2v2 singles - smashlloyd20 vs auramaster

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smashlloyd20 said:
Challenging auramaster!

2v2
Singles
2 Day
2 recovery moves, 5 chills
Tiny Desert:
Bowser Jr. used a shrink wand to shrink this desert down to a tiny size. It has a sandy floor, and rock pillars scattered around. It's open to the sky. Because the desert is mini, only unevolved Pokemon may be used
auramaster said:
I accept smashlloyd20's challenge.

Switch=KO
All abilities
No items
smashlloyd20 sends out a pokemon
auramaster sends out a pokemon and orders
smashlloyd20 orders
me - auramaster - smashlloyd20 - me - etc


smashlloyd20's team:

Casper [Nohface] (Male)
Nature: Adamant (+1 * Attack, -1 * Special Attack)
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
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.)

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.
Levitate (DW): (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.

HP: 100
Atk: 3 (+)
Def: 3
SpA: 1 (-1)
SpD: 3
Spe: 10

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

Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Curse

Psycho Shift
Meteor Mash
Yawn

Will-o-Wisp
Dig
Taunt



Tag [Lampent] Male
Mild Nature (+1 * Special Attack, -1 * Defense)
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.)
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. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Flame Body: (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.
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).
Shadow Tag: (Dream World) (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.

HP: 90
Atk: 2
Def: 1 (-)
SpA: 4 (+)
SpD: 2
Spe: 55

EC: 6/9
MC: 1
DC: 1/5

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

Sunny Day
Fire Blast
Flame Charge

Acid
Clear Smog
Endure



auramaster's team:

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

Abilities:
Steadfast: (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.

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.

Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60

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

Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)

Crunch(*)
Detect(*)
Hi Jump Kick(*)

Earthquake(*)
Rock Slide(*)
Swords Dance(*)



Mantyke(*) Flying Fish (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type 1: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Type 2: 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:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Stats:
HP: 90
Atk: Rank 0 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 4
Spe: 50

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

Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)

Mirror Coat(*)
Signal Beam(*)
Twister(*)

Ice Beam(*)
Rain Dance(*)
Surf(*)



Baltoy(*) Top (Genderless)

Nature: Serious (No Effect on Stats)

Type 1: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Type 2: 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:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

EC: 0/6
MC: 0

Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)

AncientPower(*)
Earth Power(*)
Extrasensory(*)

Charge Beam(*)
Grass Knot(*)
Shadow Ball(*)


Good luck to both of you!
 
Go, Aura!



This is our first battle, so show em what you got! Start off with Foresight so you can fight physical, then show off your strength with Hi Jump Kick! Finally, keep up the assault and go for paralysis with Force Palm! Can't let you get crippled though, so if he tries to stop your attacks with Will-O-Wisp, dodge it with Detect once.

Foresight - Hi Jump Kick - Force Palm, use Detect once if Casper uses Will-O-Wisp on the second or third attack.
 
Alright Casper, let's get this started right!

Well, never said anything about Will-o-Wisp on the first action, so let's do that. Then, we don't want to take a Hi Jump Kick, now do we? Use Will-o-Wisp again to bait him into Detecting and not using HJK. Then toughen yourself up with Iron Defense!

Will-o-Wisp~Will-o-Wisp~Iron Defense
 

HP: 100
Energy: 100
Other: none


HP: 90
Energy: 100
Other: none

Here we are in one of the old Super Mario games, in one of those annoying desert levels. Let's hope we don't run into any fireball monsters or cloudmen throwing spiked turtles! The trainers start by sending out their first of two pokemon in this miniature level, a warrior and a fox that looks more like a worm. They both look like they can maneuver around this level pretty easily, so it could be anyone's game

Aura the Riolu starts out by using Foresight to reveal his foe, ruining any plans of hiding behind [?] blocks later on! Casper the Nohface doesn't seem too bothered though, as he hits Aura with a burning Will-o-Wisp! Aura has a few minor burns all over his body, but he looks like he is ready to fight on. He sees another, even scarier Will-o-Wisp flying at him, but this time is able to dodge it with a Detect, avoiding any more severe burns.

Aura then decides he needs to actually attack, and charges with a big Force Palm. So big, in fact, that it paralyzes Casper! Despite the fact that his speed is now almost negative, Casper manages to use another move, an Iron Defense. Now he'll be able to survive even longer!


HP: 87
Energy: 76
Other: 20% paralysis, Foresight, +2 Defense


HP: 86
Energy: 83
Other: 2nd degree burn

Foresight: 6 energy
Will-o-Wisp: 7 energy

Detect: 7 energy
Will-o-Wisp: 11 energy

Force Palm: 13 damage, 4 energy
Iron Defense: 6 energy


smashlloyd20, you're up!
 
