[MATCH OVER] 2v2 - Acklow vs Kannon!

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Flora

Yep, that tasted purple!
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That is a cannon.

2v2 Singles
1 Day DQ
2 Recovers/5 Chills
All abilities
No items
Switch=KO
A stadium at midnight with just enough dirt in the center to dive in with deepish pools of water and trees littering the sides of it, oh and at the north/south/east/west corners there are towers with stairs and shit. (Used in the Goldenknight vs. HD matchup)



So yeah I'm not posting the order again for you guys because I'm sure you guys know it. But yeah, Acklow sends out mon, Kannon sends out mon and orders, and Acklow goes.


Growlithe * (Male)
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60

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

Abilities:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Justified (DW): This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Attacks:
Bite
Roar
Ember
Leer
Odor Sleuth
Helping Hand
Flame Wheel
Reversal
Close Combat
Morning Sun
Iron Tail
Wild Charge
Flame Charge
Dig


Trapinch (Female)
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).

Stats:

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

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

Abilities:
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW):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:
Bite
Sand-attack
Faint Attack
Sand Tomb
Focus Energy
Quick Attack
Earth Power
Dig
SolarBeam
Rock Slide



Elekid ['Kid] (M)
Nature: Lonely (+1 * Attack, -1 * Def, )

Type: Electric
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Abilities:
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.
Vital Spirit (DW): (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.

Stats:
HP: 90
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 95

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

Attacks:
Quick Attack (*)
Leer (*)
Thunderpunch (*)
Thundershock (*)
Low Kick (*)
Swift (*)
Shock Wave (*)
Light Screen (*)
Cross Chop (*)
Meditate (*)
Ice Punch (*)
Hidden Power (Grass, 7) (*)
Protect (*)
Wild Charge (*)


Poliwag ['Wag] (M)
Nature: Serious (No Effect on Stats)

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).

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.
Swift Swim (DW): (Innate) he Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

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

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

Attacks:
Water Sport (*)
Bubble (*)
Hypnosis (*)
Water Gun (*)
Body Slam (*)
Rain Dance (*)
Doublslap (*)
Bubblebeam (*)
Encore (*)
Endeavor (*)
Water Pulse (*)
Protect (*)
Psychic (*)
Double-Team (*)


Bad luck and have fun!
 

Acklow

I am always tired. Don't bother me.
Alrighty, go Firefly the Trapinch!!!

Let's take him by FORCE.

Don't let me down m'lady!!!
 
come on 'Wag

we'll turn the competition to SLAG!!

Hypnosis --> Body Slam --> Rain Dance
Sub: if Hypnomiss, use hypnosis again and then body slam
 

Acklow

I am always tired. Don't bother me.
Alright Firefly, I we're going to have to do the best we can, even though we are at a major disadvantage!!

Start out by Digging to avoid both chances of Hypnosis (try to avoid looking into Poliwag's eyes we need you to look away from them). After you do so, I want you to Solarbeam him to the core.

So:
1)Avoid Hypnosis with Dig
2)Resurface after he uses Hypnosis the second time.
3)Solarbeam him while he's Body Slamming.

However, if he puts you to sleep, try your best to wake up, I'll yell your name over and over again if this happens (so as to wake you up).
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Trapinch (F)
HP: 90
Energy:
100
Boosts/Drops:

Others:
Actions: Dig (evasive) - Unburrow after Hypnosis - SolarBeam
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10



'Wag (Poliwag) (M)
HP: 90
Energy:
100
Boosts/Drops:

Others:

Actions: Hypnosis - Body Slam/Hypnosis - Rain Dance/Body Slam
[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

---------------------------------------------------------

Round 1, Someone's Backyard?


There's a battle going on in the backyard! One with a wild, vicious Trapinch and one with a smooth, groovy 'Wag! Looks like Trapinch is in for a smack!

'Wag is pretty fast and goes for a Hypnomiss, which of course misses, somehow, as Trapinch just sits there... but suddenly he starts digging onto the grassy terrain and hides himself like a noob. 'Wag's pretty startled and doesn't know where to aim his next Hypnomiss, so he's just gonna aim it at the tree. The tree seems to be sleeping now! That was very useful! After that, it appears that Trapinch has resurfaced right behind 'Wag's back, but he's so noisy that 'Wag noticed and went for a Body Slam on his big 'ol trap, which appears to be charging something! Ah but there's Trapinch opening his trap even bigger and it looks like a huge ray of SolarBeam is coming from the sky, smashing 'Wag into gay plant energy sparkles.

