[Flying] Leader P2X7 vs Challenger Exclaimer

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
The Old said:
Field Type: Flying
Complexity: Moderate
Restrictions: Limited Weather (see description)
Description:

Meteor Falls: important stop in any Hoennite's journey to the top, favored sojourn of that region's champion, and former site of a Flying Gym. This Gym was very short-lived, as the Gym League lost contact with the leader during his first match, and most challengers were lost, as well. The Gym League quickly found a replacement, and the Gym fell to obscurity. However, tales soon arose of a party of teenagers who vanished without a trace while searching for the site of the Gym; these stories are often used to spook younger Hoennites, but it is hard to find someone who doesn't believe them on some level.

Nevertheless, you have heard rumors that the Gym is again accepting challengers, so you head to the Hoenn region to investigate these reports, armed with a flashlight and your wits. Remembering that the cave is home to an excessively large amount of Zubat, you have entered the base floor with an equal amount of Repel spray. However, the dark history of the gym lurks in the back of your mind, and you can't shake a feeling of unease, almost like something is watching you.

Unfortunately, finding the Gym for which you are looking is not exactly the easiest task, as the information you gathered was somewhat ambiguous; "Meteor Falls" leaves much to be desired. As a result, you are left to pause and carefully plot out your next move.

Suddenly, a dark shape flits across your peripheral vision. Starting, you attempt to follow the blur with your light, but it is nowhere to be found. As your adrenaline level rises, your composure begins to dissipate, climaxing when the shape dives toward you as a terrifying, yet somewhat familiar, shriek pierces the air. You recoil in fear and drop your torch, which shuts off upon impact with the ground, prompting you to scrabble about the floor to find the implement.

When the flashlight is once again in your grasp, you turn the beam on the silhouette, revealing a small Zubat. As it hovers in the air in front of you, ignoring the copious amount of Repel in use, you recall an apocryphal piece of information: That eccentric of a leader made his lair in a cave, using Zubat to communicate with potential challengers. Feeling as if you have found an important clue as to the Gym's authenticity, you cautiously step forward. The Zubat darts a few meters away, then halts, wheeling to face you as if to beckon you towards it. You oblige, as the Pokemon seems your best shot at finding the Gym.

The Zubat brings you to one of the bodies of water found in the system and waits for you to devise a means of following it. You release a Pokemon capable of carrying you across oceans with Surf, and the Zubat darts to a nearby waterfall. Upon its arrival at its destination, the Pokemon crawls into a cranny in the stone abutting said waterfall and disappears.

Seeing only one way to proceed and noticing the silhouette of your guide behind the torrent, you push through the crashing waterfall and emerge into a small cavern. You immediately perceive a drastic difference in temperature; whereas the main system was damp and cool, this area is marked by a somewhat oppressive heat. Furthermore, the floor is covered by billowing clouds of fog, through which a handful of small, red lights glitter eerily. Several Solrock float through the air at various positions, casting a bright light that illuminates the rest of the area, which is revealed to be a rather large, dome-shaped room reaching dimensions of 20 x 20 x 40. Markings on the ground indicates that this is clearly an arena of sorts, and a sizable meteorite, streaked with rivulets of an unknown, red mineral and lodged in the center of the field, marks the center of the zone designated for combat.

The Zubat you followed here reappears from its hiding spot and swiftly maneuvers toward a person, whom you assume to be the leader, standing in the corner of the cave with his back turned to you, seemingly observing a vein of red ore identical to that visible in the meteorite and recording what he sees in a notepad. He greets the Pokemon as it arrives, then turns to face you and approaches.

"I assume that you are here to challenge the Gym, eh?" the man states; he attempts to continue, but you interrupt him to ask about the rumors that brought you here. The man sighs. "Yes, the Gym is open, and I am its leader. I have been In my defense, though, how was I supposed to know that a dimensional rift lay beneath the cavern floor? That provoked the Zygarde intervention, and—" he shakes his head, then says "I am rambling; that is a story for another day. Anyway, after that fiasco ended, I discovered that the Gym Committee had already found my replacement. Eventually, though, I was called upon once more to reopen the gym, which I gladly answered."

Again, you cut in, inquiring about the stories of missing teenagers. The leader rubs the bridge of his nose and says, with a hint of irritation in his voice, "That is merely an urban legend! Yes, a group of kids did enter my cave last year, but they are fine; granted, they encountered the Zygarde in its full glory, but they fled, unharmed, to Fallarbor Town. The media exaggerated the whole ordeal, though, and the entire region has been afraid of my little cave, here, ever since." He affixes his gaze on you. "I have no more time to spend disputing such tales. Do you wish to challenge my gym?" You nod in affirmation, and the leader clears his throat and says:

"Well, then, I should inform you that there are a few special conditions in play here:


-"By now, you've probably noticed the abundance of Solrock here. Their incandescence provides a wonderful substitute for true sunlight,
providing all effects of Sunny Day. However, exposure to the red ore has changed the Pokemon in unexpected ways, causing them to emit a great deal of heat, as well. As a result, the weather effect reduces the power of Ice-type attacks, rather than Water-type attacks. Also, due to the subterranean environment of the arena, the weather cannot be altered unless the user is holding the appropriate weather rock.


-"I have long known this cavern to cast an aegis of sorts over its inhabitants, but it, too, has changed since I discovered the red ore. Watch this."

