[Won by -Charmander-] -Charmander- vs. Bynine (Reffed by: doominic77)

open battle
1v1
2 day QC
5 chills 0 recovers
arena: Maze with a ton of walls and very, very little room to move around
Switch = Derp
No Items
All Abilities

Monohm* [Cloud] (M)
Nature: Timid

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: * (-)
Def: ***
SpA: ***
SpD: **
Spe: 69 (+)

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

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): (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

Attacks:
Tackle*
Growl*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
Sonicboom*
Signal Beam*
Hydro Pump*
Heal Bell*
Thunder*
Flamethrower*
Roar*
Hidden Power Ground 7

- - -


Clamperl* [Pearl] (F)

Nature:
Bold

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).

Stats:

HP: 90
Atk: ** (-)
Def: **** (+)
SpA: ***
SpD: **
Spe: 32

EC: 1/6
MC: 0
DC: 1/5

Abilities:
Shell Armor: Protects against critical hits.
Skittish: Raises Speed one stage upon being hit by a Dark, Ghost, or Bug move. (DW)

Attacks:
Clamp*
Water Gun*
Whirlpool*
Iron Defense*
Muddy Water*
Confuse Ray*
Aqua Ring*
Scald*
Ice Beam*
Double Team*
Shell Smash

- - - - -


Mismagius [Breeze] (F)

Nature:
Modest

Type:
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.)

Stats:

HP: 100
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 105

EC: 6/6
MC: 1
DC: N/A

Abilities:
Levitate: This Pokémon is immune to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap.


Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Evil Eye
Nasty Plot
Destiny Bond
Shadow Sneak
Will-O-Wisp
Thunderbolt
Shadow Ball
Hidden Power Fighting 7



Ferroseed(*) Limebaka (M)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Grass/Steel
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).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Iron Thorns: (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.
Iron Thorns: (Innate) [DW].

Stats:

HP: 90
Atk: *** (+)
Def: ***
SpA: * (-1)
SpD: ***
Spe: 10

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

Attacks:
Tackle(*)
Harden(*)
Rollout(*)
Curse(*)
Metal Claw(*)
Pin Missile(*)
Gyro Ball(*)

Leech Seed(*)
Rock Climb(*)
Seed Bomb(*)

Thunder Wave(*)
Explosion(*)
Payback(*)



Corsola(*) Sunnygo (F)
Nature: Docile (No Effect on Stats)
Type: Water/Rock
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).
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Abilities:
Hustle: (Can be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Regeneration [DW]: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Stats:

HP: 90
Atk: **
Def: ***
SpA: ***
SpD: ***
Spe: 35

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

Attacks:
Tackle(*)
Harden(*)
Bubble(*)
Recover(*)
Refresh(*)
Rock Blast(*)
Bubblebeam(*)

Confuse Ray(*)
Head Smash(*)
Icicle Spear(*)

Scald(*)
Earthquake(*)
Shadow Ball(*)


1. Bynine sends out their Pokemon.
2. -Charmander- sends out their Pokemon and issues their actions.
3. Bynine issues actions.
4. doominic77 refs the round.
5. Bynine issues actions.
6. -Charmander- issues actions.
7. doominic77 refs the round


Let's Go!
 
Sending out Cloud the Monohm. First, let's start off with a quick Thunderbolt. Then, use Rain Dance. Finish off with Thunder. This should be good ;D On a side note, my Misdreavus evolved shortly before thie battle started, so you want want to update my team (although it probably won't affect the battle, I'd rather be on the safe side).
 
When that Monohm sticks its head around the maze walls to throw a Thunderbolt, blast it back with an Ice Beam. Then use Scald to get that extra boost with Rain Dance. Finally, hit it with another Ice Beam.

Ice Beam - Scald - Ice Beam
 
^I'm pretty sure post-game move additions can't be used in an ongoing battle. Also, the battle started when doom posted this thread

edit: it's not going to affect the battle but it's evolved in another battle. Since Pokemon are allowed to evolve in battles at the cost of 20% energy, it should have evolved and can while the battle is going
 
Round 1


Sunnygo (Corsola) [F]
Nature: Docile
Health: 90
Energy: 100%
Boosts: None
Other: None
vs.

