elevator music vs danmantincan

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rules:
Format: 2v2 Singles
DQ: 1 Day (2 for ref)
Restricted Moves: 2 Recovers/5 Chills
Arena: Standard arena
Your on EM!

Items = No
Abilities = 1
Switch = N/A
team elevator music:

Onix [Iwark] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Rock/Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Abilities:
Rock Head:
(Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) 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.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70

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

Attacks:
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam

Rock Blast
Heavy Slam
Stealth Rock

Taunt
Earthquake
Dragon Tail


Togepi [Togepii] (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal
Normal:
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Stats:


HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 20

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

Attacks:

Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Nasty Plot
Psycho Shift
Extrasensory

Protect
Flamethrower
Thunder Wave


team danmantincan:

Baltoy (X) - Aran
Nature: Quiet Quiet (+1 SpA, -15% Speed, -10% Evasion)

Types: Ground/Psychic
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.
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.

Ability:
Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)

EC: 0/6
MC: 0
DC: N/A

Moves:
Confusion
Harden
Rapid Spin
Mud-Slap
Psybeam
Rock Tomb
Selfdestruct
Ancient Power
Sandstorm
Cosmic Power
Earth Power

Dig
Psychic
Shadow Ball

Bagon (M) - Haar
Nature: Hardy (No effect on stats)

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

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50

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

Moves:
Rage
Bite
Leer
Headbutt
Focus Energy
Ember

Hydro Pump
Dragon Pulse
Endure

Dragon Claw
Flamethrower
Shadow Claw


elevator music sends out his/her first mon with its ability, then so does danman with actions, then elevator music's actions.
 
Let's do this! Aran, come on out!

Start by racking up some damage with a Sandstorm. The let's go on the offensive with an Earth Power, followed by a Psychic. If Togepi uses Yawn, use Dig to evade it and deal some damage.
 
This should be fun!

OK Togepii, even though Aran has a Speed lowering nature, you're still somehow slower (you piece of shit........), but don't worry, we can use that to our advantage! Encore his Sandstorm, so he'll be stuck using that and won't be able to avoid your Yawn that you'll follow up with. This is where the fun starts! Use Metronome, and think of a bunch of powerful moves that would hit Aran hard while you do it, so you'll probably pick one of those.

Encore (Sandstorm) ~ Yawn ~ Metronome (Seed Flare/Hydro Pump/Ice Beam/Night Daze/Hurricane/Tri Attack/Blue Flare/Silver Wind/Ominous Wind/DragonBreath)
 

togepi (togepii) F
ability: serene grace
hp: 90
energy: 100%
status: none
boosts: none


baltoy (aran)
ability: levitate
hp: 90
energy: 100%
status: none
boosts: none


aran starts off by creating a raging sandstorm, and togepii seems to enjoy it as she gives an encore. aran, seemingly flattered, uses sandstorm again, but this time togepii yawns; perhaps it wasn't as good as she first thought? aran creates a third sandstorm, and togepii waggles her finger; she's had enough. the metronome selects night daze, dealing some damage to aran and reducing its accuracy.


togepi (togepii) F
ability: serene grace
hp: 84
energy: 72%
status: none
boosts: none


baltoy (aran)
ability: levitate
hp: 76
energy: 70%
status: sleeping (1)
boosts: -1 acc

sandstorm (3)

sandstorm: -10 energy
encore: -9 energy
sandstorm damage
88/91; 90/90 (e:2)

sandstorm: -10 energy
yawn: -6 energy
sandstorm damage
86/85; 90/80 (e:1, y:1)

sandstorm: -10 energy
metronome: 347 (night daze); 477 (hit); 699 (drop); 125 (no crit); ((9+(3-3)*1.5)*1.5) = 14 damage, (6+7) = -13 energy
sandstorm damage, 411 = light sleep
84/72; 76/70 (s:1, -1 acc)
sandstorm (3)

(not sure if the second and third sandstorms should just fail without energy use or not; correct me if i'm wrong)

elevator music you're up.
 
