[Fighting] Leader Birkal vs. ZhengTann

Rules
Format: 5 vs. 5 Series (B8P5)
DQ Time: 72 Hours
Chills:
Recoveries:
Substitutions: 2
Switch: N/A
Items: On
Abilities: All
MEvos:
Arena: Nowhere in Particular
Arena: Nowhere in Particular

The hot stench of the metropolis suffocates all newcomers. The streets bustle with activity: businessmen scurry, children yell, and the homeless beg. The hustle-and-bustle city is tireless; it is clockwork. Everyone lives within their own microcosm, content to keep their head down and live another day.

Rather, most are content. There are those who know how to escape. They yearn for something greater, something primal. They gather at a pub down by Main Street and 10th called The Antidote. No, they're not there for the tempting booze or the allure of getting laid. They come to fight. A man with a missing eye and ripping biceps guards the back doorway which presumably leads to the basement. He spits on the ground and address you firmly.

"Oi, where you off to?" he grumbles.

"Nowhere in Particular," you reply candidly.

The man gives a knowing nod and steps out of the way. It worked!

Down and down the concrete stairs go. They lead you into a cavernous underground room. The basement: Nowhere in Particular. Its floor is cold pavement and its brick walls are unforgiving. Metal folding chairs, wobbly card tables, and other materials litter the room. But none of that matters; what catches your eye is the middle of the room. Underneath the flickering fluorescent lights is a battle. A formidable Fighting-type Pokemon slams an unsuspecting foe into the floor with a deafening thud. Its trainer sticks a fist pump of pride into the cool air, as the basement reverberates back to silence.

"Nice fight," calls a blond-haired figure with green pants, sitting backwards in a chair. "But I believe our training is over... We have a visitor."

They both turn towards you. A lithe young woman with short pink hair grunts and stamps her foot into the ground. "LET'S DO THIS."

The blond makes a motion to stop her. "Easy there, Maylene." He approaches you and offers a firm handshake. "Hi there, I'm Birkal!" he says, brimming with enthusiasm. "Welcome to Nowhere in Particular. Or more formally, welcome to Fight Gym. Let me give you a quick rundown on the rules here."


"Number One: The entire gym fight is played as a series of one versus one matches. It is a best of series, meaning that whoever wins the majority of the rounds wins the match. One a Pokemon has fought its round, it remains benched for the rest of the series. The arena is cleared anew after every match; hazards and field effects disappear."

"Number Two: Coin flip determines which battler will choose who sends out the first Pokemon of the match (Right of Way). From there, the loser of each round chooses who sends out first in the following matches."

"Number Three: Both Challenger and Gym Leader may only bring one of each typing, including Mega Evolutions and formes. For example, Avalugg would take up the Challenger's Ice-type slot. Similarly, Noivern would take up the Challenger's Flying-type and Dragon-type slots for the series. Fighting-type is exempt from this rule for the Gym Leader alone. However, the Gym Leader cannot bring two of the same typed Pokemon outside of Fighting-types (e.g. Gallade and Medicham cannot both be brought). Official formes are considered the typing they are upon send-out; should they ever change typing due to forme change, they automatically lose that round. An example would be Rotom leaving its appliance and the challenger has already brought a Dusknoir."

"Number Four: The Gym Leader may bring Lopunny on her roster; it is forced to Mega Evolve upon send-out."

"Number Five: Ties are allowed in individual match-ups. If both Pokemon are KO'd, the score becomes X - X - 1. In the event of a tie series, the Gym Leader will send out a most powerful Pokemon, one that is banned from competing in normal rounds. This most powerful Pokemon does not take up one of the leader's team slots. In this final match, the challenger may send out any Pokemon they possess, whether they have previously fought in this gym or not. Their selection may break Rule Number Three, meaning they can bring any Pokemon to the tiebreaker, no limits. Finally, the challenger receives the Right of Way in the final round against this most powerful Pokemon."

"Number Six: Referee payout is modified in this gym. In order to cycle through match-ups quickly, pay is determined by the number of match-ups refereed. Payout is earned based on the number of matches refereed in singles, plus a bonus of Pokemon sent out divided in half. In other words, reffing one grants 3 UC + (2 x 0.5) Bonus, two grants 8 UC, three grants 13 UC, four grants 19 UC, five grants 26 UC, and completing the entire series with a tiebreaker grants 34 UC. Referees that pass DQ once (even when on Leave of Absence) are susceptible to being replaced."


"Think you can handle all that?" Birkal asks with a smile. "Let me know if you have any questions."

