damage]
Zoro=Flamethrower Hera (7 EN) [20 Damage]
Arma=Rock Slide (5 EN) [16 Damage Zoro, 14 Sable]

Hera=Megahorn Zoro (7 EN) [31 Damage] [8 Rocky Helmet Damage]
Arma=X-Scissor Sable (5 EN) [16 Damage]
Zoro=Counter Hera (22 EN) [47 Damage]
Sable=Counter Arma (14 EN) [24 Damage]

Sable=Sunny Day (10 EN)
Zoro=Flamethrower Hera (7 EN) [24 Damage]
Arma=Rock Slide (5 EN) [15 Damage Zoro, 14 Sable]

Sable heals 6 HP from lefties
 
Hmm that's not how I pictured that Round going. Heracross is definitely a major threat that I needed to neutralize, which is what I had planned on doing and which should have happened, if I'm not mistaken. What I think happened is that you forgot to account for Items while calculating, Leethoof. Zoroark was holding the Rocky Helmet and Sableye the Leftovers as I noted in the PM, so Sableye should have 3 more HP and Heracross should have taken (6 [Fake Out] + 20 [Flamethrower] + 8 [Rocky Helmet (Megahorn)] + 47 [Counter] + 24 [Flamethrower]) = 105 damage (103 with strict damage and end-Round rounding), meaning Zoroark's second Flamethrower should have KO'd it and prevented it from getting off that Rock Slide, which adds 11.5 HP to Zoroark and 10 HP to Sableye. The second thing is that Armaldo is holding the Muscle Band, which gives it +1 BAP to its attacks, making Rock Slide do 15.5 damage to Zoroark and 14 damage to Sableye each hit, or 31 and 28 damage for the Round, respectively. X-Scissor does 16 damage to Sableye and so Counter does 24 damage back while costing the same 14 EN.

So, with no statuses or extra stuff going around, the four Pokemon should look like: Sableye @ Leftovers [49 HP, 72 EN], Zoroark @ Rocky Helmet [28 HP, 64 EN, 1 KO], Heracross @ Damp Rock [0 HP, 93 EN, KO'd], and Armaldo @ Muscle Band [76 HP, 85 EN], and then of course there's the "Sunlight" (I like what you did there flavor-wise) for three more Rounds. I think it would be a good thing also to note the Pokes' Items as they come and go; I never intended for them to remain secrets after the team members were revealed. For the sake of fairness, I will say that Hydreigon should have been listed with an Enigma Berry, which is the Item it will be carrying for this match, and I will clarify that weather and field effects like Trick Room behave normally in this Arena (although you seem to have that perfectly under control, Leethoof).

Finally, I'm checking over at my battle with MrcRanger97 and I see that the same thing happened there in the first Round with the lack of Leftovers recovery (also Pain Split has a cap of 25 damage/recovery now it seems), so at the end of the Round I calculated the Pokes should look like: Sableye @ Leftovers [79 HP, 62 EN] and Cyclohm @ None [77 HP, 87 EN, Burned, Toxic Poisoned (2 DPA)]. But you should also double-check my work on these corrections so we can all be sure it's right. And yes I am aware my 'mons burn through energy like hell.

Sorry to ask for such an overhaul, but I think staring down Volcarona in the Sun while ordering first is worth ensuring my hard-fought KO. There'll be fireworks coming up for sure, but I hope I can use the weather setup to put a little extra pressure on and avoid getting rampaged.
 
Herp. Imma go ahead and remember to use items from now on. And also get used to the new rounding rules. Thanks for pointing out the errors!

All fixed up, I believe.
 
This should be exciting.

Evol: Fake Out [Syclant]~Moonlight
IF Syclant is ordered to use Icy Wind or Icicle Spear A2, THEN use Quash [Syclant] on that Action.

Big Brass: Heat Wave~Sky Attack [Volcarona]
IF Syclant is Protected by Volcarona A1, THEN Use Thunder Wave [Volcarona] on that Action and push Actions back (once).
IF Armaldo is ordered to target you with Rock Blast A2, THEN use Fly [Volcarona] on that Action.

Turvy: Flamethrower [Syclant]~Flamethrower [Syclant]
 
I can deal with Paralysis
Volcarona: Protect Scylant~Heat Wave

Armaldo: Rock Slide~Rock Slide
IF Heat Wave burns Armaldo action one, use Facade Honchkrow on actions one And two
IF Honchkrow is KO'd, redirect to Hydreigon

Scylant: Blizzard~Dig Sableye
 
Bumping this because it seems to have been forgotten about. So:

Rediamond, are you still interested in continuing this challenge? If so, PM me and we'll find a subref ASAP. If not, post here and we'll put everyone out of their misery.
 
Alright, calling an end to it. Nice try everyone.

As a side note, I'd consider simplifying your arena or something Korski, because it is clearly scaring refs off.
 
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