Wobbanaut vs Espyowner

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1v1 Singles LC
Items = Training only.
asb arena
0 chill/recovery
Ability = One
1 Day DQ

Espyowner
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Deino [Hercules] (M)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Defense)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
Size Class: 1
Weight Class: 2

EC: 1/9
MC: 0
DC: N/A

Abilities:

Hustle:

Type: Can be Enabled

This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Attacks:

Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Rush

Ice Fang
Fire Fang
Earth Power

Draco Meteor

Taunt
Torment
Protect
Thunder Wave
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Cubone [JustAHat] (Male)
Nature: Brave (+1 Atk, -15% (5) Speed, -10% Evasion)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:

Rock Head:

Type: Innate

This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Lightning Rod:

Type: Innate

These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Battle Armor (DW - Locked):

Type: Innate

This Pokemon’s thick armor prevents it from taking critical hits.


Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 1

EC: 0/6
MC: 0
DC: 0/5


Moves:

Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage

Belly Drum
Perish Song
Endure

Smack Down
Earthquake
Rock Slide
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Golett [Rockem]
Nature: Quiet: (+1 Special Attack, -10% eva, -15% Speed)
Type: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost: 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:

Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard (DW):
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 4

EC: 1/6
MC: 0
DC: 1/5

Attacks:

Pound
Astonish
Defense Curl
Mud Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
Hammer Arm
Earthquake
Focus Punch

Ice Beam
Shadow Ball
Psychic
Gyro Ball
Grass Knot
Rock Slide

Wobbanaut:
[pimg]116[/pimg]
Horsea(Pyrophobe)(M)
Nature:Mild(+SpA,-Def)
Type
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities
Swift Swim:[Type: Innate]The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
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.
Damp:[Type: Innate]This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats
HP: 90
Atk: Rank 2
Def: Rank 2(-)
SpA: Rank 4(+)
SpD: Rank 1
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
MC: 0
DC: 0/5


Attacks
Level Up - Bubble, Smokescreen, Leer, Water Gun, Focus Energy, Agility
TM/HM - Dive, Double Team, Scald
Egg Moves - Disable, Outrage, Razor Wind
 
Horsea Outrage, 8 EN
To crit 5/16 No, 20.25 Damage

Deino Draco Meteor, 9 EN, -2 SpA
To hit 51/100 Yes, To crit 14/16, 18.5 Damage

Horsea's Outrage Ended
Confusion 3/3 4 Actions

Horsea is confused... 1/2 Hit self, 3 EN
4 Damage

Deino Crunch, 5 EN
To crit 13/16 No, To lower Def 9/10 No, 12.5 Damage

Horsea is confused... 2/2 Outrage, 8 EN
To crit 1/16 Yes, 27.75 Damage

Deino Torment, 9 EN
Horsea Tormented
Horsea
55 HP/81 EN
Tormented 6a, Confused 1a, Outraging 2a

Deino
42 HP/77 EN
 
Horsea is confused... 2/2 Outrage, 8 EN
To crit 13/16 No, 20.25 Damage

Deino Thunder Wave, 7 EN
Horsea Paralysed!

Deino Dragon Rush, 7 EN
To hit 26/100 Yes, to crit 9/16 No, To flinch: 4/10 No, 14.5 Damage

Horsea is Paralysed... 2/4 Outrage, 8 EN
To crit 15/16 No, 20.25 Damage
Horsea Confused 2/3 2 Actions

Deino Dragon Rush, 11 EN
To hit 26/100 Yes, to crit 9/16 No, To flinch: 5/10 No, 14.5 Damage

Horsea is confused... 2/2 Horsea is Paralysed... 2/4 Dive, 9 EN
To crit 3/16 Yes, 8.3 Damage
Horsea
26 HP/56 EN
Tormented 3a, Confused 1a, Paralysed 20%

Deino
-7 HP/52 EN

DONE!
Horsea: 1 EC 3 MC 1 DC 1 KOC
Deino: 1 EC 2 MC 1 DC
Wobbanaut: 2 CC
Espyowner: 2 CC
Jesseus: 3 UC
 
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