"UGH, SHUT UP," Maylene shouts angrily. A small crowd emerges from the shadows, their interest is piqued. "ENOUGH CHAT. LET'S GET THIS FIGHT STARTED."


Summarized:
1) Best of Series (1 vs. 1).
2) Battler with Right of Way (granted by coin flip or a loss) will determine who sends out first.
3) Can only bring one of any single type to the fight.

Leader Birkal
Tinku | Tomohawk (F)
Tinku derives from ancient traditions in the Andes; the word literally means "encounter" in the Quechua dialect. The form of this art is rhythmic, artistically adorned, and violent. Females rarely perform in Tinku; but Tomohawk is an exception. She earned her name through changing the ebb and flow of the Fighting Gym Qualifier against deadfox081. ▶
[Nature]
Modest (+1 SpA | -Atk)
[Type]
Flying | Fighting
[Abilities]
Intimidate
Prankster
Justified (✓)
[Stats]
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
S&W: 2 | 3
Total: 19
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 1
[Learned Moves]
[77 | 86]
Acrobatics
Aerial Ace
After You
Air Cutter
Air Slash
Attract
Aura Sphere
Baby-Doll Eyes
Baton Pass
Bounce
Brick Break
Bulk Up
Bulldoze
Confide
Confuse Ray
Covet
Double Team
Drain Punch
Earth Power
Earthquake
Facade
Flash
Fly
Focus Blast
Focus Energy
Fury Swipes
Grass Knot
Harden
Haze
Healing Wish
Heat Wave
Hidden Power [Ice]
Hurricane
Hyper Beam
Hyper Voice
Incinerate
Iron Tail
Last Resort
Memento
Morning Sun
Nature Power
Noble Roar
Protect
Quash
Rain Dance
Rapid Spin
Reflect
Rest
Roar
Rock Slide
Rock Smash
Roost
Safeguard
Scratch
Secret Power
Sky Attack
Sky Drop
Sleep Talk
Snatch
Snore
Solar Beam
Stealth Rock
Steel Wing
Strength
Submission
Substitute
Sunny Day
Superpower
Swagger
Tailwind
Taunt
Thief
Toxic
Uproar
Whirlwind
Work Up
Yawn​
Dambe | Revenankh (M)
Dambe is a form of boxing from West Africa. Battles are primarily focused on strong blows from fists wrapped in cloth, but also utilizes fists as defensive shields suited for blocking. Traditional battles often feature amulets to bring good luck from the spirits. Revenankh learned its name by combining trickery with power in the Fighting Gym Qualifier versus AOPSUser. ▶
[Nature]
Adamant (+Atk | -SpA)
[Type]
Ghost | Fighting
[Abilities]
Air Lock
Shed Skin
Infiltrator (✓)
[Stats]
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
S&W: 3 | 3
Total: 20
[Tokens]
EC: N/A
AC: 5 | 5
MC: 0
[Learned Moves]
[74 | 94]
Ancient Power
Arm Thrust
Bide
Bind
Brick Break
Brutal Swing
Bulk Up
Bulldoze
Counter
Curse
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Dual Chop
Earthquake
Embargo
Endure
Facade
Focus Blast
Focus Punch
Force Palm
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power [Steel]
Ice Punch
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Pain Split
Payback
Phantom Force
Poison Jab
Power-Up Punch
Power Whip
Protect
Punishment
Rest
Revenge
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Sand Tomb
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Smack Down
Snore
Spite
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Taunt
Telekinesis
Torment
Toxic
Trick
Vacuum Wave
Vital Throw
Wide Guard
Work Up
Wrap
Wring Out​
Aikido | Lucario (M)
Practice primarily in Japan, Aikido is the combination of martial arts with philosophical beliefs. The form creates shifts in momentum to stop incoming assaults. Those who have perfected this art are said to have a harmonious spirit. Lucario learned its name by taking out Gerard's Mega Gardevoir and severely hampering his Aurumoth in the Best of Best Tournament: Round 1. ▶

