Darkamber vs Venser at the Waterfall Colosseum

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OPEN CHALLENGE

Watefall Colosseum Battle...EXCEPT DOUBLES

The battle theme, Team Battle makes the player pick six of your party members, and individually faces them off, in pairs, in elimination two-on-two fights against the opponent's 6 Pokémon. Players are not allowed to switch Pokémon; knocking out both of the opponent's Pokémon gets the player a point. The inverse is true: if the opponent's Pokémon beats the player, they get point. Then the second Pokémon team the player picked goes up against the opponent's second pair of Pokémon. The minimum amount of battles is 2; the first Trainer to get 2 victories/points (out of 3 possible battles) wins.

6v6 Doubles
2 recoveries, 5 chills
3 Day DQ, 4 for ref
Special Condition: Maximum of 1 Fully-Evolved pokemon or non-evolvable Pokemon per pair
Arena: Waterfall Colosseum

A stadium overlooking the ocean, Waterfall Colosseum is an outdoor battlefield, meaning all moves are allowed. The titular waterfall on one side of the stadium provides a constant water source for water attacks, as well as many boulders created from the constant pressure of falling tons of water.

Due to the nature of the battle, I kind of, um, NEED it to be Switch=KO. I hope nobody minds.
Accepting!
All abilities
No items
yeah, switch = KO
The first bout will be between these pokemon:

Team Darkamber


Gengar [Puff] Male
Nature: Rash (Adds +1 to Special Attack, Subtracts * from Special Defense)

Type: Ghost/Poison

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 110

+1 to Special Attack, -1 to Special Defense

EC: 9/9
MC: 0
DC: N/A

Abilities:
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:

Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *

Fire Punch *
Haze *
Will-O-Wisp *
Disable

Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute
Explosion
Psychic
Focus Blast




Lombre [Yodawg] (Male)

Nature: Modest (+1 to Special Attack, -1 Attack)

Type: Water/Grass

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).

Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

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

(+1 to Special Attack, -1 to Attack)

EC: 8/9
MC: 0
DC: 2/5

Abilities

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is 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.

Own Tempo (DW: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Attacks
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubblebeam
Hydro Pump
Energy Ball
Fake Out
Fury Swipes
Water Sport
Mega Drain

Giga Drain
Leech Seed
Counter

Surf
Ice Beam
Toxic
Whirlpool


Team Venser


Slowpoke [Paul] (Male)
Nature: Sassy
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:
Ability 1: Oblivious (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.

Ability 2: Own Tempo (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.

Ability 3: Regenerator (Innate, DW, Dormant)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (boosted by nature)
Spe: 13 (lowered by nature, flat 10 point decrease in evasion)

EC: 3/6
MC: 0
DC: 3/5

Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Zen Headbutt
Me First
Mud Sport

Surf
Psychic
Calm Mind
Scald
Waterfall

Ice Punch



Porygon2 [Triple Threat] (Genderless)

Nature: Modest (+1 * to Special Attack, -1 * to Attacl)

Type: Normal
Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Abilities:
Trace (Can be activated): This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download (Innate): At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. This boost is maintained at the end of each round.
Analytic (DW) (Can be activated): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:
HP: 100
Atk: Rank 2 -
Def: Rank 3
SpA: Rank 5 +
SpD: Rank 3
Spe: 60

EC: 6/9
MC: 1
DC: 4/5

Attacks:
Conversion
Conversion 2
Tackle
Sharpen
Psybeam
Agility
Recover
Tri Attack
Discharge
Magic Coat

Ice Beam
Charge Beam
Thunderwave
Psychic
Shadow Ball


Since Darkamber chose the arena and both teams are being sent out immediately, I think Venser orders first.
 
Yeah, Darkamber sends out her mons (done) then you send out your mons (done) and give orders (we're at this stage), then Darkamber gives orders, then I ref.
 
Oh yeah...sorry!

Okay um.

Slowpoke, attack gengar and get some damage off! Psychic x3

porygon, you're a bamf! use Tri Attack on lombre, psychic gengar, tri attack lombre! If you ever try to get hypnosis'd use magic coat that action instead.
 
Puff, Shadow Ball ~ Disable (Psychic) ~ Shadow Ball that Slowpoke!

Yodawg, Energy Ball ~ Giga Drain ~ Energy Ball Slowpoke!

Pick on the weakling until it's DEAD!

