*sigh* I hate math. Health restored to both parties in accurate amounts. I really hate math.
Gym Exhibition Match!!


===Stipulations===

Quietly tucked away in the club district of some unspecified Norwegian city, Combat Disco has rapidly become the new face of the local nightlife. The establishment primarily consists of one rather massive dance floor with pulsating strobe lights. Numerous tables and chairs are clustered near the walls and a bar replete with all sorts of libations sits in the corner. This dance-battle fusion club is known for its eclectic repertoire of music—here, everything from cozy little acoustic ditties to explosive heavy metal outbursts can be heard nightly. Curiously enough, the music tends to have an impact on the dancers.

Every time a Pokemon on the field faints, the type of music changes and brings about a new effect. Though this music is of adequate volume, rest assured that it will never be so loud as to drown out sound moves used by the battlers. Additionally, even if your Pokemon has the Soundproof ability or is battling with their fingers in their ears or is attempting to destroy our indestructible speakers, it doesn’t matter: no Pokemon can avoid hearing the music no matter what. After all, you can’t stop the beat!

Once the music ends, the accompanying effect will fully and completely come to an end as well. The following is a list of the various genres played at Combat Disco and their attendant effects:

‡ Category O ‡

Top 40: This style of music always plays from the beginning of the match until the first Pokemon faints; it possesses no additional effect

‡ Category A ‡

Easy Listening: Both Pokemon may only use one damage-dealing super effective move per round
Punk: One Pokemon receives +3 Att/+3 Def and the other +3 SpA/+3 SpD
Emo: Every action there’s a 20% chance a Pokemon will disobey its trainer’s orders and use Fake Tears instead (the Pokemon will manage to use Fake Tears regardless of whatever other status effects are in play, including but not limited to Sleep or Taunt, or even if they can’t actually learn Fake Tears)
Screamo: Both Pokemon come under the effects of Torment until the music ends
Rap: Both Pokemon come under the effects of Taunt until the music ends
Tribal: An irreplaceable weather effect that negates any other existing/future weather effects occurs

‡ Category B ‡

Oldies: Attacks are either increased or decreased in power depending on the Generation of their introduction:
Generation I: +5 HP | Generation II: +3 HP | Generation III: +/- 0 HP | Generation IV: -3 HP | Generation V: -5 HP
Techno: Attacks are either decreased or increased in power depending on the Generation of their introduction:
Generation I: -5 HP | Generation II: -3 HP | Generation III: +/- 0 HP | Generation IV: +3 HP | Generation V: +5 HP
Country: Both Pokemon may only use moves with names that are nine characters or less (including spaces and punctuation)
Reggae: After the next Pokemon is released but before commands are issued, the Gym Leader and then the challenger will openly declare one move known by the opposing Pokemon for it to “forget” for the duration of this effect
Chiptunes: Both Pokemon can only use moves they or their previous evolution learn by TM/HM

‡ Category C ‡

Heavy Metal: Both Pokemon have their ability changed to Heavy Metal
Rock: Both Pokemon have their type changed to Rock
Polka: Both Pokemon have their ability changed at random
Folk: Both Pokemon become typeless

‡ Category D ‡

Classical: Both Pokemon transform into Kricketunes with the Swarm ability

The choice of music, determined by the referee DJ, is not completely random. There is a 40% chance the genre of music played will be selected from Category A, a 30% chance it will be selected from Category B, a 25% chance it will be selected from Category C and a 5% chance it will be selected from Category D. The DJ should bear this in mind while selecting music. As well, the DJ is reminded to inform the battlers what the change in music will be before the change actually takes effect.

Since Combat Disco is a disability-friendly Gym, should either battler send out a Pokemon that requires water in order to fight, a section of the dance floor will retract to reveal a pool large enough to comfortably contain a Wailord. Furthermore, should any weather effects come into play, part of the roof will automatically pull back and open up the club interior to the sky.

Those who successfully defeat Combat Disco's Gym Leader will receive the Glitter Ball Badge as well as the house TM, Teeter Dance, to be used on a single Pokemon with legs that has competed in the Gym challenge.


===Battlers===


===Round 9===

With him asleep, Carbuncle takes a chance. This folk battle has taken long enough. With the table turned, he dives into the dream world of the bell and immediately begins sucking away at all the bells....so many bells. The bell snores, and spins in place. Free arms slap Carbuncle back, making that gain an effective loss.

Ca: -7E/+5H/-10H ~~ BR: Slp -4E/-10H

Rex stays asleep. Fortunate for the Espeon, as he continues to nibble away at the nomness that is the dream world of Rex. Rex however soon realizes his dream world is no longer as pristine as it needs to be, and starts to stir. In its stir, it lashes out again, this time mentally. A thrust of extrasensory energy lashes at Carbuncle. The Espeon hisses at the strike, irked this thing was still living.

Ca: >_O -7E/+5H/-9H ~~ BR: -4E/-10H

Being awake has it advantages. For one, it allowed Carbuncle to look his foe in the eye. This allowed for a Psyshock connection to run deep through the bell. As the bell fell on its back, Carbuncle sighed. But its guard was still up. As it should be. The wave of energy that attacked its mind was pained and agonistic. In due time, the Espeon fell over, succumbing to the will of the bell. But this match was not over.

Ca: >_O -7E/-9H ~~ BR: -7E/-9H

===End Stats===


Oslo

Note:

Folk: Both Pokemon become typeless