Battle! Nonpain vs XVIcaliber (ref: Zarator)

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2v2 Singles
DQ time: 2 days
Restricted moves: 2 recovery moves, 3 chills

Arena: Green Field

Green field with lake (A large greenfield with a lake next to it)

Restrictions: Only unevolved or single stage pokemon, No fully evolved
Accepting

Switch = KO
All Abilities
Items Disabled

Nonpain, you're the match seeker. Please send out your first Pokémon
XVIcaliber, you're the match challenger. Please send out your first Pokémon and issue his actions.
Nonpain will do the same afterwards.

Battle on, heroes!
 
Alright, I'll start off with Doomsday.

Kick this fight off with Telekinesis to hold Tesla in place, then distract it with a Mud-Slap. Finish this round off by slamming it with Earth Power.

Telekinesis ~ Mud-Slap ~ Earth Power
 
Ok, it is a baltoy, Tesla, it it will try to use its typing as an advantage. So lets start off with a Protect to dodge the Earth power and mud slap, and then use Flash cannon and finish off with Magnet Rise to get rid of your weakness.

Protect - Flash Cannon - Magnet Rise
 
Round 1


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: 1/6
MC: 1
DC: 1/5

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(*)



Magnemite (Telsa) (Genderless) (*)

Nature: Quiet
Type: Steel/Electric
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

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

HP: 80
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

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

Abilities:
Sturdy: 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.

Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Analyze (DW): 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. (DW)

Moves

Level Up:

Metal Sound (*)
Tackle(*)
Supersonic(*)
Sonicboom(*)
Thunder Wave(*)
Spark(*)
Discharge(*)
Magnet Rise(*)
Lock-On(*)

Egg Moves:
None :(

BM TM:
Flash Cannon(*)
Volt Change(*)
Protect (*)


The sun is shining in the sky. Looks like it's the perfect time for battle - well, not for us, maybe, but certainly for our contenders! Out of the respective Poké Balls come Tesla the Magnemite and Doomsday the Baltoy. While none of them has a gender, this will probably be a heated and passionate match anyway!

Doomsday takes the initiative and sends a wave of mind energy towards the foe, but his assault is blocked by a transparent barrier which nullifies the telekinetic force.

Unphazed by the initial failure (can't really tell the emotions, though, these mons look like statues...), the Baltoy sprays some mud over Tesla. The dirt penetrates its inner circuits, greatly damaging it and reducing his aim. Nonetheless, the Magnemite manages to conjure a shining sphere of light to blast his enemy with.

Doomsday seems to not have suffered much the last assault, and is ready to strike back. Beneath Tesla, earth explodes and erupts, leaving the Magnemite battered and critically injured. In order to avoid any more consequences, Tesla uses magnetic force to levitate over the ground, but it looks like he already took a lot of beating...



HP: 77
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 85
Status: None



HP: 45
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 86
Status: -1 Accuracy, Magnet Rise for (5) more actions

Calculations:
Protect: 7 energy
Telekinesis: failed, 6 energy
----------------------------------------
Mud-slap: (4 [AP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 17 damage, 2 energy, -1 accuracy
Flash Cannon: 8 [AP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 3 energy
----------------------------------------
Earth Power: (9 [AP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 28 damage, 7 energy
Magnet Rise: 4 energy, Magnet Rise for (5) more actions


Nonpain goes first now.
 
Ok telsa use metal sound to weaken the baltoy then use flash cannon again, by the use of these moves and actions you would of lost the magnet rise effect so use magnet rise. If for some reason you can't use magnet rise use another flash cannon.

Metal Sound - Flash Cannon - magnet rise (IF UnAble to magnet rise use instead Flash cannon
 
Well, that Magnet Rise isn't going to help out at all, is it...? That's fine, because we can still hold our ground with our defenses. Use Cosmic Power twice to nullify that Metal Sound, then hit it with Extrasensory. If it flinches it, right on. If not, we can wait out all of this magnetism, can't we?

Cosmic Power ~ Cosmic Power ~ Extrasensory
 

HP: 77
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 85
Status: None



HP: 45
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 86
Status: -1 Accuracy, Magnet Rise for (5) more actions

Tesla seems to have suffered a lot of damage last round, but now that he's comfortably levitating over the ground, I wonder how Doomsday will manage to hurt him...

The Baltoy opts for trying to endure the offense until the Magnet Rise wears off apparently, and calls upon him the mystical forces of the skies to reinforce his body and his mind. However, he can't help freaking out after hearing the obnoxious noise emitted by the Magnemite.

