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Leader jas61292 vs SubwayJ

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3v3 Singles (You PM 3, I PM up to 8)
2 Day DQ
5 Chills / 2 Recovery
Arena: Flying Gym
Switch: KO
Items: Off
2 Substitutions


Once again, the gym leader returns to a place high above the world. It's a turbulent place, one of massive winds and high-stakes battles. But at the same time, it's a place of calm. The winds blow without stop and under normal circumstances, only the gym leader would be here, alone with his team. But these are not normal circumstances. Today is a day of battle. The winds roar as always and the same ref and the same leader are here as always, but a different challenger stands at the opposite end of the field. The air continues to blow on, bringing challengers in and out. Some are victorious; other times the wind overwhelms them. What will this battle hold?

A few miles off the coast of land a large pillar sticks out of the ocean. It reaches up into the clouds, the top blocked from view when the sky is not clear. Atop the pillar lies a square battlefield, traditional in almost every sense. However, a few important differences set this place apart from your standard Pokemon arena.

First of all, the pillar itself is hollow and filled with water, that creates a pool at the fields center, giving combatants a water source other than the sea miles below. Secondly, the field itself is exceptionally thin, and as such all Pokemon who attempt to bury through it will plummet to their demise if they cannot keep themselves aloft. Finally, at each corner of the field are pillars with what appear to be nest-like structures at the top. These features allow sky based Pokemon to rest their wings more easily.

But what is even more important than the physical features of the arena are the natural effects of the location. Due to its location above the tropical seas and the directness of the sun's rays, hail turns to rain before it ever reaches the ground. Additionally, a lack of sand makes summoning a sandstorm impossible.

However, the most prominent feature of the gym is the wind. At this high altitude, strong winds are nearly a constant. The prevailing air currents bring big gusts in from the west on a regular basis, from right behind where the gym leader stands. This provides a constant effect similar to a Tailwind at one third of normal strength for the gym leader's Pokemon. In addition, the strong winds also amplify moves that use their effects, boosting their power and their accuracy as.

Summary:

  • No Sandstorm or Hail
  • The thin battle platform prevents Dig.
    • Well technically using Dig will just cause the digging Pokemon to plummet thousands of feet into the water below, putting them out of bounds and knocking them out of the battle.
    • Flying and Levitating Pokemon who won't fall can still use Dig, but it won't actually do anything.
    • Seriously though, this is the flying gym. Why would you be using Dig anyways?
    • All other attacks are allowed.
  • Energy Cost of Roost reduced by 1.
  • Permanent Tailwind-like effect on Gym Leaders side (provides 1.33x speed boost)
  • Wind Based attacks have their base accuracy increased by 10% up to a maximum of 100%
  • Wind Based attacks have base power increased by 2
  • Wind based moves include the following: Hurricane, Razor Wind, Gust, Twister, Air Slash, Ominous Wind, Silver Wind, Heat Wave, Icy Wind (There may be others that I am forgetting)
  • Changes to the accuracy of attacks due to the wind are factored in before any other effects, such as stage boosts to accuracy or evasion.
  • All effects, including the power boost to wind moves and the Tailwind effect, are arena effects, not weather effects, and thus can not be negated by Cloud Nine, Air Lock or other such effects.

jas61292 said:
581.png

Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks (31 Moves):

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Air Slash
Roost
Rain Dance
Tailwind
Brave Bird
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)
Brine
Gust

Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Double Team
Protect
Fly
Surf
Dive
Hyper Beam
TomoM.png

Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)

Type: Normal/Fighting
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW, unlocked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks (34 Moves):

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Hyper Voice@
Sky Drop
Superpower
Hurricane
Healing Wish

Roost
Nature Power
Haze
Yawn
Confuse Ray
Rapid Spin
Stealth Rock
Memento

Taunt
Toxic
Protect
Double Team
Substitute
Reflect
Hidden Power Ice
Grass Knot
Hyper Beam@
Snatch@
Quash~
Fly~

~ = In Tournament Only
@ = Out of Tournament Only
430.png

Honchkrow [Lafayette] (M)

Nature: Rash (+1 SpA, -1 SpD)

Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.


HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 71
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Attacks (43 Moves):

Faint Attack
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Taunt
Swagger
Sucker Punch
Torment
Nasty Plot
Night Slash
Dark Pulse

Roost
Psycho Shift
Confuse Ray
Sky Attack
Brave Bird
Perish Song
Quick Attack
Drill Peck
Mirror Move@
Quash~
Tailwind~

Calm Mind
Thunder Wave
Snarl
Shadow Ball
Psychic
Protect
Substitute
Payback
Fly
Hidden Power Grass
Double Team
Psych Up
Toxic
Double Team~

Heat Wave
Icy Wind
Superpower
Endure
Snatch
Detect
Double-Edge


~ = In Tournament Only
@ = Out of Tournament Only

-This pokemon was caught in a Heal Ball during the Fog of War-
521.png

Unfezant (Bird) (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Rivalry (DW, unlocked): (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 93
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: 0
DC: 5/5

Attacks (27 Moves):
Gust
Growl
Leer
Quick Attack
Air Cutter
Roost
Detect
Taunt
Air Slash
Razor Wind
Featherdance
Facade
Tailwind
Sky Attack

Hypnosis
Steel Wing
Uproar
Wish

Toxic
Protect
Hidden Power Ground (7)
Hyper Beam
Double Team
Psych Up
Giga Impact
U-Turn
Substitute
Fly
166.png

Ledian (Lucas) (M)
Nature: Relaxed (+ Def, -Spe, -10% Evasion)

Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Iron Fist (DW, unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 4
Spe: 73 (85/1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 15

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

Attacks (30 Moves):
Tackle
Supersonic
Comet Punch
Light Screen
Reflect
Safeguard
Mach Punch
Baton Pass
Silver Wind
Bug Buzz
Agility

Bide
Drain Punch
Encore
Focus Punch
Endure
Screech

Toxic
Protect
Substitute
Dig
Acrobatics
Swords Dance
Focus Blast
U-Turn
Double Team
Hidden Power (Psychic)
Brick Break

Tailwind

Ice Punch
Thunder Punch
Roost
372.png

373.png

Salamence (Roosevelt) (M)
Nature: Lonely (+ Atk, -Def)

Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Moxie (DW, unlocked): (Inate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 3
DC: 5/5

Attacks (34 Moves):
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Crunch
Dragon Claw
Double-Edge
Fly
Dragon Tail

Dragon Dance
Dragon Pulse
Hydro Pump
Endure

Fire Blast
Shadow Claw
Rock Slide
Earthquake
Substitute
Brick Break
Toxic
Roar
Stone Edge
Hidden Power (Grass)
Protect~
Bulldoze~

Draco Meteor
Tailwind@

Outrage
Ominous Wind
Heat Wave
Iron Tail
Steel Wing
Roost@


~ = In Tournament Only
@ = Out of Tournament Only
426.png

Drifblim (Floodrin) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type: Ghost/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (DW, Unlocked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 69 (80/1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 6/6
MC: 3
DC: 5/5

Attacks (16 Moves):
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Ominous Wind
Shadow Ball
Explosion

Disable
Hypnosis
Weather Ball

Toxic
Will-O-Wisp
Thunder Wave
Thunderbolt
Fly

Magic Coat
Icy Wind
225.png

Delibird (Epic) (M)
Nature: Lonely (+Atk, -Def)
Type: Ice/Flying
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.
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:
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Insomnia (DW, unlocked): (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 14

MC: 1
DC: 5/5

Attacks (9 Moves):

Present

Fake Out
Future Sight
Ice Shard
Ice Punch

Ice Beam
Brick Break
Fly

Seed Bomb
Sky Attack

Focus Punch
SubwayJ said:
Thanks for reffing!