[Nature]
Jolly (-SpA | +Spe | +12% Accuracy | +19% Accuracy [Mega])
[Type]
Fighting | Steel
[Abilities]
Steadfast
Inner Focus
Justified (✓)
Adaptability [Mega]
[Stats]
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 104 (+)
S&W: 3 | 4
Total: 20
[Mega Stats]
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 4 (-)
SpD: Rank 3
Spe: 129 (+)
S&W: 3 | 4
Total: 24
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 0
[Bonus]
[+6 CC]
[Learned Moves]
[103 | 103]
Agility
Attract
Aura Sphere
Bite
Blaze Kick
Bonemerang
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Calm Mind
Captivate
Circle Throw
Close Combat
Confide
Copycat
Counter
Cross Chop
Crunch
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake
Endure
Extreme Speed
Facade
Feint
Final Gambit
Flash Cannon
Fling
Focus Blast
Focus Punch
Follow Me
Force Palm
Foresight
Frustration
Fury Cutter
Giga Impact
Headbutt
Heal Pulse
Helping Hand
Hidden Power [Grass]
High Jump Kick
Hone Claws
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Laser Focus
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Mud-Slap
Nasty Plot
Natural Gift
Payback
Poison Jab
Power-Up Punch
Protect
Psychic
Quick Attack
Quick Guard
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Role Play
Round
Screech
Secret Power
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Work Up
Zen Headbutt​
Tomoi | Heracross (F)

[Nature]
Jolly (+Spe | -SpA | +11% Accuracy | +9% Accuracy (Mega))
[Type]
Bug | Fighting
[Abilities]
Swarm
Guts
Moxie (✓)
Skill Link [Mega]
[Stats]
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)
S&W: 3 | 4
Total: 19
[Mega Stats]
HP: 100
Atk: Rank 8
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 87 (+)
S&W: 3 | 4
Total: 24
[Tokens]
EC: N/A
AC: 5 | 5
MC: 2
[Bonus]
[+5 CC]
[Learned Moves]
[84 | 84]
Aerial Ace
Arm Thrust
Attract
Bide
Body Slam
Brick Break
Brutal Swing
Bug Bite
Bulk Up
Bulldoze
Bullet Seed
Captivate
Chip Away
Close Combat
Confide
Counter
Curse
Cut
Detect
Dig
Double-Edge
Double Team
Earthquake
Endure
Facade
False Swipe
Feint
Flail
Fling
Focus Blast
Focus Punch
Frustration
Fury Attack
Fury Cutter
Giga Impact
Harden
Headbutt
Helping Hand
Hidden Power [Steel]
Horn Attack
Hyper Beam
Iron Defense
Knock Off
Leer
Low Kick
Megahorn
Mimic
Natural Gift
Night Slash
Pin Missile
Protect
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Reversal
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Claw
Sleep Talk
Smack Down
Snore
Stone Edge
Strength
Struggle Bug
Substitute
Sunny Day
Swagger
Swords Dance
Tackle
Take Down
Thief
Toxic
Vacuum Wave
Venoshock
Work Up​
Medicham (M)

[Nature]
Jolly (+15% Spe | +10% Accuracy | +15% Accuracy [Mega] | -SpA)
[Type]
Fighting | Psychic
[Abilities]
Pure Power
Telepathy (✓)
[Stats]
HP: 90
Atk: Rank 2 (5)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+)
S&W: 3 | 3
Total: 15
[Mega Stats]
HP: 90
Atk: Rank 4 (7)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 115 (+)
S&W: 3 | 3
Total: 19
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 1
[Learned Moves]
[81 | 96]
Acupressure
Baton Pass
Bide
Body Slam
Brick Break
Bulk Up
Bullet Punch
Calm Mind
Confusion
Counter
Detect
Double-Edge
Double Team
Drain Punch
Dynamic Punch
Endure
Energy Ball
Facade
Fake Out
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Force Palm
Foresight
Frustration
Giga Impact
Grass Knot
Gravity
Guard Swap
Headbutt
Helping Hand
Hidden Power [Steel]
High Jump Kick
Hyper Beam
Ice Punch
Light Screen
Low Kick
Low Sweep
Magic Coat
Meditate
Metronome
Mimic
Mind Reader
Mud-Slap
Pain Split
Poison Jab
Power-Up Punch
Power Swap
Power Trick
Protect
Psychic
Psycho Cut
Psych Up
Psyshock
Quick Guard
Rain Dance
Recover
Recycle
Reflect
Rest
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Role Play
Seismic Toss
Shadow Ball
Signal Beam
Sleep Talk
Substitute
Sunny Day
Swagger
Thunder Punch
Toxic
Trick
Vacuum Wave
Zen Headbutt​
Pangoro (M)

