3v3 at some small island! C$FP vs The Shiny Umbreon!!!

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Flora

Yep, that tasted purple!
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Open Challenge
3 v 3 Singles
DQ time 3 days

Pre-Evos only

The arena is a small island. The ground is sand, and the island has three palm trees on it. Obviously, it is surrounded by water on all sides, but Pokemon are not allowed to go out farther than 30 feet into the water even if it is a Water type.

2 recoveries and 5 chills
I'll take you on.

Edit: I should specify. Switch: KO, Abilities: 1, Items: No. Anyone willing to ref this?
yep yep


Pawniard * [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Dark/Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Ability 2: Inner Focus
Type: 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.

Ability 3 (DW): Pressure
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

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

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

Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *

Psycho Cut *
Suckerpunch *
Stealth Rock *


Aerial Ace *
Swords Dance*
X-Scissor *


Mudkip* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Ability 2 (DW): Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40

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

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *


Magnemite* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
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.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Ability 3 (DW): Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 80
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45

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

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *

Thunderbolt *
Explosion *
Flash Cannon *



Squirtle(*) Michael (M)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
Type: Water
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:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.


Stats:

HP: 90
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43

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

Attacks:
Tackle(*)
Tail Whip(*)
Bubble(*)
Withdraw(*)
Water Gun(*)
Bite(*)
Rapid Spin(*)
Protect(*)
Water Pulse(*)

Water Spout(*)
Yawn(*)
Aqua Jet(*)

Ice Beam(*)
Substitute(*)
Surf(*)


Eevee(*) Cappy (M)
Nature: Sassy (Adds * to Special Defense; 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: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Stats:

HP: 90
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)

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

Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)

Curse(*)
Detect(*)
Fake Tears(*)

Return(*)
Dig(*)
Shadow Ball(*)


Ralts(*) Kit (M)
Nature: Jolly (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 Special Attack)
Type: Psychic
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.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) this Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 90
Atk: *
Def: *
SpA: *(-)
SpD: **
Spe: 46

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

Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)

Shadow Sneak(*)
Destiny Bond(*)
Confuse Ray(*)

Psychic(*)
Shadow Ball(*)
Thunderbolt(*)


Okay, C$FP sends out the first mon and its ability but no orders yet, then The Shiny Umbreon does the same with orders. After that, C$FP orders!
 
Alright, let's go Cappy! (Adaptability)

Start off by using Dig twice, then use Tail Whip to weaken him up for the next round! If at any point he uses Magnet Rise, replace any instances of Dig with Return! Got it?
 
Ok Electro, use your first action to Magnet Rise, then paralyze Cappy with Thunderwave, and end this round with a Thunderbolt.
 

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

Electro
HP: 80
Energy:
100
Boosts/Drops:
Others:

Actions: Magnet Rise - Thunder Wave - Thunderbolt
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Return - Return - Tail Whip
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)


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

Round 1: Sandy Isle

Wait, where are we again? Are we... LOST?

No, we're STUCK! Oh great, a Pokemon battle. I have to WATCH this? Fine fine...

So there's just crappy oops, I can't believe I said that! Cappy, yes? Sorry, you're NOT crappy at all! DONT BITE ME!!! Ah, see how adaptable you are? ^_^ Okay, you're running across the sand and that's like pretty cute. And then... you see this weird, sturdy magnet thing which imma call Electro, and then you RAM him with love and return of... sexual pleasure? I think I got that wrong, but I don't think genderless Pokemon like that at all! Hey, Electro, what's up with all that electrical energy under you? It's like you're rising with magnets! To the dusk? Maybe. *hint hint*

I don't think Cappy really cares if Electro were levitating or not, because he just keeps on pounding it with Returns! This one flips Electro round and round like a merry-go-round, but it has its system under control. You know, Magnemite kinda looks like a UFO. I can see it perfectly ZAPPING Cappy with a Thunder Wave right now! Oh wait, it did happen...

Aww, poor Cappy, so slow now! Electro isn't giving you any mercy, sweety! Watch for the zap - it's a Thunderbolt! Wam bam! Cappy's not happy at all! Bad hair day and fried to the bone. Still, he manages to whip his smokin' tail right at Electro. Basically, he meant "KISS MY BUTT!"

