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[DARK] Leader LouisCyphre vs. Challenger Geodude6 (Match Suspended)

Purgatory Mandates said:
4v4 Singles -- Leader brings 7
3 Substitutions
3 Day DQ.
Unlimited Recoveries and Chills
All abilities
Items Permitted
Switches Permitted For Challenger Only
Nightfall Theatre

Off on its own on a pleasant little field in a pleasant and clean city, sits an outwardly decidedly unpleasant building. This building, named the Nightfall Theatre, houses this city's Pokémon Gym.

Inside are deep red drapes and a strong whiff of lavender, rows of gold-trimmed seats and floor-lit aisles, and a stage. Upon this stage, the Dark-type Gym Leader works his magic.

A challenger is given a seat of their choice for the entertainment to come -- a play, put on by a mix of human and Pokemon actors and accompanied by a likewise-mixed orchestra. The play is vague and meaningless to all but repeat spectators. These depict prior challengers and their tales, or ways in which Lou met each of his Pokemon. At the end, there is polite applause and a brief break for refreshments, before the main attraction is initiated.

The challenger then finds themselves striding down the center walkway betwixt a hushed and watchful audience, ready to take in the coming spectacle. Stepping up onto the stage, the challenger finds their opponent absent, only for the lights to go out throughout the theatre! A single spotlight, narrow at first but widening with each moment, focuses on a robed figure that seems to rise from the floorboards themselves. The robed figure approaches the challenger and speaks—quietly, but heard clearly throughout the silent stands:


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***

LouisCyphre presides over this nefarious and technical Pokémon Gym. Using the tricks of stage lighting, Lou will shroud his active Pokémon in darkness, only to reveal a different battler when the lights swing back. His auxiliary team members remain concealed in the shadows, only becoming known when they're brought in to play. Lastly, Lou maintains initiative throughout the opening act, both counter-leading and counter-ordering against the challenger's decisions.

4v4 Singles or 4v4 Doubles; Leader's whim.
3 Substitutions
3 Day DQ.
Unlimited Recoveries and Chills
All abilities
Items Permitted
Switches Permitted For Challenger Only (see arena effects)

Dim the Lights (Arena Switch Mechanic)
  • At the end of each round, Lou declares a secret switch in a private message to the referee, without initiating a switch phase. This is something he must do; he cannot chose to stay in if he still has a bench. The Pokemon switched in will switch in after the round is reffed but before anyone issues orders.
    • This "free" switch is declared as part of the round, therefore effects like U-turn allow countering this switch -- the challenger sends out their U-turn target after seeing what mon Lou switches to. However, if both players use a switching move, Lou sends his switch out second in lieu of his free switch.
      • In general, the order in which switches occur is Lou's Free Switch, U-turn/Volt Switch, and then a switch phase if the challenger declares one.
    • Lou's free switch comes before all other switches.
      • Challenger switch-ins will Intimidate his free switch, for example.
    • If his free switch is to Duskdale the Colossoil, his Rebound ability will clear a layer of entry hazards before any U-turn switch-ins enter play.
      • Lou can use his free switch to pull a Pokemon out of play, and then immediately return it to play with U-turn or the like. A lot of his team knows switching moves, so be careful!
    • Rosey the Cacturne has the move Ingrain, which prevents her from switching out. In a doubles match, Lou may either switch out her teammate or have the switch fail (by targeting Rosey).
    • Lou may not initiate a normal switch phase.
    • Lou's free switch makes Perish Song extremely easy for him to abuse! Try not to get caught with a last mon standing
    • Trapping effects, such as Whirlpool, Mean Look, and Shadow Tag, fail to prevent either player from switching in this arena.
Additional Arena Effects
  • Lou sends out first in the first round. He orders second that round.
  • Both Lou and his challenger reclaim items from their Pokemon whenever they switch out or are KO'd. A new item can be issued to a given mon every time it enters play.
    • This might mean you'll end up with some partially-used berries, which are discarded after the match.
    • The same item can be issued to each member of a player's team. A player that owns but a single Expert Belt may take it from their switch-out and immediately give it to their switch-in, if they so choose.
  • Lou's challenger may initiate switches as normal, after Lou's free switch has been revealed. This does have the normal ramifications of either giving Lou a counterswitch or giving him second order. Lou may counterswitch to the mon that he just switched out if he so desires. Lou's counterswitches also yield second order to the challenger, as normal.
Arena Properties
  • Nature Power calls Role Play.
  • Secret Power reduces evasion by one stage 30% of the time.
  • Camouflage converts the user to the Ghost-type.
Banlist
  • Mewtwo, Ho-Oh, Lugia, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys (all), Palkia, Dialga, Giratina, Cresselia, Shaymin-S, Arceus, Terrakion, Reshiram, Zekrom, Kyurem-B, Kyurem-W, Keldeo

