Alch Vs Flame, a battle at MoonSim Inc!

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Time to duke it out!

6v6 Singles
3 days DQ
3 Recoveries / 5 Chills
I'm also saying Items = off. I know I'm not supposed to do that, but whatever.
I'll take Alch's challenge, assuming FE Pokemon are allowed but if you're using weakmons Alch I'll adjust my team, though I only have 4 weakmons :/

Switch=OK
One ability
Items off as per request
Arena said:
In the deserts of Nevada, there is a deceptively large building. Why 'deceptively' large? While it seems to sprawl out across the dunes, there is actually only one room. Indeed, it is a large room, but nothing spectacular.

Though it may seem weathered and abandoned from the outside, the interior of MoonSim Inc. is as full of hustle and business as any modern corporation, but with a subtle difference. In the middle of the room, only separated from black marble flooring and whirring machinery by a knee-height plexiglass barrier, there is a little bit of the moon. Or close enough, anyway.


Hitting the temptingly-red button causes a large Pokémon battling arena to erupt from the centre, immediately entrancing the multiple Elgyem acting as aides to the scientists. They were found here in the desert about twenty years ago, and MoonSim Inc. was subsequently founded on the site. The founders couldn't remember why they'd made it - it was just as if the idea had popped into their minds. Anyway, I digress.


Gravity is being tested today, so there will be two effects in progress:


1)
When the match Seeker's Pokémon is winning, strong Gravity comes into effect.
2) When the match Seeker's Pokémon is losing, all Pokémon gain the Levitate trait, and accuracy of all moves is lowered by a flat 10%

Whether a Pokémon is winning or losing is decided by 100-([(Damage taken + energy spent) / (HP at start of round + energy at start of round)]*100).


Team Alchemator:

Starmie [Steve] (N/A)
Nature: Timid (Multiplies 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. [+21% Acc.], subtracts one (1) Rank from Attack.)

Type:
[Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
[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.

Stats:

HP: 90

Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)

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

Abilities:
Illuminate:
(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure:
(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analyze (DW Unlocked):
(Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock


Claydol [Clive] (N/A)
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:
[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, 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.

Stats:

HP: 90

Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 65 (75/1.15v)

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

Abilities:
Levitate:
(Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
Ancient Power (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot


Beheeyem [Alchemator] (M)
Nature: Relaxed (Adds one (1) Rank to Defense, 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, 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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 3
Spe: 25 (30/1.15v)

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

Abilities:
Telepathy:
(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.
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.
Analytic (DW UNLOCKED):
(Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Protect


Metagross [Christopher] (N/A)
Nature: Sassy (Adds one (1) Rank to Special Defense, 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:
[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, 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.

Stats:

HP: 100

Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)

EC:
9/9
MC:
0
DC:
4/5

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.

Attacks:
Take Down

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball


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


Gallade [Alexander] (M)
Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special 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, 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.

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

Stats:

HP: 100

Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

EC:
9/9
MC:
0
DC:
3/5

Abilities:
Steadfast:
(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.
Justified (DW):
(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch


Team Flamestrike:

Golurk(*) - Shadowstrike(U)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ground/Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Klutz: (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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Stats:

HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
Night Shade
Curse
DynamicPunch
Heavy Slam

Rock Slide(*)
Return(*)
Rock Polish(*)
Rain Dance
Protect
Telekinesis
Safeguard
Brick Break
Rest
Giga Impact
Stone Edge
Substitute
Fly


Magmortar - Flamestrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
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:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW): (Innate) 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: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 72 (83/1.15v)

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

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Confuse Ray
Sunny Day
Lava Plume
Flamethrower
Fire Blast
Hyper Beam

Cross Chop
Mach Punch
ThunderPunch

Counter
Endure
Heat Wave

Hidden Power Ice 7
Taunt
Protect
SolarBeam
Thunderbolt
Psychic
Torment
Will-O-Wisp
Substitute

Bide


Honchkrow - Nightstrike (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Dark/Flying
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.
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.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (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.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61 (71/1.15v)

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Taunt
Nasty Plot
Tailwind
Night Slash
Sucker Punch
Quash
Dark Pulse

Psycho Shift
Roost
Sky Attack

Heat Wave
Superpower

Double Team
Payback
Snarl


Heracross - Beetlestrike (F)
Nature: Jolly (+15% Speed, +11% Accuracy, -1 SpA)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Guts: (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.
Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15^)

MC: 1
DC: 5/5

Attacks:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Close Combat
Reversal
Feint
Megahorn

