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3v3 Singles DQ Time: 3 days Restricted moves: 2 uses of Recover/Rest, 5 chills Arena: Forest Meadow
A basic arena surrounded by a forest, divided into two halves. One half is standard diggable ground, with enough rocks scattered about to use rock-based attacks(*cough* Rock Slide *cough*). The other half is a deep pool (~20 feet) with many platforms floating on top for Pokemon to stand on. Pokemon can hide in the forest if they so desire, but there's nothing of interest to find.
Flamestrike, you're the match seeker. Send out your Pokémon.
Arcanite, you're the match challenger. Send out your Pokémon and issue his actions.
Flamestrike, do the same after him.
Brandon stood at the edge of the arena, waiting for his opponent with Seedstrike by his side. Still frustrated by his first match, a crushing defeat, he was at least thankful that he still had Seedstrike and Shadowstrike by his side. As his opponent entered the arena, he ordered Seedstrike to enter the battlefield, who did so gladly, ready to avenge his earlier loss.
Turtwig(*) Seedstrike (M) Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
"Well we want to cancel out that Intimidate, so let's start off with a Curse. Next, hit it with a strong Bite. Finally, since we'll be losing those boosts from the Curse anyway may as well make the most of them with a Superpower."
Note: Mechanics' changes since last ASB committee vote won't affect this match
Growlithe (*) Firion (Male)
Nature:
Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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).
Abilities:
Intimidate: (Can be Activated) 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: (Innate) 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): (Innate) 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. (Not yet active)
Attacks:
Bite (*)
Roar (*)
Ember (*)
Leer (*)
Odour Sleuth (*)
Take Down (*)
Helping Hand (*)
Flame Wheel (*)
Reversal (*)
Close Combat (*)
Morning Sun (*)
Howl (*)
Flame Charge (*)
Aerial Ace (*)
Wild Charge (*)
Turtwig(*) Seedstrike (M) Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks) Type: Grass Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have Energy Cost reduced by one (1).
Abilities: Overgrow: (Innate) 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) Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Attacks:
Tackle(*)
Withdraw(*)
Absorb(*)
Razor Leaf(*)
Curse(*)
Bite(*)
Mega Drain(*)
Growth(*)
Seed Bomb(*)
Superpower(*)
Protect(*)
Swords Dance(*)
Substitute(*)
I love the air springs brings with itself... and I love alliterations too but I guess you imagined it already!
But since I guess you are not here to hear (another alliteration haha!...) my madness, let's turn our attention on the two contenders. Flamestrike sends forth his lovable turtle, Seedstrike. His leaf shakes in excitement for the oncoming match! On the other side of the battlefield, Arcanite resorts to his mighty Firion, who enters the battle in his blazing fury! Seedstrike is probably wondering why he keeps getting the wrong end of matchups...
A blink brights in Firion's eye, as he roars menacingly. Seedstrike shakes in fear for a while, but he shortly after finds his resolve and taps into his negative energies to seek the lost confidence in his strength and stiffen up his body.
Bold and fierce in his regality, the Growlithe charges forward and leaps over the turtle at blinding speed. However, this time the lil' turtle doesn't passively get battered and pays it back with a painful bite. Ouch, those teeth must hurt!
Firion backs off for a second, licking the wounds made by the Turtwig. Angry about what he probably considered an offense to his pride, he suddendly shrouds himself into blazing flames, and slams onto his foe with mighty force! Now, the turtle too seems to glow, probably it's the fire lighting his leaf... no, turns out I was wrong! The light gets brightier, as Seedstrike rams into the fiery dog with impressive force! Wow, I never expected that cutie to be this powerful! However, he seems to be slightly exhausted by the effort, though...
From the Data Audit thread: Can be Activated: This Ability can be activated (specified by each ability) in battle at any time, but it uses an action. Activated Abilities have an Energy Cost of 2.