Leader LouisCyphre:
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Absol ♀ - Ferre
Nature: Mild (SpA: +1, Def: -1)
Type: Dark
Dark Type - 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:
Pressure - (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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Justified - (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: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75

Height Class: 3
Weight Class: 3
BRT: 18

MC: 0
DC: 5 / 5

105 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aerial Ace, Assurance, Bite, Body Slam, Bounce, Counter, Cut, Double-Edge, Façade Faint Attack, False Swipe, Feint, Foul Play, Frustration, Fury Cutter, Giga Impact, Headbutt, Iron Tail, Knock Off, Megahorn, Natural Gift, Night Slash, Payback, Psycho Cut, Punishment, Pursuit, Quick Attack, Retailate, Return, Rock Slide, Rock Smash, Rock Tomb, Scratch, Secret Power, Shadow Claw, Slash, Stone Edge, Strength Sucker Punch, Superpower, Thief, X-Scissor, Zen Headbutt
Special Moves - Blizzard, Charge Beam, Dark Pulse, Dream Eater, Echoed Voice, Fire Blast, Flamethrower, Future Sight, Hex, Hidden Power [Bug 7], Hyper Beam, Ice Beam, Icy Wind, Incinerate, Mud-Slap, Razor Wind, Round, Shadow Ball, Shock Wave, Snarl, Snore, Swift, Thunder, Thunderbolt, Water Pulse
Status Moves - Attract, Baton Pass, Calm Mind, Captivate, Curse, Detect, Double Team, Endure, Flash, Hail, Hone Claws, Leer, Magic Coat, Me First, Mean Look, Mimic, Nightmare, Perish Song, Protect, Psych Up, Rain Dance, Rest, Role Play, Sandstorm, Sleep Talk, Snatch, Spite, Substitute, Sunny Day, Swagger, Swords Dance, Taunt, Thunder Wave, Torment, Toxic, Will-O-Wisp, Wish

Ferre stands apart from other individuals - even teammates - as a matter of choice. She approaches conflict slowly, and after much thought. Bringing a cold stare and colder temper to bear, Absol favors a prudent offense to more zealously aggressive strategies, and always prepares a backup plan. Now an integral member of Lou's Nightfall Troupe, Ferre is acts as a primary troubleshooter, acting as a powerful surrogate to any ally on Lou's roster.
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Honchkrow ♂ - Oddjob
Nature: Quiet (SpA: +1, Spe -10, Evasion -10%))
Type: Dark / Flying
Dark Type - 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 Type - 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 increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) 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.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 61 (-)

Height Class: 2
Weight Class: 3
BRT: 20

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

43 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Assurance, Astonish, Brave Bird, Drill Peck, Fly, Peck, Pursuit, Quick Attack, Sky Attack, Sucker Punch, Superpower, Wing Attack
Special Moves - Air Cutter, Dark Pulse, Heat Wave, Hidden Power [Bug 7] Icy Wind, Psychic, Night Shade, Snarl
Status Moves - Defog, Double Team, Embargo, Endure, Haze, Mean Look, Perish Song, Protect, Psycho Shift, Quash, Rain Dance, Rest, Roost, Sleep Talk, Snatch, Substitute, Sunny Day, Tailwind, Taunt, Thunder Wave, Torment, Toxic, Whirlwind

Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive. When fighting as part of the Nightfall Troupe, Oddjob picks his targets with great care. Picking his battles allows Oddjob to maintain an elite level of control over his tasks.
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Hydreigon ♂ - Bolas
Nature: Naïve (Spe +15, Accuracy +5%, SpD: -1)
Type: Dark / Dragon
Dark Type - 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 Type - 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 - (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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.



