C$FP vs. Master Bane

Who will win this battle?

  • Master Bane

    Votes: 0 0.0%
  • C$FP

    Votes: 1 10.0%
  • -Charmander-

    Votes: 9 90.0%

  • Total voters
    10
  • Poll closed .
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Here is your basic OP.

2v2 Doubles
3 Day DQ
2 Recoveries per Pokemon/ 3 Chills per trainer
Switch: KO
Items: No
Abilities: All
Arena: I'm feeling lazy, just an endless meadow.

The battlers have agreed that Master Bane will choose the arena and send out first.


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: Rank 4 (+)
Def: Rank 2
SAtk: Rank 1 (-)
SDef: Rank 2
Spd: 40

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

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

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *

Litwik [Bahama Breeze] (Male)
Nature: Modest (+ * to Special Attack; - * from Attack)
Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Ability 1: Flash Fire
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Ability 2: Flame Body
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Ability 3 (DW): Shadow Tag
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison

Acid Armor
Clear Smog
Heat Wave

Will-O-Wisp
Energyball
Toxic


Exeggcute [Benedict] (Female)
Nature: Modest (+ to Special Attack, - from Attack)
Type: Grass/Psychic
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Chlorophyll
Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Ability 2: Harvest (DW)
Type:Innate
At the end of each round, this Pokemon recylces 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: Rank 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40

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

Attacks:

Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
Poison Powder
Sleep Powder

Ancientpower
Giga Drain
Synthesis

Sunny Day
Telekinesis
Psychic


Zubat(*) Zippy; inducer of seizures (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Poison/Flying
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.


Abilities:
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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 64 (55 * 1.15)

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

Attacks:
Leech Life(*)
Supersonic(*)
Astonish(*)
Bite(*)
Wing Attack(*)
Confuse Ray(*)
Air Cutter(*)

Brave Bird(*)
Hypnosis(*)
Quick Attack(*)

Toxic(*)
Sludge Bomb(*)
Acrobatics(*)


Machop(*) Machop (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Guts: (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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Low Sweep(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)

Bullet Punch(*)
Close Combat(*)
Rock Slide(*)

Earthquake(*)
Bulk Up(*)
Payback(*)


Houndour(*) Hell Hound (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Dark/Fire
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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65*1.15)

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

Attacks:
Leer(*)
Ember(*)
Howl(*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)

Fire Spin(*)
Nasty Plot(*)
Sucker Punch(*)

Fire Blast(*)
Solarbeam(*)
Sunny Day(*)


Master Bane, send out your Pokemon. Then C$FP do all your stuff, and Bane do actions.
 
I will send out Swamp Thing the Mudkip and Benedict the Exeggcute.

Swamp Thing, start off with Waterfall at Zippy, then Curse, and another Waterfall at Zippy.

Benedict, use Telekinesis on Zippy, then use Sleep Powder and then Stun Spore on him!
 
Machop, start with a payback at Benedict, then use bulk up and finish off with an earthquake

Zippy, attack with confuse ray at Benedict, then use air cutter on Benedict and finish up with a confuse ray on Swamp Thing!
 
Glad to know the voters support me lol

For my convenience: Zubat => Exeggcute (RNG 1/2) / Mudkip (RNG 2/2) => Machop

In third grade, we learned to show ALL our work.


Health: 90
Energy: 100%
Status: -
Boosts: -
Ability: Inner Focus
Actions: Confuse Ray (Benedict) ~ Air Cutter (Benedict) ~ Confuse Ray (Swamp Thing)

Health: 90
Energy: 100%
Status: -
Boosts: -
Abilities: Guts and No Guard
Actions:
Payback (Benedict) ~ Bulk Up ~ Earthquake

vs.


Health: 90
Energy: 100%
Status: -
Boosts: -
Ability: Torrent
Actions: Waterfall (Zippy) ~ Curse ~ Waterfall (Zippy)

Health: 90
Energy: 100%
Status: -
Boosts: -
Ability: Chlorophyll
Actions: Telekinesis ~ Sleep Powder ~ Stun Spore (Zippy)

====================

Action One

Zubat uses Confuse Ray on Benedict
[Confusion type: 1 = 1
turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 2/3 => 2 turns of confusion
-5 energy

[Speed tie: 1 = Benedict, 2 = Swamp Thing] RNG rolls 1/2 => Benedict goes first

[Confusion: 1 = success, 2 = failure] RNG rolls 1 => success
Benedict uses Telekinesis => Success
Zippy is held in the air for six (6) actions
-7 energy

Swamp Thing uses Waterfall on Zippy => Success
[Crit: <=625/10,000 = success] RNG rolls 2,814 => failure
16 damage, -5 energy

Machop uses Payback on Benedict
[Boost: Moved last = Success] => Success
[Crit: <=625/10,000 = success] RNG rolls 2,107 => failure
17 damage, -7 energy

