Fire Gym Frenzy! Galladiator vs. danmantincan!

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<challenge>

I think it's about time I had one last crack at this guy, since he was the first person I ever battled. Therefore:

Challenging danmantincan

3v3 FE Singles
2 day DQ
2 Recover / 5 Chill

Arena: Sienna City Gym

Arena: Sienna City Gym
Field Type: Fire
Complexity: Intense
Format: Singles / Doubles
Restrictions:
-No Weather
-No Digging
-No Seismic Moves
-No Water Source

Description:

Located in Sienna City just south of Route 9001, the Sienna City Gym focuses on the Fire-type above all else. The battlefield itself is found deep underground in a conveniently placed volcanic chamber. The field is roughly 20' x 20', and is suspended 15 feet over a magma pit by tempered steel girders. While the steel is fairly sturdy, using moves such as Magnitude and Earthquake will severely damage the structure, which means that those moves, as well as all like them, are banned for safety's sake. The main platform is also made of tempered steel, so Digging is impossible. Rock moves are usable, but as the only rocks around are molten, moves using them require 3 more energy to keep the rocks from melting. If a Pokemon is knocked into / falls into the lava, they lose 15 HP and have a 50% chance of being burned (unless they are Fire-type, in which case they only lose 10 HP, or the Pokemon has Flash Fire, in which case they suffer no damage but do not get the Flash Fire boost; in neither case can the Pokemon in question be burned). If the Pokemon has wings / can Fly or Teleport (not including Pokemon such as the Gliscor line or other Pokemon that cannot actually "fly"), they take no damage, but must use their next action to return to the platform, using 2/3 of the move's usual Energy cost. If this occurs after the last action of the round, the Pokemon will still return to the platform, but cannot move for the first action next round. At the end of each round, a jet of fire may erupt from underneath one of the Pokemon; this happens roughly 30% of the time. The damage done to the Pokemon will be given as follows:

If the Pokemon in question resists Fire 4x, they lose 3 HP.

If they resist 2x, they lose 5 HP.

If they are neutral to Fire, they lose 10 HP.

If they are 2x weak to Fire, they lose 15 HP.

If they are 4x weak to fire, they lose 20 HP.



If the Pokemon has the ability Flash Fire, they lose no HP, but do not gain the Flash Fire bonus.

And that's about it.

</challenge>

Accepting.
Switch = KO
Abilities = One
Items = Sure

Team Galladiator:
Spr_5b_475.png

Gallade (*) [Roman] (M)

Nature: Adamant (increases Attack by 1 Rank, decreases Sp. Attack by 1 Rank)
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (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.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Psycho Cut
Close Combat

Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)

Return (*)
Psychic (*)
Shadow Ball (*)
Light Screen
Reflect
Stone Edge
Brick Break

Total Moves: 23
Spr_5b_160.png

Feraligatr (*) [Irwin] (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +9.3% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts 1 Rank from Special 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).

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW) (Unlocked): (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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 90 (78*1.15) (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 1
DC: 5/5 (Unlocked)

Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch
Slash
Superpower

Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)
Metal Claw

Waterfall (*)
Shadow Claw (*)
Return (*)
Dragon Claw

Total Moves: 19
637.png

Volcarona [Harvey] (M)
Nature: Rash (+ Sp. Atk, - Sp. Def)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW) (Unlocked): (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, X-Scissor from 8 to 10)

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3 (-)
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

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

Moves:
Ember
String Shot
Leech Life
Take Down
Flame Charge
Silver Wind
Quiver Dance
Bug Buzz
Hurricane
Fiery Dance

Magnet Rise
Morning Sun
Zen Headbutt

Toxic
Fire Blast
Acrobatics
Overheat
Hyper Beam

Total Moves: 18

Team danmantincan:
143.png
143.png

Oliver - Snorlax (M)
Nature: Quiet (Adds One (1) Rank to Special 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: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW Unlocked): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 125
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 26 (-)

Size Class: 4
Weight Class: 9
Base Rank Total: 22

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

Moves (29):
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Snatch
Rollout
Body Slam
Tackle
Headbutt
Belly Drum
Yawn
Rest
Heavy Slam
Crunch
Hyper Beam
Giga Impact

Counter
Selfdestruct
Zen Headbutt
Whirlwind

Ice Beam
Thunderbolt
Flamethrower
Earthquake
224.png

Shinon - Octillery (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

Types: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Sniper: (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.
Moody (DW Unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 39 (-)

Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Moves (23):
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam
Octazooka
Constrict
Gunk Shot
Wring Out
Signal Beam
Hyper Beam
Soak