Nice job Togepii, Night Daze was a good pick! Maybe you aren't terrible after all ^_^;

Let's see...... While Aran is asleep, it should be easy enough for you to sneak in and give it a Sweet Kiss to confuse it. Then, I guess let's cook up a Nasty Plot and try to fry it with a Flamethrower. If we're lucky we'll get a burn...... probably not though. If Aran tries to dodge Flamethrower with Dig, just use Nasty Plot again. More planning can never hurt!

Sweet Kiss ~ Nasty Plot ~ Flamethrower
IF(Dig is used a3), THEN (replace Flamethrower with Nasty Plot)
 
Unfortunately it doesn't look like we will be able to do anything this first action. Let's just hope Sweet Kiss misses. When you wake up, use Earth Power to inflict some damage. Finish off by using Rock Tomb right in front of yourself, so the rocks will block the Flamethrower.
 

togepi (togepii) F
ability: serene grace
hp: 84
energy: 72%
status: none
boosts: none


baltoy (aran)
ability: levitate
hp: 76
energy: 70%
status: sleeping (1)
boosts: -1 acc

sandstorm (3)


aran snoozes while togepii gives the sleeping top a sweet kiss, slightly confusing it. aran then wakes up and tries to attack the little egg thing but hurts itself in confusion instead; the ever cunning togepii plots a nasty plot in the meantime. aran finally attacks though, trapping togepii in a rock tomb and dropping her speed; togepii fires a flamethrower in reply.


togepi (togepii) F
ability: serene grace
hp: 74
energy: 54%
status: none
boosts: +2 spa, -1 spe


baltoy (aran)
ability: levitate
hp: 58
energy: 63%
status: none
boosts: none

sandstorm (2)

sleeping
sweet kiss: 721 (hit); 292 (slight confusion); -4 energy
sandstorm damage
82/68; 76/70 (-1 acc, c:2)

earth power: 353 (hurts); (4+(2-2)*1.5) = 4 damage, -3 energy
nasty plot: -7 energy
sandstorm damage
80/61 (+2 spa); 72/67 (-1 acc)

rock tomb: 612 (hit); 489 (no crit); (5+(2-3)*1.5) = 4 damage, -4 energy
flamethrower: 233 (no burn); 204 (no crit); (10+(3-3)*1.5)+3.5 = 14 damage, -7 energy
sandstorm damage
74/54 (+2 spa, -1 spe); 58/63
sandstorm (2)


danmantincan's up.
 
This is going to be tough.

Aran, let's go on the offensive this round. Smack Togepi around with an Earth Power, follow that up with a Psychic and finish with another Earth Power. If Togepi uses Flamethrower, use Dig.
 
Alright Togepi, there isn't much we can currently do to stop him from avoiding your Flamethrower, so we'll have to use other means of offense. First, use Metronome to hopefully pick a good attack. After that, use Yawn to put him to sleep again. Finish with another Metronome. Maybe we'll pick good attacks......?

Metronome (Seed Flare/Hydro Pump/Ice Beam/Night Daze/Hurricane/Tri Attack/Blue Flare/Silver Wind/Ominous Wind/DragonBreath) ~ Yawn ~ Metronome (Seed Flare/Hydro Pump/Ice Beam/Night Daze/Hurricane/Tri Attack/Blue Flare/Silver Wind/Ominous Wind/DragonBreath)
 

togepi (togepii) F
ability: serene grace
hp: 74
energy: 54%
status: none
boosts: +2 spa, -1 spe


baltoy (aran)
ability: levitate
hp: 58
energy: 63%
status: none
boosts: none

sandstorm (2)


aran starts off by using the power of earth to damage togepii, while she waggles her finger and selects night daze, dropping aran's accuracy thanks to her serene grace. aran then enters togepii's mind for a psychic attack and it hits a critical spot; togepii just yawns again, making aran drowsy for the second time in the match. aran ends the round with another earth power but this one misses; togepii waggles her finger again and selects ominous wind, dealing more super effective damage. aran promptly falls into a light sleep.