frontnormal-mkrilowatt.png

Fruit Ninja (*) the Krillowatt (M)
Nature: Naive (+Spe, -SpDef)

Type: Electric / Water

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW UNLOCKED): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats: (Naive Nature)

HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121(+) (+17%ACC)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Moves:
Bubble (*)
Charge (*)
Tackle (*)
Thundershock (*)
Detect (*)
Zap Cannon
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Thunder
Copycat
Heart Swap
Discharge
Hydro Pump
Muddy Water
Guillotine
Volt Switch

Metronome (*)
Me First (*)
Counter (*)
Sheer Cold
Follow Me
Mind Reader

Ice Beam (*)
Thunderbolt (*)
Scald (*)
Blizzard
Protect
Round
Earthquake
Hidden Power Grass (7)
Substitute
Torment

Low Kick
Earth Power
Signal Beam
ThunderPunch
Ice Punch
Aqua Tail
Electroweb
Helping Hand

Total Moves: 42
scaled.php

Angry Birds the Cyclohm (M)
Nature: Modest (+Sp Atk, -Atk)

Type: Electric/Dragon

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:

Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW-Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one(1).

Stats: (Modest Nature)

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5

Moves:

Tackle
Growl
Twister
Whirlwind
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Hurricane
Slack Off
Weather Ball
Dragon Pulse
Double Hit
Bide
Tri Attack
Leer
Dragon Tail
Discharge
Zap Cannon
Thrash
Outrage

Heal Bell
Hydro Pump
Power Gem
Magnet Rise
Gust

Flamethrower
Thunder
Substitute
Hail
Sandstorm
Blizzard
Volt Switch
Sunny Day
Thunder Wave
Hidden Power Grass (7)
Hyper Beam
Surf
Earthquake
Protect
Thunderbolt
Torment
Light Screen
Ice Beam
Charge Beam
Fire Blast
Rest
Round
Incinerate

Signal Beam
Electroweb
Draco Meteor
Sleep Talk

Total Moves: 54
frontnormal-mstratagem.png

Temple Run the Stratagem (-)
Nature: Modest (+SpAtk, -Atk)

Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
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.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW UNLOCKED): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats: (Modest Nature)
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC 9/9
MC 0
DC 5/5

Moves:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Metal Sound
Giga Drain
Weather Ball
Magnet Rise
Electro Ball
Head Smash
Rock Polish
Double Edge

Earth Power
Heat Wave
Vacuum Wave
Ancientpower
Trick

Shadow Ball
Energy Ball
Protect
Hidden Power Ice (6)
Volt Switch
Flamethrower

Total Moves: 28

Today has brought a powerful trainer who can quite possibly overwhelm seven of jas' Pokemon... which would be a win. If he didn't have a Delibird.

1=jas leads
2=SubwayJ leads

1


jas61292 advances his first Pokemon.
 
Well.... this is not good. Eh, lets try something different.
Bird, take to the skys! (That's my amazing nickname for my Unfezant, in case you didn't know).
 
I walk into the Gym...

"What the hell am I getting myself into, gyms are for the most experienced of trainers, and I may still be considered a newbie!"

The flying gym looks very impressive suspended all those feet in the air!

My opponent, the leader, sends out his creatively named Unfezant, Bird, and I immediately start thinking.

"Why choose Unfezant? Who should I choose? WHAT SECRET KILLING POWERS DOES THIS PHEASANT HAVE?!?!?!"

After I think it over for a few minutes I make my decision.

"Let's go Temple Run, your rocky abilities should give us an advantage here!

We'll start off this battle with a Technician boosted AncientPower! Follow that up with your signature Paleo Wave! When you're done with that, strike our flying foe with another AncientPower! However, if our opponent boosts itself with the power of the wind and attempts to fly, you should send a Vaccum Wave towards them instead! Another precaution you should make is in the case of the Bird summoning some clones. of that happens you should send a wind boosted Heat Wave her way instead!


