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The Indigo League ([personal profile] indigo_league) wrote2016-06-24 09:47 am
Entry tags:

Badge Requests



 What does it take? It changes for each gym! Normally, the games increase in difficulty as you progress, but that wouldn't be any fun if characters could just as easily take on the Gyms that are supposed to be for top trainers only. THEREFORE, the gym leaders aren't going to be pushovers like in the games! In order to win a badge, the mods will take into account your current roster and the attacks and advantages to see whether your pokémon is strong enough to win a badge or not.

Each gym leader has a Regular Team of pokemon and an Elite Team of pokemon you can challenge. It's up to a trainer to decide which team to challenge, but if you take on the Elite Team of six level 100 Pokemon, you'll receive double the prize money. The items, however, are not doubled. Excellent for trainers looking for the extra challenge or those looking to make money fast.

!!! Badges must be mod approved. To earn a badge, please comment on this post. Please don't ask for more than two badges to be approved at once!


JOHTO
Violet City
Badge: Zephyr
Leader: Falkner

Team:
Noctowl (L: 30)
Honchkrow (L: 32)
Pidgeot (L: 35)

Rewards:
[P10,000]
TM Roost
Can use Fly outside of battle

Elite Team: Pidgeot, Dodrio, Swellow, Xatu, Staraptor, Pelipper
Azalea Town
Badge: Hive
Leader: Bugsy

Team:
Pinsir (L: 35)
Heracross (L: 37)
Scizor (L: 40)

Rewards:
[P12,000]
TM U-Turn
Can use Rock Smash outside of battle

Elite Team: Scizor, Venomoth, Vespiquen, Yanmega, Galvantula, Heracross
Goldenrod City
Badge: Plain
Leader: Whitney

Team:
Girafarig (L: 40)
Clefable (L: 42)
Miltank (L: 45)

Rewards:
[P14,000]
HM Rock Smash
TM Attract
Can use Strength outside of battle

Elite Team: Ursaring, Granbull, Blissey, Exploud, Tauros, Snorlax
Ecruteak City
Badge: Fog
Leader: Morty

Team:
Haunter (L: 45)
Misdreavus (L: 47)
Gengar (L: 50)

Rewards:
[P16,000]
TM Shadow Ball
HM Strength
Can use Surf outside of battle

Elite Team: Drifblim, Spiritomb, Dusknoir, Mismagius, Gengar, Chandelure
Cianwood City
Badge: Storm
Leader: Chuck

Team:
Hitmonlee (L: 50)
Hitmonchan (L: 52)
Poliwrath (L: 55)

Rewards:
[P18,000]
HM Fly

Elite Team: Medicham, Machamp, Hariyama, Breloom, Primeape, Toxicroak
Olivine City
Badge: Mineral
Leader: Jasmine

Team:
Skarmory (L: 55)
Magneton (L: 57)
Steelix (L: 60)

Rewards:
[P20,000]
HM Surf
HM Whirlpool

Elite Team: Metagross, Bronzong, Skarmory, Steelix, Magnezone, Empoleon
Mahogany Town
Badge: Glacier
Leader: Pryce

Team:
Dewgong (L: 60)
Lapras (L: 62)
Mamoswine (L: 65)

Rewards:
[P22,000]
TM Hail
Can use Waterfall outside of battle

Elite Team: Abomasnow, Dewgong, Glalie, Froslass, Mamoswine, Walrein
Blackthorn City
Badge: Rising
Leader: Clair

Team:
Gyarados (L: 65)
Kingdra (L: 67)
Dragonite (L: 70)

Rewards:
[P24,000]
HM Waterfall
Can use Whirlpool outside of battle
A reusable ticket for the SS Anne*

Elite Team: Aerodactyl, Charizard, Kingdra, Salamence, Garchomp, Dragonite

      *For defeating the Elite team only. Three week paid cruise vacation to be taken whenever and as many times as the holder desires. Boat can be caught from Olivine or Vermilion.
KANTO
Pewter City
Badge: Boulder
Leader: Brock

Team:
Rhyhorn (L: 30)
Golem (L: 32)
Onix (L: 35)

Rewards:
[P10,000]
TM Rock Slide
HM Rock Smash

Elite Team: Rhyperior, Rampardos, Golem, Omastar, Kabutops, Onix
Cerulean City
Badge: Cascade
Leader: Misty

Team:
Golduck (L: 35)
Lapras (L: 37)
Starmie (L: 40)

Rewards:
[P12,000]
TM Water Pulse
Can use Surf outside of battle

Elite Team: Quagsire, Lanturn, Floatzel, Lapras, Milotic, Starmie
Vermilion City
Badge: Thunder Badge
Leader: Lt. Surge

Team:
Electabuzz (L: 40)
Magneton (L: 42)
Raichu (L: 45)

Rewards:
[P14,000]
TM Thunder
Can use Strength outside of battle

Elite Team: Manectric, Electrode, Pachirisu, Magnezone, Electivire, Raichu
Celadon City
Badge: Rainbow
Leader: Erika

Team:
Jumpluff (L: 45)
Tangrowth (L: 47)
Bellossom (L: 50)

Rewards:
[P16,000]
TM Giga Drain
HM Strength
Can use Fly outside of battle

Elite Team: Shiftry, Jumpluff, Victreebel, Bellossom, Roserade, Vileplume
Fuchsia City
Badge: Soul
Leader: Janine

Team:
Crobat (L: 50)
Ariados (L: 52)
Venomoth (L: 55)

Rewards:
[P18,000]
TM Toxic
HM Surf
Can use Rock Smash outside of battle

Elite Team: Crobat, Weezing, Toxicroak, Drapion, Arbok, Venomoth
Saffron City
Badge: Marsh
Leader: Sabrina

Team:
Espeon (L: 55)
Mr. Mime (L: 57)
Alakazam (L: 60)

Rewards:
[P20,000]
TM Psychic
HM Fly

Elite Team: Jynx, Wobbuffet, Espeon, Gallade, Gardevoir, Alakazam
Cinnabar Island
(Seafoam Islands)
Badge: Volcano
Leader: Blaine

Team:
Magcargo (L: 60)
Magmortar (L: 62)
Rapidash (L: 65)

Rewards:
[P22,000]
TM Fire Blast
HM Whirlpool
Can use Whirlpool outside of battle

Elite Team: Torkoal, Camerupt, Magcargo, Houndoom, Magmortar, Rapidash
Viridian City
Badge: Earth
Leader: Blue

Team:
Exeggutor (L: 65)
Machamp (L: 66)
Rhydon (L: 67)
Gyarados (L: 68)
Pidgeot (L: 69)
Arcanine (L: 70)

Rewards:
[P25,000]
TM Hyper Beam
A reusable ticket for the SS Anne*

Elite Team: Venusaur, Blastoise, Charizard, Tyranitar, Pidgeot, Jolteon

      *For defeating the Elite team only. Three week paid cruise vacation to be taken whenever and as many times as the holder desires. Boat can be caught from Olivine or Vermilion.


The Elite Four is now distributing Keystones and Mega Stones to promising trainers! Any trainer who has defeated all eight gyms of a single region will be granted a Keystone and one Mega Stone of their choice. No player will be able to have more than one Mega Stone at a time, and those looking to switch theirs out may do so once every four months. Mega Stones may be used in any casual trainer battle, but as far as gyms go may only be used in Elite battles.


The Indigo Plateau is now open to challengers! To qualify, trainers must have all sixteen badges from Johto and Kanto. Every Pokémon they face will be level 100, and the Elite Four and the Champion have heaps of talent and experience. As such, we will be reviewing Indigo Plateau challenges with more scrutiny than we bring to badge requests. A higher level of strategy is required to win on this field. Show us what you've got!

ELITE FOUR
Bede

Team:
Mawile (L: 100)
Sylveon (L: 100)
Galarian Rapidash (L: 100)
Primarina (L: 100)
Tinkaton (L: 100)
Hatterene (L: 100)

Rewards:
[P30,000]
TM Draining Kiss
Life Orb
Koga

Team:
Skuntank (L: 100)
Venomoth (L: 100)
Toxicroak (L: 100)
Swalot (L: 100)
Crobat (L: 100)
Muk (L: 100)

Rewards:
[P35,000]
TM Venoshock
Expert Belt
Bruno

Team:
Hitmontop (L: 100)
Hitmonlee (L: 100)
Hitmonchan (L: 100)
Hariyama (L: 100)
Machamp (L: 100)
Lucario (L: 100)

Rewards:
[P40,000]
TM Power-Up Punch
Protective Pads
Karen

Team:
Weavile (L: 100)
Absol (L: 100)
Spiritomb (L: 100)
Houndoom (L: 100)
Honchkrow (L: 100)
Umbreon (L: 100)

Rewards:
[P45,000]
TM Snarl
Ring Target
Lance

Team:
Salamence (L: 100)
Gyarados (L: 100)
Garchomp (L: 100)
Altaria (L: 100)
Charizard (L: 100)
Dragonite (L: 100)

Rewards:
[P60,000]
TM Giga Impact
A Dragon-type egg with one egg move and one TM move of your choice
The League Certificate qualifying the winner to create and lead their own Pokémon "Gym." This Gym is part not of the Indigo League, but the Aurora League.
Aurora League Gym Leaders may choose their own battle specializations, as well as. design their own unique Gym (which will take one month to build from the time of request) and Badge (which will be available as soon as the Gym opens). They will be compensated for their work as Gym Leaders with a stipend that will cover building costs, labor (the Leader's and any Trainers they may employ), and rewards for victorious challengers.

We ask that Aurora Gym Leaders think carefully about the location of their Gym and the difficulty level they wish to present challengers. We also ask that they create their own Badge Request page like this one so that others can request battles with them.

To officially request an Aurora League Gym, fill out the provided template and comment here.