The leader tosses a Pokeball to the ground, releasing a Ledyba. He caresses the Pokemon's head, causing a rippling, green light to trace the path drawn by his fingers before vanishing moments later.

"Don't ask me how it works—I did not even know how the last protection functioned—, but this new fortification dampens the strength of strikes that would otherwise be crippling while affecting weaker blows less tangibly. If I were to put a number to this occurrence, I would say that it reduces the damage modifier of all moves with a type effectiveness of 4x to 2x, rather than 2.25x.


-"If you look around, you'll notice that the walls are studded with a special gemstone that closely resembles Pinsirite. The high concentrations of what appears to be a raw form of the Mega Stone has convinced the Gym League to
allow me to bring Pinsir to all matches that take placed in this area. However, as a result of the immense energy exuded from the natural Pinsirite when sent out, a primal sense is awakened inside the Pokemon, and it refuses to hold any item that is not Pinsirite, Mega Evolving immediately upon send-out."


-"The plentiful amount of rocks is sufficient to fling during a brawl. The ground here is surprisingly fertile and allows the growth of mosses, but when that fails, I have a collection of houseplants stashed in various corners of the cavern. The waterfall through which you entered, besides being an excellent target at which to practice launching fireballs, is an abundant source of flowing water. You can probably deduce from my rambling that there are no restrictions to any moves here."


- "Although the majority of the Zygarde left the cave after the issue was resolved, a few cells lingered to monitor my activities. Somehow, the things record my conversations and send them back to the main Pokemon. You probably have seen their lights through the fog, already, as they glow for some reason, and, if you can invoke the Power(,) of Nature, you can draw upon the Pokemon's power to assist yourself in battle."


-"Oh, and another thing." The leader glances upwards. Following his gaze, you notice a massive colony of Zubat roosting at the ceiling of the cave. "Try not to disturb them. Their discomfort is expressed in quite the cacophonous manner. I suppose that a Pokemon so disposed might purposely trigger the colony's disruption by certain methods—say, Secret Power—but I feel that those individuals are quite impolite."


-"Finally, timeliness is essential here; potential challengers usually manage to find my gym in rapid succession, spurred by the same rumors that you heard, and I shall need a while to answer their questions, as well. I thus issue you a single warning: if you tarry in your challenge, I shall "call in" a report to the Zygarde; said report is usually baseless," the leader gives you a stern look, then continues, "but it is nevertheless in your best interest to evacuate my gym after I do so."

Summary:
- The default weather is, for the purposes of all Abilities, moves, and other pertinent mechanics, a duplicate of Sun, but it reduces the Base Attack Power of Ice-type attacks, rather than Water. The only weather that can be called without the use of its respective weather rock is Sun.
- The damage modifier of 4x effective attacks is x2.
- Roost has +1 priority. A Pokemon that uses Roost retains all resistances and immunities granted by the Flying type until the end of the action.
- Mega Pinsir may be brought by the leader, but it must hold Pinsirite and must Mega-Evolve immediately upon send-out.
Codifications:
- Nature Power calls Thousand Arrows.
- Camouflage changes the user into a Ground-type.
- Secret Power rolls to Confuse.
- No external rock sources.
- There are no restrictions on external water and grass sources.

Battle Rules
4v4 Gym Doubles
3 Day DQ, 1 Warning
All Items
All Abilities
Infinite Chills / Recoveries
Switch=OK
3 Substitutions
0 Mega Evolutions
P2X7

Tomohawk [Saber] (Male) (*)
Nature: Modest (+1 SpA, -1 Atk)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying-types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

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

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5
KOC: 3

Moves (53/86):

Level-up:
Sunny Day
Aura Sphere
Scratch (*)
Fury Swipes (*)
Baby-Doll Eyes
Harden (*)
Focus Energy (*)
Aerial Ace
Rock Smash (*)
Morning Sun
Roar (*)
Whirlwind
Noble Roar
Rain Dance
Earth Power
Taunt
Hyper Voice
Air Slash
Heat Wave
Sky Drop
Rest
Hurricane
Healing Wish

Egg Moves:
Air Cutter
Baton Pass
Confuse Ray (*)
Stealth Rock (*)
Yawn (*)
Haze (*)
Nature Power (*)
Rapid Spin

TM Moves:
Toxic
Hidden Power [Ice]
Hyper Beam
Protect
SolarBeam
Return (*)
Brick Break (*)
Double Team (*)
Reflect
Focus Blast
Substitute (*)
Roost
Incinerate
Quash
Bulldoze
Rock Slide (*)
Grass Knot

Tutor Moves:
After You
Bounce
Helping Hand
Sleep Talk
Snatch
Tailwind
Uproar

Togekiss [Vol] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Fairy / Flying
Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of their position.