Stats:

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

Height Class: 4
Weight Class: 5
BRT: 22

EC: 9 / 9
MC: 0

50 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Acrobatics, Aqua Tail, Assurance, Bite, Bulldoze, Crunch, Double Hit, Dragon Rush, Dragon Tail, Earthquake, Fly, Head Smash, Headbutt, Outrage, Payback, Rock Slide, Rock Tomb, Stone Edge, Superpower, Tackle, U-turn Zen Headbutt
Special Moves - Dark Pulse, Dragon Pulse, Dragon Rage, Dragonbreath, Earth Power, Fire Blast, Flamethrower, Flash Cannon, Focus Blast, Heat Wave, Signal Beam, Surf, Tri Attack
Status Moves - Double Team, Focus Energy, Protect, Psych Up, Rain Dance, Reflect, Roar, Roost, Substitute, Sunny Day, Taunt, Tailwind, Thunder Wave, Torment, Toxic

Brazen and difficult to deal with, Bolas strives for attention. He likes things flashy, bold, and noticable; and he relishes attention of any sort. He very often acts without thinking, preferring offense over defense, but he isn't a fool - he knows (however much it may irk him) that there are things out there that you simply can't bull rush. For everything else, though...
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Colossoil ♂ - Duskdale
Nature: Naïve (Spe +15, Accuracy +14%, SpD: -1)
Type: Dark / Ground
Dark Type - 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 Type - 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 - (Innate) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
(DW) Pressure - (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.

Stats:

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

Height Class: 5
Weight Class: 10
BRT: 22

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

43 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aqua Tail, Bite, Body Slam, Bounce, Brick Break, Bulldoze, Crunch, Dig, Dive, Dragon Tail, Drill Run, Earthquake, Fake Out, Fire Fang, Fissure, Megahorn, Pursuit, Rapid Spin, Rock Slide, Smack Down, Stone Edge, Sucker Punch, Superpower, Tackle, Thunder Fang, U-turn
Special Moves - BubbleBeam, Dark Pulse, Sand Tomb, Water Spout
Status Moves - Double Team, Encore, Endure, Leer, Protect, Quash, Rest, Roar, Sleep Talk, Snatch, Substitute, Taunt, Torment
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Sableye ♂ - Washington
Nature: Brave (Atk: +1, Spe -7, Evasion -10%))
Type: Dark / Ghost
Dark Type - 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 Type - 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 - (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.
(DW) Prankster - (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

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

Height Class: 1
Weight Class: 2
BRT: 16

MC: 0
DC: 5 / 5

48 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Astonish, Brick Break, Counter, Dig, DynamicPunch, Fake Out, Feint, Fire Punch, Focus Punch, Fury Swipes, Ice Punch, Low Kic, Metal Burst, Payback, Scratch, Shadow Claw, Shadow Sneak, Sucker Punch, ThunderPunch
Special Moves - Icy Wind, Night Shade, Power Gem, Psychic, Shadow Ball, Signal Beam
Status Moves - Attract, Confuse Ray, Detect, Embargo, Endure, Foresight, Gravity, Leer, Magic Coat, Moonlight, Pain Split, Pursuit, Rain Dance, Recover, Snatch, Substitute, Sunny Day, Taunt, Telekinesis, Torment, Toxic, Trick, Will-O-Wisp

An utter scoundrel, Washington is easily swayed by the charms of others. Attempting to work his charms on others carries mixed results, but he still puts out a solid effort in battle... Presuming that the foe hasn't wiled him with its charms.
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Crawdaunt ♂ - Atlantis
Nature: Quiet (SpA: +1, Spe -8, Evasion -10%))
Type: Water / Dark
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dark Type - 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:
Hyper Cutter - (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armor - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
(DW) Adaptability - (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 47 (-)

Height Class: 2
Weight Class: 3
BRT: 18

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

30 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Avalanche, Brick Break, Counter, Crabhammer, Crunch, Dive, Endeavor, Knock Off, Night Slash, Payback, Rock Slide, Superpower, ViceGrip, Waterfall, X-Scissor
Special Moves - Blizzard, Bubble, BubbleBeam, Dark Pulse, Ice Beam, Icy Wind, Scald
Status Moves - Double Team, Dragon Dance, Endure, Harden, Leer, Protect, Substitute, Taunt, Toxic

Taking no pleasure in his power, nor prowling his territory for opportunities to flaunt himself; Atlantis maintains silent vigil and guard over that which he calls his own, wary for any attempt to mar it.
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Weavile ♂ - Theosyne
Nature: Jolly (Spe +19, Accuracy +24%, SpA: -1)
Type: Dark / Ice
Dark Type - 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.
Ice Type - 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.