Cha-chink!

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


Electro
HP: 64
Energy:
84
Boosts/Drops: -1 Def
Others:
Magnet Rise (4 more actions)
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 77
Energy:
81
Boosts/Drops:
Others:
Paralysis (25%, 20% next round)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)



Electro

A1: Magnet Rise > [4 Energy]
6 actions of ground immunity
A2: Thunder Wave > [6 Energy]
25% paralysis for Cappy
A3: Thunderbolt > 10 + 3 + (4-4 x 1.5) = [13 Damage] [6 Energy]

Cappy
A1: Return > 10 + 3 + 2 + (2-3 x 1.5) x .67 = 9 - 1 (sturdy) = [8 Damage] [6 Energy]
A2: Return > 10 + 3 + 2 + (2-3 x 1.5) x .67 = 9 - 1 (sturdy) = [8 Damage] [10 Energy]
A3: Tail Whip > [3 Energy]
-1 Def for 2 rounds for Electro


Jeez, that Eevee has some special defense! I mean, I liked "wowed".

C$FP's actions!
 
Ok Electro, your doing pretty well. Use Metal Sound to lower his Special Defense, Thunderbolt to deal some good damage, and Flash Cannon to really put the hurtin' on this round.
 
Alright, start by Cursing to boost your Attack, then hit him with two more Returns! There's nothing you can do about his attacks, so just try to weather them and put some damage on him!
 

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

Electro
HP: 64
Energy:
84
Boosts/Drops: -1 Def
Others:
Magnet Rise (4 more actions)
Actions: Metal Sound - Thunderbolt - Flash Cannon
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 77
Energy:
81
Boosts/Drops:
Others:
Paralysis (20%)
Actions: Curse - Return - Return
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)


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

Round 2: Isle... Which Isle?

Because I see no cheeseburgers!

Wait... I see one! The one with the ears! THAT'S A CHEESEBURGER! I think Electro knows exactly what I'm thinking of. Emit a Metal Sound of utmost force! That should make the cheeseburger ripe and rip for eating! And voila! It does! Look at that little cheeseburger! He's crying in pain! He's as if it's Cursing like a baby doll!

I like you Electro. Friends? Sure. Now fire that Thunderbolt! Ahahahahaha, look at that cheeseburger getting FRIED! Fried? That reminds me of french fries but I don't know where they are. Look at that cheeseburger! It's just shocked in full paralysis! Oh man, if you were being grilled, I'd be shocked too!

Keep the barrage going Electro! FLASH CANNON! BOOM BABY! Cheeseburger overgrilled? No problem! Hold on, what's going on? WHY IS THE CHEESEBURGER MOOOOVING? AHHHHHHHH!!!

THE ATTACK OF THE CHEESEBURGERS! It's attacking in return! Do I see hearts popping out or what? Well, there were fewer hearts than last time... oddly enough.

Hmm...

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


Electro
HP: 55
Energy:
70
Boosts/Drops: -1 Def (stays for 1 more round)
Others:
Magnet Rise (1 more action)
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 47
Energy:
69
Boosts/Drops: -1 SpD
Others:
Paralysis (20%, 15% next round)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)



Electro

A1: Metal Sound > [5 Energy]
-2 SpD for Cappy
A2: Thunderbolt > 10 + 3 + (4-4 x 1.5) + (2-0 x 1.5) = [16 Damage] [6 Energy]
A3: Flash Cannon > 8 + 3 + (4-4 x 1.5) + (2-0 x 1.5) = [14 Damage] [3 Energy]
-2 SpD becomes -1 SpD due to being used at action 1

Cappy
A1: Curse > [6 Energy]
A2: Return > 10 + 3 + 2 + (2-3 x 1.5) + (2-0 x 1.5) x .67 = 11 - 1 (sturdy) = [10 Damage] [6 Energy] (nope)
A3: Return > 8 + 3 + 2 + (2-3 x 1.5) + (2-0 x 1.5) x .67 = 10 - 1 (sturdy) = [9 Damage] [6 Energy]
-1 Def for 2 rounds for Electro
Curse boosts dissipate due to being used at action 1



The_Shiny_Umbreon's actions!
 
