Temperantia vs EndQuote in Windswept Meadow

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jas61292

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2v2 Singles NFE
1 recov/1 chill
1 Day DQ
Arena: Challenger's Choice

I'll battle, Temperantia :)
Switch = Nope
One Ability
No Items

Arena:
Arena: Windswept Meadow
Field Type: Grass
Complexity: Moderate
Format: All

Restrictions:
Weather only lasts one round before being blown away or canceled out.
Digging costs 1 less energy.
Surf is limited. (plus one energy, stacks per use)
See each wind direction for specific details.

Description:

The Windswept meadow would be paradise for grass-types, if it weren't for the ever-changing wind. This expansive meadow's location means that winds change rapidly and without warning, bringing different effects to the battlefield. The wind also means that weather-causing moves only last one round, as the storms are blown away or scudding clouds block the sun. The soft earth means that digging costs one less energy, but water sources are limited and get harder to summon each time.

The arena starts out with no wind. There is a 1/5 chance, each round, of each of the following effects:

1) No Wind: Without wind, grass types can relax and enjoy the sunny meadow. Grass-type moves take 2 less energy to execute, and all grass-type attacks gain 2 BAP. Sunny Day is in effect, though it can be canceled out by another weather.
2) Wind from the North: To the north is a howling wasteland of snow and ice. Northern winds bring hail, so all non-ice-type pokemon suffer normal hail damage. The biting cold means that recovery moves are half as effective.
3) Wind from the East: To the east lies a large rose garden, so the scent is sweet. All pokemon relax, and evasion is reduced by one stage.
4) Wind from the South: To the south, a large group of Bellossum and Vileplume are enjoying the sunshine. The wind carries their spores to the battlefield, causing a 10% chance for 10% paralysis and a 10% chance for poison for each pokemon. (Normal poison, not bad.)
5) Wind from the West: To the west is a desert, with a raging sandstorm. The wind brings with it choking dust and grit, causing accuracy to drop one stage for all Pokemon unused to sandstorm. All non-steel/rock/ground types suffer normal sandstorm damage.

The wind direction can be changed with the moves Gust, Whirlwind, and Razor Wind.

Well, here we are, in this nice medow. Everything seems calm. At least for now. But with a battle about to begin, you never know what will happen. So lets get to it!

Team Temperantia:
425.png

Drifloon- Nyx (F)
Nature: Serious (No effect)
Type: Ghost/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Aftermath: (Innate)If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
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 have two (2) more Base Attack Power.

Stats:

Hp: 100
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 70
SC: 1
WC: 1
BRT: 14

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

Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex

Haze
Disable
Weather Ball

Will-O-Wisp
Thunderbolt
Acrobatics

Total Moves: 13
187.png

Hoppip- Iris (F)
Nature: Jolly (Decrease SpA by 1, Increase Spe by 15%) [Acc modifier: 58^2/290=12%]
Type: Grass/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

Hp: 90
Atk: 2
Def: 2
SpA(-): 1
SpD: 2
Spe: 58 (50x1.15=57.5; rounded up to 58)
SC: 1
WC: 1
BRT: 12

EC: 2/9
MC: 0
DC: 1/5

Attacks:
Splash
Synthesis
Tail Whip
Tackle
Poisonpowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Worry Seed
Bounce

Aromatherapy
Encore
Seed Bomb

Acrobatics
Reflect
Sunny Day

Total Moves: 18
41.png

Zubat- Pazuzu (M)
Nature: Hasty (Spe increased by 15%; Def decreased by 1; Accuracy modifier) [Acc= +14%]
Type: Poison/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

Hp: 90
Atk: 2
Def(-): 1
SpA: 2
SpD: 2
Spe: 63 (55*1.15= 63.25)
SC: 1
WC: 1
BRT: 12

EC: 2/9
MC: 0
DC: 1/5

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter

Brave Bird
Giga Drain
Hypnosis

Sludge Bomb
Acrobatics
U-Turn
Taunt

Total Moves: 14

Team EndQuote:
316.png

Gulpin(*) Smudge (M)

Nature: Quiet: Adds * 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.