Abilities:

Hustle: (Toggle) No default effect. When toggled, this Pokemon puts immense force and speed into 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.
Serene Grace: (Passive) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Passive) 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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
Sp.Atk: Rank 5
Sp.Def: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5
KOC: 4

Moves (55/???):

Level-Up:
After You
Sky Attack
Extreme Speed
Aura Sphere
Air Slash
Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Fairy Wind
Encore
Ancientpower
Follow Me
Bestow
Wish
Safeguard
Baton Pass

Egg Moves:
Extrasensory
Foresight
Mirror Move
Morning Sun
Psycho Shift

TM Moves:
Psyshock
Toxic
Sunny Day
Light Screen
Protect
SolarBeam
Psychic
Shadow Ball
Reflect
Flamethrower
Rest
Thunder Wave
Grass Knot
Sleep Talk
Substitute
Dazzling Gleam
Fly

Tutor Moves:
Heal Bell
Heat Wave
Magic Coat
Mud-slap
Shock Wave
Tailwind
Water Pulse

Other:
Counter
Endeavor
Endure
Helping Hand
Silver Wind
Telekinesis
Zap Cannon

Cawmodore [Gilligan] (M)
Nature: Hasty (+15% Speed, +21% Accuracy, -1 Def)
Type: Steel / Flying
Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type moves and Poison/Toxic Status.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with with Dig (except other Flying-types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a Size Class greater than four (4). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent sends in a new Pokemon, Intimidate can be activated again as a command.
Volt Absorb: (Passive) This Pokemon absorbs all electrical attacks and instead of taking damage, recovers 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only receives 25% of the damage that attack would do to itself.
Big Pecks (HA Unlocked): (Passive) 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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 136 (135.7) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 6/6
MC: 0
AC: 5/5
KOC: 3

Moves (44/63):

Level-Up:
Leer
Peck
Growl
Swift
Metal Claw
Screech
Wing Attack
Steel Wing
Belly Drum
Bullet Punch
Brine
Tailwind
Flash Cannon
Hurricane
Anchor Shot

Egg Moves:
Air Slash
Drill Peck
Mirror Move
Pursuit
Quick Attack
Quick Guard
Razor Wind
Water Sport

TM Moves:
Toxic
Hidden Power [Ice]
Hyper Beam
Protect
Roost
Smack Down
Brick Break
Rest
Sky Drop
Giga Impact
Pluck
Substitute
Fly
Surf

Tutor Moves:
Block
Drain Punch
Endeavor
Iron Head
Knock Off
Sky Attack
Sleep Talk

Charizard [Charizard] (M)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Fire / Flying
Fire: Fire STAB; immune to Burn status. Brighten Command.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability unless under the effects of Smack Down and Gravity, even for ground-based Flying Pokemon. Will always hit foes with Dig (except other Flying-types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Blaze: (Passive) When this Pokemon's HP is lower than 33%, the base damage of any fire attack is increased by two (2). (e.g. Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (HA Unlocked): When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 115 (115.00) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20


Charizard [Charizard] (M)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Fire / Dragon
Fire: Fire STAB; immune to Burn status. Brighten Command.
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (I.e. -1 BAP on Aqua Jet against Garchomp). Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:

Tough Claws: (Passive) This Pokemon has has sharp claws that enhance the Base Attack Power of all of its contact attacks by two (2).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 115 (115.00) (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 23

Charizard [Charizard] (M)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)
Type: Fire / Flying
Fire: Fire STAB; immune to Burn status. Brighten Command.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability unless under the effects of Smack Down and Gravity, even for ground-based Flying Pokemon. Will always hit foes with Dig (except other Flying-types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Drought: (Trigger) Unless otherwise commanded by its trainer, when this Pokemon is sent out or when a Pokemon Mega Evolves into a Pokemon with this Ability, it summons blistering sunlight that scorches the field that last for 4 rounds (6 with Heat Rock), expending 10 EN to do so.

Command: Activate Drought - 9 En - summons Sunny weather to the field

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 7
SpD: Rank 4
Spe: 115 (115.00) (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 25


EC: 9/9
MC: 2
AC: 5/5
KOC: 3

Moves (59/???):

Level-Up:
Wing Attack
Heat Wave
Dragon Claw
Air Slash
Scratch (*)
Growl (*)
Ember (*)
Leer (*)
Metal Claw (*)
Smokescreen (*)
Dragon Rage (*)
Rage (*)
Scary Face (*)
Fire Fang (*)
Flame Burst
Flamethrower
Fire Spin

Egg Moves:
Air Cutter (*)
Beat Up
Counter (*)
Crunch
Dragon Pulse (*)
Dragon Rush
Flare Blitz (*)
Focus Punch (*)
Outrage

TM Moves:
Roar
Toxic
Protect (*)
Roost
Solar Beam
Earthquake
Fissure
Dig (*)
Reflect
Fire Blast (*)
Rock Tomb
Flame Charge
Rest
Focus Blast
Sky Drop
Will-O-Wisp (*)
Shadow Claw
Fly
Rock Slide
Sleep Talk
Substitute (*)
Rock Smash
Defog

Tutor Moves:
Blast Burn
Endure
Iron Tail
Mimic
Tailwind
Thunder Punch

Other:
Acrobatics
Bide
Block
Quick. Attack

Dragonite [Eclipse] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon / Flying
Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit targets on the field regardless of position.

Abilities:

Inner Focus: (Passive) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Multiscale (HA Unlocked): (Passive) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (60.5) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 22

EC: 9/9
MC: 1
AC: 5/5
KOC: 4

Moves (56/???):

Level-Up:
Hurricane
Fire Punch
Thunder Punch
Roost
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Dragon Tail
Wing Attack
Outrage
Hyper Beam

Egg Moves:
Aqua Jet (*)
Dragonbreath (*)
Extreme Speed (*)
Iron Tail (*)
Supersonic (*)

TM Moves:
Dragon Claw
Ice Beam (*)
Light Screen
Rain Dance
Thunderbolt (*)
Thunder
Earthquake
Flamethrower (*)
Reflect
Fire Blast
Aerial Ace
Rest (*)
Sky Drop
Giga Impact
Stone Edge
Rock Slide
Sleep Talk
Substitute
Rock Smash
Fly
Surf (*)
Whirlpool
Defog
Dive

Tutor Moves:
Draco Meteor
Dragon Pulse
Icy Wind
Shock Wave
Superpower
Tailwind

Other:
Barrier
Bide
Endure
Heal Bell
Horn Drill
Hydro Pump
Water Gun
Zap Cannon

Aerodactyl [Cerdic] (M)
Nature: Jolly (+15% Speed, +26% Accuracy [+30% Accuracy Mega], -1 SpA)
Type: Rock / Flying
Rock: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4, etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Harden, Iron Defense, Light Screen, Protect, Quick Guard, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for grounded flying Pokemon. Will always hit foes with Dig (Except other Flying-types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes and Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target attacks that hit Pokemon on the field regardless of position.

