Alright we have a massive Brawl lined up here today. Rickheg has challenged Fire Blast and were gonna have a full squad brawl here, but before we get to the fight lets go over the conditions for this encounter:
Quote:
6v6 Brawl
DQ: 2 Days Players, 4 Days Ref
2 Actions Per Round
Positioning is off
Arena: The Battle Observation Center
A Battling Center in which scientists observe battles and record what they see. The Arena is a simple rectangular space with an open roof so the pokemon get some fresh air. Moves that will damage the delicate machinery used by the scientists are banned for the center. These include Rock-type moves, and Water-type moves. At any point in the match, there is a chance that one of the scientists will yell "Eureka" after making an amzaing discovery. This will encourage both pokemon currently battling, causing them to do 3 more damage then they would normally would have done on the next attack they use. The effect can only hapen once a round, and will only affect one attacking move used by the pokemon. There is a 1/24 chance that "Eureka" will be yelled on any given action.
Now that the rules have been covered well move onto the combatants,
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Insomnia (Innate): This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Keen Eye (Innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Tinted Lens (DW unlocked)(Innate): When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Attacks:
Tackle(*)
Growl(*)
Foresight(*)
Hypnosis(*)
Peck(*)
Uproar(*)
Reflect(*)
Confusion(*)
Take Down(*)
Roost
Air Slash
Extrasensory
Dream Eater
Agility(*)
Whirlwind(*)
Mirror Move(*)
Heat Wave
Work Up(*)
Double Team(*)
Pluck(*)
Substitute
Toxic
Hasty: A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense
Type: Dragon/Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Intimidate (Can be Activated): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Moxie (DW Unlocked)(Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Attacks:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Zen Headbutt
Double-Edge
Fire Fang
Thunder Fang
Dragon Tail
Dragon Dance
Hydro Pump
Shadow Claw
Outrage
Dragon Claw
Brick Break
Flamethrower
Rock Slide
Roost
Earthquake
Relaxed: Adds * to Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type: Fire/Grass
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Modest: Adds to Special Attack; Subtracts from Attack
Type: Flying/Electric
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Levitate (Innate): This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Attacks:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave
Discharge
Substitute
Hex
Charge
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas..
Flame Body (Innate): This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) (DW Unlocked): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10).
Attacks:
Ember
String Shot
Leech Life
Take Down
Bug Buzz
Gust
Firey Dance
Quiver Dance
Hurricane
Rage Powder
Heat Wave
Morning Sun
Zen Headbutt
Magnet Rise
Fire Blast
Wild Charge
Sunny Day
Hidden Power [Ground, 7]
Solarbeam
Psychic
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Blaze (Innate): When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW Unlocked) (Innate):When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
http://cap.smogon.com/Sprites/frontnormal-msyclant.png
Syclant* (Liberty) F Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
http://pokemonelite2000.com/sprites/bw/620.png
Mienshao(*) Swifty (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +14.64% increase in accuracy on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Type: Grass Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Abilities:
Ability 1: Levitate
Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Stats:
Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge
Light Screen
Shadow Ball
Will-O-Wisp
Cyclost the Duskull
http://pokemonelite2000.com/sprites/bw/355.png
Duskull [Cyclost] (M)
Nature: Adamant (Adds 1 to Attack, Subtracts 1 from Special Attack)
Type: Ghost Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities
Levtitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Imprison
Pain Split
Destiny Bond
Payback
Return
Psych Up
Alright now lets get this match rolling!
Unfortunately the ability/item rules werent specified so we'll need to specify those real quick then well get the match started
rickheg
Jul 13th, 2011 8:01:32 AM
How about no items, all abilities?
rickheg
Jul 13th, 2011 8:14:44 PM
I'll just post my actions, to bump the thread, while we wait for Fire Blast's input on abilities and items.
Cyclost the Duskull, you won't be able to do much against these fully evolved mons...but there's a bit we can do! Imprison his Rotom's Confuse Ray, Pain Split, and Astonish. Then launch a Confuse Ray at Volcarona.
Plasma the Rotom-H, Shadow Ball Pyroak twice.
Ziggy the Arcanine, activate Intimidate, and if it isn't an action (I've seen both) Crunch Salamence. Either way, on your second action, then Helping Hand Mienshao.
