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3v3 at some small island! C$FP vs The Shiny Umbreon!!!
Quote:
Quote:
C$FP
The Shiny Umbreon
Okay, C$FP sends out the first mon and its ability but no orders yet, then The Shiny Umbreon does the same with orders. After that, C$FP orders! |
I'll send in Electro and activate its Sturdy ability.
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Alright, let's go Cappy! (Adaptability)
Start off by using Dig twice, then use Tail Whip to weaken him up for the next round! If at any point he uses Magnet Rise, replace any instances of Dig with Return! Got it? |
Ok Electro, use your first action to Magnet Rise, then paralyze Cappy with Thunderwave, and end this round with a Thunderbolt.
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http://pokemonelite2000.com/sprites/bw/81.png
Electro HP: 80 Energy: 100 Boosts/Drops: Others: Actions: Magnet Rise - Thunder Wave - Thunderbolt
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 90 Energy: 100 Boosts/Drops: Others: Actions: Return - Return - Tail Whip
Cappy
--------------------------------------------------------- Round 1: Sandy Isle Wait, where are we again? Are we... LOST? No, we're STUCK! Oh great, a Pokemon battle. I have to WATCH this? Fine fine... So there's just I don't think Cappy really cares if Electro were levitating or not, because he just keeps on pounding it with Returns! This one flips Electro round and round like a merry-go-round, but it has its system under control. You know, Magnemite kinda looks like a UFO. I can see it perfectly ZAPPING Cappy with a Thunder Wave right now! Oh wait, it did happen... Aww, poor Cappy, so slow now! Electro isn't giving you any mercy, sweety! Watch for the zap - it's a Thunderbolt! Wam bam! Cappy's not happy at all! Bad hair day and fried to the bone. Still, he manages to whip his smokin' tail right at Electro. Basically, he meant "KISS MY BUTT!" Cha-chink! --------------------------------------------------------- http://pokemonelite2000.com/sprites/bw/81.png Electro HP: 64 Energy: 84 Boosts/Drops: -1 Def Others: Magnet Rise (4 more actions)
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 77 Energy: 81 Boosts/Drops: Others: Paralysis (25%, 20% next round)
Cappy
Calculations
Jeez, that Eevee has some special defense! I mean, I liked "wowed". C$FP's actions! |
Ok Electro, your doing pretty well. Use Metal Sound to lower his Special Defense, Thunderbolt to deal some good damage, and Flash Cannon to really put the hurtin' on this round.
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Alright, start by Cursing to boost your Attack, then hit him with two more Returns! There's nothing you can do about his attacks, so just try to weather them and put some damage on him!
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http://pokemonelite2000.com/sprites/bw/81.png
Electro HP: 64 Energy: 84 Boosts/Drops: -1 Def Others: Magnet Rise (4 more actions) Actions: Metal Sound - Thunderbolt - Flash Cannon
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 77 Energy: 81 Boosts/Drops: Others: Paralysis (20%) Actions: Curse - Return - Return
Cappy
--------------------------------------------------------- Round 2: Isle... Which Isle? Because I see no cheeseburgers! Wait... I see one! The one with the ears! THAT'S A CHEESEBURGER! I think Electro knows exactly what I'm thinking of. Emit a Metal Sound of utmost force! That should make the cheeseburger ripe and rip for eating! And voila! It does! Look at that little cheeseburger! He's crying in pain! He's as if it's Cursing like a baby doll! I like you Electro. Friends? Sure. Now fire that Thunderbolt! Ahahahahaha, look at that cheeseburger getting FRIED! Fried? That reminds me of french fries but I don't know where they are. Look at that cheeseburger! It's just shocked in full paralysis! Oh man, if you were being grilled, I'd be shocked too! Keep the barrage going Electro! FLASH CANNON! BOOM BABY! Cheeseburger overgrilled? No problem! Hold on, what's going on? WHY IS THE CHEESEBURGER MOOOOVING? AHHHHHHHH!!! THE ATTACK OF THE CHEESEBURGERS! It's attacking in return! Do I see hearts popping out or what? Well, there were fewer hearts than last time... oddly enough. Hmm... --------------------------------------------------------- http://pokemonelite2000.com/sprites/bw/81.png Electro HP: 55 Energy: 70 Boosts/Drops: -1 Def (stays for 1 more round) Others: Magnet Rise (1 more action)
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 47 Energy: 69 Boosts/Drops: -1 SpD Others: Paralysis (20%, 15% next round)
Cappy
Calculations
The_Shiny_Umbreon's actions! |
Alright, that round was better. Let's use Dig to start off. As soon as he starts to fall within range (Magnet Rise wears off), emerge from the sand and hit him! Then keep digging, unless he levitates again, in which case switch to Returns.