Bide
Double-Edge
Focus Punch

Fury Cutter
Low Kick

Protect
Earthquake
Stone Edge
Swords Dance
Rock Slide
Substitute


Venusaur - Vinestrike (F)
Nature: Modest (+1 SpA, -1 Atk)
Type: Grass/Poison
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.
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:
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)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

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

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth
Worry Seed
Synthesis
SolarBeam

Giga Drain
Leaf Storm
Petal Dance

Frenzy Plant

Toxic
Venoshock
Hidden Power Fire (7)
Grass Knot

Reflect


Samurott - Aquastrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 4

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

Attacks:
Megahorn
Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge
Aqua Jet
Encore
Hydro Pump

Air Slash
Brine
Night Slash

Hydro Cannon

Taunt
Ice Beam
Protect
Dig
Scald


-Alch sends out mon
-Flame sends out mon and gives orders
-Alch gives orders
-I ref
-Alch gives orders
-Flame gives orders
-I ref
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
No Ferrothorn? Woo!

Alchemator the Beheeyem, let's show Flamestrike our power - Analyze your opponent!
 
Brandon entered the MoonSim Inc building, ready for a match against Alchemator, one of the potential Psychic Gym Leaders. Seeing Alch's Beheeyem on the field, one of his strongest Pokemon, Brandon decided to counter with one of his own strongest Pokemon. "Alright, let's go Flamestrike!" A red flash, and a Magmortar stood in front of Brandon, ready to fight. "Your Vital Spirit will keep you going! Start off with a Taunt to lock him down, then Will-O-Wisp him for some extra residual damage! Finish off by blasting him with a Fire Blast! If he tries to block your Taunt with a Protect then just set up a 15 HP Substitute and push your actions back!"

Summary:
Taunt -> Will-O-Wisp -> Fire Blast
If he uses Protect A1 actions become 15 HP Substitute -> Taunt -> Will-O-Wisp
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Note: My Analyze description is outdated - it now increases BP by 2, and accuracy of any move is unaffected. Sorry!

Ok Alch, if a blast is what he wants, then we can deliver!

Psychic ~ Psyshock ~ Psychic

Don't let up!

E: It would be cool if we could use these sprites I just did:
 

Flamestrike (Magmortar) (M)

HP: 100
Energy: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 72
Ability: Vital Spirit
Actions: Taunt~Will-o-Wisp~Fire Blast

Alchemator (Beheeyem) (M)
HP: 100
Energy: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 5
SpD: Rank 3
Spe: 25
Ability: Analytic
Actions: Psychic~Psyshock~Psychic


Some quick flavour. Here we are at MoonSim Inc, With Alchemator sending out Alchemator the Beheeyem and Flamestrike Brandon sends out Flamestrike the Magmortar. Flamestrike starts by Taunting Alch, who attacks with a Psychic. Flamestrike then burns Alch with a Will-o-Wisp, who retaliates with a Psyshock. Alch then attacks with a second Psychic, as Flame retaliates with a Fire Blast.

Taunt = [10 Energy]
Psychic - 9+3+2+(5-3)x1.5 = [17 Damage] [6 Energy]

Will-o-Wisp = [6 Energy]
Psyshock - 8+3+2+(5-3)x1.5 = [16 Damage] [5 Energy]
[Alch: -2 HP]

Fire Blast - 12+3+(5-3)x1.5 = [18 Damage] [7 Energy]
Psychic - 9+3+2+(5-3)x1.5 = [17 Damage] [6 Energy]
[Alch: -2 HP]

Flamestrike: 100-([(50+23)/(100+100)]x100) = [63.5]
Alchemator: 100-([(22+17)/(100+100)]x100) = [80.5]



Flamestrike (Magmortar) (M)

HP: 50
Energy: 77
Stats: 4/3/5/3/72
-1 SpAtt
Status: N/A
Ability: Vital Spirit
Gravity

Alchemator (Beheeyem) (M)
HP: 78
Energy: 83
Stats: 3/4/5/3/25
Status: Taunted (3), Burned
Ability: Analytic

 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
We need to stay fresh, though you've done a great job so far Alch! Let's switch you out for Starmie!

E: With Natural Cure.
 