Swifty the Mienshao, Rock Slide twice. Do I need to specify targets, or does it hit everyone on his side?
EDIT: I need to specify, it seems. Target Salamence, Charizard, and Volcarona.
Liberty the Syclant, simply use Ice Beam on Salamence twice.
Levi the Whimsicott, you aren't really cut out for this match either...let's see...help kill Salamence with Mega Drain twice.
If Salamence is KO'ed, direct remaining actions to Pyroak.
Swifty uses Rock Slide -> Failed
Liberty uses Ice Beam -> Salamence loses 36 HP, -6 Energy
Levi uses Mega Drain -> Salamence loses 5 HP, -8 Energy
Pytho uses Flamethrower -> Syclant loses 26 HP, -7 Energy
Pompei uses Sunny Day -> Success, -9 Energy
Maui uses Heat Wave -> Syclant -28 HP , Whimiscott miss ,Mienshao -14 HP , -6 Energy
Ziggy uses Crunch -> Salamence loses 13 HP, -6 Energy
Samsung uses Thunder Wave -> Arcanine is Paralyzed, -7 Energy
Plasma Moto uses Shadow Ball -> Pyroak loses 11 HP, Sp.D drops, -6 Energy
Hedwig uses Heat Wave -> Syclant -24 HP , Whimiscott -16 HP ,Mienshao Miss , -8 Energy
Forest Fire uses Flare Blitz -> Syclant loses 39 HP, 13 Recoil, -7 Energy
Cyclost uses Imprison -> Rotom S cant use Confuse Ray, Pain Split, or Astonish. -8 Energy
Swifty uses Rock Slide -> Failed
Liberty KO
Levi uses Mega Drain -> Salamence loses 5 HP,Restores 3 HP, -12 Energy
Pytho uses Hydro Pump ->Failed
Pompei uses Quiver Dance -> Success, -8 Energy
Maui uses Air Slash -> Mienshao loses 24 HP, -5 Energy
Plasma Moto uses Shadow Ball -> Pyroak loses 13 HP, -10 Energy
Samsung uses Air Slash -> Mienshao loses 23 HP, -5 Energy
Hedwig uses Air Slash -> Mienshao loses 21 HP, -5 Energy
Forest Fire uses Fire Blast -> Whimiscott loses 27 HP, -7 Energy
Cyclost uses Confuse Ray -> Volcarona is slightly confused, -5 Energy
Ziggy is Fully Paralyzed
Fire Blast
Jul 16th, 2011 1:07:26 PM
All Rock and Water moves should have failed. (Arena)
Hedwig: Use a Keen Eye Hypnosis on Rotom. Your Keen Eye should let your eye stay with Rotom's, causing it to fall asleep. Then, Air Slash Arcanine.
Pytoh: Draco Meteor Aracnine and then Dragon Claw Arcanine.
Forest Fire: Flare Blitz and then Fire Blast Whimiscott
Samsung: Thunderbolt Arcanine and then Air Slash Whimiscott
Maui: Air Slash Mienshao, Flare Blitz Whimiscott
Pompei: Fire Blast Duskull x2
For all applicable: If Whimiscott is dead, target Duskull, if he is dead, target Rotom.
For Pompei: Use Fire Blast on Whimiscott a2 if she is not dead.
Ragnarokalex
Jul 16th, 2011 3:12:11 PM
whoops ur right, totally thought we were in the standard arena for some wierd reason, ill get it fixed in just a minute
EDIT: Fixed
rickheg
Jul 17th, 2011 5:22:32 PM
Well, this isn't going well at all...that's what I get for not paying closer attention to the arena description...We will not be swept, team! All actions, aim for Salamence. When he falls, redirect to Pyroak.
Swifty, Hi Jump Kick, then Drain Punch
Ziggy, Crunch x 2
Levi, Mega Drain x 2
Plasma Moto, let's nuke the field. Discharge everything x 2
Alright heres a rough sketch of the semi-final round. The energy totals are almost completely off, but i figured since everyones was still going to be almost above half that it wouldnt be a big deal, doesn't help its 5 in the morning for me with no sleep, ill try to get everything else edited in when i wake up.
EDIT: there fixed in the energy totals