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Things are looking pretty good for you, Electro, so let's just go right into attacking and hopefully finish Cappy off soon. Start with Thunderbolt, then Magnet Rise, and another Thunderbolt.
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http://pokemonelite2000.com/sprites/bw/81.png
Electro HP: 55 Energy: 70 Boosts/Drops: -1 Def Others: Magnet Rise (1 more action) Actions: Thunderbolt - Magnet Rise - Thunderbolt
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 47 Energy: 69 Boosts/Drops: -1 SpD Others: Paralysis (15%) Actions: Dig (wait) - Dig (attack) - Return
Cappy
--------------------------------------------------------- Round 3: The Diggler Poor Cappy. Disabled from the paralysis, that does you no good! And look at Electro capitalizing at his slowness! ZAAAAP! A bolt of thunder has struck great justice deep within Cappy from dear Electro! Cappy, fearing even more electrical strikes, goes into an adventurous Dig in which he hopes to strike from under after Electro's Magnet Rise wears off! And indeed, that Magnet Rise does wear off! Electro notices this, however, and attempts to get a Magnet Rise as soon as possible! While it's attempting to levitate itself from the ground (it's taking some time), Cappy emerges from the ground and manages a direct hit! This causes Electro to wobble like a misthrown frisbee until it finally settles itself perfectly in its electrical currents. That said, Electro's looking for some happy shocking today! Thunderbolt a go-go! Cappy, did I already say "poor you"? With your hairs all sticking out like that, you're really in bad shape! Ah ha, it seems like the best he can do in this state is give Electro a soft Return! That didn't do too much did it...? --------------------------------------------------------- Calculations Electro A1: Thunderbolt > 10 + 3 + (4-4 x 1.5) + (1-0 x 1.5) = [15 Damage/6 Energy] A2: Magnet Rise > [4 Energy] A3: Thunderbolt > 10 + 3 + (4-4 x 1.5) + (1-0 x 1.5) = [15 Damage/6 Energy] Cappy A1: Dig > [6 Energy] A2: Dig > 8 + (2-3 x 1.5) + (1-0 x 1.5) x 2.25 - 1 (sturdy) = [17 Damage/6 Energy] A3: Return > 8 + 3 + 2 + (2-3 x 1.5) + (1-0 x 1.5) x .67 - 1 (sturdy) = [8 Damage] [6 Energy] http://pokemonelite2000.com/sprites/bw/81.png Electro HP: 30 Energy: 54 Boosts/Drops: Others: Magnet Rise (5 more actions)
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 17 Energy: 51 Boosts/Drops: Others: Paralysis (15%, 10% next round)
Cappy
C$FP's actions! |
This is your moment, Electro! Use your classic Thunderbolt followed by Flash Cannon. If for whatever reason, Cappy isn't KOed, use Thunderbolt again. Otherwise Chill.
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Alright, Cappy, use Quick Attack as many times as you can to get some damage in before you go down! You've done a great job, congratulations.
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Holy crap I didn't see this pop out. Sorry guys! Also I read Sturdy properly now (it's supposed to be the Base Attack Power being subtracted by 1). I don't think it had much of a effect though.