Well, a similar challenge has been issued before but I don't think either battler is going to go through with it
>:|

also nitpick "colosseum"
 
Note: This battle started before the changes to stat boosts etc. so this battle will use the previous version's mechanics.

Team Darkamber


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 110
Energy: 100%
Abilities: Levitate
Other: None



HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Energy: 100%
Abilities: Swift Swim, Rain Dish
Other: None


Team Venser


HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 13 (-) (Opponent's accuracy boost: 10%)
Energy: 100%
Abilities: Oblivious, Own Tempo
Other: None



HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 100%
Abilities: Trace, Download
Other: None


The first bout begins: Puff the Gengar and Yodawg the Lombre against Paul the Slowpoke and Triple Threat the Porygon2. Puff is quick off the mark and throws a Shadow Ball at Paul while Yodawg quickly follows up with an Energy Ball. The second attack catches Paul off-guard and reduces his resistance to the incoming attacks. However, he's not out yet and neither is Triple Threat. The Porygon2 launches a Tri Attack at Yodawg while Paul uses his Psychic powers on Puff, knowing that Gengar, unlike most ghosts, is actually susceptible to psychic powers.

It seems that Puff knows this too as he taps into Paul's mind and Disables that psychic attack. Triple Threat steps in and uses his own faux-Psychic powers against Puff. Somehow, these are more effective than Paul's real ones were. But as Paul tries to attack and fails, he is hit by Yodawg's Giga Drain, which restores some of Yodawg's vitality as well as removing some of Paul's.

The final attacks of this round are much like the attacks of the first: Puff throws a Shadow Ball at Paul and Yodawg launches an Energy Ball at Paul. However, the Slowpoke barely holds on. It's no good however; being unable to use his psychic powers has really put a damper on Paul's capabilities. But when Triple Threat launches a Tri Attack at the Lombre, he leaves a burn on Yodawg's right hand! Perhaps Triple Threat can carry Venser to a victory in this first bout?

Team Darkamber


HP: 50
Atk: Rank 3
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 110
Energy: 84%
Abilities: Levitate
Other: None



HP: 66
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Energy: 79%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA)


Team Venser


HP: 1
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 13 (-) (Opponent's accuracy boost: 10%)
Energy: 70%
Abilities: Oblivious, Own Tempo
Other: -1 special defence due to Energy Ball (1 more round), Psychic disabled (4 more actions)



HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 81%
Abilities: Trace, Download
Other: +1 special attack due to Download


Raw data

Turn order: Puff, Triple Threat, Yodawg, Paul

Download raises Triple Threat's special attack by 1 stage

Puff uses Shadow Ball on Paul for 5 energy
Roll a D16 for crit: 13 - no crit
Roll a D100 for special defence drop: 65 - no special defence drop
Paul takes (8+3+(6-5)+(5-3)*1.5)*1.5=22.5 damage

Triple Threat uses Tri Attack on Yodawg for 6 energy
Roll a D16 for crit: 11 - no crit
Roll a D100 for status: 32 - no status
Yodawg takes (8+3+(5-3)*1.5)+(1-0)*1.5=15.5 damage

Yodawg uses Energy Ball on Paul for 5 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for special defence drop: 6 - special defence drop
Paul takes (8+3+(3-3)*1.5)*1.5=16.5 damage

Paul uses Psychic on Puff for 6 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for special defence drop: 47 - no special defence drop
Puff takes (9+3+(2-2)*1.5)*1.5=18 damage


Turn order: Puff, Triple Threat, Yodawg, Paul

Puff uses Disable on Paul for 6 energy
Paul's Psychic is disabled for 6 actions

Triple Threat uses Psychic on Puff for 7 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for special defence drop: 50 - no special defence drop
Puff takes (9+(5-2)*1.5)*1.5+(1-0)*1.5=21.75 damage

Yodawg uses Giga Drain on Paul for 11 energy
Roll a D16 for crit: 11 - no crit
Paul takes (8+3+(3-3)*1.5)*1.5+(0--1)*1.5=18 damage
Yodawg restores (18/2)=9 HP

Paul uses Psychic on Puff for 10 energy
The move fails due to Disable

Paul's Disable counter drops to 5


Turn order: Puff, Triple Threat, Yodawg, Paul

Puff uses Shadow Ball on Paul for 5 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for special defence drop: 35 - no special defence drop
Paul takes (8+3+(6-5)+(5-3)*1.5)*1.5+(0--1)*1.5=24 damage