Please use this form to request a badge or a showdown with the Elite Four! Post your request as a comment to this post. Badges will generally be processed once per week, on either Wednesday or during the weekend. Please try not to PM or IM mods about badges (including elite challenges) unless your request has gone unanswered for more than a week.

!!! Please request badges as your character is actually in the general area of the gym!

!!! To preserve the spirit of the game, obtaining badges using recently-inherited Pokémon (ie, Pokemon received from dropped characters) that massively outlevel your own is discouraged. If this happens, you may be asked by the badge mod to revise your team. Inherited Pokemon that your character has had for a while and are the same level as the rest of your character's team are fine to use!

!!! Remember that you must fight all four members of the Elite Four and Champion Lance in a row. You may heal your Pokémon between battles and take a short break, but you cannot leave without ending your challenge.




infernofireblast: (029)

[personal profile] infernofireblast 2023-04-26 01:35 pm (UTC)(link)
Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Volcano/Blaine
Elite/Regular: Regular
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:
Powerful as Blaine's Team may be the typing-disadvantages present across the board spell disaster against quite a few of the Pokemon that Joey would put forward.

Opening with his Wailord, Fortress Whale, would let him put the hurt on Blaine right from the start as his Choice Specs grant him a x1.5 multiplier towards Special Attacks at the cost of forcing him to use only that move for the remainder of the match. With his chosen spammable being the powerful Water Spout move Fortress Whale would also be gaining the Stab bonus in addition to the super-effective damage using such a move against a Fire-Type would have. Should he be up against either Magmortar or Rapidash his Water Spout would be crashing into them at a x4.5 multiplier but, if Blaine oped with his Magcargo, its dual-weaknesses would instead doom the poor Pokemon to be crushed with a devestating x9 multiplier to the damage. Dominating as this would be, the chance of attrition or lucky critical hits bringing down his Wailord still remained, so Joey would be waiting in the wings to make use of restoration items like Hyper Potions and Full Restores to bring his partner back up to full-strength.

In the event that Wailord was brought-down Blaine would have little cause to celebrate, as that would only mean Joey's more formidable Water Pokemon would now take the field. Putting forward his Feraligatr, Alligator's Sword, the fearsome reptilian would stand-ready to avenge his comrade. Possessing his Hidden Ability of Sheer Power and using the Life Orb Held Item allowed him to tap into a combo that granted him stacking x1.5 bonuses while simultaneously eliminating the recoil that the Orb would normally bring with it. Opening with a Dragon Dance to further increase his offensive power and then beginning with barrages of Aqua Tail would see him putting out damage at a x6.75 multilier against either of Blaine's pure-Fire Pokemon or a blistering x13.5 multiplier should Magcargo have the misfortune to step into the ring.

In the event that both of these Pokemon were somehow brought-down Joey would have 4 more LV. 100 Pokemon ready and waiting to take their place. His Dragonite also knows Aqua Tail and so could join in the trend of putting out punishing amounts of damage, both his Charizard and Ceruledge could absorb much of the Fire Damage that they would receive through resistances while meting-out alternative-typed attacks to circuvent Blaine's own resistances, and his Bisharp still has formidable moves and an advantage in level despite being an disadvantageous matchup. Overall there should be enough firepower present in Joey's Team to bring about an easy victory and net him a shiny new Volcano Badge.

b>Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Earth/Blue
Elite/Regular: Regular
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:

Going up against Blue's Team would be the final obstacle stnding in-between Joey and having conquered both the Johto and Kanto Gym circuits, but would also be his first time facing a full team of six Pokemon. Having always had the numerical advantage in his previous engagements Joey would be in for a very different kind of battle due to having to essentially pair-off each member of his team into a near-bracket style showdown with Blue's. This would be a learning experience for facing the Elite Four though, so Joey stood ready to face the new challenge. Dividing-up his team in the following way, Joey would enter battle:

VS EXEGGECUTOR
Against Blue's Eggecutor Joey would put out his Bisharp, Legendary Knight Hermos. With his Dark/Steel Typing he would possess resistance to Grass and outright Immunity to Psychic moves while his own Dark-Type moves would see him dealing super-effective damage, boosted even further by his Dread Plate Held Item. Opening with a Sword's Dance and a Knock-Off would increase his attack further while both doing damage and depriving his opponent of any Held Item they may have had. Following-up with a barrage of Night Slashes would allow Hermos to have an increased chance of landing a critical hit in additon to the move's regular damage, making it all the more likely to land a crushing blow in additon to the already-heavy hurting he'd be putting on his opponent. His Defiant ability would make it so that if his opponent tried to reduce his stats it would trigger a massive jump in his attack power as well, making the fight against Exeggutor a significant mismatch from beginning-to-end, and hopefully resulting in an easy win for Joey's Bisharp.

VS MACHAMP
Against Blue's Machamp Joey would send out his Ceruledge, Gearfried the Iron Knight. Though a dual type of Fire/Ghost the Ghost half would grant immunity to any and all Fighting-Type moves that his opponent might put out, granting him a significant advantage. Though the Machamp could, of course, put out damage using other types of moves the removal of its Stab bonus would mean that Gearfried was in a strong position defensively regardless of what might come his way. Possessing a means of solid Psychic damage thanks to the Psycho Cut move, too, Gearfried would be able to deal consistant super-effective damage and present a very one-sided matchup. Opening with a Sword's Dance to further increase his offensive power and make the increased critical chance that each Psycho Cut brings with it even juicier. Overall Machamp should be in a very poor place to face Joey's Ceruledge, hopefully making for another easy win for Joey.

VS RHYDON
Blue's Rhydon is a formidable Pokemon but against Joey's Feraligatr, Alligator's Sword, it faces a truly unfavorable matchup due to a double weakness to Water. Feraligatr already has a fearsome combination thanks to his Sheer Power Hidden Ability and Life Orb Held Item, granting him the a twin x1.5 multiplier to any damaging move while simultaneously negating the recoil effect of the Orb, and Rhydon's vulnerabilities would only add fuel to that fire. Adding on the further boost from the Stab bonus would mean that any damaging water move Alligator's Sword would be crashing into his opponent at a staggering x13.5 multiplier. Boosting up with Dragon Dance before beginning the virtual doomsday that would be his barrage of Aqua Tails, Rhydon would genuinely be lucky if he wasn't blown off the field in a single hit. While lacking the defensive immunity of the previous two matchups the sheer overwhelming offensive disparity between the two Pokemon should make for a showdown that was practically over before it began.

VS GYARADOS
Gyarados would be the first of Blue's Pokemon for which Joey wouldn't have a hard-counter but putting in his Dragonite, Baby Dragon, would still allow him to answer with something capable of taking advantage of Gyarados's weaknesses. Beginning with the standard method of using a Dragon Dance to increase his offensive power Baby Dragon would then begin using Thunder Punch against his opponent. Though not benefitting from the Stab bonus the dual-weakness to Electric Moves that Gyarados posseses means that each and every hit would be slamming into it for a double super-effective x4 multiplier. Though Gyarados may well be able to respond with super-effective attacks of its own the scales would still be heavily slanted in Joey's favor, meaning that the gap would widen with every blow. Though harder-fought than the previous engagements the ability to take full-advantage of typing should make for another win for Team Joey.

VS PIDGEOT
The battle against Blue's Pidgeot would be the only matchup in which Joey's answer would be a straight-up brawl. No Type-Advantage, no Type-Disadvantage. Just a straight-up artillery battle with Joey's Charizard, Red-Eyes Black Dragon, at the center of it. Red-Eyes is spec'd as a special attacker, making use of the Wise Glasses Held Item to further increase his special attack and freeing him from the need to open with a move like Dragon Dance to deal maximum damage. Using the simple-but-effective strategy of simply spamming Flamethrower Red-Eyes would put out consistant damage while, doubtlessly, receiving return-fire from Pidgeot. If or when his health drops below the halfway mark, though, his Blaze Ability would go into effect, raising his attack power by half so long as he's using Fire-Type moves and giving him just the right push to come out on top. Though, by far, the hardest-fought battle of the Gym Battle the pieces should still be there to allow Joey's Charizard to emerge victorious, hopefully clocking yet another win and moving his team into a face-off with Blue's final Pokemon.

VS ARCANINE
Though it might the final showdown in the lineup of Blue and Joey's Pokemon the matchup between Arcanine and Joey's Wailord, Fortress Whale, would be anything but climactic. With Wailord's Choice Specs Held Item whatever move he opens with gets buffed by x1.5 but he must face the drawback of being locked-into that move for the remainder of the match. Thankfully for him, though, the move he would be getting locked-into would be the thunderously powerful Water Spout, opening with a massive Base Power and relying on the user's health pool to determine its strength. With a giant pool of HP, though, Fortress Whale would be in an fantastic place to capitolize on that damage, benefitting not only from his Held Item but from the super-effective and Stab bonuses as well. Httiing at a multiplier of x4.5 with every blast of his Water Spout and taking minimal damage from any Fire-Type Move that Arcanine would put out, the end result of their matchup would be anything but surprising.

