[MATCH OVER] 2v2 - Alchemator vs HD

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Flora

Yep, that tasted purple!
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I challenge the glorious HD [once he finishes a battle, which is apparently soon]!

2v2 Singles
3 Day DQ
2 Recovery / 5 Chills

Arena: Droplet Pond

Above a quaint little village is a hill, and on top of that hill lies Droplet Pond. Formed by decades of rain pounding against it, the completely flat stone surface has eroded quite significantly in the middle to create a pond in which water-type Pokémon can swim easily - it probably isn't enough for a strong Surf though. The stone is impossible to dig through, and grass licks the edges of the arena.
all abilities
switch=ko
no items

the glorious HD accepts
Alch sends out mon
HD sends out mon and orders
Alch orders
Flora
Alch
HD
Flora
HD
Alch
Flora
Alch
k



Ninetales [Diana] (F)
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]

Type:
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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)

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

Abilities:
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).
Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Attacks:
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot


Zorua [Roger] (M)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)

Type: Dark
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65

EC: 0/6
MC: 0
DC: N/A

Ability
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Detect
Double Team
Dig
Grass Knot


Staryu [Steve] (N/A)
Nature: Modest [Adds * to Special Attack, subtracts * from Attack]

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 85

EC: 4/6
MC: 1
DC: 1/5

Abilities:
Illuminate: (Can be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)



Beartic [Yeti] (Male)*
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)

Type: Ice
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50

EC: 6/6
MC: 1
DC: 4/5

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Swift Swim (DW - Not Activated): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks:
Powder Snow*
Growl*
Bide*
Icy Wind*
Fury Swipes*
Brine*
Endure*
Icicle Crash
Avalanche*
Ice Punch*
Night Slash*
Hone Claws*
Blizzard*
Dig*
Swords Dance


Joltik [Black Widow] (Female)*
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)

Type: Bug/Electric
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
HP: 90
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 75(65*1.15^)

EC: 3/6
MC: 1
DC: 2/5

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tension: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW - Not Activated): (Innate) 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:
String Shot*
Leech Life*
Spider Web*
Thunder Wave*
Screech*
Fury Cutter*
Electric Net*
Bug Bite*
Gastro Acid*
Bug Buzz
Poison Sting*
Disable*
Cross Poison*
Thunderbolt*
Bug Repellent*
Rain Dance*


Colosshale [Card Shark] (Male)*
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

Type:
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).


Stats:
HP: 100
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85

EC: 2/6
MC: 1
DC: 2/5

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Heat Rampage (DW - Not Activated): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.


Attacks:
Leer*
Tackle*
Mud Shot*
Bubblebeam*
Rapid Spin*
Mud Bomb*
Pursuit*
Muddy Water
Earth Power*
Water Spout*
Dive*
Taunt*
Double Team*
Rain Dance*


k, good luck and have fun!
 
let's kick some ASS Card Shark!

Water SPOUT~MAKE IT RAIN DANCE~Dive
---if Diana uses Hypnosis, switch the action with Dive
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Fun fact: a kitsune takes many forms.

Ok, let's start off with a Detect to avoid that nasty Water Spout! Follow that up with a Grass Knot to neuter that spouting and finish with a Double Team!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Specify the amount of clones for Double Team (1 through 4) next time. ;)

Diana (Ninetales) (F)
HP: 100
Energy:
100
Boosts/Drops:

Others:
Action: Detect - Grass Knot - Double Team (1 clone)
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Card Shark (Colosshale) (M)
HP: 100
Energy:
100
Boosts/Drops:

Others:

Actions: Water Spout - Rain Dance - Dive
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85


---------------------------------------------------------

Round 1, Droplet Pond

Is going to conduct a battle! Alch's Diana vs HD's Card Shark! Right now! Live!

Diana seems kinda sluggish, though... despite her higher Speed. Card Shark takes advantage of the situation by blasting a Water Spout from his top, which splashes down upon Diana's area like a torrent of heavy rain. However, before any of the rain does any real damage, Diana Detects the attack and moves out of harm's way just in time! Maybe that's why she was sluggish?

It seems that Card Shark just can't waste any more time pulling of some stunts with Water Spout, so he flops around for a Rain Dance! NOW actual heavy rain is flowing and drooping in! Ah, this leaves him open for an attack, and an attack it is from Diana - a deadly Grass Knot! This trips Card Shark onto his side, but since he's so darn heavy, that's all it really did (besides doing MAJOR damage!).

