Between each of the matches, Emet will certainly revive his team, heal them up (leppa berries being used too), and of course give those who chowed down on some held berries replacements. He is nothing if not thorough and prepared, and he isn't taking this as lightly as he might otherwise seem while battling.
WILL
Bronzong will be facing off against Fretus(wash), who will start things off with Light Screen, followed by Rain Dance, then eventually Charge Beam for a hopeful boost in special attack. From there he will utilize Telekinesis, then aim to hit Bronzong hard with Hydro Pumps both powered by Rain Dance but also made 100% accurate with Telekinesis. Once Telekinesis wears off, however, Fretus will use Rest to regain whatever HP is lost, taking advantage of the Chesto Berry being held to awaken immediately. Again Rain Dance will be instated to keep Bronzong's Solar Beam halved, but will then focus on using Charge and Discharge to deal some strong blows, and hopefully paralyzing Bronzong. if Paralysis does indeed take, then Fretus will then use Hex's doubled power and super effectiveness to finish Bronzong off.
Jynx will be met with Fretus first, who will immediately Pain Split to bring Jynx down in HP while bringing up its own. From there, Light Screen will be reinstated, followed by Telekinesis and Thunder Wave. Should Fretus still be kicking at this point, considering Jynx probably has access to Energy Ball, Volt Switch will be used to swap to Ignis(heat). If not, then upon being knocked out Emet will swap to Ignis regardless. Sunny Day will be Ignis' first move, then Overheat—with the STAB, boost from Sunny Day, Jynx' weakness to fire, and the damage already done, Jynx will not be looking good. Should Jynx still be standing, despite the dip in Ignis' special attack, Overheat will be used again to finish the job.
Grumpig will have to deal with Ignis, and while his special attack is low, his attack isn't. This is why he'll utilize Light Screen first, then follow up with Trick to pass off his Flame Orb to also burn Grumpig. It's likely that Grumpig is taking advantage of having Power Gem against Ignis, but with Light Screen and a bulky defense to start with, he isn't one to go down too easily. The follow up will be Poltergeist to administer that classic beating via the Flame Orb. Now, Emet just plans to be a little obnoxious by using Endure to let the burn whittle away at Grumpig and to stall out some time, but right as it looks like Ignis won't be so lucky in enduring, he uses Poltergeist one last time to hopefully knock him out. If he doesn't, well his next Pokémon (whether it be Fretus with his very low HP, or Holerus) will finish him off.
Slowbro is next, which means Holeris is up to bat, and boy is he excited to be here. With Electric Terrain put into play, he'll use Thunder Wave first in an attempt to paralyze Slowbro, but after that it'll be Charge and then Electric Ball. Due to the halved speed of Slowbro and the high speed of Holeris it'll certainly hit pretty damn hard. Though, Slowbro's access to both fire and ice moves, however, Holeris will likely be worn down as he wears Slowbro down, however the STAB and enhanced damage by Electric Terrian will more than likely afford him the win, and should Will decide to use a full restore, there's always Pain Split and Rising Voltage to make up the difference.
Gardevoir has to deal with Emet's happy mower, who will use Pain Split right from the gate. As if that wasn't rude enough, next will be toxic and should it hit and Holeris still standing, he'll use rest. Except it's once again the whole Resto Chesto, and Holeris will awaken with fully healed and ready to mow. Or Hex, since that is what he'll be using with it's doubled base power and super effectiveness against Gardevoir. He will pretty much keep at this till he's about to faint, then his last move will be telekinesis. Once fainted, then Pruina will come to finish the job. With Telekinesis in play, that makes Blizzard 100% accurate, and from the damage done by Holeris, the building poison, chances are Gardevoir is likely done.
Which then leaves Xatu. Pruina will put up Light Screen, Will-o-Wisp, then Electric Terrain... It's probably fairly obvious where this is headed. Between Rising Voltage and Hex (and a splash of Confuse Ray), it won't be easy to take Pruina down. Even should Will achieve it, Emet still has Anima(ghost) and Volatus(fan) in his back pocket, not to mention the remnants of Fretus if it didn't faint in the earlier match up. With the type advantage stacked against him, Will better pray to Arceus.
KOGA
Skuntank is the main worry with Koga's team, which is why he'll be sending out Fretus immediately. With Skuntank's immunity to psychic, telekinesis is out, but that's fine. With Double Team, Light Screen, Substitute, and Pain Split (Skuntank's got some decent HP, and that works when Rotom doesn't have a huge well of it to begin with), the defenses will be set up. Followed by Electric Terrain and Charge Beam in an attempt to further boost special attack, then Charge to boost the following Rising Voltage, it'll make for one devastating attack. With a few more Charge Beams to further raise his sp.atk, he'll keep on the offensive to take Skuntank out.
