Facility The Legend Gauntlet: Tapu Lele | Challenger: Gemini Taurus

:sv/tapu lele:
Royal Avenue
Unlike the other islands, Akala does not have a dedicated meadow, but instead a bustling street where beautiful pink flowers are tended to. Their perfume is almost overpowering, and it really makes you want to… lay down… and don’t do anything for a bit… Just a little bit… Even the Oricorio feasting on their nectar feel a bit more sluggish than they would normally be.

  • Pokémon on each team always have Truant
  • Pokémon cannot attempt Chill
  • Psychic-type moves and moves tagged #Dance have their EN cost halved (rounded up)
  • When sending out a Pokémon for the first time, a Trainer can declare up to three moves tagged #Dance.
    • The Pokémon sent out adds the declared moves to their movepool for the duration of the game
  • If this arena is selected during a game other than the last of the gauntlet: at the end of the game, if the challenger defeated their opponent, increase the Energy of each Pokémon that participated in this game by 60 instead of using the normal rule
Codifications
Camouflage: Psychic
Nature Power: Energy Ball
Secret Power: Causes sleep
===================
Battle Royal Dome
Right next to the Avenue is the hot spot for Trainers willing to experience a peculiar battle format in heated arenas with a crowd cheering them on. If you're lucky, you might even catch a glimpse of the famous Royal Mask, whose identity is definitely a mystery. Maybe flashy moves will attract him?

  • When selecting this arena, and when the player who didn’t select this arena sends out, respectively: each player selects a mode between Normal, Super, Hyper and Master. The selected mode then applies to the whole game. If a different game plays on this arena, all modes become available again
    • If the player selected Super: their consumable items get triggered twice, instead of once, when their trigger condition is met, but their Hidden Ability is locked
    • If the player selected Hyper: their opponent’s Pokémon’s Abilities are ignored, but their four core stats’ stages are raised by two (2) for three (3) turns on sendout
    • If the player selected Master: their Pokémon’s four core ranks are multiplied by one and a half, rounded up, but their opponent’s Pokémon can equip up to two items
  • After an attacker is dealt damage by their own attack, the defender takes that much damage
Codifications
Camouflage: Fighting
Nature Power: Aura Sphere
Secret Power: Causes paralysis
===================
Ruins of Life
The ruins where Tapu Lele supposedly rests have some peculiar atmosphere to them. Ethereal voices whose words you can almost make out, silhouettes you can see from the corner of your eye that disappear if you try to look at them, seemingly fluctuating architecture… Nothing here is reality as you know it.
  • The battle starts with permanent Psychic Terrain
  • When Trick Room is in play: The priorities of moves are reversed (eg. Revenge now hits at priority +4, and Feint hits at priority -2)
    • Moves that grant Protection are unaffected
    • Note that this effect makes charge moves fail
  • When Wonder Room is in play: The Attack rank of each Pokémon is swapped with their Special Attack rank
  • When Magic Room is in play: The Abilities of all Pokémon are ignored
  • At the end of each round: randomly select one of Trick Room, Magic Room, and Wonder Room. The selected effect applies for the duration of the next round
    • Selecting an effect while it is already active does not discard the effect
Codifications
Camouflage: Psychic
Nature Power: Psyshock
Secret Power: Lower Defense by one stage
===================
Paniola Ranch
This small ranch hosts a nursery, and several Breeders would be more than happy to teach you how to take better care of your Pokémon. They can be a bit overwhelming, but they want nothing more than your happiness and that of your Pokémon. Look at all they can offer you!