---------------------------------------------------------


Trapinch (F)
HP: 79
Energy:
88
Boosts/Drops:

Others:
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10



'Wag (Poliwag) (M)
HP: 70
Energy:
69
Boosts/Drops:

Others:

[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

Trapinch
A1: Dig (evasive) > [2 Energy]
A2: Dig (unburrow) > [2 Energy]
A3: SolarBeam > 12 + (3-2 x 1.5) x 1.5 = [20 Damage] [8 Energy]

'Wag
A1: Hypnosis (miss) > [10 Energy]
A2: Hypnosis (miss) > [14 Energy]
A3: Body Slam > 9 + (2-1 x 1.5) = [11 Damage] [7 Energy]


Acklow's turn!
 

Acklow

I am always tired. Don't bother me.
Good job Firefly!! Albeit we are at a disadvantage here, it's always good to start out with strong momentum.

Alright, we're slower here, so we need to make sure that we avoid Hypnosis as much as we can.

Sand-attack him so that his eyesight get's all blurry. Then follow up with a Sand Tomb and finish the round off with a Solarbeam.

Avoid making eye contact with Poliwag at all costs.

So:
1)Sand-attack to blur his eyesight
2)Sand Tomb to make moving around harder for him
3)Solarbeam to finish off the round.
 
bs hax it's at night solarbeam has no sun to use

speed demonnnnnnnnnn Body Slam till paralysis --> Rain Dance --> Water Pulse if you can
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Trapinch (F)
HP: 79
Energy:
88
Boosts/Drops:

Others:
Actions: Sand-attack - Sand Tomb - SolarBeam
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10



'Wag (Poliwag) (M)
HP: 70
Energy:
69
Boosts/Drops:

Others:

Actions: Body Slam x3
[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

---------------------------------------------------------

Round 2... PROBLEM LOADING PAGE...

ERROR ERROR

TRAPINCH GOES OFF WITH A SAND-ATTACK AND BLINDS 'WAG IN HIS EYES. HOWEVER, 'WAG MANAGES TO FIND TRAPINCH AND SMASH HIM WITH A DAMAGING BODY SLAM. THEN TRAPINCH FEELS LIKE CREATING A SAND TOMB, BUT THIS KEEPS BOTH TRAPINCH AND 'WAG TIGHT TOGETHER LIKE GAYLORDS. THIS MAKES EVEN MORE SAND IN 'WAG'S EYES. STILL, 'WAG FEELS LIKE BODY SLAMMING ALL THE WAY AND CRASHES UPON TRAPINCH DESPITE SWIRLING AROUND IN THE DRAGGING SAND TOMB AND THE EARLIER SAND-ATTACK. THE SAND TOMB IS MAKING BOTH CONTENDERS SLIDE DOWN IN THE GRASS/DIRT GROUND. HEY LOOK 'WAG MANAGES ANOTHER BODY SLAM AND THIS ONE IS REALLY MIGHTY! IT PARALYZES TRAPINCH AND EVEN PARALYZES HIM AT THAT SPOT, STOPPING HIM FROM BEING GAY WITH HAXBEAM. DID I MENTIONED IT PARALYZED HIM?

YOUR CONNECTION HAS BEEN INTERRUPTED

---------------------------------------------------------


Trapinch (F)
HP: 44
Energy:
83
Boosts/Drops:

Others: Sand Tomb (2 DPA), Paralysis (20%, 15% next round)
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10



'Wag (Poliwag) (M)
HP: 59
Energy:
36
Boosts/Drops:

Others:
Sand Tomb (2 DPA)
[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

Trapinch
A1: Sand-attack > [2 Energy]
A2: Sand Tomb > 4 + 3 + (3-2 x 1.5) = [9 Damage] [3 Energy]
A3: SolarBeam > zzz

'Wag
A1: Body Slam > 9 + (2-1 x 1.5) = [11 Damage] [7 Energy]
A2: Body Slam > 9 + (2-1 x 1.5) = [11 Damage] [11 Energy]
A3: Body Slam > 9 + (2-1 x 1.5) = [11 Damage] [15 Energy]


Kannon's turn!
 

Acklow

I am always tired. Don't bother me.
Alrighty, good job Firefly!! I want you to pwn this dude to the bottomless pit known as heck. After all, heck is where you go if you don't believe in gosh.

Anywho:
I want you to Solarbeam his face while he is Dancing in the Rain. After that, follow up with another Solarbeam and then end the round with a powerful Quick Attack.

