(3 vs 3 Singles) Galladiator vs Tea Demon, Brawl in Nowhere

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Okay, unless I'm missing a battle, I have an open spot. Soooooo...

3v3 Singles
5 day (battlers)/1 week (ref) DQ
0 Recovers, 3 Chills per Pokemon

Arena: Infinite Space

Just like the name says, this arena provides infinite space for the battlers to roam! Obviously, Earthquake and Magnitude can be used, but Dig cannot, because the floor is hard. Flying-types have no limit as to how high they can fly; however, for every 10m above 450m (roughly the height of the Empire State Building, if that helps), the Pokemon will take 2 additional damage per action due to lack of oxygen. (Even in infinity the air's still normal.)

Yeah, I know. I'm lazy.
accepting

switch = ok
one ability
no items
Two pokemon trainers stood in a blank room, with nothing around them but emptiness. Instead of wondering where they were, how they got here, or if they would ever return to the real world, they're trainer instinct kicked in, as the second they made eye contact, a battle was inevitable!

Tea Demon's Team:

Porygon2(*) Floyd
Nature: Quiet (Adds * to Special 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: 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:
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.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Can be Enabled) 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.

Stats:

HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 51 (-)

EC: 4/9
MC: 1
DC: 3/5

Attacks:
Conversion 2(*)
Tackle(*)
Conversion(*)
Sharpen(*)
Psybeam(*)
Agility(*)
Recover(*)
Magnet Rise(*)
Defense Curl
Tri Attack

Ice Beam(*)
Thunderbolt(*)
Trick Room(*)
Shadow Ball


Exeggcute(*) Jethro (M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Grass / Psychic
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have 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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recycles a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

HP: 90
Atk: **
Def: ***
SpA: *** (+)
SpD: * (-)
Spe: 40

EC: 3/6
MC: 1
DC: 2/5

Attacks:
Barrage(*)
Uproar(*)
Hypnosis(*)
Reflect(*)
Leech Seed(*)
Bullet Seed(*)
Stun Spore(*)
Poisonpowder(*)
Sleep Powder(*)
SolarBeam

Synthesis(*)
Leaf Storm(*)
Giga Drain(*)

Trick Room(*)
Psychic(*)
Dream Eater(*)
Sunny Day


Teddiursa Intronaut (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Quick Feet: (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Honey Gather (DW): (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

HP: 90
Atk: **** (+)
Def: **
SpA: **
SpD: **
Spe: 35 (-)

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

Attacks:
Covet(*)
Scratch(*)
Leer(*)
Lick(*)
Fake Tears(*)
Fury Swipes(*)
Faint Attack(*)
Sweet Scent(*)

Crunch(*)
Close Combat(*)
Yawn(*)

Rock Slide(*)
Earthquake(*)
Bulk Up(*)


Galladiator's team:


Croconaw (*) [Irwin] (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:
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). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW) (Unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 67 (58*1.15) (+)

EC: 6/9
MC: 3
DC: 5/5 (Unlocked)

Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch
Superpower

Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)

Waterfall (*)
Shadow Claw (*)
Return (*)



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

Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
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.
Guts (DW): (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 52 (45*1.15) (+)

EC: 2/9
MC: 2
DC: 1/5

Moves:
Tackle
Leer
Charge
Spark
Bite
Roar
Swagger

Ice Fang
Thunder Fang
Take Down

Wild Charge
Return
Double Team



Pawniard [Fischer] (M)
Nature: Adamant
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Defiant: (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.
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.
Pressure (DW): (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: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60

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

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

Sucker Punch
Pursuit
Revenge

Brick Break
Aerial Ace
Low Sweep


Alright, let's make this a clean and fun fight!

Battle order:
Galladiator sends out pokes
Tea Demon sends out pokes and orders
Galladiator orders
I ref
 
gogo floyd, and pick up a download boost while you're at it. right now since he outspeeds you, just chillax and set up trick room while he does whatever. then, i want you to go on the offensive with a thunderbolt followed by a tri attack.
 
Hm...he's got us outclassed a bit, but we can manage!

Enable Sheer Force, then start it off with a Waterfall! After that, use Aqua Jet to try and avoid that Thunderbolt, and finish up with a Crunch!

Recap:

(Sheer Force) Waterfall...Aqua Jet (evasive)...(Sheer Force) Crunch

Oh, by the way, Sheer Force will remain active throughout the remainder of the battle.
 
Start of Round:


Porygon2(*) Floyd
HP: 100

Energy: 100
Stat: n/a
Other: n/a


vs.



Croconaw (*) [Irwin] (M)
HP: 100

Energy: 100
Stat: n/a
Other: n/a


And so the battle begins! Irwin starts off strong by activating his sheer force ability and firing off a boosted WaterFall! It may not have the chance of flinching anymore, but it shore does a lot more damage! Floyd seems unimpressed and after nabbing a download boost increasing its attack, it twists the dimensions, allowing slower pokemon to go first thanks to Trick Room! With its newfound speed, Floyd fires a barrage of Thunder Bolts at Irwin, who desperately tries to dodge with Aqua Jet! Irwin dodges a good chunk of lightning, but is unable to dodge them all. At least he is able to reduce the damage by half! Floyd analyzes his data to ensure a hit this time, and fires a Tri Attack at the croc, consequentially freezing it! Irwin tries to break free of the ice, but is only able to remove a small portion of it!