"That didn't go as planned," Brandon muttered. Now he had a Starmie staring him in the face, and he knew that Flamestrike's part in this battle was done for now. "Alright, come back Flamestrike!" The Magmortar was pulled back into his Pokeball, and Brandon thought of the rest of his team, wondering who would be best to fight Starmie. In the end, he made up his mind. "Let's go Beetlestrike!" The Heracross appeared on the field in a flash of red light, ready to fight. "Beetlestrike, we've got a tough fight ahead but I have faith in you! Start with a Megahorn, then follow up with a Night Slash! Finish off with another Megahorn! If he tries to confuse you with Supersonic Protect yourself then pick up where you left off! Just make sure not to Protect twice in a row!"

Summary:
Megahorn -> Night Slash -> Megahorn
If he uses Supersonic use Protect and push actions down, but never twice in a row

EDIT: Ability is Guts
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
It's time to make like a gem and shine, Starmie!

Start off with that nifty little trick of yours, Reflect Type! You'll lose the STAB on Psyshock, but trust me it's worth it. Continue with two Psyshocks to lay on the hurt!
 

Steve (Starmie) (X)
HP: 90

Energy: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (21)
Ability: Natural Cure
Actions: Reflect Type~Psyshock~Psyshock

Beetlestrike (Heracross) (F)

HP: 100
Energy: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (11)
Ability: Guts
Actions: Megahorn~Night Slash~Megahorn


Knowing that Alchemator is in trouble, Alchemator calls back Alchemator (wow that was weird to type), and sends out Steve the Starmie. Brandon knows that this is a bad match-up for Flamestrike and decides to switch him out for Beetlestrike the Heracross. Steve decides to copy Beetlestrike, and make himself a Bug-/Fighting-type with Reflect Type. Beetlestrike doesn't seem to care, as she does what she was born to do, smash into stuff with her (Mega) Horn. Steve retaliates with two Psyshocks, but losing its Psychic-typing has lowered its damage output. Beetlestrike's calw then becomes enshrouded in an force dark as Night, and she Slashes at Steve, and quickly follows up with a second Megahorn.

Reflect Type = [5 Energy]
Megahorn - [12+3+(5-3)x1.5]x0.67 = [12 Damage] [7 Energy]

Psyshock - [8+(4-3)x1.5]x1.5 = [14 Damage] [6 Energy]
Night Slash - [7+(5-3)x1.5]x0.67 = [7 Damage] [5 Energy]

Psyshock - [8+(4-3)x1.5]x1.5 = [14 Damage] [10 Energy]
Megahorn - [12+3+(5-3)x1.5]x0.67 = [12 Damage] [7 Energy]

Flamestrike: 100-([(28+19)/(100+100)]x100) = [76.5]
Alchemator: 100-([(31+21)/(90+100)]x100) = [72.6]


Steve (Starmie) (X)
HP: 59

Energy: 79
Stats: 2/3/4/3/133 (21)
Status: Reflect Type (3)
Ability: Natural Cure
We be floatin'

Beetlestrike (Heracross) (F)
HP: 72
Energy: 81
Stats: 5/3/1/3/98 (11)
Status: N/A
Ability: Guts

Alch, you're up.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Eh whatever, I will use the power!

Hydro Pump ~ Psyshock ~ Psyshock

If he is ordered to use Aerial Ace, then sub the current action for Camouflage and push the others back one action.
 
"Well Beetlestrike, we aren't doing much damage if he's Bug/Fighting without Aerial Ace, so we'll just have to change it up! Start with an Aerial Ace! Since apparently we're in a crater that Camouflage will turn him into a Rock type, and while he may resist Aerial Ace after that we can hammer him with Close Combat, then follow up with Brick Break! But in case I'm wrong and Camouflage turns him into a Psychic type due to the strange properties of the moon rock I want you to Megahorn twice instead!"

Summary:
Aerial Ace -> Close Combat -> Brick Break
If Camouflage turns Starmie into a Psychic type actions 2 and 3 become Megahorn -> Megahorn
 

Steve (Starmie) (X)
HP: 59

Energy: 79
Stats: 2/3/4/3/133 (21)
Status: Reflect Type (3)
Ability: Natural Cure
Actions: Camouflage~Psyshock~Psyshock
We be floatin'

Beetlestrike (Heracross) (F)
HP: 72
Energy: 81
Stats: 5/3/1/3/98 (11)
Status: N/A
Ability: Guts
Actions: Aerial Ace~Close Combat~Brick Break


Beetlestrike keeps on the offensive, as she lashes out at Steve with an Aerial Ace. Steve is able to react quickly though, as it Camouflages into its surroundings and is able to resist Beetlestrike's attack. Taking advantage of its new typing, Steve retaliates with a Psyshock, before getting crushed by a Close Combat. Steve unleashes another Psychock, only to be smashed by a Brick Break from Beetlestrike.

