[MATCH OVER] 1v1 at Gemstone Cave! IceBug vs XVIcaliber!

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Flora

Yep, that tasted purple!
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Might as well juggle another battle while I wait through FoW and my other challenge. Y'know, to make things interesting.

1v1 Singles
3 Day DQ
2 Recover, 3 Chill
Arena: Gemstone Cave

A small, naturally-occurring dome-like structure in a deep cave system lit by a bioluminescent moss that coats patches of the walls. Inside, an abundance of different colored gemstones are embedded into the walls, floors, and ceiling, making deep digging difficult. As well, because it's underground, without any bodies of water, Surf and seismic disruption is unwise (Earthquake, Magnitude, and Surf forbidden). The cave is really tiny, and will be perfect for an up close and personal battle. Some of the minerals in the cave have grown large enough, too, to be used for cover by small Pokemon.

I'll take it.

Switch = If we can use time travel to go back and grab our one 'mon from the past, then OK.
One Ability
Items = OFF

Spr_5b_343.png

Baltoy - Doomsday (N/A)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type: Ground/Psychic
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).
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

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

Abilities:
Levitate (Innate): 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.

Moves:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
--------------------
Ice Beam(*)
Telekinesis(*)
Toxic(*)
--------------------
Cosmic Power(*)
Extrasensory(*)
Earth Power(*)

Gempre1.png

Rebble Tourmaline (Genderless)
Nature: Quirky (No Effect on Stats)

Type: Rock
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).

Stats:

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

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

Abilities:
Levitate: (Innate) 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.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker: (DW)(Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Shadow Ball
Energy Ball
Stone Edge

Paleo Wave
Metal Sound
Earth Power

K, I'll send out both mons. GO DOOMSDAY AND TOURMALINE!
Spr_5b_343.png
Gempre1.png


This should be a quick and even 1v1. I know Baltoy has Levitate, but what will Rebble have?

XVI orders, then IceBug orders!
 
Alright, Doomsday, let's get this over with, eh?

That...rock thing has the obvious speed advantage here, so we need to play it safe. Start things off with Telekinesis, so we can have better control with our attacks. Then, go full steam, and use Extrasensory to mess with its mind however you want! End things off with Cosmic Power, to keep our defenses up!

Telekinesis ~ Extrasensory ~ Cosmic Power
 
Hmmm, a cave full of gemstones...well, it's tight quarters, Tourmaline, so you should have no problem getting Metal Sound to score a direct hit in here. Then, using the energy from the moss and the minerals in the cave, let loose and Energy Ball to really crack it's defense open. Finally, use the cave's relative darkness to conceal a Shadow Ball.

Levitate will be ideal in this environment, yes? Seeing as I only have one move thus far to pull off Technician...

So: Metal Sound - Energy Ball - Shadow Ball
 
Spr_5b_343.png

Doomsday
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Telekinesis ~ Extrasensory ~ Cosmic Power

Gempre1.png

Tourmaline
HP: 90
Energy: 100

Boosts/Drops:

Others:

Actions: Metal Sound - Energy Ball - Shadow Ball

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

Round 1: Gemstone Cave

Just perfect! Wanna get rich? Go here? Wanna go sightseeing? Go here! Wanna BATTLE? GO HERE!

Tourm starts out the match by emitting a ear piercing Metal Sound that breaks down Doomsday's special side by a good margin. This doesn't prevent Doomsday for pulling off a Telekinesis though! With a snap of a finger, Tourm is stuck in its place with nowhere to run!

It seems that Tourm wasn't planning on moving anyway as it blasts an Energy Ball at the clay doll's face for some crippling damage! Doomsday takes the damage with pride and replies back with a Extrasensory that attempts to break Tourm's brain into pieces. It was unsuccessful, but it managed to do quite some damage!