  • At the start of battle, each Trainer gets 4 Nursery Tokens. Those Tokens can be used in battle in orders using the following Commands:
    • Token (Milk): The Active Pokémon heals 20 HP (this is not a recovery)
    • Token (Ether): The Active Pokémon heals 25 EN
    • Token (Refresh): Discard all Major and Minor Status from the Active Pokémon
    • Token (Repel): The Active Pokémon gains Evasive against contact actions for three (3) turns
    • Token (Mushroom): Apply the unique status granted by Powder to the defender for their next three (3) turns
      • The unique status is not discarded when the defender uses a Fire-type move
    • Token (Stone): The four core stats of both Active Pokémon become 0 for four (4) turns
    • Token (Charge): Grants a unique status to the Active Pokémon for their next two (2) turns:
      • While the user is acting: The effects of the Decoys of other Pokemon are ignored; also, the effects of other teams' Screens are ignored.
      • While attacking a target with Protection with an attack that does not bypass Protection: determine the damage the target would have taken without Protection, then, deal 25% of that damage to the target
    • Token (Adrenaline): Grants a unique status to the Active Pokémon for its next six (6) turns:
      • Effects of moves or status cannot prevent the user from attempting moves
  • Token Commands cannot be used in Result Clauses
Codifications
Camouflage: Normal
Nature Power: Tri Attack
Secret Power: Causes paralysis
===================
Hano Beach
Hano Beach is peaceful… but it’s also the turf of Pyukumuku, so be wary not to step on- Okay, well, be wary not to do it again. They don’t take kindly to- Or you could not listen to me at all, that’s fine. Whatever.
  • When a Pokémon is sent out: this Pokémon is inflicted with the unique statuses granted by Soak and Gastro Acid for their next three (3) turns
  • After a pokemon executes an attack that has the Body Combo class, that attacker takes damage equal to the total damage that attack dealt
  • At the end of the round: Discard all Major Status from Active Pokémon, then, Active Pokémon heal 12 HP per status discarded
Codifications
Camouflage: Water
Nature Power: Earth Power
Secret Power: Lower Attack by one stage


To my left, we have the challenger- Gemini Taurus. They have already won the trust of 2 other Tapus. Lets see if this is gonna be their third.

Challenger Gemini Taurus:
Abomasite:abomasite:
Expert Belt:expert belt:
Focus Sash:focus sash:
Gengarite:gengarite:
Oran Berry:oran berry:
Rowap Berry:rowap berry:
Shell Bell:shell bell:

Pokémons:

Fir the Abomasnow

Level: 4 | EXP: --
Grass
Ice

#460


Advanced Techniques:
Mega Evolution
Z-Moves

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

Abilities:
Snow Warning, Soundproof

Stats:
HP: 95
Attack: Rank 7
Defence: Rank 6
Special Attack: Rank 7
Special Defence: Rank 8 ⇑
Speed: 52 ⇓ (-10% Evasion)
Size Class: 4
Weight Class: 5


Fir the Mega Abomasnow
Grass
Ice


Abilities:
Snow Warning, Soundproof, Snow Warning

Stats:
HP: 95
Attack: Rank 9
Defence: Rank 8
Special Attack: Rank 9
Special Defence: Rank 10 ⇑
Speed: 26 ⇓ (-10% Evasion)
Size Class: 5
Weight Class: 5

Moves:
Level 0
Attract
Avalanche
Brick Break
Bullet Seed
Confide
Double Team
Earth Power
Earthquake
Energy Ball
Facade
Flash
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Protect
Rock Slide
Round
Shadow Ball
Strength
Toxic

Level 1
Grass Whistle
Growth
Hail
Ice Shard
Leafage
Magical Leaf
Mega Punch
Mist
Powder Snow
Rain Dance
Razor Leaf
Rock Climb
Rock Smash
Role Play
Safeguard
Seed Bomb
Snore
Snowscape
Swagger
Water Pulse
Weather Ball

Level 2
Blizzard
Captivate
Double-Edge
Focus Punch
Grass Knot
Grassy Glide
Ice Spinner
Icicle Spear
Ingrain
Iron Tail
Leech Seed
Low Kick
Mega Kick
Rest
Scary Face
Secret Power
Skull Bash
Solar Beam
Swords Dance
Synthesis
Take Down
Wood Hammer

Level 3
Aurora Veil
Body Slam
Bulldoze
Chilling Water
Frost Breath
Frustration
Giga Drain
Headbutt
Icy Wind
Light Screen
Outrage
Return
Rock Tomb
Stomp
Trailblaze
Worry Seed