Abilities:
Pressure - (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.

(DW) Pickpocket - (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 144 (+)

Height Class: 2
Weight Class: 3
BRT: 21

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

50 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aerial Ace, Assurance, Avalanche, Beat Up, Bite, Brick Break, Counter, Dig, Façade, Faint Attack, Fake Out, Feint, Focus Punch, Foul Play, Fury Swipes, Ice Punch, Ice Shard, Low Kick, Low Sweep, Metal Claw, Night Slash, Quick Attack, Revenge, Scratch, Thief, X-Scissor
Special Moves - Blizzard, Icy Wind, Whirlpool
Status Moves - Agility, Assist, Double Team, Embargo, Foresight, Hail, Hone Claws, Leer, Nasty Plot, Rain Dance, Reflect, Rest, Screech, Sleep Talk, Snatch, Substitute, Sunny Day, Swagger, Taunt, Torment, Toxic

Challenger Geodude6:
This match is giving me the jitters!
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Braviary (M)
Nature: Adamant (+1 Atk, -1 SpA)
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 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:
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 attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sheer Force: (Toggle) 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.
Defiant (DW): (Passive) 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: 110
Atk: Rank 6+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Spare KOC: 4
MAX MOVEPOOL - FLOOR(50/15)=3 CC
Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Defog
Slash
Crush Claw
Superpower
Air Slash
Whirlwind
Sky Drop
Brave Bird
Thrash
Toxic
Bulk Up
Hidden Power (Grass, 7)
Sunny Day
Hyper Beam
Protect
Rain Dance
Frustration
Return
Double Team
Rock Tomb
Facade
Rest
Attract
Round
Retaliate
Shadow Claw
Giga Impact
Work Up
Rock Slide
Swagger
Pluck
U-turn
Substitute
Rock Smash
Cut
Fly
Strength
Heat Wave
Roost
Sky Attack
Sleep Talk
Snore
Tailwind
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Blaziken (F)
Naughty nature (+1 Atk, -1 SpD)
Type: Fire/Fighting
Fire: 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 bushfire areas.
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:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
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 occurs at the end of each round (stats other than Speed are still affected).
Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Hi Jump Kick
Fire Punch
Scratch
Growl
Focus Energy
Ember
Peck
Double Kick
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Flamethrower
Slash
Mirror Move
Brave Bird
Sky Uppercut
Flare Blitz
Agility
Baton Pass
Counter
Featherdance
Night Slash
Reversal
Hone Claws
Sunny Day
Hidden Power (Ice, 7)
Hyper Beam
Protect
Solarbeam
Earthquake
Dig
Double Team
Fire Blast
Aerial Ace
Shadow Claw
Swords Dance
Rock Slide
Endure
Substitute
Blast Burn
Bounce
Dual Chop
DynamicPunch
Fire Pledge
Heat Wave
Mega Punch
Mega Kick
Superpower
Thunderpunch
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Salamence (M)
Hasty nature (+15% Speed, +12% Accuracy, -1 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 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:
Intimidate: (Innate) 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.
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.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2-
SpA: Rank 4
SpD: Rank 3
Spe: 115+
Size Class: 4
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 1
DC: 5/5
Attacks:
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Dragonbreath
Zen Headbutt
Fly
Dragon Claw
Crunch
Double-Edge
Dragon Tail
Dragon Dance
Dragon Rush
Endure
Hydro Pump
Thrash
Toxic
Earthquake
Brick Break
Fire Blast
Aerial Ace
Rest
Shadow Claw
Giga Impact
Stone Edge
Rock Slide
Substitute
Air Cutter
Aqua Tail
Draco Meteor
Heat Wave
Iron Defense
Iron Tail
Outrage
Roost
Sleep Talk
Tailwind
Wish
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Hydreigon (F)
Naive nature (+15% Spe, +15% Acc, -1 SpD)
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 Thrash without losing focus.