Alright Aura, first round could have gone better, but we aren't out yet. Keep up the pressure by using Counter for lots of damage, then get your attack back up with Swords Dance before he can Taunt you. Finally, end with a powerful Hi Jump Kick to remind smash why you're awesome.

Counter - Swords Dance - Hi Jump Kick
 

HP: 87
Energy: 76
Other: 20% paralysis, Foresight, +2 Defense


HP: 86
Energy: 83
Other: 2nd degree burn


And we're back in Tiny Desert, in a battle between two pokemon who look like they could possibly be defending their home. In the distance, you can see Mario jumping on Goombas. Looks like they might have to defend it pretty soon if this keeps up...

Aura decides to wait for his foe to make a move and hit it with Counter. However, Casper is fully paralyzed and can't do anything! Aura, hopeful that that might happen again, Swords Dances. Casper, angry about the paralysis and afraid of a tougher fight, puts on a fake evil smile and Taunts Aura!

Suddenly filled with a desire to attack, Aura leaps into the air and strikes with a Hi Jump Kick, doing a ton of damage! Casper responds by calling down some Meteors to Mash, not only dealing some damage but also increasing his own attack!


HP: 65
Energy: 54
Other: 15% paralysis, Foresight, +1 Defense, +1 Attack


HP: 70
Energy: 63
Other: 2nd degree burn, Taunted (5 more actions), +2 Attack

Casper is fully paralyzed
Aura's Counter: 6 energy

Aura's Swords Dance: 7 energy
Casper's Taunt: 10 energy

Aura's Hi Jump Kick: 22 damage, 7 energy
Casper's Meteor Mash: 16 damage, 6 energy


auramaster, you're up!
 
I really wish his Meteor Mash had hit :( Aura, his Taunt leaves you with few options, and there's not much in the stage to help, so let's keep attacking while Swords Dance is in effect! Start with two Hi Jump Kick's for massive damage, then conserve a little energy while keeping up the offense with Force Palm. However, he may try to dodge by going underground, so use Earthquake to stop him if he ever tries to hide.

Hi Jump Kick - Hi Jump Kick - Force Palm, replace with Earthquake if he goes underground
 

HP: 65
Energy: 54
Other: 15% paralysis, Foresight, +1 Defense, +1 Attack


HP: 70
Energy: 63
Other: 2nd degree burn, Taunted (5 more actions), +2 Attack


Here we are again, in the small desert arena. Not much is happening other than more actions given by the battlers, so let's just get right to it

Aura suddenly charges forward in a run, leaping into the air and attacking with a couple Hi Jump Kicks, kicking with both feet at the same time and somehow hitting with both! Casper is so shocked that he can't move!

Eventually he gets around to doing something, but he's still going incredibly slow and can't do much besides Yawn. Aura, starting to feel drowsy, tries to wake himself up by charging energy for a Force Palm. It does a bunch of damage, but sadly won't be keeping him awake for much longer. Casper, barely alive and barely moving, manages to cause another Meteor Mash, possibly for the last time.


HP: 5
Energy: 41
Other: 10% paralysis, Foresight


HP: 52
Energy: 41
Other: 2nd degree burn, Taunted (2 more actions), +1 Attack, Yawn (falls asleep in 2 more actions)


smashlloyd20, you're up!
 
Aura, let's end Casper's battle! Finish him off with Force Palm, then fight the drowsiness by using Quick Attack into a rock pillar to jolt yourself awake. If you're still drowsy, use Screech on a rock pillar so it reflects back and keeps you awake; if your drowsiness is settled, or if you're alseep, use Swords Dance to prepare for your next opponent.

Force Palm - Quick Attack - Swords Dance, replace final move with Screech if still drowsy.
 

HP: 5
Energy: 41
Other: 10% paralysis, Foresight


HP: 52
Energy: 41
Other: 2nd degree burn, Taunted (2 more actions), +1 Attack, Yawn (falls asleep in 2 more actions)


In what is probably one of the shortest rounds of battle in the history of battling, Aura chops Casper with a Force Palm, knocking him out!


HP: 0
Energy: 0
Other: fainted


HP: 52
Energy: 37
Other: 2nd degree burn, Taunted (1 more action), +1 Attack, Yawn (falls asleep in 1 more action)

Aura's Force Palm: 14 damage, 4 energy


Normally I would say "smashlloyd20 send out your next pokemon" but you only came with two, so we all know what it will be. So, auramaster, you're up!
 
Uh porygon3 I think you mixed the info up a little, Casper didn't go from fainted to fighting...

Aura, don't let that distract you! You're going to fall asleep, so spend your last waking turn using Earthquake to start racking up some damage, then take a well-deserved nap. When you wake up, use Earthquake for some quick damage.