CONTINGENCIES AND AUDIBLES
Just like in all his previous Gym Battles Joey would have a stockpile of restorative items like Hyper Potions and Full Restores ready-and-waiting to use on his team should they fall low health. As the vast majority of his matchups are very favorable towards Joey's Team, too, any of his Pokemon that might be unfortunate enough to be knocked-out by Blue's Team prior to defeating their assigned opponent would have their matchup subsequently taken-on another of Joey's Pokemon. With the majority of victories looking like they would result in relatively small amounts of damage received from their opposition any of the Pokemon tapped to serve as a "Round 2" for facing Blue's Team would almost certainly be fresh and ready for a fight. Even if Blue put an absolutely legendary performance forward in the battle attrition would 100% be his enemy, as Joey would be in a much better position to come-out with an intact team from each and every encounter. By hook or by crook Blue would begin to feel the walls begin to close in, and Joey would be able to control the match more-and-more with every loss Blue would take.
4play: (one more for the grinder)

[personal profile] 4play 2023-04-26 02:32 pm (UTC)(link)
Character: IV | [personal profile] 4play
Badge/Gym Leader: Plain Badge - Whitney
Elite/Regular: Regular
Team: Rockruff, Joltik, Glimmet, Meowth, Rolycoly, Magikarp
Battle Details:

vs. Girafarig
Since Girafarig is weak to bug types, IV will sick his Joltik Diva on it. It will come in fully charged so that it can use its electric attacks to the max from the get go, with the main strategy here being to paralyze Girafarg with Thunder Wave, while also amping the difference in their respective speeds by using String Shot and Agility. At that point it will be a nasty game of the little bug whittling away on Girafarig’s HP with all its got (Electro, Dark, Poison, Bug and Normal attacks) while also using Absorb to feed on the bigger monster in case it actually manages to lang a hit on it.


vs. Clefable
Dyson the Glimmet will be IV’s choice of poison for this fight, quite literally since he’s once more aiming to exploit Whitney’s pokemon’s type weakness. Dyson will hark it with her poison moves and Sandstorm until Clefable either manages to charm her or to do enough damage. If it’s the charm option, IV will switch Dyson out for Attila, the Rockruff, who can also take the area effects of Sandstorm since he’s a Rock type and dominate the battle by sheer level difference. If Dyson doesn’t get charmed and just takes enough damage, IV will eventually order it to use Self-Destruct, ending the battle in a double-k.o. with a big bang.

vs. Miltank
This fight is the tricky one. Shark the Magikarp will enter the ring first and hopefully land some good hits with Flail before Miltank’s raw power can eventually k.o. him. Rolycoly will enter the ring next, hopefully bringing the fight to an end with it’s 1/2 resistance against Normal type attacks. If Rolycoly goes down first, Cat the Meowth will be there to finish the fight.


----------

Character: IV | [personal profile] 4play
Badge/Gym Leader: Fog - Morty
Elite/Regular: Regular
Team: Fuecoco, Shuppet, Rockruff, Rookidee, Meowth, Magikarp
Battle Details:

vs. Haunter

This fight will be something if a test by fire for IV’s team, pun intended. Fuecoco starts the fight using its fire attacks, while also aiming to put Haunter to sleep with Yawn. At this point IV will switch it out to his new Shuppet, Gimmick, who is woefully underlevelled against this foe -- which is sort of the point, since it knows Destiny Bond. IV’s aim is to use the turn disruption with sleep to let Gimmic get the Destiny Bond in place, then have it wake its opponent and force Morty into attacking it, making his own pokemon go down in the process as well. (Either get defeated by endless attacks from a lvl 18 pokemon or hit it once and trigger a double.k.o., what a nice choice.)


vs. Misdreavus

Rockruff takes this fight, using his stone attacks as well as Bite and Crunch to win by sheer difference in levels. Should this fail Murder the Rookidee will be there to finish the fight with his fire attacks.


vs. Gengar
Cat the Meowth gets to shine in this fight. As a Normal type he’s immune to Haunter’s ghost attacks, but he sure can hit back using moves such as Bite, Taunt, Assurance, Nasty Plot and Play Rough. The level difference does the rest.



IV’s Magikarp will probably have tried to enter the battle at some point as well, once again ignoring its trainer’s orders to prove its mettle, but since Shark only knows Normal attacks, any such attempt will end in an embarrassing loss for the poor fish.
thetombkeeper: (241)

[personal profile] thetombkeeper 2023-05-02 02:38 am (UTC)(link)
Character: MARIK ISHTAR | [personal profile] thetombkeeper
Badge/Gym Leader: CHUCK | STORM BADGE
Elite/Regular: REGULAR
Team: CHENZIRA the YAMASK, USI the GENGAR, BAHITI the PERSIAN, RAMSES the CORVIKNIGHT, LOTUS the CLEFABLE, MOSWEN the ALOLAN NINETALES
Battle Details:

VS HITMONLEE:
LOTUS takes the stage for once to take on HITMONLEE! She'll be using her FAIRY, PSYCHIC, and NORMAL type moves to annihilate the poor opponent.

VS HITMONCHAN:
RAMSES will be taking on HITMONCHAN, relying on his FLYING type moves but making sure to mix things up with his DARK types as backup. Should be an easy battle considering the type advantage and him being max level.

VS POLIWRATH:
USI will be taking on POLIWRATH. Mostly due to the fact that none of POLIWRATH's FIGHTING type moves will work against him. Likewise USI will be relying on his DARK moves as well as the odd ball PUNCH attacks (THUNDER PUNCH, SHADOW PUNCH, ICE PUNCH) he's learned from various Move Tutors and DAZZLING GLEAM for a FAIRY type.

Should any of them faint during the fights, MOSWEN, CHENZIRA, and USI are ready to replace them. He'll have plenty of HYPER/MAX POTIONS on hand as well.

----------------------------------------

Character: MARIK ISHTAR | [personal profile] thetombkeeper
Badge/Gym Leader: JASMINE | MINERAL BADGE
Elite/Regular: REGULAR
Team: CHENZIRA the YAMASK, USI the GENGAR, BAHITI the PERSIAN, RANA the COFAGRIGUS, DENDARA the CHANDELURE, RAMSES the CORVIKNIGHT
Battle Details:

VS SKARMORY:
USI will be handling SKARMORY. Relying on his DARK, GHOST, and FIGHTING type moves, and his THUNDER PUNCH to widdle down the bird's defenses. He ain't got no FIRE type moves but that won't stop him one bit! As is of course tradition, he'll finish up with HYPONOSIS and DREAM EATER. Insert a Marik sounding laugh here.

VS MAGNETON:
BAHITI seems the best choice to go against MAGNETON. While she doesn't have any type advantages and her NORMAL type moves will do very little, she can rely on her other moves which are mostly DARK with a scattering of other types. ... And she does know DIG.

VS STEELIX:
Marik will try his chances and use DENDARA for this match. GHOST type moves are normal damage and he does know a good heap of FIRE type moves for maximum damage.

Should any of the main party faint, CHENZIRA, RANA, and RAMSES are on standby. Again, Marik will have plenty of HYPER/MAX POTIONS on hand as well.
nightyorb: (pic#16426570)

[personal profile] nightyorb 2023-05-03 01:10 am (UTC)(link)
Character: Riz Gukgak | [personal profile] nightyorb
Badge/Gym Leader: Misty / Cerulean Gym
Elite/Regular: Regular Team
Team: Tumble dry the Flapple (lvl 33) (holding Clear Amulet); Puk the Kecleon (lvl 76) (holding Sitrus Berry); Loggy the Hisuian Voltorb (lvl 100) (Happy To Be Here Back-up)
Battle Details:

VS Golduck

This is Tumble Dry's first big gym battle! Please all be very impressed by this ever-moving little dragon.

First things first, Flapple as a combined Dragon/Grass type, has a 4x resistance to Water moves. On the flip side, he also has a 4x weakness to Ice moves. This means Riz is going to be picking his opponents carefully as he knows a lot of water types can also learn ice moves.

Thankfully, Golduck is not one of those!

First, Riz is going to have his Flapple set up Leech Seed. Partially for the HP regain on Flapple's end, but also because he knows there is a chance Golduck might end up confusing Flapple at some point during the battle, and at least this way there will still be some continuous damage being done!

With this set, he'll have Tumble use Dragon Dance to boost his speed and attack, hopefully allowing the little dragon to move first in the initiative order.

Then finally, with his power and speed boosted, Riz will have Tumble use Grav Apple until Golduck goes down. The great thing is that this move does not only do damage, but it also lowers Golduck's defence, hopefully allowing this brave little dragon to win, even if he is just a tiny bit lower in level.

Should Flapple become unable to use Grav Apple for whatever reason, he'll switch to using either Twister or Dragon Breath. These moves can't exploit a weakness in Golduck, but they can still do damage. Plus, might cause Golduck to either Flinch or become paralysed.

Now, hopefully, Flapple will be able to win his first battle all on his own, but should he go down or look really in trouble, Riz will switch him out and bring in his other pokemon.


VS Lapras

Even if Flapple managed to get through the previous battle, the first thing Riz does is withdraw him. Golduck might not have access to Ice moves, but Lapras sure does!

Instead, he'll bring out Puk the Kecleon. Important to note is that Puk has the ability Protean, meaning his typing will always match that of the move he uses. This means every damaging move will have STAB damage.

To start, Riz will have Kecleon use Trick Room to compensate for its slow speed stat. He should now be able to go ahead of Lapras for the next five turns. He'll repeat this move if the Trick room wears off.

Next, Riz'll have Kecleon us Rock Smash. Lapras is weak to fighting moves, and it has the added bonus of potentially lowering its defence.

After this, Riz'll whip out the new TM move he taught Puk (thanks to the money he made from beating the Fuchsia gym!) -- Grass Knot. This grass type move (which Lapras is weak to) does the max of 120 points of damage to pokemon heavier than 440lbs; Lapras is 485lbs.

The only downside to using Grass Knot is that it leaves Puk as a grass type, which are weak to Ice moves. So if Lapras isn't down yet, he'll use Rock Smash again to become a fighting type once more.


VS Starmie

Riz will leave Puk in the field. Should he have taken significant damage from Lapras, he'll use his first turn to fully heal him with a Hyper Potion.

For this battle, Riz will be focusing on Kecleon's Dark type moves. This is because Dark type gives him immunity to Pyschic damage, which will make several of Starmie's heavy hitting moves useless.

If Trick Room is still active, Riz will have Puk use Foul Play; if Trick Room is not active anymore, he'll use Sucker Punch. This ensures he'll get the first move in, do dark damage to Starmie (which it is weak to) and will confer the psychic defence mentioned above.

