1v1 Other Noun! C$FP vs. Fire Blast!

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To the next verse, same as the first:

C$FP said:
Challenging ToastTyrant and Fire Blast each to:
1v1
1 Recovery/2 Chills
1 Day DQ
Tournament Arena
Fire Blast said:
Accepting: One ability, On Items, Switch=lol
On C$FP's side, existing on two parallel planes:

Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Ability 1: Torrent
Type: 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)

Ability 2 (DW) [unlocked]: Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect
Hammer Arm
Endeavor

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
Rest
Counter
Mirror Coat
Roar
Ice Punch
Dynamic Punch
Endure

Moves: 27


On Fire Blast's side:

Pyroak (Forest Fire) (M)

Nature: Brave
+1 Atk, -15% Spe, -10% Evasion

Type: Fire/Grass

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.

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.

Abilities:
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Battle Armor:
Type: Innate
This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll (DW):
Type: Innate
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk+: 4
Def: 4
SpA: 3
SpD: 3
Spe-: 51

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

Attacks:
Sweet Scent
Growth
Ember
Leech Seed
Bullet Seed
Flame Wheel
Giga Drain
Synthesis
Flash Cannon
Wood Hammer
Flare Blitz
Heat Wave
Lava Plume
Heat Crash

Earth power
Seed Bomb
Counter
Aromatherapy
Low Kick
Sleep Talk
Blaze Kick

Will-o-Wisp
Fire Blast
Protect
Toxic
Light Screen
Dragon Tail
Solarbeam
Earthquake
Flamethrower
Flame Charge
Rest
Low Sweep
Overheat
Energy Ball
Rock Slide
Sunny Day
Substitute

Block
Worry Seed

Total: 42


Zoroark (Rider) (M)

Nature: Lonely
+1 Atk, -1 Def

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.

Abilities:
Illusion
Type: Innate
Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 90
Atk+: 5
Def-: 1
SpA: 5
SpD: 2
Spe: 105
SC: 3
WC: 4

EC: 6/6
MC: 0

Attacks:
U-Turn
Hone Claws
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Torment
Night Slash
Agility
Night Daze
Embargo
Imprison

Counter
Dark Pulse
Snatch
Sucker Punch
Detect
Extrasensory

Thief
Grass Knot
Dig
Flamethrower
Rest
Focus Blast
Hyper Beam
Incinerate

Total: 27


-C$FP selects Ability and Item (if any)
-Fire Blast selects Ability and Item (if any), orders
-C$FP orders
-Etc. etc. etc.

Ready, set, go!
 
Go Pyroak! Use Rock Head! Hold an Expert Belt!

Grass Knot x3

IF he uses Mirror Coat THEN use Night Slash.
IF he uses Bide THEN use Fake Tears x2.
 


Swamp Thing
Type: Water/Ground
HP: 110
Energy: 100
Status: N/A
Boosts/Drops: N/A

vs.



Forest Fire
Type: Fire/Grass
HP: 120
Energy: 100
Status: N/A
Boosts/Drops: N/A

-Round 1 begin-
Swamp Thing DynamicPunch until it hits - Hammer Arm x ?
Forest Fire Grass Knot x3

Action 1
Swamp Thing used DynamicPunch, the attack missed, -8 energy
Forest Fire used Grass Knot, crit fails, does 8 (BP) + 2 (Expert Belt) + 3 (Ranks) * 2.25 (4x weak) = 29 damage to Swamp Thing, -6 energy

Action 2
Swamp Thing used DynamicPunch, hit confirms, crit fails, does 10 (BP) + 3 (Life Orb) + 4.5 (Ranks) * 1.5 (2x weak)= 26 damage to Rider, Rider was Slightly Confused (2 actions remaining), -2 HP from Life Orb, -12 energy, Rider's Illusion faded
Rider used Grass Knot, hit confirms, crit succeeds, does 8 (BP) + 2 (Expert Belt) + 3 (Ranks) + 3 (crit) * 2.25 (4x weak) = 36 damage to Swamp Thing, -10 energy, Slight Confusion (1 action remaining)

