deadfox081 vs pinkcaptainfalcon

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yar me hearties and such like, we're on a boat. this be where the landlubbers deadfox081 and pinkcaptainfalcon be fighting to send the other to davy jones' locker! even a pirate has rules, so let's fix our telescopes on them now, yar.
3v3 Singles
2 Recoveries/5 Chills
2 Day DQ
The total evolution stage of the team cannot exceed 5 (ie Blastoise = 3, Pikachu = 2, Pinsir = 1)
Arena: We're on a boat!
For some unknown reason we thought it would be a good idea to have a Pokemon battle on a sailboat, and the seas are a little rough. Water is abundant, so not only are moves like Surf both available and encouraged, the energy cost of any water type move is reduced by one. Seismic activity is not possible (you would sink the boat!). In addition there is a 25% chance for it to begin raining at the end of every round. Should the rain start it will last for 2 rounds rather than the usual four (storms pass quickly at sea). Arr me hearties there be no land lubbers welcomed here (or something along those lines...)
Taking Deadfoxes Singles challenge
1 Ability
No items or switch
here be the teams.

team deadfox081:

Kingdra* [Dreeko] (F)
Nature: Mild (+1 Special Attack, -1 Defense)

Type: Water/Dragon
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85

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

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.

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

Attacks:
Bubble (*)
Smokescreen (*)
Leer (*)
Water Gun (*)
Focus Energy (*)
Bubblebeam (*)
Agility (*)
Dragon Dance
Dragon Pulse
Yawn
Brine
Hydro Pump
Draco Meteor

Scald (*)
Dive (*)
Rain Dance (*)
Ice Beam

Aurora Beam (*)
Dragonbreath (*)
Signal Beam (*)


Timburr [Puncha] (M)
Nature: Careful (+1 Special Defence, -1 Special Attack)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35

EC: 3/9
MC: 0
DC: 3/5

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.

Sheer Force: (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.

Iron Fist: [DW LOCKED] (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)

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Focus Punch

Bulk Up
Taunt
Dig
Focus Blast
Poison Jab

Drain Punch
Mach Punch
Detect


Grimer [Stinka] (M)
Nature: Quiet (+1 Special Attack, -15% Speed, +10% Accuracy for opponents)

Type: Poison
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (25/1.15)

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

Abilities:

Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.

Poison Touch: [DW LOCKED] (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect)..

Attacks:
Poison Gas
Pound
Harden
Mud Slap
Disable
Minimize
Sludge
Mud Bomb

Toxic
ThunderBolt
Flamethrower

Shadow Sneak
Curse
Shadow Punch

team pinkcaptainfalcon:

Was a gift to PCF as a Machop from a mysterious man with odd clothes and a helmet.
Which later evolved into a mutant Machamp with the two arms instead of four.
It is very overconfident of its strength and will take on stronger opponents without a second thought to try and impress its current owner.
PCF was so impressed by that mysterious man that he has since fashioned himself after him, even donning a variation of the man's name as his own
Rumor has it that PCF admired that mysterious man so much he even named the Machop he was given after him

Machamp* Captain Falcon (Male)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Fighting
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts: Type: 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: Type: 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.

DW Steadfast: Type: 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.

Stats:
HP: 100
Atk: 5 +1 (+)
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 55

EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks:
Low Kick*
Leer*
Focus Energy*
Karate Chop*
Foresight*
Low Sweep*
Seismic Toss*
Revenge*
Vital Throw
Cross Chop
Dynamic Punch
Scary Face

Ice Punch*
Rock Slide*
Counter*
Magic Coat

Bulk Up*
Earthquake*
Payback*
Light Screen
Brick Break


Sableye Lucy (Female)
Nature: Adamant Adamant (Adds * Rank to Attack; Subtracts * Rank From Special Attack)
Type: Ghost/Dark
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.
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:
Keen Eye: Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

Stall: Type: Innate
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

DW Prankster: Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 50

MC: 0
DC: 0/5

Attacks
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak

Metal Burst
Feint
Recover

Brick Break
Will-o-Wisp
Poison Jab


Ralts River (Female)
Nature: Modest (Adds * to Special Attack; Subtracts * From 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 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.

