Facility The Legend Gauntlet (Tapu Koko) Gemini Taurus vs LouisCyphre

:sv/Tapu koko:
Rules:
Match
A match is a composition of multiple games. A match is over when one trainer wins two games.
Both players send in a team of 4 Pokemon.

Game 1:
- The ref flips a coin (or rolls a 1d2, you get the idea) to select who is "T1" and who is "T2"
- T1 strikes one of the five arenas
- T2 strikes two of the remaining four arenas
- T1 strikes one more arena
- The round is played on the remaining arena
- T1 is first sendout

Games 2+:
- The loser of the previous match decides whether they want to be T1 or T2 (if T1, the next step is done in the same post)
- T1 strikes one arena
- T2 picks one of the remaining arenas
- The round is played on the selected arena
- T2 is first sendout

Game
B4P2 Singles
72h DQ, 1 Warning
Abilities: All
Backpack Size: 7
Switch: OK
Megas: 1
Z-Moves: 1
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable
Special Rule #1: The game ends when the first KO is scored. The trainer of the KO'd pokemon loses that game.
Special Rule #2: When you send in your team, if a Pokemon has access to more than one form-changing item or attachment: submit one (1) form-changing item or attachment to your ref. The item you submitted to the ref is a secret. During battle, you may not attempt to equip form-changing items or attachments, other than what you submitted to the ref.
Tiebreaker rules:
  • KOing an opponent through a self-KO move or Destiny Bond grants them the win
  • KOing an opponent through a move that results in your Pokémon ENKOing grants you the win
  • KOing an opponent then taking recoil that KOes you too grants you the win

Arenas:
Alolan Trainers' School
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
  • When first sending out, a Trainer can choose to equip an Exp. Share to one of their Pokémon, even if the item is not in their backpack. This Exp. Share doesn't count towards the maximum number of items a Pokémon can carry
    • If a Trainer brought an Exp. Share in their backpack, they can equip two during their sendout post
  • When selecting this arena, and when the player who didn’t select this arena sends out, respectively: a Trainer picks a school mystery to investigate. Each mystery grants an additional bonus (to the Trainer's team only) for the game, as follows:
    • Scary Lights: Pokémon cannot be Infatuated. Fire-type attacks have their damage halved
    • Lord Slimy: All Pokémon gain the Stench and Sticky Hold Abilities, in addition to their other Abilities
    • Scary PA system: Inflict Trapping on the other team's Active Pokémon at the start of every round
    • Stairs to Nowhere: The first time each of the other's team Pokémon would gain a Switching marker, instead, the marker is not applied
    • Cursed Diary: All Pokémon gain the Soundproof and Keen Eye Abilities
    • Ghosts' Class: When sending out the first Pokémon, a Trainer can declare a reserve Pokémon. The Active Pokémon has its typing replaced by that of the declared Pokémon
    • Vanishing Preschooler: When using Special attacks, all Pokémon's Accuracy are granted a +30% flat bonus and their critical hit stage is treated as one (1) higher
Codifications
Camouflage: Normal
Nature Power: Shadow Ball
Secret Power: Causes Flinching
===================
Hau’oli Cemetery
The cemetery near the city of Hau’oli is a place of grief and sorrow, filled with Trainers having lost their Pokémon… and sometimes Pokémon having lost their Trainer. As per tradition, the place is crowded with Ghost-type Pokémon, who gladly feed on the negative energy floating around.
  • At the end of a round: roll a d3 for each Active Pokémon and apply one of the effects below for the entirety of the next round, at random
    • Spite: At the end of the step: reduce the Pokémon's Energy by 1 for every 5 Energy they are missing
    • Grudge: When the Pokémon inflicts 18 damage or more, the move used doubles its EN cost
    • Ghost Curse: At the end of the step, the afflicted Pokémon loses 5 HP and 10 EN, and cannot restore any HP or EN as long as they are on the field
Codifications
Camouflage: Ghost
Nature Power: Shadow Ball
Secret Power: Causes flinching
===================
Ten Carat Hill
This cave near Kukui’s lab is a rocky area embedded with shiny stones. Breakable stones are a common sight, and it is advised for newer travelers or would-be adventurers to take something to break them, lest they’d find themselves quickly blocked off.
  • At the beginning of the match, place a “Stone Barrier” (Arena element) into play (max. 1).
  • While a Stone Barrier is in play, Pokémon cannot use contact moves other than Struggle or Rock Smash.
  • If a Pokémon successfully uses Rock Smash, remove a Stone Barrier.
  • If a Pokemon successfully uses Strength, place a Stone Barrier into play.
Codifications
Camouflage: Rock
Nature Power: Power Gem
Secret Power: Causes flinching
===================
Melemele Meadow
This beautiful flower meadow is covered with yellow flowers. Oricorio usually feast on that nectar, strengthening their Electric abilities and transforming them into energetic cheerleaders.
  • Normal-type moves become Electric-type moves (before applying Abilities)
  • Electric-type Pokémon using an attack their share a type with heal 25% of damage dealt, rounded down. If the attack already heals, the cap is increased by 50% (1.5x) instead
  • The arena is surrounded by Pom-Pom Oricorio that encourage the battlers. Active Pokémon are under the following effects:
    • The first time a Pokémon would be knocked out by direct damage, it drops to 1 HP instead
    • Their critical hit stage is treated as two (2) higher
    • At the end of the step: each Major status has a 20% chance to be discarded
Codifications
Camouflage: Grass
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Ruins of Conflict
The ruins are supposed to host a sleeping Tapu Koko. However, it appears the island guardian often leaves them to tour Melemele Island. Its residual presence is still felt strongly: the air is crackling with electricity. You would do well to pay respects, otherwise you could anger the Tapu.
  • Default Terrain is Electric Terrain. Other Terrain effects have their duration halved
  • If an active Pokémon doesn’t successfully use at least one Fairy-type move during the round, it is hit with a STAB Thunder from r7 SpA. This occurs at the end of the Round (after end-of-Round effects, but before switching).
    • This Thunder always hits and always deals damage, regardless of circumstances (it cannot be protected or evaded against, it ignores all immunities, it ignores Substitute, it bypasses Accuracy checks, etc.)
    • If both active Pokémon are KOed, resulting in a tie, the Trainer ordering first during that round is declared winner
Codifications
Camouflage: Electric
Nature Power: Thunderbolt
Secret Power: Lowers Special Attack by 1 stage