Triple Threat uses Tri Attack on Yodawg for 6 energy
Roll a D16 for crit: 6 - no crit
Roll a D100 for status: 4 - status inflicted
Roll a D3 for status (1 = burn, 2 = paralysis, 3 = freeze): 1 - 1st degree burn on right hand
Yodawg takes (8+3+(5-3)*1.5)+(1-0)*1.5=15.5 damage

Yodawg uses Energy Ball on Paul for 5 energy
Roll a D16 for crit: 13 - no crit
Roll a D100 for special defence drop: 30 - no special defence drop
Paul takes (8+3+(3-3)*1.5)*1.5+(0--1)*1.5=18 damage

Paul uses Psychic on Puff for 14 energy
The move fails due to Disable

Paul's Disable counter drops to 4
Yodawg takes 2 burn damage


Total damage:
Puff: 39.75
Yodawg: 24
Triple Threat: 0
Paul: 99


It's Darkamber's turn now.
 
you have got to be kidding me

Puff, Thunderbolt ~ Shadow Ball ~ Thunderbolt that Slowpoke!

Yodawg, Energy Ball ~ Giga Drain ~ Energy Ball Slowpoke!

Once it's dead,

Puff, Focus Blast ~ Sludge Bomb ~ Focus Blast!

Yodawg, Hydro Pump ~ Giga Drain ~ Hydro Pump!
 
Team Darkamber


HP: 50
Atk: Rank 3
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2 (-)
Spe: 110
Energy: 84%
Abilities: Levitate
Other: None



HP: 66
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Energy: 79%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA)


Team Venser


HP: 1
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 13 (-) (Opponent's accuracy boost: 10%)
Energy: 70%
Abilities: Oblivious, Own Tempo
Other: -1 special defence due to Energy Ball (1 more round), Psychic disabled (4 more actions)



HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 81%
Abilities: Trace, Download
Other: +1 special attack due to Download


The next round begins with Paul on the brink of fainting. He is struck by a powerful Thunderbolt that fries him to the core. Well ... that was overkill. Puff seems happy with that result, but is not so happy when he is hit by Triple Threat's virtual Psychic powers. However, Yodawg backs him up with a Hydro Pump.

Now though Triple Threat has to try and take down these two pokemon all by itself. It strikes with more of its faux Psychic powers but the Gengar hits it with a Sludge Bomb. The poison in the sludge has somehow found its way into the Porygon2 and is slowly corrupting its data. Yodawg hits with a Giga Drain that strikes Triple Threat's weak spot, allowing more vitality to be drained.

Puff launches a Focus Blast at Triple Threat, but it misses by a mile and crashes into one of the pillars. Triple Threat emits a Discharge that frazzles Puff, causing him to faint, and hurts Yodawg somewhat too. But the Lombre finishes the round by landing another Hydro Pump on the Porygon2.

It's now one-on-one. Who will win this first bout?

Team Darkamber


HP: Zap!
Energy: 63%
Abilities: Levitate



HP: 54
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Energy: 54%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA)


Team Venser


HP: Overkill
Energy: 70%
Abilities: Oblivious, Own Tempo



HP: 36
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 57%
Abilities: Trace, Download
Other: +1 special attack due to Download, poisoned (2 DPA)


Raw data

Turn order: Puff, Triple Threat, Yodawg, Paul

Puff uses Thunderbolt on Paul for 7 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for paralysis: 30 - no paralysis
Paul takes (10+(6-5)+(5-3)*1.5)*1.5+(0--1)*1.5=22.5 damage
Paul is KO'd by the attack

Triple Threat uses Psychic on Puff for 7 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for special defence drop: 25 - no special defence drop
Puff takes (9+(5-2)*1.5)*1.5+(1-0)*1.5=21.75 damage

Yodawg uses Hydro Pump on Triple Threat for 7 energy
Roll a D100 for accuracy: 15 - hit
Roll a D16 for crit: 8 - no crit
Triple Threat takes (12+3+(3-3)*1.5)=15 damage

Yodawg takes 2 burn damage


Turn order: Puff, Triple Threat, Yodawg

Puff uses Sludge Bomb on Triple Threat for 6 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for poison: 10 - poison
Triple Threat takes (9+3+(6-5)+(5-3)*1.5)=16 damage