Monohm (Cloud) [M]
Nature: Timid
Health: 90
Energy: 100%
Boosts: None
Other: None

-Charmander- and Bynine both release their pokemon who look at the maze that they are fighting in.

Sunnygo and Cloud find eachother and Cloud starts by hitting Sunnygo with a Thunderbolt which hits its mark and deals heavy damage. However Sunnygo still manages to get of an Ice Beam which also hits its target.

Cloud feeling good about the damage he did, starts dancing (is he breakdancing) and rain drops start falling from the sky. Taking an opportunity to attack Sunnygo sends some scalding water at Cloud which burns him. Although the rain make the burn less severe making it only a minor burn (loses only 1 health per turn and physical attacks are only cut by 1/4).

Cloud uses a huge bolt of Thunder which rips out of the clouds and hits its target. Although hurt very much by the Thunder attack Sunnygo manages the get of another Ice Beam attack.

End of Round 1


Field Events: It is raining, this will last 4 more rounds.


Sunnygo (Corsola) [F]
Nature: Docile
Health: 47
Energy: 80%
Boosts: None
Other: None


Monohm (Cloud) [M]
Nature: Timid
Health: 42
Energy: 75%
Boosts: None
Other: Minor Burn

Bynine you're up!
 
Wow, nice damage, Sunnygo! Okay, start off with a Confuse Ray - that woolly dragon won't know where to find you! Follow that up with an Earthquake and demolish the walls near it, hopefully catching it in the landslide in its confused state. Finish up with an Ice Beam!


Confuse Ray - Earthquake (destroy walls near Cloud) - Ice Beam
 
Hmm this isn't too great. Let's start off with Thunder! Follow up with Thunderbolt, and finish up with Thunder! >:D let's go for raw damage output here.
 
Round 2

Sunnygo (Corsola) [F]
Nature: Docile
Health: 47
Energy: 80%
Boosts: None

Other: None
vs.

Monohm (Cloud) [M]
Nature: Timid
Health: 42
Energy: 75%
Boosts: None
Other: Minor Burn

Sunnygo starts off with a Confuse Ray which dazes Monohm sending him into Slight Confusion. Monohm attempts to send off an attack but crashs into a wall injuring itself.

Taking advantage of this Sunnygo sends out a shock of seismic waves (Earthquake) which destroys all the walls near Monohm creating a landslide. Monohm however regains his focus at the last second and dashes out of the way of the giant slide of rocks coming towards him. Monohm finds just the time to fire off a Thunderbolt that paralyzes poor Sunnygo.

Sunnygo getting ready to fire an attack finds himself unable to move making him an easy target for Monohm's Thunder.After being in the rain for a while Monohm's burn wears off.

End of Round 2


Field Effects: It will be raining for 3 more rounds. The walls near the center of the maze have been collapsed.



Sunnygo (Corsola) [F]
Nature: Docile
Health: 4
Energy: 68%
Boosts: None
Other: Paralysis (10%)



Monohm (Cloud) [M]
Nature: Timid
Health: 23
Energy: 60%
Boosts: None
Other: None
 
Let's end this!
Raining Thunder is literally impossible to dodge, so let's finish this with Thunder! >:D
If it somehow manage to survive, hit it with another Thunder.
 
Take it with a smile, Sunnygo.. This isn't going to end well. If you manage to survive, Confuse Ray, then Ice Beam the heck out of it.
 
Round 3

Sunnygo (Corsola) [F]
Nature: Docile
Health: 4
Energy: 68%
Boosts: None
Other: Paralysis (10%)
vs.

Monohm (Cloud) [M]
Nature: Timid
Health: 23
Energy: 60%
Boosts: None
Other: None

It's a shame such an awesome battle has such a short ending. Monohm stares down Sunnygo and fires off a Thunder which knocks out Sunnygo.

End of Round 3


Sunnygo (Corsola) [F]
Nature: Docile
Health: KO'd
Energy: 68%
Boosts: None
Other: Paralysis (10%)



Monohm (Cloud) [M]
Nature: Timid
Health: 23
Energy: 52%
Boosts: None
Other: None

-Charmander- gets: 2 TC
Bynine gets: 2 TC
Monohm gets: 1 EC, 1 MC, 1 DC, 1 KOC
Sunnygo gets: 1 MC, 1 DC
I get: 1 RC
 

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