Abilities:

Rock Head: (Passive) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: (Passive) 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.
Unnerve (HA Unlocked): The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Tough Claws (Mega): This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (149.5) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

Stats (Mega):
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (172.5) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 23

EC: N/A
MC: 1
AC: 5/5
KOC: 5

Moves (49/???):

Level-Up:
Iron Head (*)
Ice Fang (*)
Fire Fang (*)
Thunder Fang (*)
Wing Attack (*)
Supersonic (*)
Bite (*)
Scary Face (*)
Roar (*)
Agility (*)
Ancient Power (*)
Crunch
Take Down
Sky Drop
Rock Slide
Giga Impact

Egg Moves:
Assurance (*)
Dragonbreath (*)
Pursuit (*)
Tailwind (*)
Wide Guard (*)

TM Moves:
Toxic
Razor Wind
Taunt (*)
Protect
Smack Down
Earthquake (*)
Double Team
Sandstorm
Rock Tomb
Torment (*)
Facade
Rest
Stone Edge (*)
Sleep Talk
Substitute
Rock Smash
Fly (*)

Tutor Moves:
Aqua Tail
Endure
Heat Wave
Iron Tail
Sky Attack
Stealth Rock

Other:
Bide
Defog
Double-Edge
Mimic
Reflect

Toucannon [Barret] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Normal / Flying
Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Flying: Flying STAB; immune to Ground attacks and the Arena Trap Ability except when under the effects of Smack Down or Gravity, even for ground-based Flying Pokemon. Will always hit foes with Dig (except other Flying-types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a Size Class greater than four (4). Unaffected by Spikes or Toxic Spikes when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly, or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:

Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its vision also allows it to see through any attempt by an opponent to raise their own evasion.
Skill Link: (Passive) This Pokemon's skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Sheer Force (HA Unlocked): (Toggle) By default this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 52 (52.17) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 4
AC: 5/5
KOC: 1

Moves (42/46):

Level-Up:
Beak Blast
Rock Blast
Peck (*)
Growl (*)
Echoed Voice (*)
Rock Smash (*)
Supersonic (*)
Pluck (*)
Roost (*)
Fury Attack (*)
Screech (*)
Drill Peck
Bullet Seed
Featherdance
Hyper Voice

Egg Moves:
Brave Bird (*)
Boomburst (*)
Mirror Move (*)
Tailwind (*)
Uproar (*)

TM Moves:
Toxic (*)
Sunny Day
Protect (*)
Frustration
Smack Down
Return
Brick Break
Double Team
Flame Charge
Rest
Attract
Thief
Round
Overheat
Steel Wing (*)
Swords Dance
Fly (*)
Swagger
Sleep Talk
U-turn (*)
Substitute
Flash Cannon


Exclaimer


Tulowitzki is an arrogant showoff like nobody else. He's just as happy to win an important match as he is to look good losing one, and could care less about the outcome as long as people understand he was the MVP. Sure, he appreciates his teammates, but only if they admit that he was the star of the show. Which, of course, he is.

♪♪♪

Tulowitzki [♂] [Aerodactyl]

[Type]
Rock / Flying​

[Abilities]
Pressure
Moves that target this Pokemon cost 2 more EN.

Rock Head
Moves used by this Pokemon do not inflict recoil.

Unnerve (✓)
Prevents opponents from eating berries.

[Stats and Nature]
Nature: Jolly [+ Speed, - Special Attack]
HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Speed: 150 (+26% Accuracy)

Base Stat Total: 20

Size Class: 4
Weight Class: 4​

[Mega Evolution]

Tough Claws
Contact attacks have 2 more BAP.

Nature: Jolly [+ Speed, - Special Attack]
HP: 100
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 3
Speed: 173 (+30% Accuracy)

Base Stat Total: 23

Size Class: 4
Weight Class: 4​

[Counters]
MC: 5
AC: 5/5​

[Moves]
Aerial Ace
Agility
Air Cutter
Ancient Power
Aqua Tail
Assurance
Bide
Bite
Bulldoze
Crunch
Defog
Detect
Double Edge
Double Team
Dragon Claw
Earthquake
Endure
Facade
Fire Blast
Fire Fang
Flamethrower
Fly
Frustration
Giga Impact
Headbutt
Heat Wave
Hidden Power Fairy
Hone Claws
Hyper Beam
Ice Fang
Iron Head
Iron Tail
Mimic
Natural Gift
Payback
Protect
Pursuit
Rain Dance
Razor Wind
Reflect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Sandstorm
Scary Face
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Smack Down
Stealth Rock
Steel Wing
Stone Edge
Strength
Substitute
Sunny Day
Supersonic
Swagger
Tailwind
Take Down
Taunt
Thief
Thunder Fang
Torment
Toxic
Twister
Whirlwind
Wide Guard
Wing Attack​


Sucrose's nervous system consists entirely of electricity. When panicked, Sucrose lets out jolts of electricity in order to deter threats. Unfortunately, Sucrose is very touchy and most contact will result in him panicking. Sucrose's diet has led him to developing a pink pigment throughout his body, though Elizabeth is unsure what exactly causes this.