togepi (togepii) F
ability: serene grace
hp: 41
energy: 24%
status: none
boosts: +1 spa


baltoy (aran)
ability: levitate
hp: 28
energy: 45%
status: sleeping (1)
boosts: -1 acc

sandstorm (1)

earth power: 548 (no drop); 196 (no crit); (9+3+(3-3)*1.5) = 12 damage, -6 energy
metronome: 311 (night daze); 912 (hit); 434 (drop); 514 (no crit); ((9+(3-3)*1.5)*1.5)+3.5 = 17 damage, -13 energy
sandstorm damage
60/41 (+2 spa, -1 spe); 41/57 (-1 acc)

psychic: 626 (hit); 175 (no drop); 4 (crit); (9+3+3+(3-3)*1.5) = 15 damage, -6 energy
yawn: -6 energy
sandstorm damage
43/35 (+2 spa, -1 spe); 41/51 (-1 acc, y:1)

earth power: 72 (miss); -6 energy
metronome: 880 (ominous wind); 508 (no boost); 141 (no crit); ((6+(3-3)*1.5)*1.5)+3.5 = 13 damage, (6+5) = -11 energy
sandstorm damage
41/24 (+1 spa); 28/45 (-1 acc, s:1)
sandstorm (1)


em's up.
 
Nice job Togepii, you're doing great!

Start with a Flamethrower to weaken Aran some more. Then, follow that up with another Yawn, and finish with another strong Flamethrower! If Aran uses Dig to avoid any of your actions, just Chill for that action... you are getting pretty low on energy...

Flamethrower ~ Yawn ~ Flamethrower

IF (Dig is used on any action), THEN (replace that action with Chill)
 

togepi (togepii) F
ability: serene grace
hp: 41
energy: 24%
status: none
boosts: +1 spa


baltoy (aran)
ability: levitate
hp: 28
energy: 45%
status: sleeping (1)
boosts: -1 acc

sandstorm (1)


aran snoozes as togepii unleashes a mighty flamethrower, which is quite funny to see really. aran promptly wakes up and tries to enter togepii's mind with a psychic attack, but her assault misses; togepii yawns yet again. aran surely won't fall for this many more times. aran attacks with an earth power before falling into a light sleep, while togepii shoots out another flamethrower and the sandstorm dies down completely. togepii is looking exhausted and aran is looked on the verge of fainting.


togepi (togepii) F
ability: serene grace
hp: 23
energy: 4%
status: none
boosts: none


baltoy (aran)
ability: levitate
hp: 4
energy: 33%
status: sleeping (1)
boosts: none

sleeping
flamethrower: 789 (no burn); 494 (no crit); (10+(3-3)*1.5)+1.75 = 12 damage, -7 energy
sandstorm damage
39/17 (+1 spa); 16/45 (-1 acc)

psychic: 179 (miss); -6 energy
yawn: -6 energy
sandstorm damage
37/11 (+1 spa); 16/39 (-1 acc, y:1)

earth power: 942 (hit); 806 (no drop); 769 (no crit); 12 damage, -6 energy
flamethrower: 685 (no burn); 830 (no crit); 12 damage, -7 energy
sandstorm damage, light sleep
23/4; 4/33 (s:1)


go danman.
 

togepi (togepii) F
ability: serene grace
hp: 23
energy: 4%
status: none
boosts: none


baltoy (aran)
ability: levitate
hp: 4
energy: 33%
status: sleeping (1)
boosts: none


as aran sleeps, togepii uses ancientpower to knock out aran, but at the same time she faints from exhaustion.


togepi (togepii) F
ability: serene grace
hp: KO
energy: KO
status: none
boosts: none


baltoy (aran)
ability: levitate
hp: KO
energy: KO
status: none
boosts: none


so now it's onix vs bagon. em please select your ability and give orders.
 