Acid Spray
Rock Blast
Water Spout

Psychic
Flamethrower
Waterfall
Scald
Charge Beam
Sludge Wave
Energy Ball
468.png

Marcia - Togekiss (F)
Nature: Calm (+1 SpD, -1 Atk)

Types: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Hustle: (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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW Unlocked): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 5 (+)
Spe: 80

Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 2
DC: 5/5

Moves (29):
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
Magical Leaf
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash
After You

Extrasensory
Mirror Move
Psycho Shift

Counter
Softboiled

Tri Attack

Shadow Ball
Flamethrower
Grass Knot
Thunder Wave
Roost
Reflect

Mmkay, so, Galladiator's mon and ability, danman's orders, Galladiator's orders.
 
Thank God you didn't pick Moody, that's all I'm saying.

Team Galladiator:
Spr_5b_160.png

Irwin (Sheer Force)
HP: 100
Energy: 100
Speed: 90
Stats: 0
Status: Fine
Actions: Enable Sheer Force, Dragon Dance, Crunch, Shadow Claw

Team danmantincan:
224.png

Shinon (Sniper)
HP: 100
Energy: 100
Speed: 39
Stats: 0
Status: Fine
Actions: Energy Ball~Charge Beam~Energy Ball

And this battle in a potential gym begins, with both competitors ironically using Water types, a) in a fire gym, and b) when both are candidates for the Fire Gym Leader! Irwin, Galladiator's Feraligatr, kicks things off with the Dragon Shuffle, boosting his offensive prowess considerably. Shinon, danmantincan's Octillery, prefers to just try and hammer his foe with super effective attacks, and a nature-tastic Energy Ball is the order of the day for him. Irwin sinks his jaws, dripping with evil energy, into his foe now, boosted by the Sheer Force of the blow. And unfortunately for Shinon, his marksmanship must be called into question, as his Charge Beam sails right over the croc's head, and he takes a swipe with a claw full of dark energy. Shinon goes back to what works, and hits Irwin with a second Energy Ball to finish the round. The arena remains silent, but for how long? Will this battle... *sunglasses* heat up?

YEEEEEAAAAAAAAAAAAAAAAAAAH!

Calcs:
Feraligatr used Dragon Dance! (7 energy, +1 atk and spd)
Octillery used Energy Ball! (17 damage, 6 energy)
Feraligatr used Crunch! (13 damage, 6 energy)
Octillery used Charge Beam! (miss, 6 energy)
Feraligatr used Shadow Claw! (10 damage, 5 energy)
Octillery used Energy Ball! (17 damage, 6 energy)
Jet of flame roll: 9157/10000 (no)

Team Galladiator:
Spr_5b_160.png

Irwin (Sheer Force)
HP: 66
Energy: 82
Speed: 90
Stats: 0
Status: +1 atk/spd

Team danmantincan:
224.png

Shinon (Sniper)
HP: 77
Energy: 82
Speed: 39
Stats: 0
Status: Fine
 
I lied. Fell asleep. Sorry.

Because it wasn't specified, I have to assume Sheer Force is off, sorry.

Team Galladiator:
Spr_5b_160.png

Irwin (Sheer Force)
HP: 66
Energy: 82
Speed: 90
Stats: 0
Status: +1 atk/spd
Actions: Superpower, Slash, Crunch

Team danmantincan:
224.png

Shinon (Sniper)
HP: 77
Energy: 82
Speed: 39
Stats: 0
Status: Fine
Actions: Energy Ball~Charge Beam~Energy Ball

No flavour today, work to do.

Calcs:
Feraligatr used Superpower! (crit roll 3242/10000) (15 damage, 8 energy, Feraligatr -1 atk/def)
Octillery used Energy Ball! (crit roll 3050/10000, drop roll 7033/10000) (17 damage, 10 energy)
Feraligatr used Slash! (crit roll 9636/10000) (9 damage, 5 energy)
Octillery used Charge Beam! (hit roll 1236/10000, crit roll 3125/10000, raise roll 2127/10000) (12 damage, 6 energy, +1 spa)
Feraligatr used Crunch! (crit roll 5440, drop roll 9956/10000) (12 damage, 6 energy)
Octillery used Energy Ball! (crit roll 2489/10000, drop roll 5237/10000) (18 damage, 6 energy)
Flame jet roll: 3196/10000 - no effect.