Damage and Energy

Irwin:
Waterfall: 15 Damage, 5 Energy
Aqua Jet: 0 Damage (evasive), 2 energy
Waterfall: 0 Damage, 5 Energy

Floyd:
Trick Room: 10 Energy

Thunderbolt: 8 Damage, 7 Energy
Tri Attack: 14 Damage, 5 Energy


End of Round:

Porygon2(*) Floyd
HP: 85
Energy: 78
Stat: +1 attack
Other: n/a


vs.



Croconaw (*) [Irwin] (M)
HP: 78
Energy: 88
Stat: n/a
Other: Frozen


Looks like round one has come to an end, and looks like Floyd has the upper hand!That freeze was rather unfortunate, but hopefully Irwin can conjure up enough strength to break out of it!

Galladiator, you're up!
 
HAX

By the way, how much of Irwin is frozen? If he's partially frozen:

Swing frozen part at Pory2...Dragon Dance...Waterfall

If it's fully frozen:

Superpower to break ice...Dragon Dance...Waterfall
 
Start of Round:

Porygon2(*) Floyd
HP: 85
Energy: 78
Stat: +1 attack
Other: Trick Room (4 more rounds)


vs.



Croconaw (*) [Irwin] (M)
HP: 78
Energy: 88
Stat: n/a
Other: Frozen



The battle continues and Folyd continues his assault with a ThunderBolt! The attack hammers the frozen croc with more lightning strikes! Angered, Iriwin puts all his effort in a superpower, busting through the ice! Unfortunately, it takes up a lot of energy, lowering its attack and defense! Floyd circles around and attacks with another Tri Attack, once again hitting Irwin while he’s down. Irwin responds by boosting his attack and speed with a Dragon Dance, returning his attack to his original attack to his original status. However, because the trick room is still up, the speed boost strangely makes Irwin feel slower and sluggish. Floyd shows no mercy and fires off one final Thunder Bolt, resulting in a Critical Hit! Oof, Irwin just took some major damage, but still pulls through to attack with Waterfall!

Damage and Energy:

Irwin:
Super Power: 0 Damage, 8 Energy
Dragon Dance: 7 Energy
Waterfall: 15 Damage, 5 Energy

Floyd:
Thunderbolt: 17 Damage, 7 Energy
Tri Attack: 14 Damage, 5 Energy
Thunderbolt: 21 Damage, 7 Energy



Porygon2(*) Floyd
HP: 63
Energy: 59
Stat: +1 attack
Other: Trick Room (3 more rounds)


vs.



Croconaw (*) [Irwin] (M)
HP: 26
Energy: 68
Stat: +1 Speed
Other: n/a



Floyd still looks decently healthy, ready to bring on more pain, while Irwin looks as if he's going to fall over any second! Let's see if he can turn things around!

Ref Note: Sorry bout all the hax galladiator, but can't argue against the random number generator. Irwin was indeed frozen completely.

Tea_Demon, you're up!
 
Start of Round:

Porygon2(*) Floyd
HP: 63
Energy: 59
Stat: +1 attack
Other: Trick Room (3 more rounds)


vs.



Croconaw (*) [Irwin] (M)
HP: 26
Energy: 68
Stat: +1 Speed
Other: n/a


Floyd wastes no time and continues his onslaught with a Thunder Bolt! Irwin, barely still standing, responds with a Waterfall only to face one final Tri attack in the face! Irwin goes down, leaving Floyd to wait for its next opponent!

Damage and Energy
Irwin:
Waterfall: 15 Damage, 5 Energy

Floyd:
Thunderbolt: 17 Damage, 11 Energy
Tri Attack: 14 Damage, 5 Energy


End of Round:

Porygon2(*) Floyd
HP: 48
Energy: 43
Stat: +1 attack
Other: Trick Room (2 more rounds)


vs.



Croconaw (*) [Irwin] (M)
HP: KO
Energy: KO
Stat: +1 Speed
Other: n/a


Galladiator, you're up! send out your next pokemon and orders!
 
ok floyd good job, now you have a nice advantage. take a bit of time to chill out, then fire off a tri attack. then i want to switch to jethro.

i can do that right.
 
Switch = OK: At the end of each round, a trainer may switch their Pokemon. If they do, the Pokemon they send out must issue attacks first. The same trainer cannot switch on consecutive rounds unless an Attack like U-turn, Volt Change, or Teleport is used. Trainers whose Pokemon are returned through the effects of moves like Dragon Tail, Circle Throw, Roar, and Whirlwind do not have to move first the next round.

Voluntary switches occur only during a switching phase.