Alright, that round was better. Let's use Dig to start off. As soon as he starts to fall within range (Magnet Rise wears off), emerge from the sand and hit him! Then keep digging, unless he levitates again, in which case switch to Returns.
 
Things are looking pretty good for you, Electro, so let's just go right into attacking and hopefully finish Cappy off soon. Start with Thunderbolt, then Magnet Rise, and another Thunderbolt.
 

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

Electro
HP: 55
Energy:
70
Boosts/Drops: -1 Def
Others:
Magnet Rise (1 more action)
Actions: Thunderbolt - Magnet Rise - Thunderbolt
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 47
Energy:
69
Boosts/Drops: -1 SpD
Others:
Paralysis (15%)
Actions: Dig (wait) - Dig (attack) - Return
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)


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

Round 3: The Diggler

Poor Cappy. Disabled from the paralysis, that does you no good! And look at Electro capitalizing at his slowness! ZAAAAP! A bolt of thunder has struck great justice deep within Cappy from dear Electro! Cappy, fearing even more electrical strikes, goes into an adventurous Dig in which he hopes to strike from under after Electro's Magnet Rise wears off! And indeed, that Magnet Rise does wear off! Electro notices this, however, and attempts to get a Magnet Rise as soon as possible! While it's attempting to levitate itself from the ground (it's taking some time), Cappy emerges from the ground and manages a direct hit! This causes Electro to wobble like a misthrown frisbee until it finally settles itself perfectly in its electrical currents. That said, Electro's looking for some happy shocking today! Thunderbolt a go-go! Cappy, did I already say "poor you"? With your hairs all sticking out like that, you're really in bad shape! Ah ha, it seems like the best he can do in this state is give Electro a soft Return! That didn't do too much did it...?

---------------------------------------------------------
Calculations
Electro
A1: Thunderbolt > 10 + 3 + (4-4 x 1.5) + (1-0 x 1.5) = [15 Damage/6 Energy]
A2: Magnet Rise > [4 Energy]
A3: Thunderbolt > 10 + 3 + (4-4 x 1.5) + (1-0 x 1.5) = [15 Damage/6 Energy]

Cappy
A1: Dig > [6 Energy]
A2: Dig > 8 + (2-3 x 1.5) + (1-0 x 1.5) x 2.25 - 1 (sturdy) = [17 Damage/6 Energy]
A3: Return > 8 + 3 + 2 + (2-3 x 1.5) + (1-0 x 1.5) x .67 - 1 (sturdy) = [8 Damage] [6 Energy]

Electro
HP: 30
Energy:
54
Boosts/Drops:
Others:
Magnet Rise (5 more actions)
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 17
Energy:
51
Boosts/Drops:
Others:
Paralysis (15%, 10% next round)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)


C$FP's actions!
 
This is your moment, Electro! Use your classic Thunderbolt followed by Flash Cannon. If for whatever reason, Cappy isn't KOed, use Thunderbolt again. Otherwise Chill.
 

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
Holy crap I didn't see this pop out. Sorry guys! Also I read Sturdy properly now (it's supposed to be the Base Attack Power being subtracted by 1). I don't think it had much of a effect though.

Electro
HP: 30
Energy:
54
Boosts/Drops:
Others:
Magnet Rise (5 more actions)
Actions: Thunderbolt - Flash Cannon - Thunderbolt
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: 17
Energy:
51
Boosts/Drops:
Others:
Paralysis (10%)
Actions: Quickies
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)


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

Round 4: The Finisher

Knowing that his life is almost at a end, Cappy ignores his paralysis condition and quickly attacks Electro with all his might! Electro respond back with a Thunderbolt whose strength seems equal to the mighty Zeus's strength! Cappy barely lives the attack with a string of life and again passes his paralysis test for another Quick Attack! All that did was cause Electro to bounce off slightly in boredness as it flashes at Cappy with light and fires a energetic cannon at his face! By then, Cappy... dazes in wonder. What happened to him. Is he... going to die?

And then... he faints.