Camouflage = [8 Energy]
Aerial Ace - [6+(5-3)x1.5]x0.67 = [6 Damage] [4 Energy]

Psyshock - [8+(4-3)x1.5]x1.5 = [14 Damage] [6 Energy]
Close Combat - [12+3+(5-3)x1.5]x1.5 = [27 Damage] [7 Energy]

Psyshock - [8+(4-3)x1.5]x1.5+1x1.75 = [16 Damage] [10 Energy]
Brick Break - [8+3+(5-3)x1.5]x1.5 = [21 Damage] [5 Energy]

Alchemator: 100-([(54+24)/(59+79)]x100) = [43.5]
Flamestrike: 100-([(30+16)/(72+81)]x100) = [69.9]


Steve (Starmie) (X)
HP: 5

Energy: 55
Stats: 2/3/4/3/133 (21)
Status: Camouflage
Ability: Natural Cure
We be floatin'

Beetlestrike (Heracross) (F)
HP: 42
Energy: 65
Stats: 5/3/1/3/98 (11)
-1 Def, -1SpDef
Status: N/A
Ability: Guts
 
"Great job Beetlestrike, just finish it off with a Low Kick! If he tries to use Recover to stall for time just use Close Combat to finish it instead!"

Summary:
Low Kick -> Brick Break -> Low Kick
If he uses Recover use Close Combat for that action
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
The odds of escaping this are tiny, but any chance is a chance that should be taken!

Supersonic ~ Recover ~ Recover

I don't even have Confuse Ray 9.9
 

Steve (Starmie) (X)
HP: 5

Energy: 55
Stats: 2/3/4/3/133 (21)
Status: Camouflage
Ability: Natural Cure
Actions: Supersonic~Recover~Recover
We be floatin'

Beetlestrike (Heracross) (F)
HP: 42
Energy: 65
Stats: 5/3/1/3/98 (11)
-1 Def, -1SpDef
Status: N/A
Ability: Guts
Actions: Low Kick~Brick Break~Low Kick


Steve does whatever it can to try and stay alive, as it lets out a Supersonic screech, attempting to confuse Beetlestrike. Beetlestrike is able to keep her head on straight, as she hits Steve with a Low Kick, knocking the Starmie out.

Supersonic - Miss = [4 Energy]
Low Kick - [8+3+(5-3)x1.5]x1.5 = [21 Damage] [5 Energy]

Alchemator: 100+([(5+4)/(5+55)]x100) = [85]
Flamestrike: 100+([(0+5)/(42+65)]x100) = [95.3]


Steve (Starmie) (X)
HP: 0

Energy: 51
Stats: 2/3/4/3/133 (21)
Status: KOed
Ability: Natural Cure
We be floatin'

Beetlestrike (Heracross) (F)
HP: 42
Energy: 60
Stats: 5/3/1/3/98 (11)
-1 Def, -1SpDef
Status: N/A
Ability: Guts

 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Oops I didn't even notice that this had been reffed. Starmie was useful, but meh I was feeling lucky. Go Alexander the Gallade!

Psycho Cut + Psycho Cut combo! If he uses Protect A1, Swords Dance ~ Psycho Cut + Psycho Cut combo instead.
 
Don't forget your ability!

"Beetlestrike, Bide while you take that combo and then beat him down with all the energy you stored!"

Summary:
Bide -> Bide -> unleash
 

Alexander (Gallade) (M)
HP: 100
Energy: 100

Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 80
Ability: Steadfast
Actions: Psycho Cut+Psycho Cut


Beetlestrike (Heracross) (F)
HP: 42
Energy: 60
Stats: 5/3/1/3/98 (11)
-1 Def, -1SpDef
Status: N/A
Ability: Guts
Actions: Bide~Bide~Bide


With Alexander now out to avenge Steve, Beetlestrike begins to surround itself in a white aura. Alexander doesn't seem to care about the dangerous Bide, as he rushes in and delivers a Super Psycho Cut, dealing some massive damage. Beetlestrike continues to store energy, while Alexander cools down from the effort of his last attack. Beetlestrike then unleashes the energy, as the aura engulfs Alexander and sends him sprawling backwards. Alexander then looks to his trainer for orders, but without them he begins to Struggle and flail wildly, knocking Beetlestrike out.

