Matezoide vs Someoneelse at the Tower of Heaven!

Geodude6

Look at my shiny CT!
Reffing Unitas and MrShock; PM mons.

Open Challenge

2v2 FE Singles
2 Day DQ
Training Items
2 Subs
All abilities
Switch=KO
ASB Arena or your choice
2 Recovers/5 Chills per mon

I accept, and we shall battle here:




The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

If there's any questions or need clarification on anything, PM me.

Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.

Teleportation Corollary: If this arena is picked randomly as a result of arena effect, then the ref is free to generate up to three rules for the combatants to follow until a new arena is chosen.


Unless you dont like it :P


Ref, anyone?
Matezoide said:
Thankies :D



<Ivysaur> [Ozzy] (M)
Nature: Naughty (+ Attack, - Sp.Def)

Type:
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.

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.

About: Ozzy was , in fact, Matezoide's first pokemon, being kidnapped by a mysterious group, Matezoide and Ozzy met again on a circus that used stolen pokemon for the shows. After defeating the thieves, Ozzy chose to go with Matezoide again after all this time. He bears no grudge against Steve for ''taking his place''.

Abilites:

Overgrow (Passive):

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


Chlorophyll (DW UNLOCKED, Passive):

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Venusaur
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3 (-)
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20


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

Attacks

Tackle (*)
Growl (*)
Leech Seed (*)
Vine-Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Seed Bomb
Double Edge
Worry Seed
Synthesis
Growth
Petal Dance


AncientPower
Bind
Bulldoze
Bullet Seed
Dig
Flash
Frenzy Plant
Giga Drain
Giga Impact
Hidden Power (Ice, 7) (*)
Hyper Beam
Knock Off
Light Screen
Protect
Reflect
Safeguard
Sludge Bomb
Solar Beam
String Shot
Substitute(*)
Sunny Day
Swagger
Toxic
Venoshock(*)
Weather Ball


Endure (*)
Leaf Storm (*)
Skull Bash (*)
Power Whip
Ingraim
Charm





<Omastar> [Mordecai] (M)
Nature: Modest (+ Sp.Attack, - Attack)

Type:

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


Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

About: Recently born (and brought back to life), Mordecai has very little memories of his life before the meteor destroyed the world, because of that, he had very little problem accepting Matezoide and his pokemon as a family. Mordecai is very curious to learn about the world he lives in. He is also extremely shy to everyone else, prefering the company of his teammates.

Abilites:


Swift Swim (Passive):

The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Shell Armor (Passive):

This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Weak Armor (DW UNLOCKED, Toggle):

Default effect: None.

Alternative effect: The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.


HP: 100
Atk: Rank 1 (-)
Def: Rank 5
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:

Constrict (*)
Withdraw (*)
Bite (*)
Water Gun (*)
Rollout (*)
Horn Attack (*)
Leer (*)
Mud Shot (*)
Ancient Power
Protect
Brine
Shell Smash
Hydro Pump

Double Team
Earth Power
Endure
Hidden Power (7, Electric) (*)
Hyper Beam
Ice Beam
Rain Dance (*)
Sandstorm
Scald
Stealth Rock
Substitute
Surf (*)

Bide (*)
Toxic Spikes (*)
Spikes (*)
Whirlpool
Muddy Water
Wring Out





Dont work too hard, alright? :C
Someoneelse said:

Chandelure [Wisp] (F)
Nature: Modest
Type:

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 bushfire areas.
Ghost: 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.

Abilities:

Flame Body (Passive):
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.

Flash Fire (Passive):
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Shadow Tag (Passive) (DW, unlocked):
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:

Acid
Acid Armor
Astonish
Calm Mind
Captivate
Clear Smog
Confuse Ray
Curse
Dark Pulse
Double Team
Ember
Endure
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flame Charge
Flamethrower
Haze
Heat Wave
Hex
Hidden Power (Fighting, 7)
Hyper Beam
Imprison
Incinerate
Inferno
Memento
Minimize
Night Shade
Overheat
Pain Split
Protect
Psychic
Psych Up
Rest
Safeguard
Shadow Ball
Sleep Talk
Smog
SolarBeam
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Toxic
Will-O-Wisp
47/62

Pyroak [Australia] (F)
Nature: Brave
Type:
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.

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:
Rock Head (Passive):
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Battle Armor (Passive):
This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll (Passive) (DW, unlocked):
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.


Stats:

HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Attacks:

Absorb
Blaze Kick
Block
Bulldoze
Bullet Seed
Double Team
Dragon Tail
Earth Power
Earthquake
Ember
Energy Ball
Fire Spin
Flame Charge
Flamethrower
Flame Wheel
Flare Blitz
Giga Drain
Growth
Lava Plume
Leaf Tornado
Leech Seed
Petal Dance
Protect
Rock Slide
Seed Bomb
Swagger
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon
30/83

Thanks for reffing, Geodude :3
Someoneelse sends out mons first since Matezoide picked arena.
 

Someoneelse

Why am I here?