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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 2-
Spe: 113+ (+15 Acc)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: N/A

Attacks:
Double Hit
Tri Attack
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Body Slam
Outrage

Assurance
Astonish
Fire Fang
Head Smash
Ice Fang
Thunder Fang

Roar
Taunt
Hyper Beam
Protect
Frustration
Earthquake
Return
Double Team
Fire Blast
Focus Blast
Acrobatics
Stone Edge
U-turn
Substitute
Fly
Surf

Dark Pulse
Draco Meteor
Heat Wave
Roost
Superpower
Tailwind
Zen Headbutt

Wing Attack
Gym Leader LouisCyphre sends out his first Pokemon and equips an item.
Challenger Geodude6 sends out his first Pokemon, equips an item, and orders.
Gym Leader LouisCyphre orders.
I ref.
 
8h6y8.png

I'm impressed at your team, truly. I must admit that I didn't expect such a fervent challenge.

I'll lead the first act. Theosyne, your curtain rises!
461.gif

Theosyne @ Chople Berry

Before you respond, I'd like to hear: What message did our show speak to you?
 
I chose to battle you just to help you break in your gym.

Blaziken @ Expert Belt

Heat Wave x3
IF Weavile uses Rain Dance THEN use Sunny Day.
IF Weavile is in the semi-invulnerable stage of Dig THEN use Earthquake.
IF you are unable to use Heat Wave THEN use Blaze Kick.
 
8h6y8.png

Let's get the ball rolling, then! I wonder what we'll win!

Theosyne - Assist (Sky Attack, Thunder Wave, Brave Bird) | Fake Out | Assist (Sky Attack, Thunder Wave, Brave Bird)
If Blaziken is paralyzed action 3, use Assist (Sky Attack, Brave Bird, Psycho Cut) that action instead.

@Complications
 
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Leader LouisCyphre
461.gif

HP: 100
Energy: 100
Status: None
Challenger Geodude6
257.gif

HP: 100
Energy: 100
Status: None​

Action 1
Weavile used Assist!
1/3=Sky Attack!
Weavile was surrounded by a white light!

Blaziken used Heat Wave!
Hit: <901/1000=Yes. 897=Hit!
Crit: 834=No
Effect: <101/1000=Yes. 274=No
(12+3+6-4.5)1.5=24.75 Damage!
6 Energy

Weavile used Sky Attack!
Hit: Irrelevant
Crit: 324=No
(14+7.5-4.5)1.5=25.5 Damage!
13 Energy

Action 2
Weavile used Fake Out!
Hit: Irrelevant
Crit: 276=No
4+7.5-4.5=7 Damage!
4 Energy

Blaziken flinched!

Action 3
Weavile used Assist!
2/3=Thunder Wave!
Weavile used Thunder Wave!
Hit: Irrelevant
Blaziken was paralyzed!
10 Energy

Paralysis Roll: <251/1000=Yes. 642=No Paralysis!
Blaziken used Heat Wave!
Hit: <901/1000=Yes. 396=Hit!
Crit: 554=No
Effect: <101/1000=Yes. 274=No
(12+3+6-4.5)1.5=24.75 Damage!
6 Energy

Blaziken's Speed Boost raises its speed!
2 Energy

Act One
Ladies and gentlemen, welcome to the Nightfall Theatre. I have been asked to remain as quiet as possible, as the play has begun. The first act begins with LouisCyphre's lead, Theosyne, doing a strange dance. Suddenly, Theosyne is surrounded by the avatar of a giant Honchkrow, and Theosyne is surrounded by a brilliant light. Not phased by the dramatic display, Geodude's Blaziken ignites its wrists, and the sudden burst of heat washes across the room, striking the foe for some hefty damage. Immediately after, Theosyne, surrounded by the Honchkrow avatar, leaps into the sky and strikes the foe bird, sending it crashing to the ground for even greater damage. Without halting, the Weavile lunges forwards and strikes Blaziken so abruptly that he causes it to flinch, and then, yet again, Theosyne follows up with a pulse of crackling electricity that seems to slow Blaziken's movements significantly. All Blaziken can do against the furious assault is launch another wave of heat, which yet again does significant damage. As the round ends, LouisCyphre returns Theosyne, beaten but not broken, to his Pokeball.
LouisCypher: Ha! You may have the upper hand in terms of HP, but this battle is far from over!
Blaziken: My master and I are the same: We are just getting started!

Leader LouisCyphre
461.gif

HP: 50
Energy: 73
Status: None
Challenger Geodude6
257.gif

HP: 67
Energy: 86
Status: Paralyzed (20%), +1 Speed​

LouisCyphre PMs me a Pokemon to send out.
I announce his choice.
LouisCyphre orders.
Geodude6 orders.
I ref.
[/Hide][/Hide]
 
PM isn't necessary since I order first anyway.