Iwark, use Sturdy as your ability! You'll need it to tank your opponent's attacks! Start with a Sandstorm, that should help to protect you from Haar's Hydro Pumps as well as rack up some damage. Then use a Screech to lower his defense, and hit him hard with an Earthquake!

Sandstorm ~ Screech ~ Earthquake
 
Alright, good job Aran. Now it's time for Haar to clean this up.

Attacking on the physical side won't be very effective, so let's smash Iwark on the the special side. Start with a Hydro Pump, follow up with a Dragon Pulse and finish with another Hydro Pump

Hydro Pump~Dragon Pulse~Hydro Pump
 

onix (iwark) M
ability: sturdy
hp: 90
energy: 100%
status: none
boosts: none


bagon (haar) M
ability: rock head
hp: 90
energy: 100%
status: none
boosts: none


iwark starts off by summoning another swirling sandstorm, while haar shoots a mighty hydro pump at him for excellent damage. iwark screeches in pain, reducing haar's defenses, while a dragon pulse is shot this time. iwark then creates an earthquake, while haar finishes with another hydro pump.


onix (iwark) M
ability: sturdy
hp: 35
energy: 79%
status: none
boosts: none


bagon (haar) M
ability: rock head
hp: 66
energy: 78%
status: none
boosts: -2 def

sandstorm (3)

sandstorm: -9 energy
hydro pump: 381 (hit); 533 (no crit); ((11+(2-2)*1.5)*2.25)-2 = 23 damage, -8 energy
sandstorm damage
67/91; 88/92

screech: 953 (hit); -6 energy
dragon pulse: 641 (no crit); (8+3+(2-2)*1.5)-2 = 9 damage, -6 energy
sandstorm damage
58/85; 86/86 (-2 def)

earthquake: 79 (no crit); (10+3+(3-2)*1.5)+3.5 = 18 damage, -6 energy
hydro pump: 974 (hit); 111 (no crit); 23 damage, -8 energy
sandstorm damage
35/79; 66/78 (-2 def)
sandstorm (3)


gogo danman.
 
Shouldn't hydro pump do 20 ((12 - 1 (sturdy) - 2 (sandstorm)) x 2.25 = 20.25)? But also how does it hit with a 381 roll and a 974 roll? I don't mean to nitpick but it does matter a lot :(

Earthquake ~ Earthquake ~ Earthquake
D:
 
i interpreted the 2 damage reduction from sandstorm as 2 off the total damage, not off the base power. and with my rolling system you need 200 or less for hydro pump to miss.
 

onix (iwark) M
ability: sturdy
hp: 35
energy: 79%
status: none
boosts: none


bagon (haar) M
ability: rock head
hp: 66
energy: 78%
status: none
boosts: -2 def

sandstorm (3)


the battle of the earthquakes and hydro pumps results in iwark fainting.


onix (iwark) M
ability: sturdy
hp: KO
energy: KO
status: none
boosts: none


bagon (haar) M
ability: rock head
hp: 28
energy: 50%
status: none
boosts: -1 def

sandstorm (2)

earthquake: 385 (no crit); 18 damage, 10 energy
hydro pump: 420 (hit); 173 (no crit); 23 damage, -12 energy
sandstorm damage
12/69; 46/66 (-2 def)

earthquake: 128 (no crit); 18 damage, -14 energy
hydro pump: 666 (hit); 431 (no crit); 23 damage, -16 energy
KO; 28/50 (-2 def)


gg and congrats danman. prizes:

  • em and danman get 2 tc each
  • i get 4 ref tokens
  • iwark, togepii, aran and haar get 1 ec, 2 mc and 1 dc each
  • togepii, aran and haar get 1 koc each
 
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