---------------------------------------------------------
Calculations
Electro
A1: Thunderbolt > 10 + 3 + (4-4 x 1.5) = [13 Damage/6 Energy]
A2: Flash Cannon > 8 + 3 + (4-4 x 1.5) = [11 Damage/3 Energy]

Cappy
A1: Quick Attack > 4 + 3 + 2 (Adapatability) - 1 (Sturdy) + (2-3 x 1.5) x .67 = [7 Damage/2 Energy]
A2: Quick Attack > 4 + 3 + 2 (Adapatability) - 1 (Sturdy) + (2-3 x 1.5) x .67 = [7 Damage/6 Energy]

Electro
HP: 16
Energy:
45
Boosts/Drops:
Others:
Magnet Rise (3 more actions)
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Cappy (M)
HP: O-O
Energy:
0
Boosts/Drops:
Others:

Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)


K, The_Shiny_Umbreon sends in a new mon, its ability, and its actions!
 
Come on out, Michael! (Torrent, obviously)



Do your best to avoid his first attack, and then retaliate with Water Spout! If that doesn't finish him off, use Aqua Jet as many times as you need.
 
Good job defeating that Eevee, now hopefully you can get some solid (or perhaps electrical) damage in. Use Thunderwave, then Thunderbolt until you can Thunderbolt no more!
 

Flora

Yep, that tasted purple!
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Electro
HP: 16
Energy:
45
Boosts/Drops:
Others:
Magnet Rise (3 more actions)
Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Michael (M)
HP: 90
Energy: 100
Boosts/Drops:
Others:

Nature: Bold (Adds * to Defense; Subtracts * From Attack)
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).
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43


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

Round 5: Hydroelectrical ERROR!

With Cappy out of the game, Michael comes in to clean up his mess! Sadly, he just misses out on outspeeding Electro as he gets zapped by its Thunder Wave. Not fun at all! This doesn't stop Michael from pulling off a Water Spout from his mouth! The amount of power from the attack ultimately drowns Electro into misery on this small lonely island....

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

Calculations

Electro
A1: Thunder Wave > pretty irrelevant

Michael
A1: Water Spout > 15 - 1 + 3 + (0) = [17 Damage/7 Energy]

Electro
HP: SPLASHED
Energy:
768696976
Boosts/Drops:
Others:

Nature: Modest (+ * to Special Attack, - * from Attack)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45


Michael (M)
HP: 90
Energy: 93
Boosts/Drops:
Others:
Paralysis (25%, 20% next round)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
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).
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43


C$FP sends in a new mon, its ability, and its actions!
 
I'll send out Swamp Thing the Mudkip with Torrent!

Alright Swampy, this is a pretty even matchup, but Michael is paralyzed! Let's take advantage of that and attack and boost! Use Dig to get some damage, but then Curse twice. If he Protects against Dig, just use Chill.
 
Don't worry, we can deal with him. Use Protect to block his dig, then use Yawn to lull him to sleep, and finally make your weakest Substitute (15%) as a protection against the same thing!
 

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

Swamp Thing (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Dig/Chill - Curse - Curse
Nature: Adamant (+ * to Attack, - * from Special Attack)
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40


Michael (M)
HP: 90
Energy: 93
Boosts/Drops:
Others:
Paralysis (20%)
Actions: Protect - Yawn - Sub (15% aka 14 HP)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
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).
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43


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

Round 6: MUDKIP ALERT!

Watch out Michael, it's the MUDKIP!

Swamp Thing seems rather enthusiastic about the ground. Look, it looks like he's about to dig a hole! Well, until he notices that Michael has put a Protect up in anticipation of the attack. With some sly thinking, Swamp Thing countermoves by chilling for the round. Although... I think that was rather unproductive! Well, this was a unproductive action!

Getting productive, Swamp Thing turns up the competitive air and Curses at Michael about how much cooler his name is! I mean, Swamp Thing? HELL YEAH! Michael is totally unoriginal. Michael Jackson? Michael Jordan? You name it! This makes Michael stagger in shock and actually consider a name change, but it mostly made him fully paralyzed! No Yawn for the day eh? I was just joking about your name too!

