blastoiseboy19 and Solstice battle in random places

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jas61292

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OPEN:

2-VS-2 Singles (NFE)
2 Day DQ
Arena: You pick, just make sure it's FAIR

Ah, back to the ASB. It's good to be unbanned :)
I'll take that Blastoiseboy.

Switch=No
Items=No
Abilities= ALL
Arena: Teleportation (Randomly generate an arena at the end of each round from the Arena Compendium and we teleport there, see Athenodoros vs. Its_A_Random for reference)
Ok, lets get this battle underway:



blastoiseboy19's Pokemon:

Deino (*) Puppet Master (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:
Dark:
Summary: 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.
Dragon:
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Ability:
Hustle:
Type: 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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 33 (38/1.15) (-)

EC: 0/9
MC: 0

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
DragonBreath (*)
Roar (*)
Crunch (*)

Hidden Power (Grass, 7) (*)
Return (*)
Thunder Wave (*)

Dark Pusle (*)
Earth Power (*)
Ice Fang (*)

Squirtle (*) Shell Shocker (M)

Nature:
Sassy: (Adds One (1) Rank to Special Defense; 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:
Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Ability(s):
Torrent:
Type: 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)
Rain Dish (DW):
Type: Innate
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 37 (43/1.15) (-)

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

Attacks:
Tackle (*)
Tail Whip (*)
Bubble (*)
Withdraw (*)
Water Gun (*)
Bite (*)
Rapid Spin (*)
Protect (*)
Water Pulse (*)

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

Aqua Jet (*)
Aqua Ring (*)
Water Spout (*)

Ralts (*) Musashi (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:
Psychic:
Summary: 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.

Ability(s):
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.
Telepathy (DW):
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: Rank 2 (+)
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 34 (40/1.15) (-)

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

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

Thunderbolt (*)
Shadow Ball (*)
Grass Knot (*)

Confuse Ray (*)
Disable (*)
Shadow Sneak (*)


Solstice's Pokemon

Remoraid (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpAtk: Rank 4 (+1)
SpDef: Rank 2
Speed: 57 (-10 Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

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.
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 (Dream World/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 Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam

Octazooka
Acid Spray
Water Spout

Flamethrower
Charge Beam
Smack Down

Total Moves: 14

Machop (M) Knockout
Nature: Adamant
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 4 (+1)
Def: Rank 2
SpAtk: Rank 1 (-1)
SpDef: Rank 2
Speed: 35
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC: 2/9
MC: 0
DC: 1/5

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.
No Guard (Innate):This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Steadfast (Dream World/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.

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismis Toss
Revenge
Dynamicpunch

Fire Punch
Ice Punch
Thunder Punch

Payback
Bulk Up
Bulldoze
Substitute

Total Moves: 16


And here is the order:
blastioseboy19 sends out a Pokemon
Solstice sends out a Pokemon and gives orders
blastoiseboy19 gives orders
jas61292 refs
the arena changes
blastoiseboy19 gives orders
Solstice gives orders
jas61292 refs
the arena changes
repeat


Since the arena changes at the end of a round I would assume that we should start off at the ASB arena or somewhere equally neutral. But this will soon change. I can't wait to see where this will go.

So, let us begin!
 
Ok! C'mon out Knockout the Machop! Time to show that psychic can't always beat fighting! Lead off with a Dynamicpunch! Confusion will be our friend in this battle! Then use Payback, stack up some damage! Finish with a Bulk Up! However, if he ever tries to use Confuse Ray, throw up a 15 HP Substitute and move your actions down!

Dynamicpunch - Payback - Bulk Up
If Confuse Ray is used, switch action to Substitute and slide actions down, only first time Confuse Ray is used.
 
Alright Musashi, use Confuse Ray to put up a substitute! Now use Disable to prevent another one for a while! Last, try and take out that sub with a Confusion attack!

Confuse Ray ~ Disable ~ Confusion
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus

HP: 90
Energy: 100
Status: None
Boosts: None
Other: None


HP: 100
Energy: 100
Status: None
Boosts: None
Other: None

Round 1:

And so this battle starts off in the basic confines of an arena, Musashi the Ralts on one side, and Knockout the Machop on the other. Sensing something sinister coming, Knockout starts the battle by putting up a Substitute. And it seems that he got it up just in time, as the little doll blocks the oncoming Confuse Ray.