Now ready to do some extreme damage, Card Shark jumps into the middle pond for a nice sunny Dive. Hmm, Diana probably saw this coming and creates a Double Team of one clone to prepare herself from the attack. And there pops Card Shark from there waters jumping right at one of the Diana from a smash! But it was a clone and it only went poof as Diana laughs and LAUGHS at his mistake until she... is... morphing... into... something... smaller? What the? It's a Zorua! What a naughty specimen, taking an illusion of a female Ninetales!

---------------------------------------------------------


Roger (Zorua) (M)
HP: 90
Energy:
76
Boosts/Drops:

Others:
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Card Shark (Colosshale) (M)
HP: 77
Energy:
78
Boosts/Drops:

Others:

Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85


Roger
A1: Detect > 7 + (20/3) = [14 Energy]
A2: Grass Knot > 12 + (4-2 x 1.5) x 1.5 = [23 Damage] [6 Energy]
A3: Double Team > [4 Energy]

Card Shark
A1: Water Spout > 15 + 3 + (3-2 x 1.5) = [20 Damage] [8 Energy]
A2: Rain Dance >[9 Energy]
A3: Dive > 8 + 3 + (3-2 x 1.5) = [13 Damage] [5 Energy]


Rain lasts for 4 more rounds! Alch's turn!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Awesome, that went just as planned (for the record I did mean one clone, I'll specifiy next time).

Let's push this offensive by starting off with a Fake Tears. Follow that up with a Grass Knot and finish with a Double Team (1 clone). If dodges Grass Knot, make it your last action instead.

Fake Tears ~ Grass Knot ~ Double Team / Grass Knot
 
[16:47] <+Alchemator> imagining a claydol flapping is giving me great mirth

Muddy Water~Taunt~Muddy Water
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Roger (Zorua) (M)
HP: 90
Energy:
76
Boosts/Drops:

Others:
Actions: Fake Tears - Grass Knot - Double Team (1 clone)/Grass Knot (if last Grass Knot was dodged)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Card Shark (Colosshale) (M)
HP: 77
Energy:
78
Boosts/Drops:

Others:

Actions: Muddy Water - Taunt - Muddy Water
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85


---------------------------------------------------------

Round 2, Darkies

Taking advantage of the flow of water produced from the rain and the mud saturated around, in addition to the already present but overflowing pond, Card Shark whips up a major Muddy Water assault that swarms the entire arena, including Roger, and devastates the remains. After the attack subsides back (though not fully), what's left is a ruined arena and an even more soaking Roger, who just fakely cries in pain, tears raining down, of how mean Card Shark is. I tend to agree.

And this is why. Card Shark flops up a bit and Taunts at Roger about how much cooler it is to be a freaking water whale that evolves into some ground whale because foxes are boring. This catches Roger's attention incredibly, but he doesn't go for a non-attacking move because he's going for a Grass Knot! This trips Card Shark a bit and does major damage!

Card Shark growls in anger and again summons the tides of the mud and waters to do his bidding. A disastrous Muddy Water surfaces from the rain water and pond and crashes upon Roger for some dirty damage! Roger only wags and shakes his body in an attempt to get rid of as much of the water as possible, but to no avail. Not even a Double Team attempt could work out! Was that Taunt really that scary?

The pond seems to be carrying loads of water due to the large amounts of rain drooping in. It's definitely ready for more Muddy Waters in the future!

---------------------------------------------------------


Roger (Zorua) (M)
HP: 46
Energy:
64
Boosts/Drops:

Others: Taunt (4 more actions)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Card Shark (Colosshale) (M)
HP: 50
Energy:
57
Boosts/Drops:
-1 SpD
Others:
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85


Roger
A1: Fake Tears > [6 Energy]
A2: Grass Knot > 12 + (4-2 x 1.5) + (2-0 x 1.5) x 1.5 = [27 Damage] [6 Energy]
A3: Double Team > nothing

Card Shark
A1: Muddy Water > 10 + 3 + (3-2 x 1.5) x 1.5 (rain) = [22 Damage] [6 Energy]
A2: Taunt > [9 Energy]
A3: Muddy Water > 10 + 3 + (3-2 x 1.5) x 1.5 (rain) = [22 Damage] [6 Energy]


Rain lasts for 3 more rounds! HD's turn!
 
[16:47] <+Alchemator> imagining a claydol fapping is giving me great mirth

hmmm

muddy water~muddy water~muddy water

GG LITTLE FOX

also i should be down -1 SpDef
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Grass Knot ~ Grass Knot ~ Grass Knot

according to my rough calcs I do 25 with each? I don't know.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Roger (Zorua) (M)
HP: 46
Energy:
64
Boosts/Drops:

Others: Taunt (4 more actions)
Actions: Grass Knot x3
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Card Shark (Colosshale) (M)
HP: 50
Energy:
57
Boosts/Drops:
-1 SpD
Others:
Actions: Muddy Water x3
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85


---------------------------------------------------------

Round 3, Who's Lost?

