Birkal, a newcomer to ASB but a longtime Smogoner faces off against elusive Psychic Gym Leader Gerard! Who will prevail?
Team Gerard:
Team Birkal:
Ralts (M)
Nature: Jolly (+15% Speed, +7% Accuracy, -1 SpA)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize (Innate): Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Trace (Can be Activated): 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.
Telepathy (Innate) (DW) (Locked): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0 / 9
MC: 0
DC: 0 / 5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Confuse Ray
Destiny Bond
Shadow Ball
Thunderbolt
Psyshock
Protect
Thunder Wave
Scraggy (M)
Just before he left, my dad gave this Pokemon when I was just a runt. He said some of his friends found it while spelunking in deep caves. The little guy's skin is a weird, opaque white; he must have spent a lot of time in the dark. It's taken a while, but he's finally warmed up to me. I can't wait to see what he can do in battles.
Nature:
Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Shed Skin (Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW) (Locked) (Innate): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (48 / 1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 3 / 6
MC: 0
DC: 0 / 5
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Fake Out
Counter
Drain Punch
ThunderPunch
Ice Punch
Taunt
Rest
Rock Slide
Torment
Dragon Tail
Scratchet (F)
Nature:
Modest (+1 SpA, -1 Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW) (Locked) (Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks:
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Yawn
Haze
Nature Power
Roost
Confuse Ray
Sunny Day
Rain Dance
Focus Blast
Taunt
Substitute
Team Gerard:
Mandala (Exeggcute) {}
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Type: Grass / Psychic
Abilities:
Stats:
HP: 90
Atk: 2
Def: 3
SpA: 2
SpD: 3 (+)
Spe: 34 (-)
SC: 1
WC: 2
BST: 13
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks: 13
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
Synthesis
Moonlight
Ingrain
AncientPower
Lucky Chant
Reflect
Sunny Day
Light Screen
Sludge Bomb
Hidden Power Fire (7)
Type: Grass / Psychic
- Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
- Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
Abilities:
- Chlorophyll (Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
- Harvest: (Innate)
At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.
Stats:
HP: 90
Atk: 2
Def: 3
SpA: 2
SpD: 3 (+)
Spe: 34 (-)
SC: 1
WC: 2
BST: 13
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks: 13
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder
Synthesis
Moonlight
Ingrain
AncientPower
Lucky Chant
Reflect
Sunny Day
Light Screen
Sludge Bomb
Hidden Power Fire (7)
Omen (Meditite) {}
Nature: Jolly (+15% Speed, +11% Accuracy, -1 SpA)
Type: Fighting / Psychic
Abilities:
Stats:
HP: 90
Atk: 2 [4]
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 69 (+)
SC: 1
WC: 2
BST: 12 [14]
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks: 13
Bide
Meditate
Confusion
Detect
Hidden Power Rock (7)
Swagger
Mind Reader
Feint
Calm Mind
Fake Out
Psycho Cut
Bullet Punch
Foresight
Baton Pass
Reflect
Brick Break
Light Screen
Poison Jab
Facade
Type: Fighting / Psychic
- Fighting: Fighting STAB; Ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
- Psychic: Psychic STAB; Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.
Abilities:
- Pure Power (Innate)
This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.
- Telepathy: (Innate)
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: 2 [4]
Def: 2
SpA: 1 (-)
SpD: 2
Spe: 69 (+)
SC: 1
WC: 2
BST: 12 [14]
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks: 13
Bide
Meditate
Confusion
Detect
Hidden Power Rock (7)
Swagger
Mind Reader
Feint
Calm Mind
Fake Out
Psycho Cut
Bullet Punch
Foresight
Baton Pass
Reflect
Brick Break
Light Screen
Poison Jab
Facade
Vermont (Eevee) {}
Nature: Timid (+15% Speed, +9% Accuracy, -1 Atk)
Type: Normal
Abilities:
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 3
Spe: 64 (+)
SC: 1
WC: 1
BST: 13
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks: 13
Helping Hand
Tackle
Tail Whip
Sand-Attack
Growl
Quick Attack
Bite
Covet
Take Down
Endure
Wish
Yawn
Flail
Fake Tears
Shadow Ball
Double Team
Sunny Day
Protect
Dig
Type: Normal
- Normal: Normal STAB; Adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
- Run Away: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
- Adaptability: (Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
- Anticipation: (Innate)
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 3
Spe: 64 (+)
SC: 1
WC: 1
BST: 13
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks: 13
Helping Hand
Tackle
Tail Whip
Sand-Attack
Growl
Quick Attack
Bite
Covet
Take Down
Endure
Wish
Yawn
Flail
Fake Tears
Shadow Ball
Double Team
Sunny Day
Protect
Dig
Team Birkal:
Ralts (M)
Nature: Jolly (+15% Speed, +7% Accuracy, -1 SpA)
Type:
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Synchronize (Innate): Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Trace (Can be Activated): 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.
Telepathy (Innate) (DW) (Locked): This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0 / 9
MC: 0
DC: 0 / 5
Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Shadow Sneak
Confuse Ray
Destiny Bond
Shadow Ball
Thunderbolt
Psyshock
Protect
Thunder Wave
Scraggy (M)
Just before he left, my dad gave this Pokemon when I was just a runt. He said some of his friends found it while spelunking in deep caves. The little guy's skin is a weird, opaque white; he must have spent a lot of time in the dark. It's taken a while, but he's finally warmed up to me. I can't wait to see what he can do in battles.
Nature:
Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Abilities:
Shed Skin (Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW) (Locked) (Innate): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (48 / 1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 15
EC: 3 / 6
MC: 0
DC: 0 / 5
Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Fake Out
Counter
Drain Punch
ThunderPunch
Ice Punch
Taunt
Rest
Rock Slide
Torment
Dragon Tail
Scratchet (F)
Nature:
Modest (+1 SpA, -1 Atk)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Scrappy (Innate): This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster (Innate): The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW) (Locked) (Innate): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 2 (+)
SpD: Rank 3
Spe: 40
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0 / 6
MC: 0
DC: 0 / 5
Attacks:
Scratch
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Yawn
Haze
Nature Power
Roost
Confuse Ray
Sunny Day
Rain Dance
Focus Blast
Taunt
Substitute
Rules said:3V3 NFE Triples
Freshmons
Abilities: All
Items: Training Items
Switch: OK
Arena: TBD
Unlimited Chills / Recoveries
DQ: 1 day