2v2 Singles: Pikapwnd vs. Shiny Umbreon! (ref: TravelLog)

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Hey folks! Ready for another match!?

Lily Pad Lake: Deep in the Eterna Forest lies a serene lake topped with larger than life lily pads. If trainers aren’t battling you can see many different kinds of wild pokemon jumping and playing on the lily pads. All of the pads are roughly the same size (three feet long and wide) and are anchored to their spot. They also hold an incredible amount of weight; up to two hundred pounds! If anything heavier hits the lily pads they will sink. The pond itself is very shallow at the edges, but it gets as deep as thirty feet when you reach the center. For the battle all pokemon must be either in, on, or above the lake; a pokemon cannot walk around the lake or stay at its shore. The weather is lovely this time of year, but the tall canopy covers most sunlight, bathing the lake in cool shadows and trapping the mist. Summary: all pokemon must stay above, on, or in the lake. Lily pads will collapse if there is more than 200 pounds on it. Weather moves will fail. Dig will fail on lily pad, earthquake will break the lilypap your standing on, sinking you. *if you cant swim you will be teleported to another lilypad upon falling, and lose 10hp*

2v2 Singles
2 day DQ
2 heals, 5 chills

No items
one ability
switch = avada kadavra

Zubat_Sprite_usable_in_games__by_ninetalesX.png

Nature: Quiet (Adds One (1) Rank to Special 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: Poison/flying
Summary: 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.

Summary: 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.

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 locked] (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 2
Def 2
Satk 3 (+nature)
Sdef 2
Speed 43 (-nature)

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

Moves:
Leech life
Supersonic
Astonish
Bite
wing attack
Confuse ray
Air cutter

Toxic
Venoshock
U-turn

Whirlwind
Giga drain
Nasty plot


tyrogue.gif

Tyrogue [Lynchies] (F) (*)
Nature: Jolly (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 and Lowers Satk by 1)

Personality: A fun loving tomboy who is the other half of the "twins," she loves to make new friends, unless of course they might harm Moar Hugs. In which case they will receive a High Jump Kick to their face or if male.... Where the sun doesn't Shine."

Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


Abilities: Guts: Type: 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
Steadfast: Type: 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
[DW locked] Vital Spirit: (inate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40 (+)

EC: 4/6
DC: 2/5
MC: 1

tackle
helping hand
fake out
foresight

counter
hi jump kick
pursuit
mach Punch

double team
bulk up
earthquake

Spr_5b_048.png

enonat(*) (Nita) (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (DW): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.


Stats:

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

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

Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam

Signal Beam
Toxic Spikes
Giga Drain

Venoshock
Psychic
Sludge Bomb

Spr_5b_436.png

Bronzor (Katoptris) (Genderless)
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: Steel/Psychic
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.
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.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.


Stats:

HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)

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

Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory

Payback
Gyro Ball
Safeguard

Earthquake
Charge Beam
Flash Cannon



Spr_5b_280.png


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: Rank 1
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)

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

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

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

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

Order of the Game:
Pika sends out his first mon
Umbreon sends out mon and gives actions
Pika gives actions
I ref
Pika's actions
Umbreon's actions...
rinse and repeat


PLEASE SPECIFY ABILITY WHEN YOU RELEASE A MON
 
I'll open with Katoptris the Bronzor, with Levitate

Start out with an Extrasensory, then a Charge Beam, then an Extrasensory! If he doesn't try to inflict status on the first turn, replace the first extrasensory with Safeguard!
 
Okay bozzy, time to get serious. I want you to open up with a Bite and hope for that flinch hax of doom, Then I want you to use a Quick attack to dodge the incoming Charge beam, and then Use another Bite, and keep the flinch hax pro-ness alive.

Summary:
Bite ~ Quick attack (evasive) ~ Bite
 
Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 90
Energy: 100
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 90
Energy: 100
Boosts/Drops:
Other:

Round One: ComBAT on the Go

Here we are again folks for a Powerfully Preppy Pokemon match. And the competitors look to be about ready, so lets get right to the action! Zubat uses his blistering speed to open the round with a nasty Bite (4 energy). Ouch! It looks like Bronzor flinched and is unable to act at the moment!

For some reason, Zubat flies around as if trying to Quickly ( evade an attack... not that there is one. Meanwhile, shaking off the flinch, Bronzor erects a Safeguard (7 energy, 5 rounds), protecting him from any status for a while.

