Toasttyrant13 vs. Little Battler

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3v3 singles
2 day DQ
2 recoveries / 5 chills.
All Abilities
Switch = Falco PAWNNCH
No items

Teams Plz? SURE

Little Battler
Pokemon Team:

495.png

Snivy [Corona Regalia] (male) *
Nature: Timid ( +15% speed, -1 attack, +15% to accuracy)

Type:
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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 72 (+)

EC:0/9
MC:0
DC:0

Abilities:
Overgrow: (innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Antagonist (perversity / contrarian) (DW): (Can be enabled)
This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks:
Level moves :
Tackle *
Leer *
Vine Whip *
Wrap *
Growth *
Leaf Tornado (Grass Mixer) *
Leech Seed *
Mega Drain *
Slam *
Egg moves :
Glare *
Twister *
Magical Leaf *
TM moves :
Toxic *
Taunt *
Solar Beam *


133.png

Eevee [Lunatic] (male) *
Nature: Careful (+1 Sp.Def, -1 Sp.Atk)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:

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

EC:0/6
MC:0
DC:0

Abilities:
Run Away: (innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (innate)The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) : (innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Attacks:
Level up moves :
Tail Whip *
Tackle *
Helping Hand *
Sand Attack *
Growl *
Quick Attack *
Egg moves :
Curse *
Wish *
Flail *
TM moves :
Toxic *
Return *
Substitute *
255.png

Torchic [Cornell] (m) *
Nature: Naive (+15% speed, -1 sp.def, +8% accuracy)

Type:
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.
Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 52 (+)

EC:0/9
MC:0
DC:0

Abilities:
Blaze : (innate)When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Attacks:
Level up moves :
Scratch *
Growl *
Focus Energy *
Ember *
Peck *
Sand Attack *
Fire Spin *
Egg moves :
Flame Burst *
Night Slash *
Reversal *
TM moves :
Fire Blast *
Overheat *
Swords Dance *

ToastTyrant13's Team
Rebble(*)
iaza19059583251600.gif
Tourmali(U)

Nature: Modest (+1 Rank to Special Attack, -1 Rank to Attack)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities: Levitate, Technician
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 LOCKED): (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
DC: 1/5

Attacks
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
Earth Power
Metal Sound

Flamethrower
Hidden Power Fighting 7
Shadow Ball

Charmander(*)
iaza19059562477900.png
Therma (F)

Nature: Mild (+1 Rank to Special Attack, -1 Rank to Defense)
Type: Fire
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: Blaze
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power: (DW - LOCKED) (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:

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

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

Attacks
Scratch
Growl
Ember
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Leer
Metal Claw
Rage

Sunny Day
Dig
Hidden Power Water

Counter
Dragon Pulse
Dragon Dance

Magnemite(*)
iaza13317394977700.gif
Electronica (U)

Nature: Timid (+15% Speed and provides a flat 7.8% accuracy boost on all attacks, -1 Rank to Attack)
Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Magnet Pull: (Can be Activated) 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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analytic: (DreamWorld LOCKED): If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.



Stats:

HP: 80
Atk: Rank 1 ( - )
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 52 (45*1.15^)

EC: 3/9
MC: 2
DC: 2/5

Attacks:
Metal Sound(*)
Tackle(*)
Thundershock(*)
Supersonic(*)
Sonicboom(*)
Thunder Wave(*)
Spark(*)
Magnet Bomb(*)
Screech(*)
Discharge(*)