Team Gemini Taurus:
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Barometer:dowsing machine:
Shell Bell:shell bell:
Red Card:red card:


Zinnia the Heliolisk

Level: 4 | EXP: --
Electric
Normal

#695


Advanced Techniques:
Z-Moves

Nature:
Timid (+Speed, +10% Accuracy, -Attack)

Abilities:
Dry Skin, Sand Veil, Solar Power

Stats:
HP: 85
Attack: Rank 3 ⇓
Defence: Rank 4
Special Attack: Rank 8
Special Defence: Rank 7
Speed: 126 ⇑ (+10% Accuracy)
Size Class: 2
Weight Class: 2

Moves:
Level 0
Attract
Confide
Dark Pulse
Double Team
Dragon Pulse
Facade
Fire Punch
Flash
Focus Blast
Glare
Hyper Voice
Mud-Slap
Protect
Rock Slide
Round
Signal Beam
Surf
Tail Whip
Thunder Punch
Thunder Wave
Thunderbolt
Toxic

Level 1
Brutal Swing
Charge
Cut
Discharge
Dragon Tail
Mega Punch
Parabolic Charge
Pound
Quick Attack
Rain Dance
Sandstorm
Shock Wave
Snore
Sunny Day
Swagger
Swift
Thunder Shock
Weather Ball

Level 2
Agility
Dragon Rush
Eerie Impulse
Electric Terrain
Grass Knot
Iron Tail
Low Kick
Mega Kick
Razor Wind
Rest
Rising Voltage
Scale Shot
Secret Power
Solar Beam
Thunder
Wild Charge

Level 3
Breaking Swipe
Bulldoze
Charge Beam
Dig
Electro Ball
Electroweb
Frustration
Light Screen
Low Sweep
Psych Up
Return
Rock Tomb
U-turn
Volt Switch

Level 4
Ally Switch
Camouflage
Electrify
Endure
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Magnet Rise
Sleep Talk
Substitute

Indigo the Kecleon

Level: 4 | EXP: --
Normal

#352


Nature:
Brave (+Attack, -Speed, -10% Evasion)

Abilities:
Color Change, Protean

Stats:
HP: 85
Attack: Rank 8 ⇑
Defence: Rank 5
Special Attack: Rank 5
Special Defence: Rank 9
Speed: 34 ⇓ (-10% Evasion)
Size Class: 2
Weight Class: 2

Moves:
Level 0
Aerial Ace
Ancient Power
Astonish
Attract
Brick Break
Confide
Counter
Defense Curl
Dizzy Punch
Double Team
Facade
Feint Attack
Fire Punch
Flamethrower
Flash
Ice Beam
Ice Punch
Mud-Slap
Protect
Rock Slide
Round
Shadow Ball
Shadow Claw
Slash
Strength
Tail Whip
Thunder Punch
Thunder Wave
Thunderbolt
Toxic

Level 1
Cut
Detect
Fake Out
Hone Claws
Incinerate
Lick
Magic Coat
Mega Punch
Power-Up Punch
Psybeam
Rain Dance
Recycle
Rock Smash
Role Play
Scratch
Seismic Toss
Shadow Sneak
Shock Wave
Snore
Sucker Punch
Sunny Day
Swagger
Swift
Trick
Water Pulse
Work Up

Level 2
After You
Aqua Tail
Bind
Blizzard
Captivate
Disable
Double-Edge
Dynamic Punch
Feint
Fire Blast
Focus Punch
Foul Play
Fury Swipes
Grass Knot
Iron Tail
Low Kick
Mega Kick
Nasty Plot
Recover
Rest
Screech
Secret Power
Solar Beam
Stealth Rock
Thief
Thunder

Level 3
Body Slam
Charge Beam
Dig
Drain Punch
Frustration
Fury Cutter
Headbutt
Icy Wind
Knock Off
Psych Up
Return
Rock Tomb
Rollout

Level 4
Camouflage
Endure
Fling
Hidden Power (Fairy)
Last Resort
Metronome
Mimic
Natural Gift
Reflect Type
Retaliate
Skill Swap
Sleep Talk
Snatch
Substitute
Synchronoise
Trick Room
Wonder Room