After this, he'll switch between using Foul Play, Sucker Punch and Thief (once Puk has used up his berry) at random to keep Misty and Starmie on her toes. He might even go wild and throw in a Shadow Ball or Shadow Claw to break up the pattern, but based on their big level difference, this should be enough to finish out the battle.

But just in case, because Riz is planning a Mt Moon trip with his boy (so he doesn't have time to redo this fight), he is also bringing Loggy the Hisuian Voltorb to this fight. He doesn't think he'll need him, but if it gets to that, Loggy has got all the grass and electric moves.
infernofireblast: (030)

Elite Four Challenge 1/5 (Divided-Up Due to Text Limits)

[personal profile] infernofireblast 2023-05-03 04:03 am (UTC)(link)
Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Elite Four - Bede
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:
As a standard opener, regardless of who he goes up against, Joey would bring in Bisharp, Legendary Knight Hermos, and throw down a Stealth Rock to start the match off. Depending on what Pokemon his opponent opened with he would then switch-out to it's corresponding counter (With the possibility of Bisharp remaining on the field, of course, should luck of the draw have his preferred matchup come-up first). While this means it might take a hit on the way out it also would mean that just about any subsequent Pokemon Bede might send out will be getting around a quarter of their health knocked-off on-arrival. With his opener delivered, though, Joey would then change his active Pokemon to reflect the following matchups:

VS MAWHILE
Against Bede’s Mawhile Joey would send out his Charizard, Red-Eyes Black Dragon. Charizard’s Flying-Typing doesn’t have a weakness to Steel or Fairy while his Fire-Typing is even resistant to the former, meaning that many of the hardest-hitting moves in Mawhile’s arsenal are thankfully less impactful. Through that same Steel-Typing though Charizard is able to deal-out super-effective damage and bypass the normally resistant Fairy-Type defenses. Beginning with Sunny Day to further bolster his Fire-Type moves Charizard would then open up with what’s functionally his go-to method of bombardment by sending-out Flamethrower after Flamethrower. With the benefit of his Wise Glasses Held Item and the STAB bonus added in to the mix he’d be hitting at nearly x4 the damage as normal and laying down the law with every attack. With Flamethrower also having a 1/10 chance of burning the opponent, too, it only sweetens the deal and makes a Charizard victory all the more unavoidable.

VS SILVEON
Against Silveon Joey would use his Wailord, Fortress Whale. With neither Water nor Fairy having a weakness to each other things would seemingly be on equal footing, but Wailord would have an ace-in-the-hole that would see him shift the match… heavily. The Steel-Type move Heavy Slam deals damage based on the difference in weight between the attacker and its target, hitting at 120 Base Power if the target amounts to less than 20% of the user’s weight. With Sylveon weighing-in at 52 pounds while Wailord weighs 877 the difference in the two is beyond severe and, so, every single hit would be coming-in at maximum power. Though the move wouldn’t benefit from the STAB bonus or the boost from Choice Specs thanks to it being a Physical Move damage being dealt from the super-effective bonus alone would make it debilitating. With Wailord’s own health pool being large enough to weather whatever Sylveon might send at it the match would have all the makings of a sweep, giving Wailord an easy win.

VS GALAREON RAPIDASH
Againts Bede’s Rapidash Joey would go with his Feraligatr, Alligator’s Sword. Much like the matchup between Wailord and Silveon, neither Feraligatr or Rapidash would have a weakness to the other’s typing and so the contest would appear to be even at first glance. Feraligatr knows the Steel-Type move Iron Tail however which, when stacked with the buffs from his Sheer Power Hidden Ability and Life Orb Held Item, would end up hitting at just under x3.5 with every hit. Considering Iron Tail hits at a Base Power of 120 and has a chance to lower the target’s defenses with every hit it would only take a couple of hits to put Rapidash down, meaning that even with the chance of missing present within the move, it wouldn’t take much to put his target on-ice. With the moves that would be coming at him in return only hitting for standard damage, too, it would make for a disparity of damage that should see Feraligatr carving-out a solid win.

VS PRIMARINA
Against Primarina Joey would bring-out his Dragonite, Baby Dragon. His Dragon-Typing would be vulnerable to Primarina’s Fairy Moves, but the same applied for their own Water-Typing thanks to Dragonite’s Thunder Punch. Thanks to being a Dual-Type the weakness from both of them was lessened compared to what it would have been as Mono-Types but it would still be a race to the top in terms of damage output. Thanks to his Multiscale Ability he’d be able to open with Dragon Dance without worrying about getting hit with an alpha strike by his opponent, and that extra offensive boost would be enough to give him the edge. Putting out super-effective damage with every move and having a 1/10 chance to paralyze the target would mean that there’d be a fair chance of getting a lucky break to really let him break-out but, regardless of who came out on top, whichever Pokemon was left standing would be a hairs-breadth from knockout.

VS TINKATON
Against Bede’s Tinkaton Joey would send forth his Ceruledge, Gearfried the Iron Knight. With weaknesses to neither Fairy nor Steel he’d be in an excellent position to deal-damage as Tinktaton was vulnerable to Fire-Type Attacks. Opening with a Swords’ Dance and following it up with a Flare Blitz would deal serious damage but, more importantly, activate his Flash Fire Ability. The ability would see the recoil absorbed and all further Fire Damage he put-out increased by x1.5 which, when combined with his STAB bonus, Life Orb Held Item, and super-effective damage would be see any Fire-Move he put out hitting at over x5 its regular damage. Spamming Bitter Blade from then on would continue to do potent damage, but would heal for 50% of any of the damage dealt. This would effectively allow Ceruledge to fully heal itself with almost every hit, and mean Tinkaton would functionally have to land a one-hit-knockout if it wanted to stay in the fight. With things so lopsided a victory for Ceruledge would be all but assured, landing yet another win for Team Joey.

VS HATTERENE
Against Hatterene Joey would send in his Bisharp, Legendary Knight Hermos. Bisharp would be in a similar boat to Ceruledge’s match, as both he and his opponent are vulnerable to one of each other’s Typings. In another race for the top buffing his damage output would be the key to victory, so opening with a Swords’ Dance would give the edge he needs. Kicking-off the damage output with a Knock-Off would let him do solid damage while simultaneously depriving his opponent of whatever Held Item they may have up their sleeves. Following-up with barrages of Iron Head would allow him to keep up a barrage of super-effective damage while also having a solid chance of causing them to Flinch, giving even better chance that Bisharp could pull-ahead and bring Hatterene down. With a good chance to come out on top in the blow-for-blow Bisharp should be able to take the day.

CONTINGENCIES AND AUDIBLES
As a standard closer is the idea that plans can certainly go in ways differently than the planner intended and, in cases like these, it’s important to have your ducks-in-a-row so that you’re able to respond accordingly to how the battle goes. Like he always does in these League Battles Joey would have a stockpile of restorative items like Hyper Potions and Full Restores ready-and-waiting to use on his team should they fall low health. With the majority of his matchups favorable towards his team, too, any of his Pokemon that might be unfortunate enough to be knocked-out prior to defeating their assigned opponent would have their matchup subsequently taken-on another of Joey's Pokemon. With the majority of victories looking like they would tidy victories any of the Pokemon tapped to serve as a "Round 2" would almost certainly be in better condition than their opposition. Even if things went quite badly attrition would be Joey's friend, as each Pokemon his opponent lost would tips the scales further and further into his favor. Once the proverbial walls began to close-in on his opponent Joey would be able to control the match more-and-more, making victory all-but-assured.
infernofireblast: (030)

Elite Four Challenge 2/5 (Divided-Up Due to Text Limits)

[personal profile] infernofireblast 2023-05-03 04:03 am (UTC)(link)
Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Elite Four - Koga
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:
As a standard opener, regardless of who he goes up against, Joey would bring in Bisharp, Legendary Knight Hermos, and throw down a Stealth Rock to start the match off. Depending on what Pokemon his opponent opened with he would then switch-out to it's corresponding counter (With the possibility of Bisharp remaining on the field, of course, should luck of the draw have his preferred matchup come-up first). While this means it might take a hit on the way out it also would mean that just about any subsequent Pokemon Koga might send out will be getting around a quarter of their health knocked-off on-arrival. With his opener delivered, though, Joey would then change his active Pokemon to reflect the following matchups:

VS SKUNTANK
Against Koga's Skuntank Joey would send out his Bisharp, Legendary Knight Hermos. With his Steel-Typing granting him complete immunity to Poison and Dark being resistant to Dark he'd be in a very good position to weather attacks. On the offensive side of things he'd have to rely on his Steel Moves to do damage, which wouldn't be hitting for super-effective numbers, but would still be doing far more damage than his opponent. Opening by buffing himself with a Sword's Dance and then sending out repeated volley's of Iron Head would mean solid damage output, but would also bring a 30% chance to cause his opponent to flinch with every hit as well. With the ability to shrug-off virtually everything his opponent can send out while doing fine numbers himself it would make for a very one-sided battle and should let Bisharp take the day.

VS VENOMOTH
Against Venomoth Joey would send out his Charizard, Red-Eyes Black Dragon. His Fire/Flying-Typing has weaknesses to neither Poison or Bug while his own Fire-Type Attacks will be super-effective against Venomoth, making the scales tipped solidly in his favor. Starting off with Sunny Day to lay the groundwork for further buffs, he would then begin sending-out barrages of Flamethrower. With the Sunny Weather, his Wise Glasses Held Item, the STAB bonus, and super-effective in the mix each hit would be landing at nearly x5 damage for every hit while his opponent would only be landing at the standard damage. This damage disparity would mean Venomoth would be very likely finished-off by the time the Sunny Weather dissipated, with Charizard as a clear victor.

