Classy Guards - The Royal Guard vs Classical

Rules and Stuff
1v1 NFE
2 Subs
infinity chl/rec
all abilities
switch = KO
ASB arena
Training Items
1 day dq
CLASSICAL
*

Lombre "Twinkletoes" (M)
*
Nature: Naughty (+Atk -SpD)
*
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
*
Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13
*
EC: 7/9
DC: 5/5
MC:
*
Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Rain dance
Zen Headbutt
Fake Out
Fury Swipes
Water Sport
Hydro Pump
*
Ice beam
Protect
Toxic
Scald
Giga drain
Substitute
Thunder punch
Fire Punch
Drain Punch
*
Leech Seed
Synthesis
Teeter Dance
Counter
Moves: 22

(HP: 90 | EN: 100 | 3/2/2/2 | Speed: 50 | Other: N/A | KOC: 0)
THE ROYAL GUARD

<Trapinch> [Gabrielle] (Female)
Nature: Naive
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.


Abilities:
Hyper Cutter:Innate

This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.


Arena Trap:Innate

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.


Sheer Force:DW LOCKEDCan 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.



Trapinch
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1(-)
12(+)(+5% Accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 13


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


Attacks:(19)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud Slap
Bide
Bulldoze
Rock Slide

Endure
Signal Beam
Flail
Gust
Bug Bite

Earthquake
Protect
Stuggle Bug
Solarbeam
Toxic

(HP: 90 | EN: 100 | 4/2/2/1 | Speed: 12 | Other: +5% acc | KOC: 0)

Order of Operations
The Royal Guard sends with items and orders.
Classical sends with items and counterorders.
I ref.


 
Upon being sent out, Gabrielle evolves

The Royal Guard said:

<Vibrava> [Gabrielle] (Female)
Nature: Naive
Type: Ground/Dragon
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.


Abilities:

Levitate:

Type: Innate

This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.



Vibrava
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1(-)
Spe: 80(+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14


EC: 4/9
MC: 0
DC: 1/5


Attacks:(19)
Bite
Sand-Attack
Faint Attack
Sand Tomb
Mud Slap
Bide
Bulldoze
Rock Slide

Endure
Signal Beam
Flail
Gust
Bug Bite

Earthquake
Protect
Stuggle Bug
Solarbeam
Toxic
And for actions

Signal Beam - Struggle Bug - Signal Beam
If Ice Beam then Protect but do this only once

She is also holding a Lucky Egg
 
CLASSICAL

(HP: 90 | EN: 100 | 3/2/2/2 | Speed: 50 | Other: N/A | KOC: 0)
THE ROYAL GUARD
(HP: 90 | EN: 100 | 3/2/2/1 | Speed: 80 | Other: +5% acc | KOC: 0)

***
Flavour
***
Vibrava's Protect
Lombre's Ice Beam
(<625 crit) 985 | 7 + ((10 + 3 - 1.5) * 2.25) / 2.5
-7 EN
-17.35 EN to Vibrava
~
Vibrava's Struggle Bug
(<625 crit) 5327 | (4 + 3 - 3) * 1.5
-6 HP to Lombre
-1 SpAtk to Lombre for 2 rounds
-3 EN
Lombre's Ice Beam combo
(<625 crit) 7503 | (<2000 freeze) 150 | (((10 * 2.25) + 3 - 1.5) * 2.25) - (1 * 2)
-52 HP to Vibrava
(<5000 1a freeze) 3270
Vibrava was Frozen for 2a
(2 + 7) * 3.5
-31.5 EN
~
Vibrava is frozen solid
Lombre is cooling down

CLASSICAL

(HP: 84 | EN: 61 | 3/2/2/2 | Speed: 50 | Other: -1 SpA (decaying) | KOC: 0)
THE ROYAL GUARD
(HP: 38 | EN: 69 | 3/2/2/1 | Speed: 80 | Other: +5% acc, Freeze (1a) | KOC: 0)


Classy, The Royal Guard, me.
 
Take a guess at what happens here.

Vibrava is Frozen bleh
Lombre's Ice Beam combo
(<625 crit) nope | (<2000 freeze) no mattah | (((10 * 2.25) + 3 - 1.5) * 2.25) - (1 * 2)
-52 HP to Vibrava
Consecutive move EN penalty shit goes here
-39.5 EN

Vibrava was KOed and stuff
TRG loses

Prizes:

The Royal Dude:
1 CC
Vibrava: 1 EC, 1 DC, 2 MC, 1 [EC/DC] from Lucky Egg
The Classy Dude: 1 CC
Lotad: 1 EC, 1 DC, 1 KOC, 3 MC from Exp. Share
Me: 1v1 nets 2 UC
 

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