EspyOwner vs. Yarnus, battle of not so large titans

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1v1 LC Singles
2 Recovery / 5 Chills
1 Day DQ
Arena: ASB Arena
Items = Training
1 ability
2 Subs


EspyOwner's Team

622.png

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
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Mime Jr. [Sally Smiles] (Female)
Nature: Bold: (+1 Defense, -1 Attack)
Type: 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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Abilities:

Soundproof:
Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Filter:
Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super effective attack by two (2).

Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2

EC: 1/0
MC: 0
DC: 1/0

Moves:

Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Mimic
Light Screen
Reflect
Psybeam

Teeter Dance
Fake Out
Future Sight

Magic Coat

Taunt
Torment
Thunderbolt
390.png

Chimchar [Supertrunks] (Male)
Nature: Naive (+15% Speed, +17% Accuracy, -1 Sp.Def)
Type: Fire: Fire STAB; immune to burn, 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:

Blaze:
Type: 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)

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)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 70 (+)
Size Class: 1
Weight Class: 1

EC: 0/9
MC: 0
DC: 0/5

Attacks:

Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Encore
Fake Out
Thunderpunch

Dig
Fire Blast
Acrobatics


vs.


190.png

Aipom(*) 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:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2

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

19 Attacks
Attacks:
Scratch(*)
Tail Whip(*)
Sand Attack(*)
Astonish(*)
Baton Pass(*)
Tickle(*)
Fury Swipes(*)
Swift(*)
Screech(*)
Agility
Last Resort
Double Hit

Fake Out(*)
Revenge(*)
Bounce(*)
Magic Coat

Double Edge(*)
Fire Punch(*)
Ice Punch(*)
Thunder Punch
Seed Bomb
Brick Break
Counter
Taunt
Protect
U-turn
Dig
Endure
Snatch
Pursuit
Aerial Ace
Focus Punch
Shadow Claw
Thunder Wave
Substitute
Double Team
Toxic
Acrobatics
Hone Claws
Return
 
Just fyi, I should have Protect - I bought it almost a week ago, just forgot to put it on the profile.

Earthquake - Pound + Hammer Arm - cooldown
 
OK thanks for letting me know, um, Round 1, Go

Round 1

Aipom used Acrobatics
Crit: 4185
14 damage, 7 energy

Golett used Earthquake
Crit: 4220
14.5 damage, 6 energy

Action 2

Aipom used Acrobatics
Crit: 5742
14 damage, 11 energy

Golett used Pound+Hammer Arm
Crit: 6004
38.25 damage, 15 energy

Action 3
Aipom used Acrobatics
Crit: 2341
14 damage, 15 energy
622.png

HP: 48
EN: 79
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 4

vs.



190.png

HP: 37
EN: 67
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2


Golett vs Aipom, even though it's obviously apparent that Aipom has much more experience than Golett, Golett has a powerful type advantage over Aipom, so this is a battle of type advantage vs. experience advantage.

Aipom starts off, showing off it's Acrobatic skills, jumping this way and that. At the peek of one of it's jumps, bullets into Golett, dealing solid enough damage. While on the ground, Golett throws both of its fists at the ground at full force, causing a full fledged Earthquake, which deals just a bit more damage than Acrobatics did.

Using the now destroyed field of broken rocks and dirt, Aipom is bouncing all around even faster now, hitting Golett once again with an Acrobatics. Golett throws it's arm back, and, while throwing all of it's body weight into its attack. Uses a combination of Hammer arm and pound. Which deals tremendous damage to Aipom.

Aipom, like a broken record slams into Golett with Acrobatics while Golett recharges from the powerful combo last action.
 
He should have 67 EN, not 77, and Yarnus you have Mimic, not Role Play.

Hammer Arm - Hammer Arm - Hammer Arm

IF Endure THEN change that action to Focus Punch change A3 to Protect.
IF non-combo Bounce THEN Hammer Arm + Hammer Arm
 
Action 1

Aipom dug underground

Golett used Hammer Arm
Missed, -7 energy

Aipom used Dig
11 damage, -10 energy

Action 2

Golett used Hammer Arm
17.25 damage, -11 energy

Aipom used Counter
0 damage, 14.25 energy

Action 3

Golett used Hammer Arm
Missed, -15 energy

Aipom used Dig
11 damage, -10 energy
622.png

HP: 26
EN: 46
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 4

vs.



190.png

HP: 20
EN: 28
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2


Round 2, and they're back at each other, Aipom digs underground, avoiding a Hammer Arm from Golett, only to pop up underneath of it and hit it with it's powerful tail. Golett swings around, and slams into it with a Hammer Arm, but not before Aipom gets this odd aura up, and reflects the damage back 1.5 times with Counter. Aipom jumps away to avoid Hammer Arm and digs underground, hitting him from below again.
 
Yeah, he is right.
Orders to come in the morning.

I guess a tie is all right.

Endure, IcePunch, Ice Punch
If protect a2, chill that action
If protect a3 and not a2, chill that action
 
Iron Defense + Iron Defense - Pound - Chill

Let's get it, Rockem!

(You can't fool me into thinking that would have been a tie, Yarnus.)
 
Action 1

Aipom used Endure
-15 energy

Golett used Super Iron Defense
-18 energy, +4 Defense

Action 2

Aipom used Ice Punch
9.5 damage, 6 energy

Golett used Cooldown
It cooled off!

Action 3

Aipom used Ice punch
9.5 damage, 10 energy

Aipom KO'd due to Energy
622.png

HP: 6
EN: 28
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 4

vs.



190.png

HP: 20
EN: 1
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2


Endure is stupid. That's my whole reffing, is that Endure is crap.
 
Action 1

Aipom used Chill
+12 energy

Golett used Focus Punch
24.75 damage, 10 energy
622.png

HP: 6
EN: 18
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 2
Weight Class: 4

vs.



190.png

HP: 0
EN: 13
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 85
Total Ranks:14
Size Ranks: 1
Weight Rank: 2

With an illegal combo, Aipom chills out first, causing Golett to ko with a Focus Punch

The Rewards:
2 CC to both trainers
Golett gets 1EC/2MC/1DC and a KOc
Aipom gets 3 MC
I get 3UC which I already claimed.
 
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