VS TOXICROAK
Against Toxicroak Joey would use his Dragonite, Baby Dragon. Dragon-Type is weak to neither Poison nor Fighting, while Flying even possesses resistances against the latter. With defenses further bolstered by his Multiscale Ability halving the damage on whatever Toxicroak's opening salvo would be Dragonite would be in a solid position defensively. Thanks to Fighting's vulnerability to Flying-Type Moves, too, bombarding his opponent with the hard-hitting Hurricane Move would do punishing damage while also having a respectable chance to confuse them. Overall it would be another matchup in which the odds heavily favored Joey, and should result in netting another victory.

VS SWALOT
Against Swalot Joey would send out his Ceruledge, Gearfried the Iron Knight. While his regular Bitter Blade/Flash Fire combination wouldn't be effective in this matchup his Ghost-Typing would mean that he'd have resistances against at least half of the attacks coming his way. Swords' Dance would allow him to buff his attack power to make up for the lack of a STAB bonus, and then Psycho Cut would allow him to deliver consistently hard hitting super-effective damage. The moves inherently high chance to land a critical hit would also mean there's fair chance of just ending the fight in one-to-two hits, but that would be up to lady luck. Even just relying on the move's basic stats, though, Ceruledge should be putting-out punishing damage in comparison to the hits that would be coming his way and should give him the tools necessary to come out the victor.

VS CROBAT
Against Crobat Joey would send-out his Feraligatr, Alligator's Sword. Water-Typing has weaknesses to neither Flying nor Poison but his Ice Punch move, when stacked with the bonuses of his Sheer Power Hidden Ability and Life Orb Held Item, should make for a potent super-effective combo. Though unable to take advantage of the STAB bonus each hit would still be hitting at a multiplier of x4.5 and bring with it a 10% chance to freeze the target. Like with most matchups involving Feraligatr the sheer disparity in terms of offensive output should make for a solidly one-sided engagement, netting him a fast-and-straightforward win.

VS MUK
Against Koga's Muk Joey would use his Wailord, Fortress Whale. In what would doubtlessly be the simplest of his matchups against Koga's team neither Pokemon would have moves that were super-effective against one another or hold resistances to their opponent's typing. It would be a simple battle of artillery and, hopefully, that would be what would let Wailord come out the victor. With the stacking boosts of STAB and his Choice Specs Held Item buffing the already-powerful Water Spout move Wailord should be able to come out on-top and wash away his competition.

CONTINGENCIES AND AUDIBLES
As a standard closer is the idea that plans can certainly go in ways differently than the planner intended and, in cases like these, it’s important to have your ducks-in-a-row so that you’re able to respond accordingly to how the battle goes. Like he always does in these League Battles Joey would have a stockpile of restorative items like Hyper Potions and Full Restores ready-and-waiting to use on his team should they fall low on health. With the majority of his matchups favorable towards his team, too, any of his Pokemon that might be unfortunate enough to be knocked-out prior to defeating their assigned opponent would have their matchup subsequently taken-on by another of Joey's Pokemon. With the majority of fights looking like they would tidy victories any of the Pokemon tapped to serve as a "Round 2" would almost certainly be in better condition than their opposition. Even if things went quite badly attrition would be Joey's friend, as each Pokemon his opponent lost would tip the scales further and further into his favor. Once the proverbial walls began to close-in on his opponent Joey would be able to control the match more-and-more, making victory all-but-assured.
infernofireblast: (030)

Elite Four Challenge 3/5 (Divided-Up Due to Text Limits)

[personal profile] infernofireblast 2023-05-03 04:04 am (UTC)(link)
Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Elite Four - Bruno
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:
As a standard opener, regardless of who he goes up against, Joey would bring in his Bisharp, Legendary Knight Hermos, and throw down a Stealth Rock to start the match off. Depending on what Pokemon his opponent opened with he would then switch-out to it's corresponding counter (With the possibility of Bisharp remaining on the field, of course, should luck of the draw have his preferred matchup come-up first). While this means it might take a hit on the way out it also would mean that just about any subsequent Pokemon Bruno might send out will be getting around a quarter of their health knocked-off on-arrival. With his opener delivered, though, Joey would then change his active Pokemon to reflect the following matchups:

VS HITMONTOP
Against Hitmontop Joey would use his Feraligatr, Alligator's Sword. With neither Fighting nor Water-Type having a weakness each other it's pretty much a straight-up brawl, but finally being able to use his Water-Type Moves means he gets to take advantage of the the bonuses granted through Dragon Dance, Rain Dance, Sheer Power, and Life Orb, which decidedly tilt the scales in their favor. With every hit of Aqua Tail hitting at x3.75 in addition to the boost from Dragon Dance what should be an equally matched slug-fest quickly turns into a route, and gives Feraligatr the win.

VS HITMONLEE
Against Hitmonlee Joey would send out his Wailord, Fortress Whale. In another case of Water versus Fighting neither Pokemon has a vulnerability to the other in terms of Typing, but the Flying -Type Move Bounce allows him to put out super-effective damage while also removing himself from his opponent's line-of-fire. His Choice Specs Held Item wouldn't boost Bounce due to not being a Special Move, but would still lock him into spamming the same move. Thankfully the damage avoidance he'd get as a result of the move only further compounds the one-sided nature of the battle, and makes it unlikely that the bout would end in anything but a walkover.

VS HITMONCHAN
Against Hitmonchan Joey would put-forward his Dragonite, Baby Dragon. With Dragon not having a weakness to Fighting and Flying having a resistance to it Dragonite would be in a good place defensively, while also being well-positioned to do solid damage. With Multiscale halving whatever damage the opponent might open with he would begin bombarding the enemy with salvos of Hurricane. On top of the high attack power each hit would bring with it a 30% chance of confusing the target, which would only dig the hole Hitmonchan was in deeper. With hard-hitting moves, good defenses, and a Typing-Advantage Dragonite should have little problem taking home the win.

VS HARIYAMA
Against Bruno's Hariyama Joey would send out his Bisharp, Legendary Knight Hermos. This matchup would be the only one in which Joey's Pokemon was at a distinct disadvantage thanks to Steel's weakness to Fighting. As a Dual-Type, though, the vulnerability is less severe than it would be if he were Mono-Type so he's only receiving x1.5 the damage rather than a full double. In a match as dangerous as the Elite Four, however, such a disadvantage is considerable. Bisharp would be fighting a losing battle right from the off, even with the boost from Sword's Dance. Using Knock-Off would allow him to at least deprive Hariyama of whatever Held Item he might be using as well as doing some non-resisted damage, but all he would have to fall back on is spamming Night Slash. While the damage from this wouldn't be super-effective the boost from STAB and his Dread Plate Held Item would still make it hit harder than normal, and the high chance for a critical hit inherently present within the move itself would also give a chance for some spicy damage. It's unlikely that Bisharp would be able to pull out a win, but he would do his best to inflict what damage he could so that the remainder of the team would be able to have an easy time finishing the job.

VS MACHAMP
Against Machamp Joey would use his Ceruledge, Gearfried the Iron Knight. In complete contrast to the previous matchup the battle against Machamp would have all the makings of a walkover. Possessing a complete immunity to Fighting-Moves thanks to his Ghost-Typing while also holding the ability to deal super-effective damage himself Ceruledge would be in a prime position to put the hurt on his opponent. Beginning with Swords Dance before launching into Psycho Cut would be a simple-but-effective combination that would see the damage stacking up while shrugging off nearly everything that might come his way. Though he'd take recoil from his Life Orb Held Item the boost that it would grant his moves would offset the absence of the STAB bonus and mean that every hit would be dealing triple damage against Machamp, in addition to having a high likelihood of dealing a critical hit thanks to the move's innate ability. In a complete reverse of how his fellow Knight's battle had gone the fight with Ceruledge would practically over before it began, resulting in an easy win for Joey's Team.

VS LUCARIO
Against Lucario Joey would send in his Charizard, Red-Eyes Black Dragon. Flying-Type's resistance to fighting and Fire's resistance to Steel means that he'd have solid defense pretty much regardless of what Lucario throws at him, while both his Typings are capable of putting-out super-effective damage against him in-return. Opening with Sunny Day to boost his Fire-Type damage he'd then begin bombarding his opponent with Flamethrower. With the combination of buffs he's got every hit would be landing for x4.95 damage in addition to each and every salvo having a 1/10 chance to Burn them as well. Strong a Pokemon as Lucario might be, Charizard would have little problem pulling out the win.

CONTINGENCIES AND AUDIBLES
As a standard closer is the idea that plans can certainly go in ways differently than the planner intended and, in cases like these, it’s important to have your ducks-in-a-row so that you’re able to respond accordingly to how the battle goes. Like he always does in these League Battles Joey would have a stockpile of restorative items like Hyper Potions and Full Restores ready-and-waiting to use on his team should they fall low health. With the majority of his matchups favorable towards his team, too, any of his Pokemon that might be unfortunate enough to be knocked-out prior to defeating their assigned opponent would have their matchup subsequently taken-on another of Joey's Pokemon. With the majority of victories looking like they would tidy victories any of the Pokemon tapped to serve as a "Round 2" would almost certainly be in better condition than their opposition. Even if things went quite badly attrition would be Joey's friend, as each Pokemon his opponent lost would tips the scales further and further into his favor. Once the proverbial walls began to close-in on his opponent Joey would be able to control the match more-and-more, making victory all-but-assured.
infernofireblast: (030)

Elite Four Challenge 4/5 (Divided-Up Due to Text Limits)

[personal profile] infernofireblast 2023-05-03 04:06 am (UTC)(link)
Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Elite Four - Karen
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:
As a standard opener, regardless of who he goes up against, Joey would bring in his Bisharp, Legendary Knight Hermos, and throw down a Stealth Rock to start the match off. Depending on what Pokemon his opponent opened with he would then switch-out to it's corresponding counter (With the possibility of Bisharp remaining on the field, of course, should luck of the draw have his preferred matchup come-up first). While this means it might take a hit on the way out it also would mean that just about any subsequent Pokemon Karen might send out will be getting around a quarter of their health knocked-off on-arrival. With his opener delivered, though, Joey would then change his active Pokemon to reflect the following matchups:

VS WEAVILE
Against Karen's Weavile Joey would use his Ceruledge, Gearfried the Iron Knight. With Weavile being able to exploit Ceruledge's vulnerability to Dark and Ceruledge able to do the same through Fire the match essentially devolves into a battle of super-effectiveness. Opening with Flare Blitz would do massive damage to Weavile while Ceruledge's Flash Fire ability would both negate the regular recoil and activate its boost to Fire Moves. After that, rather than doing Swords Dance, he would just go into a barrage of Bitter Blades. With both Pokemon landing super-effective damage it would be a race to see who could take the other out without falling themselves, and the boosted damage of Bitter Blade would mean that Ceruledge was functionally able to fully heal itself every turn. With a massive edge like that it would only be a matter of time before his opponent fell to attrition and Ceruledge grabbed the win.