♪♪♪

Sucrose [♂] [Cyclohm]

[Type]
Electric / Dragon​

[Abilities]
Shield Dust
Secondary effects do not affect this Pokemon, such as burns from Scald or Flamethrower.

Static
Opponents that use a contact attack on this Pokemon have a 30% chance of being paralyzed.

Overcoat (✓)
Immune to powder moves and damage inflicted by weather. If already immune to one of these, then all incoming attacks are reduced by 1 BAP.

[Stats and Nature]
Nature: Modest [+ Special Attack, - Attack]
HP: 110
Atk: 1 (-)
Def: 5
SpA: 5 (+)
SpD: 3
Speed: 80

Base Stat Total: 21

Size Class: 4
Weight Class: 4​

[Counters]
EC: 9/9
MC: 0
AC: 5/5​

[Moves]
Bide
Charge
Discharge
Double Hit
Draco Meteor
Dragon Breath
Dragon Pulse
Dragon Rage
Endure
Fire Blast
Flamethrower
Growl
Heal Bell
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Ion Deluge
Leer
Light Screen
Magnet Rise
Power Gem
Protect
Rain Dance
Roar
Slack Off
Sonic Boom
Substitute
Tackle
Thunderbolt
Thunder Shock
Torment
Tri Attack
Twister
Volt Switch
Weather Ball
Whirlwind​


Aeroborus came to Elizabeth as a Dratini, seeking her out for a mission that she must overcome. Elizabeth caught the Dratini, and trained it into a Dragonite, and now seeks out what the mission could be. Neither of them knew, and to this day they still do not know. Aeroborus spends its free time flying around the country, looking for clues.

♪♪♪

Aeroborus [♀] [Dragonite]

[Type]
Dragon / Flying​

[Abilities]
Inner Focus
Immune to flinching.

Multiscale (✓)
If the round is started with maximum HP, all damage to this Pokemon will be reduced by half.

[Stats and Nature]
Nature: Rash [+ Special Attack, - Special Defense]
HP: 100
Atk: 5
Def: 3
SpA: 5 (+)
SpD: 3 (-)
Speed: 80

Base Stat Total: 22

Size Class: 4
Weight Class: 6​

[Counters]
EC: 9/9
MC: Maxed! Bonus CC: 8
AC: 5/5​

[Moves] (122/122)
Aerial Ace
Agility
Air Cutter
Aqua Jet
Aqua Tail
Attract
Barrier
Bide
Bind
Blizzard
Body Slam
Brick Break
Brutal Swing
Bubble Beam
Bulldoze
Captivate
Confide
Curse
Cut
Defog
Detect
Dive
Double Edge
Double Team
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dynamic Punch
Earthquake
Endure
Extreme Speed
Facade
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Fly
Focus Blast
Focus Punch
Frustration
Fury Cutter
Giga Impact
Hail
Haze
Headbutt
Heal Bell
Heat Wave
Hidden Power Grass
Hone Claws
Horn Drill
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Head
Iron Tail
Leer
Light Screen
Mimic
Mist
Mud Slap
Natural Gift
Ominous Wind
Outrage
Power Up Punch
Protect
Rage
Rain Dance
Razor Wind
Reflect
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Safeguard
Sandstorm
Secret Power
Shock Wave
Skull Bash
Sky Drop
Slam
Sleep Talk
Snore
Steel Wing
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Supersonic
Surf
Swagger
Swift
Tailwind
Take Down
Thunder
Thunderbolt
Thunder Punch
Thunder Wave
Toxic
Twister
Waterfall
Water Gun
Water Pulse
Whirlpool
Whirlwind
Wing Attack
Wrap
Zap Cannon
[Raid moves]
Dispel​


Synthys is perpetually excited and hyper, unable to calm down under nearly any circumstance, with the exception of being beat unconscious. After defeating a few Dragon-types, his ego has grown exponentially, leading him to believe himself to be invincible.

♪♪♪

Synthys [♂] [Krilowatt]

[Type]
Electric / Water​

[Abilities]
Trace
Can copy an opponent's ability for an EN cost.

Magic Guard
Only direct attacks will hurt this Pokemon.

Shell Armor (✓)
Immune to critical hits.