Bide = [Hold]
Psycho Cut+Psycho Cut - [7x2.25+3+(5-3)x1.5]x1.5+1x1.75 = [34 Damage] [24 Energy]
Bide = [Hold]

Bide - 34x1.75 = [60 Damage] [36 Energy]
Struggle - 5+(5-3)x1.5 = [8 Damage] [5 Energy] [3 Recoil]


Alexander (Gallade) (M)
HP: 37
Energy: 71
Stats: 5/4/2/4/80

Ability: Steadfast


Beetlestrike (Heracross) (F)
HP: 0
Energy: 24
Stats: 5/3/1/3/98 (11)
Status: KOed
Ability: Guts
Flame, you're knew mon and orders.
 

"Alright, let's finish off what Beetlestrike started! Go Nightstrike!" Brandon called as his Honchkrow appeared on the battlefield. "Let's start with a Taunt, then let's start beating him down! Sky Attack, then Wing Attack! If you're Taunted action 1, go for the Sky Attack right away, then the Wing Attack, and finish off with a Payback!"

Summary:
Taunt -> Sky Attack -> Wing Attack
If Taunted A1 actions become Sky Attack -> Wing Attack -> Payback
 

Alexander (Gallade) (M)
HP: 37
Energy: 71
Stats: 5/4/2/4/80

Ability: Steadfast
Actions: Pain Split~ThunderPunch~ThunderPunch

Nightstrike (Honchkrow) (F)

HP: 110
Energy: 100
Atk: Rank 6
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 61
Ability: Insomnia
Actions: Taunt~Sky Attack~Wing Attack


Brandon sends out Nightstrike the Honchkrow, after seeing his precious Beetlestrike collapse. Now facing a completely healthy, Alexander decides to even the field with a Pain Split. That seems to have taking a lot of energy, but Nightstrike could care less, as she begins to Taunt Alexander! Nightstrike then becomes cloaked in a harsh light, as Alexander's fist sparks with electricity and he (Thunder) Punches her. This doesn't faze Nighstrike as she flies high into the Sky, and then comes spiraling down and Attacks Alexander. Taking the full force of the attack, Alexander seems to have flinched, as Nightstrike quickly turns around and begins to Attack Alexander with her Wing.

Pain Split - (37+110)/2 = [74 HP] [30 Energy]
Taunt = [9 Energy]

ThunderPunch - [8+(5-2)x1.5]x1.5 = [19 Damage] [6 Energy]
Sky Attack - [14+3+(5-4)x1.5+(6-5)x1]x1.5 = [29 Damage] [9 Energy]

Wing Attack - [6+3+(5-4)x1.5+(6-5)x1]x1.5 = [17 Damage] [3 Energy]

Alchemator: 100-([(9+36)/(37+71)]x100) = [58.3]
Flamestrike: 100-([(55+21)/(110+100)]x100) = [63.8]


Alexander (Gallade) (M)
HP: 28
Energy: 35
Stats: 5/4/2/4/80

+1 Spe
Status: Taunted (4a)
Ability: Steadfast

We be floatin'

Nightstrike (Honchkrow) (F)
HP: 55
Energy: 79
Stats: 6/2/4/2/61
Status: N/A
Ability: Insomnia
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Sky Attack flinch sucks, but you've still done a lot of damage. Come back!

Christopher, it's your turn. Since I'm pretty sure you can use a DC as soon as you're send out, I'll unlock Light Metal! If not, the alternative is obvious.
 

Seeing that Nightstrike was at a disadvantage against the newcomer, Brandon decided to make a counter-switch. "Nightstrike, come back!" Brandon called, as the Honchkrow returned to her Pokeball. Then he grabbed a new Pokeball. "Let's go Flamestrike!" A familiar flash of red, and Flamestrike stood in the arena for the second time, showing signs of weariness but still ready to fight. "Let's start with a Will-O-Wisp to soften up his blows, then start hitting him hard with a Fire Blast followed by a Flamethrower! If he isn't burned then try Will-O-Wisp again!"

Summary:
Will-O-Wisp -> Fire Blast -> Flamethrower
If Metagross is not burned replace action with Will-O-Wisp
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Dan, you've been forgetting the arena effect. I'm pretty sure it's Gravity currently though.

Ok Christopher, obviously this isn't your best match-up but we can power through it! Earthquake + Earthquake combo ~ cool ~ Earthquake! Make that ground shake!
 
Meh, sorry about that. But both Pokemon get the Levitate Trait. Because it wouldn't be fair to screw Alch over like that, I'll let both him and Flame reorder (but the switch stays the same).
 
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