[Telekinesis count] 6 => 5
[Confusion count] 2 => 1

Action Two

Zippy uses Air Cutter on Benedict
[High Crit: <= 1,250/10,000 = Success] RNG rolls 937 => Success
[Hit: <=9,500/10,000 = Success] RNG rolls 5,870 => Success
18 damage, -4 energy

[Speed tie: 1 = Benedict, 2 = Swamp Thing] RNG rolls 2/2 => Swamp Thing goes first

Swamp Thing uses Curse
+1 Atk and Def, -1 Spe, -6 energy

[Confusion: 1 = success, 2 = failure] RNG rolls 2 => Failure
Benedict hurts itself in confusion!
1 damage

Machop uses Bulk Up
+1 Atk and Def, -7 energy

[Telekinesis count] 5 => 4
[Confusion count] 1 => 0

Action Three

Zippy uses Confuse Ray on Swamp Thing
[Confusion type: 1 = 1 turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 1/3 => 1 round
-5 energy

Benedict uses Stun Spore on Zippy
[Hit: <=7,500/10,000 = Success] RNG rolls 448 => Success
25% paralysis on Zippy, -7 energy

Machop uses Earthquake
Benedict: [Crit: <=625/10,000 = Success] RNG rolls 1,648 => Failure
9 damage
Swamp Thing:
[Crit: <=625/10,000 = Success] RNG rolls 839 => Failure
15 damage, -7 energy

Swamp Thing uses Waterfall on Zippy
[Confusion: 1 = success, 2 = failure] RNG rolls 2 => Failure
7 damage

[Telekinesis count] 4 => 3
[Confusion count] 1 => 0
[Paralysis count] 25% => 20%

====================


Health: 74
Energy: 86%
Status: Telekinesis (3); Paralysis (20%)
Boosts: -
Ability: Inner Focus

Health: 90
Energy: 86%
Status: -
Boosts: +1 Atk; +1 Def
Abilities: Guts and No Guard
vs.


Health: 68
Energy: 89%
Status: -
Boosts: +1 Atk; +1 Def, -1 Spe
Ability: Torrent

Health: 45
Energy: 86%
Status: -
Boosts: -
Ability: Chlorophyll
Mater Bane => C$FP => -Charmander-
 
Zippy, start off with a Confuse Ray at Benedict, follow up with a acrobatics at Benedict and finish with a Confuse Ray at Swamp Thing.

Machop, start off with a Payback on Benedict, follow up with an Earthquake and finish with another Payback on Benedict.
 
Benedict, start with a Sleep Powder at Zippy, followed by a Psychic at Machop, and a Poison Powder at Machop.

Swamp Thing, use Rock Slide at Zippy (and only Zippy), then a Curse, and a Waterfall at Machop.
 
Zubat Exeggcute Machop Mudkip


Health: 74
Energy: 86%
Status: Telekinesis (3); Paralysis (20%)
Boosts: -
Ability: Inner Focus
Actions: Confuse Ray ~ Acrobatics (Benedict) ~ Confuse Ray (Swamp Thing)

Health: 90
Energy: 86%
Status: -
Boosts: +1 Atk; +1 Def
Abilities: Guts and No Guard
Actions: Payback (Benedict) ~ Earthquake ~ Payback (Benedict)
vs.


Health: 68
Energy: 89%
Status: -
Boosts: +1 Atk; +1 Def, -1 Spe
Ability: Torrent
Actions: Rock Slide (Zippy) ~ Curse ~ Waterfall (Machop)

Health: 45
Energy: 86%
Status: -
Boosts: -
Ability: Chlorophyll
Actions:
Sleep Powder (Zippy) ~ Psychic ~ Poison Powder (Machop)
====================

Action One

Benedict uses Sleep Powder
[Hit: <=7,500/10,000 = Success] RNG rolls 8,817 => failiure
-7 energy

Machop uses Payback on Benedict
[Boost: Moved last (target moved before it) = Success] => Success
[Crit: <=625/10,000 = success] RNG rolls 3889 => failure
19 damage, -7 energy

Swamp Thing uses Rock Slide on Zippy
[Hit: <=9,000/10,000] RNG rolls 9,534/10,000 => failure
-6 energy

[Paralysis: <=2,000/10,000 = Failiure] RNG rolls 2,941 => Success
Zubat uses Confuse Ray on Benedict
[Confusion type: 1 = 1
turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 3/3 => 3 turns of confusion
-5 energy

[Telekinesis count] 3 => 2
[Confusion count] 3 => 2

Action Two

[Confusion: 1 = success, 2 = failure] RNG rolls 2 => Failure
Benedict hurts itself in confusion!
1 damage

Swamp Thing uses Curse
+1 Atk and Def, -1 Spe, -6 energy

Machop uses Earthquake
Benedict: [Crit: <=625/10,000 = Success] RNG rolls 1,648 => Failure
9 damage
Swamp Thing:
[Crit: <=625/10,000 = Success] RNG rolls 839 => Failure
13 damage, -7 energy