[Nature]
Quiet (+SpA | -Spe | -10% Evasion)
[Type]
Fighting | Dark
[Abilities]
Iron Fist
Mold Breaker
Scrappy (✓)
[Stats]
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 50 (-)
S&W: 4 | 5
Total: 19
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 0
[Bonus]
[+6 CC]
[Learned Moves]
[100 | 100]
Aerial Ace
Arm Thrust
Attract
Block
Body Slam
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Circle Throw
Comet Punch
Confide
Covet
Crunch
Cut
Dark Pulse
Dig
Double Team
Dragon Claw
Drain Punch
Dual Chop
Earthquake
Echoed Voice
Embargo
Endeavor
Entrainment
Facade
False Swipe
Fire Punch
Fling
Focus Blast
Focus Punch
Foul Play
Frustration
Giga Impact
Grass Knot
Gunk Shot
Hammer Arm
Helping Hand
Hidden Power [Fairy]
Hone Claws
Hyper Beam
Hyper Voice
Ice Punch
Infestation
Iron Head
Karate Chop
Knock Off
Leer
Low Kick
Low Sweep
Me First
Outrage
Parting Shot
Payback
Poison Jab
Power Trip
Power-Up Punch
Protect
Quash
Quick Guard
Rain Dance
Rest
Retaliate
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Shadow Claw
Sky Uppercut
Slash
Sleep Talk
Sludge Bomb
Snarl
Snatch
Snore
Spite
Stone Edge
Storm Throw
Strength
Substitute
Sunny Day
Superpower
Surf
Swagger
Swords Dance
Tackle
Taunt
Thief
Thunder Punch
Torment
Toxic
Uproar
Vital Throw
Work Up
X-Scissor
Zen Headbutt​
Crabominable (M)

[Nature]
Bashful
[Type]
Fighting | Ice
[Abilities]
Hyper Cutter
Iron Fist
Anger Point (✓)
[Stats]
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43
S&W: 3 | 5
Total: 20
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 0
[Bonus]
[+3 CC]
[Learned Moves]
[54 | 54]
Amnesia
Attract
Avalanche
Blizzard
Brick Break
Brutal Swing
Bubble
Bubble Beam
Bulk Up
Bulldoze
Close Combat
Confide
Crabhammer
Dizzy Punch
Double Team
Dynamic Punch
Earthquake
Endeavor
Facade
Fling
Focus Blast
Frost Breath
Frustration
Giga Impact
Hail
Hidden Power [Electric]
Ice Beam
Ice Hammer
Ice Punch
Iron Defense
Leer
Payback
Power-Up Punch
Protect
Pursuit
Rain Dance
Rest
Return
Reversal
Rock Slide
Rock Smash
Rock Tomb
Round
Scald
Sleep Talk
Stone Edge
Substitute
Sunny Day
Superpower
Swagger
Thief
Toxic
Wide Guard
Work Up​
Bewear (M)

[Nature]
Careful (+SpD | -SpA)
[Type]
Normal | Fighting
[Abilities]
Fluffy
Klutz
Unnerve (✓)
[Stats]
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 60
S&W: 4 | 5
Total: 19
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 1
[Learned Moves]
[53 | 53]
Aerial Ace
Attract
Baby-Doll Eyes
Bide
Bind
Brick Break
Brutal Swing
Bulk Up
Bulldoze
Confide
Double-Edge
Double Team
Dragon Claw
Earthquake
Endure
Facade
Flail
Fling
Focus Blast
Force Palm
Frustration
Giga Impact
Hammer Arm
Hidden Power
Hyper Beam
Ice Punch
Leer
Low Sweep
Mega Kick
Pain Split
Payback
Protect
Rest
Return
Roar
Rock Slide
Rock Tomb
Round
Shadow Claw
Sleep Talk
Stomping Tantrum
Substitute
Superpower
Swagger
Swords Dance
Tackle
Take Down
Taunt
Thrash
Thunder Punch
Toxic
Wide Guard
Work Up​

ZhengTann
Gardevoir - Lucy (F)

Born without a family in the wild, Lucy’s life has been fraught with peril of being hunted and bullied by most other wild, stronger Pokemon. One such incident left her under severe shock from poison by an unknown aggressive Poison-type. Had a human not happened by, she would’ve died or at best, crippled for life. Luckily, Zheng was the second person to found her, called by a fellow trainer who was looking for mushrooms in that region. Together they saved the Ralts, and after a brief discussion Zheng named her Lucy and brought her into his family. Gray was the first to be able to contact directly with her, but it was through efforts and enthusiasm of the whole gang that brought her out of trauma and into life again.