Action 3
Swamp Thing used Hammer Arm, hit confirms, crit fails, does 10 (BP) + 3 (Life Orb) + 4.5 (Ranks) * 1.5 (2x weak) = 26 damage to Rider, -2 HP from Life Orb, -7 energy, -1 Speed
Rider used Grass Knot, hit confirms, crit succeeds, does 8 (BP) + 2 (Expert Belt) + 3 (Ranks) + 3 (crit) * 2.25 (4x weak) = 36 damage to Swamp Thing, -14 energy, confusion fades

-Round 1 end-


Swamp Thing
Type: Water/Ground
HP: 5
Energy: 73
Status: N/A
Boosts/Drops: -1 Speed

vs.



Rider
Type: Dark
HP: 38
Energy: 70
Status: N/A
Boosts/Drops: N/A

C$FP's turn.
 
"Let's just make an effort!"

Endure, Superpower+Superpower, Hammer Arm
IF Zoroark uses Detect A2, THEN use Curse and follow with Superpower
 

Swamp Thing
Type: Water/Ground
HP: 5
Energy: 73
Status: N/A
Boosts/Drops: -1 Speed

vs.



Rider
Type: Dark
HP: 38
Energy: 70
Status: N/A
Boosts/Drops: N/A

-Round 2 begin-
Rider Flamethrower - Agilidodge - Flamethrower
Swamp Thing Endure - Superpower+Superpower - (Hammer Arm)

Action 1
Swamp Thing used Endure, successful, Swamp Thing tensed up, -15 energy
Rider used Flamethrower, hit confirms, crit succeeds, does 10 (BP) + 3 (Ranks) + 3 (crit) * .67 (2x resist) = 11 damage to Swamp Thing, Swamp Thing endured the hit, -7 energy

Action 2
Rider used Agilidodge, successful, -7 energy
Swamp Thing used Superpower+Superpower, the combo misses, - (8 + 8 + 4) * 2 = 40 energy

Action 3
Rider used Flamethrower, hit confirms, crit fails, does 10 (BP) + 3 (Ranks) * .67 (2x resist) = 9 damage to Swamp Thing, Swamp Thing Endured the hit, -7 energy
Swamp Thing combo cooldown

-Round 2 end-


Swamp Thing
Type: Water/Ground
HP: 1
Energy: 18
Status: N/A
Boosts/Drops: N/A

vs.



Rider
Type: Dark
HP: 38
Energy: 49
Status: N/A
Boosts/Drops: N/A

Fire Blast's turn.
 

Swamp Thing
Type: Water/Ground
HP: 1
Energy: 18
Status: N/A
Boosts/Drops: N/A

vs.



Rider
Type: Dark
HP: 38
Energy: 49
Status: N/A
Boosts/Drops: N/A

-Round 3 begin-

Grass Knot.
Rider Grass Knot x3
Swamp Thing Superpower - Hammer Arm - Superpower

Action 1
Rider used Grass Knot, hit Grass Knots, crit Grass Knots, does Grass Knot (8) + Grass Knot (2) + Grass Knot (3) * Grass Knot (2.25) = 29 Grass Knots to Swamp Thing, -6 energy
Swamp Thing Grass Knotted


-Round 3 end-


Swamp Thing
Type: Water/Ground
HP: Grass Knot
Energy: Grass Knot
Status: Grass Knot
Boosts/Drops: Grass Knot

vs.



Rider
Type: Dark
HP: 38
Energy: 43
Status: N/A
Boosts/Drops: N/A

GG to all, sorry this ended up taking two days.

Fire Blast and C$FP get 2 TC each.

I get 2 RC.

Swamp Thing gets 3 MC.
Rider gets 3 MC and 1 GKC (Grass Knot Counter, they act like KO counters)
 
GG Fire Blast, I probably should have payed more attention to moves that could screw up my combo. Thanks for the reffing, XVIcaliber!
 
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