Level 4
Block
Body Press
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Electric)
Hyper Beam
Leaf Storm
Natural Gift
Sheer Cold
Sleep Talk
Stomping Tantrum
Substitute
Tera Blast

Maize the Farigiraf

Level: 4 | EXP: --
Normal
Psychic

#981


Nature:
Relaxed (+Defence, -Speed, -10% Evasion)

Abilities:
Cud Chew, Armor Tail, Sap Sipper

Stats:
HP: 105
Attack: Rank 7
Defence: Rank 7 ⇑
Special Attack: Rank 8
Special Defence: Rank 5
Speed: 52 ⇓ (-10% Evasion)
Size Class: 6
Weight Class: 5

Moves:
Level 0
Astonish
Attract
Confide
Crunch
Dazzling Gleam
Double Team
Earthquake
Energy Ball
Facade
Flash
Growl
Hyper Voice
Iron Head
Mirror Coat
Mud-Slap
Protect
Psychic
Psychic Fangs
Round
Shadow Ball
Signal Beam
Strength
Tackle
Thunder Wave
Thunderbolt
Toxic
Zen Headbutt

Level 1
Calm Mind
Confuse Ray
Confusion
Curse
Double Hit
Double Kick
Echoed Voice
Magic Coat
Night Shade
Psybeam
Rain Dance
Recycle
Rock Smash
Shock Wave
Snore
Sucker Punch
Sunny Day
Swagger
Swift
Trick
Twin Beam
Work Up

Level 2
Agility
Amnesia
Assurance
Beat Up
Captivate
Double-Edge
Dream Eater
Foul Play
Grass Knot
Iron Tail
Low Kick
Nasty Plot
Nightmare
Psychic Terrain
Razor Wind
Rest
Secret Power
Take Down
Thief
Thunder
Zap Cannon

Level 3
Baton Pass
Body Slam
Bulldoze
Charge Beam
Foresight
Frustration
Guard Swap
Headbutt
Light Screen
Odor Sleuth
Power Swap
Psych Up
Psyshock
Reflect
Return
Stomp
Telekinesis
Trailblaze
Uproar

Level 4
Ally Switch
Endure
Future Sight
Giga Impact
Gravity
Helping Hand
Hidden Power (Fire)
Hyper Beam
Imprison
Mean Look
Mimic
Natural Gift
Retaliate
Skill Swap
Sleep Talk
Stomping Tantrum
Stored Power
Substitute
Tera Blast
Trick Room
Wish

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

Bergamot the Gengar

Level: 4 | EXP: --
Ghost
Poison

#94


Advanced Techniques:
Mega Evolution
Z-Moves

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

Abilities:
Cursed Body

Stats:
HP: 85
Attack: Rank 4 ⇓
Defence: Rank 5
Special Attack: Rank 9
Special Defence: Rank 6
Speed: 127 ⇑ (+10% Accuracy)
Size Class: 3
Weight Class: 3


Bergamot the Mega Gengar
Ghost
Poison


Abilities:
Cursed Body, Shadow Tag

Stats:
HP: 85
Attack: Rank 4 ⇓
Defence: Rank 6
Special Attack: Rank 12
Special Defence: Rank 7
Speed: 150 ⇑ (+10% Accuracy)
Size Class: 3
Weight Class: 3

Moves:
Level 0
Astonish
Attract
Brick Break
Confide
Counter
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Fire Punch
Focus Blast
Hypnosis
Ice Punch
Poison Gas
Poison Jab
Protect
Psychic
Round
Shadow Ball
Shadow Claw
Shadow Punch
Strength
Thunder Punch
Thunder Wave
Thunderbolt
Toxic

Level 1
Confuse Ray
Curse
Lick
Mega Punch
Night Shade
Ominous Wind
Power-Up Punch
Psywave
Rage
Rain Dance
Rock Smash
Role Play
Seismic Toss
Sludge Bomb
Smog
Snore
Sucker Punch
Sunny Day
Swagger
Taunt
Trick
Will-O-Wisp