8h6y8.png

Excellent performance, Theo! Now, let's introduce a bit of tragedy to the opening act!

EXIT STAGE: Theosyne, reclaiming Chople Berry (3) for later use.
CUT TO: Oddjob @ Expert Belt!

430.gif

Oddjob - Sky Attack | Brave Bird | Sky Attack
Upon Blaziken's successful protective/evasive action without transfer, use Tailwind the first time and Rain Dance the second time. Push actions down.
Upon Blaziken's damaging evasive action against your Sky Attack, Fly that action. Do not push actions down.
Upon Blaziken's Counter, Psychic that actions and push actions down.
 
Leader LouisCyphre
430.gif

HP: 110
Energy: 100
Status: None
461.gif

HP: 50
Energy: 73
Status: None
Challenger Geodude6
257.gif
HP: 67
Energy: 86
Status: Paralyzed (20%), +1 Speed
Action 1
Honchkrow was surrounded by a white light!

Paralysis Roll: <201/1000=Yes. 381=No Paralysis!
Blaziken used Double Kick!
Hit: Irrelevant
Crit Roll 1: 226=No
Crit Roll 2: 136=No
6+3+8.5-3=14.5 Damage!
3 Energy

Honchkrow was unable to attack!
4 Energy
Action 2
Honchkrow used Brave Bird!
Hit: Irrelevant
Crit: 688=No
(15+3+7.5-4.5)1.5=31.5 Damage!
10.395 Damage Recoil
7.5 Energy

Paralysis Roll: <201/1000=Yes. 454=No Paralysis!
Blaziken used ThunderPunch!
Hit: Irrelevant
Crit: 617=No
Effect: <101/1000=Yes. 378=No
(10+8.5-3)1.5=23.25 Damage!
6 Energy

Action 3
Honchkrow was surrounded by a white light!

Paralysis Roll: <201/1000=Yes. 338=No Paralysis!
Blaziken used Double Kick!
Hit: Irrelevant
Crit Roll 1: 729=No
Crit Roll 2: 727=No
6+3+8.5-3=14.5 Damage!
3 Energy

Honchkrow was unable to attack!
4 Energy

Blaziken's Speed Boost raises its speed!
2 Energy

Act One
And we return to the main attraction. After beating a hasty retreat, Theosyne the Weavile quickly summoned aid from his previously alluded ally, Oddjob the Honchkrow. As the great bird formed from his Pokeball, he stared upon its rival in contempt, awaiting his plan of action. Eager to gain the edge, LouisCyphre ordered a powerful Sky Attack, but as Oddjob began to charge itself with radiant light, Geodude's Blaziken leaped forwards, striking it in a tornado kick that stunned it into inaction. Oddjob, outraged by such an insult, leaped into the air and dive bombed the Blaziken with a mighty Brave Bird, sapping almost half of its remaining health, but injuring Oddjob in the process. Returning the favor, Blaziken punched Oddjob with an electricity-loaded fist, also dealing hefty damage. Lou, deciding that Geodude wouldn't pull the same trick twice, ordered Oddjob to once again begin charging a Sky Attack, but with another speedy Double Kick, Blaziken interupted that plan. While the last round had ended on decidedly neutral ground, Geodude6 appears to have now made a decent lead, bringing two of Lou's Pokemon to less then half health.
Oddjob (Panting): Is that all you got, chicken?
Blaziken: Like I told your friend, we're just getting started.

Leader LouisCyphre
430.gif

HP: 47
Energy: 84
Status: None
461.gif

HP: 50
Energy: 73
Status: None
Challenger Geodude6
257.gif
HP: 35
Energy: 72
Status: Paralyzed (15%), +2 Speed​
 
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Switching out to Hydreigon @ Rare Candy. Reclaiming Blaziken's Expert Belt for future use.

Hydreigon: Dragon Pulse~Dark Pulse~Dragon Pulse
IF you are infatuated when you would use Dragon Pulse THEN use Dark Pulse.
IF you are infatuated when you would use Dragon Pulse AND you are tormented THEN use U-turn. Takes priority over first sub.
IF Sableye uses a p/e action successfully THEN use Focus Energy the first time and Tailwind the second time. Takes top priority.
 