So:
1)Solarbeam
2)Solarbeam
3)Quick Attack
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Trapinch (F)
HP: 44
Energy:
83
Boosts/Drops:

Others: Sand Tomb (2 DPA), Paralysis (20%, 15% next round)
Actions: SolarBeam - SolarBeam - Quick Attack
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10



'Wag (Poliwag) (M)
HP: 59
Energy:
36
Boosts/Drops:

Others:
Sand Tomb (2 DPA)
Actions: Rain Dance - Water Pulse - Water Pulse
[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

---------------------------------------------------------

Round 3... FINALLY LOADED...

Despite the Sand Tomb limiting 'Wag's movement, he's doing the Rain Dance! Rain from the sky appears and eliminates the evil sand tomb, and the sand levels rise back to normal. As this was happening, Trapinch was charging up his lazers! A half-powered SolarBeam from the sky! This hurts... kind of.

Now feeling uber, 'Wag goes onto his Water rampage with a Water Pulse attack! This blasts Trapinch right onto the tree that has been sleeping for 3 rounds so far. He bounces off, but you know, he was charging something. A SOLARBEAM! Again, it was pretty wimpy and 'Wag absorbs it without too much problems!

Noticing that he's about to get raped, Trapinch takes some speed and goes onto a Quick Attack! He smacks 'Wag with his head as hard as a Quick Attack can do, which also manages to do critical damage! 'Wag shrugs off the attack since he's cool and plops out another Water Pulse that pounds 'Wag and plugs his mouth with foul water! The water was soooo bad with the sewage rain water that it, like the Quick Attack, manages to obtain critical damage! Alas, Trapinch falls onto the ground, murdered.

---------------------------------------------------------


Trapinch (F)
HP: 0
Energy:
0
Boosts/Drops:

Others:
Nature: Mild (Adds * to Special Attack, and subtracts * from Defense)
Characteristic: Likes to relax. Mild-mannered, Firefly often let's her teammates do all the work. However, when it comes down to business, she will not let them down and strives to take on her opponents head-on.
Type:
Ground
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).
Hyper Cutter:
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap:This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Atk: ****
Def: *(-)
SpA: ***(+)
SpD: **
Spe: 10



'Wag (Poliwag) (M)
HP: 29
Energy:
15
Boosts/Drops:

Others:

[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

Trapinch
A1: SolarBeam > 12 + (3-2 x 1.5) x 1.5 / 2 = [10 Damage] [8 Energy]
A2: SolarBeam > 12 + (3-2 x 1.5) x 1.5 / 2 = [10 Damage] [12 Energy]
A3: Quick Attack > 4 + 4 + (4-2 x 1.5) = [10 Damage] [3 Energy]

'Wag
A1: Rain Dance > [9 Energy]
A2: Water Pulse > 6 + 3 + (2-2 x 1.5) x 1.5 x 1.5 = [20 Damage] [4 Energy]
A3: Water Pulse > 6 + 3 + 3 (2-2 x 1.5) x 1.5 x 1.5 = [27 Damage] [8 Energy]


Acklow's turn! Send in your last mon because I'm too lazy to drag it out!

Oh yeah, rain lasts for 4 more rounds!
 

Acklow

I am always tired. Don't bother me.
Alright GROWLIE!!!


EAT HIM UP!!!!

Start out by using Flame Charge so that you can get faster than him.
Next up, use Dig to evade his second move, followed by a powerful Wild Charge to finish him off.

So:
1)Flame Charge
2)Dig to evade his attack
3)Wild Charge
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Growlie (Growlithe) (M)
HP: 90
Energy:
100
Boosts/Drops:

Others:
Actions: Flame Charge - Dig (evasive) - Wild Charge
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60



'Wag (Poliwag) (M)
HP: 29
Energy:
15
Boosts/Drops:

Others:

Actions: Water Pulse - Double Team (1 clone) - Hypnosis
[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

---------------------------------------------------------

Round 4... GROWLIE IS A LAME NAME

'Wag thinks so too and pounds Growlie with a Water Pulse even before he lets out his Intimidate! Ouchies! But at the very least he's Intimidating as he goes for a Flame Charge in the rain. This smashes onto 'Wag for like 0 damage and boosts Growlie's Speed to a cool level!

Now faster, Growlie goes into Stall Mode and Digs onto the dirt/grass ground, hiding in fear of getting pwned. Looks like 'Wag anticipated this and created a single clone with Double Team! Wow very sneaky!