Triple Threat uses Psychic on Puff for 11 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for special defence drop: 32 - no special defence drop
Puff takes (9+(5-2)*1.5)*1.5+(1-0)*1.5=21.75 damage

Yodawg uses Giga Drain on Triple Threat for 11 energy
Roll a D16 for crit: 1 - crit
Triple Threat takes (8+3+3+(3-3)*1.5)=14 damage
Yodawg restores (14/2)=7 HP

Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage


Turn order: Puff, Triple Threat, Yodawg

Puff uses Focus Blast on Triple Threat for 8 energy
Roll a D100 for accuracy: 92 - miss

Triple Threat uses Discharge for 6 energy
Roll a D16 for crit against Puff: 7 - no crit
Roll a D16 for crit against Yodawg: 13 - no crit
Roll a D100 for paralysis against Puff: 76 - no paralysis
Roll a D100 for paralysis against Yodawg: 41 - no paralysis
Puff takes (8*0.75+(5-2)*1.5)+(1-0)*1.5=12 damage
Puff is KO'd by the attack
Yodawg takes (8+(5-3)*1.5)+(1-0)*1.5=12.5 damage

Yodawg uses Hydro Pump for 7 energy
Roll a D100 for accuracy: 35 - hit
Roll a D16 for crit: 13 - no crit
Triple Threat takes (12+3+(3-3)*1.5)=15 damage

Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage


Total damage:
Puff: 95.25
Yodawg: 35.5
Triple Threat: 64
Paul: 121.5


Venser's turn now.
 

HP: 54
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50
Energy: 54%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA)



HP: 36
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 57%
Abilities: Trace, Download
Other: +1 special attack due to Download, poisoned (2 DPA)


So it's just Triple Threat and Yodawg now. Triple Threat senses that it's running low on vitality and begins to Recover some of it, only for it to be Giga Drained away by its opponent. Triple Threat follows up by going on the offensive, striking Yodawg in the weak spot with a Tri Attack, but then the Lombre performs a Rain Dance, causing rain to fall in the Waterfall Colosseum. Now Yodawg feels much faster and is slowly recovering the health his burn is sapping. The Porygon2's poisoning still drains its vitality though. But once again, Yodawg Giga Drains his opponent to get some health back while Triple Threat makes another Recovery. It won't be able to do that any more though.


HP: 45
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50 100
Energy: 23%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA), Swift Swim active, Rain Dish active



HP: 48
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 27%
Abilities: Trace, Download
Other: +1 special attack due to Download, poisoned (2 DPA), used 2 recoveries


Triple Threat uses Recover for (100/10)+2=12 energy
Triple Threat restores 20 HP

Yodawg uses Giga Drain for 11 energy
Roll a D16 for crit: 16 - no crit
Triple Threat takes (8+3+(3-3)*1.5)=11 damage
Yodawg restores (11/2)=5.5 HP

Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Triple Threat uses Tri Attack for 6 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for status: 82 - no status
Yodawg takes (8+3+3+(5-3)*1.5)+(1-0)*1.5=18.5 damage

Yodawg uses Rain Dance for 9 energy
The weather changed to rain for 5 rounds
Yodawg's Swift Swim and Rain Dish are active

Yodawg restores 2 HP due to Rain Dish
Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Yodawg uses Giga Drain for 11 energy
Roll a D16 for crit: 14 - no crit
Triple Threat takes (8+3+(3-3)*1.5)=11 damage
Yodawg restores (11/2)=5.5 HP

Triple Threat uses Recover for (100/10)+2=12 energy
Triple Threat restores 20 HP

Yodawg restores 2 HP due to Rain Dish
Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Total damage:
Yodawg: 45
Triple Threat: 52


And Darkamber's up next.
 
Forgot to mention, the rain is up for 4 more rounds starting from this round. Also, for global effects like rain, iirc they were removed at the end of each bout in PBR so I'm going to do the same here.


HP: 45
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50 100
Energy: 23%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA), Swift Swim active, Rain Dish active



HP: 48
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 27%
Abilities: Trace, Download
Other: +1 special attack due to Download, poisoned (2 DPA), used 2 recoveries


Yodawg and Triple Threat continue their struggle, with Yodawg firing off a Hydro Pump and Triple Threat launching a Tri Attack back at him. But the Lombre suddenly feels stiff and ... paralysed. Not paralysed enough to stop him from Giga Draining more of the Porygon2's vitality, but paralysed enough to slow him down so much that Triple Threat has time to Chill and fire another Tri Attack before Yodawg is able to Chill himself.