Alfalfa the Kommo-O

Level: 4 | EXP: --
Dragon
Fighting

#784


Advanced Techniques:
Z-Moves

Nature:
Impish (+Defence, -Special Attack)

Abilities:
Bulletproof, Soundproof, Overcoat

Stats:
HP: 90
Attack: Rank 8
Defence: Rank 11 ⇑
Special Attack: Rank 6 ⇓
Special Defence: Rank 7
Speed: 85
Size Class: 3
Weight Class: 4

Moves:
Level 0
Aerial Ace
Attract
Aura Sphere
Brick Break
Confide
Counter
Double Team
Dragon Claw
Dragon Pulse
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Poison Jab
Protect
Rock Slide
Round
Shadow Claw
Tackle
Thunder Punch
Toxic
X-Scissor

Level 1
Brutal Swing
Bulk Up
Coaching
Dragon Breath
Dragon Dance
Dragon Tail
Dual Chop
Echoed Voice
False Swipe
Mega Punch
Noble Roar
Roar
Safeguard
Sandstorm
Shock Wave
Snore
Swagger
Taunt
Water Pulse
Work Up

Level 2
Aqua Tail
Autotomize
Close Combat
Focus Punch
Iron Defense
Iron Tail
Low Kick
Mega Kick
Payback
Rest
Revenge
Reversal
Rock Polish
Scale Shot
Scary Face
Screech
Stealth Rock
Superpower
Swords Dance

Level 3
Bide
Boomburst
Breaking Swipe
Bulldoze
Clanging Scales
Drain Punch
Frustration
Headbutt
Laser Focus
Outrage
Return
Rock Tomb
Sky Uppercut
Uproar

Level 4
Belly Drum
Body Press
Clangorous Soul
Draco Meteor
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Sleep Talk
Stomping Tantrum
Substitute

Hickory the Slowking Galar

Level: 4 | EXP: --
Poison
Psychic

#199


Nature:
Bold (+Defence, -Attack)

Abilities:
Curious Medicine, Own Tempo, Regenerator

Stats:
HP: 95
Attack: Rank 4 ⇓
Defence: Rank 8 ⇑
Special Attack: Rank 8
Special Defence: Rank 8
Speed: 30
Size Class: 3
Weight Class: 4

Moves:
Level 0
Attract
Avalanche
Brick Break
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Growl
Ice Beam
Ice Punch
Liquidation
Poison Jab
Protect
Psychic
Round
Shadow Ball
Surf
Tackle
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Waterfall
Zen Headbutt

Level 1
Acid
Calm Mind
Confusion
Curse
Hail
Mega Punch
Psybeam
Rain Dance
Safeguard
Sludge Bomb
Snore
Snowscape
Sunny Day
Swagger
Swift
Taunt
Trick
Venom Drench
Water Pulse
Weather Ball
Yawn

Level 2
Acid Spray
Amnesia
Belch
Blizzard
Disable
Expanding Force
Fire Blast
Foul Play
Grass Knot
Gunk Shot
Heal Pulse
Hydro Pump
Iron Defense
Iron Tail
Mega Kick
Nasty Plot
Psychic Terrain
Rest
Scary Face
Slack Off
Take Down
Toxic Spikes
Venoshock
Whirlpool

Level 3
Body Slam
Brine
Bulldoze
Chilling Water
Chilly Reception
Dig
Dive
Drain Punch
Eerie Spell
Headbutt
Hex
Icy Wind
Light Screen
Low Sweep
Mud Shot
Muddy Water
Power Gem
Psych Up
Psyshock
Razor Shell
Scald
Sludge Wave
Snarl
Stomp

Level 4
Belly Drum
Block
Endure
Fling
Future Sight
Giga Impact
Helping Hand
Hyper Beam
Imprison
Metronome
Pay Day
Skill Swapw
Sleep Talk
Stomping Tantrum
Stored Power
Substitute
Tera Blast
Trick Room
Wonder Room


Team LouisCyphre:
:tyranitarite:Tyranitarite
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:eject button:Eject Button
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb

:sv/tyranitar:
Gunhilde (Tyranitar)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
A historical bolt-throwing weapon, also named the Domina Gunilda, mounted to Windsor Castle in the 1300s to repel intruders. The name spread to other large projectile emplacements, becoming synonymous with heavy artillery and the usage thereof.

Attitude and Motive:
Confident and conceited. Gunhilde is happiest as the center of others' awe and trepidation.

As a consequence of her efforts to grow stronger, she has managed to gain the respect many of Lou's other battling Pokemon, which brings her contentment whether she's willing to admit it or not.

Background:
ch.i: Gunhilde's previous trainer was interested only in her utility, putting her to work in heavy labor. Following his arrest, Gunhilde languished in storage before making her escape the first time she was released from her ball. She lived within city limits for months as a feral Pokemon, wracking up quite the hefty bounty in property damage taking what she needed. Rather than hand Gunhilde over and claim the reward for her capture, Lou offered her a place in his team.

ch.ii: The days of trouble that followed that meeting are as ancient history to the pair, now. Between that day and this one lay uncounted trials, failures, and victories; each of them spurring just a modicrum of growth and reflection. Carried along this tide of time and her own great effort, Gunhilde has blossomed from a street-dwelling petty thief into a highly respected and competent battling Pokemon. And to her credit, she has allowed only some of her success to go to her head.