Level 2
Acid Spray
Captivate
Clear Smog
Corrosive Gas
Disable
Double-Edge
Dream Eater
Dynamic Punch
Focus Punch
Foul Play
Gunk Shot
Haze
Infestation
Mega Drain
Mega Kick
Nasty Plot
Nightmare
Payback
Poltergeist
Rest
Scary Face
Secret Power
Skull Bash
Submission
Take Down
Thief
Thunder
Toxic Spikes
Venoshock
Zap Cannon

Level 3
Bide
Body Slam
Drain Punch
Encore
Frustration
Giga Drain
Headbutt
Hex
Icy Wind
Knock Off
Laser Focus
Phantom Force
Psych Up
Return
Self-Destruct
Skitter Smack
Sludge Wave
Telekinesis
Torment
Uproar

Level 4
Ally Switch
Destiny Bond
Embargo
Endure
Explosion
Fling
Giga Impact
Grudge
Hidden Power (Water)
Hyper Beam
Imprison
Mean Look
Metronome
Mimic
Natural Gift
Pain Split
Perish Song
Reflect Type
Skill Swap
Sleep Talk
Snatch
Spite
Substitute
Tera Blast
Trick Room
Wonder Room


To my right, we have the first guardian- TheEver.
I wonder if she will go for outright win or try and make things easier for the 2nd guardian, only time will tell.

Guardian TheEver:
:choice-band: Choice Band
:darkinium-z: Darkinium Z
:metagrossite: Metagrossite
:sticky-barb: Sticky Barb
:weakness-policy: Weakness Policy

Pokémons:

Instinct (Weavile)
Level: 4 | EXP: --

"Like an instinct with no other life to take!"

Advanced Techniques:
Z-Moves

Types:
Dark
Ice

Abilities: Pressure / Pickpocket
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 85
Atk: 9
Def: 5
SpA: 3 (-)
SpD: 6
Spe: 144 (+)

Size Class: 2
Weight Class: 3

Moves:
Level 0:
Aerial Ace
Attract
Avalanche
Brick Break
Confide
Counter
Dark Pulse
Defense Curl
Double Team
Facade
Feint Attack
Focus Blast
Ice Beam
Ice Punch
Leer
Mud-Slap
Night Slash
Poison Jab
Protect
Psycho Cut
Round
Shadow Ball
Shadow Claw
Slash
Strength
Surf
Toxic
X-Scissor

Level 1:
Bite
Calm Mind
Curse
Cut
Detect
Double Hit
Fake Out
False Swipe
Hail
Hone Claws
Ice Shard
Mega Punch
Metal Claw
Power-Up Punch
Quick Attack
Rain Dance
Rock Smash
Scratch
Snore
Snowscape
Sunny Day
Swagger
Swift
Taunt
Water Pulse

Level 2:
Agility
Assurance
Beat Up
Blizzard
Captivate
Double-Edge
Dream Eater
Dynamic Punch
Fake Tears
Feint
Focus Punch
Foul Play
Fury Swipes
Ice Spinner
Icicle Spear
Iron Tail
Low Kick
Mega Kick
Moonlight
Nasty Plot
Nightmare
Payback
Punishment
Rest
Revenge
Reversal
Scary Face
Screech
Secret Power
Swords Dance
Take Down
Thief
Triple Axel
Whirlpool

Level 3:
Baton Pass
Chilling Water
Crush Claw
Dig
Foresight
Frustration
Fury Cutter
Headbutt
Icicle Crash
Icy Wind
Knock Off
Laser Focus
Lash Out
Low Sweep
Psych Up
Pursuit
Reflect
Return
Snarl
Throat Chop
Torment
Trailblaze

Level 4:
Assist
Embargo
Endure
Fling
Giga Impact
Helping Hand
Hidden Power (Fire)
Hyper Beam
Metronome
Mimic
Natural Gift
Retaliate
Sleep Talk
Snatch
Spite
Substitute
Tera Blast

Perma (Metagross)
Level: 4 | EXP: --

"Lay your heart into my perfect machine
I will show you what you wanted to see."