We may be overthinking this, but I'm going in first… I need some souls to eat…
Sending in Wisp (Chandelure) @ Exp. Share
 
I hate this match-up.

I am sorry for this, Mordecai.

@ Exp.Share



Stealth Rock -> Hydro Pump -> Hydro Pump



If Taunt A1, change actions to Hydro Pump -> Surf -> Hydro Pump
If Double-Team clones are up A2 or A3, use Surf that action.
 

Someoneelse

Why am I here?

It may look like my match-up is bad, but I have surprises in store for that mollusk…

SolarBeam + SolarBeam > Cooldown (Energy Ball) > Energy Ball

Hopefully, I have calculated properly…
 

Geodude6

Look at my shiny CT!
Team Matezoide:
Type: Water/Rock
Status: Healthy
HP: 100
EN: 100
Stats: 1/5/5/3/55
Item: Exp Share
SC: 2
WC: 3
Other: None
Team Someoneelse:

Type: Ghost/Fire
Status: Healthy
HP: 90
EN:100
Stats: 1/3/7/3/80
Item: Exp Share
SC: 2
WC: 3
Other: None
A1
Wisp absorbed light!
Mordecai used Stealth Rock!
(-11 EN)
Pointed stones float in the air around Someoneelse's team!
Wisp used SuperBeam!
(-35 EN)
(crit:9601:no)
It's super effective!
(72 dmg Mordecai)

A2
Wisp must recharge.
Mordecai used Hydro Pump!
(-7 EN)
(hit:3458:yes)
(crit:9983:no)
It's super effective!
(27 dmg Wisp)

A3
Wisp used Energy Ball!
(-6 EN)
(crit:8838:no)
It's super effective!
(29.25 dmg Mordecai)
Mordecai fainted.
Team Matezoide:
Type: Water/Rock
Status: KO
HP: KO
EN: KO
Stats: 1/5/5/3/55
Item: Exp Share
SC: 2
WC: 3
Other: None
Team Someoneelse:

Type: Ghost/Fire
Status: Healthy
HP: 63
EN: 59
Stats: 1/3/7/3/80
Item: Exp Share
SC: 2
WC: 3
Field: Stealth Rock
Other: 1 KOC
Rule: No STAB moves.


Order of Operations:
Matezoide sends in Ozzy with item.
Someoneelse orders.
Matezoide orders.
I ref.​
 

Someoneelse

Why am I here?
Well, this doesn't completely screw us over… Then again, you have about three moves that do anything…

Taunt > Swagger > Psychic
If Dig without suspension and Ozzy is faster, use Flamethrower + Flamethrower that action and push actions back.
Takes Priority.
If Ozzy is in the evasive part of Dig when you would act, use Acid Armour and push actions back.
 
I am so fucked lol

If i wish to stand any chance of winning, i better try this.


Substitute (15) -> Bulldoze -> Dig



If Taunted A1 AND you are not behind a Substitute, change actions to Bulldoze -> Dig Combo -> Cooldown (Dig)
 

Geodude6

Look at my shiny CT!
Team Matezoide:

Type: Grass/Poison
Status: Healthy
HP: 100
EN: 100
Stats: 4/3/4/3/80
Item: Exp Share
SC: 4
WC: 4
Other: None
Team Someoneelse:

Type: Ghost/Fire
Status: Healthy
HP: 63
EN: 59
Stats: 1/3/7/3/80
Item: Exp Share
SC: 2
WC: 3
Field: Stealth Rock
Other: 1 KOC​
A1
[>5000=Wisp goes first]
(speed tie:5858:Wisp)
Wisp used Taunt!
(-10 EN)
Ozzy fell for the taunt!
Ozzy used Bulldoze!
(-5 EN)
(crit:2278:no)
It's super effective!
(11.25 dmg Wisp)
Wisp's speed fell!

A2
Ozzy burrowed its way under the ground!
Wisp used Flamethrower combo!
(-30 EN)
Wisp's attack missed!
Wisp was smitten!
(10 dmg Wisp)
Ozzy used Dig combo!
(-42 EN)
(crit:6006:no)
(29.25 dmg Wisp)​

A3
Wisp must recharge.
Ozzy must recharge.

Team Matezoide:

Type: Grass/Poison
Status: Healthy
HP: 100
EN: 53
Stats: 4/3/4/3/80
Item: Exp Share
SC: 4
WC: 4
Other: Taunted (3a)
Team Someoneelse:

Type: Ghost/Fire
Status: Healthy
HP: 13
EN: 19
Stats: 1/3/7/3/46
Item: Exp Share
SC: 2
WC: 3
Boosts: -1 Spe
Field: Stealth Rock
Other: 1 KOC​

New rule: No same-move combos.​

Matezoide's turn.​
 
The rules actually last forever, so you cant do same-move combos or use STABs without being damaged.




Ok, Ozzy, maybe taking that penality wont be a bad idea.....


Bulldoze -> Ancientpower -> Bulldoze


If Endure, use Bulldoze A1, Chill A2 and Dig A3.
If damaging fire-type AND Chandelure did not use Endure, use Frenzy Plant that action.