[Stats and Nature]
Nature: Timid [+ Speed, - Attack]
HP: 125
Atk: 2 (-)
Def: 3
SpA: 3
SpD: 3
Speed: 121 (+17% Accuracy)

Base Stat Total: 22

Size Class: 1
Weight Class: 2​

[Counters]
EC: 6/6
MC: 7
AC: 5/5​

[Moves]
Aqua Jet
Aqua Tail
Blizzard
Bubble
Bulldoze
Charge
Confuse Ray
Copycat
Counter
Dazzling Gleam
Detect
Discharge
Dive
Double Team
Earth Power
Earthquake
Electro Web
Endure
Facade
Fairy Wind
Follow Me
Frustration
Fury Cutter
Giga Impact
Guillotine
Hail
Heart Swap
Helping Hand
Hidden Power Fire
Hydro Pump
Hyper Beam
Ice Beam
Ice Punch
Ice Shard
Icy Wind
Imprison
Liquidation
Low Kick
Low Sweep
Me First
Metronome
Mind Reader
Mirror Coat
Muddy Water
Protect
Rain Dance
Rest
Safeguard
Scald
Sheer Cold
Shock Wave
Signal Beam
Sleep Talk
Substitute
Surf
Tackle
Thunder
Thunderbolt
Thunder Shock
Thunder Wave
Torment
Toxic
Volt Switch
Whirlpool
Zap Cannon
[Raid moves]
Dispel​


HEADS: P2 | TAILS: Ex
TAILS
Exclaimer S/E
P2X7 S/E/O
Exclaimer O
I get ready to catch a plane​
 
(I should fix that flavor someday... Also, note to self: buy better items.)

Embarrassingly, I believe that I somehow transcribed my arena incorrectly when I submitted it; there should be no restrictions on rock sources.


"Well, well; there's an unexpectedly familiar face. I've never faced it in an actual match, though...anyway, good luck!"


Cawmodore @ Life Orb | Toucannon @ Expert Belt

What do you want to Trace, Exclaimer?
 
I would love to trace Sheer Force, thank you very much

P2X7 are we going to play as if the rock source is there, or not? I'm indifferent either way
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
the ref dont care either way especially since r1 hasnt started yet

hopefully gym comm dont care which way it goes as well
 
Honestly, I meant to remove the restriction when I submitted my final arena, but I must have sent an earlier draft than what I had planned. As a result, I would choose to play without it, but I understand if an opposite decision is made, as I really should have read my submission more thoroughly. -.-
 
No restriction on rock sources for this and future flying gym matches. Including the one I just remembered I need to send in for. Carry on.
 
Well, I knew I was forgetting something... Deal.


"Hey, stay away, cells; I haven't done anything yet!"

Cawmodore: Iron Head (Aerodactyl) - Flash Cannon (Aerodactyl)
IF Aerodactyl is under the effects of a successful P/E move when you would act, use Knock Off (Krilowatt) that action instead.
IF Aerodactyl is in the evasive stage of a successful D/E move when you would act, use Smack Down (Aerodactyl) that action instead.
IF Aerodactyl uses Stealth Rock, AND it moves before you based on Speed order, use Mirror Move (Aerodactyl: Stealth Rock) that action instead.
KO Sub: If Aerodactyl is KO'd when you would act, use Knock Off (Krilowatt) that action instead.

Toucannon: Rock Blast (Aerodactyl) - Steel Wing (Aerodactyl)
IF Aerodactyl uses Razor Wind when you would use Rock Blast, use Steel Wing (Aerodactyl) that action instead and push back.
IF Aerodactyl is under the effects of a successful P/E move when you would act, AND Krilowatt uses Counter that action, use Boomburst that action instead.
IF Aerodactyl is under the effects of a successful P/E move when you would act, use Bullet Seed (Krilowatt) that action instead.
KO Sub: IF Aerodactyl is KO'd when you would act, use Bullet Seed (Krilowatt) that action instead.
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
FIELD
Weird Sun (∞)

#Life
Intimidate/Volt Absorb/Big Pecks
90/100
3/4/3/3/136
Status: OK!
#Expert
Keen Eye/Skill Link/Sheer Force
100/100
6/3/3/3/52
Status: OK!
//VS//
#RCB
Pressure/Rock Head/Unnerve
100/100
4/3/1/3/150
Status: OK!
#Life
Trace/Magic Guard/Shell Armour
125/100
2/3/3/3/121
Status: OK!

Battle Cals said:
=======
Crit is lower than (#), Hit is higher than %, effect is lower than %

>
>
>


KRILOWATT traces -6en

4536 + 8941 + 8690 + 7557 + 8735 + 8586 + 9519 + 7970 + 6477 + 405 + 25 + 2628 + 2640 + 7122 + 5351 + 8363 + 2075 + 4795 + 372 + 644 = 105431

1ST ACTION

AERODACTYL RCB
5/4/2/4/188

CAWMODORE uses Mirror Move
fails
-1en

KRILOWATT uses Thunder
Hit: 4536 (9700)
Crit: 8941 (625)
Effect: 8690 (3000)
Damage: (11[BAP]+3[STAB]+2[SF]+4.5[SpA]+3[LO]-4.5[Def])*1.5=28.5
-7en

TOUCANNON uses Rock Blast
Hits: 7557 (9000)
Crit: 8735, 8586, 9591, 7970, 6477 (625)
Damage: (3*5[BAP]+9[Atk]+2[EB]-6[Def])*1.5=30
-12en

AERODACTYL uses STEALTHY SLIDE
Crit: CRITICAL HIT!!!
Cawmodore: 405 (625)
Toucannon: 25 (625)
Damage:
Cawmodore: (8*0.75[BAP]+3[STAB]+3[CRIT]+7.5[Atk]-6[Def])=13.5
Toucannon: (8*0.75[BAP]+3[STAB]+3[CRIT]+7.5[Atk]-6[Def])*1.5=20.25
-26en

2ND ACTION

AERODACTL cools down

CAWMODORE uses Iron Head
Crit: 2628 (625)
Damage: (8[BAP]+3[STAB]+4.5[Atk]+3[LO]-6[Def])*1.5=18.75
-7en
LO -2HP