Type:

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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 35 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 3/6
MC: 0
DC: 3/5

Abilities:

Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Gluttony (DW): (Innate, Locked) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Attacks: (16)

Pound (*)
Yawn (*)
Poison Gas (*)
Sludge (*)
Amnesia (*)
Encore (*)
Toxic
Gastro Acid

Counter

Destiny Bond (*)
Mud-Slap (*)
Pain Split (*)

Ice Beam (*)
Shadow Ball (*)
Double Team (*)
Protect
595.png

Joltik: Watt (F)
Nature: Rash: Adds * to Special Attack, subtracts * from Special Defense

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW): (Innate, Locked) 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)

Attacks: (18)

String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
Electroweb (*)
Bug Bite (*)
Gastro Acid (*)

Cross Poison (*)
Disable (*)
Rock Climb (*)

Substitute (*)
Light Screen (*)
X-Scissor (*)
Energy Ball
Toxic
Hidden Power (Fire: 7)

As for the order:
Temperantia sends out Pokemon and chooses ability
EndQuote sends out Pokemon, chooses ability and issues orders
Temperantia issues orders
jas61292 refs
Temperantia issues orders
EndQuote issues orders
jas61292 refs
repeat from step 2, without the sending out Pokemon

Good luck to you both.
 
"Ohohoho! I, Lenneth of the great Temperantia twins, will be your first opponent. Prepare for a slaughter!"

"Oh, cut the dramatics already, Lenneth. You're not intimidating anyone..."

"Hmph! Your no fun as always, Laharl.
Anyways, I shall be your first opponent, <endquote>, and trust me, this won't be easy. Nyx, go!"

The Drifloon floats aimlessly from it's Poke Ball. She seems to have little to no awareness of her surrounding, and just stares blankly at her trainers and opponent. Perhaps, she may just be that apathetic to the emotions and actions of the living...
 
"Go, Smudge! (Ability: Liquid Ooze)
Let's play ghost-busters, eh?

Start off with a big Yawn, to send the little nightmare off to sleep.
Then let's rack up damage with a Shadow Ball, then Ice Beam.
Make sure the ghoul can't hide!"

Yawn ~ Shadow Ball ~ Ice Beam
IF Drifloon uses Minimize, Encore it and push actions back.
 
425.png

HP: 100
Energy: 100
Status: None
Boosts: None
Other: None
316.png

HP: 100
Energy: 100
Status: None
Boosts: None
Other: None

Round 1:

Well here we are ready to start this battle in this windy meadow. On one side we have Nyx the Drifloon, and on the other is Smudge the Gulpin. Nyx starts off quickly by sending out some ghostly fireballs at Smudge. The Will-O-Wisp hits, delivering a nasty burn to the target. Smudge retaliates with a status of his own. This one must have a delayed effect though, cause all that happens right now is a Yawn.

With her burn inflicted, Nyx goes right on the offensive, putting a Hex on Smudge for some nice damage. But Smudge has a ghostly trick of his own and sends out a Ball of Shadow at Nyx, for a powerful super effective hit.

After shaking off that last blow, Nyx seems to want to get in closer, an flys in with some Acrobatic maneuvers, landing right on Smudge. But just as Nyx is bouncing back off, Smudge releases an Ice Beam that really looks like it hurt.

As the round draws to a close, the wind seems to be picking up. It is blowing in from the south, and bringing with it all sorts of pollen and spores. But it seems that our combatants have been able to avoid any harm from it… for now.

425.png

HP: 69
Energy: 81
Status: None
Boosts: None
Other: Drowsy (will fall asleep after next action)
316.png

HP: 67
Energy: 80
Status: Burned
Boosts: None
Other: None
Action 1:
Drifloon – Will-o-Wisp (7 Energy)
Gulpin – Yawn (7 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 2:
Drifloon – Hex (10+3+[2-2]*1.5 = 13 Damage, 6 Energy)
Gulpin – Shadow Ball ((8+[3-2]*1.5)*1.5 = 14.25 -> 14 Damage, 6 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 3:
Drifloon – Acrobatics (11+3+[2-2]*1.5 = 14 Damage, 6 Energy)
Gulpin – Ice Beam ((10+[3-2]*1.5)*1.5 = 17.25 -> 17 Damage, 7 Energy)
Gulpin is hurt by Burn (2 Damage)

RNG for wind – 4 (South)


Temperantia, your move
 
"Ohhh, that's no good!! For falling asleep in battle, you get a punishment game when we get back to base, Nyx!"

The Drifloon looks less than terrified by Lenneth's threats...

"Well then, let's just Disable that troublesome Ice Beam, shall we? Then just Sleep I guess, but finish with a powerful Acrobatics when you wake up!"
 
425.png

HP: 69
Energy: 81
Status: None
Boosts: None
Other: Drowsy (will fall asleep after next action)
316.png

HP: 67
Energy: 80
Status: Burned
Boosts: None
Other: None


Round 2:

That last Ice Beam looks like it really must have gotten to Nyx, because she is still shivering. But, I think she is trying to put that all behind her now, as with a focused mind, she uses Disable and prevents it from happening again. Though she is not the only one who want to alter the opponents moves. Smudge has a similar idea, and decides to screw up Nyx’s orders by Encoring the Disable. But I don’t think the encore made Nyx all that excited, as she just drifted off into a Light Sleep.

