Rickheg vs Yarnus in the Arena! by which i mean GLADIATOR ARENA
rules
6v6 FE Singles
2 Day DQ
2 chills/5 recovers per mon
Switch = OK
Arena; The Colosseum Complexity: Simple Format: All Arena Type: None Restrictions: None
The Colosseum. Yes, the one in Rome. There's a water source, as well as plenty of rocks. If the Emperor (referee) decrees the match to be too boring, then he may order the release of a pokemon into the arena that will attack indescriminately. It can be a legendary like Kyogre or something smaller like Houndoom.
All abilities
All items
Abilities: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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. Technician: (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 multi-hit attacks is increased by two (2). Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Attacks:
Level Up:
Weather Ball
Magnet Rise
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
AncientPower
Earth Power
Paleo Wave
Tutor: Giga Drain
Heat Wave
Mud-Slap
Vacuum Wave
Ominous Wind
Stealth Rock
Sleep Talk
Snore
TM:
Energy Ball
Volt Switch
Double Team
Hidden Power Ice (6)
Flamethrower
Shadow Ball
Protect
Endure
Rock Polish
Explosion
Rest
Sir Wattson the Krilowatt
http://cap.smogon.com/Sprites/frontn...mkrilowatt.png
Krilowatt (Sir Wattson) M Nature: Timid (Timid (+15% Speed, +17% Accuracy, -1 Atk) Type: Electric/Water 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced. Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
5th Gen TMs:
Ice Beam
Thunderbolt
Scald
Protect
Dive
Double Team
Cyclost the Dusknoir
http://www.pokemonelite2000.com/sprites/bw/477.png
Dusknoir [Cyclost] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
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
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Future Sight
Shadow Punch
Imprison
Pain Split
Destiny Bond
Grudge
Memento
Headbutt
Payback
Focus Punch
Return
Psych Up
Earthquake
Substitute
Shadow Ball
Trick Room
Protect
Taunt
Double Team
Brick Break
Torment
Ice Beam
Toxic
Blizzard
Psychic
Focus Blast
Bulldoze
Rock Slide
Total Moves: 48
Surt the Pyroak
http://cap.smogon.com/Sprites/frontnormal-mpyroak.png
Pyroak (Surt) (M) Nature: Brave (Atk increased by 1; Spe decreased by 15% and Evasion decreased by a flat 10%) Type: Fire/Grass 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. 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.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Type: Psychic/Fighting Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round. 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Type: Electric/Dragon 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. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Attacks: Bide
Whirlwind
Double Hit
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Hydro Pump
Magnet Rise
Mud Slap
Signal Beam
Draco Meteor
Endure
Heal Bell
Roar
Toxic
Shock Wave
Flamethrower
Thunderbolt
Double Team
Torment
Surf
Substitute
Protect
Thunder
Ice Beam
Light Screen
Volt Switch
Thunder Wave
Blizzard
Fire Blast
Sunny Day
Charge Beam
Earthquake
Total Moves: 40
Yarnushwartzig's!
Yum! The Lickilicky (42 moves)
http://veekun.com/dex/media/pokemon/...-white/108.png
Lickilicky(*) Yum! (M) Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.) Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm. Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43
13 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip
Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Endure
Bide
Mud Slap
Sleep Talk
Icy Wind
Block
Mimic
Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Substitute
Dig
Protect
Surf
Shadow Ball
Solar Beam
Dragon Tail
Focus Blast
Toxic
Rest
Hyper Beam
Attract
Rain Dance
Thunder
Hidden Power (7, Ground)
Work Up
Explosion
Skull Bash
Pow! The Ambipom (44 moves)
http://veekun.com/dex/media/pokemon/...-white/424.png
Ambipom(*) Pow! (M) Nature: Adamant (Attack increased by *; Special Attack reduced by *) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Technician: Type: Innate This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP. Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Skill Link: (Innate)(unlocked) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3). Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Total Ranks:19
Size Ranks: 2
Weight Rank: 2
http://veekun.com/dex/media/pokemon/.../shiny/241.png
Miltank (Moo!) [F]
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Scrappy: Type: Innate This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Sap Sipper(locked): Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Moves:
Tackle
Growl
Defense Curl
Stomp
Milk Drink
Bide
Rollout
Body Slam
Endure
Hammer Arm
Counter
Heart Stamp
Fire Punch
Ice Punch
Protect
Double Team
Earthquake
Rest
Stealth Rock
Peck! The Fearow (24 moves)
http://veekun.com/dex/media/pokemon/...k-white/22.png
Fearow (Peck!) Male Nature: Naughty(+1 attack, -1 special defense) Type: Normal/Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Keen Eye: Type: Innate This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sniper: Type: Innate This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Type: Normal/Grass
Normal: Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Grass: Summary: 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.