Venomoth entering the battle will find itself being met with Pain Split. Then, Sunny Day will override Electric Terrain if it's still up, followed by Volt Switch. With Fretus swapping out, Ignis swaps in, using the empowered Overheat. Should venomoth be left standing, the follow up will be Trick to give it that pesky orb, but instead of a follow up of Poltergeist, he simply uses Trick to get it back after the burn has been left. From what damage Ignis might have endured, coupled with any poison status ailments, he'll cure it with Rest. However, he won't have a chesto berry to fix this, which is why Emet takes the risk of swapping back to Fretus. Here Electric Terrain will be placed, followed by Rising Voltage to finish Venomoth off.
Toxicroak being next and Fretus still on the field, once again Pain Split will be utilized to get a chunk of HP from Toxicroak to Fretus. From here, Fretus will use telekinesis to make Will-o-Wisp hit, then use one last Rising Voltage. Choosing to lose a turn to use an awakening on Ignis, that allows Toxicroak an extra hit, but it'll be fine. Fretus at this point will be pretty low, and with Electric Terrain in place, rest isn't exactly viable. Which is why Volt Switch comes into play to bring out Volatus(fan). With Toxicroak's weakness to Flying, the following Air Slashes should finish the job.
Swalot will be a bit of a pain, but if he has those leftovers, then Volatus will swap it for the Toxic Orb he's holding. Which did give him a bad poison earlier, but it'll be fine with Rest following soon after. Of course Swalot can't be poisoned by the orb, but that doesn't exactly matter, because then Emet will manually swap to Anima. Which will neutralize any chance of Pain Split being likewise used against his team. From there, Anima will focus on paralyzing Swalot, but instead of using Hex, Emet will opt for Electric Terrain, Charge, and Electro Ball. With the massive speed differences between them, the boost from Eletcric Terrain, and Charge doubling Electro Ball's damage, it will certainly do a number on that disembodied stomach of a Pokémon.
Crobat and Muk are left, but between Emet's remaining team and the type advantage against Crobat, it's not likely he'll have a hard time finishing them off.
BRUNO
With Bruno, Emet plans to take full advantage of Anima's immunity to fighting type moves, and while his team has plenty of elemental punches and the like to make up for it, they will find themselves burdened by Burns, hassled with Confuse Rays, and Lucario in particular will be met with Ignis' sunny day + overheat. Using Pain Split, Rest, and the combination of Electric Terrain and various electric type moves to weaken and swap out between the team. With Fighting types having pretty poor special defense, and Rotom being primarily a special attacker, and Volatus being Flying type, not to mention the use of Reflect to bolster their defenses, he'll likely whittle Bruno down and take him out.
KAREN
Weavile faces off against Ignis, much to no one's surprise. Will-o-Wisp starts them off, then a Charge Beam, followed by a Signal Beam (low chance of confusion, but maybe!), Sunny Day, then Overheat. Following that up with a substitute, Ignis will Rest, and should the burn not take Weavile out, Snore will provide the likely necessary back up.
Absol will deal with Ignis still, who may or may not still be asleep. If he is, then that'll be another Snore, if he isn't, then Ignis will use Will-o-Wisp, then Electric Terrain. Charge Beam will follow, hoping to raise his sp.atk again, before a Charged Rising Voltage. Swapping between Signal Beam and Rising Voltage to whittle Absol down, it's fairly likely that Ignis will be able to take it out.
Spiritomb will be greeted with Toxic immediately, with Light Screen being placed, and Electric Terrain put up once more, before either Ignis eats it or uses Volt Switch to bring out Anima. Seems a bit iffy, what with Spiritomb being Ghost AND Dark Type, however Spiritomb is also incredibly slow, and Electro Ball just hits so nicely when powered by Charge and Electric Terrain. With Anima's ghost typing keeping Spiritomb from using Pain Split to heal itself, this also helps. Hypnosis also won't work with Electric Terrain active, so any chance of using Dream Eater is right out. With the poison and the beefed up electric attacks, Spiritomb will fall.
Houndoom has someone special waiting for him, and that someone is Fretus. While unable to use Telekinesis to ensure the accuracy of Hydro Pump, it's fine all the same. Should Anima have survived against Spiritomb, his final farewell would be Thunder Wave on Houndoom. Then, with Fretus out and ready, Rain Dance will be placed to dampen (ha) Houndoom's fire attacks. With Double Team and Charge Beam, next up will be Hydro Pumps. Some will likely miss, but the ones that don't will certain hurt. Even if they get all used up, Rain Dance will stay in effect while Fretus finishes things off with Charge and Discharge.
