rewindman training against darksoulSP

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Another open Challenge:
1v1 Singles Training match
0 Recoveries/Chills
Arena: ASB arena

I'm gonna be using purrloin, so you can use whatever you want
I'll take that! :)
No items
All abilities
24 hour DQ


Any refs? :D
Is there any point in including any flavor at all here?

rewindman's purrloin

Purrloin [Latte] (F)
Nature: Lonely (Adds one (1) Rank to Attack, subtracts one (1) Rank from Defense)

Type:
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.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 66
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Unburden: (Innate) 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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Scratch
Growl
Assist
Sand Attack
Fury Swipes
Pursuit
Torment
Fake Out

Encore
Yawn
Pay Day

Taunt
Substitute
Protect

And darksoulSP's pokemon;


Scyther [Shinobi] (Male)
Rarity: 4
Nature: Adamant (+1 Attack, -1 Sp Attack)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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:
Ability 1: <Swarm>
Type: 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)


Ability 2: <Technician>
Type: Innate

This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

DW (Locked): Steadfast

Type: 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.


Stats:

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

Height: Class 3
Weight: Class 4

Total: 19

EC: 1/6
MC: 0
DC: 1/5

Attacks:

Fury Cutter (*)
Agility (*)
Wing Attack (*)
Double Team (*)
Focus Energy (*)
Leer (*)
Quick Attack (*)
Vacuum Wave (*)
False Swipe (*)
Pursuit (*)
Swords Dance
Night Slash

Light Screen (*)
Reversal (*)
Steel Wing (*)

Substitute (*)
U-Turn (*)
Aerial Ace (*)

Rarity:2


Nature: Timid (+15% Speed, + 13% Accuracy, -1 Atk)

Type: Fire

Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Ability:
Flash Fire

Type: Innate

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

DW (locked): Drought

Type: Innate

When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.




Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 75 (+)


Size: Class 1
Weight: Class 1

Total: 14

EC: 2/6
MC: 0
DC: 1/5



Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)

Hypnosis(*)
Hex(*)
Disable(*)

Double Team (*)
Energy Ball (*)
Attract (*)
Toxic


Ralts (Yin)
Male
Nature: Serious (neutral nature)
Type: Psychic

What Fighting is to physical prowess, Psychic is to mental. Psychic types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.

Summary: 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 regardless of Special Attack Rank. 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 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10


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

Growl *
Confusion *
Double Team *
Teleport *
Lucky Chant *
Calm Mind *
Heal Pulse *


Confuse Ray *
Encore *
Shadow Sneak *

Thunder Wave *
Will-o-Wisp *
Light Screen *


DarksoulSP, your pokemon and orders!
 
Alright Nicole, you're up!

Let's start off strong with a Will-o-Wisp. After that, let's use an Ember-Flamethrower combo. If you get Fake Out'd, use Will-o-Wisp afterward followed by a Flamethrower.
 
90 HP
100 Energy

Vs.


90 HP
100 Energy

Counter farm time!

Purrloin
Pay Day
RNG roll to crit; 800 = no crit
[4 - 3 + (3 - 2)*1.5] = 2.5 ~ 3 Damage, 2 Energy

-2 HP, burn

Pay Day
RNG roll to crit; 406 = no crit
[4 - 3 + (3 - 2)*1.5] = 2.5 ~ 3 Damage, 6 Energy

-2 HP, burn

Pay Day
RNG roll to crit; 881 = no crit
[4 - 3 + (3 - 2)*1.5] = 2.5 ~ 3 Damage, 10 Energy

-2 HP, burn

Vulpix
Will-O-Wisp
RNG roll to hit; 248 = hit
6 Energy

Ember+Flamethrower Combo
RNG roll to crit; 245 = no crit
[19 + 3 + (2 - 2)*1.5] = 22 Damage, 12 Energy



62 HP
82 Energy
burned

Vs.


81 HP
82 Energy

rewindman gets to order pay day x3 again, and then darksoulSP's actions!
 

62 HP
82 Energy
burned

Vs.


