YOU MUST CONSTRUCT ADDITIONAL BASTIODONS: Leethoof versus elDino!

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I challenge elDino to
2v2 Doubles
2 Day DQ
Random Steel Type Factory: Lots of Machinery, the foreman will rip out your brains if seismic activity is used. Plenty of random magnets sitting around uncharged, being hit by any electric type attack will cause them to go into overdrive. Only weather allowed in this dusty factory is Sandstorm.
Accepting.

No items
All abilities
Switch=KO
Leethoof said:

Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Flash Cannon
Thunderbolt
Stone Edge

Curse
Counter
Rock Blast


and


Magnemite (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from 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. Superior senses in power plant environments.
<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.

Abilities:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark

Magnet Rise
Discharge
Lock-On

Thunderbolt
Light Screen
Flash Cannon
elDino said:
Trying out some new mons:


Colosshale Deep (Male)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

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

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Stats:

HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 85

EC 0/6
MC 0
DW 0/5

Moves:

Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Sucker Punch
Aqua Tail
Encore

Earthquake
Taunt
Rock Slide


Privatyke Debilitation (Male)
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.

Typing:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (-)

EC 0/6
MC 0
DW 0/5

Moves:

Bubble
Smokescreen
Yawn
Wrap
Arm Thrust

Recover
Drain Punch
Ice Punch

Taunt
Protect
Waterfall


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

Typing:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:

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

EC 0/9
MC 0
DW 0/5

Moves:

Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Ancientpower
Earth Power

Flamethrower
Energy Ball
Shadow Ball
So yeah-it seems today we're in a Steel factory. While I question why Leethoof would leave magnets sitting around if he's bringing Steel-types to battle, I won't question. After all, he must still construct PLENTY of additional Bastiodons for his possible gym. Meanwhile, elDino has decided to try out some new mons-this will most certainly be interesting!

Anyways, since Leethoof only brought two Pokemon, elDino will post first, sending out his two chosen Pokemon and his actions. Then Leethoof will post his actions.

So...let us begin!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok then, go Rebble and Privatyke!

Rebble, begin by using Mud Shot on Magnemite, and then Flamethrower on Magnemite. Finish up with another Mud Shot on Magnemite, unless it used Magnet Rise, in which case use it on Shieldon.

Privatyke, begin by using Drain Punch on Magnemite, followed by a Waterfall on Shieldon, followed by another Drain Punch on Magnemite.
 
Bwarharhar! Let's gang up on Rebble to begin with, team harder-than-iron.

Rampart, show some Swagger at Rebble, then pierce its rocky earhole thingies with a grating Metal Sound. Then, take advantage of the reduced special defense by shooting a Flash Cannon at it.

Maglev, take advantage of your buddies help and shoot off a Flash Cannon at Rebble. Then, get away from those painful mud shots with a Magnet Rise, and Flash Cannon it again with its lowered defenses.
 
Credit to...Flora? for the format.

Debilitation | Diamond
HP: 100 | 90
Energy: 100 | 100
Status: None | None
Boosts: None | None
Normal turn order:
Rebble
Magnemite
Privatyke
Shieldon

Maglev | Rampart
HP: 90 | 90
Energy: 100 | 100
Status: None | None
Boosts: None | None

It seems that elDino has sent out a Privatyke-Debilitation-and despite the type disadvantage, a Rebble-Diamond.

Having only brought two Pokemon, Leethoof sends out his Magnemite-Maglev-and one of his growing Shieldon army-Rampart.

Diamond starts the match off by blasting a Mud Shot at Maglev-somehow using what little water vapor there is in this air to fry and rust the little guy, all the while reducing his speed. Despite this, Maglev manages to retaliate with a Flash Cannon attack, blasting powerful piercing light at his attacker. Right behind Maglev comes Debilitation, who punches Magnemite with a potent draining effect, and finally comes Rampart who has decided to...wait.

Has shieldon just pulled out a mask shaped like a trollface?
Indeed he has! In fact, I think he's spontaneously broken out into song, aimed directly at Diamond!

This enrages the Rebble, who manages to fight the slight confusion this causes and blast Maglev with a Flamethrower. He's certainly racking up the damage today!

This time the mud clogs Maglev enough to allow Debilitation to just barely get the edge on him (read: a speed tie), launching into a Waterfall at Rampart! It deals much less damage than his Drain Punch (given the fact Shieldon are much sturdier specimens than Magnemite,) but it hurts, and it even causes Rampart to flinch! Magnemite decides to levitate higher on his magnetism, rising into the air above the range of seismic attacks. Which the foreman of the factory has banned. Yay.