An anticipated spam round...

So here's what I see. Card Shark spams Muddy Water TWICE IN A ROW! Both hit Roger directly, but no critical or accuracy hax occurs. And what does Roger do? Grass Knot TWICE BACK! Card Shark trips so much he faints! Too bad, you lose!

---------------------------------------------------------


Roger (Zorua) (M)
HP: 2
Energy:
48
Boosts/Drops:

Others: Taunt (2 more actions)
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Card Shark (Colosshale) (M)
HP: tripped too much weed
Energy:
0
Boosts/Drops:

Others:

Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)
Dark/Water:
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Atk: ***(+)
Def: **
SpA: ***
SpD: **(-)
Spe: 85


Roger
A1: Grass Knot > 12 + (4-2 x 1.5) + (1-0 x 1.5) x 1.5 = [25 Damage] [6 Energy]
A2: Grass Knot > 12 + (4-2 x 1.5) + (1-0 x 1.5) x 1.5 = [25 Damage] [10 Energy]
A3: Grass Knot > 12 + (4-2 x 1.5) + (1-0 x 1.5) x 1.5 = [25 Damage] [14 Energy]

Card Shark
A1: Muddy Water > 10 + 3 + (3-2 x 1.5) x 1.5 (rain) = [22 Damage] [6 Energy]
A2: Muddy Water > 10 + 3 + (3-2 x 1.5) x 1.5 (rain) = [22 Damage] [10 Energy]
A3: Muddy Water > 10 + 3 + (3-2 x 1.5) x 1.5 (rain) = [22 Damage] [14 Energy]


Rain lasts for 2 more rounds! HD sends out a new Pokemon, then Alch orders, then HD orders!
 
you couldn't have added a tiny crit just to push colosshale a little further? das gay

YETI
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Start off with a Dark Pulse. Follow that with another Dark Pulse. End with a Dark Pulse.

Dark Pulse ~ Dark Pulse ~ Dark Pulse

Creative orders if ever I saw some.
 
smash the prick with a ice punch, and after it's dead, it's time to dance: SWORDS DANCE AND RAIN DANCE

Ice Punch~Swords Dance~Rain Dance
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Roger (Zorua) (M)
HP: 2
Energy:
48
Boosts/Drops:

Others: Taunt (2 more actions)
Actions: Dark Pulse - Dark Pulse - Dark Pulse
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Yeti (Beartic) (M)
HP: 100
Energy:
100
Boosts/Drops:

Others:

Actions: Ice Punch - Swords Dance - Rain Dance
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


---------------------------------------------------------

Round 4, Angry Polar Bear

An anticipated shit round...

Roger's on the verge of death, but since Yeti's so slow, he manages to pull off a quick Dark Pulse before succumbing to a mighty Ice Punch! This punch smashes Roger across the muddy dirt and onto the sharp grass, in which the cuddling Roger lies in faint. Yeti roars in victory and slashes the air with a vicious Swords Dance. Sadly, it doesn't work for some odd mysterious reason. Then he attempts to victory dance even more with a Rain Dance, but he can't use it because it's already raining...

---------------------------------------------------------


Roger (Zorua) (M)
HP: frosty fox
Energy:
0
Boosts/Drops:

Others:
Nature: Modest (Adds * to Special Attack, subtracts * from Attack)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
Atk: ** (-)
Def: **
SpA: **** (+)
SpD: **
Spe: 65



Yeti (Beartic) (M)
HP: 87
Energy:
95
Boosts/Drops:

Others:

Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


Roger
A1: Dark Pulse > 8 + 3 + (4-3 x 1.5) = [13 Damage] [6 Energy]
A2: Grass Knot > 12 + (4-2 x 1.5) + (1-0 x 1.5) x 1.5 = [25 Damage] [10 Energy]
A3: Grass Knot > 12 + (4-2 x 1.5) + (1-0 x 1.5) x 1.5 = [25 Damage] [14 Energy]

Yeti
A1: Ice Punch > [enough to KO] [5 Energy]
A2: Swords Dance > [7 Energy] (not used)
A3: Rain Dance > [10 Energy] (not used)


Rain lasts for 1 more round! Alch sends out a new Pokemon (diana probs), then HD orders, then Alch orders!