A Switching phase may only be initiated by the trainer moving first that round. Instead of issuing commands, the trainer may instead initiate a switch and offer their opponent a chance to switch their Pokemon. If the opposing trainer accepts and switches their Pokemon, that trainer forfeits the advantage of moving second that round.

So you can't switch in the middle of your actions, you would have to wait till next round to initiate a switching phase
 
ahh ok. i should've put in an "if it's not possible clause" i guess. thanks for the clarification~

chill ~ tri attack ~ ice beam then.
 
Start of Round:

Porygon2(*) Floyd
HP: 48
Energy: 43
Stat: +1 attack
Other: Trick Room (2 more rounds)

vs.


Shinx [Carlos] (M)

HP: 90
Energy: 100
Stat: n/a
Other: n/a


Out comes Carlos the Shinx, whose cute appearance is only a mask in order to hide a spirited fighter! Floyd doesn't take the lion cub seriously and decides to Chill, gaining back some energy! The angry electric type hammers its foe with a Return! Floyd, now putting all his attention towards destroying the shinx, Fires off a Tri Attack, knocking his foe back a bit. However, Carlos doesn't take this sitting down and once again attacks with Return! Now thoroughly angry, Floyd fires off an Ice Beam at the shinx, but Carlos just keeps going at it and attacks with one last return! Hey, if it worked once, why wont it work again?

Damage and Energy:
Floyd:
Chill: 12 energy gained
Tri Attack: 15 Damage, 6 Energy
Ice Beam: 14 Damage, 7 Energy

Carlos:
Return: 10 Damage, 7 Energy
Return: 10 Damage, 11 Energy
Return: 10 Damage, 15 Energy


End of Round:

Porygon2(*) Floyd
HP: 18
Energy: 42
Stat: +1 attack
Other: Trick Room (1 more round)

vs.


Shinx [Carlos] (M)

HP: 61
Energy: 67
Stat: n/a
Other: n/a

Looks like floyd really underestimated carlos's strenght, and is holding on with not much health yet! Carlos may have higher hp at this point, but he did take a beating and really used up a lot of energy in those consecutive returns. Let's see what happens!
Tea_Demon, your turn!

Ref Note: Forgot to mention, galladiator, what ability does shinx have? it didn't effect this round, but may possibly effect future ones
 
Start of Round:

Porygon2(*) Floyd
HP: 18
Energy: 42
Stat: +1 attack
Other: Trick Room (1 more round)

vs.


Shinx [Carlos] (M)

HP: 61
Energy: 67
Stat: n/a
Other: n/a


Floyd starts off with a Tri attack, enjoying its last of round of trickroom! Carlos responds with a Wild Bolt! Angered, Floyd attacks again with Tri Attack, forcing Carlos to attack with another Wild Bolt! Floyd cannot take anymore hits and his system crashes, leaving him KO'd! However, looks like Calros may have taken some damage from those tri attacks and recoil!

Damage and Energy:
Floyd:
Tri Attack: 15 Damage, 6 Energy
Tri Attack: 15 Damage, 10 Energy

Carlos:
Wild Charge: 12 Damage, 3 damage recoil, 6 Energy
Wild Charge: 12 Damage, 3 damage recoil, 10 Energy


End of Round:

Porygon2(*) Floyd
HP: KO
Energy: KO
Stat: +1 attack
Other: n/a

vs.


Shinx [Carlos] (M)

HP: 25
Energy: 51
Stat: n/a
Other: n/a



Alright Tea_Demon, go ahead and send out your next pokemon,
Then it is Galladiator's turn to order first
 
Start of Round

Exeggcute(*) Jethro (M)
HP: 90
Energy: 100
Stat: n/a
Other: n/a



Shinx [Carlos] (M)

HP: 25
Energy: 51
Stat: n/a
Other: n/a


Jethro the execute comes rolling out, replacing the cybernetic duck on the battle field. Carlos takes advantage of this by taking a turn to Intimidate, lowering his opponents attack stat! Now that the twisted dimensions have faded, Jethro has a need to twist them again with a trick room! With the extra speed from being slow, Jethro is able to fire off a psychic! The attack ends up being a critical hit, sending the electric type flying back! It quickly responds by using Swagger, confusing its opponent while also increase the attack stat! Jethro tries to attack, but ends up hitting itself from confusion! This gives Calros some time to hit with an Ice Fang! The attack does some nice damage, but it looks like Carlos is barely hanging on!

Damage and Energy

Jethro:
Trick Room: 9 Energy
Psychic: 16 Damage, 6 Energy
Hit self with Confusion: 4 damage, 3 Energy

Carlos:
Intimidate: 2 Energy
Swagger: 7 Energy
Ice Fang: 11 Damage, 5 Energy


End of Round

Exeggcute(*) Jethro (M)
HP: 75
Energy: 82
Stat: Severe Confusion (2 more actions)
Other: +0 attack, Intimidate, Trick Room (4 more rounds)



Shinx [Carlos] (M)

HP: 9
Energy: 37
Stat: n/a
Other: n/a


Tea Demon, you're up!
 
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