Abilities:
Synchronize:Type: Innate
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace:Type: Can be Activated
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

DW Telepathy:Type: Innate
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: 1 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40

EC: 0/9
MC: 0
DW: 0

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Encore
Skill Swap

Reflect
Psyshock
Willowisp


and now we can pick up our cutlasses and fight, yar. deadfox081 sends out his first mate and chooses its ability, then pinkcaptainfalcon does too and gives his mate his commands, then deadfox081 does and then i see how things have gone. yar!
 
You might as well jump aboard Stinka.

Bring your Stench with you (although in a confined space like this that could be a bad idea..)
 
Lets start off with the ever so Predictable Ralts with Synchronize
Now begin to become a nuisance with a Willowisp!
Make him wish he could jump in the water to cool that burn off!
Then Calm Mind and use a Double Team to make 2 Clones!

Edit: Dang, i didnt read Synchronize good enough, i should know known this would happen
 
Thats ok, we can work with this Stinka. Start off by hitting him with a Toxic. Thanks to your whole body being made of gunk anyway he can't Synchronize that one back onto us. Then use a nicely super effective Shadow Sneak, showing off some of your tricks as well. Finally hit him with a Shadow Punch. The moves guaranteed accuracy means his clones will be a complete waste of energy. There is one important thing however, if his Will-O-Wisp misses then spend your second action Disabling it. The chances are slim with you being so slow but we need to capitalize on the luck if it comes our way.

Toxic > Shadow Sneak > Shadow Punch
IF Will-O-Wisp misses THEN change your second action to Disable (Will-O-Wisp)
 

grimer (stinka) M
ability: stench
hp: 100
energy: 100%
status: none
boosts: none


ralts (river) F
ability: synchronize
hp: 90
energy: 100%
status: none
boosts: none


yo ho ho and a bottle of rumpardos, the battle be on. ok enough pirate shenanigans from me too. river summons a will-o-wisp to burn stinka, and stinka shoots toxic sludge at river to try to poison her, but he misses. he then follows that up by stepping through the shadows and sneaking up to river, striking her for some damage; the burn's lessened his physical prowess, though. river seems uninterested and relaxes, giving her a calm mind and boosting her special stats. she then uses double team to create two clones of herself, but stinka is in the shadows once more and punches the real river with ease.


grimer (stinka) M
ability: stench
hp: 94
energy: 87%
status: burn
boosts: none


ralts (river) F
ability: synchronize
hp: 75
energy: 79%
status: none
boosts: +1 spa, +1 spd

will-o-wisp: 278 (hit); -7 energy
toxic: 8 (miss); -6 energy
burn damage
98/94 (b); 90/93

shadow sneak: 204 (no flinch); 385 (no crit); ((4-3+(3-1)*1.5)*1.5) = 6 damage, -3 energy
calm mind: -6 energy
burn damage
96/91 (b); 84/87 (+1 spa/spd)

double team (2): -8 energy
shadow punch: 177 (no crit); ((6-3+(3-1)*1.5)*1.5) = 9 damage, -4 energy
burn damage
94/87 (b); 75/79 (+1 spa/spd)

298 = no rain


deadfox081 is up.
 
Please don't edit your action posts PCF after the opponent has made theirs. I'm sure it was only to add that little comment but it just looks suss.

Anywho. That is one mean RNG Stinka. It doesn't look like either of us will be able to do massive damage in this fight, so our main priority is getting her poisoned.

Toxic > Sludge > Shadow Punch
IF Toxic is Disabled before you get to use it THEN replace that action with Mud Slap
 
Sorry about that Deadfox, i got in trouble for actually editing a post once so after that when i had a comment i would make a new post
and one time a ref told me not to clutter the match and just add it onto my posts
so now i dont touch anything, i put an edit on the bottom and say things.
i know other people arent very trustworthy
and i may make typos and dumb battling decisions sometimes but i dont cheat.