Both pokemon are now so exhausted that I don't think either one could survive another powerful attack. But will the Lombre be able to overcome its new deficit, or will the Porygon2 be able to make up for its ally's less-than-stellar performance earlier?


HP: 16
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50 100 25
Energy: 17%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA), Swift Swim active, Rain Dish active, 10% paralysis, chilled 1 time



HP: 13
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 27%
Abilities: Trace, Download
Other: +1 special attack due to Download, poisoned (2 DPA), used 2 recoveries, chilled 1 time


Yodawg uses Hydro Pump for 7 energy
Roll a D100 for accuracy: 42 - hit
Roll a D16 for crit: 16 - no crit
Triple Threat takes (12+3+(3-3)*1.5+3)=18 damage

Triple Threat uses Tri Attack for 6 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for status: 6 - status inflicted
Roll a D3 for status (1 = burn, 2 = paralysis, 3 = freeze): 2 - 15% paralysis
Yodawg takes (8+3+(5-3)*1.5)+(1-0)*1.5=17 damage

Yodawg restores 2 HP due to Rain Dish
Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Triple Threat chills and restores 12 energy

Roll a D100 for paralysis: 48 - no paralysis
Yodawg uses Giga Drain for 11 energy
Roll a D16 for crit: 13 - no crit
Triple Threat takes (8+3+(3-3)*1.5)=11 damage
Yodawg restores (11/2)=5.5 HP

Yodawg restores 2 HP due to Rain Dish
Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Triple Threat uses Tri Attack for 6 energy
Roll a D16 for crit: 8 - no crit
Roll a D100 for status: 89 - no status
Yodawg takes (8+3+(5-3)*1.5)+(1-0)*1.5=17 damage

Roll a D100 for paralysis: 67 - no paralysis
Yodawg chills and restores 12 energy

Yodawg restores 2 HP due to Rain Dish
Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Total damage:
Yodawg: 73.5
Triple Threat: 87


The rain will last for 3 more rounds or until one of these two pokemon is KO'd (which should be happening this round). Venser's up now.
 
What.

...what?

What.

What?

WHAT.

WHAAAAAAAAAAAAAAAAT THE

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAFake OutAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASurfAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAdieAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 

HP: 16
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 50 100 25
Energy: 17%
Abilities: Swift Swim, Rain Dish
Other: 1st degree burn on right hand (-2 BP to physical attacks that use right hand, 2 DPA), Swift Swim active, Rain Dish active, 10% paralysis, chilled 1 time



HP: 13
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60
Energy: 27%
Abilities: Trace, Download
Other: +1 special attack due to Download, poisoned (2 DPA), used 2 recoveries, chilled 1 time


Yodawg overcomes his paralysis and Fakes Out Triple Threat, but after the shock, the Porygon2 lands one more Tri Attack to knock the Lombre out and win the first bout for its trainer.


HP: Three strikes
Energy: 13%
Abilities: Swift Swim, Rain Dish



HP: 11 and winning
Energy: 21%
Abilities: Trace, Download


Roll a D100 for paralysis: 25 - no paralysis
Yodawg uses Fake Out for 4 energy
Roll a D16 for crit: 9 - no crit
Affected by burn
Triple Threat takes (4+(2-3)*1.5-2)=0.5 damage

Triple Threat flinches

Yodawg restores 2 HP due to Rain Dish
Yodawg takes 2 burn damage
Triple Threat takes 2 poison damage

Triple Threat uses Tri Attack for 6 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for status: 57 - no status
Yodawg takes (8+3+(5-3)*1.5)+(1-0)*1.5=17 damage
Yodawg is KO'd by the attack

Total damage:
Yodawg: 90.5
Triple Threat: 89.5


Venser wins bout #1. If he wins bout #2 then the battle is over.

Let's see what the teams are for bout #2:

Team Darkamber


Politoed [Ruckingfain] (Female)

Nature: Modest (+1 to Special Attack, -1 Attack)

Type: Water

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).

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70

(+1 to Special Attack, -1 to Attack)

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

Abilities

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

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

Drizzle (DW): (Innate) When this Pokemon is sent out it summons a massive rainstorm into the field that does not end, expending 10% of its energy to do so.

