Engineer Pikachu vs rewindman

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Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
NUMBER OF POKEMON: 2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities

The ASB Tournament Arena

Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

Kitsunoh* [Tsuki] (F)
Nature: Adamant (Attack increased by *, Special Attack reduced by *)

Type: Ghost / Steel
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.

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.

Stats: 80 / 103 / 85 / 55 / 80 / 110

HP: 100
Atk+: ***** (5)
Def: *** (3)
SpA-: * (1)
SpD: *** (3)
Spe: 110

Evolution Counter: 6 / 6
Move Counter: 1
Dream Counter: 5 / 5

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:
Scratch (*)
Iron Defense (*)
Lick (*)
Odor Sleuth (*)
Faint Attack (*)
Shadow Sneak (*)
Curse (*)
Leer (*)
ShadowStrike
Fake Out
Metal Burst
Tail Whip
Copycat
Ice Fang
Thunder Fang

Meteor Mash (*)
FeatherDance (*)
Flail (*)
Yawn

Will-o-Wisp (*)
Rock Slide (*)
Dig (*)
Attract
Substitute
Toxic
Flash

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

Dragonite* (Kidoku) (M)
Nature: Naughty (Attack increased by *, Special Defense reduced by *)

Type: Dragon / Flying
Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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.

Stats: 91 / 134 / 95 / 100 / 100 / 80

HP: 100
Atk+: ****** (6)
Def: *** (3)
SpA: **** (4)
SpD-: *** (3)
Spe: 80

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: 5 / 5

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.
Multiscale (Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Twister (*)
Dragon Rage (*)
Slam (*)
Agility (*)
Outrage
Fire Punch
ThunderPunch
Roost
Safeguard
Hurricane

ExtremeSpeed (*)
Aqua Jet (*)
Dragon Pulse (*)

Ice Beam (*)
Thunderbolt (*)
Fire Blast (*)
Surf
Earthquake
Stone Edge

Espeon(*)(Shine) (F)
Nature: Naive (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 Defense)
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).


Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 127 (+)

EC: 6/6
MC: 0
DC: 3/5

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.
Magic Bounce (DW) (innate):
This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

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

Wish (*)
Detect (*)
Yawn (*)

Toxic (*)
Shadow Ball (*)
Hidden Power (Fighting 7) (*)
Calm Mind

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

Volcarona(*) (Helios)(M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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).

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3 (-)
Spe: 100

EC: 6/6
MC: 1
DC: 4/5

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.
Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Gust
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Quiver Dance
Fiery Dance
Hurricane

Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)

Will-o-Wisp(*)
Fire Blast (*)
Wild Charge (*)

A coin goes up..................and it's heads, so Engineer Pikachu wins it! rewindman sends out his Pokemon first.
 
Go, Kidoku! You got this.

Stone Edge - Thunder Wave - Stone Edge
If Helios attempts to use Will-o-Wisp, replace the action with Protect.
 
Alright Helios, lead things off with Willow Wisp, Forcing him to protect! From there, use Willow Wisp once more. The way his actions are worded, this hopefully means he'll try to protect again, allowing us to dodge that thunder wave! If this willo-wisp misses, use it one more time, else use a Fiery dance!

Will-o-Wisp - Will-o-Wisp - Will-o-Wisp
(last one failed)/Fiery Dance (last action hit)
 
surprises_spr_volcarona.png

HP: 100
Energy: 100%

Dragonite_BW.png

HP: 100
Energy: 100%

This tournament match begins with a tactical Will-O-Wisp from Helios which is countered by Kidoku's Protect. Helios then uses Will-O-Wisp again, and it luckily misses for Kidoku, whose second Protect fails! To round out this tactical display, Helios uses another Will-O-Wisp, and fails again because of Kidoku's third Protect.

surprises_spr_volcarona.png

HP: 100
Energy: 70%

Dragonite_BW.png

HP: 100
Energy: 67%
 
Wow, in managed to protect three times in a row...
Anyway, lead with another Will-o-Wisp, I swear we are gonna burn this thing if it's the last thing I do! If it misses, go ahead and use Will-o-Wisp again, but if it doesn't attack with a Fiery Dance followed up with a Fire Blast! Hopefully we can nab that special attack boost for later!

Will-o-Wisp - Will-o-Wisp (If previous one missed)/ Fiery Dance (if previous action hit) - Fire Blast
 
surprises_spr_volcarona.png

HP: 100
Energy: 70%

Dragonite_BW.png

HP: 100
Energy: 67%

The turn begins with a quick Will-O-Wisp from Helios, and voila, it connects! Kidoku responds with a Thunder Wave! The next turn, a slightly weakened Kidoku uses a Stone Edge, while Helios responds with a Fiery Dance - Helios' Special Attack goes up! Finally, Kidoku uses Surf, using some the nearby water, and Helios responds with a boosted Fire Blast.

surprises_spr_volcarona.png

HP: 56
Energy: 42%
20% PAR
+1 SpA

Dragonite_BW.png

HP: 81
Energy: 55%
2nd degree burn
 
Sorry to make another nitpick, but paralysis degrades at the end of a round, not an action.

Stone Edge - Surf - Stone Edge
If Morning Sun is used, replace your action with Hurricane in an attempt to blot out the sun and render the move useless. Dealing damage with it would also be nice.
 