Doomsday tries to remedy with the help, once again, of the star's might. However, Tesla suddendly turns out more offensive and fires off a lightning sphere of energy, which greatly hurts the Baltoy. It looks like it left him slightly dazed, too.

Doomsday tries to retaliate with an eerie mind assault, but Tesla seems to not suffer the hit that much and keeps relentlessy pounding his opponent with silver orbs of light. Will the Baltoy manage to stop the onslaught before being overpowered?


HP: 47
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 64
Status: -1 Special Defense



HP: 37
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 71
Status: Magnet Rise for (2) more actions

Calculations:
Cosmic Power: +1 Def, +1 SpD, 6 energy
Metal Sound: -2 Special Defense, 5 energy
--------------------------------------------
Cosmic Power: +1 Def, +1 SpD, 6+4 energy
Flash Cannon (critical hit): 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 3 [Crit] = 16 damage, 3 energy, -1 Special Defense
--------------------------------------------
Extrasensory: (8 [AP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 0.67 = 8 damage, 5 energy
Flash Cannon: 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1.5 [Stage Dif] = 14 damage, 3+4 energy


XVIcaliber goes first now
 
Alright, Doomsday, I'm sick of this magnetism. Let's lay on the hurt.

Use Telekinesis combined with Earth Power to throw Tesla to the ground, giving yourself an opportunity to attack. Keep it there while the earth gets its revenge. Finally, since Magnet Rise should wear off by then, use Earth Power again, in case something happens.

(Telekinesis + Earth Power) (2 actions) ~ Earth Power
 
K, if they are trying to get me so close to the ground I will just project during then, so I want Telsa to use Protect when he is trying to use that Telekinesis attack at you, therefore he won't be able to use Earth Power when your on the ground due to magnet rise, I then want you to use a flash cannon on the Baltoy for the much needed damage, then finally use magnet rise again. We still need to nullify his ground moves. And always if for some reason you can't use magnet rise use another flash cannon

So Protect (at the Telekinesis part of the combo (Telekinesis + Earth Power) - Flash cannon - Magnet Rise ~ (IF Magnet Rise can't be used as the final action replace with Flash Cannon)

Also have you been calculating my sturdy ability in the damage calcs.
 
Round 3

Yeah sorry forgot about Sturdy, fixed


HP: 47
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 64
Status: -1 Special Defense



HP: 37
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 71
Status: Magnet Rise for (2) more actions

Looks like Doomsday's trainer may have heard my advice as his Baltoy attempts to neutralize Tesla's advantage by crushing him to the ground. However, Doomsday's telekinetic force is stopped by a lucent barrier summoned by the Magnemite!

And capitalizing on Doomsday's exhaustion forcing him to rest some instants, Tesla unleashes his firepower upon his foe, blasting the Baltoy with a silver orb of light, but soon after he floats down to earth, as the magnetic force he was exploiting expires.

Doomsday follows up causing the ground beneath the Magnemite to erupt, massively damaging Tesla. The Magnemite's steel outlook is critically injured, but this does not prevent him from retaliating with one of his argent shining globes, which explodes with brighty red sparks on the Baltoy.

HP: 33
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 42
Status: None


HP: 9
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 56
Status: Magnet Rise for (5) more actions.

Calculations:
Telekinesis + Earth Power: 15 energy, missed
Protect: 7 energy
-------------------------------------------
Flash Cannon: 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] + 1.5 [Stage Dif] = 14 damage, 4 energy
Magnet Rise expires
-------------------------------------------
Earth Power: (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy] ) * 2.25 = 28 damage, -1 Special Defense, 7 energy
Magnet Rise: 4 energy, Magnet Rise for (5) more actions


Nonpain goes first now.
 
Ok this seems bad so lets use protect on the first attack move, not non-attack move that baltoy uses, then lets led up with 2 Flash Cannon.

Protect (on first attack move) - Flash Cannon - Flash Cannon
 
Protect, eh? Like we haven't seen that before, eh, Doomsday? Let's fool around with this pile of scrap. We might as well hit it with an attack move, so Protect doesn't screw us up too much. So, here's what I want you to do: Use Extrasensory first. Then, follow it up with that same combo from last time, Telekinesis + Earth Power, since Protect can't protect it forever!

Extrasensory ~ Telekinesis + Earth Power (2 actions)
 
I just realized the narration from last round is screwed up lol... ah well



HP: 33
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 42
Status: None


HP: 9
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 56
Status: Magnet Rise for (5) more actions.