Earthquake - Earthquake - Earthquake
 

HP: 90
Energy: 100
Other: none


HP: 52
Energy: 37
Other: 2nd degree burn, Taunted (1 more action), +1 Attack, Yawn (falls asleep in 1 more action)

After a brief delay, the trainers resume their battle here in the desert arena! Aura starts things off by making the Earth quake, and somehow it does the regular amount of damage despite being in sand. Tag the Lampent, on the other hand, embraces his environment and makes it even hotter with a Sunny Day. Looks like he'll be able to do a ton of damage! Just in time for Aura to fall asleep!

Tag tries to gain an even bigger advantage with a Flame Charge to increase his speed, hoping to knock out Aura quickly and avoid damage. He immediately follows it up with a Fire Blast, doing a lot of damage, and the heat affects Aura a bit, also waking him up; sadly it was not enough for a burn, however. He eventually attacks with another Earthquake

One of these pokemon is still capable of going on, while the other one looks tired!


HP: 50
Energy: 81
Other: +1 Speed (3 more actions)


HP: 11
Energy: 23
Other: 2nd degree burn

Sun lasts for 4 more rounds

Aura's Earthquake: 20 damage, 7 energy
Tag's Sunny Day: 9 energy

Aura is asleep
Tag's Flame Charge: 14 damage, 3 energy

Tag's Fire Blast: 21 damage, 7 energy
Aura's Earthquake: 20 damage, 7 energy


smashlloyd20, you're up!
 
Aura, I know you're exhausted, but try to stall him out as much as possible with Detect and Endure. The next Pokemon will appreciate it.

Detect - Endure - Detect
 

HP: 50
Energy: 81
Other: +1 Speed (3 more actions)


HP: 11
Energy: 23
Other: 2nd degree burn

Here in the desert, the fire pokemon seems to be thriving off the sunlight, while the other is having a lot of trouble even standing up. His trainer tells him to play defensively, staying alive for as long as possible to waste Tag's energy. Tag sends out a couple large Bursts of Flame. Aura had Detected one of them and was able to get out of the way. However, the other one was coming straight for him, and he could do nothing to avoid it. So instead, he simply Endured the hit, staying alive despite the damage done.

Suddenly, Aura collapsed! It seems he ran out of energy, poor guy.


HP: 50
Energy: 65
Other: +1 Speed (1 more action)


HP: 0
Energy: 0
Other: fainted

Aura's Detect: 12 energy
Tag's Flame Burst: 6 energy

Aura's Endure: 15 energy
Tag's Flame Burst: 10 damage [because of endure], 10 energy


auramaster, you're up! Send out your final pokemon and orders!
 
I am so mean to Aura...

Go! Flying Fish! Get a good start to this battle with Rain Dance to get the field on your side, then take a close look at the rain water. If it's raining enough to use the water for a Surf, go for it, but if not, just use Bubblebeam. Either way, finish the round with another Bubblebeam.

Rain Dance - Bubblebeam - Bubblebeam, switch the second action to Surf if enough water is available.
 

HP: 50
Energy: 65
Other: +1 Speed (1 more action)


HP: 90
Energy: 100
Other: none

Both trainers are now on their second and last pokemon. There is an obvious type advantage, but let's see if it can be overcome!

Tag, being a bit faster, starts by increasing his speed with a Flame Charge. It doesn't do much damage, although the heat seems to have helped a little. His new opponent, Flying Fish the Mantyke, figues the best idea is to change the weather, performing a Rain Dance and watching as the downpour suddenly starts!

Now faster, Flying Fish attacks with a Bubblebeam, shooting a large amount of bubbles out of her mouth after realizing there was not enough water in the desert for anything bigger. Tag gets hit hard, and immediately realizes he needs to change the weather back, creating a Sunny Day and evaporating the rain that had just started to show up! He then goes a step further in his aim to survive with a Confuse Ray. Flying Fish suddenly sees several clones of Tag, and even a few of itself nearby. It launches another Bubblebeam, and somehow manages to hit the real Tag! It does significantly less damage than the previous one did, however.


HP: 16
Energy: 49
Other: +1 Speed (2 more actions)


HP: 83
Energy: 79
Other: Confused (3 more actions)

smashlloyd20, you're up!
 
Flying Fish, let's finish this battle! Use Mirror Coat to reflect his own Fire Blast back at him! Then, assuming he's still going, fix the weather problems with Rain Dance before ending the round, and hopefully match, with Bubblebeam! However, if you hit yourself in confusion instead of getting the rain up, switch to Mirror Coat to make sure the battle ends well for us :)

Mirror Coat - Rain Dance - Bubblebeam, replace Bubblebeam with Mirror Coat if the second action fails.
 
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