On the offensive once again, Zubat bites (4 energy) down hard on Bronzor, doing some damage. Not willing to take attacks any longer however, Bronzor summons his mental abilities and unleashes a punishing Extrasensory (6 energy) doing some real damage. That's all for this round, but this is anyone's game!
Round One
Zubat uses Bite (4 energy), 8 damage= Zubat 96 energy, Bronzor 82 health
RNG for Flinch (3/10)=3, yes flinch
Bronzor unable to act

Evasive quick attack (3 energy)= Zubat at 93 energy
Safeguard (7 energy, 5 rounds). Bronzor= Bronzor at 93 energy

Bite (4 energy, 8 damage)= Zubat 89 energy, Bronzor 74 health
RNG for Flinch (6/10)=6, no flinch
Bronzor uses Extrasensory (6 energy), 14 damage= Bronzor 87 energy, Zubat 76 health


Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 76
Energy: 89
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 74
Energy: 87
Boosts/Drops:
Other: Safeguard (5 rounds)

Pika, your actions.

Note to Umbreon: As you flinched on action 1, I had to decide what you prioritized. Usually, it would go to your default 2nd action (in this case, Charge Beam). However, as you discussed the importance of Safeguard, that is what I imagined you to have wanted.
 
Okay Zubat, That was great back there, keep the pressure up. Start by gaining your life back with a Leech life. then I want you to follow up with some moar flinch haxy bites. Then another Leech life. Anytime he tries to get some boosts with charge beam I want you to dodge it with a quick attack.

Summary:
Leech life/Quick attack ~ Bite/Quick attack ~ Leech life/quick attack
 
(That's fine, that worked out well. Thanks)

Alright, Katoptris, now that he can't confuse you, lets do the same to him! Start out with a Confuse Ray, then Charge Beam, then Extrasensory!
 
Hey guys, I'm currently on my phone en route to the airport and I'm going to be in transit for most of the day. I'll try to get to this tonight, but if not I'll definitely get it done tomorrow. Sorry about the delay!
 
Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 76
Energy: 89
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 74
Energy: 87
Boosts/Drops:
Other: Safeguard (5 rounds)

Round Two: Confusion Sucks

Zubat opens this round with by Leeching Life (9 energy) from Bronzor while simultaneously healing himself. What a bargain! In any case, Bronzor is not pleased by this, and decides to hit Zubat with a nasty Confuse Ray (5 energy). Zubat has little birds flying around his head...he's mildly confused (2 actions)! Looks like he isn't sure what to do...

Unfortunately for Zubat, he is too confused to pay attention to the orders of his trainer, who is now yelling furiously to get his pokemon's attention. Taking advantage of the opportunity, Bronzor unleashes a Charge Beam (6 energy), damaging Zubat and netting a +1SpA boost. Well played!

Zubat is looking a little less confused now, and manages to Leech some more Life from Bronzor, who doesn't look at all pleased...at least I think that's how Bronzor feels. It's hard to tell with a floating piece of metal. Maybe I can take a class in that or something. OOPS! BACK TO THE ACTION! Anyway, Bronzor ends the round by using his mental prowess to launch an Extrasensory (6 energy) assault! This battle is still anyone's game!

Round Two
Leech Life (9 energy), 6 damage heals 3= Zubat 79 health,, 80 energy. Bronzor 68 HP
Confuse Ray (5 energy), success= Zubat confused, Bronzor 82 energy

RNG for confusion (1/2)= 1, Zubat can’t use evasive quick attack
Charge Beam (6 energy), 10 damage= Zubat 69 HP, Bronzor 76 energy
RNG for SpA boost (7/10)= 6, yes SpA boost so Bronzor SpA is 2

RNG for confusion (1/2)= 2, Zubat uses Leech Life
Leech Life (9 energy), 6 damage and heals 3= Zubat 72 HP, 71 energy. Bronzor 70 HP
Extrasensory (6 energy) 17 damage= Zubat 55 HP, Bronzor 70 energy

Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 55
Energy: 71
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 70
Energy: 70
Boosts/Drops: +1 SpA (1 round)
Other: Safeguard (4 rounds)



Umbreon, your actions.
 
Let's turn this into an energy war. Dodge all of the incoming attacks, quick attack uturn quick attack.

Summary (all moves are evasive)

Quick attack ~ u turn ~ quick attack
 
Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 55
Energy: 71
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 70
Energy: 70
Boosts/Drops: +1 SpA (1 round)
Other: Safeguard (4 rounds)

Round Three: It's Really Important to Read the Data Thread

This round starts off with Pikapwnd ordering his Zubat to use an evasive Quick Attack (3 energy). Sadly, using priority moves to dodge is not allowed (it was only allowed the first round because no attack was being aimed at you; sorry about this, but it was a recent decision as priority dodge would be too much of an advantage). Out of pity however, his Zubat knows this and decides to use them offensively so as not to utterly waste the entire round. Bronzor, given more direct orders, launches another Extrasensory (6 energy), dealing some damage.

Zubat uses a better offensive attack this time, trying out a nifty U-turn (7 energy) maneuver. Hey, that was pretty cool! It doesn't stop him from getting hit with a charge beam (6 energy) though...at least it doesn't buff Bronzor's SpA any further. Bronzor might not need that boost however.

To close out the round, both pokemon launch another assault, Zubat with a not-that effective Quick Attack (3 energy), and Bronzor with a powerful Extrasensory (6 energy). This could be almost the end folks...