Swamp Thing, how vulgar can you get? Yet again he Curses! What madness! Will he curse at the gods as well? Michael knows how mad swamp things like Swamp Thing can get so he puts up a nice sturdy Substitute in front of his face. After he muscles the toy in, he falls on his back and attempts to deal with his dumb paralysis... hopefully his back will start functioning better!

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

Calculations

Swamp Thing
A1: Chill > lol
A2: Curse > [6 Energy]
A3: Curse > [10 Energy]

Michael
A1: Protect > [7 Energy]
A2: aaaaaaaaaa
A3: Sub (15% aka 14 Sub HP) > [11 Energy]

Swamp Thing (M)
HP: 90
Energy:
84
Boosts/Drops: +2 Atk/Def, -2 Spe
Others:

Nature: Adamant (+ * to Attack, - * from Special Attack)
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40


Michael (M)
HP: 76
Energy: 75
Boosts/Drops:
Others:
Paralysis (20%, 15% next round), Substitute (14 HP remaining)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
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).
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43


The_Shiny_Umbreon's actions!
 
Go for a Yawn the first turn. If he breaks your substitute, summon a new (15%) one and then Protect, but if not, use Protect and then hit him with a Water Spout!
 
Oh jeez. Swamp Thing, you and my decision making need to get better at this. Start off with a Rock Slide that will hopefully make Michael flinch. If it breaks the sub, use Dig then Curse, otherwise use Curse then Dig.
 

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

Swamp Thing (M)
HP: 90
Energy:
84
Boosts/Drops: +2 Atk/Def, -2 Spe (20 Spe)
Others:

Actions: Rock Slide - Dig/Curse - Curse/Dig
Nature: Adamant (+ * to Attack, - * from Special Attack)
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40


Michael (M)
HP: 76
Energy: 75
Boosts/Drops:
Others:
Paralysis (15%, 11 Spe), Substitute (14 HP remaining)
Actions: Yawn - Sub (15%)/Protect - Protect/Water Spout
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
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).
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43


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

Round 7: brake stupid substitute

In an attempt to get rid of the Substitute, Swamp Thing immediately calls upon the neighboring rocks in the area to slide down and damage the doll. It successfully hits, but it's still there, if only barely! Michael just Yawns at how boring Swamp Thing is. Can't break the weakest Substitute? Michael could just yawn all day at that!

Swamp Thing Curses. Loud. Very Loud. It looks like he's just wanting to get more damage in! Plus, he's at 16 Speed now... but that's still outspeeding Michael's lousy 11 Speed! As for Michael, seeing how his Substitute is still there, creates a wall of Protect... but it doesn't seem particularly useful at the moment! After the mess up, it looks like... Swamp Thing has vanished! There's some burrowed up dirt on the ground though... this must indicate that he's Digging! Michael seems pretty confused at what to do... perhaps he has froze in paralysis? No way! Taking the potshot, Swamp Thing unburrows right under the Substitute and slams it with his head! This finally makes the Substitute dissipate, putting a smile on the weary Swamp Thing... who's about to fall asleep soon!

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

Calculations

Swamp Thing
A1: Rock Slide > 8 + (0) + (3) = [11 Damage/6 Energy]
A2: Curse > [6 Energy]
A3: Dig > 8 + (0) + (3) = [8 Damage/6 Energy]

Michael
A1: Yawn > [7 Energy]
A2: Protect > [7 Energy]
A3: Water Spout > 12.6 + 3 + (0) x .67 = [10 Damage/7 Energy]

Swamp Thing (M)
HP: 90
Energy:
66
Boosts/Drops: +1 Atk/Def, -1 Spe (Apparently all +1/+1 boosts last for 4 actions, so the last round's Curse boosts are gone)
Others:
Yawn (will sleep after next round's action 1)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40


Michael (M)
HP: 76
Energy: 61
Boosts/Drops:
Others:
Paralysis (15%, 10% next round)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
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).
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43


C$FP's actions!
 
It looks like you'll only get one move in before you fall asleep, so Yawn to make Michael start getting drowsy. You'll be asleep this action anyway, but try a Rock Slide. Then, if you're lucky enough to wake up, Dig.
 
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