KRILOWATT uses Thunder
Hit: 2640 (9700)
Crit: 7122 (625)
Effect: 5351 (3000)
Damage: (11[BAP]+3[STAB]+2[SF]+4.5[SpA]+3[LO]-4.5[Def])*1.5=28.5
-11en

TOUCANNON uses Steel Wing
Hit: 8363 (9000)
Crit: 2075 (625)
Effect: 4795 (1000)
Damage: (7[BAP]+2[SF]+9[Atk]+2[EB]-6[Def])*1.5=21
-7en

TL;DR
-16HP -18EN
-77HP -19EN
~~
-70HP -26EN
-0HP -24EN
=======
FIELD
Weird Sun (∞)

Stealth Rock
---->
[P2X7]​


#Life
Intimidate/Volt Absorb/Big Pecks
74/82
3/4/3/3/136
Status: OK!
#Expert
Keen Eye/Skill Link/Sheer Force
23/81
6/3/3/3/52
Status: OK!
//VS//

Pressure/Rock Head/Unnerve
30/74
4[5]/3[4]/1[2]/3[4]/150[188]
Status: RAGE (4a)
#Life
Sheer Force/Magic Guard/Shell Armour
125/76
2/3/3/3/121
Status: Trace (3a)

Exclaimer Orders
P2X7 Orders
I Ref!
 
Just realized that Thunder should be less accurate due to Sun, but it hits both times regardless. Oops. Trace is also 4a not 3a.



Fire Blast (Cawmodore) -- Fire Blast (Cawmodore)
If Cawmodore is under P/E, then Reflect.
If Cawmodore uses Endeavor targeting Krilowatt and Toucannon is not KO'ed, then Stone Edge (Toucannon).



Thunderbolt (Toucannon) -- Muddy Water
If Toucannon is under P/E, then Scald (Cawmodore) and push back actions.
If Toucannon uses Roost, then Muddy Water and push back actions.
If Cawmodore uses Endeavor targeting Krilowatt, then Counter and push back actions.
 
Oops. >.>


"All right, then; let's trade."

Cawmodore: Bodyblock (Toucannon) - Endeavor (Krilowatt)
IF Toucannon's Rock Blast misses a1, use Knock Off (Krilowatt) a2.

Toucannon: Rock Blast (Aerodactyl) - Bullet Seed + Bullet Seed (Krilowatt)
IF Rock Blast misses a1, use Rock Blast (Aerodactyl) a2.
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
FIELD
Weird Sun (∞)

Stealth Rock
---->
[P2X7]​


#Life
Intimidate/Volt Absorb/Big Pecks
74/82
3/4/3/3/136
Status: OK!
#Expert
Keen Eye/Skill Link/Sheer Force
23/81
6/3/3/3/52
Status: OK!
//VS//

Pressure/Rock Head/Unnerve
30/74
4[5]/3[4]/1[2]/3[4]/150[188]
Status: RAGE (4a)
#Life
Sheer Force/Magic Guard/Shell Armour
125/76
2/3/3/3/121
Status: Trace (3a)

Battle Cals said:
=======
Crit is lower than (#), Hit is higher than %, effect is lower than %
If i make a mistake i'll reroll them not because i want to but because im forced to, so ignored the random extra rolls.


>
>
>


350 + 9313 + 7767 + 6630 + 2281 + 9981 + 6757 + 1755 + 6887 + 2461 + 5405 + 6085 + 6960 + 9500 + 7503 + 9446 + 3175 + 8857 + 2496 + 8874 = 122483

1ST ACTION

AERODACTYL uses Fire Blast
Crit: 350 (625) CRITICAL HIT!!!
Effect: 9313 (1000)
Damage: (11[BAP]+3[CRIT]+3[Sun]+3[SpA]-4.5[SpD])*1.5=23.25
-8en

CAWMODORE uses Bodyblock
-5en

KRILOWATT uses Thunderbolt
Volt Absorb
Recovers: ((9[BAP]+3[STAB]+2[SF]+4.5[SpA]+3[LO]-4.5[SpD])*1.5)/2=12.75
-6en

TOUCANNON uses Rock Blast
Hits: 7767 (9000)
Crit: 6630, 2281, 9981, 6757, 1755 (625)
Damage: (3*5[BAP]+9[Atk]+2[EB]-6[Def])*1.5=30 KO'd
-12en

2ND ACTION

CAWMODORE uses Endeavor
Damage: 30.75
-26.5en

TOUCANNON uses BULLEEEEEEEEEEEEEEEEEEET
Crit: 5405, 6085, 6960, 9500, 7503 (625)
Damage: (33.75[BAP]+9[Atk]+2[EB]-4.5[Def])*1.5=60.375
-34.5en

KRILOWATT uses Counter on Toucannon
KO
-36.1875en

TL;DR
-11HP -32EN
-obliteratedHP -47EN
~~
-30HP -8EN
-91HP -42EN
=======
FIELD
Weird Sun (∞)

Stealth Rock
---->
[P2X7]​


#Life
Intimidate/Volt Absorb/Big Pecks
63/50
3/4/3/3/136
Status: OK!
#Expert
Keen Eye/Skill Link/Sheer Force
KO/34
6/3/3/3/52
Status: cooldown
//VS//

Pressure/Rock Head/Unnerve
KO/66
4[5]/3[4]/1[2]/3[4]/150[188]
Status: RAGE (4a)
#Life
Sheer Force/Magic Guard/Shell Armour
34/34
2/3/3/3/121
Status: Trace (2a), -1 Atk

Exclaimer replaces Aerodactyl
P2X7 Orders
Exclaimer Orders
I Ref!
 