-----------------------------------------------------
Intimidate: -1 Attack, 2 energy
Curse: +1 Attack, +1 Defense, -1 Speed, 6 energy
-----------------------------------------------------
Aerial Ace: (6 [AP]) * 1.5 - 1.5 [Stage Dif] = 8 damage, 4 energy
Bite: 6 [AP] + 4.5 [Stat Dif] = 11 damage, 4 energy
-----------------------------------------------------
Flame Wheel: (6 [AP] + 3 [STAB]) * 1.5 - 1.5 [Stage Dif] = 12 damage, 3 energy
Superpower: 12 [AP] + 4.5 [Stat Dif] = 17 damage, -1 Attack, -1 Defense, 8 energy
"Good job Seedstrike, way to do some good damage! Let's just play it safe and go for a Bite, then a Seed Bomb, and then another Bite. If he ever goes for a non-attacking move, use the opportunity to use Curse instead. We can overcome the type disadvantage if we play our cards right."
Summary: Bite -> Seed Bomb -> Bite Replace any action with Curse if Growlithe uses a non-attacking move that action
I think we will have to all out attack too, so Flame Wheel, Then Flame Charge, hopefully making you fast enough to evade it's attacks. Then flame wheel, and try to burn Turtwig to weaken its attacks.
Firion growls out of anger and veils himself into flames again, leaping on the grassy turtle with fiery rage. Seedstrike is starting to feel the hurt, but he doesn't look to back off at all. He bites again the dog at his heels, retaliating every attack with ferocity.
Seems like the fight is getting more and more aggressive from both sides. Speaking of heated confrontations, Firion suddendly started glowing into a searing fire, and dashed forward at blistering speed, striking the Turtwig like a rocket. Seedstrike attempts to push it back firing off an explosive seed from his mouth, but the Growlithe doesn't look much hurt by the blast.
Indeed, Firion recovers quickly and attacks again, this time at even faster speed. The impact is painful for Seedstrike, who repels the assault with another bite, but the wounds are going to get crippling at this rate...
Flame Wheel first, then Flame Charge, then follow it up with an ember. If he is Knocked out after the first two attacks, replace ember with morning sun.
"Alright Seedstrike, let's take advantage of his overconfidence. Start with a Protect to prevent that Flame Wheel, then take advantage of your ability boost and hit it with another Seed Bomb. Finally, hit it with a massive Superpower. You may not KO Growlithe, but it won't be able to do much else after you're done with it."
Summary: Protect -> Seed Bomb -> Superpower
Also Zarator, you didn't add STAB to my Seed Bomb according to your calculations. I need all the damage I can get :P
Firion feels confident about the possibility of finishing this confrontation soon, despite his deep wounds. Bold and proud, he shroud himself in wheeling flames and charges. Seedstrike still has an ace up to his sleeve, though. Between the two Pokémon materializes a transparent yet solid screen, which stops cold the assault of the Growlithe.
Infuriated by the futile attempts of Turtwig to prolonge his agony, Firion imbues himself in blazing fire and slams into the turtle with violence. His movements are getting increasingly swifter, but that doesn't prevent Seedstrike from retaliating with an explosive seed right in the Growlithe's face.
Firion backs off and cover his maneuver with scattered fires, but the Turtwig charges right into them and rams into the opponent with incredible might. However, now he really looks exhausted...
"Sorry Seedstrike, looks like today isn't your day either. You've done a great job though; that Growlithe isn't going to last much longer than you are. Hit it with Seed Bomb as many times as you can until it faints, but use Protect anytime it's possible if he decides to attack you directly."
Summary: Seed Bomb -> Seed Bomb -> Seed Bomb Replace action with Protect if attacked directly if possible
Ok Growlithe, time to finish this one off! First use Ember in order to force it to protect, then use Flame Wheel. Finish it off with Flame Charge, so you are faster for whatever comes next. If you knock it out with flame wheel, use Morning Sun!
Seedstrike studies carefully his opponent, ready to attempt the last stand. As soon as he sees Firion charging at him recklessly, however, he immediately hides in his shell and summons a protective barrier in the hopes of surviving. The Growlithe doesn't manage to break the screen on first attempt with scattered embers, but then finally smashes it with his physique and slams the Turtwig fiercely. Seedstrike rolls over a bit and then comes out of his shell... fainted! Poor turtle.
"Good job Turtwig, you did great despite the disadvantage," Brandon said as he recalled Seedstrike. "Now then, let's finish off that Growlithe! Go, Shellstrike!