VS ABSOL
Against Absol Joey would deploy his Feraligatr, Alligator's Sword. Possessing no inherent vulnerabilities to Dark-Type moves and the ability to make use of punishing Fighting-Type attacks like Superpower the scales would already be tipped in Feraligatr's favor right from the start. Combined with the combo of Dragon Dance, Sheer Power, and Life Orb it would honestly be surprising if Absol lasted for more than a single hit. Despite the fact that Superpower lowers the user's attack value with every hit the sheer damage being dealt would be sufficient to all-but-ensure that it only took one-to-two moves to put his opponent in the ground.

VS SPIRITOMB
Against Spiritomb Joey would send out his Bisharp, Legendary Knight Hermos. While not able to do super-effective damage against the Spiritomb Bisharp has resistances to both Dark and Ghost, putting himself in an advantageous place defensively. Using Sword's Dance and Iron Head to put out solid damage while being able to shrug off most everything he receives in-turn, Bisharp would be poised to claim the win.

VS HOUNDOOM
Against Karen's Houndoom Joey would use his Wailord, Fortress Whale. With resistance to Fire and only normal damage from Dark Wailord wouldn't be at particularly large risk defensively, and would be able to make good use of his high health pool to stay in the match. With his Choice Specs Held Item and the STAB bonus bolstering his already-powerful Water Spout move, too, each and every attack he would send towards Houndoom would be devastating. Tough opponent or not, the sheer Typing mismatch should make this matchup a wash.

VS HONCHKROW
Against Honchkrow Joey would make use of his Dragonite, Baby Dragon. With weaknesses to neither Flying nor Dark and his Multiscale ability halving the damage of whatever the opponent might open with Dragonite is in a decent place defensively, but the ability to put out super-effective Electric Damage every turn is where things truly tip in his favor. With a Dragon Dance to boost his offensive power even higher a barrage of Thunder Punches would quickly widen the gap in damage output between the two Pokemon, with the 1/10 chance of paralyzing the opponent only serving to sweeten the deal. Blow-for-blow Dragonite would beat his opponent down, and come out the other side with another win for Team Joey.

VS UMBREON
Against Karen's Umbreon Joey would send-in his Charizard, Red-Eyes Black Dragon. Though neither Umbreon nor Charizard have a weakness to the other's Typing, Charizard is able to put-out a strong Fighting-Type move that allows him to exploit Umbreon's vulnerabilities and deal major damage. Using the flat damage output of Seismic Toss Charizard would be able to not only deal solid physical damage despite his normal roll as a special attacker, but the damage done by seismic toss bypasses defensive stats as well. With Umbreon's low health pool and it's weakness to Fighting-Type moves it should be a quick and clever win for Charizard.

CONTINGENCIES AND AUDIBLES
As a standard closer is the idea that plans can certainly go in ways differently than the planner intended and, in cases like these, it’s important to have your ducks-in-a-row so that you’re able to respond accordingly to how the battle goes. Like he always does in these League Battles Joey would have a stockpile of restorative items like Hyper Potions and Full Restores ready-and-waiting to use on his team should they fall low health. With the majority of his matchups favorable towards his team, too, any of his Pokemon that might be unfortunate enough to be knocked-out prior to defeating their assigned opponent would have their matchup subsequently taken-on another of Joey's Pokemon. With the majority of victories looking like they would tidy victories any of the Pokemon tapped to serve as a "Round 2" would almost certainly be in better condition than their opposition. Even if things went quite badly attrition would be Joey's friend, as each Pokemon his opponent lost would tips the scales further and further into his favor. Once the proverbial walls began to close-in on his opponent Joey would be able to control the match more-and-more, making victory all-but-assured.
infernofireblast: (030)

Elite Four Challenge 5/5 (Divided-Up Due to Text Limits)

[personal profile] infernofireblast 2023-05-03 04:06 am (UTC)(link)
Character: Joey Wheeler | [personal profile] infernofireblast
Badge/Gym Leader: Elite Four - Bede
Team: "Charizard - LV100", "Dragonite - LV100", "Bisharp - LV100" , "Ceruledge - LV100", "Feraligatr - LV100", "Wailord - LV100"
Battle Details:
As a standard opener, regardless of who he goes up against, Joey would bring in his Bisharp, Legendary Knight Hermos, and throw down a Stealth Rock to start the match off. Depending on what Pokemon his opponent opened with he would then switch-out to it's corresponding counter (With the possibility of Bisharp remaining on the field, of course, should luck of the draw have his preferred matchup come-up first). While this means it might take a hit on the way out it also would mean that just about any subsequent Pokemon Lance might send out will be getting around a quarter of their health knocked-off on-arrival. With his opener delivered, though, Joey would then change his active Pokemon to reflect the following matchups:

VS SALAMENCE
Against Lance’s Salamence Joey would send out his Charizard, Red-Eyes Black Dragon. While both share the Flying-Type Charizard is able to unload his Dragon-Type moves on Salamence without fear of reprisal, meaning he’s got the lone channel for super-effective damage. With the buff from his Wise Glasses Held Item adding on to his Special Attack each Dragon Pulse would be hitting for over double damage, while anything his opponent sent back at him would only hit for regular damage. Hitting for higher and getting hit back for lower, it would only be a matter of time until Charizard took home the win.

VS GYARADOS
Against Gyarados Joey would put-in his Dragonite, Baby Dragon. While Gyarados has the ability to strike against Dragonite’s Dragon-Typing for increased damage he’s unable to match the kind of damage that’s able to be sent back at him thanks to his double vulnerabilities. With Multiscale halving whatever his opponent might open with he could increase his own offense with Dragon Dance without having to worry about taking too hard a hit, and then proceed to do x4 damage with every single hit due to Gyarados’ Flying and Water Typing. With a 1/10 chance to Paralyze the target on top of the massive damage output only serving to sweeten the pot, Dragonite’s victory would be all-but-guaranteed.

VS GARCHOMP
Against Garchop Joey would throw his Feraligatr, Alligator’s Sword, into the ring. With Garchomp’s weakness to Water and Feraligatr already able to stack-up insane bonuses via STAB, Rain Dance, Dragon Dance, and the Sheer Power/Life Orb combination every Aqua Tail he’d send out would be tantamount to an execution. Hitting at over x7.5 the regular output with each hit and having no danger of a super-effective attack coming in-return the match would be quickly decided, with Feraligatr nabbing an easy win.

VS ALTARIA
Against Altaria Joey would send in his Ceruledge, Gearfried the Iron Knight. With neither Pokemon possessing an option for super-effective damage or resistances it would come down to a straightforward brawl. Beginning with a Swords’ Dance before going into his standard Flare Blitz/Flash Fire activation combo would allow him to enter into his trademark Bitter Blade spam. With the ability to deal damage while ensuring his own health stays full it would only be a matter of time before Altaria hit the mat and Ceruledge clinched the win.

VS CHARIZARD
Against Lance’s Charizard Joey would send in his Wailord, Fortress Whale. With Charizard’s weakness to Water and Wailord’s resistance to Fire things would not be looking good for the matchup right from the start. With the STAB bonus, the bonus from the Choice Specs Held Item, and the super-effective bonus the already-titanic damage of Water Spout would be enough to end the battle in one-to-two hits. In a lopsided beatdown, Wailord takes the day.

VS DRAGONITE
Against Dragonite Joey would put in his Bisharp, Legendary Knight Hermos. With Steel having a resistance to both Flying and Dragon things are once-more defensively advantageous for Bisharp. Starting out with Swords’ Dance to up his offensive power before hitting with Knock-Off to do extra damage and eliminate any Held Item the opponent may have had the stage would be well set for beginning the bombardment. Spamming Night Slash would allow him to take advantage of the boost to Dark-Type Moves given by his Dread Plate Held Item, as well as having a high chance to land a critical hit with every attack. With the ability to shrug-off a good chance of any incoming damage while putting out respectable hits every turn the scales would be tilted solidly in Bisharp’s favor, allowing him to come out on-top and secure the win.