Abilities:
Chlorophyll: Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Serene Grace: (locked)Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Moves:
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromtherapy
Nature Power
Mega Horn
Horn Leech
Energy Ball
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.
Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
The round starts off with the Tank of Mil(k) recklessly jumping on the intangible ghost! How foolish! but what's this? Oh, looks like Miltank's scrappy personality saved the day and he hit anyway! Dusknoir ain't takin none of yo shit, and he retaliates with an attack strong enough to break Bricks! Goddamn, bet miltank's glad he isn't a brick right around now!
The next action starts, and Miltank's at it again! But this time, he doesn't go for the full-body tackle, he just kinda... touches dusknoir... with his... nose? yuk. But dusknoir fights through the gross and uses the time as an opportunity to cripple Miltank with some ghostly flames! Not looking good for the cow.
The round ends in a boring fashion - Miltank just sort of spits some rock around Dusknoir's end of the field while the ghost calls Miltank's mom fat, an insult made all the more painful by its truth. That's got Miltank pretty miffed.
A glance at the emperor and... oh god, he's bored. He's having his servants fan him while he yawns! You guys better start dishing the damage before he unleashes something even nastier than a Scraggy on you! speaking of scraggy, he emerges from the wall of the arena to cause havoc.
calculations
Miltank used Body Slam!
crit = 9233 = no
para = 3413 = no
dmgD = [9+3-1.5] = 10.5
-6 EN
Dusknoir used Brick Break!
crit = 8360 = no
dmgM = [8]*1.5 = 12
-6 EN
a2
Miltank used Heart Stamp!
crit = 1045 = no
flinch = 6538 = no
dmgD = [6-1.5] = 4.5
-4 EN
His sub states to use Protect if I use Taunt once. Since I used it A3, he should have protected A3 instead of Stealth Rock, and the Taunt should have failed. Also, you seem to have gifted Miltank an extra 10 HP to start with. I'd like these things to be fixed before I order.
Pwnemon
Nov 25th, 2012 3:15:30 PM
ok fixed
rickheg
Nov 25th, 2012 3:24:31 PM
I'll switch to Mystic the Gallade, holding a Dawn Stone!
Yarnus of Bethany
Nov 25th, 2012 5:03:09 PM
Not switching.
rickheg
Nov 25th, 2012 5:36:34 PM
Alright, let's try this;
Brick Break > Focus Blast > Brick Break IF Stealth Rock, use Magic Coat
IF Bide, replace next actions with Toxic > Reflect
HP: 125| EN: 100| Spe: 121
Ranks: 2/3/3/3
Size: 1| Weight: 2
Abilities: Trace, Magic Guard, Shell Armor
Other: Was by far the cutest FE CAP until Mollux came.....then again, thats not hard. +17% accuracy
HP: 100| EN: 100| Spe: 100
Ranks: 4/3/3/2
Size: 2| Weight: 3
Abilities: Keen Eye, Sniper
Other: Not an actual sniper.
Sorry guys, no reffing, i am too tired right now....this post is just so i dont have to change the format later.
And now it is this round's reffing. Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee.
Anyway, the emperor was bored at first, but the pain Peck! is suffering, as well as the burn and the prety light-show caused by Bide made him smile. Keep that up!
Sir Wattson used Thunderbolt - 6 energy
To paralise (2672) - No
To crit (458) - Ayup
(10 + 3 + 1,5)*1,5 = 21,75 damage
Action 2
Peck is still bulding up the power!
Sir Wattson used Scald - 5 energy
To crit (1824) - No
To burn (2065) - Yes. Fun-Fact: All the rolls so far would result in a burn.
(8 + 3 + 1,5) = 12,5 damage
-2 HP to Peck
Action 3
Peck used Bide - 35,9812 energy
59,935 damage to Sir Wattson!
Sir Wattson used Thunderbolt - 6 energy
To paralise (4781) - No - Except this one
To crit (990) - Ayup
(10 + 3 + 1,5)*1,5 = 21,75 damage
HP: 65| EN: 83| Spe: 121
Ranks: 2/3/3/3
Size: 1| Weight: 2
Abilities: Trace, Magic Guard, Shell Armor
Other: Was by far the cutest FE CAP until Mollux came.....then again, thats not hard. +17% accuracy