Despite her growing strength, Lucy still has much distaste for open, direct conflict - hence she is very much like Wendy in that regard, learning the arts of healing and support, using direct attacks as distraction rather than full-on assault. Despite that, she gets on quite well with most of the brawling boys - they respect her decision, and will not hesitate to take her side against any foes who dared to so much as insult her. In turn, Lucy is the logical voice of the whole family - her ideas always astute outside of battle, with her innate mental capabilities only enhance her charms and perception.


Lucy likes to spend most of her time penning her thoughts into words, giving herself clarity on her own emotions. Confident in her appeal and skills, she sometimes still has her doubtful moments, but learning to calm her inner storms is something Zheng taught her to do diligently, and she always falls back to that in any situation.

The discovery of Gardevoirite trade intrigued Zheng, and when Lucy came in contact with it, she seemed to be in a far tranquil state of mind. Such was here power with the Mega Stone that the whole monastery and even nearby areas are shrouded in an aura of peace and compassion. Taking care not to affect the lives of others, Zheng had since been cautious in allowing Lucy to come in full contact with the Stone, unless the battle demands for the release of her powers.


Nature: Bold (+1 Def, -1 Atk)

Type:
Psychic type: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank.

Fairy type: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves. Stacks with second STAB where applicable. Full list: Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent.

Abilities:
Ability 1: Synchronize
Type: Passive
This Pokemon can mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Ability 2: Trace
Type: Trigger
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced. (Command: Trace (Target Ability) )

Ability 3: Telepathy (DW Unlocked)
Type: Passive
This Pokemon creates a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.



Ability 4: Pixilate (Mega-Evo only)
Type: Toggle
By default, Mega-Gardevoir's Normal-type moves are Fairy-type moves, and have an additional 2 BAP boost. When toggled, this Pokemon's Normal-type attacks have their BAP increased by 2.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3

Stats (Mega-Evo):
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 100
Size Class: 3
Weight Class: 3

EC: 9/9
MC: 5
AC: 5/5

Attacks:
Ally Switch
Attract
Body Slam
Calm Mind
Captivate
Charge Beam
Charm
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double Team
Double-Edge
Draining Kiss
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Grass Knot
Growl
Grudge
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hyper Beam
Hyper Voice
Hypnosis
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mimic
Misty Terrain
Moonblast
Natural Gift
Nightmare
Pain Split
Protect
Psychic
Psych Up
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-O-Wisp
Wish
Wonder Room
Camerupt - Elfman (M)

"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.

Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.

Being able to mega-evolve is something Elfman cherish. For one thing, he actually can take life at a slower pace because of that. For another, he punched harder, meaning he can force his opponents to dance for him, per se, but eventually they'll have to duke it out like "real mons" if they want to win.

Nature: Quiet (+1 SpAtk, -15% Speed, -10% evasion)

Type:
Fire type: Fire STAB; immune to burn status.



Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).

Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).

Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.


Ability 4: Sheer Force (Mega-Evo)
At default, Elfman energizes all his 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). That way, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6
CRT: 19

Stats (Mega-Evo):
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 7 (+)
SpD: Rank 4
Spe: 17 (20/1.15)
Size Class: 4
Weight Class: 7
BRT: 23

EC: 6/6 Evolution at 6
MC: 0
AC: 5/5

Attacks:
After You
Amnesia
Ancient Power
Attract
Body Slam
Bulldoze
Captivate
Confide
Curse
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Ember
Endure
Eruption
Facade
Fire Blast
Fissure
Flame Burst
Flame Charge
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Heat Wave
Hidden Power Grass
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-Slap
Natural Gift
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sandstorm
Scary Face
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swallow
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
Laxus - Eelektross (M)

Misunderstood since he had memory about his gender and sexuality, Laxus often feels angry at the world. At capture, he felt that only Zheng was non-judgemental to him, and more important, his anger. Yet, he still often lashes out at the people he loved because he's angry with himself for being weak. And he tries to be stronger by projecting his will upon others. Erza and Mirajane are the two who'd stand up to his reckless tantrums, not allowing him to hurt himself or those around him.

Nature: Quiet (+ SpA, -15% Speed, -10% Evasion)

Type:
Electric type: Electric STAB; immune to paralysis status.