Attacks

Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Hydro Pump
Bounce

Refresh
Encore
Mud Shot
Lovely Kiss

Surf
Ice Beam
Hidden Power (Grass, 7 BP, 5 energy)
Toxic
Focus Blast
Blizzard




Paras [Leeps] Female
Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Grass/Bug

Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Bug Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1)


Stats:

Paras
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25

+1 to Attack, -1 to Special Attack

EC: 4/6
MC: 0
DC: 2/5

Abilities:

Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.

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

Attacks:

Scratch
Stun Spore
Poisonpowder
Leech Life
Fury Cutter
Spore
Aromatherepy
X-Scissor

Bug Bite
Leech Seed
Spore

Protect
Bullet Seed
Toxic


Team Venser


Litwick [//ice] (♀)

Nature: Modest (+ Special Attack, - Attack)

Type: Ghost / Fire
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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Flash Fire: (Innate) 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 (DW): (Innate) 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 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison

Heat Wave
Haze
Acid Armor

Sunny Day
Solarbeam
Shadow Ball

Gabite[Kain] (*) (M)
Nature: Adamant (+Atk, -SpA)

Type: Dragon/Ground
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW/Innate): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

EC: 8/9
MC: 1
DC: 2/5

Stats:

Gabite
HP: 100
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 82

Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dual Chop
Dragon Rush

Outrage(*)
Rock Climb(*)
Iron Head(*)

Earthquake(*)
Roar(*)
Dig(*)
Draco Meteor


So ... Darkamber to order first?
 
well, that was incredibly fair.

Leeps, Spore (Litwick) ~ Stun Spore (Gabite) ~ Spore (Gabite)

Ruckingfain, Surf ~ Hydro Pump (Litwick) ~ Surf
 
Sorry Venser, but I can't allow that. You can use stupid moves and try to get yourself killed as quickly as possible but you can't just forfeit like this.
 
oh okay then. In that case i'll try.

gabite starts by EVOLVING


Garchomp [Kain] (*) (M)
Nature: Adamant (+Atk, -SpA)

Type: Dragon/Ground
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Sand Veil (Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW/Innate): When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

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

Stats:

Gabite
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102

Attacks:
Fire Fang
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dual Chop
Dragon Rush

Outrage(*)
Rock Climb(*)
Iron Head(*)

Earthquake(*)
Roar(*)
Dig(*)
Draco Meteor


Okay, we're playing offense here.

Garchomp, use Sandstorm turn 1, then Fire Fang Paras. Finish with a Dig and dodge that spore, and come up and attack Ruckingfain!

//ice, you're a cool cat :D use Sunny Day as soon as you wake up, and, if there're still actions in the round, use Fire Blast on Paras and then Solarbeam on Politoed
 
OK, since it's a new bout, I figure I can use the newer mechanics for stuff like paralysis, sleep and freeze etc. now. This means that some of the ability descriptions here are outdated (in particular Dry Skin on Paras).

Team Darkamber


HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Energy: 90%
Abilities: Water Absorb, Damp, Drizzle
Other: None



HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Energy: 100%
Abilities: Dry Skin, Effect Spore
Other: None


Team Venser


HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20
Energy: 100%
Abilities: Flame Body, Flash Fire
Other: None



HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102 25.5
Energy: 80%
Abilities: Sand Veil
Other: None


And the next four pokemon to battle are Ruckingfain the Politoed, Leeps the Paras, Slash Slash Ice the Litwick and Kain the Gabite ... except he's not a Gabite any more. He has evolved into Garchomp! But that's not all. As soon as she enters the arena, Ruckingfain creates a torrential downpour of rain! This looks like it could be an exciting battle.

Kain starts off, however, by commanding the rain away and summoning a Sandstorm! Ruckingfain isn't happy about this and, using the surrounding water, creates a wave big enough to Surf on! The wave washes Kain and Slash Slash away, but Leeps' natural ability makes her safe from harm. Leeps follows up by emitting Spores that send the Litwick to sleep ... but not for long. As the sandstorm wears down Ruckingfain, Leeps and Slash Slash, the sleeping Litwick starts to wake up!

The Garchomp ignites his teeth and chomps down on Leeps with a Fire Fang while Ruckingfain blasts Slash Slash with a Hydro Pump. No doubt if she were still asleep, she would be woken up by that. But as Leeps emits another batch of Spores to Stun Kain, Slash Slash changes the weather again, making it a Sunny Day! The weatherman didn't predict this!