Now, with his substitute to protect him, Knockout goes on the offensive, and smacks Musashi with a mighty Dynamicpunch, which must have knocked around something in his head, as he is now Intensely Confused. But Musashi’s confusion is not enough to stop him, as he focuses his mind and uses wipes the memory of Knockout with Disable, to prevent future substitutes.

But while Knockout might not remember Substitute, he certainly knows that something was done to him, and he decides to get some Payback on Musashi. The super-effective hit is certainly damaging, but Musashi is able to recollect himself and fires back with a Confusion attack. Unfortunately for Musashi though, that weak telekinetic attack is not enough to smash through Knockouts Substitute.

And with that the round draws to a close. But as the round ends, the arena begins to change. And it seems we have reappeared, in a casino. Well, the game corner at least. I wonder what effect this will have.


HP: 64
Energy: 86
Status: Confused (2 Actions)
Boosts: None
Other: None


HP: 85
Energy: 74
Status: None
Boosts: None
Other: 2 HP Substitute, Disabled (Substitute, 5 Actions)

Action 1:
Machop – Substitute [15 HP] (12 Energy)
Ralts – Confuse Ray (Fails, 5 Energy)

Action 2:
Machop – Dynamicpunch ((10+3+[4-1]*1.5)*.67 = 11.7 -> 12 Damage, 7 Energy)
Ralts – Disable (7 Energy)

Action 3:
Machop – Payback ((5+[4-1]*1.5)*1.5 = 14.25 -> 14 Damage, 7 Energy)
Ralts – Confusion ((5+3+[2-2]*1.5)*1.5 = 13 Damage, 2 Energy)



Next round's arena:
Arena: Mauville Game Corner
Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Seismic Moves, No Weather, No Water Source

Being an indoors arena, weather moves/abilities cannot be used. There is no external water source for moves like Surf, and seismic moves like Earthquake and Earth Power would do too much structural damage and are also banned. Dig is OK though.

All pokemon have the option of playing roulette once each round except on round 1. This does not take up an action but it does cost 10% of the pokemon's max HP and 5 energy. All betting, the spin of the wheel and any effects caused by the wheel all happen at the start of the round before any actions are executed. Here is a crude illustration of the roulette wheel:

(yeah they're meant to be equally sized spaces but I couldn't get them equally sized so this'll have to do)
Trainers may bet on a particular space (eg, orange makuhita), a particular colour (eg, green) or a particular pokemon (eg, azurill). If there are any bets, the roulette wheel will be spun and it has an equal chance of landing on each space (1/12). A pokemon can win different prizes depending on how it bet:

  • If a pokemon bets on a particular colour and wins, it regains 25% of its max HP and 10 energy
  • If a pokemon bets on a particular pokemon and wins, it regains 25% of its max HP and 15 energy and its most recently acquired status effect (including temporary status like Leech Seed and Taunt) is removed
  • If a pokemon bets on a particular space and wins, it regains 50% of its max HP and 25 energy and all status effects on it are removed
The stake of 10% max HP and 5 energy is not returned under any circumstances.

blastoiseboy19, you are up!
 
Sorry guys; school *urk*

Musashi! Bust through that Substitute with a Confusion attack! Now use a Double Team to try and avoid Knockout! Finally, use another Confusion attack! But we want to stop him from using Dynamic Punch, don't we? So use a Disable attack every time he uses it! Then push back you actions, but only do it once in a row!

Confusion ~ Double Team ~ Confusion
If Dynamic Punch is used, push back actions (but only once in a row)
 
Well Double Team won't be a problem because of No Guard, this round should just be about stacking up damage! Lead off with a combination move, Seismic Toss+Payback, make a super powerful smash! Then after resting for a second he should have multiplied, but don't worry about it! Finish up with another Payback!

Seismic Toss+Payback Combo - Cooldown - Payback
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
I know Double Team really didn't do anything here, but for future reference you need to specify how many clones you are making when you order it. Since no amount was specified, I just used an RNG roll to decide.


HP: 64
Energy: 86
Status: Confused (2 Actions)
Boosts: None
Other: None


HP: 75
Energy: 74
Status: None
Boosts: None
Other: 2 HP Substitute, Disabled (Substitute, 5 Actions)

Round 2:

As round two begins, the fighting type Knockout seems to have the advantage over its psychic opponent, and he begins to charge up a move. In the meantime, Musashi is able to finish off Knockout’s Substitute with another Confusion, but as soon as it is gone, Knock out throws Musashi up into the air with a combination of Payback and Seismic Toss.