8h6y8.png

I see Washington's history of lechery precedes him. Maybe after this day he'll have a reputation for punishment as well!

Washington - Substitute (20 HP) Stall | Focus Punch | Focus Punch
 
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Leader Louis Cyphre:
302.png

HP: 90
Energy: 100
Status: None
430.gif

HP: 47
Energy: 84
Status: None
461.gif

HP: 50
Energy: 73
Status: None
Challenger Geodude6:
635.gif

HP: 100
Energy: 100
Status: None
257.gif

HP: 35
Energy: 72
Status: Paralyzed (15%), +2 Speed
Action 1
Hydreigon used Dragon Pulse!
Hit: Irrelevant
Crit: 890=No
10+3+8.5-4.5=17 Damage!
6 Energy

Sableye used Substitute!
20HP
15 Energy

Action 2
Sableye is tightening its focus!

Hydreigon use Dark Pulse!
Hit: Irrelevant
Crit: 575=no
Effect: Irrelevant
9+3+8.5-4.5=16 Damage!
5 Energy

Sableye used Focus Punch!
Hit: Irrelevant
Crit: 395=No
(15+8.5-4.5)1.5=28.5 Damage!
10 Energy

Action 3

Sableye is tightening its focus!

Hydreigon used Dragon Pulse!
Hot: Irrelevant
Crit: 720=No
10+3+8.5-4.5=17 Damage!
Sableye's substitute faded!

Sableye used Focus Punch!
Hit: Irrelevant
Crit: 688=No
(15+8.5-4.5)1.5=28.5 Damage!
14 Energy

Leader Louis Cyphre:
302.png

HP: 53
Energy: 61
Status: None
430.gif

HP: 47
Energy: 84
Status: None
461.gif

HP: 50
Energy: 73
Status: None
Challenger Geodude6:
635.gif

HP: 43
Energy: 83
Status: None
257.gif

HP: 35
Energy: 72
Status: Paralyzed (15%), +2 Speed
 
8h6y8.png

Lulled into a sense of complacency by prior aversion of disaster, the audience is ready to see the characters develop.

EXIT STAGE: Washington, reclaiming Everstone for later use.
CUT TO: Theosyne @ Expert Belt Chople Berry

461.gif

Unfortunately, in order for members of the cast to grow, the cast itself must shrink. The suspense!

Theosyne - Ice Punch | Ice Punch | Ice Punch
Upon Hydreigon's Tailwind while he is not Taunted, Snatch it that action only once.
Upon Hydreigon's Roost while he is not Taunted, Taunt him at action only once.
Upon Hydreigon's Substitute while he is not Taunted, Taunt him at action only once.
 
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The cast will shrink indeed!

Heat Wave~Protect~Double Hit+Head Smash

(Should KO both Pokemon)

EDIT: Also, funny story involving a theater. Last week my school had a play and I was on the tech crew. During opening night, the actors skipped ahead several pages in the script, including the entrance, exit, and re-entrance of a major character. The tech crew, myself included, were having heart attacks because the cues were messed up. Also, to add on to the stress, a SPIDER EGG SAC hatched in the middle of the show, and the techies had to keep the baby spiders away from the stage and audience because the lead actor is a severe arachnophobic and if she saw a spider then the play really would have been a disaster.

(brought this up because the arena for our battle is a theater. Plus, it's a funny story)
 
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CALLING OUT THE GYM LEADER who, maybe knowingly, maybe not, changed the item of his Weavile from Chople Berry to Expert Belt after I had already ordered. Calling him out because this would significantly affect the battle outcome.

Post history shows that Gym Leader LouisCyphre posted at 5:02 AM (my time, GMT -7) on Sept. 23. Challenger Geodude6 posted at 1:08 PM the same day. Lou's post was edited at least once, at 5:03 PM Sept. 23. My post was edited twice, once at 1:14 Sept. 23, and again to edit in my story at 1:15 PM Sept. 24, which was when I noticed the edit.
 
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Confirming first that I saw the Chople Berry, and second that after reviewing post history the Expert Belt was in fact edited in after Geodude had made his final orders. The Chople Berry will be enforced.

To be specific, Lou made his post with the Chople Berry present at approximately 8 AM yesterday. The current order set by Geodude was edited at 4:14 PM yesterday my time. Lou made an edit to his substitutions at 8:30 PM, 4 hours after Geodude's post, and sometime between then and the present time edited his item from Chople Berry to Expert Belt.
 