Techniques:
Mega Evolution
Z-Moves

Impish nature ( +Defense, -Special Attack )
Typing: Rock/Dark
Abilities: Sand Stream Hidden Ability: Unnerve

HP: 95
Attack: 9
Defen.: 10 (+)
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 61
Size: 4
Weight: 6


:sv/Tyranitar-Mega:
Mega Tyranitar
Typing:
Rock/Dark
Abilities: Sand Stream, Unnerve

HP: 95
Attack: 11
Defen.: 13 (+)
Sp.Atk: 6 (-)
Sp.Def: 9
Speed: 71
Size: 4
Weight: 6


Movepool
Level 0:
Aerial Ace
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Crunch
Dark Pulse
Double Team
Dragon Claw
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Iron Head
Leer
Mud-Slap
Protect
Rock Slide
Round
Shadow Claw
Strength
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic

Level 1:
Bite
Brutal Swing
Chip Away
Curse
Cut
Detect
Dragon Breath
Dragon Dance
Dragon Tail
High Horsepower
Hone Claws
Ice Fang
Incinerate
Mega Punch
Power-Up Punch
Rage
Rain Dance
Roar
Rock Climb
Rock Smash
Rock Throw
Sandstorm
Seismic Toss
Shock Wave
Snore
Sunny Day
Swagger
Taunt
Water Pulse

Level 2:
Aqua Tail
Assurance
Blizzard
Captivate
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Defense
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Rest
Revenge
Rock Blast
Rock Polish
Sand Tomb
Scary Face
Screech
Secret Power
Stealth Rock
Stone Edge
Superpower
Take Down
Thunder
Whirlpool

Level 3:
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Heavy Slam
Icy Wind
Lash Out
Mud Shot
Muddy Water
Outrage
Power Gem
Pursuit
Return
Rock Tomb
Smack Down
Snarl
Stomp
Thrash
Torment
Uproar

Level 4:
Block
Body Press
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Retaliate
Sleep Talk
Spite
Stomping Tantrum
Substitute
Tera Blast
:sv/incineroar:
Palaestra (Incineroar)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
A daughter of Hermes and goddess of the Olympic sport of wrestling in Greek myth. In some tellings, Heracles learned the means to subdue the hydra after learning grappling from her students.

Attitude and Motive:


Background:

Careful nature ( +Special Defense, -Special Attack )
Typing: Fire/Dark
Abilities: Blaze Hidden Ability: Intimidate

HP: 95
Attack: 8
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 60
Size: 3
Weight: 4


Movepool
Level 0:
Attract
Blaze Kick
Brick Break
Confide
Crunch
Dark Pulse
Double Team
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Growl
Iron Head
Leer
Protect
Round
Shadow Claw
Thunder Punch
Toxic

Level 1:
Bite
Brutal Swing
Bulk Up
Double Kick
Dual Chop
Ember
Fake Out
Lick
Mega Punch
Roar
Scratch
Snore
Sunny Day
Swagger
Taunt
Will-O-Wisp
Work Up

Level 2:
Assurance
Bind
Burning Jealousy
Close Combat
Covet
Cross Chop
Fire Blast
Fire Spin
Flare Blitz
Focus Punch
Fury Swipes
Heat Wave
Low Kick
Mega Kick
Nasty Plot
Quash
Rest
Revenge
Reversal
Scary Face
Superpower
Swords Dance

Level 3:
Acrobatics
Body Slam
Bulldoze
Darkest Lariat (sig)
Drain Punch
Flame Charge
Frustration
Heat Crash
Knock Off
Lash Out
Leech Life
Low Sweep
Outrage
Parting Shot
Return
Scorching Sands
Snarl
Thrash
Throat Chop
Torment
U-turn

Level 4:
Blast Burn
Embargo
Endeavor
Endure
Fire Pledge
Fling
Giga Impact
Hidden Power (Ice)
Hyper Beam
Overheat
Pay Day
Power Trip
Sleep Talk
Snatch
Stomping Tantrum
Substitute
:sv/swampert:
Khnum (Swampert)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
The deified source of the River Nile in Egyptian myth. He shaped the first human children from clay at a potter's wheel, and then used the Nile to spread them across their then-new homeland of Egypt.

Attitude and Motive:


Background:

Careful nature ( +Special Defense, -Special Attack )
Typing: Water/Ground
Abilities: Torrent Hidden Ability: Damp

HP: 95
Attack: 8
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 60
Size: 3
Weight: 4


Movepool
Level 0:
Ancient Power
Attract
Avalanche
Brick Break
Confide
Counter
Defense Curl
Double Team
Earth Power
Earthquake
Facade
Focus Blast
Growl
Ice Beam
Ice Punch
Liquidation
Mirror Coat
Mud-Slap
Protect
Rock Slide
Round
Sludge
Strength
Surf
Tackle
Toxic
Waterfall

Level 1:
Bite
Bulk Up
Curse
Echoed Voice
Hail
High Horsepower
Mega Punch
Power-Up Punch
Rain Dance
Refresh
Roar
Rock Climb
Rock Smash
Rock Throw
Seismic Toss
Snore
Supersonic
Swagger
Water Gun
Water Pulse
Wide Guard
Work Up
Yawn