Abilities:
Ability 1: Levitate
Type: Passive
Laxus naturally floats above the earth when released, 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 3
Spe: 43 (50/1.15) (-)

Size Class: 4
Weight Class: 4
BRT: 19

EC: 9/9
MC: 0

Attacks:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Confide
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Pulse
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Focus Punch
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power Ice
Hone Claws
Hyper Beam
Ion Deluge
Iron Tail
Knock Off
Light Screen
Magnet Rise
Outrage
Power-up Punch
Protect
Rest
Rock Slide
Rock Tomb
Signal Beam
Sleep Talk
Spark
Strength
Super Fang
Superpower
Tackle
Thrash
Thunder
Thunder Punch
Thunder Wave
Thunderbolt
U-turn
Volt Switch
Wild Charge
Zap Cannon
Salamence - Happy (M)

What is there to say about Happy, besides his namesake? When Natsu found the egg, he's very excited to have a younger brother who'd also be a Dragon. And so he went to great pains to help it hatch - asking Elfman to warm it up, sleeping with it every night, hugging it as everybody travel. It took a week for Natsu's wishes to come true, and Happy has been sticking around Natsu ever since. Even though Happy have no wishes to evolve, he would still stand up for Natsu (who's much stronger than him), simply because they're great partners. Happy is also the only one whom Natsu wouldn't pick a brawl with - which says a lot about their camaraderie.

With Zheng's retreat, Happy decided that he can't just rely on Natsu to protect him - he wants to be Natsu's comrade in battle. And to do that, he has to train evolve. He started by facing cooked fishes and refused to eat them, then eating only the bones and the scales. All those calcium and minerals actually helped him to grow that rigid exterior around his body, going so far as to cover his mouth so that he can barely eat. Still, he trained......

..... Until one day he broke out of the shell in another evolution. Then ate so much fish because he's hungry. And he still was - until Tanner bough a Salamencite to sate his energy hunger. Turns out, evolving while being hungry is not a good thing for Pokemon's, because that deprivation will haunt the rest of the evolution.

Nature: Mild (+1 Spa, -1 Def)

Type:
Dragon Type: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Thunderbolt against Salamence.) Unable to have Thrash or Outrage disrupted by oncoming damage.

Flying Type: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Ability 1: Intimidate
Type: Trigger
When Happy initially goes out into the battlefield, his intimidating appearance 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.

Ability 2: Moxie (Unlocked)
Type: Passive
Happy gets excited 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.


Ability 3: Aerilate
By default, Happy's Normal-type moves are Flying-type moves, and have an additional two (2) BAP boost. When toggled, Happy's Normal-type attacks have been energized to increase BAP by two (2). Only Normal-typed moves changed by Aerilate receive this boost, and not all Flying-type moves. If a Pokemon has been skill-swapped multiple abilities that change Normal-type attacks, the attacks become dual-typed, but the BAP boosts of the abilities do not stack.

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

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

Stats (Mega-Evo):
HP: 100
Atk: Rank 6
Def: Rank 4 (-)
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 120

Base Ranks Total: 27
Size Class: 4
Weight Class: 5

EC: 9/9
MC: 0
AC: 5/5

Attacks:
Aerial Ace
Air Cutter
Aqua Tail
Bite
Body Slam
Brick Break
Bulldoze
Crunch
Cut
Defog
Double-Edge
Draco Meteor
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rage
Dragon Tail
Earthquake
Ember
Endure
Facade
Fire Blast
Fire Fang
Flamethrower
Fly
Focus Energy
Frustration
Giga Impact
Headbutt
Heat Wave
Hydro Pump
Hyper Beam
Hyper Voice
Incinerate
Iron Defense
Iron Tail
Leer
Outrage
Protect
Rage
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Roost
Scary Face
Shadow Claw
Sleep Talk
Steel Wing
Stone Edge
Strength
Substitute
Sunny Day
Swift
Tailwind
Thrash
Thunder Fang
Toxic
Twister
Zen Headbutt
Onibaba (Shuckle) (F)

Threat Category II. Despite its height, Onibaba struck fear into most adversaries due to its tenacity and relentless pursuit of all it deems prey.

Nature: Relaxed (+1 Defense, -15% Speed, -10% Evasion)

Type:
Bug type: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).

Rock type: 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, Quick Guard, Harden, Iron Defense, Light Screen, 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.

Abilities:
Ability 1: Sturdy
Type: Passive
This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Ability 2: Gluttony
Type: Passive
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). It also regains three (3) HP per action when holding Leftovers.

Ability 3: Contrary (Hidden)
Type: Toggle
By default this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still increase/decrease toward 0. When toggled, it has no effect.

Stats:
HP: 80
Atk: Rank 1
Def: Rank 11 (+)
SpA: Rank 1
SpD: Rank 10
Spe: 4 (-)

Size Class: 1
Weight Class: 2
BRT: 24

MC: 0
AC: 1/5

Attacks:
Sticky Web
Withdraw
Constrict
Bide
Rollout
Struggle Bug
Encore
Wrap
Safeguard
Rest
Rock Throw

Acid
Helping Hand
Knock Off
Sand Tomb
Rock Blast

Infestation
Protect
Smack Down
Sleep Talk
Toxic

Bind

I totally didn't forget about this one, and hence I won't provide much in the way of analysis. I'll save all my snark for later.