Confirming first that I saw the Chople Berry, and second that after reviewing post history the Expert Belt was in fact edited in after Geodude had made his final orders. The Chople Berry will be enforced.

To be specific, Lou made his post with the Chople Berry present at approximately 8 AM yesterday. The current order set by Geodude was edited at 4:14 PM yesterday my time. Lou made an edit to his substitutions at 8:30 PM, 4 hours after Geodude's post, and sometime between then and the present time edited his item from Chople Berry to Expert Belt.
Confirming the above.
4zm2F.png
NlO0Hf0.png
 
CALLING OUT THE GYM LEADER who, maybe knowingly, maybe not, changed the item of his Weavile from Chople Berry to Expert Belt after I had already ordered. Calling him out because this would significantly affect the battle outcome.

Post history shows that Gym Leader LouisCyphre posted at 5:02 AM (my time, GMT -7) on Sept. 23. Challenger Geodude6 posted at 1:08 PM the same day. Lou's post was edited at least once, at 5:03 PM Sept. 23. My post was edited twice, once at 1:14 Sept. 23, and again to edit in my story at 1:15 PM Sept. 24, which was when I noticed the edit.

Use the Chople Berry! Theosyne is not Rosey the Cacturne; and is not fighting zarator's Golurk.

god this is humilating

now what'd I fuck up in zarator's match...?
 
Leader Louis Cyphre:
461.gif

HP: 50
Energy: 73
Status: None
302.png

HP: 53
Energy: 61
Status: None
430.gif

HP: 47
Energy: 84
Status: None

Challenger Geodude6:
635.gif

HP: 43
Energy: 83
Status: None
257.gif

HP: 35
Energy: 72
Status: Paralyzed (15%), +2 Speed

Action 1
Weavile used Ice Punch!
Hit: Irrelevant
Crit: 547=No
Effect: <101/1000=Yes. 328=No
(8+3+7.5-4.5)1.5=21 Damage!
5 Energy

Hydreigon used Heat Wave!
Hit: Irrelevant
Crit: 379=No
Effect: <101/1000=Yes. 979=No
(10+8.5-4.5)1.5=21 Damage!
9 Energy

Action 2
Hydreigon used Protect!
Hydreigon protected itself!

Weavile used Ice Punch!
Hydreigon protecte itself!
(8+3+7.5-4.5)1.5=21 Damage!
9 Energy

15.4 Energy Hydreigon

Action 3
Weavile used Ice Punch!
Hit: Irrelevant
Crit: 751=No
Effect: <101/1000=Yes. 981=No
(8+3+7.5-4.5)1.5=21 damage!
13 energy

Hydreigon used Double Smash!
Hit: Irrelevant
Crit Roll 1: 935=No
Crit Roll 2: 68=No
(23.333+6-4.5)1.5=37.25 Damage!
18.625 Damage Recoil!
Hydreigon fainted!
Weavile fainted!

Ladies and gentlemen, the first act has reached its close. Sensing that Hydreigon was almost finished, Theosyne began to assail it with a hail of Ice Punches. Undeterred by the pun, Hydreigon retaliate with a number of light hits, succeeded by a barrier of protective light. With barely any health left, Hydreigon launched its last and mightiest attack, and as the beast fell from its wounds, Theosyne also collapsed, the having taken its toll.

Leader Louis Cyphre:
461.gif

HP:DX
Energy: DX
Status: DX
302.png

HP: 53
Energy: 61
Status: None
430.gif

HP: 47
Energy: 84
Status: None

Challenger Geodude6:
635.gif

HP: DX
Energy: DX
Status: DX
257.gif

HP: 35
Energy: 72
Status: Paralyzed (15%), +2 Speed
 
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honestly I'm not sure if I order first or not

302.gif

Either way, Washington returns to play and reclaims his Everstone
 
I don't like this matchup >:(

Fire Blast~Heat Wave~Fire Blast
IF Sableye uses Ice Punch AND you are not taunted THEN use Protect and push actions back. Do not use twice in a row.
IF it is raining THEN change your actions to Hydro Pump~Aqua Tail~Hydro Pump, starting with the action in which the substitution activated.
IF Sableye uses Metal Burst AND you are not taunted THEN use Substitute (15) and push actions back.
 
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