Summary:

AncientPower-Paleo Wave-AncientPower
***If Unfezant uses Fly AND has used Tailwind earlier in the round, use Vaccum Wave that action instead.
***If Unfezant uses Double Team, replace your following action with Heat Wave.
 
Bird, there is no way you can out power this rocky monster. But you have plenty of other things to do. Incapacitate it, and start racking up the residual. Then show some of your strength.

Hypnosis - Toxic - Hidden Power Ground (7)

If Hypnosis misses, try again and push back, but only once.
 
Round One: Secrets of the Ancients

Two levitating beings appear in flashes of light, one made of stones and the other of flesh. The stones stare blankly at the bird, who seems determined to show her worth in her debut in the flying gym. Of course, that will not be an easy task.

Temple Run summons up a small group of stones from the floor of the pillar. As they rise into the air, the entire pillar glows for just half a second before the lights fade and a barrage of stones fly towards Unfezant. While Bird is fast with the Tailwind, she is not fast enough and ends up being hit by the stones straight in the face for a critical hit. Slightly embarrassed, Bird stares at Temple Run with a look that entrances the stone being and sedates it for just a moment.

Of course, Bird doesn't pull any punches and promptly regurgitates a toxic mixture that seeps into Stratagem, causing it to wake up in alarm. Temple Run then draws from the power of the arena once more, and the entire arena seems to vibrate as a mystical force is unlocked from inside it as pillars of light erupt amidst the spreading stones. Bird is hit, but most importantly Stratagem has been boosted in almost every way. An uphill battle suddenly became steeper for the gym leader. Bird attempts to harness the light in her own glowing orb of ancient energy, but it pales in comparison to the monstorous power of her adversary. With the round done, Temple Run is barely phased while Bird is in a much worse position than where she started. Can the gym leader salvage this?

Ancientpower: [(6+5.5+3+3)*1.5] 26.25 damage, 4 energy (9292 no boost, 613 crit)
Hypnosis: 7 energy, Light Sleep Inflicted (974 hit, 601 Light Sleep)
Stratagem is fast asleep!
Toxic: 7 energy, Stratagem badly poisoned (2576 hit)
Stratagem woke up!
Ancientpower: [(6+5.5+3)*1.5] 21.75 damage, 4 energy, +Def/SpD/SpA/Att/Spe (596 boosts, 4470 no crit)
Hidden Power: [((7+1.5)*1.5)-1.75] 11 damage, 5 energy (8332 no crit)

521.png

HP: 43
EN: 81
Otr: ---

frontnormal-mstratagem.png

HP: 87
EN: 92
Otr: Badly Poisoned (2), +Def/Att/SpD/SpA/Spe
 
Well.......fuck. Iwas gonna set up a full tailwind, but with that +1 everything, it wouldn't even matter.

Hidden Power Ground - Steel Wing - Hidden Power Ground
If damaging Rock move is used, use Detect, but not on consecutive actions
If Disabe (Hidden Power) is used, Roost that action.
 
Round Two: Hidden Powers

The wind continues to howl.

The match resumes with the gym leader a little less than confident. Perhaps he's already considering the match lost? Both contestants summon a small orb of energy from the floor of the arena, and blast it out at the other. The two collide mid-arena, and a cold mud splatters across the field. The power that Stratagem is channeling lets him get out of it relatively unharmed, though. Seeing a chance to end this, the challenger calls for another Hidden Power, which strikes Unfezant out cold.

The challenger has secured an early lead on the gym leader, but can he sustain it? Stratagem is still relatively healthy, but the gym leader can now handpick his counter. Will this match be the fastest challenger victory ever? Will dogfish44's badge lose some of its value? Find out next time.

frontnormal-mstratagem.png

HP: 72
EN: 76
Other: Badly Poisoned (3)

Stratagem: Hidden Power Ice: [((9+5.5)*1.5)+1.75] 23.5 damage, 6 energy (8913 no crit)
Unfezant: Hidden Power Ground: [((7+1.5)*1.5)-1.75] 11 damage, 5 energy (8328 no crit)
Stratagem: Hidden Power Ice: [((9+5.5)*1.5)+1.75] 23.5 damage, 10 energy, KO (crit=irrelevant)


Leader jas61292 advances a new Pokemon, SubwayJ orders, Leader jas61292 orders.
 