Tirtouga(*) - Shellstrike (M) Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack)
OK, Firion, Use Morning Sun, hopefully healing yourself. If you do, Use Reversal, and then use Morning Sun again. If he uses Aqua Jet, use intimidate on him before he can get to you.
"Hmm, he's either going to try to heal up or intimidate us. Either way Shellstrike, you should be able to Aqua Jet him to death before he can get it off. Keep doing it till he dies, though it should only take one."
Tirtouga(*) Shellstrike (M) Nature: Adamant (Adds * to Attack; Subtracts * from Special Attack) 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: Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and it takes three (3) less damage from all super-effective enemy attacks. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage. Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Attacks:
Bide(*)
Withdraw(*)
Water Gun(*)
Rollout(*)
Bite(*)
Protect(*)
Aqua Jet(*)
AncientPower(*)
Crunch(*)
Wide Guard(*)
Body Slam(*)
Iron Defense(*)
Rock Throw(*)
Earthquake(*)
Stone Edge(*)
Waterfall(*)
Looks like someone really likes turtles here... But oh well. A blast to the past, and the supposedly extinct Shellstrike enters the battlefield! Firion senses the danger and roars in defense. The Tirtouga is admittendly shaken by the mighty howl of the Growlithe, but nonetheless dashes forward at incredible speed, propelling pressured water from his shell. The resulting strike is way too much for Firion, who bites the dust at last (ha, another alliteration!)
About Intimidate, I wasn't sure whether it would've gone first or last, but in the end it didn't matter anyway, as even at -1, Aqua Jet was a KO, and the -1 Atk was due to disappear at the end of the round.
Intimidate: -1 Atk, 2 energy
Aqua Jet (critical hit): (4 [AP] + 3 [STAB] + 4.5 [Stat Dif] + 3 [Crit]) * 1.5 - 1.5 [Stage Dif] = 20 damage, 2 energy
Arcanite, please send out your next Pokémon. Then, Flamestrike will issue his actions.
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.
I know about how Intimidate works. However, if you check the first round, you'll see that your Intimidate was cancelled by Turtwig's Curse. The -1 Attack which he got at the end of the round was the one from Superpower, which fades normally at the end of the following round. So no, the calcs are completely correct in that sense.
Please send out your next Pokémon, so Flamestrike can issue his actions.
I asked on IRC whether priority would beat intimidate or not and it was almost universally agreed that the intimidator would faint before getting the ability off. Also since Flora is head ref you should ask her(?) about this and not Deck. Anyway, actions!
"Good job Shellstrike, but this Riolu is going to hit us pretty hard, so we'll have to return the favour in kind. Lead off with a powerful Waterfall, then go for a Earthquake. Finish off with a Iron Defense to help lessen the blows. If he ever goes for a Hi Jump Kick, make sure to use Protect to block it and inflict the recoil."
Summary: Waterfall -> Earthquake -> Iron Defense Replace any action with Protect if Hi Jump Kick is used.
Don't worry Arcanite, I wasn't irritated - although I guess my usual "cold style" may have suggested otherwise^^
Riolu (*) Sir. Auron (Male)
Nature: Lonely: (Adds * to Attack; Subtracts * From Defense)
Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Fighting
Abilities:
Steadfast: (Innate)If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus: (Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (Not yet active)
As Firion returns to his Poké Ball, Arcanite sends out a timid yet determined Sir Auron to take his place! Hopefully this round will last more than the last one...
Shellstrike apparently wants to wrap things up quickly, and dashes forward propelling water from his shell. Probably scared by the immediate assault, Auron shrieks. While the sound really freaks out the turtle, it does not prevent him from completing his charge in a deadly uppercut which really hurts the Riolu.
Auron quickly recovers and gets swiftly close to the Tirtouga, striking him with his charged up palm. The attack leaves some huge dents in his shell, but he seems to be quite brave for being a turtle. Careless about the damaged suffered, he sends forth mighty seismic waves through the ground, shaking violently the Riolu in place.
Since Auron is starting to feel the sting of wounds too, he opts for tapping directly into Shellstrike's life energy to recover some health back. The resulting punch is really devastating, but doesn't seem to heal the Riolu significantly. However, the Tirtouga realizes his defenses are too wide open and patches them up making them as shiny and solid as ever.