Tourm continues its barrage of attacks, this time with a Shadow Ball! Sheesh, what's with these balls? Doomsday getting smacked with two balls must be a good sign! Maybe not, as Doomsday prays among the moon gods with its Cosmic Power. It's now even more defensive than before! Still, it sucks being a Baltoy with 99999 weaknesses. =(

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

Spr_5b_343.png

Doomsday
HP: 56
Energy:
82
Boosts/Drops: +1 Def
Others:


Gempre1.png

Tourmaline
HP: 77
Energy: 82

Boosts/Drops:

Others:
Telekinesis (4 more actions)

Doomsday
A1: Telekinesis > [6 Energy]
A2: Extrasensory > 8 + 3 + (3-2 x 1.5) = [13 Damage] [5 Energy]
A3: Cosmic Power > [7 Energy]
Metal Sound reduces SpD by 2. When used first action, it wears off by 1. Cosmic Power eliminates the 1.

Tourm
A1: Metal Sound > [6 Energy]
A2: Energy Ball > 8 + (3-3 x 1.5) + (2-0 x 1.5) x 1.5 = [17 Damage] [6 Energy]
A3: Shadow Ball > 8 + (3-3 x 1.5) + (2-0 x 1.5) x 1.5 = [17 Damage] [6 Energy]

IceBug's turn!
 
That worked phenomenally! Since we're still stuck in place, let's use this place as an echo chamber for another Metal Sound. Then, gather a Shadow Ball while we're stuck away from our moss-of-Energy-Ball fury, and follow it up with another Metal Sound to drop our friend's stats down as much as possible for the turns when we can move next round!

So: Metal Sound - Shadow Ball - Metal Sound
 
Spr_5b_343.png

Doomsday
HP: 56
Energy:
82
Boosts/Drops: +1 Def
Others:

Actions: Toxic - Extrasensory - Extrasensory

Gempre1.png

Tourmaline
HP: 77
Energy: 82

Boosts/Drops:

Others:
Telekinesis (4 more actions)
Actions: Metal Sound - Shadow Ball - Metal Sound

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

Round 2: Screeching Cave

Okay, maybe the match-up wasn't as even as I thought it was.

Again Tourm pierces the small cave with an alarming Metal Sound, which destructs Doomsday's special efficiency downward! This somewhat free action gives Doomsday the time to spew out Toxic gas into the room, filling Tourm with poison! And me, crap.

Now ready, Tourm aims a shady Shadow Ball that smashes onto Doomsday right on, causing him to spin in circles and crash onto a nearby gemstone! It wasn't really that terrible though as Doomsday gets right back up and gives Tourm a Extrasensory! This snaps parts of Tourm's rocks off as it is smashed onto the floor, but it's still in great condition!

Hey look, guess what Tourm's going to do? It emits another Metal Sound that lowers Doomsday... you know what, I think Doomsday is in need of some Zinc! It's getting some bone deficiency for sure! Doomsday just finishes up the round by using another Extrasensory that actually starts controlling Tourm's body a bit and smashing it into a nearby gemstone, breaking it into a million pieces. Although, I'm really sure these gemstones are doing no harm!

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

Spr_5b_343.png

Doomsday
HP: 39
Energy:
61
Boosts/Drops: -3 SpD
Others:


Gempre1.png

Tourmaline
HP: 48
Energy: 64

Boosts/Drops:

Others:
Telekinesis (1 more action), Toxic (1 DPA, +1 each round)

Doomsday
A1: Toxic > [7 Energy]
A2: Extrasensory > 8 + 3 + (3-2 x 1.5) = [13 Damage] [5 Energy]
A3: Extrasensory > 8 + 3 + (3-2 x 1.5) = [13 Damage] [9 Energy]

Tourm
A1: Metal Sound > [6 Energy]
1 damage from Toxic
A2: Shadow Ball > 8 + (3-3 x 1.5) + (2-0 x 1.5) x 1.5 = [17 Damage] [6 Energy]
1 damage from Toxic
A3: Metal Sound > [6 Energy]
1 damage from Toxic

XVI's turn!
 