Honchkrow won't have much of a chance against all that's left, type advantage playing against it, it won't take much from any of the Rotom to take it out.
Umbreon however is a little tanky jerk, but that's what Toxic is for. Maintaining that, and keeping on the defensive through Rest, Double Team, and Substitute, Umbreon isn't likely to survive against the rest of Emet's team.
LANCE
Salamence will first be squaring off against Ignis, who will start with Trick—but instead of the Flame Orb it's a chesto berry! Next will be Thunder Wave. With Salamence's limit access to water moves, and the main one available being Hydro Pump, there's a chance it won't hit Ignis at all, and if it does, Ignis will likely survive. With Salamence's speed halved, however, this affords Ignis time to use Double Team. With Salamence paralyzed, and if he's lucky, he'll be able to get Rest off—which makes that Lum Berry he stole super useful! Using Electric Terrain, then Telekinesis, should the paralyze, the inaccuracy of Hydro Pump, and his boosted evasion pull through, he'll Volt Switch to Pruina. Who will then immediately use Blizzard for that sweet, sweet four times weakness. From here, Pruina will finish the fight with Charge Beams and Rising Voltages.
Gyarados will immediately get hit with Volt Switch, swapping out to Anima. With Electric Terrain still in play, and Anima's speed, the following four times weakness to the bolstered Rising Voltage will leave Gyarados hurting. However, Gyarados is massively powerful, and with a bounty of dark type moves, Anima will not be long for this world, which is why he'll finish this off with a Will-o-Wisp. To finish the job, Ignis will be brought out to hit Gyarados with another Rising Voltage.
Garchomp is no joke, and with an immunity to electric moves, that makes him a tough one to contend with. Which is why Ignis hits him immediately with Will-o-Wisp to lower his attack, before hitting him with a Confuse Ray. Relying on the confusion, he'll use Pain Split to even their health, and should he be able to get off another move he'll use Telekinesis. With Ignis out comes Pruina with a blizzard just for Garchomp. Should confusion play nice, Pruina will put up a substitute, then use Double Team, followed by Rest. Once awoken by the Chesto Berry, Hex will be used to finish Garchomp off.
Altaria gets greeted with an immediate Pain Split if Pruina's health is looking low despite the substitute, rest, and double team. If not, then it'll be (or followed by) Toxic, then Telekinesis, and then a Blizzard. With Altaria having access to fire moves, which is why Pruina will be using what blizzards it has left to attempt to take out Altaria. Should this fail to come to pass, then Holeris will come along to finish the deed with Rising Voltage.
Charizard's speed is a problem, which is why Holeris' main job is to paralyze him and slow him the hell down. This will come at a great cost to Holeris, but he's just there to support the others. Which is why he then will use Rain Dance, and if paralyze plays nice, good ol' telekinesis. It it plays nice again, Volt Switching to Fretus will do a nice chunk of Charizard's health, if not, then Emet simply will swap to Fretus anyway. With Rain Dance in place, Telekinesis doing its thing, Fretus will Hydro Pump and Discharge Charizard, utilizing Rest at the end to prepare for Dragonite, chesto berry fixing him right up for the show down.
Dragonite will have Fretus, (probably) Holeris, and Volatus to deal with. With Fretus' superior speed, however, Dragonite will be slapped immediately with Volt Switch to bring out Holeris. Should Dragonite's first move not be an attack, it will allow Holeris to Pain Split with Dragonite, which may afford him another move. One such as Reflect! However, it's doubtless he's out after that, and so Volatus will be next with trick—swapping a toxic orb for that sitrus berry! This will allow Volatus more time to set up Electric Terrain, and while Dragonite isn't particularly weak to electric attacks, the boost will help. To further assist in the defense department, Volatus will put up Light Screen, and should he find himself not quite knocked out yet, he'll use Rest. This is a stalling tactic, and if Dragonite is able to knock Volatus out, then Fretus will come in swinging with Rising Voltage, but if Volatus wakes before then, Volt Switching Fretus in will be his move. From there it's maintaining defense, stalling for Toxic with Rest + Snore (even with a full restore, the orb will keep doing a bad poisoning), and blasting Dragonite with Charged Rising Voltages, Discharges, and so forth.
no subject
Badge/Gym Leader: ELITE 4 BAYBEY
Elite/Regular: All in the name!
Team: Even appliances can have delusions of grandeur
Battle Details:
Between each of the matches, Emet will certainly revive his team, heal them up (leppa berries being used too), and of course give those who chowed down on some held berries replacements. He is nothing if not thorough and prepared, and he isn't taking this as lightly as he might otherwise seem while battling.
WILL
KOGA
BRUNO
KAREN
LANCE