Alright Helios, start out with a Morning Sun to force him to use hurricane. The move should still work perfectly, because I don't see how summoning a bunch of wind would blot out the sun in anyway, its not like the move summons any clouds either. From there, take the sure and I want you to use a Hurricane+Fiery Dance combo! What i want the combo to do is utilize the very harsh winds of Hurricane and the flames of fiery dance to create a harsh vortex that acts like a very powerful firespin that also has a chance to confuse my opponent and raise my special attack! Much like firespin works, by trapping the opponent from using physical attacks, hopefully the attack will prevent my opponent from using its last stone edge!
However, if you are paralyzed that turn, or if the ref decides the combo doesnt work, just use the two attacks separately.

Morning Sun - Fierydance + Hurricane combo
if doesnt combo doesnt work (whether because ref doesnt believe it works or if I am paralyzed and unable to do it):

Morning Sun - Fierydance -Hurricane
 
surprises_spr_volcarona.png

HP: 56
Energy: 42%
20% PAR
+1 SpA

Dragonite_BW.png

HP: 81
Energy: 55%
2nd degree burn

The turn begins with Kidoku somehow knowing its opponent's action and leading off with a Hurricane! Helios calmly uses a Morning Sun, which is unaffected by the Hurricane as it was just a twister! Next, Kidoku uses Surf, draining more of the water away, as Helios attempts to set off a combo, but is fully paralyzed! Finally, the round closes with a Stone Edge from Kidoku, and Helios uses a Hurricane.

surprises_spr_volcarona.png

HP: 12
Energy: 26%
15% PAR

Dragonite_BW.png

HP: 54
Energy: 40%
2nd degree burn
 
surprises_spr_volcarona.png

HP: 12
Energy: 26%
15% PAR

Dragonite_BW.png

HP: 54
Energy: 40%
2nd degree burn

The round begins wiht a quick chill from Kidoku - he's taking life easy! Helios responds with a Fire Blast, but the attack misses! Kidoku then uses Dragon Pulse, securing the KO!

Helios has been KO'd!

Before Kidoku could use Roost, smart rewindman sends out Shine the Espeon!

surprises_spr_volcarona.png

HP: KO
Energy: KO

Espeon-BW.png

HP: 100
Energy: 100%

Dragonite_BW.png

HP: 50
Energy: 46%
2nd degree burn
 
Great job.

Thunder Wave - Leer - Dragon Pulse
Replace Leer with Thunder Wave on action 2 if, for whatever reason, Shine isn't paralyzed at the end of action 1.

EDIT: aslghalghadgubvaoufgaeovblvbad;va;bjhaib
 
Start off with a Detect in order to dodge that thunder wave. From there use Yawn while it thunder waves you. This should activate synchronize, allowing him to be paralyzed as well. Finish it off with a Psychic, just in order to deal some damage.

Detect - Yawn - Psychic
 
Espeon-BW.png

HP: 100
Energy: 100%

Dragonite_BW.png

HP: 50
Energy: 46%
2nd degree burn

The round begins with a quick Detect from Shine, that allows it to avoid Kidoku's Thunder Wave! The next turn, Shine uses Yawn, to induce a drowzy condition on Kidoku - it will fall asleep in 3 actions. Kidoku responds with another Thunder Wave, paralyzing Shine, and then through Synchronize, itself as well! Finally, Kidoku uses Dragon Pulse while Shine uses Psychic.

Espeon-BW.png

HP: 85
Energy: 86%
20% PAR

Dragonite_BW.png

HP: 27
Energy: 28%
20% PAR
2nd degree burn
Will fall asleep after 1 action.
 
Espeon-BW.png

HP: 85
Energy: 86%
20% PAR

Dragonite_BW.png

HP: 27
Energy: 28%
20% PAR
2nd degree burn
Will fall asleep after 1 action.

The round begins with a swift Psychic from Shine, and to counter comes in a Leer from Kidoku! Kidoku falls asleep, and will wake up afer 3 actions. Shine then goes for a Confusion, that nets the KO! Engineer Piakchu promptly sends out his Kitsunoh, Tsuki!

Espeon-BW.png

HP: 85
Energy: 74%
15% PAR
-1 Def

Kitsunoh.png

HP: 100
Energy: 100%

Dragonite_BW.png

HP: KO
Energy: KO
 
Good job Kidoku, you softened up Shine for us.

Tsuki, let's see how well we can make this round go.

Fake Out - Toxic - Substitute (15 HP)
If Espeon uses Yawn on Action 2, replace Actions 2 and 3 with Substitute (15 HP) and Toxic, respectively.
 
This does not look good... Start out with a Shadow Ball, no use trying to get out of that fake out, so might as well try something. From there, use a Wish while he toxics you. I'm not sure if he'll get toxiced too thanks to synchronize, but if he does, well that would be quite pleasant. Finish off the round with a Shadow Ball against that substitute of his

Shadow Ball - Wish - Shadow Ball
 
Espeon-BW.png

HP: 85
Energy: 74%
15% PAR
-1 Def

Kitsunoh.png

HP: 100
Energy: 100%

THe round begins with a quick Fake Out from Tsuki, that makes Shine flinch! Tsuki then uses a Toxic on Shine to speed up its demise, as Shine tries to use a move, but is fully paralyzed! Finally, Tsuki sets up a Subsitute(15), which promptly takes a Shadow Ball.

Espeon-BW.png

HP: 72
Energy: 74%
15% PAR
Toxic(2)
-1 Def

Kitsunoh.png

HP: 85
Energy: 77%
Substitute(4)
 
Go ahead and use psychic against that sub to break it, follow up with a Yawn then finish things off with a Shadow Ball! If it uses substitute on the second action, go ahead and use psychic on the second action instead.

Psychic - Yawn/psychic - Shadow Ball
 
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