Right Of Way [BIRKS:ZT] 1160/10000: BIRKS

Turn Order
Birkal decides turn order​
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus

"I'VE BROUGHT SOMETHING BETTER."


Pangoro @ Expert Belt

Surf | Surf | Surf

If Camerupt is underground when you would act, use Earthquake that action.
If protective / evasive move, use Rain Dance on the first instance and Chill on the second.​
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Well, no way out of this one. Might as well gamble on the next.

"Let's see who lasts longer, mon!"
[Mega-Evolve a second time to gain +2 to all Ranks] Eruption > Heat Wave > Heat Wave
 
Leader Birkal
Score: 0

Pangoro (M)
@ Expert Belt
HP: 100
EN: 100
Spe: 50 [-10]
5 / 3 / 4 / 3
SC 4 / WC 5
Iron Fist, Mould Breaker, Scrappy

VS.

ZhengTann
Score: 0

Camerupt (M)
@ Cameruptite
HP: 100
EN: 100
Spe: 34 [-10]
4 / 3 / 5 / 3
SC 4 / WC 6
Magma Armour, Solid Rock, Anger Point

camerupt does its utmost to keep up in a terrible match up like only a Camerupt can. Its really silly to bring anything with a 4x weakness to this gym. Birkal now has HP and turn advantage and I was about to say "at least this is ZT's weakest link out of the way" but then I remembered there's a Shuckle.

Camerupt Mega Evolved into Mega Camerupt!

Action 1

Pangoro used Surf
CRIT [<=625] 7757/10000: NO
(9 + 2 + (4-4)*1.5)*2.25 = 24.75
[24.75 DMG] [7 EN]

Camerupt used Eruption
CRIT [<=625] 1960/10000: NO
(11 + 3 + (6-3)*1.5 +(7-6)*1) = 19.5
[19.5 DMG] [7 EN]

Action 2

Pangoro used Surf
CRIT [<=625] 8897/10000: NO
(9 + 2 + (4-4)*1.5)*2.25 = 24.75
[24.75 DMG] [11 EN]

Camerupt used Heat Wave
CRIT [<=625] 516/10000: YES
(10 + 3 + 3 + 2 + (6-3)*1.5 +(7-6)*1) = 23.5
[23.5 DMG] [6 EN]

Action 3

Pangoro used Surf
CRIT [<=625] 5310/10000: NO
(9 + 2 + (4-4)*1.5)*2.25 = 24.75
[24.75 DMG] [15 EN]

Camerupt used Heat Wave
CRIT [<=625] 2421/10000: NO
(10 + 3 + 2 + (6-3)*1.5 +(7-6)*1) = 20.5
[20.5 DMG] [10 EN]

Leader Birkal
Score: 0

Pangoro (M)
@ Expert Belt
HP: 36
EN: 67
Spe: 50 [-10]
5 / 3 / 4 / 3
SC 4 / WC 5
Iron Fist, Mould Breaker, Scrappy

VS.

ZhengTann
Score: 0

Camerupt (M)
@ Cameruptite
HP: 26
EN: 77
Spe: 17 [-10]
5 / 4 / 7 / 4
SC 4 / WC 7
Magma Armour, Solid Rock, Anger Point, Sheer Force

Turn Order
ZhengTann orders
Birkal orders
deadfox081 referees​
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Yea I had this almost typed out a few nights past and then phone data died on me. Also I'd like to disagree with Deadfox, but I need definitive proof (aka Shuckle winning a match) before I can make him eat his own words with his shoe as the appetizer.

"Huh, that's some real good quality leaf right there, mon."
Earthquake + Fissure {Beast Soul: Sandman!!} > combo cooldown (Overheat + Overheat) > Overheat + Overheat {Beast Soul: Lavaman!!}
IF Pangoro is ordered to use a damaging Ground-type combination, THEN replace that action with Protect (self) and the next with Overheat + Overheat instead.
IF Pangoro is ordered to use a damaging Water-type combination, THEN replace that action with Protect (self) and the next with Overheat + Overheat instead.
 
Leader Birkal
Score: 0

Pangoro (M)
@ Expert Belt
HP: 36
EN: 67
Spe: 50 [-10]
5 / 3 / 4 / 3
SC 4 / WC 5
Iron Fist, Mould Breaker, Scrappy

VS.