CONTINGENCIES AND AUDIBLES
As a standard closer is the idea that plans can certainly go in ways differently than the planner intended and, in cases like these, it’s important to have your ducks-in-a-row so that you’re able to respond accordingly to how the battle goes. Like he always does in these League Battles Joey would have a stockpile of restorative items like Hyper Potions and Full Restores ready-and-waiting to use on his team should they fall low health. With the majority of his matchups favorable towards his team, too, any of his Pokemon that might be unfortunate enough to be knocked-out prior to defeating their assigned opponent would have their matchup subsequently taken-on another of Joey's Pokemon. With the majority of victories looking like they would tidy victories any of the Pokemon tapped to serve as a "Round 2" would almost certainly be in better condition than their opposition. Even if things went quite badly attrition would be Joey's friend, as each Pokemon his opponent lost would tips the scales further and further into his favor. Once the proverbial walls began to close-in on his opponent Joey would be able to control the match more-and-more, making victory all-but-assured.
4play: (and a smile for the camera)

[personal profile] 4play 2023-05-06 02:48 am (UTC)(link)
Character: IV | [personal profile] 4play
Badge/Gym Leader: Storm Badge - Chuck
Elite/Regular: Regular
Team: Fletchinder, Noibat, Sprigatito, Shuppet, Fuecoco, Rookidee
Battle Details:


vs Hitmonlee
Since Hitmonlee's only elemental attack is fire-based, IV is going to send Ruin the Fletchinder into this fight. It's fighting and fire dual-typing lets it only take half the damage from whatever attack Hitmonlee is going to throw at it, while it can shine by first upping its chance to further evade any attacks by means of things like Agility, Quick Attack and Tail Wind and then raining down flying attacks like Aerial Ace, Fly and Acrobatics on its enemy. Even if Hitmonlee manages to hit the small bird it can still recover using Roost while its ability Flame Body might end up leaving Hitmonlee with Burn status after making contact.


vs. Hitmonchan
Beast the Noibat is IV’s choice poison for this round. While it's generally rather difficult to punch a tiny bat out of the air (Hitmonchan's three time the size of Noibat’s full wingspan), Noibat is going to add to the confusion by using Double Team before continuously using Supersonic on its opponent. With a little luck this will be enough to make Hitmonlee either knock itself out or run into one of Noibat’s many flying type attacks like Air Cutter, Air Slash and Hurricane and allow it to land a critical hit.


vs. Poliwrath
IV’s Sprigatito, Macabre, and Gimmick the Shuppet will be tackling this round. Sprigatito will go first, using its fairy and grass attacks to weaken and sap away on Poliwrath’s health. Once Sprigatito's own health is running low, IV will have it use U-Turn to switch out with his Shuppet, which will once again use the Destiny Bond + notably lower level combination while forcing Poliwrath also to rely on its elemental attacks only thanks to its ghost typing.


Should any of these strategies fail IV has brought his Fuecoco and his Rookidee with him. Both have either a type advantage in either offense or defense against fighting types.

No Magicarps were hurt during this fight. (For once.)
behindblueskin: (Fight 3)

[personal profile] behindblueskin 2023-05-10 01:44 am (UTC)(link)
Character: Keldor | [personal profile] behindblueskin
Badge/Gym Leader: Bugsy/Azalea Town
Elite/Regular: Regular
Team: Fushimi | Sugi | Zefa | Shishito
Battle Details:

Against Pinsir

We start things off with one of Keldor's latest acquisitions from prom; namely Fushimi. Since she's got the level disadvantage going in despite having the type advantage, her two jobs are 1: gain EXP, and 2: lend an assist to Sugi in the form of a couple Embers and maybe a Tackle or Bite, then recalled and Sugi sent out to help finish things up with a Quick Attack-turned-Wing Attack. With luck, that should seal the deal. If not, well, there's always Feather Dance.

Against Heracross

Once that's over, and the feathers are swept away, it's time to send in Zeta the Corviknight. Oh dear. It looks like Heracross is starting to sweat. While its Fighting type should, in theory, help it stand up to a Steel type, it's the fact that both Fighting and Bug are weak to Flying types that's got the blue beetle feeling nervous. You'd think that'd have Keldor feeling more charitable towards his opponent, but you don't win badges through mercy, so, after a Hone Claws, it's time to squash this six-legger with a Drill Peck and a Brave Bird.

Against Scizor

Today's just not the day to be double-weak to something, because when Shishito enters the ring, the poor mantis is gonna be feeling the heat. Torch Song might make some people sing along, but Scizor won't be providing a duet tonight, and Will-o-Wisp won't make it feel like dancing to the tune, either. That won't be the end of its woes, because thanks to Torch Song that Flamethrower is gonna hurt really, really badly.
Edited 2023-05-10 07:27 (UTC)
nellacerniera: (quattro)

[personal profile] nellacerniera 2023-05-12 08:43 am (UTC)(link)
Character: Bruno Bucciarati | [personal profile] nellacerniera
Badge/Gym Leader: Lt. Surge, Thunder Badge
Elite/Regular: Regular
Team: Laura (Gliscor, Lv70), Buttons (Skitty, Lv70), Nevio (Sandslash, Lv70), Angelica (Hisuian Lilligant, Lv70), Cetriolo (Gastrodon, Lv70)
Battle Details: So, Electric-types. Bucciarati is fairly certain he probably has this, but hey, who knows.

It's actually not Buttons out first against the Electabuzz, but rather, Laura the Gliscor... who is mostly coming out to set up three layers of Spikes.

It's only after that that Buttons will be entering with Fake Out, as per usual. From there, Bucciarati will be ordering the Skitty to use Attract at the first opportunity--it's got a good chance of sticking, after all, and that's something Bucciarati's going to bank on for this part of the battle (as well as hope the infatuation keeps kicking in when he needs it...). From there, the Skitty will alternate between Charm and Tail Whip--yes, most of Electabuzz's moves are Special rather than Physical, but the possibility of Low Kick is just worrying enough that Bucciarati would rather the damage be minimized. Once the Electabuzz has been worn down with Charm and Tail Whip, Bucciarati's actual offensive starts: and it's a lot of Buttons using Dig. Static and any resulting paralysis isn't much of a deterrent--after all, being paralyzed gives Buttons a huge boost when she uses Facade, and when that runs out of PP, Buttons can just fix herself right up with Heal Bell. If Buttons starts getting low on HP, she will use Sing, and then Dream Eater if Sing takes! Otherwise, it's Dig, Facade, Play Rough, and Payback until either Buttons or the Electabuzz go down.

In the case that Buttons goes down first, it'll be Nevio the Sandslash out to replace her. There's not much to say here, except that Nevio will be using Bulldoze and Sand Tomb until Electabuzz goes down, alongside Rest if he needs to top up on HP (and Snore to stay on the offensive despite being asleep).

Regardless of whether Bucciarati has Buttons or Nevio out when Electabuzz goes down, either Pokemon is being withdrawn in favor of sending out Angelica. When sent out, the Hisuian Lilligant is immediately using Sleep Powder to try to put the Magneton to sleep, and using this until it works. Once the Magneton is asleep, Angelica will be using Sunny Day for that sweet, sweet Chlorophyll boost. From there, Bucciarati will order her to use Victory Dance. After that, it's simply a matter of using Rock Smash and refreshing Sunny Day. If Angelica's HP gets low, she'll use Synthesis if Sunny Day's still going, or Drain Punch if Sunny Day hasn't been refreshed yet.

Now, if Angelica gets nailed with Supersonic, Bucciarati will switch her out in favor of Cetriolo the Gastrodon. Cetriolo will waste no time in letting loose with Earth Power and Bulldoze in hopes of taking out the Magneton as quickly as possible. If Cetriolo gets hit with Supersonic, Bucciarati will switch Angelica back in and switch back to the previous strategy.

Once Magneton goes down, what happens next depends on which of the Pokemon Bucciarati still has out. If he has Cetriolo out, he'll effectively carry on with the strategy he used against the Magneton--Earth Power and Bulldoze! There might also be an occasional Mud Bomb thrown in for flavor, Protect used occasionally, and then Recover when the Gastrodon's HP gets low. If Cetriolo does end up close to fainting, well and truly cornered, and out of HP for healing moves? Memento.

If Bucciarati has Angelica out... she's getting withdrawn immediately in favor of Laura. The Gliscor will kick things off with Sandstorm, and from there, Bucciarati orders her to start using Sand Attack to reduce Raichu's accuracy and Swords Dance to increase her own attack (while refreshing Sandstorm as necessary). Once Raichu can barely hit her and her attack has been maxed out, Laura will start using Earthquake repeatedly in hopes of ending the fight quickly.

If Cetriolo or Laura go down, Bucciarati will swap to the other and use that respective strategy. Should the other go down, out will come Nevio with Sandstorm, Sand Tomb, Dig, and Earthquake. Nevio will use Rest to keep his HP up and Snore to stay on the offensive while asleep, and Protect if Bucciarati sees the need to use that! Angelica will be prioritized next if Nevio goes down, the Hisuian Lilligant using Poison Powder, followed by Magical Leaf, Petal Blizzard, and Giga Drain+Mega Drain. If Raichu's still up after these? Leaf Storm and Close Combat as last resorts.

Should Bucciarati be left with Buttons, he will have her use Attract immediately and use a similar strategy that he did against Electabuzz--Dig, Facade, Play Rough, and Payback, with a Sing+Dream Eater combo if she needs to restore her HP and Heal Bell if Paralysis from Static gets annoying.

Character: Bruno Bucciarati | [personal profile] nellacerniera
Badge/Gym Leader: Janine, Soul Badge
Elite/Regular: Regular
Team: Celeste (Metagross, Lv70), Buttons (Skitty, Lv70), Teodoro (Slowpoke, Lv70), Cavolo (Corviknight, Lv70), Ciarduna (Talonflame, Lv75)
Battle Details: So, Bucciarati actually took a bit to fully decide on a team here, and he's mostly got his fingers crossed this will work out.

Much like his battle against Lt. Surge, Buttons is not the first one out. No, instead it's Celeste out first for one major reason: Stealth Rock. After the entry hazard has been set and the Metagross has used Scary Face on the Crobat, Bucciarati withdraws them to send out Buttons. While she uses Fake Out upon entry as usual, she won't be sticking around much longer after that. No, she just uses Thunder Wave (because speed is the major concern with a Crobat) before she, too, is withdrawn. Instead... perhaps surprisingly, Teodoro gets sent out. The Slowpoke uses Psychic Terrain first, mainly to power up his Psychic-type moves. From there, it's really just a matter of using Psychic, Confusion, and Zen Headbutt. Bucciarati has Teodoro refresh Psychic Terrain when needed, Slack Off will be used to restore HP, and any pesky Bites are met with a Disable. Luckily, thanks to Own Tempo, Supersonic won't be an issue!