Round 3
Quick Attack (3 energy), 4 damage= Zubat 68 energy, Bronzor 66 HP
Extrasensory (6 energy), 16 damage= Bronzor 64 energy, Zubat 39 HP

U-turn (7 energy), 9 damage= Zubat 59 energy, Bronzor 57 HP
Charge Beam (6 energy), 12 damage= Bronzor 58 energy, Zubat 27 HP

Quick Attack (3 energy), 4 damage= Zubat 56 energy, Bronzor 53 HP
Extrasensory (6 energy), 16 damage= Bronzor 52 energy, Zubat 11 HP

Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 11
Energy: 56
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 53
Energy: 52
Boosts/Drops:
Other: Safeguard (3 rounds)

Pika, your actions.

Note: I'm really sorry about how bad this round turned out. I tried to help you as best I could by making your moves actually damaging rather than simply totally wasting the actions altogether. The decision to not allow priority dodge was a relatively recent one, so it was an understandable mistake.
 
Ya well this blows. also can i get a link to where it says that, not that I don't believe you. But I want to see know the exact rulings for when i ref. Thankies.

Zubat Flinch hax go

Bite~bite~bite
 
Pika: check her note from the 2nd round of this match


Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: 11
Energy: 56
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 53
Energy: 52
Boosts/Drops:
Other: Safeguard (3 rounds)


Round Four: The Psychic Tango

Zubat isn't looking so hot folks. However, the little bat is nothing if not tenacious, and begins this round with a vicious Bite (4 energy), doing some respectable damage. It doesn't make Bronzor flinch however, so this round closes out quickly with a devastating Extrasensory (6 energy). With Zubat unconscious, Pika needs to send in his new pokemon!

Round Four

Bite (4 energy, 8 damage)= Zubat 52 energy, Bronzor 45 HP
RNG for Flinch (3/10)= 7, no flinch
Extrasensory (6 energy, 14 damage)= Bronzor 46 energy, Zubat KO

Zubat_Sprite_usable_in_games__by_ninetalesX.png

HP: KO
Energy: KO
Boosts/Drops: KO
Other: KO

VS.

Spr_5b_436.png

HP: 45
Energy: 46
Boosts/Drops:
Other: Safeguard (2 rounds)

Pika send out your next pokemon, then Umbreon issues actions. Then Pika's actions.
Also, Pika check the link at the top. I'm really sorry about it.
 
tyrogue.gif

Tyrogue [Lynchies] (F) (*)
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40 (+)

Go lynchies, lets get a KOC before our first loss
 
Lynchies he's got an advantage in typing but we got him on powerful moves hi jump kick, followed by a fake out to prevent confusion Then finish up by making a four clone double team
 
tyrogue.gif

HP: 90
Energy: 100
Boosts/Drops:
Other:

VS.

Spr_5b_436.png

HP: 45
Energy: 46
Boosts/Drops:
Other: Safeguard (2 rounds)


Round Five: Send in the Clones!

This time around, Pikapwnd sends out his trusty, tough, terrifying and titanic Tyrogue! The scrappy fighter immediately takes to the field and launches a Hi-Jump Kick (8 energy) worthy of Bruce Lee himself. I sense his spirit is pleased, as the attack succeeds beautifully! In retaliation, Bronzor launches yet another of Extrasensory (10 energy, carried over from last round), doing respectable damage.

Tyrogue doesn't like how that Extrasensory went. But he also knows that confusion techniques are also a part of Bronzor's arsenal, so he decides to use a crafty Fake Out (4 energy), which although not especially damaging, does cause Bronzor to Flinch leaving him unable to act this round.

Tyrogue isn't done being tricky yet however, as he decides to use a Double Team (16 energy), creating 4 clones of himself!!! Bronzor looks a little mystified about which one is real, but decides to launch an Extrasensory (6 energy) anyway. Unfortunately, it only hits a clone, causing it to dissipate. There are still 4 Tyrogues... but which one is real!?

Round Five

Hi Jump Kick (8 energy), 15 damage= Bronzor 30 HP, Tyrogue 92 energy
Extrasensory (10 energy-carried over from last round-) 14 damage= Tyrogue 76 HP, Bronzor 36 energy

Fake Out (4 energy) 2 damage= Bronzor 28 Hp, Tyrogue 88 energy
Bronzor Flinched!

Double Team w/ 4 clones (16 energy at 4 per clone)= Tyrogue 72 energy
Extrasensory (6 energy)= Bronzor 30 energy
RNG to hit real Tyrogue (hit if equal or less than 200/100)=653, one clone dissipates

tyrogue.gif

HP: 76
Energy: 72
Boosts/Drops:
Other: 3 clones

VS.

Spr_5b_436.png

HP: 28
Energy: 30
Boosts/Drops:
Other: Safeguard (1 round)


Pika, your actions.
 
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