Next time around, Growlie is getting pwned in the dirt itself and so decides to unburrow behind 'Wag and smash onto him with a Wild, electrifying, Charge! This attack directly hits the real 'Wag and puts 'Wag into danger zone, but he's still OK health wise. Too bad about that other clone, who just poofs into nowhere! As 'Wag's getting owned now, he tries to give a farewell message to Growlie with a Hypnosis, but his eyes directly miss Growlie's eyes and it fails! Hard. By then, 'Wag has ran out of energy and faints upon the muddy grounds.

But another scenario happened at the same time. Growlie went for that same charge while 'Wag was Hypnosising. Still, it didn't work because it missed!!! That's so strange!

---------------------------------------------------------


Growlie (Growlithe) (M)
HP: 70
Energy:
88
Boosts/Drops:

Others:
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60



'Wag (Poliwag) (M)
HP: my trainer sucks
Energy:
and is noob
Boosts/Drops:
I think?
Others:

[hide='Wag]Nature: Serious (No Effect on Stats)
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).
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.
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90[/hide]

Growlie
A1: Flame Charge > 5 + 3 + (4-2 x 1.5) x .67 x .67 = [5 Damage] [3 Energy]
A2: Dig (evasive) > [6 Energy]
A3: Wild Charge > 9 + (4-2 x 1.5) x 1.5 = [18 Damage] [3 Energy]

'Wag
A1: Water Pulse > 6 + 3 + (2-2 x 1.5) x 1.5 x 1.5 = [20 Damage] [4 Energy]
A2: Double Team > [4 Energy]
A3: Hypnosis (misses) > [10 Energy]


Kannon's turn! Send in your next Pokemon! 3 more rounds of rain!
 
I am no noob

Go 'Kid!

Thunderpunch --> Cross Chop --> Thunderpunch
If he goes to set up use meditate, if he goes to dig use protect when the dig would hit.
 

Acklow

I am always tired. Don't bother me.
Alright Growlie, activate Intimidate!!!


Now I want you to Leer in order to decrease his defenses!!
Follow up with a Flame Charge to the face!
Lastly, hit him with another Flame Charge!!

So:
1)Leer
2)Flame Charge
3)Flame Charge
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Growlie (Growlithe) (M)
HP: 70
Energy:
88
Boosts/Drops:

Others:
Actions: Leer - Flame Charge - Flame Wheel
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60



'Kid (Elekid) (M)
HP: 90
Energy:
100
Boosts/Drops:

Others:

Actions: ThunderPunch - Cross Chop - ThunderPunch
[hide='Kid]Nature: Lonely (+1 * Attack, -1 * Def, )
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 95 [/hide]

---------------------------------------------------------

Round 5... A KID AND HIS DOG

So there's this new kid in town. He's walking by and he smacks his dog with a ThunderPunch. Like what the hell? WHO DOES THAT? Seriously, the dog goes rampage. Like, A LEERING RAMPAGE! Plus an INTIMIDATING GROWL! But it was raining, so yeah, it kinda blurred out the leer and intimidate but they still worked!

Funnily enough, the kid's still sexier and he goes smacking the dog's neck with a Cross Chop. Could've braked his neck. This made the doggy really mad as he goes Flame Charging his owner! What a terrible relationship you two got here!

Did you know? The kid next door is still faster than the dog on speed? Yeah, and he's really mean to his dog! He's always ThunderPunching his face! And the dog. He's always charging at that kid, be it a flame charge or Flame Wheel! And now, it was a Flame Wheel that went soooo fast it smashed upon that kid's face and went critical! Still pathetic if you ask me.

---------------------------------------------------------


Growlie (Growlithe) (M)
HP: 32
Energy:
78
Boosts/Drops:
+1 Speed
Others:
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60



'Kid (Elekid) (M)
HP: 69
Energy:
83
Boosts/Drops:
-1 Attack
Others:

[hide='Kid]Nature: Lonely (+1 * Attack, -1 * Def, )
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 95 [/hide]

Growlie
A1: Leer > [4 Energy]
A2: Flame Charge > 5 + 3 + (4-1 x 1.5) + (1-0 x 1.5) x .67 = [9 Damage] [3 Energy]
A3: Flame Wheel > 6 + 3 + 3 + (4-1 x 1.5) + (1-0 x 1.5) x .67 = [12 Damage] [3 Energy]

'Kid
A1: ThunderPunch > 8 + 3 + (4-2 x 1.5) + (0-1 x 1.5) = [13 Damage] [5 Energy]
A2: Cross Chop >10 + (4-2 x 1.5) + (0-1 x 1.5) = [12 Damage] [7 Energy]
A3: ThunderPunch >8 + 3 + (4-2 x 1.5) + (0-1 x 1.5) = [13 Damage] [5 Energy]


Acklow's turn! 2 more rounds of rain!
 