Level 2:
Amnesia
Aqua Tail
Barrier
Blizzard
Captivate
Double-Edge
Dynamic Punch
Focus Punch
Hammer Arm
Hydro Pump
Ice Ball
Iron Tail
Low Kick
Mega Kick
Mud Bomb
Rest
Sand Tomb
Screech
Secret Power
Stealth Rock
Stone Edge
Superpower
Take Down
Whirlpool

Level 3:
Bide
Body Slam
Bulldoze
Darkest Lariat
Dig
Dive
Flip Turn
Foresight
Frustration
Headbutt
Icy Wind
Mud Shot
Muddy Water (sig)
Outrage
Return
Rock Tomb
Rollout
Scald
Sludge Wave
Stomp
Uproar

Level 4:
Body Press
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fire)
Hydro Cannon
Hyper Beam
Mimic
Mud Sport
Natural Gift
Sleep Talk
Stomping Tantrum
Substitute
Water Pledge
:sv/tomohawk:
Anpao (Tomohawk)
★★★★ Level 4 — EXP: -- / 10
Name Etymology:
Spirit of the Dawn in Sioux teachings. To keep the attention of the primordial spirit of darkness Han and protect humanity, Anpao dances with them ceaselessly, creating night and day.

Attitude and Motive:
A festive and joyous soul. Anpao is difficult to vex, and insists on pointing out silver linings to others who seem down.

Underneath her usual breezy demeanor, Anpao has grown more world-wise as a result of her efforts. More often than ever, she offers moments of startling insight.

Background:
ch.i: Found wild, young, and abandoned near Lou's home, long before he began battling. Raising the feral and rambunctious Anpao was both challenging and expensive. With the passing years, she as grown into a trusting and reliable member of the team. Even now, however, Lou has an unconscious preference for cheap, easily-replaced furniture...

ch.ii: The intervening years have done much to mature Anpao into a more socialized and considerate Pokemon, and done little to curb her exuberance.

Techniques:
Z-Moves

Bold nature ( +Defense, -Attack )
Typing: Flying/Fighting
Abilities: Intimidate, Prankster Hidden Ability: Justified

HP: 100
Attack: 4 (-)
Defen.: 9 (+)
Sp.Atk: 8
Sp.Def: 6
Speed: 85
Size: 2
Weight: 3


Movepool
Level 0:
Aerial Ace
Air Slash
Attract
Aura Sphere
Brave Bird
Brick Break
Confide
Double Team
Earth Power
Earthquake
Facade
Flash
Focus Blast
Harden
Hyper Voice
Mud-Slap
Protect
Rock Slide
Round
Strength
Toxic

Level 1:
Air Cutter
Baby-Doll Eyes
Bulk Up
Coaching
Confuse Ray
Defog
Dual Wingbeat
Echoed Voice
False Swipe
Haze
Incinerate
Mega Punch
Noble Roar
Power-Up Punch
Rain Dance
Rapid Spin
Roar
Rock Smash
Safeguard
Scratch
Snore
Steel Wing
Sunny Day
Swagger
Taunt
Whirlwind
Work Up
Yawn

Level 2:
After You
Aqua Tail
Close Combat
Covet
Focus Energy
Focus Punch
Fury Swipes
Grass Knot
Heat Wave
Hurricane
Iron Tail
Mega Kick
Morning Sun
Quash
Rest
Revenge
Reversal
Roost
Secret Power
Sky Attack
Solar Beam
Stealth Rock
Stone Edge
Submission
Superpower
Take Down
Thief

Level 3:
Acrobatics
Baton Pass
Body Slam
Bounce
Bulldoze
Drain Punch
Fly
Frustration
Reflect
Return
Rock Tomb
Sky Drop
Tailwind
Throat Chop
Trailblaze
Uproar

Level 4:
Body Press
Endure
Fling
Giga Impact
Healing Wish
Helping Hand
Hidden Power (Ice)
Hyper Beam
Last Resort
Memento
Nature Power
Retaliate
Sleep Talk
Snatch
Substitute

Dice used: d2
1: Gemini Taurus is T1 | 2: LouisCyphre is T1
: 2 LouisCyphre is T1

LouisCyphre strikes an arena,
Gemini Taurus strikes 2 arenas,
LouisCyphre strikes another arena

LouisCyphre sends out and equips,
Gemini Taurus sends out, equips and orders,
LouisCyphre orders,
I ref
 

"Another day, another legendary Pokemon to track down! We impressed Chromera last time but this time we're searching for Tapu Koko:tapu koko:! I've marked on my map where we should head to next, keep your eyes peeled team!"

Striking Ten Carat Hill and Hau'oli Cemetery
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
We'll battle in the Alolan Trainers' School.


"Let's see what truth there is to the rumors."

We'll investigate the rumor about the Scary PA System, decline to equip an Exp. Share, and lead with :swampert:Khnum the Swampert @ :eject button:Eject Button.

:ss/swampert:
"I should hope not. If any of these haunted happenings occured, I would worry for the children..."
 