Team Galladiator:
Spr_5b_160.png

Irwin (Sheer Force)
HP: 19
Energy: 63
Speed: 90
Stats: -1 def
Status: Fine

Team danmantincan:
224.png

Shinon (Sniper)
HP: 41
Energy: 60
Speed: 39
Stats: +1 spa
Status: Fine
 
Um, question. Since I enabled SF last round, and haven't disabled it yet, shouldn't it still be on? I mean, I know it only makes a few HP difference, but still...
 
Lightbulb...

Crunch + Flail combo (Crunch down on Octillery's head and Flail while at close range, then toss away), col down, Superpower
 
GODDAMMIT COMBOS.

Team Galladiator:
Spr_5b_160.png

Irwin (Sheer Force)
HP: 19
Energy: 63
Speed: 90
Stats: -1 def
Status: Fine

Team danmantincan:
224.png

Shinon (Sniper)
HP: 41
Energy: 60
Speed: 39
Stats: +1 spa
Status: Fine

In a last ditch effort to divert his foe, Irwin latches on to Shinon with his jaws, and flails him against the ground with all his might, before giving him a toss into the air! Unfortunately, Shinon has an absolute Deadeye (lolFireEmblemjokes), and connects with a double strength Bullet Seed, even if it does only hit twice, allowing him to KO the croc. But will the energy he's expended be worth it?

Calcs:
Feraligatr used NOM Flail! A critical hit! (471/10000) (drop roll 9098/10000) (25 damage, 20 energy)
Octillery used Super Bullet Seed! (Bullet Seed roll: 1666/10000 = 2 hits) (crit rolls: 6169/10000, 1150/10000) (27 damage, 32 energy)
Feraligatr fainted!
Flame jet roll: 7586/10000 = no

Team Galladiator:
Spr_5b_160.png

Irwin (Sheer Force)
HP: KO
Energy: 43
Speed: 90
Stats: -1 def
Status: Ka-dead.

Team danmantincan:
224.png

Shinon (Sniper)
HP: 16
Energy: 28
Speed: 39
Stats: +1 spa
Status: Fine

Galladiator's new mon and orders.
 
Apparently I lied! But I'm a dick, you guys know that by now.

Team Galladiator:
Spr_5b_475.png

Roman (???)
HP: 100
Energy: 100
Speed: 80
Stats: 0
Status: Fine

Team danmantincan:
224.png

Shinon (Sniper)
HP: 16
Energy: 28
Speed: 39
Stats: +1 spa
Status: Fine

Roman senses that his foe is weak, and decides to set up to face his next opponent with dual screens, while the tired Shinon chips away at him. The Gallade tries to end his foe with a Brick Break, but he survives with a single hit point!

OCTROLLERY!

Calcs:
Gallade used Light Screen (7 energy, Light Screen 6a)
Octillery used Wring Out (crit roll: 6654) (12 damage, 9 energy)
Gallade used Reflect (7 energy, Reflect 6a)
Octillery used Scald (crit roll: 8598, burn roll: 7774) (9 damage, 5 energy)
Gallade used Brick Break (crit roll: 1409) (15 damage, 5 energy)
Octillery used BubbleBeam (crit roll: 7141, drop roll: 6007) (8 damage, 4 energy)
Flame Jet Roll: 9431 - no.

Team Galladiator:
Spr_5b_475.png

Roman (???)
HP: 71
Energy: 81
Speed: 80
Stats: 0
Status: Fine

Team danmantincan:
224.png

Shinon (Sniper)
HP: 1
Energy: 10
Speed: 39
Stats: 0
Status: Fine

Galladiator, I know it didn't matter this round, but please state your ability. I dun goofed and forgot to ask it. You know how I do. Then we'll have dan's orders.
 
Team Galladiator:
Spr_5b_475.png

Roman (Steadfast)
HP: 71
Energy: 81
Speed: 80
Stats: 0
Status: Fine

Team danmantincan:
224.png

Shinon (Sniper)
HP: 1
Energy: 10
Speed: 39
Stats: 0
Status: Fine

You guys don't need to be told what happens. Roman's Shadow attacks Shinon from below, and the expert marksman falls, unconscious.

Calcs:
Gallade used Shadow Sneak (crit roll: 5673) (8 damage, 3 energy)
Octillery fainted!
Flame jet roll: 4589 - no

Team Galladiator:
Spr_5b_475.png

Roman (Steadfast)
HP: 71
Energy: 78
Speed: 80
Stats: 0
Status: Light Screen (2a), Reflect (3a)

Team danmantincan:
224.png

Shinon (Sniper)
HP: KO
Energy: 10
Speed: 39
Stats: 0
Status: Fine

Dan's new mon and ability, Galladiator's orders.
 
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