With his opponent sleeping, Smudge takes the opportunity to get in a large hit with Shadow Ball, knocking the sleeping balloon around a bit.

The hit must have woken Nyx up as she looks as alert as ever, but now she seems to remember that applause, and tries another Disable. That’s, too bad for Nyx, because this time it failed. And while Nyx is not doing anything, Smudge is firing off another Shadow Ball, which this time even scores a Critical Hit.

Oh, and it seems the wind is picking up again. This time it’s blowing in from the East. The air here has such a Sweet Scent, and it seems the Pokémon have been effected to, as they don’t look like they want to move around very much. I wonder how this will affect the outcome.

425.png

HP: 36
Energy: 67
Status: None
Boosts: -1 Evas
Other: None
316.png

HP: 61
Energy: 54
Status: Burned
Boosts: -1 Evas
Other: Ice Beam Disabled (3 Actions)

Action 1:
Drifloon – Disable (7 Energy)
Gulpin – Encore (10 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 2:
Drifloon – Sleeping
Gulpin – Shadow Ball ((8+[3-2]*1.5)*1.5 = 14.25 -> 14 Damage, 6 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 3:
Drifloon – Disable (Fails, 7 Energy)
Gulpin – Shadow Ball ((8+3+[3-2]*1.5)*1.5 = 18.75 -> 19 Damage, 10 Energy)
Gulpin is hurt by Burn (2 Damage)

RNG for wind – 3 (East)

Your turn EndQuote
 
425.png

HP: 36
Energy: 67
Status: None
Boosts: -1 Evas
Other: None
316.png

HP: 61
Energy: 54
Status: Burned
Boosts: -1 Evas
Other: Ice Beam Disabled (3 Actions)

Round 3:

The sweet smell in the air is making it hard for theses Pokémon to avoid hits. But Nyx looks like she is still going to try, and Minimizes down to tiny size. But this is not enough to avoid the oncoming glob of Sludge that Smudge just spat out, which splatters all over Nyx and even Poisons her.

Now the two of them just start trading blows. Nyx uses Hex while Smudge responds with a Shadow Ball. Both moves hit their mark, and both Pokémon are looking weak.

But Nyx isn’t stopping, and uses her Acrobatics to lay one more hit on Smudge, before the next Shadow Ball flies in and knocks her out.

Though it seems the wind has fallen too, as it is calm and sunny here in the meadow. I doubt it will last, but it is pretty nice right now.

425.png

HP: KO
Energy: --
Status: None
Boosts: None
Other: None
316.png

HP: 28
Energy: 43
Status: Burned
Boosts: None
Other: None

Action 1:
Drifloon – Minimize (9 Energy)
Gulpin – Sludge ((7+3+[3-2]*1.5)*.67 = 7.7 -> 8 Damage, 5 Energy)
Drifloon is hurt by Poison (2 Damage)
Gulpin is hurt by Burn (2 Damage)

Action 2:
Drifloon – Hex (10+3+[2-2]*1.5 = 13 Damage, 6 Energy)
Gulpin – Shadow Ball ((8+[3-2]*1.5)*1.5 = 14.25 -> 14 Damage, 6 Energy)
Drifloon is hurt by Poison (2 Damage)
Gulpin is hurt by Burn (2 Damage)

Action 3:
Drifloon – Acrobatics (11+3+[2-2]*1.5 = 14 Damage, 6 Energy)
Gulpin – Shadow Ball ((8+[3-2]*1.5)*1.5 = 14.25 -> 14 Damage, 10 Energy)
Gulpin is hurt by Burn (2 Damage)

RNG for wind – 1 (None)

Temperantia: Choose your next Pokemon and Ability, and the issue orders
 
"Oh my, this could be very bad. Iris, utilize your Chlorophyll to our advantage.
Give him an Encore for Shadow Ball, Iris. Then, use Acrobatics twice!"
 
"Be careful, Smudge!

First, Protect yourself, to avoid getting Encored.
Then, bring down her health with a Pain Split!
Finish up with an Ice Beam.

IF you have seven or less energy a3, replace Ice Beam with Chill.
 
So... Pain Split is really powerful... Now I want it.