Earthquake would be so good here :c
 

Someoneelse

Why am I here?
There are times to follow the rules. There are times to break them. This is an example of the latter.

Endure > Overheat > Overheat
 

Geodude6

Look at my shiny CT!
My interpretation of the rule-breaking penalty was that the lightning bolt bypasses endure. Sorry someoneelse :( Also Taunt prevents Chilling. Sorry Mate :(​


Team Matezoide:

Type: Grass/Poison
Status: Healthy
HP: 100
EN: 53
Stats: 4/3/4/3/80
Item: Exp Share
SC: 4
WC: 4
Other: Taunted (3a)

Team Someoneelse:

Type: Ghost/Fire
Status: Healthy
HP: 13
EN: 19
Stats: 1/3/7/3/46
Item: Exp Share
SC: 2
WC: 3
Boosts: -1 Spe
Field: Stealth Rock
Other: 1 KOC​

A1
Wisp used Endure!
(-15 EN)
Wisp braced itself!
Ozzy used Bulldoze!
(-5 EN)
(crit:1722:no)
It's super effective!
(11.25 dmg Wisp)
Wisp's Speed fell!

A2
Ozzy chilled out!
It can't due to Taunt!
Wisp used Overheat!
(-9 EN)
(hit:8234:yes)
(crit:6034:no)
It's super effective!
(33 dmg Ozzy)
Wisp was smitten!
Wisp fainted.
(+1 KOC Ozzy)​


Team Matezoide:

Type: Grass/Poison
Status: Healthy
HP: 67
EN: 48
Stats: 4/3/4/3/80
Item: Exp Share
SC: 4
WC: 4
Other: Taunted (1a), 1 KOC


Team Someoneelse:

Type: Ghost/Fire
Status: KO
HP: KO
EN: KO
Stats: 1/3/7/3/46
Item: Exp Share
SC: 2
WC: 3
Boosts: -1 Spe
Field: Stealth Rock
Other: 1 KOC​
 

Someoneelse

Why am I here?
I interpreted the lightning bolt the same way; don't worry.
Is there a new rule?
Australia (Pyroak) @ Exp. Share, anyway.

Actions will come after we determine whether there is a new law or not.
 


I will make sure you will need to work for that victory!


Skull Bash -> Dig -> Substitute (15)




These are far from perfect, but it might be the best.....lets see how this will go!

 

Geodude6

Look at my shiny CT!
<Geodude> .tell Alakazam http://bulbapedia.bulbagarden.net/wiki/Sheer_Force
<kupobot> I'll pass that along.

Team Matezoide:

Type: Grass/Poison
Status: Healthy
HP: 67
EN: 48
Stats: 4/3/4/3/80
Item: Exp Share
SC: 4
WC: 4
Other: Taunted (1a), 1 KOC



Team Someoneelse:

Type: Grass/Fire
Status: Healthy
HP: 105
EN: 100
Stats: 4/4/3/3/52
Item: Exp Share
SC: 4
WC: 5
Field: Stealth Rock
Other: None​


A1
Ozzy lowered its head!
Ozzy's Defense rose!
Australia used Bulldoze!
(-5 EN)
(crit:5482:no)
(5.5 dmg Ozzy)
Ozzy's Speed fell!
Australia was smitten!
(10 dmg Australia)
Ozzy used Skull Bash!
(-8 EN)
(crit:434:yes)
A critical hit!
(13 dmg Australia)​

A2
Australia used Bulldoze!
(-9 EN)
(crit:2857:no)
(5.5 dmg Ozzy)
Ozzy's speed fell!
Australia was smitten!
(10 dmg Australia)
Ozzy burrowed its way under the ground!
Ozzy used Dig!
(-10 EN)
(crit:5135:no)
(8 dmg Australia)​

A3
Ozzy used Substitute!
(-12 EN)
(-15 HP)
Ozzy created a substitute.
Australia used White-Hot Blitz! (Flare Blitz^2)
(-39 EN)
(crit:6715:no)
It's super effective!
(57.375 dmg Ozzy)
Ozzy's substitute took the damage.
The substitute faded.
Australia was smitten!
(30 dmg Australia)​


Team Matezoide:

Type: Grass/Poison
Status: Healthy
HP: 41
EN: 18
Stats: 4/3/4/3/46
Item: Exp Share
SC: 4
WC: 4
Boosts: +1 Def, -2 Spe
Other: 1 KOC​



Team Someoneelse:

Type: Grass/Fire
Status: Healthy
HP: 42
EN: 47
Stats: 4/4/3/3/52
Item: Exp Share
SC: 4
WC: 5
Field: Stealth Rock
Other: None

New rule: No multi-target moves. (for example, discharge, rock slide, etc.)​
 
I would wait for the new law, but this is going to cause a tie either way.



Take this!


Hyper Bomb (Hyper Beam + Sludge Bomb) -> Cooldown -> Chill





IRC said the combo is legal :x

I want to re-order if it ends up not being allowed.
 

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