Still enraged, Diamond tries to launch more mud at Magnemite, but in his rage he accidentally messes up the conjuration he needs...and it backfires. It seems that Diamond has hurt himself in his confusion! Again Debilitation outspeeds Maglev, getting to unleash yet another Drain Punch at him! Despite being dangerously close to fainting, Maglev successfully launches another Flash Cannon at Diamond. Rampart finally goes on the offense, blasting Diamond with MOAR FLASH CANNON. My word, Diamond seems almost as close to fainting as Maglev!

Man, doubles take a long time to ref...it seems to be Leethoof's turn to order!

Debilitation | Diamond
HP: 100 | 23
Energy: 73 | 85
Status: None | None
Boosts: None | +1 attack
Normal turn order:
Rebble
Magnemite-Privatyke (speed tie)
Shieldon



Maglev | Rampart
HP: 17 | 77
Energy: 86 | 88
Status: Magnet Rise (5 more actions) | None
Boosts: -1 speed | None


 
Maglev, activate Magnet repel, sending Rampart flying towards them as he activates iron defense, turning him into a steel-type missile! Then, if you are not dead, toss a Thunderbolt at Debilitation, and another one!

Rampart, finish off Rebble with a Flash Cannon on action two. On action three, Thunderbolt that Privatyke!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, Rebble, begin by using Flamethrower to weld those two Steel-types together! That should mean that they both get fired into the wall! Then, follow up with a Flamethrower on Magnemite, and another one. If, however, it faints, then use Mud Shot on Shieldon.

Privatyke, concentrate on that Shieldon. Begin with a Waterfall, and then hit him with a Drain Punch. Finish up with another Waterfall.

Good luck guys!
 



Debilitation | Diamond​
HP: 100 | 23
Energy: 73 | 85
Status: None | None
Boosts: None | +1 attack


Normal turn order:
Rebble
Magnemite-Privatyke (speed tie)
Shieldon​






Maglev | Rampart
HP: 17 | 77
Energy: 86 | 88
Status: Magnet Rise (5 more actions) | None
Boosts: -1 speed | None​



As the match starts, Diamond tries to use a Flamethrower to weld his metallic foes together. However, due to positioning issues and the fact that Flamethrower only targets one mon at one, the blazing stream of flammable fluids only hits Rampart, by discretion of the ref. Incidentally, it burns Rampart's faceplate slightly. Maglev tries to launch Rampart in spite of this, but it seems that both Privatyke and Rebble are able to avoid the attack-Rampart, still using Iron Defense right after Debilitation Waterfalls him on the pass, slams into the wall. (Success roll: 60% chance to succeed due to aiming issues.) Rampart's too Sturdy to be hurt, although perhaps he'll be a little more careful next time.​

Undeterred, Rebble simply launches another Flamethrower at Magnemite, overwhelming his magnetic body and sending him fainted to the ground. Debilitation unleashes another Drain Punch at Shieldon, as the Shieldon blasts Rebble with a Flash Cannon. The piercing light nearly knocks out Rebble...wait, about that Drain Punch. I forgot to mention something. It's struck Shieldon right in his burn mark, scoring the Privatyke a Critical Hit! POW!​

Of course, having failed to KO Diamond, Diamond repays in full with a Technician-boosted Mud Shot, bringing Shieldon's face to ground level. All it takes is another Waterfall from Debilitation, and it's lights out for Shieldon. Incidentally, had he managed to survive Shieldon would have scored a crit with Thunderbolt, but that's besides the point.​

We have our winners! Victory goes to elDino!

Debilitation | Diamond
HP: 100 | 4
Energy: 52 | 62
Status: None | None
Boosts: None | +1 attack

Maglev | Rampart​
HP: 0 | 0
Energy: 81 | 77
Status: Magnet Rise (2 more actions) | 1st degree Burned (faceplate)
Boosts: N/a | +1 defense, -1 speed​

...I think a few lessons should have been learned here. Buy Protect. And CAPs rule.

Either way, the rewards:

-I get 4 RC.
-Each trainer gets 2 TC.
-All Pokemon involved get 2 MC, 1 DC, and 1 EC each.
-Additionally, Rebble and Privatyke each get 1 KO counter. (Rebble for defeating Magnemite, Privatyke for defeating Shieldon.)
 
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