Make that grimer feel like he woke up on the wrong side of the poop deck with a confusion then give him an Encore and cut the scurvy cur with a psyshock!
 

grimer (stinka) M
ability: stench
hp: 94
energy: 87%
status: burn
boosts: none


ralts (river) F
ability: synchronize
hp: 75
energy: 79%
status: none
boosts: +1 spa, +1 spd


river starts us off again with a confusion attack, entering stinka's mind and contorting it somewhat. stinka retaliates by trying again with his toxic attack, and this time is successful. river seems to like what she sees and gives stinka an encore, and he obliges by repeating the toxic, but since she's already poisoned it does nothing. river finishes off the round by blasting stinka with a brutal psyshock, doing a boatload of damage. stinka just uses toxic again, but he's getting sick of it and his encore wears off.


grimer (stinka) M
ability: stench
hp: 51
energy: 75%
status: burn
boosts: none


ralts (river) F
ability: synchronize
hp: 72
energy: 62%
status: toxic (2)
boosts: none

confusion: 616 (no confusion); 591 (no crit); ((5+3+(3-2)*1.5)*1.5)+1.75 = 16 damage, -2 energy
toxic: 402 (hit); -6 energy
burn damage, 1 toxic damage
76/81 (b); 74/77 (t:1, +1 spa/spd)

encore: -10 energy
toxic: -6 energy
burn damage, 1 toxic damage
74/81 (b); 73/67 (t:1, +1 spa/spd)

psyshock: 337 (no crit); ((8+3+(3-2)*1.5)*1.5)+1.75 = 21 damage, -5 energy
toxic: -6 energy
burn damage, 1 toxic damage
51/75 (b); 72/62 (t:2)

831 = no rain


pinkcaptainfalcon's orders please.
 

grimer (stinka) M
ability: stench
hp: 51
energy: 75%
status: burn
boosts: none


ralts (river) F
ability: synchronize
hp: 72
energy: 62%
status: toxic (2)
boosts: none


yarr, river starts us off again and she sets up a reflect to further prevent physical attacks from doing much damage at all to her. stinka seems ok with this though and disables river's psyshock. this means that she can't do anything for the rest of the round, allowing stinka to safely fire off a flamethrower followed by throwing some sludge at her.


grimer (stinka) M
ability: stench
hp: 45
energy: 58%
status: burn
boosts: none


ralts (river) F
ability: synchronize
hp: 42
energy: 57%
status: toxic (3), reflect (3), psyshock disabled (4)
boosts: none

reflect: -7 energy
disable: -6 energy
burn damage, 2 toxic damage
49/69 (b); 70/57 (t:2, r:5, d(psyshock):6)

nothing
flamethrower: 999 (no burn); 337 (no crit); (10+(3-2)*1.5) = 12 damage, -7 energy
burn damage, 2 toxic damage
47/62 (b); 56/57 (t:2, r:4, d(psyshock):5)

nothing
sludge: 100 (no crit); (7+3+(3-2)*1.5) = 12 damage, -4 energy
burn damage, 2 toxic damage
45/58 (b); 42/57 (t:3, r:3, d(psyshock):4)

752 = no rain


deadfox081 is up.
 

grimer (stinka) M
ability: stench
hp: 45
energy: 58%
status: burn
boosts: none


ralts (river) F
ability: synchronize
hp: 42
energy: 57%
status: toxic (3), reflect (3), psyshock disabled (4)
boosts: none


river starts off by using the same tricks as stinka, and disables flamethrower; the sudden memory loss leaves stinka bewildered and unable to do its action. river then continues her mental assault, attacking with a confusion attack; stinka retaliates by throwing more sludge. river uses another confusion, and stinka is rendered immobile because he can't remember what he was going to do. then, just before i sit down for a bottle of rum, it starts to rain heavily.


grimer (stinka) M
ability: stench
hp: 11
energy: 54%
status: burn, flamethrower disabled (3)
boosts: none


ralts (river) F
ability: synchronize
hp: 21
energy: 43%
status: toxic (4), psyshock disabled (1)
boosts: none

rain (2)

disable: -6 energy
flamethrower: nope
burn+toxic damage
43/58 (b, d(flamethrower):5); 39/51 (t:3, r:2, d(psyshock):3)

confusion: 701 (no confusion); 255 (no crit); ((5+3+(3-2)*1.5)*1.5) = 14 damage, -2 energy
sludge: 802 (no crit); 12 damage, -4 energy
burn+toxic damage
27/54 (b, d(flamethrower):4); 24/49 (t:3, r:1, d(psyshock):2)

confusion: 400 (no confusion); 489 (no crit); 14 damage, -6 energy
nothing
burn+toxic damage
11/54 (b, d(flamethrower):3); 21/43 (t:4, d(psyshock):1)

172 = rain
 
Might as well Shadow Sneak to get in a little damage before going down. And with Stench giving us a slight chance to flinch I might as well plan for the best case scenario and still give you 3 actions.