http://pokemonelite2000.com/sprites/bw/81.png Electro HP: 30 Energy: 54 Boosts/Drops: Others: Magnet Rise (5 more actions) Actions: Thunderbolt - Flash Cannon - Thunderbolt
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: 17 Energy: 51 Boosts/Drops: Others: Paralysis (10%) Actions: Quickies
Cappy
--------------------------------------------------------- Round 4: The Finisher Knowing that his life is almost at a end, Cappy ignores his paralysis condition and quickly attacks Electro with all his might! Electro respond back with a Thunderbolt whose strength seems equal to the mighty Zeus's strength! Cappy barely lives the attack with a string of life and again passes his paralysis test for another Quick Attack! All that did was cause Electro to bounce off slightly in boredness as it flashes at Cappy with light and fires a energetic cannon at his face! By then, Cappy... dazes in wonder. What happened to him. Is he... going to die? And then... he faints. --------------------------------------------------------- Calculations Electro A1: Thunderbolt > 10 + 3 + (4-4 x 1.5) = [13 Damage/6 Energy] A2: Flash Cannon > 8 + 3 + (4-4 x 1.5) = [11 Damage/3 Energy] Cappy A1: Quick Attack > 4 + 3 + 2 (Adapatability) - 1 (Sturdy) + (2-3 x 1.5) x .67 = [7 Damage/2 Energy] A2: Quick Attack > 4 + 3 + 2 (Adapatability) - 1 (Sturdy) + (2-3 x 1.5) x .67 = [7 Damage/6 Energy] http://pokemonelite2000.com/sprites/bw/81.png Electro HP: 16 Energy: 45 Boosts/Drops: Others: Magnet Rise (3 more actions)
Electro
http://archives.bulbagarden.net/medi...Spr_5b_133.png Cappy (M) HP: O-O Energy: 0 Boosts/Drops: Others:
Cappy
K, The_Shiny_Umbreon sends in a new mon, its ability, and its actions! |
Come on out, Michael! (Torrent, obviously)
http://archives.bulbagarden.net/medi...Spr_5b_007.png Do your best to avoid his first attack, and then retaliate with Water Spout! If that doesn't finish him off, use Aqua Jet as many times as you need. |
Good job defeating that Eevee, now hopefully you can get some solid (or perhaps electrical) damage in. Use Thunderwave, then Thunderbolt until you can Thunderbolt no more!
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http://pokemonelite2000.com/sprites/bw/81.png
Electro HP: 16 Energy: 45 Boosts/Drops: Others: Magnet Rise (3 more actions)
Electro
http://archives.bulbagarden.net/medi...Spr_5b_007.png Michael (M) HP: 90 Energy: 100 Boosts/Drops: Others:
Michael
--------------------------------------------------------- Round 5: Hydroelectrical ERROR! With Cappy out of the game, Michael comes in to clean up his mess! Sadly, he just misses out on outspeeding Electro as he gets zapped by its Thunder Wave. Not fun at all! This doesn't stop Michael from pulling off a Water Spout from his mouth! The amount of power from the attack ultimately drowns Electro into misery on this small lonely island.... --------------------------------------------------------- Calculations Electro A1: Thunder Wave > pretty irrelevant Michael A1: Water Spout > 15 - 1 + 3 + (0) = [17 Damage/7 Energy] http://pokemonelite2000.com/sprites/bw/81.png Electro HP: SPLASHED Energy: 768696976 Boosts/Drops: Others:
Electro
http://archives.bulbagarden.net/medi...Spr_5b_007.png Michael (M) HP: 90 Energy: 93 Boosts/Drops: Others: Paralysis (25%, 20% next round)
Michael
C$FP sends in a new mon, its ability, and its actions! |
I'll send out Swamp Thing the Mudkip with Torrent!
Alright Swampy, this is a pretty even matchup, but Michael is paralyzed! Let's take advantage of that and attack and boost! Use Dig to get some damage, but then Curse twice. If he Protects against Dig, just use Chill. |
Don't worry, we can deal with him. Use Protect to block his dig, then use Yawn to lull him to sleep, and finally make your weakest Substitute (15%) as a protection against the same thing!
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http://pokemonelite2000.com/sprites/bw/258.png
Swamp Thing (M) HP: 90 Energy: 100 Boosts/Drops: Others: Actions: Dig/Chill - Curse - Curse
ST
http://archives.bulbagarden.net/medi...Spr_5b_007.png Michael (M) HP: 90 Energy: 93 Boosts/Drops: Others: Paralysis (20%) Actions: Protect - Yawn - Sub (15% aka 14 HP)
Michael
--------------------------------------------------------- Round 6: MUDKIP ALERT! Watch out Michael, it's the MUDKIP! Swamp Thing seems rather enthusiastic about the ground. Look, it looks like he's about to dig a hole! Well, until he notices that Michael has put a Protect up in anticipation of the attack. With some sly thinking, Swamp Thing countermoves by chilling for the round. Although... I think that was rather unproductive! Well, this was a unproductive action! Getting productive, Swamp Thing turns up the competitive air and Curses at Michael about how much cooler his name is! I mean, Swamp Thing? HELL YEAH! Michael is totally unoriginal. Michael Jackson? Michael Jordan? You name it! This makes Michael stagger in shock and actually consider a name change, but it mostly made him fully paralyzed! No Yawn for the day eh? I was just joking about your name too! Swamp Thing, how vulgar can you get? Yet again he Curses! What madness! Will he curse at the gods as well? Michael knows how mad swamp things like Swamp Thing can get so he puts up a nice sturdy Substitute in front of his face. After he muscles the toy in, he falls on his back and attempts to deal with his dumb paralysis... hopefully his back will start functioning better! --------------------------------------------------------- Calculations Swamp Thing A1: Chill > lol A2: Curse > [6 Energy] A3: Curse > [10 Energy] Michael A1: Protect > [7 Energy] A2: aaaaaaaaaa A3: Sub (15% aka 14 Sub HP) > [11 Energy] http://pokemonelite2000.com/sprites/bw/258.png Swamp Thing (M) HP: 90 Energy: 84 Boosts/Drops: +2 Atk/Def, -2 Spe Others:
ST
http://archives.bulbagarden.net/medi...Spr_5b_007.png Michael (M) HP: 76 Energy: 75 Boosts/Drops: Others: Paralysis (20%, 15% next round), Substitute (14 HP remaining)
Michael
The_Shiny_Umbreon's actions! |
Go for a Yawn the first turn. If he breaks your substitute, summon a new (15%) one and then Protect, but if not, use Protect and then hit him with a Water Spout!