While that certainly did a lot to Musashi, he is not giving up and attempts to disguise himself by creating some clones with Double Team, while Knock Out is too exhausted from its last move to do anything.

But those clones don’t intimidate Knockout, and he slams all of them with a single Payback, revealing the true Ralts. At the very least though, this gives Musashi the opportunity to finally make a direct hit with his Confusion.


HP: 28
Energy: 70
Status: None
Boosts: None
Other: None


HP: 62
Energy: 48
Status: None
Boosts: None
Other: Disabled (Substitute, 2 Actions)

Action 1:
Ralts – Confusion ((5+3+[2-2]*1.5)*1.5 = 13 Damage, 6 Energy)
Machop – Payback + Seismic Toss combo ((10+[4-1]*1.5)*1.5+8 = 22.25 -> 22 Damage, 19 Energy)

Action 2:
Machop – Cool Down
Ralts – Double Team [2 Clones] (8 Energy)

Action 3:
Machop – Payback ((5+[4-1]*1.5)*1.5 = 14.25 -> 14 Damage, 7 Energy)
Ralts – Confusion ((5+3+[2-2]*1.5)*1.5 = 13 Damage, 2 Energy)


Solstice, you are up

EDIT: Oops, forgot about that. Here you go. RNG says:

Arena: Smoke Factory
Field Type: Poison, Dark, Ghost, Normal
Complexity: Simple
Format: Singles, Doubles

Restrictions: All moves are allowed.

Description:
This factory manufactures a strange substance: black smoke. This smog is present all over the arena, making it quite hard to see for Pokemon that don't have evolutionary traits that allow them to see; this results in a 15% (flat) reduction in accuracy for Pokemon that are unable to see, regardless of distance.

Not that this will do anything. Thanks No Guard.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus

HP: 28
Energy: 70
Status: None
Boosts: None
Other: None

HP: 62
Energy: 48
Status: None
Boosts: None
Other: Disabled (Substitute, 2 Actions)

Round 3:

Sorry guys but I'm too busy for flavor now. I'll try and edit some in later if I get the chance.


HP: KO
Energy: --
Status: None
Boosts: None
Other: None


HP: 49
Energy: 29
Status: Confused (2 Actions)
Boosts: None
Other: None

Action 1:
Machop –Seismic Toss (8 Damage, 6 Energy)
Ralts – Confusion ((5+3+[2-2]*1.5)*1.5 = 13 Damage, 6 Energy)

Action 2:
Machop – Payback ((5+[4-1]*1.5)*1.5 = 14.25 -> 14 Damage, 7 Energy)
Ralts – Confuse Ray (5 Energy)

Action 3:
Machop – Seismic Toss (8 Damage, 6 Energy)


Next round:

Arena: Earthen Crater
Field Type: Ground/Rock
Complexity: Moderate
Format: All

Restrictions: No Rain Dance or Hail, No Water Source

Description:

A dry, hollowed out crater in the middle of the desert. The sun is always shining on this desolate wasteland, immortalized in time with a rocky stillness. The large arena is pockmarked with multiple meteor impacts, creating a craggy, difficult terrain. The crater forms a bowl that sharply inclines toward the center. The crater itself is about 50 feet in diameter. Rain and Hail may not be summoned in the arena, and its natural state is bright, but not particularly hot.
Go go blastoiseboy, choose a Pokemon and give your orders
 
Did I really just lose that match up? Urk, Shell Shocker, let's hope you have some better luck this time.

Scald ~ Ice Beam ~ Scald
If I am correct, scald does not require a water source, but is fired like a jet from the mouth.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus

HP: 90
Energy: 100
Status: None
Boosts: None
Other: None


HP: 49
Energy: 29
Status: Confused (2 Actions)
Boosts: None
Other: None

Round 4:

With its teammate defeated, Shell Shocker the Squirtle enters the fray, which now appears to be a big crater in the desert. But the lack of water can’t halt a water types internal water source, and Shell Shocker shoots a blast of Scalding water at Knockout. Knockout trys to respond, but is still wobbly from the confuse ray last round and ends up Hitting Himself in Confusion.

With his adversary appearing vulnerable, Shell Shocker goes right back for another attack, this time with an Ice Beam. But Knockout doesn’t find the beam very cold, and just decides to Chill.