Okay, GO DIANA!

 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Start off with a Hypnosis to try and incapacitate that bear. Follow that up with a Flamethrower to melt his persnal ice cap. Close with a Hypnosis if the first didn't hit, or a Nasty Plot if it did.

Hypnosis ~ Flamethrower ~ Hypnosis/Nasty Plot
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Diana (Ninetales) (F)
HP: 100
Energy:
100
Boosts/Drops:

Others:
Actions: Hypnosis - Flamethrower - Hypnosis
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Yeti (Beartic) (M)
HP: 87
Energy:
95
Boosts/Drops:

Others:
Actions:
Swords Dance - Night Slash - Rain Dance
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


---------------------------------------------------------

Round 5, Winter Flames...

Radiant and beautiful, the seductive Diana immediately attempts a Hypnosis to lure manly Yeti to deep sleep. Her concentration was loose though and the move was sadly unsuccessful. Even the rain didn't play a part in Hypnosis's failure! By then, Yeti sets up with an intimidating Swords Dance that readies his claws and fangs for next time!

Diana fears that something terrible is about to happen and fights claws with fire with a Flamethrower assault! The rain weakens the flames substantially as Yeti comes running in for a Night Slash to the face! A mark of darkness is left upon Diana's cheek, indicating a lethal critical hit, but she's still pumped up and ready!

With Yeti closer, Diana feels that she may have better luck luring him into sleep with her Hypnosis technique. She tries, and tries, and tries, and the move just didn't work for some reason! It seems that the rains from the sky has just stopped, earlier than usual, which is good for Diana! Although... Yeti grunts at how he lost his protection from fire and summons another storm of rain via Rain Dance!

---------------------------------------------------------


Diana (Ninetales) (F)
HP: 84
Energy:
74
Boosts/Drops:

Others:
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Yeti (Beartic) (M)
HP: 74
Energy:
73
Boosts/Drops:
+1 Atk
Others:
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


Diana
A1: Hypnosis > [10 Energy]
A2: Flamethrower > 10 + 3 + (3-3 x 1.5) x 1.5 (SE) x .67 (rain) = [13 Damage] [6 Energy]
A3: Hypnosis > [10 Energy]

Yeti
A1: Swords Dance > [7 Energy]
A2: Night Slash > 7 + 3 + (5-3 x 1.5) + (2-0 x 1.5) = [16 Damage] [5 Energy]
A3: Rain Dance > [10 Energy]


NOTE: I just allowed Rain Dance to happen even though I think it shouldn't have happened because Rain Dance only ends at the very end of the round, not an action. Just trying to make things more fair and entertaining! But yes, both Hypnosis randomed over 90 (or 65 [due to Timid], but I'm just narrowing it) and missed, sorry Alch!

Rain lasts for 5 more rounds. Alch's turn!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Lame :(

Start off by Disabling Night Slash, and follow with Confuse Ray. End with a Flamethrower.

Disable ~ Confuse Ray ~ Flamethrower
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Diana (Ninetales) (F)
HP: 84
Energy:
74
Boosts/Drops:

Others:
Actions: Disable (Night Slash) - Confuse Ray - Flamethrower
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Yeti (Beartic) (M)
HP: 74
Energy:
73
Boosts/Drops:
+1 Atk
Others:
Actions: Icicle Crash - Ice Punch - Avalanche
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


---------------------------------------------------------

Round 6, Raging Yeti...

And he's ragin' when he gets his Night Slash Disabled right off the bat! Nothing even happened except that one thing! What a cheater, that Diana! He gets soo so mad get goes for an Icicle CRASH and smashes Diana with it. It shreds into several tiny microscopic ice pieces as the rain washes them away to a bay not far away...

Diana's gonna make Yeti's life even more miserable by linking a Confuse Ray to his pathetic manly mind. This was so intense that Yeti tripped over on his footing and smashed his face on the stone surface in confusion! Learn to walk!

Patient in waiting, but flaming in game, Diana turns up the heat in this wet weather with a searing Flamethrower! It scorches Yeti and angers him into summoning a quite confused Avalanche that smash upon Diana's tail and then her whole body! Was this a critical hit? But she just blazes herself and burns the ice off, ready to go with another round with the rabid Yeti!