"A school filled with the paranormal... seems only logical that the way to win this fight is to vanish into the shadows! This may sound crazy, but lets see if Zinnia, you can make this happen"
:dowsing machine:
Sending out Zinnia the Heliolisk holding Barometer, investigating the Scary Lights
Flash - Solar Beam - Solar Beam
***Check at start of step, IF you are to use Flash, and Swampert is to use Foresight and Swampert is to use Foresight the following step, use Solar Beam that step.
***Check at start of step, IF Swampert is to use Foresight, and Swampert is not to use Foresight the following step, and Swampert did not use Foresight the step prior, use Protect that step, push actions back and replace all instances of Flash with Mud-Slap.
***IF Swampert has Protection when you are to act, use Double Team the first instance and Magnet Rise all remaining instances.
***Check at start of step, IF you are to use Solar Beam and the weather is not Clear, use Grass Knot that step.
 
:sv/Tapu Koko:Round 1: :SV/TAPU KOKO:
Alolan Trainers' School
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
  • When first sending out, a Trainer can choose to equip an Exp. Share to one of their Pokémon, even if the item is not in their backpack. This Exp. Share doesn't count towards the maximum number of items a Pokémon can carry
    • If a Trainer brought an Exp. Share in their backpack, they can equip two during their sendout post
  • When selecting this arena, and when the player who didn’t select this arena sends out, respectively: a Trainer picks a school mystery to investigate. Each mystery grants an additional bonus (to the Trainer's team only) for the game, as follows:
    • Scary Lights: Pokémon cannot be Infatuated. Fire-type attacks have their damage halved (Gemini Taurus)
    • Scary PA system: Inflict Trapping on the other team's Active Pokémon at the start of every round (LouisCyphre)


Team Gemini Taurus:
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Shell Bell:shell bell:
Red Card:red card:

:dowsing machine:
HP: 85/85 | EN: 100/100
[3/4/8/7/126]
SC/WC : 2/2 | R/C : 2/5
Dry Skin, Sand Veil, Solar Power
+10% accuracy



HP: 85/85 | EN: 100/100
[8/5/5/9/34]
SC/WC : 2/2 | R/C : 2/5
Color Change, Protean
-10% evasion



HP: 90/90 | EN: 100/100
[8/11/6/7/85]
SC/WC : 3/4 | R/C : 2/5
Bulletproof, Soundproof, Overcoat


HP: 95/95 | EN: 100/100
[4/8/8/8/30]
SC/WC : 3/4
Curious Medicine, Own Tempo, Regenerator
Empty~


Field ~
Empty
Team LouisCyphre:
:tyranitarite:Tyranitarite
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb

:eject button:
HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Torrent, Damp


HP: 95/95 | EN: 100/100
[9/10/6/7/61]
SC/WC : 4/6 | R/C : 2/5
Sand Steam, Unnerve


HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Blaze, Intimidate


HP: 100/100 | EN: 100/100
[4/9/8/6/85]
SC/WC : 2/3 | R/C : 2/5
Intimidate, Prankster, Justified
Empty~
1685505612024.png


Heliolisk was trapped !

Action 1:

Heliolisk used Solar Beam !
Heliolisk is gathering energy from the sun !

Swampert used Foresight !
Heliolisk was indentified ! (6 turns)
6EN

Heliolisk unleashed an attack !
Crit (<=25) = no (550)
Damage : (12+1+3-1)*2 = 30
8EN
Swampert pressed its Eject Button !
Swampert gained a switching marker !

Action 2:


Heliolisk used Solar Beam !
Heliolisk is gathering energy from the sun !

Swampert used Foresight !
Heliolisk is already indentified !
6EN

Heliolisk unleashed an attack !
Crit (<=25) = no (229)
Damage : (12+1+3-1)*2 = 30
8EN

Action 3:

Heliolisk used Solar Beam !
Heliolisk is gathering energy from the sun !

Heliolisk unleashed an attack !
Crit (<=25) = no (360)
Damage : (12+3+1-1)*2 = 30
8EN

Swampert used Mirror Coat !
Damage : (30*1.5) = 45
21EN

Team Gemini Taurus:
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Shell Bell:shell bell:
Red Card:red card:

:dowsing machine:
HP: 40/85 | EN: 76/100
[3/4/8/7/126]
SC/WC : 2/2 | R/C : 2/5
Dry Skin, Sand Veil, Solar Power
+10% accuracy, Trapped, Identified (3t)



HP: 85/85 | EN: 100/100
[8/5/5/9/34]
SC/WC : 2/2 | R/C : 2/5
Color Change, Protean
-10% evasion



HP: 90/90 | EN: 100/100
[8/11/6/7/85]
SC/WC : 3/4 | R/C : 2/5
Bulletproof, Soundproof, Overcoat


HP: 95/95 | EN: 100/100
[4/8/8/8/30]
SC/WC : 3/4
Curious Medicine, Own Tempo, Regenerator
Empty~


Field ~
Empty
Team LouisCyphre:
:tyranitarite:Tyranitarite
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb


HP: 5/95 | EN: 67/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Torrent, Damp


HP: 95/95 | EN: 100/100
[9/10/6/7/61]
SC/WC : 4/6 | R/C : 2/5
Sand Steam, Unnerve


HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Blaze, Intimidate


HP: 100/100 | EN: 100/100
[4/9/8/6/85]
SC/WC : 2/3 | R/C : 2/5
Intimidate, Prankster, Justified
Empty~

Turn Order:
LouisCyphre to replace :Swampert:, equip and order,
Gemini Taurus orders,
I ref
 
Last edited:

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator

"Mega Tyranitar."