But if the cold won’t take care of Knockout, then Shell Shocker will try to beat him with more heat, and he goes right back to the Scald for more damage. But Knockout doesn’t seem to care. He may be weak, but that won’t stop him from chilling.

And then, the arena changes once more. As the desert vanishes, we find ourselves in a vastly different setting: this one covered in ice.


HP: 90
Energy: 83
Status: None
Boosts: None
Other: None


HP: 10
Energy: 50
Status: None
Boosts: None
Other: None

Action 1:
Squirtle – Scald (8+3+[2-2]*1.5 = 11 Damage, 5 Energy)
Machop – Hits Self in Confusion (4+[4-2]*1.5 -> 7 Damage, 3 Energy)

Action 2:
Squirtle – Ice Beam (10+[2-2]*1.5 = 10 Damage, 7 Energy)
Machop – Chill (+12 Energy)

Action 3:
Squirtle – Scald (8+3+[2-2]*1.5 = 11 Damage, 5 Energy)
Machop – Chill (+12 Energy)


Next Round:
Glacier Knight said:
Field Type- Ice/Water
Complexity- Moderate
Format- All
Restrictions- No digging, No weather

Glacier Knight’s Icy Arena: The large arena is three hundred feet long and wide, square shaped, and perfect for pokemon of the chilled variety. The first five feet of the north and south sides aren’t covered in ice, but the rest of the arena is. Twenty feet from the east and west sides of the arena and in middle are two large glaciers (One hundred feet long, twenty feet wide, both have increasing slopes of 80 degrees and are fifty feet tall. They have plateaus, peaks, and spikes). Cutting through the east and west side of the arena (Also going under the two glaciers) there is a large stream, fifteen feet wide. In the center it makes a large circle of icy water, and in the center rests a large ice floe making a small arena (it is twenty five feet long and wide). Also in the stream there are small and medium sized ice floes, enabling pokemon to cross the freezing cold water (water is 36 degrees Fahrenheit). Scattered around the arena are small rocks stuck to the icy floor, and they can be used to stop a pokemon from sliding or give a small pokemon a platform to stand on. The ice coating the arena floor is too thick to be dig into, and an earthquake or any other large attack will cause ice floes and glaciers to break. The arena is open to the sky, but it only snows or hails.

Summary:
ice covers the floor besides five feet strips on the north and south side. No dig but earthquake and other stuff is okay. No weather moves can be used. The weather is 100% snowy, but the end of every round there is a 33% chance it will start to hail. Water is accessible but is extremely cold. Ice types gain +2 speed and ice moves gain +2 to their BP.

You are up Solstice!
 
Well this is unfortunate, try to go out with a bang!

Dyanamic Punch + Dynamic Punch Combo - Cooldown - Dynamicpunch
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus

HP: 90
Energy: 83
Status: None
Boosts: None
Other: None


HP: 10
Energy: 50
Status: None
Boosts: None
Other: None

Round 5:

And as the ice appears, Shell Shocker takes advantage of the cold by firing off a boosted Ice Beam that (while completely unnecessary) scores a Critical Hit, and knocks Knockout out.

As Knockout is recalled to his Pokeball, the area changes once more. But there is a distinct lack of, well, anything here. Oh, and we're all falling.


HP: 90
Energy: 76
Status: None
Boosts: None
Other: None


HP: KO
Energy: --
Status: None
Boosts: None
Other: None

Action 1:
Squirtle – Ice Beam (10+3+3+[2-2]*1.5 = 16 Damage, 7 Energy)


Next Round:
Arena: Sky Dive Into Nothingness
Field Type: Flying
Complexity: Simple
Format: All
Restriction: No Ground moves that specifically require ground to work fail. Surf would also not work.

You and your Pokemon are Skydiving, but there's nowhere for you to land, so you're just continually falling down. Flying mons can fly, but they will be out of range for most attacks on falling pokemon within a few seconds. Levitating mons just fall (except for Flygon, they act like flying pokemon)

(On a random side note, the entire place is white and spans into nothing.)
Solstice's Remoraid is sent out, and it is blastoiseboy19's turn
 
Ok QuickDraw this seems like a fine time to try out that combo we've been itching to use! Start off with a Lock-On so the combo hits, then use Charge Beam+Bullet Seed! We'll call it Shock Seeds! Send out a burst of electrical seed packages, since it hits so many times with the Lock-On there's a great chance of a Special Attack raise or two, or three!
 
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