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The Forgotten Battle- Alch vs. Dogfish

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Yeah I kind of forgot that these guys even sent me their teams, so I guess I should post this up lol

2 v 2 Singles (I'm Training)
DQ: 1 Week
Restrictions: Unlimited Chills/Recovers, Banning Bide and Non-Damaging sleep moves , Anything my opponent wants banned and I agree with
Arena: Opponents choice - Anything but the Tourney Arena (Look at Glacier's arenas in the Arena Compedium if you're lazy, they're all good)
Switch = KO
All abilities
Item = off

I guess that leaves me to pick the arena. *Gunmouth*

Arena: Busy Highway
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No Water Source, No Rocks

Description:A busy highway with constant high speed traffic. Battling takes place on top of the vehicles. Fall off and you could be roadkill.
At the end of each action, all Pokemon not on cars will be hit by cars. There is a 50% that a hybrid would come (5 dmg), a 30% chance that a truck would come (7 dmg), and a 20% chance a tanker would come (10 dmg).


Yeah. It was the first one I clicked on. Deal with it.


Alch's Team

203.png

Girafarig [Anna] (F)
Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)

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

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)

EC: N/A
MC: 0
DC: 1/5

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.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Sap Sipper (DW): (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Attacks:
Power Swap
Guard Swap
Astonish
Tackle
Growl
Confusion
Odor Sleuth
Agility
Psybeam
Baton Pass
Magic Coat
Skill Swap
Wish
Shadow Ball
Thunderbolt
Earthquake
Psychic
Crunch
Sucker Punch
177.png

Natu [Terrence] (M)
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) to opponent's attacks directed at this Pokemon.)

Type:
[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.
[Flying]: 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:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 60 (70/1.15v)

EC: 2/6
MC: 0
DC: 4/5

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.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
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:
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn
Heat Wave
Solarbeam
63.png

Abra [Jonathon] (M)
Nature: Calm (Adds one (1) Rank to Special Defense, subtracts one (1) Rank from Attack)

Type:
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.

Stats:

HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 90

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

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.
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.
Magic Guard (DW): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks:
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]


Team DogFish

]
587.png

Emonga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Sp.Def)

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.
Flying: 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:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 103

Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

EC: N/A
MC: 1
DC: 5/5

Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit
Double Team (*)
Shock Wave (*)

Air Slash (*)
Iron Tail (*)
Roost (*)

Toxic (*)
Thunderbolt (*)
Acrobat (*)

Light Screen
Agility
Electro Ball
Encore
U-Turn
Taunt
Flash

Monohm.png

Monohm [Nimbus] (M)
Nature: Timid (+15% Speed, +16% Accuracy, -1 Atk)
Type: Electric/Dragon
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. Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.


Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
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 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Hydro Pump
Signal Beam
Dragonbreath

Fire Blast
Thunder
Taunt
Torment

310.png

Manectric [Sparky] (Male)
Nature: Mild (+1 Sp.Atk -1 Def)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 105

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

Abilities:
Static: [Innate] This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
LightningRod: [Innate] These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Minus (DW - Not Active): [Innate] This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack.

Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth

Ice Fang
Crunch
Discharge
Fire Fang

Flamethrower
Volt Change
Hidden Power (Psychic - Power 7)
Thunderbolt
Protect


You may fire when ready captians.
 
...bugger

[Also, sorry about the delay!]

Go Anna! Psychic thrice - I am at your mercy.
 
Nice to see you Alch.

No Worries over delay - You were in DQ time xD

Emolga, them Psychics are gonna hurt with your low Sp.Defense (Need to swap that for -defense z.z). So, let's try to get as much damage in as you can. Keep in the air above the traffic throughout!

Begin with a Light Screen. Follow up with a Thunderbolt, then finish up the round with a Taunt.
 
203.png

Hp:100
Energy:100

vs.

587.png

Hp:90
Energy:100


Round 1
Hello and welcome to the really really long battle because lots of stuff has happened, but now the ref and both trainers we can really begin this battle. Emolga begins with a Light Screen to block out Girafarig's Psychic attacks. Which is ironic, because Girafarig attempts to use a Psychic attack, and its power was weakened due to the Light Screen. Next up, Emolga uses a Thunder bolt from above, almost knocking Girafarig off the car he was standing on top of. A second Psychic attack does as little as the first one, barely damaging Emolga, and Emolga ends the round by taunting Girafarig about how crappy it's Psychic attacks are. Causing Girafarig to rage and send a third psychic attack at Emolga.

203.png

Hp:85
Energy:70
Taunted(5)

vs.