:sv/tyranitar:
"Mega Tyranitar."

Sending in :tyranitar:Gunhilde the Tyranitar holding :tyranitarite:Tyranitarite.

We will, of course, Mega Evolve.

Gunhilde - Pursuit | Pursuit | Pursuit
At the start of the step, IF Zinnia is to use a Switch-Forcing Attack AND you do not have a Decoy THEN use Substitute.​
At the start of the step, IF Zinnia is to use Razor Wind THEN use Rock Blast.​
On your turn, IF Zinnia has Protection AND you do not have a Decoy THEN use Substitute.​
On your turn, IF Zinnia has a Decoy THEN use Brick Break.​
 
:sv/Tapu Koko:Round 2: :SV/TAPU KOKO:
Alolan Trainers' School
By day, the Trainers' School is one of the best places in Alola to gather information about battling. By night... Well, you might also be forced to gather information about battling...
  • When first sending out, a Trainer can choose to equip an Exp. Share to one of their Pokémon, even if the item is not in their backpack. This Exp. Share doesn't count towards the maximum number of items a Pokémon can carry
    • If a Trainer brought an Exp. Share in their backpack, they can equip two during their sendout post
  • When selecting this arena, and when the player who didn’t select this arena sends out, respectively: a Trainer picks a school mystery to investigate. Each mystery grants an additional bonus (to the Trainer's team only) for the game, as follows:
    • Scary Lights: Pokémon cannot be Infatuated. Fire-type attacks have their damage halved (Gemini Taurus)
    • Scary PA system: Inflict Trapping on the other team's Active Pokémon at the start of every round (LouisCyphre)


Team Gemini Taurus:
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Shell Bell:shell bell:
Red Card:red card:

:dowsing machine:
HP: 40/85 | EN: 76/100
[3/4/8/7/126]
SC/WC : 2/2 | R/C : 2/5
Dry Skin, Sand Veil, Solar Power
+10% accuracy, Trapped, Identified (3t)



HP: 85/85 | EN: 100/100
[8/5/5/9/34]
SC/WC : 2/2 | R/C : 2/5
Color Change, Protean
-10% evasion



HP: 90/90 | EN: 100/100
[8/11/6/7/85]
SC/WC : 3/4 | R/C : 2/5
Bulletproof, Soundproof, Overcoat


HP: 95/95 | EN: 100/100
[4/8/8/8/30]
SC/WC : 3/4
Curious Medicine, Own Tempo, Regenerator
Empty~


Field ~
Empty
Team LouisCyphre:
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb


:tyranitarite:
HP: 95/95 | EN: 100/100
[11/13/6/9/71]
SC/WC : 4/6 | R/C : 2/5
Sand Steam, Unnerve


HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Blaze, Intimidate


HP: 100/100 | EN: 100/100
[4/9/8/6/85]
SC/WC : 2/3 | R/C : 2/5
Intimidate, Prankster, Justified

HP: 5/95 | EN: 67/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Torrent, Damp
1685565850966.png


Heliolisk was trapped !
Tyranitar's Sand Stream !
Tyranitar used Summon Sandstorm !
A sandstorm brewed ! (4 rounds)
9EN

Tyranitar reacted with its mega stone !
Tyranitar mega evolved !

Action 1:

Heliolisk used Rain Dance !
It started to rain ! (5 rounds)
10EN

Tyranitar used Pursuit
Crit (<=25) = no (329)
Damage : (4+3+7) = 14
5EN

Heliolisk's dry skin !
Heliolisk healed a bit of Hp (+2 HP)

Action 2:

Heliolisk used Paralyzing Bolt !
Crit (<=25) = no (479)
Damage : (9+3+1+3-1) = 15
28EN

Tyranitar is paralyzed ! (2 counters)

Tyranitar used Pursuit !
Crit (<=25) = no (438)
Damage : (4+3+7) = 14
5EN

Heliolisk's dry skin !
Heliolisk healed a bit of HP ! (+2 HP)

Action 3:

Heliolisk used Weather Ball !
Crit (<=25) = no (432)
Damage : (10+3+3+1-1)*1.5 = 24
7EN

Tyranitar used Pursuit !
Crit (<=25) = no (121)
Damage : (4+3+7) = 14
5EN

Heliolisk's dry skin !
Heliolisk healed a bit of HP ! (+2 HP)
Tyranitar's paralysis worsened ! (+1 counter)

Team Gemini Taurus:
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Shell Bell:shell bell:
Red Card:red card:

:dowsing machine:
HP: 4/85 | EN: 31/100
[3/4/8/7/126]
SC/WC : 2/2 | R/C : 2/5
Dry Skin, Sand Veil, Solar Power
+10% accuracy, Trapped, Combo used



HP: 85/85 | EN: 100/100
[8/5/5/9/34]
SC/WC : 2/2 | R/C : 2/5
Color Change, Protean
-10% evasion



HP: 90/90 | EN: 100/100
[8/11/6/7/85]
SC/WC : 3/4 | R/C : 2/5
Bulletproof, Soundproof, Overcoat


HP: 95/95 | EN: 100/100
[4/8/8/8/30]
SC/WC : 3/4
Curious Medicine, Own Tempo, Regenerator
Empty~


Field ~
Rain (3R)
Team LouisCyphre:
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb


:tyranitarite:
HP: 56/95 | EN: 85/100
[11/13/6/9/35]
SC/WC : 4/6 | R/C : 2/5
Sand Steam, Unnerve
Paralyzed (3c)


HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Blaze, Intimidate


HP: 100/100 | EN: 100/100
[4/9/8/6/85]
SC/WC : 2/3 | R/C : 2/5
Intimidate, Prankster, Justified

HP: 5/95 | EN: 67/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Torrent, Damp

Turn Order:
Gemini Taurus orders,
LouisCyphre orders,
I ref
 
Last edited:

"Strike true! Try to take this titan down!"
:dowsing machine:
Focus Blast - Focus Blast - Focus Blast
***IF Tyranitar is to use Detect+Rock Polish then use Agility that step.
***IF Tyranitar has protection when you are to act, then use Attract that step.
***IF Tyranitar has 24 or less HP then use Weather Ball that step.
***IF Tyranitar has -1 Special Defense then use Weather Ball that step.
 
Team Gemini Taurus:
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Shell Bell:shell bell:
Red Card:red card:

:dowsing machine:
HP: 4/85 | EN: 31/100
[3/4/8/7/126]
SC/WC : 2/2 | R/C : 2/5
Dry Skin, Sand Veil, Solar Power
+10% accuracy, Trapped, Combo used



HP: 85/85 | EN: 100/100
[8/5/5/9/34]
SC/WC : 2/2 | R/C : 2/5
Color Change, Protean
-10% evasion



HP: 90/90 | EN: 100/100
[8/11/6/7/85]
SC/WC : 3/4 | R/C : 2/5
Bulletproof, Soundproof, Overcoat


HP: 95/95 | EN: 100/100
[4/8/8/8/30]
SC/WC : 3/4
Curious Medicine, Own Tempo, Regenerator
Empty~


Field ~
Rain (3R)
Team LouisCyphre:
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb


:tyranitarite:
HP: 56/95 | EN: 85/100
[11/13/6/9/35]
SC/WC : 4/6 | R/C : 2/5
Sand Steam, Unnerve
Paralyzed (3c)


HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Blaze, Intimidate


HP: 100/100 | EN: 100/100
[4/9/8/6/85]
SC/WC : 2/3 | R/C : 2/5
Intimidate, Prankster, Justified

HP: 5/95 | EN: 67/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Torrent, Damp


Action 1:

Tyranitar was paralyzed !
Tyranitar shook of the paralysis ! (-3 counters)

Heliolisk used Focus Blast !
Hit (<=480) = yes (60)
Crit (<=25) = no (278)
Effect (<=60) = no (361)
Damage: (12+3+1-1)*2 = 30
8EN

Heliolisk healed a bit of HP ! (+2HP)

Action 2:

Heliolisk used Focus Blast !
Hit (<=480) = yes (293)
Crit (<=25) = no (31)
Effect does not matter
Damage: (12+3+1-1)*2 = 30
8EN
Team Gemini Taurus: (Set won: 1)
Berserk Gene:berserk gene:
Normalium-Z:normalium-z:
Kommoium-Z:kommonium-Z:
Oran Berry:oran berry:
Shell Bell:shell bell:
Red Card:red card:

:dowsing machine:
HP: 6/85 | EN: 15/100
[3/4/8/7/126]
SC/WC : 2/2 | R/C : 2/5
Dry Skin, Sand Veil, Solar Power
+10% accuracy, Trapped, Combo used



HP: 85/85 | EN: 100/100
[8/5/5/9/34]
SC/WC : 2/2 | R/C : 2/5
Color Change, Protean
-10% evasion



HP: 90/90 | EN: 100/100
[8/11/6/7/85]
SC/WC : 3/4 | R/C : 2/5
Bulletproof, Soundproof, Overcoat


HP: 95/95 | EN: 100/100
[4/8/8/8/30]
SC/WC : 3/4
Curious Medicine, Own Tempo, Regenerator
Empty~


Field ~
Rain (2R)
Team LouisCyphre: (Set won: 0)
:flyinium-z:Flyinium Z
:grassium-z:Grassium Z
:expert belt:Expert Belt
:rindo berry:Rindo Berry
:sticky barb:Sticky Barb


:tyranitarite:
HP: KO/95 | EN: 0/100
[11/13/6/9/71]
SC/WC : 4/6 | R/C : 2/5
Sand Steam, Unnerve


HP: 95/95 | EN: 100/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Blaze, Intimidate


HP: 100/100 | EN: 100/100
[4/9/8/6/85]
SC/WC : 2/3 | R/C : 2/5
Intimidate, Prankster, Justified

HP: 5/95 | EN: 67/100
[8/7/5/9/60]
SC/WC : 3/4 | R/C : 2/5
Torrent, Damp
And with that, the first battle is complete. Paralyzing combos and a heroic comeback. This battle was eventful.
Turn Order:
Gemini Taurus gets tagged
LouisCyphre decides who is T1 and who is T2

T1 strikes one arena
T2 picks one of the arena and sends out,
T1 sends out, equips and orders
T2 orders,
I ref
 
Last edited:

"Hopefully those students can stay safe, in the mean time, we'll head to the Ruins of Conflict! Indigo take the lead!"
:shell bell:
Sending out Indigo the Kecleon holding Shell Bell
 

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