Extrasensory ~ Extrasensory ~ Extrasensory

Turn that Rebble into rubble. Mind screw...mind screw...oh, and if you fall below 10 HP, substitute your action for Selfdestruct. I want this thing gone, even if we have to go with it.
 
Alright, seems this'll end it regardless. while you're stuck, Disable Extrasensory so we don't have to get throw around, then when you get free run up by the moss, fire off an 2 Energy Balls in a row, drawing the energy from the moss. That outta do it!

So: Disable Extrasensory - Energy Ball - Energy Ball
 
Spr_5b_343.png

Doomsday
HP: 39
Energy:
61
Boosts/Drops: -3 SpD
Others:

Actions: Extrasensory x3, Selfdestruct if below 10 HP
Gempre1.png

Tourmaline
HP: 48
Energy: 64

Boosts/Drops:

Others:
Telekinesis (1 more action), Toxic (2 DPA, +1 each round)
Actions: Disable (Extrasensory) - Energy Ball x2

Note: I normally put Struggle in as a substitute move if no other moves are performed when Disabled.

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

Round 3: Screaming Cave

At the snap of a finger, Tourm immediately Disables any traces of Extrasensory from Doomsday's mind. Uh-oh, it can't use its best attack anymore! Instead it goes off in a Struggle and slams onto Tourm for... okay damage, while hurting itself! Ouch ouch ouch! Rocks aren't good to hit!

Laughing at Doomsday's patheticness, Tourm backs away a bit and fires off a Energy Ball at the poor doll's face! Spinning it goes until it finally puts itself into focus and goes for another Struggle that starts bruising not only Tourm's body, but its own body as well! Except, Doomsday's getting really red!

Seeing how Doomsday is at its limit, Tourm goes ahead and gives it the last, decisive Energy Ball that POWs right onto its body and blasts it onto a gemstone wall, shattering most of the gems into shiny pieces. There's Doomsday, sliding down into a deep faint from the grassy energy corroding within. And now we know who our champion of this match is!

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

Spr_5b_343.png

Doomsday
HP: blasted by grASS balls
Energy:
0
Boosts/Drops:
Others:


Gempre1.png

Tourmaline
HP: 30
Energy: 46

Boosts/Drops:

Others:
Telekinesis (1 more action), Toxic (2 DPA, +1 each round)

Doomsday
A1: Struggle > 5 + (1-2 x 1.5) = [4 Damage, 2 Damage to Self] [5 Energy]
A2: Struggle > 5 + (1-2 x 1.5) = [4 Damage, 2 Damage to Self] [9 Energy]
A3: Struggle > 5 + (1-2 x 1.5) = [4 Damage, 2 Damage to Self] [13 Energy]

Tourm
A1: Disable > [6 Energy]
2 damage from Toxic
A2: Energy Ball > 8 + (3-3 x 1.5) + (3-0 x 1.5) x 1.5 = [19 Damage] [6 Energy]
2 damage from Toxic
A3: Energy Ball > 8 + (3-3 x 1.5) + (3-0 x 1.5) x 1.5 = [19 Damage] [6 Energy]
2 damage from Toxic

Sorry, no Selfdestruct. Baltoy was at 16 HP when it fainted.

Ice Bug wins! Well yeah, Baltoy... maybe with creativity, you could have used Rock Tomb to pin Tourm down onto the ground then use Earth Power to smash it into pieces. Or just Earth Power in general. Levitate actually does not negate it since Earth Power is a straight up blast from the earth. Only moves such as Earthquake and Magnitude would not have been affected (since they only contact the earth itself). Just something to think about in the future!

Prizes!
KO Counter: Tourmaline
1 EC, MC, and DC: Tourmaline and Doomsday
2 Trainer Counters: IceBug and XVIcaliber
1 Ref Token: Flora

Thanks for playing!
 
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