Advanced Techniques:
Mega Evolution
Z-Moves

Types:
Steel
Psychic

Abilities: Clear Body / Light Metal
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 90
Atk: 10
Def: 9
SpA: 6 (-)
SpD: 7
Spe: 81 (+)

Size Class: 4
Weight Class: 9


Mega Metagross

Types:
Steel
Psychic

Abilities: Clear Body / Light Metal / Tough Claws
Nature: Jolly (+15% Speed, +10% Accuracy, -1 SpA)

Stats:
HP: 90
Atk: 10
Def: 11
SpA: 7 (-)
SpD: 8
Spe: 127 (+)

Size Class: 4
Weight Class: 11

Moves:
Level 0:
Aerial Ace
Brick Break
Confide
Defense Curl
Double Team
Earthquake
Facade
Flash
Flash Cannon
Ice Punch
Iron Head
Mud-Slap
Protect
Psychic
Psycho Cut
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Tackle
Thunder Punch
Toxic
Zen Headbutt

Level 1:
Brutal Swing
Bullet Punch
Confusion
Cosmic Power
Cut
Hold Back
Hone Claws
Metal Claw
Power-Up Punch
Rain Dance
Refresh
Rock Smash
Sandstorm
Sludge Bomb
Snore
Sunny Day
Swagger
Swift
Trick

Level 2:
Agility
Double-Edge
Dynamic Punch
Expanding Force
Grass Knot
Hammer Arm
Iron Defense
Meteor Beam
Meteor Mash
Rest
Rock Polish
Scary Face
Secret Power
Stealth Rock
Steel Beam
Steel Roller
Take Down

Level 3:
Body Slam
Bulldoze
Frustration
Fury Cutter
Gyro Ball
Headbutt
Icy Wind
Laser Focus
Light Screen
Miracle Eye
Psych Up
Psyshock
Pursuit
Reflect
Return
Rock Tomb
Rollout
Self-Destruct
Telekinesis

Level 4:
Ally Switch
Block
Body Press
Endure
Explosion
Giga Impact
Gravity
Hidden Power (Fire)
Hyper Beam
Magnet Rise
Mimic
Natural Gift
Sleep Talk
Stomping Tantrum
Substitute
Match Rules:

B4P2 vs B2P2 Singles
72h DQ, 1 Warning
Abilities: All
Backpack Size: 7 (challenger) | 5 (opponent)
Switch: OK
Technique Control: 2 (note that you cannot use two of the same Advanced Technique in a game)
Substitutions: 4
Recoveries: 2 per Pokemon
Chills: 5 per Pokemon
Arena: Variable

It has been a long 5 month so let's begin this battle without further ado.

Turn Order:
Gemini Taurus picks and arena, sends out and equips,
TheEver sends out, equips and orders,
Gemini Taurus orders,
I ref
 

"A powerful legend awaits, do our best team!"
Selecting Royal Avenue
:shell bell:
Sending out Alfalfa the Kommo-O holding Shell Bell
Selecting Victory Dance, Fiery Dance, Teeter Dance
 
Okay this is getting ridiculous.

TheEver and Gemini Taurus

I’m putting you both on notice that, starting from this post I am going to strictly enforce the DQ timer against both of you. Yes even my ally, there’s no rule saying I can’t DQ my own ally. My understanding is that if The Ever gets disqualified then I still get the counter rewards. Obviously normal DQ rules like the enforced warning and LoA still apply as normal.
 

TheEver

It's beauty and rage!
is a Pre-Contributor
I will not be able to continue participating in this match. I signed up around April originally, for the match to finally fill out around August, catching me off guard. The time and energy I was willing and able to dedicate to this have changed in that time period. I have been hesitant to withdraw, as I’m not sure how Gemini Taurus would handle the situation as both facility owner and the one with the legend on the line, but I need to be honest with myself about the plates I want to spin, and this is not one of them.

Forfeit
 

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