587.png

Hp:54
Energy:77
Light Screen(3)


Emolga used Light Screen
-7 energy

Girafarig used Psychic
12 damage, 6 energy

Emolga used Thunder bolt
15 damage, 6 energy

Girafarig used Psychic
12 damage, 10 energy

Emolga used Taunt
-10 energy

Girafarig used Psychic
12 damage, 14 energy
 
Apart from the fact that Girafarig is Taunted and NOT Emolga:

ThunderBolt ~ Agility ~ Electro Ball
 
I believe I should also have 85hp - I started with 100hp.

Psybeam ~ Psychic ~ Psychic

Being Taunted isn't much fun.

Also df you list your Emolga as Mild, but it's actually Rash.
 
203.png

Hp:85
Energy:70
Taunted(5)

vs.

587.png

Hp:54
Energy:77
Light Screen(3)

Round 2

Continuing with our battle on the Highway, we've got Emolga hitting Girafarig with a Thunderbolt, flinging Girafarig off of the car that it's on and into the road, a Psybeam gets shot at Emolga, dealing ok damage, a hybrid comes along the road and hits Girafarig dealing 5 damage, maybe Girafarig should get off the road! Emolga powers up with an agility, increasing its dodging speed by quite a lot. Going with its Favored Psychic move, Girafarig continues to chip away at Emolga, this time a Truck comes by and hits Girafarig for 7 damage, Emolga doesn't seem to worried and uses Electro ball on Girafarig, and the round ends with another Psychic, but then gets hit by another Hybrid car.

203.png

Hp:33
Energy:50
Taunted(2)
vs.

587.png

Hp:20
Energy:56
+2 Speed.

Emolga used Thunderbolt
15 damage, 6 energy

Girafarig used Psybeam
10 damage, 4 energy

5 damage to Girafarig(Hybrid)

Emolga used Agility
-7 energy

Girafarig used Psychic
12 damage, 6 energy

7 damage to Girafarig(Truck)

Emolga used Electroball
20 damage, 8 energy

Girafarig used Psychic
12 damage, 10 energy
 
I have +2 Speed BM ^_^

And combos meet combos! Thunderbolt + Electro Ball ~ Cool Down ~ Light Screen
 
203.png

Hp:33
Energy:50
Taunted(2)
vs.

587.png

Hp:20
Energy:56
+2 Speed.


Round 3

Both pokemon aren't looking too well, so this might be the first Ko of the game! Lets see what happens though. Emolga starts off with a Thunderbolt and Electroball Combo, dealing a Huge amount of damage to Girafarig, but he's still clinging on to this battle, firing off a Psychic combo Knocking Emolga right out of the sky, for the KO, but Girafarig used far too much energy, and gets an KO'd due to lack of energy
203.png

Hp:0
Energy:0
vs.

587.png

Hp:0
Energy:0

Emolga used Thunderbolt+Electro ball combo
30 damage, 21 energy

Girafarig used Psychic Combo
28 damage, 64 energy
 
I'll send out Natu, and evolve it into Xatu! It also unlocks its DW ability.
XatuTransp.gif

Xatu [Terrence] (M)
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) to opponent's attacks directed at this Pokemon.)

Type:
[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.
[Flying]: 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:

HP: 100

Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class:
2

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

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.
Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Magic Bounce (DW Unlocked):
(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:
Peck
Leer
Night Shade
Teleport
Lucky Chant
Miracle Eye
Me First
Confuse Ray
Drill Peck
Roost
Sucker Punch
Psyshock
Shadow Ball
U-turn
Heat Wave

Solarbeam
 
Strangely enough, this is going to be quite difficult.

Confuse Ray ~ Psyshock ~ Roost
 
XatuTransp.gif

HP: 100
Energy:100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2

vs.

Monohm.png

HP: 90
Energy:100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)


Round 4
With two fresh new pokemon out on the field, both trainers prepare for round 2. Xatu starts off with a Confuse Ray, confusing Monohm for 2 actions, one of those actions happen to be a Thunder attack, which hits Xatu for a lot of damage it seems. Xatu follows that attack up with an attack of its own, Psyshock! Monohm was so shocked from that attack that he almost falls off the car he's on, but he manages to stay on! But barely, as he begins his rain dance!, it begins to rain pretty hard, making it easier to fall off the cars!



XatuTransp.gif

HP: 84
Energy:58
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2

vs.