Last edited:

"Eek."


Dragonite @ Weakness Policy

Cawmodore: Knock Off (Krilowatt) - Hurricane (Krilowatt)
IF Krilowatt is under the effects of a successful P/E move when you would act, use Knock Off (Cyclohm) that action instead and push back.
IF Cyclohm targets you with a Damaging Fire-type combo, AND Krilowatt uses Helping Hand that action, use Protect that action instead.
KO Sub: IF Krilowatt is KO'd when you would act, use Knock Off (Cyclohm) that action instead.

Dragonite: Earthquake - Dragon Claw (Krilowatt)
IF Krilowatt is under the effects of a successful P/E move when you would act, use Dragon Pulse (Cyclohm) that action instead.
IF Krilowatt is in the evasive stage of a successful D/E move when you would act, use Dragon Pulse (Cyclohm) the first instance and Dragon Claw (Cyclohm) the second.
IF your move is Imprisoned when you would act, use Dragon Pulse (Krilowatt) the first instance and Dragon Claw (Krilowatt) the second.
KO Sub: IF Krilowatt is KO'd when you would act, use Dragon Pulse (Cyclohm) that action instead.
 


"Come on, show me Charizard! Or anything except Togekiss!"



Ice Beam + Ice Beam (Dragonite) -- Cooldown



Whirlwind (Dragonite) -- Fire Blast (Cawmodore)
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
FIELD
Weird Sun (∞)

Stealth Rock
---->
[P2X7]​


#Life
Intimidate/Volt Absorb/Big Pecks
63/50
3/4/3/3/136
Status: OK!
#Weakness
Inner Focus/Multiscale
100/100
5/3/5/4/69
Status: OK!
//VS//
#Wise
Shield Dust/Static/Overcoat
110/100
1/5/5[6]/3/80
Status: OK!
#Life
Sheer Force/Magic Guard/Shell Armour
34/34
2/3/3/3/121
Status: Trace (2a), -1 Atk

Battle Cals said:
=======
Crit is lower than (#), Hit is higher than %, effect is lower than %
If i make a mistake i'll reroll them not because i want to but because im forced to, so ignored the random extra rolls.


>
>
>


DRAGONITE SR -15HP

7700 + 6004 + 1658 + 1830 + 7609 + 5158 + 1346 + 9623 + 4835 + 3380 + 3120 + 6380 + 624 + 8942 + 8699 + 6610 + 3255 + 9120 + 2500 + 810 = 99203

1ST ACTION

CAWMODORE uses Knock Off
Damage: (10[BAP]+4.5[Atk]+3[LO]-4.5[Def])=13
-7en
LO -2HP

DRAGONITE uses Earthquake
Crit: no crit (625)
Cyclohm: 7700
Damage:
Cyclohm: (10*0.75[BAP]+7.5[Atk]-7.5[Def])*1.5=11.25
Krilowatt: (10*0.75[BAP]+7.5[Atk]-4.5[Def])*1.5=15.75
-7en

KRILOWATT uses ICER BEAM
Crit: 6004 (625)
Damage: (9*2.25[BAP]-3[Sun]+2[SF]+4.5[SpA]-4.5[SpD])*2=38.5
-31.5en

Weakness

CYCLOHM uses Whirlwind
-7en

2ND ACTION

CAWMODORE uses Hurricane
Hit: 1658 (7100)
Effect: 1830 (3000) YES
Damage: (11[BAP]+3[STAB]+4.5[SpA]+3[LO]-4.5[SpD])/1.5=11.333 KO'd
-7en
LO -2HP

CYCLOHM uses Fire Blast
Hit: 7609 (9500)
Crit: 5158 (625)
Effect: 1346 (1000)
Damage: (11[BAP]+3[Sun]+9[SpA]-4.5[SpD])*1.5=27.75
-8en

DRAGONITE uses Dragon Pulse
Crit: 9623 (625)
Damage: (9[BAP]+3[STAB]+7.5[SpA]-4.5[SpD])*1.5+(4)=26.5
-6en

Tomohawk 1-2500 | Togekiss 2501-5000 | Charizard 5001-7500 | Aerodactyl 7501-10000: 4835 (Togekiss)

TL;DR
-32HP -14EN
-54HP -12EN
~~
-38HP -15EN
-40HP -32EN
=======


"Come on, show me Charizard! Or anything except Togekiss!"
In other news, a Togekiss comes out on P2's side of the field.

FIELD
Weird Sun (∞)

Stealth Rock
---->
[P2X7]​


#Life
Intimidate/Volt Absorb/Big Pecks
31/36
3/4/3/3/136
Status: OK!
???
Hustle/Serene Grace/Super Luck
100/100
1/4/5/4/80
Status: OK!
Toucannon KO'd

Inner Focus/Multiscale
46/88
5/3/5/4/69
Status: OK!

//VS//
#Wise
Shield Dust/Static/Overcoat
72/85
1/5/5[6]/3/80
Status: OK!
#Life
Sheer Force/Magic Guard/Shell Armour
KO/34
2/3/3/3/121
Status: Trace (2a), -1 Atk
Aerodactyl KO'd


P2X7 equips Togekiss
Exclaimer equips Dragonite and Orders
P2X7 Orders
I Ref!
 

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