Zippy uses Acrobatics on Benedict
[Crit: <= 625/10,000 = Success] RNG rolls 8,455 => Success
19 damage, -7 energy


[Telekinesis count] 2 => 1
[Confusion count] 2 => 0

Action Three

Machop uses Payback on Swamp Thing
[Boost: Moved last (target moved before it) = Success] => failure
[Crit: <=625/10,000 = success] RNG rolls 4,688 => failure
2 damage, -5 energy

Swamp Thing uses Waterfall on Machop
[Crit: <=625/10,000 = Success] RNG rolls 3,646 => Failure
16 damage, -5 energy

Zippy uses Confuse Ray on Swamp Thing
[Paralysis: <=2,000/10,000 = Failiure] RNG rolls 1,649 => Failiure

[Telekinesis count] 1 => 0
[Paralysis count] 20% => 15%
[Stat boosts] They go down....

====================


Health: 69
Energy: 81%
Status: Paralysis (15%)
Boosts: -
Ability: Inner Focus

Health: 74
Energy: 67%
Status: -
Boosts: -
Abilities: Guts and No Guard
vs.


Health: 57
Energy: 71%
Status: -
Boosts: +1 Atk; +1 Def, -1 Spe
Ability: Torrent

Health: KO
C$ > Bane > Me
 
Zippy, use Confuse Ray, then Toxic and finish with acrobatics. If confuse ray fails, restart actions from the beginning (Confuse Ray, then Toxic)

Machop, start with Bulk Up, then use Close Combat. Finish with a Low Sweep.
 
Looks like this is the end!


Health: 69
Energy: 81%
Status: Paralysis (15%)
Boosts: -
Ability: Inner Focus
Actions: Confuse Ray ~ Toxic ~ Acrobatics

Health: 74
Energy: 67%
Status: -
Boosts: -
Abilities: Guts and No Guard
Actions: Bulk Up ~ Close Combat ~ Low Sweep
vs.


Health: 57
Energy: 71%
Status: -
Boosts: +1 Atk; +1 Def, -1 Spe
Ability: Torrent
Actions: Rock Slide ~ Waterfall ~ Rock Slide (Zippy)
====================

Action One

Machop uses uses Bulk Up
+1 Atk and SpA, -7 energy

Swamp Thing uses Rock Slide on Zippy
[Hit: <=9,000/10,000] RNG rolls 7,951/10,000 => Success
[Crit: <=625/10,000 = Success] RNG rolls 287 => Success
25 damage, -6 energy

Zubat uses Confuse Ray on Swamp Thing
[Paralysis: <=1,500/10,000 = Failure] RNG rolls 5,825 => Success
[Confusion type: 1 = 1 turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 3/3 => 3 turns of confusion
-5 energy

[Confusion count] 3 => 1

Action Two

Machop uses Close Combat
[Crit: <=625/10,000 = Success] RNG rolls 9,557 => Failure

20 damage, -7 energy
-1 Def; -1 SpD

Mudkip uses Waterfall on Zippy
[Confusion: 1 = Success; 2 = Failure] RNG rolls 2 => Failure
7 damage


Zippy uses Toxic on Mudkip
[Paralysis: <=1,500/10,000 = Failure] RNG rolls 5,631 => Success
[Hit: <=8,500/10,000 = Success] RNG rolls 1,908/10,000 => Success
Mudkip is badly poisoned (1 DPA)

[Confusion count] 1 => 0

Action Three

Machop uses Low Sweep
[Hit: <=9,000/10,000 = Success] RNG rolls 2846 => Success
[Crit: <=625/10,000 = success] RNG rolls 6737 => Failure
12 damage, -4 energy, -1 Spe

Swamp Thing uses Rock Slide on Machop
[Hit: <=9,000/10,000 = Success] RNG rolls 2846 => Success
[Crit: <=625/10,000 = Success] RNG rolls 3,624 => Failure
[Flinch: <=3,000/10,000 = Success] RNG rolls 7,272 => Failure
20 damage, -6 energy

Poison => 1 damage

Zippy uses Acrobatics on Swamp Thing
[Paralysis: <=1,500/10,000 = Failure] RNG rolls 9,812 => Success
[Crit: <=625/10,000 = Success] RNG rolls 69 (lol) => Success
17 damage, -7 energy


MUDKIP DIES

====================


Health: 24
Energy: 76%
Status: Paralysis (15%)
Boosts: -
Ability: Inner Focus

Health: 74
Energy: 49%
Status: +1 Atk; -1 SpD
Boosts: -
Abilities: Guts and No Guard
vs.
DEAD

Nice Job guys!
Both trainers get 2 TC
All Pokemon get 1 EC, 2 MC, and 1 DC
Zippy gets 2 KOC
I get 4 RC
Master Bane gets a win on his record, C$ gets a loss
 
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