Shadow Sneak > Sludge > Sludge
 

grimer (stinka) M
ability: stench
hp: 11
energy: 54%
status: burn, flamethrower disabled (3)
boosts: none


ralts (river) F
ability: synchronize
hp: 21
energy: 43%
status: toxic (4), psyshock disabled (1)
boosts: none

rain (2)


stinka, knowing his fate is 90% sealed, sneaks through the shadows to strike river, AND HE GETS A CRUCIAL FLINCH i swear to arceus i did not rig that me hearties (well i may have rigged the sails but not the rng). river merely chills, perhaps being overconfident, before taking a sludge to the face to knock her out!


grimer (stinka) M
ability: stench
hp: 7
energy: 47%
status: burn, flamethrower disabled (1)
boosts: none


ralts (river) F
ability: synchronize
hp: KO
energy: KO
status: none
boosts: none

rain (1)

shadow sneak: 59 (flinch); 364 (no crit); ((4-3+(3-1)*1.5)*1.5) = 6 damage, -3 energy
confusion: flinches
burn and toxic damage
9/51 (b, d(flamethrower):2); 11/43 (t:4)

chill: +12 energy
sludge: 683 (no crit); 12 damage, -4 energy
burn and toxic damage
7/47 (b, d(flamethrower):1); KO


i don't believe that. pinkcaptainfalcon, your next pokemon with its ability please, then deadfox gives orders, then pcf does too.
 
:O Most impressive! That is a KO counter well earned!
My overconfidence was indeed my downfall!
Sending out that Sableye o' mine with Keen Eye

Shadow Sneak - Astonish - Fake out

Not taking any more chances :[
 

grimer (stinka) M
ability: stench
hp: 7
energy: 47%
status: burn, flamethrower disabled (1)
boosts: none


sableye (lucy) F
ability: keen eye
hp: 90
energy: 100%
status: none
boosts: none

rain (1)


lucy immediately dispatches of stinka with a quick shadow sneak.


grimer (stinka) M
ability: stench
hp: KO
energy: KO
status: none
boosts: none


sableye (lucy) F
ability: keen eye
hp: 90
energy: 98%
status: none
boosts: none

shadow sneak: -2 energy

721 = no rain


deadfox081's new mon with its ability and orders.
 
We'll send out Dreeko the Kingdra to dispatch with this thing. We don't need Swift Swim here, so equip your Sniper scope Dreeko.

Dragon Pulse > Scald > Dragon Pulse
IF Metal Burst THEN Yawn
 

kingdra (dreeko) F
ability: sniper
hp: 100
energy: 100%
status: none
boosts: none


sableye (lucy) F
ability: keen eye
hp: 90
energy: 98%
status: none
boosts: none


dreeko is unleashed from her pokeball and immediately fires a dragon pulse at lucy, who summons a will-o-wisp to burn dreeko. lucy then swiftly fakes dreeko out, causing her to flinch. dreeko lets loose another dragon pulse and lucy gives her a quick jab with a poisonous claw.


kingdra (dreeko) F
ability: sniper
hp: 76
energy: 88%
status: burn
boosts: none


sableye (lucy) F
ability: keen eye
hp: 62
energy: 81%
status: none
boosts: none

dragon pulse: 459 (no crit); (9+3+(4-3)*1.5) = 14 damage, -6 energy
will-o-wisp: 433 (hit); -7 energy
burn damage
98/94 (b); 76/91

fake out: 963 (no crit); (4+(4-2)*1.5) = 7 damage, -4 energy
flinches
burn damage
89/94 (b); 76/87

dragon pulse: 121 (no crit); 14 damage, -6 energy
poison jab: 317 (no poison); 570 (no crit); (8+(4-2)*1.5) = 11 damage, -6 energy
burn damage
76/88 (b); 62/81

809 = no rain


pinkcaptainfalcon's turn.
 
Poison Jab - Recover - Fury Swipes

If she Yawns you, Detect

Shiver me timbers if we wont give this ol' seadog a run for her money!
Dreeko wont have your precious gem encrusted booty so easily will she Lucy!
Also praying for 10% poison wouldnt hurt either
 
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