81 HP
82 Energy

darksoulSP is an evil, evil man. In other news, the RNG was in rewindman's favor.

Purrloin
Struggle
RNG roll to crit; 61 = crit
[5 + 3 + (3 - 2)*1.5] = 9.5 ~ 10 Damage, 4 recoil, 5 Energy

-2 HP, burn

Struggle
RNG roll for confusion; 451 = success
RNG roll to crit; 419 = no crit
[5 - 3 + (3 - 2)*1.5] = 3.5 ~ 4 Damage, 1.6 ~ 2 recoil, 9 Energy

-2 HP, burn

Struggle
RNG roll for confusion; 166 = success
RNG roll to crit; 775 = no crit
[5 - 3 + (3 - 2)*1.5] = 3.5 ~ 4 Damage, 1.6 ~ 2 recoil, 13 Energy

-2 HP, burn

Vulpix
Disable
7 Energy

Confuse Ray
RNG roll for duration (1,2,3/3) 3 = 4-Turn Confusion
5 Energy

Flamethrower
RNG roll to crit; 354 = no crit
[10 + 3 + (2 -2)*1.5] = 13 Damage, 6 Energy



35 HP
55 Energy
burned, Pay Day disabled (3a), Confused (2a)

Vs.


63 HP
64 Energy

Bad man darksoulSP, your orders!
 

35 HP
55 Energy
burned, Pay Day disabled (3a), Confused (2a)

Vs.


63 HP
64 Energy


You guys are both evil to each other, for a training match.
Purrloin
Torment
RNG roll for confusion; 379 = success
10 Energy

-2 HP, burn

Encore
RNG roll for confusion; 22 = success
10 Energy

-2 HP, burn

Night Slash
RNG roll to crit; 29 = crit
[7 + 3 + 3 + (3 - 2)*1.5] = 14.5 ~ 15 Damage, 4 Energy

-2 HP, burn

Vulpix
Struggle
RNG roll to crit; 935 = no crit
[5 + (1 - 2)*1.5] = 3.5 ~ 4 Damage, 1.6 ~ 2 recoil, 5 Energy

Struggle
RNG roll to crit; 620 = no crit
[5 + (1 - 2)*1.5] = 3.5 ~ 4 Damage, 1.6 ~ 2 recoil, 9 Energy

Struggle
RNG roll to crit; 169 = no crit
[5 + (1 - 2)*1.5] = 3.5 ~ 4 Damage, 1.6 ~ 2 recoil, 13 Energy



17 HP
31 Energy
burned

Vs.


42 HP
37 Energy
Tormented (no Flamethrower, 3a)

rewindman, you're up!
 
I was trying to be nice before he became a jerk and disabled me:

Pay Day X 3

If disable is used, use taunt before it is able to.
 

17 HP
31 Energy
burned

Vs.


42 HP
37 Energy
Tormented (no Flamethrower, 3a)


And this match is over. DarksoulSP wins!
Purrloin
Pay Day
RNG roll for confusion; 19 = success
RNG roll to crit; 837 = no crit
[4 - 3 + (3 - 2)*1.5] = 2.5 ~ 3 Damage, 2 Energy

-2 HP, burn

Pay Day
RNG roll for confusion; 967 = hit self
[4 - 3 + (3 - 1)*1.5] = 4 Damage, 3 Energy

-2 HP, burn
-4 HP, super Fire Spin

Vulpix
Confuse Ray
RNG roll for duration; 3-Turn Confusion
5 Energy

Fire Spin+Fire Spin Combo
RNG roll to hit; 437 = hit
RNG roll to crit; 442 = no crit
[9 + 3 + (2 - 2)*1.5] = 12 Damage, 20 Energy



0 HP
31 Energy
KO'ed

Vs.


39 HP
12 Energy


Prizes!!

rewindman; 6 TC (4 successful uses of Pay Day, if I'm not mistaken)
Purrloin; 1 EC, 2 MC, 1 DC

darksoulSP; 2 TC
Vulpix; 1 EC, 2 MC, 1 DC, 1 KOC

rickheg; 2 RC

GG both, and thanks for playing!
 
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