That being said, if Teodoro goes down prematurely, it'll be time for Celeste to return to the battlefield. If Psychic Terrain is still up, the Metagross will almost certainly benefit from it, with their own Psychic, Confusion, and Zen Headbutt. In addition, Celeste has a super-effective Rock Tomb, even if they don't get STAB from it.

Ideally that'll be enough to take the Crobat out. However that gets done, Teodoro or Celeste won't be staying out to battle Ariados. No, instead, it'll be Cavolo brought out. Cavolo leads with Taunt to shut down all that potential status move nonsense, and he'll follow that up with Swagger to stack confusion on top of it. A bit risky, but not exactly playing with fire given all of Corviknight's resistances. From there, Cavolo uses primarily Fly (the semi-invulnerable turn is very appealing) and Drill Peck, refreshing Taunt as needed.

If Ariados goes down at Cavolo's... talons, Bucciarati will keep the Corviknight out and repeat more or less the same strategy with Venomoth, with Taunt being especially important here. (Although, Bucciarati will opt to not use Swagger this time--that Venomoth could have Tinted Lens, and Bucciarati's not willing to test that out.) That being said, Pluck will also be added to the rotation of Flying-type moves in this case if one of the others runs out of PP.

Now, if Cavolo happens to go down, Bucciarati will send out Ciarduna. The Talonflame will be doing her best to work quickly to take the Ariados or the Venomoth down, using moves like Heat Wave, Fly, and Acrobatics in order to capitalize on the Bug type's weaknesses, using things like Flame Charge and Aerial Ace if the other moves run out of PP.

If Ciarduna happens to get taken out, Celeste will be coming back out. This time, they'll lead off with Sandstorm and after that start hammering away at Venomoth with the remaining Psychic-type moves they have the energy for as well as Rock Tomb. If Celeste goes down and Teodoro hasn't been KO'd already, it'll be the Slowpoke's turn again.

With. Something of a surprising TM investment: Flamethrower. Good lord, Bucciarati. That being said, that's not the only thing the Slowpoke will be using in case of Venomoth--in fact, Bucciarati will be having Teodoro start off with Yawn, and otherwise hammer away with Psychic type moves, including Dream Eater. He has a similar strategy for if he's forced to resort to Buttons, replacing Yawn with Sing. The Skitty might be limited to Zen Headbutt in terms of Psychic-type moves, but she does have one more card to play if she gets poisoned: Facade.

Hopefully, though, all this will be enough for Bucciarati to walk away with the badge.
nightyorb: (ɪ ᴡᴀs ᴀ ᴄᴏᴍᴍᴜɴɪsᴛ ғᴏʀ ᴛʜᴇ ғʙɪ)

[personal profile] nightyorb 2023-05-15 10:47 pm (UTC)(link)
Character: Riz Gukgak | [personal profile] nightyorb
Badge/Gym Leader: Brock / Pewter City / Boulder Badge
Elite/Regular: Regular Team
Team: Tumble Dry the Flapple (lvl 40) (Holding Clear Amulet); Niknik the Wishiwashi (lvl 79) (Holding Sitrus Berry)
Battle Details:

You know him, you love him. This battle starts with the return of Tumble Dry the Flapple! After his first big win in Cerulean City, he's come now to kick some rock butt. He might even go all the way! Riz and him are certainly trying to make that happen!

Now, for the basics first, which will be the same for all opponents -- Tumble Dry is a Grass/Dragon type, meaning he has a resistance to ground moves, and no particular weaknesses to Rock or Normal, which covers most of the moves Brock can actually use. Additionally, all of Brock's pokemon are ground/rock types, which have a 4x weakness to Grass.

Tumble is holding a Clear Amulet, protecting him from having his stats lowered by his opponents.

So. Let's begin.


Because of their similar typing and weight (yes, important to Riz's strategy), Riz is going to have Tumble Dry use the same strategy for all of Brock's pokemon. He's also going to try and have Tumble Dry take on all the opponents, though he brought Niknik the Wishiwashi with him as back-up. Her water type is as devastating to these rocky boys as Flapple's grass typing is.

Riz is going to start off each encounter with a heavy hitter -- Grass Knot. Grass knot does more damage against heavy opponents, and Brock's pokemon are respectively 253.5 lbs (Rhyhorn), 661.4 lbs (Golem) and 463.0 lbs (Onix). That means this move does 100 points of damage to Rhyhorn, and 120 points of damage to both Golem and Onix.

And that's before taking things like STAB and their 4x weakness into account.

Honestly, Flapple might just be able to one-shot each of Brock's pokemon, but even if he isn't, a second Grass knot should be able to take them out. If, for whatever reason, Grass Knot becomes unavailable, Flapple has Grav Apple too.


Riz is hoping that between the grass weakness and Tumble Dry's slightly higher level, he'll be able to sail through. But just in case something goes wrong, he's also bringing his Wishi-washi to the fight. If she has to step in, she'll be using Hydro-pump and Aqua Tail to hopefully end the battle quickly.
prayreturn: (Default)

[personal profile] prayreturn 2023-05-17 08:15 am (UTC)(link)
Character: Minfilia Warde | [personal profile] prayreturn

Badge/Gym Leader: Erika
Elite/Regular: Elite
Team: Here. She is using Chocobo, Nald, Yda, Zale, Fatebreaker, and Wild Rose.
Battle Details: It's been a while since Minfilia has tried using a team that isn't her regular ones - but she's doing it intentionally.

She leads with Chocobo the Archeops. Now, you might be wondering - what's the plan here? Tailwind, and then Aerial Ace. If Shiftry - or any of the other Pokemon Erika switches in - goes for an attack and it's super strong? They'll notice the Archeops is Focus Sash. And it knows Endeavor. And Quick Attack. Thus, the plan is to go for strong moves pre-Ability, then go for Endeavor and Quick Attack. If Tailwind drops and there's still no damage on Archeops, go for it again.
--
Nald the Pyroar, trained in this sort of thing, will try and burn any opponent first of all with Will-o-Wisp. Chip damage is important. And then go for Flamethrower. If he is close to death and can take one more blow, Endeavor. If he cannot? Overheat.
--
Yda, meanwhile, is going to go for Swords' Dance and Protect, holding Leftovers. Agility, too. And then she'll be going for Fire Punch and Aerial Ace. Notably, she's trying to avoid going up against Jumpluff with Yda.
--
Zale is a spice to switch in and out! Minfilia notes that Shiftry is the best physical attacker, so Intimidate isn't the best counter. So he's there for two things:
Torment to prevent set-up spam or trying to spam status moves;
Flamethrower. The good classic.
--
Minfilia notably doesn't speak to Fatebreaker - they seem to be fighting under their own power, with Minfilia just approving. He's waiting for a Pokemon that doesn't seem to have the ability to poison him, before going for Power-up Punch and Aerial Ace. But also, Hypnosis alongside his Wide Lens.

Why Hypnosis? For Dream Eater. Especially against the half-Poison-types. A bit of healing, a bit of nightmares.
--
And finally, a non-Mega-evolved Wild Rose. Minfilia keeps her starter close, after all! She's there for Fire Punch and Flamethrower support, with a bit of Covet to steal held items since she doesn't have one of her own. If a Pokemon seems to be abuisng their ability - like, speeding up under the sun, there's always time for Simple Beam and Play Nice if they're relying on physical attacks.

Badge/Gym Leader: Guys we need to beat Misty.
Elite/Regular: Elite
Team: Here. She is using Thancred, Sasaxia, Coeurl, Beaknette, Kraken, and Wild Rose.
Battle Details: Minfilia is leading with-- Thancred?! Her Pachirisu? Why??

Well, because she remembers her tourney, and she wants to show that she's learned to fight her weaknesses. With Magnet Rise (to dodge Ground-type moves) and then Seed Bomb, she'll go after Quagsire with Seed Bomb until it faints.

Other then that, Thancreds' moves are his usual. He will go for Nuzzle and Sweet Kiss, and Attract against any female Pokemon, before going for Electro Ball. Or Super Fang, against Milotic. If Thancred is close to fainting, he'll either use one last Electro Ball, or a Quick Attack.
--
After Thancred, her main special attacker is Sasaxia the Lilligant. She aims to use Sleep Powder against her opponent, before going for Teeter Dance and Quiver Dance, using Giga Drain as her main attack. A simple strategy, with a Lum Berry as insurance against status effects. If her opponent is about to knock her out, go for Sunny Day to weaken them as she goes down!
--
Coeurl the Liepard is also a simple strategy. Choice Banded Wild Charge. Yes, it'll knock them out, but it's also a good wallbreaker. Minfilia will save Coeurl for Lapras or Milotic. If it's out against Starmie and there's no Choice lock, she'll go for Crunch instead.
--
Beaknette the Sawsbuck is also a simple all-out attacker - using Horn Leech! And just Horn Leech. That is, after going for a cheeky Leech Seed.
--
Kraken, meanwhile, is a wall against water attacks. Switching in if a water move will kill one of her Pokemon, Kraken is sent out and then uses Imprison to block a lot of common moves for Water-types. This also blocks, for example, Starmie using Recover. She'll then go for Hidden Power Electric, or Shadow Ball, depending on the enemy - and using Recover to make himself more durable.
--
As always, Minfilia insists on using Rose the Audino, her dear starter. She will Mega Evolve, and use either Thunderbolt or Grass Knot, depending on the enemy. If she sees an opening, she'll go for a cheeky Power-up Punch and then Thunder Punch. hehehe.