Now feeling somewhat slowed down, Kain Digs underground, but not before he and his ally are hit by another one of Ruckingfain's waves. Surf's up! The wave heals Leeps slightly but it does nothing to help her Spores hit Kain. Now with the weather on her side, Slash Slash attempts to scorch Leeps with a Fire Blast, but just as Kain emerges from underground and strikes Ruckingfain, the Litwick realises that it does not know Fire Blast! This mistake by Venser could cost him the match!

Team Darkamber


HP: 83
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Energy: 71%
Abilities: Water Absorb, Damp, Drizzle
Other: None



HP: 53
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Energy: 80%
Abilities: Dry Skin, Effect Spore
Other: Dry Skin active (2 DPA)


Team Venser


HP: 20
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20
Energy: 84%
Abilities: Flame Body, Flash Fire
Other: None



HP: 89
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102
Energy: 60%
Abilities: Sand Veil
Other: 20% paralysis


Raw data

Turn order: Kain, Ruckingfain, Leeps, //ice

Kain uses Sandstorm for 10 energy
The weather changes to sandstorm for 4 rounds

Ruckingfain uses Surf for 6 energy
Roll a D100 for accuracy against Kain (reduced to 80%): 61 - hit
Roll a D16 for crit against Kain: 9 - no crit
Roll a D16 for crit against Leeps: 7 - no crit
Roll a D16 for crit against //ice: 8 - no crit
Kain takes (10*0.75+3+(4-3)*1.5)=12 damage
Leeps would take (10*0.75+3+(4-2)*1.5)*0.67=9.045 damage
Leeps recovers 0 HP
//ice takes (10*0.75+3+(4-2)*1.5)*1.5=20.25 damage

Leeps uses Spore on //ice for 7 energy
Roll a D3 for sleep duration: 1 - 1 action

//ice is fast asleep
//ice's sleep counter drops to 0
//ice wakes up

Ruckingfain takes 2 sandstorm damage
Leeps takes 2 sandstorm damage
//ice takes 2 sandstorm damage


Turn order: Kain, Ruckingfain, Leeps, //ice

Kain uses Fire Fang on Leeps for 5 energy
Roll a D100 for accuracy: 33 - hit
Roll a D16 for crit: 3 - no crit
Roll a D100 for flinch: 52 - no flinch
Roll a D100 for burn: 58 - no burn
Leeps takes (7+(6-5)+(5-2)*1.5+2)*2.25=32.625 damage
Roll a D100 for Effect Spore: 56 - no Effect Spore

Ruckingfain uses Hydro Pump on //ice for 7 energy
Roll a D100 for accuracy: 65 - hit
Roll a D16 for crit: 1 - crit
//ice takes (12+3+3+(4-2)*1.5)*1.5=31.5 damage

Leeps uses Stun Spore on Kain for 6 energy
Roll a D100 for accuracy: 52 - hit
Kain is inflicted with 25% paralysis

//ice uses Sunny Day for 9 energy
The weather changes to sun for 4 rounds

Leeps takes 2 sun damage


Turn order: Ruckingfain, Kain, Leeps, //ice

Ruckingfain uses Surf for 6 energy
Roll a D16 for crit against Kain: 15 - no crit
Roll a D16 for crit against Leeps: 13 - no crit
Roll a D16 for crit against //ice: 4 - no crit
Kain takes (10*0.75+3+(4-3)*1.5-3)=9 damage
Leeps would take (10*0.75+3+(4-2)*1.5-3)*0.67=7.035 damage
Leeps recovers (7.035/4)=1.75875 HP
//ice takes (10*0.75+3+(4-2)*1.5-3)*1.5=15.75 damage

Roll a D100 for paralysis: 86 - no paralysis
Kain uses Dig for 5 energy
Kain burrows underground

Leeps uses Spore on Kain for 7 energy
The move misses due to Dig

//ice uses Fire Blast on Leeps for 7 energy
//ice does not know Fire Blast

Kain unleashes Dig on Ruckingfain
Roll a D16 for crit: 9 - no crit
Ruckingfain takes (8+3+(6-5)+(5-3)*1.5)=15 damage

Leeps takes 2 sun damage


Total damage:
Ruckingfain: 17
Leeps: 36.86625
//ice: 69.5
Kain: 21


The sun will shine for 3 more rounds. Venser is up next.
 
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