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Oh jeez. Swamp Thing, you and my decision making need to get better at this. Start off with a Rock Slide that will hopefully make Michael flinch. If it breaks the sub, use Dig then Curse, otherwise use Curse then Dig.
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http://pokemonelite2000.com/sprites/bw/258.png
Swamp Thing (M) HP: 90 Energy: 84 Boosts/Drops: +2 Atk/Def, -2 Spe (20 Spe) Others: Actions: Rock Slide - Dig/Curse - Curse/Dig
ST
http://archives.bulbagarden.net/medi...Spr_5b_007.png Michael (M) HP: 76 Energy: 75 Boosts/Drops: Others: Paralysis (15%, 11 Spe), Substitute (14 HP remaining) Actions: Yawn - Sub (15%)/Protect - Protect/Water Spout
Michael
--------------------------------------------------------- Round 7: brake stupid substitute In an attempt to get rid of the Substitute, Swamp Thing immediately calls upon the neighboring rocks in the area to slide down and damage the doll. It successfully hits, but it's still there, if only barely! Michael just Yawns at how boring Swamp Thing is. Can't break the weakest Substitute? Michael could just yawn all day at that! Swamp Thing Curses. Loud. Very Loud. It looks like he's just wanting to get more damage in! Plus, he's at 16 Speed now... but that's still outspeeding Michael's lousy 11 Speed! As for Michael, seeing how his Substitute is still there, creates a wall of Protect... but it doesn't seem particularly useful at the moment! After the mess up, it looks like... Swamp Thing has vanished! There's some burrowed up dirt on the ground though... this must indicate that he's Digging! Michael seems pretty confused at what to do... perhaps he has froze in paralysis? No way! Taking the potshot, Swamp Thing unburrows right under the Substitute and slams it with his head! This finally makes the Substitute dissipate, putting a smile on the weary Swamp Thing... who's about to fall asleep soon! --------------------------------------------------------- Calculations Swamp Thing A1: Rock Slide > 8 + (0) + (3) = [11 Damage/6 Energy] A2: Curse > [6 Energy] A3: Dig > 8 + (0) + (3) = [8 Damage/6 Energy] Michael A1: Yawn > [7 Energy] A2: Protect > [7 Energy] A3: Water Spout > 12.6 + 3 + (0) x .67 = [10 Damage/7 Energy] http://pokemonelite2000.com/sprites/bw/258.png Swamp Thing (M) HP: 90 Energy: 66 Boosts/Drops: +1 Atk/Def, -1 Spe (Apparently all +1/+1 boosts last for 4 actions, so the last round's Curse boosts are gone) Others: Yawn (will sleep after next round's action 1)
ST
http://archives.bulbagarden.net/medi...Spr_5b_007.png Michael (M) HP: 76 Energy: 61 Boosts/Drops: Others: Paralysis (15%, 10% next round)
Michael
C$FP's actions! |
It looks like you'll only get one move in before you fall asleep, so Yawn to make Michael start getting drowsy. You'll be asleep this action anyway, but try a Rock Slide. Then, if you're lucky enough to wake up, Dig.
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Protect to block the yawn, then Water Spout while he's asleep! Finish off the turn with a Surf!
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