Well, we are is a very bad spot right now. But if anyone can dig us out of it it would be Hatchet. So, I'll choose Tomohawk.
 
Our foe seems to have the types in his favour now, what to do, what to do...

Volt Switch-Electro Ball-Hidden Power
***If protective/evasive action is used, use Rock Polish that action and push actions back but never consecutively
***If Double Team is used, replace your following action with Heat Wave and push actions back

(Also a note. I was told that Volt Switch resets toxic counter, if this is untrue, use Hidden Power A1 instead)
 
Well, I have never heard that about Toxic, but based on how volt switch works, it makes sense.

Aura Sphere - Focus Blast - Aura Sphere
 
Round Three: Sparks Fly

The wind continues to howl...

Hatchet appears on the field shortly after Bird is returned, and the fighting-type immediately takes a battle stance, ready to pummel the opposing CaP. The battle quickly resumes its offensive pace, with Stratagem racing forwards in a cloak of electricity and smacking straight into Tomohawk. As the stones fly away, a blue orb chases them as they fly further and further away in an increasingly complex series of aerial maneuvers. But, the aura cannot be dodged and it eventually does make contact.

As both trainers await Stratagem's return, they fail to miss the massive cloud of sparks flying in at maximum speed behind Tomohawk. The bird turns just in time to see an orb of electricity strike it at high speed in the face. As he staggers back, Hatchet unleashes an incredibly powerful blast of energy wildly, and fails to hit the target in his pain and confusion. Coming out of the orb, Stratagem appears and blasts out another sphere of energy that collides with one from Tomohawk in a small explosion that effectively nullify the two attacks.

Both sides are hurting now. What will come of this?

Volt Switch: [(7+4)*1.5] 16.5 damage, 5 energy, Toxic Counter reset (6356 no switch)
Aura Sphere: [(9+3+1.5)*1.5] 20.25 damage, 6 energy (9646 no crit)
Electro Ball: [(6+4+3+3)*1.5] 24 damage, 9 energy (207 crit)
Focus Blast: Miss, 7 energy (7642 miss)
Hidden Power: [(6+3+4)*1.5] 19.5 damage, 6 energy (6941 no crit)
Aura Sphere: [(9+3+1.5)*1.5] 20.25 damage, 6 energy (9350 no crit)

frontnormal-mstratagem.png

HP: 28
EN: 56
Other: Badly Poisoned (2)

TomoM.png

HP: 50
EN: 81
Otr: ---
 
God damn it. Blast those rocks til they die.

Aura Sphere x3
If damaging Electric moves is used in a combo, Protect that action
If Disable is used, Taunt that action, but only once.
 
Round Four: Finally Falling

The wind continues to howl...

"God damn it, blast those rocks until they die!"

Stratagem and Tomohawk continue to face each other down, both combatants impressed at the strength of the other. But, the gym leader's rage quickly breaks the silence. Stratagem races forwards and blasts out another ball of light that soon slams into and dissolves against a ball of blue spiritual fire. Almost overwhelmed, Temple Run glances back to its trainer to get a final approving nod before charging up another orb of energy. It drifts across the field in almost slow motion as the trainers watch another Aura Sphere smash into and through it, flying directly into the head of Stratagem and knocking it out. While the score is now even, Tomohawk is exhausted. Can the gym leader still pull this, or is his defeat an inevitability?