@Nonpain: You cannot put "any attacking move" as a conditional for using Protect, it's too broad. I'm letting this pass this time, but keep it in mind for the future (source: Deck Knight).

Tesla, highly damaged but still functioning (somewhat), readies himself against Doomsday's offense, and summons a traslucent screen to block any incoming assault. Indeed, the mental powers of the Baltoy are stopped by the barrier, but the more quickwitted would think that first attack was something akin to a lure.

And in fact, the real ace up to Doomsday's sleeve is showing up now. With a great mind effort, his telekinetic powers slam the Magnemite to the ground, negating the effects of the lifting magnetic force. Nevertheless, Tesla retaliates with a barrage of silver spheres of light. The Baltoy hangs in, but ostensibly not for long...


HP: 7
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 22
Status: None


HP: 9
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 37
Status: None

Calculations:
Extrasensory: failed, 5 energy
Protect: 8 damage absorbed, 9 energy
-------------------------------------------
Telekinesis + Earth Power: Cancelling Magnet Rise, 15 energy
Flash Cannon: 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 3 energy
-------------------------------------------
Flash Cannon: 8 [BP] + 3 [STAB] + 1.5 [Stat Dif] = 13 damage, 3+4 energy


XVIcaliber goes first now.
 
That bucket of bolts can't last for much longer. Magnets or not, we will win! Use Earth Power, continually, if it uses Protect in succession. If it is ordered to use Magnet Rise, you're faster, so make sure to substitute the action afterward for Extrasensory.

Earth Power ~ Earth Power (if Protect is used for action 1) or Extrasensory (if Magnet Rise is used for action 1) ~ Earth Power (if Protect is used for action 2) or Extrasensory (if Magnet Rise is used for action 2)
 
It ends here lets finish and go with a protect then a magnet rise then a FLash Cannon

Protect - Magnet rise - FLash Cannon
 
Round 5


HP: 7
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 22
Status: None


HP: 9
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy 37
Status: None

Tesla senses the impending danger, and attempts to protect himself from the assault. Doomsday causes a sudden blast beneath the Magnemite, but while the first blunt is avoided by the transparent wall conjured for the occasion, the land explosions eventually breach in and shut down the magnets, effectively knocking out Tesla.

HP: 7
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 4
Status: None


HP: 0
Atk: **
Def: ***
SpA: **** (+)
SpD: **
Spe: 39 (-)

Energy N/A
Status: None

Calculations:
Earth Power: failed, 7 energy
Protect: 28 damage prevented, 16 energy
------------------------------------------
Earth Power: (9 [BP] + 3 [STAB] + 1.5 [Stat Dif] - 1 [Sturdy]) * 2.25 = 28 damage, 7+4 energy


Nonpain goes first now. Please send out your next Pokémon and issue his actions.
 
K I will send out marshall the Privatyke

Well lets think of what that Baltoy is going to do Marshall, first it was no priority moves so it can only do one move before it is gone, so lets go with a ice punch to finish it off.

I then want you to use substitute then finish with a bulk up.

Ice Punch - Sub - Bulk Up

But if for what reason that you aren't able to take out the baltoy with an ice punch use another ice punch instead of the substitute and then use sub instead of a bulk up.

IF DOESN'T KO ON FIRST ICE PUNCH: NEW ATTACK SERIES WILL BE
Ice Punch- Ice Punch - Sub

I also know that pokemon can use selfdestruct, so if it uses selfdestruct as its first move use a new series of attacks which go from:

IF THE USE OF SELF DESTRUCTION IS USED, THEN USE THE NEW SERIES OF ATTACK
Recover - Sub - Bulk Up
 
Hit it with Toxic. If you survive past the first hit, continue with Extrasensory until you bite the dust. Which is ironic, since you have levitate, so do you bite the...air?

Toxic ~ Extrasensory ~ Extrasensory
 
Round 6


HP: 7
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy 4
Status: None


Privatyke (Marshall) (M) (*)

Nature: Brave
Type: Water/Fighting
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).

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

HP: 100
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)

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

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Attacks:

Level Up

Bubble(*)
Smokescreen(*)
Yawn(*)
Wrap(*)
Arm Thrust(*)

Egg Moves

Recover(*)
Bulk Up(*)
Ice Punch(*)

BW TM

Rock Slide(*)
Waterfall(*)
Substitute(*)


@Nonpain: When you knock out an opponent, the round ends. So no extra actions.