---------------------------------------------------------


Diana (Ninetales) (F)
HP: 58
Energy:
57
Boosts/Drops:

Others:
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Yeti (Beartic) (M)
HP: 52
Energy:
63
Boosts/Drops:

Others: Confused (1 more action), Disable (Night Slash, 3 more actions)
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


Diana
A1: Disable > [6 Energy]
A2: Confuse Ray (Intense) > [5 Energy]
A3: Flamethrower > 10 + 3 + (3-3 x 1.5) x 1.5 (SE) x .67 (rain) = [13 Damage] [6 Energy]

Yeti
A1: Icicle Crash > 9 + 3 + (5-3 x 1.5) + (1-0 x 1.5) x .67 = [11 Damage] [5 Energy]
A2: Ice Punch > 8 + 3 + (5-3 x 1.5) + (1-0 x 1.5) x .67 = [10 Damage] [5 Energy] (wasn't used)
Hit self in confusion > 4 + (5-3 x 1.5) + (1-0 x 1.5) = [9 Damage to Self]
A3: Avalanche > 12 + 3 + 3 + (5-3 x 1.5) + (1-0 x 1.5) x .67 = [15 Damage] [5 Energy]


Oh wow, I rolled a 10 for Flamethrower burn, and it would've burned Yeti, until I read the Ice-type description, which says 50% reduction chance, and like O_O.

Rain lasts for 4 more rounds. HD's turn!
 
swords dance~icicle crash~brine
---if Ninetales uses Flamethrower/Fire Blast, switch the current action with Avalanche
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
I think we'll start off by using Hypnosis again. Third time lucky right? And then... oh it's getting mighty chilly in here. Maybe you should warm yourself up with a Fire Spin on yourself to activate Flash Fire! Follow that with a Flamethrower.

Hypnosis ~ Fire Spin on self ~ Flamethrower
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Diana (Ninetales) (F)
HP: 58
Energy:
57
Boosts/Drops:

Others:
Actions: Hypnosis - Fire Spin (self) - Flamethrower
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Yeti (Beartic) (M)
HP: 52
Energy:
63
Boosts/Drops:

Others: Confused (1 more action), Disable (Night Slash, 3 more actions)
Actions: Swords Dance - Icicle Crash - Avalanche
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


---------------------------------------------------------

Round 7, Tears of Flames...

As she picks herself up from the last avalanche, Diana stares right into Yeti's soul... err eyes, and attempts a Hypnosis! Tik... tik... tik... tik... tik..................................................................... i don't think it's working. =( Yeti's getting mad that some lady's staring at him like she wants him and Swords Dances up. I think he's too manly for ladies! And at that same time, Yeti pops his confusion out of his head!

Apparently hypnomiss is what it's called now, so Diana goes with another plan. She conjures a breath of Fire Spin that surrounds herself with beautiful, towering flames. This activates her Flash Fire! But shortly after, it looks like the rains of the field are swallowing down the Fire Spin without much trouble and after some time, it's completely gone! Then there goes Yeti jetting in for an ICICLE CRAAAAAAAAAAAAAAAAAAAAAASH! Diana just shakes off the damage and ice though as if it were junk trash and fires off a Flamethrower straight upon the nearby Yeti, who burns in rage. Rage? Yeti's very much in rage as he summons a crippling Avalanche attack that smacks Diana onto the ground, but that doesn't mean she's not ready for more!

While that happened, it looks like Yeti remembered how to Night Slash again! Oh goodie joy!

---------------------------------------------------------


Diana (Ninetales) (F)
HP: 33
Energy:
40
Boosts/Drops:

Others: Flash Fire (activated)
Nature: Timid [A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.]
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. Solarbeam has Energy Cost reduced by one (1).
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).
Atk: ** (-)
Def: ***
SpA: ***
SpD: ****
Spe: 115 (100*1.15^)



Yeti (Beartic) (M)
HP: 37
Energy:
46
Boosts/Drops:
+1 Atk
Others:
Nature: Adamant (Special Attack reduced by *; Attack increased by *.)
Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, Furijio, Glaceon and Cubchoo line ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail.
Atk: *****(+)
Def: ***
SpA: **(-)
SpD: ***
Spe: 50


Diana
A1: Hypnosis > [6 Energy]
A2: Fire Spin (self) > [5 Energy]
A3: Flamethrower > 10 + 2 + 3 + (3-3 x 1.5) x 1.5 (SE) x .67 (rain) = [15 Damage] [6 Energy]

Yeti
A1: Swords Dance > [7 Energy]
A2: Icicle Crash > 8 + 3 + (5-3 x 1.5) + (2-0 x 1.5) x .67 = [11 Damage] [5 Energy]
A3: Avalanche > 12 + 3 + (5-3 x 1.5) + (2-0 x 1.5) x .67 = [14 Damage] [5 Energy]


Rain lasts for 3 more rounds. Alch's turn!
 
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