Explosion(*)
Light Screen(*)
Wild Charge(*)
~~~~~~~~~
Hidden Power Fire 7

Party on guys, good luck, let me know if I mess up, I want to make this as accurate as possible for you

Little battler sends pokemon in first
Next it will be TT13 with pokemon and Actions
LB will then select actions
I'll ref
 
iaza13317394977700.gif
Let's go Electronica! Start this match off by scorching him with your hidden powers! Then fire off a sonic boom to tear through those excuses for leaves on his tail! End this round with another display of your hidden power and intercept his final strike.

HP Fire(Replace this with Thunderwave if he doesn't use Taunt)-> Sonicboom -> HP Fire
 
Whoops! INCOMING

So, first of all... taunt him with your smug face. Oy, don't stare at me like that. Just do it.

After he's angry, use leech seed on him! And oh, try to survive, okay?

Finally, if you're still alive... oy, quit staring at me... use Leaf tornado on yourself to create a veil and propel yourself away from his hidden power's range!

taunt > leech seed > dodge with leaf tornado
 
81.png

Hp:90
Energy:100

vs.


495.png

Hp:90
Energy:100


Round 1: False Start
yeah, guys welcome to another exicting battle between what seems to be, two new up and comers. This should be an interesting battle, Snivy has the speed advantage and uses it to Taunt, Magnemite, but it doesn't seem to have any intentions of not attacking, hitting Snivy with a super effective Hidden power Fire! Snivy, realizing his failure, attempts to leech seed his metally foe. Magnemite returns the favor by blowing Snivy away with a Sonic Boom. Looking tired, Snivy sets up a Leaf Tornado around himself to protect himself for the time being. But Magnemite's HP Fire burns right through them like they were nothing. Failed tactic their my friend, hard to block a fire with a leaf.

81.png

Hp:84
Energy:83
Seeded for 4 actions

vs.
495.png

Hp:40
Energy:75
 
Well, good thing you're still alive there.

Grab the closest palm tree with Vine whip to get yourself to the top of it. From that vantage point, give that rust bucket a nice glare. That should do it.

After all of that, fire your Solar Beam. The sun should be shining brightly enough.

Vine whip to quickly get to the top of the closest palm tree > glare > solarbeam
 
Let's go Electronica! Take it down from that tree with a blast of your hidden power! Then try to avoid eye contact and hit him with a thunder wave to show him how it's done! Finish this round off with another blast of Hidden Power!

HP FIre -> Thunderwave -> HP Fire
 
81.png

Hp:84
Energy:83
Seeded for 4 actions

vs.


495.png

Hp:40
Energy:75

Round 2
Hopefully learning from his past failure, Snivy uses Vine whip to launch himself a palm tree, but Magnemite uses its Firey hidden power to light the tree on fire. Snivy manages to get his Glare off though. While Magnemite Thunder waves Snivy. In return Snivy fires a SOLAR BEAM while Magnemite attacks with Hidden Power
81.png

Hp:60
Energy:67
Seeded for 1 actions
Paralyzed (25%)

vs.


495.png

Hp:Dead
Energy:Not there
Paralyzed (25%)

Seeing as my idiotness didn't post the arena, if there was sun, let me know. Sorry

Well do to the fact I forgot HP fires + BAP Your Snivy has been Ko'd. So yeah. Send out new Mon, Toast Tyrant you can change your actions if you'd like.
 
OBJECTION!

... the arena has a sunny day effect...
why does solarbeam charge?

Don't tell me that you forgot to give HP fire the extra damage as well?
 
I think I did just post I didn't know if there was sunny day perma effect. So No, I haven't. Seeing as I couldn't find the orignal posts in the battle tower. I'll fix solar beam and HP:Fire stuff, it'll take me like 2 minutes.
 
"Electronica, this doesn't look good! Start off with a by hitting him with a wave of thunderous energy to cripple his attempts of sweeping through you! Then fire of a super-sonic blast to confuse him, hopefully he'll hit himself! FInish off this round with a simple discharge of your electrical energy.

Thunderwave -> Supersonic -> Discharge
 
Open with a Sand Attack! Aim for the eye! Should be easy with all these sand!

Follow up with a Fire Blast! In case he's not dead yet, OVERHEAT

Sand Attack > Fire Blast > Overheat
 
81.png

Hp:60
Energy:67
Seeded for 1 actions
Paralyzed (25%)

vs.

255.png

Hp:90
Energy:100

Round 3
Due to Magnemite's Paralyzation, Torchic is faster and goes first, hitting things off with a Sand Attack, lowering Magnetmite's accuarcy 1 stage, making it harder to hit Torchic. Magnetmite wants to level the speed playing field though, and Thunder wave's Torchic. Winning the Speed tie, Magnetmite goes first and Launches off a Super sonic attack, confusing Torchic for two actions, making it even harder for him to attack. It looks like Torchic is trying to use Fire Blast, but he's Paralyzed and the move fails.Then Torchic wins the speed tie, and tries to use Overheat, but he's still Paralyzed and couldn't move. Magnemite then simply Discharges into Torchic to end the round.

81.png

Hp:57
Energy:52
Paralyzed (20%)
Acc -1

vs.

255.png

Hp:79
Energy:79
Paralyzed (25%)
 
this... sucks...

Okay then, fuck that, MORE OVERHEAT. Once you make sure you've nailed him, use a Swords Dance and follow up with a Reversal!

Overheat > Swords Dance > Reversal
 
Let's go Electronica, try to get him on his last leg! Start off with a discharge of your electrical energy! While he dances with those swords, fire off a super sonic wave to try to confuse him again! Finish up with another discharge of all your power!

Discharge -> Supersonic -> Discharge
 
81.png

Hp:57
Energy:52
Paralyzed (20%)
Acc -1

vs.

255.png

Hp:79
Energy:79
Paralyzed (25%)

Round 4
Key points because I want to go to sleep, I'll flavor it later if so requested
-OverHeat missed first try, but hit move two. I figured you'd like that sword dance so I went ahead and made that your third move.
-Confused for 2 rounds, never hit itself
-Stuff happens,
-Magnemite gets paralyzed 3rd round

81.png

Hp:29
Energy:43
Paralyzed (10%)

vs.

255.png

Hp:65
Energy:62
Paralyzed (15%)
+2 attack
 
Electronica, what does your magnetic say about his power level? What, 65 health points!? THAT'S IMPOSSIBLE! THERE'S NO WAY THAT CAN BE RIGHT! Regardless if you're right or not, fight to the finish and discharge all of your inner strength!

Discharge x3
 
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