Acklow

I am always tired. Don't bother me.
Alright Growlie!! Let's go down with might and magic!!!



Lets just do this nicely and Close Combat the sucker.
Lastly since our health is soooo low, I want you to Reversal two times.

If you faint, well good game buddy, otherwise POWN THIS FOOOOLLLL AND SEND HIM TO THE KRUSTY KRAB!!!!!

So:
1)Close Combat
2)Reversal x2 to end this.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Whoops, forgot to put your boosts/drops, so they're alright now.

Growlie (Growlithe) (M)
HP: 32
Energy:
78
Boosts/Drops:
+1 Speed
Others:
Actions: Close Combat - Reversal - Reversal
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60



'Kid (Elekid) (M)
HP: 69
Energy:
83
Boosts/Drops:
-1 Attack
Others:

Actions: Wild Charge - Wild Charge - Quick Attack
[hide='Kid]Nature: Lonely (+1 * Attack, -1 * Def, )
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 95 [/hide]

---------------------------------------------------------

Round 6... THE PAAAAAAAAAAAIN!!!

'Kid really doesn't like his dog! It's painful! Look! He's wildly charging at his own goddam dog! It crashes like electricity! Doggy's not done yet though as he goes for a Close Combat attack! BAM BAM BAM! But it looks like the doggy didn't really do much at all to that kid!

All that did was make kid even madder! AGAIN AGAIN! WILD CHARGE! BAM! SMACKED! DOG HURT AND CLOSE TO DEATH! But but but, doggy's getting ready... for a REVERSAL ATTACK FILLED WITH OOMPH! This smacks kid right over to the sleeping tree REALLY HARD and wakes it up after all these rounds. The tree then gets pretty darn mad and shakes its fruits ANGRILY. Most of them were coconuts, but some were pineapples. This almost killed kid!

Noticing that he needs to end this right now, Kid quickly goes on the assault and Quick Attacks the evil dog. With a poke, the dog grunts and faints with a dumb grin on his mouth. Apparent blood can be seen drewing from his mouth and skin, mixing in with the pouring rains of hell. Then the rain pours on and on... and carries Growlie's corpse over to the nearby pond for an eternal funeral. By then, Growlie was never heard of again. And apparently 'Kid disappeared too. How strange.

---------------------------------------------------------


Growlie (Growlithe) (M)
HP: gone
Energy:
disappeared
Boosts/Drops:

Others:
Nature: Adamant (Adds * to Attack, and subtracts * from Special Attack)
Characteristic:
Type:
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. Solarbeam has Energy Cost reduced by one (1).
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60



'Kid (Elekid) (M)
HP: .0000000000000000000000000000000000000000000001
Energy:
1
Boosts/Drops:

Others:

[hide='Kid]Nature: Lonely (+1 * Attack, -1 * Def, )
Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 95 [/hide]

Growlie
A1: Close Combat > 12 + (4-1 x 1.5) = [17 Damage]
A2: Reversal > 20 + (4-1 x 1.5) = [25 Damage]
A3: Reversal > 20 + (4-1 x 1.5) = [25 Damage]

'Kid
A1: Wild Charge > 9 + 3 + (4-2 x 1.5) = [15 Damage]
A2: Wild Charge > 9 + 3 + (4-2 x 1.5) = [15 Damage]
A3: Quick Attack > it does enough to KO


VICTORY

KO Counters: 'Wag (1), Growlie (1), 'Kid (1)
1 EC, MC, and DC: 'Wag, 'Kid, Growlie, Trapinch
2 Trainer Counters: Acklow, Kannon
2 Ref Tokens: Flora

coooooooool
 

Acklow

I am always tired. Don't bother me.
Thanks Flora for making this fast battle possible!!! Certainly was nerve racking when I know that both my 'mons were weak to poliwag...Probably should've sent out Growlie first, in order to take out that Elekid...
 
I agree with Kannon, Solarbeam should have been much, much weaker if this is at night.
(Technically it's not completely impossible, since moonlight IS reflected sunlight, ololol...)

Interesting match, and quite a nailbiter as it got right down to the end there. o__O Did Elekid seriously come out of that with only 1 HP remaining?
EDIT: Oh LOL. How crazy would that have been though? xP
 
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