Hidden Power: [(9+4)*1.5] 19.5 damage, 10 energy (7362 no crit)
Aura Sphere: [(9+1.5+3)*1.5] 20.25 damage, 6 energy (5500 no crit)
Hidden Power: [(9+4)*1.5] 19.5 damage, 14 energy (4522 no crit)
Aura Sphere: [(9+1.5+3)*1.5] 20.25 damage, 10 energy, KO (crit=irrelevant)

TomoM.png

HP: 11
EN: 65
Otr: ---
 
As Temple Run returns to it's pokeball, I look at my other two pokemon. Fruit Ninja my Krillowatt who has been with me from the start. And Angry Birds my Cyclohm who has trained hard and well to become my most experienced pokemon. After hesitating for a while, I make my choice.

"Lets go Fruit Ninja! You can do this!"

(Trace Prankster) Ice Shard+Ice Shard-Cooldown (Ice Shard+Ice Shard)-Ice Shard+Ice Shard
***If Protective/Evasive action is used use Substitute (15) and push actions back
 
Round Five: Tomohawk gets pwned

KRILLOWATT PWNAGE

err... in a flash of light Krillowatt appears, cloaked in ice as he races into Tomohawk, knocking it out before the bird even understands what his opponent is.



Mega Ice Shard: [(9-1.5)*1.5] 11.25 damage, 21 energy, KO (640 no crit)

frontnormal-mkrilowatt.png

HP: 125
EN: 79
Otr: Cooldown
 
Go Salamence
Earthquake - Earthquake - Earthquake
If Counter action 2 or 3, Hidden Power Grass instead
If Protect action 2 or 3, Dragon Dance instead
 
I anticipated that...

Cooldown-Mind Reader-Sheer Cold+Sheer Cold

If my calcs are correct, I survive all the Equakes, I OHKO with Super Cold and survive with 3EN

If I'm right, GG jas!
 
Round Six: Endgame

Salamence comes out to smash the little magic shrimp to bits, giving a mighty roar of intimidation that makes Krillowatt a little more afraid... a little. However, he isn't truly afraid until Salamence begins to smash his feet against the earth and create a massive vibration that slowly begins to work its way up the arena until the entire pillar is rumbling. Desperate for anything to save himself, Krillowatt begins to look into the mind of Salamence, a place filled with rage and anger and frustration at the futility of his situation. The encounter gives Krillowatt an idea of what's coming, but more importantly a plan. Salamence continues to thrash around in rage, the pillar itself starting to crumble towards the top as it cannot stand the constant pressure of the earth's rage.

Indeed, everything begins to split apart as the tower crashes towards the ground. The challenger begins to falter and the leader deploys another bird to jump onto, but he's unfortunately too late as the challenger himself begins to lose his balance as the edge falls away. And then...

Ice.


Krillowatt unleashes a massive pulse of ice that sweeps across the entire arena in an instant, binding together the entire tower in a massive barrier of frozen water and sending a small blizzard rushing out into the surrounding winds as temperatures begin to reach the absolute lowest point that the gym has ever recorded. Water vapor in the air freezing creates a thick, white mist that almost clouds out the end of the battle.

I think I'll skip the part where Charizards came to take care of everything, and the extensive repair work afterwards, and just say that Salamence do not like any ice. Particularly not glaciation. So, in a lobby on the coast, the second ASB flying badge was awarded.

Earthquake: [(10+4)*1.5] 21 damage, 7 energy (8151 no crit)
Krillowatt must recharge!
Mind Reader: 6 energy, Krillowatt is locked on
Earthquake: [(10+4)*1.5] 21 damage, 11 energy (8193 no crit)
Earthquake: [(10+4)*1.5] 21 damage, 15 energy (5513 no crit)
Mega Sheer Cold: [((25*2.25))*2.25] 126.56 damage, 70 energy... Salamence fainted!

Leader jas61292 is out of usable Pokemon!

SubwayJ wins!



Rediamond: 10 UC

jas61292: 2 CC
-Unfezant: 3 MC
-Tomohawk: 3 MC, 1 KOC
-Salamence: 3 MC

SubwayJ: 2 CC, ASB Flying Badge, 5 CC reward
-Stratagem: 3 MC, 1 KOC
-Krillowatt: 3 MC, 2 KOC
-Cyclohm: 3 MC
 
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