187.png

HP: 90
Energy: 100
Status: None
Boosts: None
Other: None
316.png

HP: 28
Energy: 43
Status: Burned
Boosts: None
Other: None

Round 4:

Iris the Hoppip flies into battle at blazing speed thanks to the current sun. And she uses this speed to try to Encore the Shadow Balls that had been flying at her teammate. Unfortunatly, Smudges Protect was just too fast, and she was unable to force him to do anything.

But Smudge still looks weak, so Iris goes on the offensive, showing that her Acrobatics are just as good as Nyx’s were. Smudge takes the hit and looks exhausted, but he must have some trick up his sleeve, as he looks like he is preparing something. Suddenly, the auras of the two Pokémon seem to appear and the slowly change until they are equal. It seems that Smudge Split his Pain with Iris, and now looks relatively fresh.

This set back does not deter Iris though, and she just uses more Acrobatics. And, while it might have revitalized his strength, the Pain Split did bad things to Smudges Energy reserves, and he chills out to restore some.

And, as expected, the wind begins to pick up again. This time, it is coming from the west, and is bringing a sandstorm with it. It certainly doesn’t feel good to me, and it seems like both Pokémon are having trouble seeing. I hope this one doesn’t last too long.
187.png

HP: 51
Energy: 74
Status: None
Boosts: None
Other: None

316.png

HP: 32
Energy: 15
Status: Burned
Boosts: None
Other: None

Action 1:
Gulpin – Protect (7 Energy)
Hoppip – Encore (fails, 10 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 2:
Hoppip – Acrobatics (11+3+[2-2]*1.5 = 14 Damage, 6 Energy)
Gulpin – Pain Split (Both Pokémon to (12+90)/2 = 51 HP, 33 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 3:
Hoppip – Acrobatics (11+3+[2-2]*1.5 = 14 Damage, 10 Energy)
Gulpin – Chill (+12 Energy)
Gulpin is hurt by Burn (2 Damage)

RNG for wind – 5 (West)

Your turn EndQuote.
 
"Ok, Iris, we'll have to think fast. Encore his Chill last turn to keep him occupied. Then, use Acrobatics and finish with Sleep Powder."
 
187.png

HP: 51
Energy: 74
Status: None
Boosts: None
Other: None
316.png

HP: 32
Energy: 15
Status: Burned
Boosts: None
Other: None

Round 5:

While last round Smudge did all the damage, this time, it is Iris who has a nasty plan. And she starts it off by giving Smudge an Encore. Smudge is so proud of the encore that it tries to repeat its last action and chill. However, as he is about to start chilling, a sign falls out of the sky. He looks at it and sees:
1 recov/1 chill
And thus its chill fails and Smudge just sits there. Unable to chill, but unable not to either.

Meanwhile, while her foe is incapacitated, Iris does some more Acrobatic maneuvers and deals some more damage to Smudge. Smudge still can’t seem to do anything though, as its chill fails again.

But knowing that Smudge will not be helpless for long, Iris decides to keep it weakened by covering it with Sleep Powder. Smudge is unable to avoid the spores and falls into a Light Sleep.

All this time a sandstorm has been raging, and buffeting the two poor Pokémon. But now it seems the wind is dying down once more and the sun has come back out.


187.png

HP: 45
Energy: 51
Status: None
Boosts: None
Other: None
316.png

HP: 6
Energy: 15
Status: Burned
Boosts: None
Other: None

Action 1:
Hoppip – Encore (10 Energy)
Gulpin – Chills (Fails)
Gulpin is hurt by Burn (2 Damage)
Hoppip is buffeted by the sandstorm (2 Damage)
Gulpin is buffeted by the sandstorm (2 Damage)

Action 2:
Hoppip – Acrobatics (11+3+[2-2]*1.5 = 14 Damage, 6 Energy)
Gulpin – Chills (Fails)
Gulpin is hurt by Burn (2 Damage)
Hoppip is buffeted by the sandstorm (2 Damage)
Gulpin is buffeted by the sandstorm (2 Damage)

Action 3:
Hoppip – Sleep Powder (7 Energy)
Gulpin – Sleeping
Gulpin is hurt by Burn (2 Damage)
Hoppip is buffeted by the sandstorm (2 Damage)
Gulpin is buffeted by the sandstorm (2 Damage)

RNG for wind – 1 (None)

Temperantia, lets see what you can do.
 
"Well, this may just work out, after all. Iris, finish our foe with an Acrobatics attack. If he has the indecency to be alive afterwards, Bounce on him, then Acrobatics if he stands after that."
 