Doomsday survived the clash with the magnets, but looks like his time runs short, too. Nonpain calls forth Marshal, a mocking and arrogant Privatyke which enters the field full of might and rage. Seeking to immediately get the upped hand - or tentacle, as the case may be - Marshal aims a chilling fist at his opponent. The Baltoy attempts to comply the last issue of his trainer, but he's too exhausted to do anything. The icy punch strikes him without fail, knocking him out with ease.

Now that the score is settled, which will be XVIcaliber's next choice?

HP: 0
Atk: * (-)
Def: **
SpA: *** (+)
SpD: ***
Spe: 55

Energy N/A
Status: None


HP: 100
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)

Energy: 96
Status: None

Calculations
Toxic: Not enough energy
Ice Punch: (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 4 energy


XVIcaliber, please send out your next Pokémon and issue his actions.
 
It's all up to Hindenburg.

First things first, we need to nullify his offensive capability. Start things off by Disabling Ice Punch. For your second action, hit him with Will-o-wisp, or, if Substitute is used for his first action, hit him with Gust. For your third action, use Will-o-wisp if the sub was broken, Hex if it wasn't, or Clear Smog if he uses Bulk Up and the sub is broken.

Disable (Ice Punch) ~ Will-o-wisp (Gust in case of Sub) ~ Will-o-wisp (if no sub), Hex (if sub), or Clear Smog (if no sub and Bulk Up)
 
Well it looks that ballon is going to try to trick you out, so lets start off with a grand Substitute and try to put as much as of your health into it, Then lets go with a rock slide and then lets finish off with a waterfall

Sub - Rock Slide - Waterfall
 
Nonpain, you need to specify the HP of your Substitute. And speaking of substitutes and substitution, I'll tolerate XVIcaliber like I did with Nonpain a round before, but I warn you that such excessive amounts of substitutions won't be allowed without nasty consequences from now on.
 
Round 7


Drifloon - Hindenburg (M)
Nature: Timid (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 Attack)

Type: Ghost/Flying
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.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: * (-)
Def: **
SpA: **
SpD: **
Spe: 81 (70*1.15)

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

Abilities:
Aftermath (Innate) - If this Pokemon uses Selfdestruct or Explosion, the attack does ten (10) more damage.
Unburden (Innate) - This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Flare Boost (Innate) (DW) - This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Moves:
Constrict(*)
Minimize(*)
Astonish(*)
Gust(*)
Focus Energy(*)
Payback(*)
Hex(*)
------------
Clear Smog(Egg)
Disable(Egg)
Hypnosis(Egg)
------------
Protect(TM)
Will-o-wisp(TM)
Thunder Wave(TM)



HP: 100
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)

Energy: 96
Status: None

And finally, we've come to the showdown! XVIcaliber sends out his cute yet eerie Hindenburg, ready to fly for him to victory. Marshal flexes himself, ready to take on the last opponent.

Looking to not make the end of the late Doomsday (I guess the name kinda brought him misfortune as well...), the Drifloon strips Ice Punch from the foe's memory itself. Unaware of what was going on (pun intended), the Privatyke conjures a doll with his appearances to hide behind.

Hindenburg attempts to blow that simulacrum away, but it seems more solid than he thought. Meanwhile, Marshal retaliates throwing some sharpened and heavy rocks at the balloon ghost.

The Drifloon taps into his shadowy powers to disintegrate that copy once for all, but it still hangs in there! The Privatyke smiles boldly, and charges straightforward propelling water from... err, maybe better not knowing ok? Anyway, Hindenburg seems to be really battered by the offensive pressure of his enemy.



HP: 66
Atk: * (-)
Def: **
SpA: **
SpD: **
Spe: 81 (+)

Energy: 86
Status: None


HP: 80
Atk: ****(+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)

Energy: 68
Status: Behind a Substitute (1 HP), Disabled from using Ice Punch for (3) more actions.


Calculations:
Disable: Ice Punch is Disabled for (6) actions, 6 energy
Substitute: 20 HP, 17 energy
------------------------------------------------
Gust: (4 [BP] + 3 [STAB]) * 1.5 = 11 damage, Substitute takes damage, 2 energy
Rock Slide: (8 [BP] + 3 [Stat Dif]) * 1.5 = 17 damage, 6 energy
------------------------------------------------
Hex: 5 [BP] + 3 [STAB] = 8 damage, Substitute takes damage, 6 energy
Waterfall (Critical Hit): 8 [BP] + 3 [STAB] + 3 [Stat Dif] + 3 [Crit] = 17 damage, 5 energy


Nonpain goes first now.
 
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