iss duels Darkamber8828!

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Flora

Yep, that tasted purple!
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Looking for a battle.

1v1
Singles
1 day DQ
2 chills/0 recovers
ASB Tournament Arena
All mons used must be Basic (aka first stage)
No FEs
Send 3 mons to ref
Darkamber8828 said:
Accept'd

Switch=KO
No Items
All Abilities

Snover(*) Shrug (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Ice / Grass
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.
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:
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Soundproof (DW): (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.)


Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 37 (40 / 1.15) (-) (10% decrease in evasion)

EC: 2/6
MC: 0
DC: 1/5

Attacks:
Powder Snow(*)
Leer(*)
Razor Leaf(*)
Icy Wind(*)
GrassWhistle(*)
Swagger(*)
Mist(*)
Ice Shard
Wood Hammer

Leech Seed(*)
Bullet Seed(*)
Avalanche(*)

Blizzard(*)
Frost Breath(*)
Substitute(*)


Eevee: Joel (M)
Nature: Modest (+1 SpA, -1 Atk)
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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55

EC: 4/6
MC: 0
DC: 0/5

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)

Wish(*)
Yawn(*)
Stored Power(*)

Shadow Ball(*)
Substitute(*)
Hidden Power (Fighting, 7)(*)

(that is not a fake okay DA?)
Zorua: !kunc (F)
Nature: Mild (+1 SpA, -1 Def)
Type: Dark
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.

Abilities:
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65

EC: 0/6
MC: 0

Attacks:
Scratch(*)
Leer(*)
Pursuit(*)
Fake Tears(*)
Fury Swipes(*)
Faint Attack(*)
Scary Face(*)
Taunt(*)

Counter(*)
Snatch(*)
Sucker Punch(*)

Shadow Ball(*)
Substitute(*)
Hidden Power (Fighting, 7)(*)



Paras [Leeps] Female
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Grass/Bug

Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Bug Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1)


Stats:

Paras
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25

+1 to Attack, -1 to Special Attack

EC: 4/6
MC: 0
DC: 2/5

Abilities:

Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.

Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:

Scratch
Stun Spore
Poisonpowder
Leech Life
Fury Cutter
Spore
Aromatherepy
X-Scissor

Bug Bite
Leech Seed
Spore

Protect
Bullet Seed
Toxic


Crackers (Machop) (M)

Nature:
Brave:
Adds One (1) Rank to 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:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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 benefitted by No Guard, they will have their normal accuracy.

Steadfast (DW): (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.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 31 (35/1.15, rounded up)

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge

Encore
Close Combat
Ice Punch

Dig
Rock Slide
Substitute


Monohm - Hydra (F)
Nature: Modest (+1 to Special Attack; -1 to from Attack)
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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

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.

Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

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

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Heal Bell
Hydro Pump
Magnet Rise

Thunderbolt
Dragon Pulse
Flamethrower


- iss sends out Pokemon of choice
- Darkamber8828 sends out Pokemon of choice and does actions
- iss counteractions
- gg

GOOD LUCK AND HAVE FUN!
 

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

Joel (M)
HP: 90
EN: 100
Run Away
Adaptability

Crackers (M)
HP: 100
EN: 100
No Guard
Guts


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

Round 1: gg

Here we are! We got Joel the Eevee and Crackers the Machop! Let's see who can beat each other up first!

Joel patiently awaits for Crackers to move, in which he does! A slamming double Close Combat and Revenge bash into Joel and manage to deal incredible damage to his blurry skin. In retaliation, Joel responds back with a triple Counter! Uh, that must have hurt! Just look at Crackers, all beat up and stuff! He's bleeding... madly. His eyes... closed. Arms... inactive. He must have... fainted!

During actionsss
Crackers's Close Combat: (12+3+4.5) x 1.5 = [29 DMG/7 EN]
Crackers's Revenge: (6+3+4.5) x 1.5 = [20 DMG/7 EN]
Crackers's Close Combat: (12+3+4.5) x 1.5 = [29 DMG/7 EN]

Joel's Counter: (29x1.5) = [44 DMG/21 EN]
Joel's Counter: (20x1.5) = [35 DMG/22 EN]
Joel's Counter: (29x1.5) = [44 DMG/25 EN]
Crackers fainted!


At the end of the mess that is this round, Joel magically transforms into a... Zorua! It's !kunc! Freaking troll.

!kunc (F)
HP: 12
EN: 32
Illusion

Crackers (M)
HP: KOed
EN: KOed
No Guard
Guts


uh okay lol gg!

Prizes
iss (W)
> 2 Trainer Counters
- !kunc > 1 EC | 2 MCs | 1 KOC
Darkamber8828 (L) > 2 Trainer Counters
- Crackers > 1 EC | 2 MCs | 1 DC
Flora > 2 Ref Tokens
 
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