Monohm.png

HP: 77
Energy:76
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Rain dance(2)

Xatu used Confuse Ray
Monohm confused for 2 Actions, -5 energy

Monohm used Thunder
23 damage, 7 energy

Xatu used Psyshock
13 damage, 5 energy

Monohm used Rain Dance
-10 energy

Xatu used Roost
+20 hp, -12 energy

Monohm used Thunder
13 damage, 7 energy
 
Psyshock ~ Chill ~ Roost

The first time he uses Thunder, move Roost to that action and push the rest down one.
 
XatuTransp.gif

HP: 84
Energy:58
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2

vs.

Monohm.png

HP: 77
Energy:76
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Rain dance(2)

Round 5
Xatu vs. Monohm, you can tell that this is a one sided battle, but maybe Xatu can turn this around! He starts with a Psyshock, which breaks Monohm's concertration and causes him to fall off the car he was on! Oh no! Monohm follows up with a Hydro Pump hitting Xatu for some good damage. A tanker just happens to come by though and hits Monohm for 10 damage! That was a serious hit. Xatu takes this time to roost on one of the near by cars, restoring its hp, while Monohm, upset about the tanker hitting him launches a Thunder at the Roosting Xatu, but not enough to completely get rid of the healing effects. A hybrid comes by and Hits Monohm Xatu finally finishes up with a Chill, and Monohm thunders again, a second Hybrid smacks Monohm again, he's just getting abused by these cars.


XatuTransp.gif

HP: 51
Energy:53
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2

vs.

Monohm.png

HP: 42
Energy:50
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)

Xatu used Psyshock
13 damage, 5 energy

Monohm used Hydro Pump
15 damage, 8 energy

Xatu used Roost
12 energy +20 Hp

Monohm used Thunder
15 damage, 7 energy

Xatu used Chill
+12 energy

Monohm used Thunder
23 damage, 11 energy

20 damage from Cars(Monohm)
 
Hydro Pump (Aim to use the blast to propel you off the side of the road onto whatever field etc. there might be, out of the way of cars) ~ Thunder ~ Thunder

IF Xatu uses Roost actions 2 or 3 THEN Replace the action with a Signal Beam, for good measure.
 
XatuTransp.gif

HP: 51
Energy:53
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2

vs.

Monohm.png

HP: 42
Energy:50
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)


Round 6- Roosting in the Thunder

Xatu and Monohm, what seemed like a clearly one sided battle has become a clearly hard-fought and well-fought battle. Its been amazing to watch these two battle on this piece of desert road today! Now, Xatu begins by roosting ontop of a car restoring some health. Monohm doesn't spend time trying to heal, instead it goes all out with a Hydro Pump attack, attempting to push itself off the road with the force of the blast. But it doesn't seem to generate enough power to move it that much, keeping Monohm on the road, and getting hit by another Hybrid ouch, poor dragon thing. Xatu tries to deal at least another Psyshock while eatting another Thunder from Monohm. This time, the Thunder seems to have a lasting effect on Xatu, He must be Paralyzed, but due to Syncronize, Monohm seems to be feeling the same effects as Xatu! Roosting up again, on the same car as last time, Xatu restores some health, while Monohm tries a new move, Signal beam to try and finish him off, failing to do so. Both mons look extremely tired, about ready to pass out. Oh and by the way, Monohm was hit with a second Hybrid and a Truck while the battle raged on.



XatuTransp.gif

HP: 13
Energy:24
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2
Paralyzed(25)

vs.

Monohm.png

HP: 12
Energy:29
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Paralyzed(25)


Xatu used Roost
+20 Hp, -12 energy

Monohm used Hydro Pump
12 damage, 8 energy

Xatu used Psyshock
13 damage, 5 energy

Monohm used Thunder
23 damage, 7 energy

Xatu used Roost
+20 hp, -12 energy

Monohm used Signal Beam
12 damage, 6 energy
 
Psyshock it to death!

Barring paralysis hax...

If you get Tormented somehow, Shadow Ball instead.
 
XatuTransp.gif

HP: 13
Energy:24
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15v)
Size Class: 3
Weight Class: 2
Paralyzed(25)

vs.

Monohm.png

HP: 12
Energy:29
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Paralyzed(25)



Round 7

Monohm finally fall at the hands of Xatu, due to Psyshock, what an amazing come back to behold, managing to take down a pokemon who was probably a clear favorite, Good job Alch, good job Dogfish.



Rewards

Alch gets 2TC
- Girafarig gets 2/1 and 1KOc
- Xatu gets 2/1 and 1 KOC

DF gets 2TC
-Emolga gets 3 MC and a Koc
-Monohm gets 1/2/1

I get 4RC
 
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