HP: 45
Energy: 51
Status: None
Boosts: None
Other: None
316.png

HP: 6
Energy: 15
Status: Burned
Boosts: None
Other: None

Round 6:

Smudge has had a huge impact on this battle, but right now it looks about to drop. It is able to muster up the energy to Protect himself from some oncoming Acrobatics.

But while Iris is up high in the sky getting ready to bounce, Smudge tries to Destiny Bond, but is unable to summon the energy to do so and faints.

And it appears that the sandstorm is coming back. Fantastic.


HP: 45
Energy: 51
Status: None
Boosts: None
Other: None
316.png

HP: --
Energy: 0
Status: None
Boosts: None
Other: None

Action 1:
Gulpin – Protect (12 Energy)
Hoppip – Acrobatics (6 Energy)
Gulpin is hurt by Burn (2 Damage)

Action 2:
Hoppip – Bounces Up
Gulpin – Destiny Bond (Misses, -3 Energy)

RNG for wind – 5 (West)


EndQuote, send out your last Pokemon, choose ability, and issue orders

EDIT: And for some reason, lots of sprites, including the custom Hoppip one, have just disappeared from every post on the site. Strange. Just pretend it is there for now.
 
Yeah, I noticed the spite thing this morning.
Every sprite gone except my Shinx. Odd, that.

Anyway, GO, WATT (Joltik)!
Use Compoundeyes to boost your accuracy!

Watt, let's finish this thing off!
Start off with a Hidden Power Fire (7), then go for a Cross Poison and hope for some hax, then finish up with a second Hidden Power Fire (7).

IF sleep powder is used AND you do not currently have a substitute, THEN set up a 15 HP substitute on that action AND push actions back.

It's nice to outspeed something for once.
 
EDIT: And for some reason, lots of sprites, including the custom Hoppip one, have just disappeared from every post on the site. Strange. Just pretend it is there for now.

It's not a custom, its just the normal shiny version. Maybe its something with veekun? That's where most people get their sprites.
/OOC

"Iris, we can use this to our advantage! Stun Spore that little bug to slow it down a notch. Then, give it another dose of status with Sleep Powder, and finish with some Leech Seeds. If Sleep Powder misses on turn two, though, use Encore action three."
 
Never knew Shiny Hoppip was just green. Interesting.

187.png

HP: 45
Energy: 51
Status: None
Boosts: None
Other: None

595.png

HP: 90
Energy: 100
Status: None
Boosts: None
Other: None

Round 7:

Iris looks tired compared to the newcomer bug, but this match is still far from over. But that won’t stay true if Watt has anything to say about it. The Electric bug starts her time in battle by using her Hidden Power to deal super effective damage to Iris. But Iris responds with a cloud of powder, and her Stun Spore inflicts 25% Paralysis on Watt.

And Iris is not done yet. Next she sends off Sleep Powder with floats over Watt and puts her into an Intense Sleep. And Watt… sleeps.

But two status moves aren’t enough for Iris, as she shoots off a Leech Seed and starts draining Watts Energy. And all Watt can do is keep sleeping.

And then the wind picks up and switches directions, going back west. The wind from the east brings the sweet scent of flowers back to the field.


187.png

HP: 31
Energy: 37
Status: None
Boosts: None
Other: None

595.png

HP: 83
Energy: 95
Status: 20% Paralysis
Boosts: None
Other: Seeded (5 Actions)

Action 1:
Joltik – Hidden Power ((7+[3-2]*1.5)*1.5 = 12.75 -> 13 Damage, 5 Energy)
Hoppip – Stun Spore (7 Energy)
Joltik is buffeted by the sandstorm (2 Damage)
Hoppip is buffeted by the sandstorm (2 Damage)

Action 2:
Hoppip – Sleep Powder (7 Energy)
Joltik – Sleep
Joltik is buffeted by the sandstorm (2 Damage)
Hoppip is buffeted by the sandstorm (2 Damage)

Action 3:
Hoppip – Leech Seed (10 Energy)
Joltik – Sleep
Joltik is buffeted by the sandstorm (2 Damage)
Hoppip is buffeted by the sandstorm (2 Damage)
Joltik is sapped by Leech Seed (-3 HP, +3 for Hoppip)

RNG for wind – 3 (East)


Temperantia's turn
 
"Let's give Joltik some disruption, Iris. Acrobatically assault it, first. Then, give it some more status with Poisonpowder and finish up with a Chill. If it uses Substitute at any time, replace your next action with Encore, but do this only once!"
 
"Let's fight status with status, Watt!"
Thunder Wave ~ Hidden Power (Fire) 7 ~ Hidden Power (Fire) 7
IF an action fails, push it back.
 
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