ZhengTann
Score: 0

Camerupt (M)
@ Cameruptite
HP: 26
EN: 77
Spe: 17 [-10]
5 / 4 / 7 / 4
SC 4 / WC 7
Magma Armour, Solid Rock, Anger Point, Sheer Force

Oh right this is still a thing. Lucky we waited a month for this riveting round too. Moving on.

Leader Birkal
Score: 1

Pangoro (M)
@ Expert Belt
HP: 36
EN: 47
Spe: 29 [-10]
5 / 3 / 4 / 3
SC 4 / WC 5
Iron Fist, Mould Breaker, Scrappy
Cooldown (1a), -1 Spe

VS.

ZhengTann
Score: 0

Camerupt (M)
@ Cameruptite
HP: -1
EN: 77
Spe: 17 [-10]
5 / 4 / 7 / 4
SC 4 / WC 7
Magma Armour, Solid Rock, Anger Point, Sheer Force
Action 1

Pangoro used Happy Hammer Arm
CRIT [<=625] 6349/10000: NO
(20 + 2 + 3 + (5-4)*1.5) = 26.5
Pangoro's Speed fell!
[26.5 DMG] [20 EN]
Camerupt is knocked out!


Leader Birkal leads 1-0

Turn Order
ZhengTann decides turn order​
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Nah, 3-0 would be a shame - unless I do lose while having fun with my secret weapon ;)

*gargles*
Infestation > Wrap > Sand Tomb
IF Medicham used Bide A1, THEN replace A3 with Protect instead.
IF Medicham used Substitute AND is NOT under the effects of Encore, THEN replace that action with Encore instead, pushing remaining queue back.
 
Leader Birkal
Score: 1

Medicham (M)
@ Medichamite
HP: 90
EN: 100
Spe: 92 [+10]
5 / 3 / 1 / 3
SC 3 / WC 3
Pure Power, Telepathy

VS.

ZhengTann
Score: 0

Shuckle (F)
@ Nothing
HP: 80
EN: 100
Spe: 4 [-10]
1 / 11 / 1 / 10
SC 1 / WC 2
Sturdy, Gluttony

Jesus fuck this is still a thing? You could forgive my forgetting when its been almost a god damned month since I last reffed it. Oh and did I mention that when something finally does happen its a fucking itemless undertrained Shuckle? Yeah, I'm a little bit salty. ZT's only real shot at winning this match up, and this match honestly, is by boring us all to death. But frankly that's a possibility.

Leader Birkal
Score: 1

Medicham (M)
@ Medichamite
HP: 87
EN: 83
Spe: 115 [+15]
8 / 3 / 2 / 3
SC 3 / WC 3
Pure Power, Telepathy
Sand Tomb (3a)

VS.

ZhengTann
Score: 0

Shuckle (F)
@ Nothing
HP: 61
EN: 100
Spe: 4 [-10]
1 / 11 / 1 / 10
SC 1 / WC 2
Sturdy, Gluttony

Medicham Mega Evolved into Mega Medicham!

Action 1

Medicham used Fake Out
CRIT [<=625] 785/10000: NO
(4 - 1 + (6-6)*1.5 + (8-11)*1) = 0 ~ 1
[1 DMG] [4 EN]

Shuckle flinched!

Action 2

Medicham used Rock Slide
CRIT [<=625] 1329/10000: NO
FLINCH [<=3000] 1510/10000: YES

(8 - 1 + (6-6)*1.5 + (8-11)*1)*1.5 = 6
[6 DMG] [6 EN]

Shuckle flinched!

Action 3

Medicham used High Jump Kick
CRIT [<=625] 6951/10000: NO
(13 + 3 - 1 + (6-6)*1.5 + (8-11)*1) = 12
[12 DMG] [7 EN]

Shuckle used Sand Tomb
HIT [<=8500] 1734/10000: YES
CRIT [<=625] 9600/10000: NO

(4 + (1-3)*1.5) = 1
Medicham was trapped in a Sand Tomb (4a)!
[1 DMG] [5 EN]

Medicham is hurt by Sand Tomb!
[2 DMG]

Turn Order
Birkal orders
ZhengTann orders
deadfox081 referees​
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus

"STEADY NOW."

Substitute (15 HP) | Power-Up Punch | Rock Slide

If Encore when you would use Substitute, use Power-Up Punch that action.
If successful protective / evasive move, use Feint on the first instance, and Chill on the second. Push back actions each time.​
 

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