Its_A_Random vs. Rediamond

Status
Not open for further replies.
Rules
Pokemon: 6v6
Format: Singles
DQ: 2 Days
Items: None
Switch: OK
Abilities: All
2 Recoveries/5 Chills

Arena
Terra Cage
Field Type: Ground
Complexity: Moderate
Format: All

Restrictions: All Weather moves bar Sandstorm will fail, No Water Source, no Natural Grass, Limited ceiling

Description: Terra Cage is a rough, indoor, desolate place that despite its hard, rocky surface, can be dug into. It is about 50x50m in length & width, & it is 30m high. The main mechanic here that gives Ground Types an advantage here is that when Sandstorm is used, it randomly fuses itself with the mud that can be found in some places around the arena, & the Sandstorm turns into a Mudstorm.
During a Mudstorm, at the end of every action, anything that isn't a Ground Type takes 3 Damage, +/- 1 for each time they are weak to/resist Ground (Flying & Levitiate is considered Neutral, Pokemon with Overcoat/Magic Guard don't take any damage). In addition, all non-Ground Type moves used by non-Ground Type Pokemon have a flat 15% reduction in Accuracy. Any Ground-Type Pokemon that would benefit from Sandstorm through Typing, Abilities, etc. Will receive the same benefits in a Mudstorm.

Summary: Anything mentioned in the Restrictions, plus Sandstorm will turn into a Mudstorm when used.

Its_A_Random's Team

Hippowdon(*) [Stortamus] (M)
NATURE: Impish

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.

ABILITIES
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that 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.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 4
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 47
Size Class: 4
Weight Class: 7
Base Rank Total: 20

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

ATTACKS (28)
LEVEL-UP
Ice Fang
Fire Fang
Thunder Fang
Tackle*
Sand-Attack*
Bite*
Yawn*
Take Down*
Dig*
Sand Tomb*
Crunch
Fissure

TM/HM

Roar*
Toxic
Earthquake*
Facade
Rest
Attract
Giga Impact
Stone Edge
Rock Slide*
Substitute

EGG
Curse*
Slack Off*
Body Slam*
Revenge

PAST-GEN
Endure
Stealth Rock

Gliscor(*) [Capers] (M)
NATURE: Impish

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.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (56)
LEVEL-UP
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
Screech
Slash
U-Turn
X-Scissor
Guillotine

TM/HM
Hone Claws
Toxic
Sunny Day
Taunt
Protect
Frustration
Earthquake*
Return
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Giga Impact
Stone Edge
Swords Dance*
Rock Slide*
Swagger
Substitute
Strength

EGG
Counter
Agility*
Baton Pass*
Night Slash*
Feint
Power Trick

PAST-GEN
Iron Tail
Roost
Endure
Sleep Talk
Natural Gift
Defog
Aqua Tail
Sky Attack

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

TYPE
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
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (37)

LEVEL-UP
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Body Slam
Muddy Water
Recover

TM/HM
Toxic
Ice Beam
Protect
Earthquake
Return
Dig
Double Team
Sludge Wave
Sandstorm
Rest
Scald
Rock Slide
Substitute
Surf
Strength
Waterfall

EGG

Counter
Mirror Coat
Stockpile
Yawn
Fissure
Trump Card
Sludge

PAST-GEN
Endure
Earth Power
Pain Split
String Shot

Garchomp [Choragon] (M)
NATURE: Adamant

TYPE
Dragon
: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW Unlocked): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

STATS
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22

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

ATTACKS (35)
LEVEL-UP
Fire Fang
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Dual Chop
Slash
Dig
Crunch
Dragon Rush

TM/HM
Hone Claws
Dragon Claw
Roar
Protect
Earthquake
Return
Brick Break
Double Team
Aerial Ace
Rest
Shadow Claw
Rock Slide
Dragon Tail
Poison Jab
Substitute

EGG
Outrage
Thrash
Body Slam
Iron Head

PAST-GEN

Endure
Stealth Rock
Sleep Talk
Aqua Tail

Colossoil [Megawhal] (M)
NATURE: Adamant

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.
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
Rebound
: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
Pressure (DW Unlocked): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

STATS

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

ATTACKS (31)
LEVEL-UP
Leer
Peck
Tackle
Horn Attack
Mud Shot
Bite
Bubblebeam
Rapid Spin
Body Slam
Magnitude
Mud Bomb
Pursuit
Bounce
Dark Pulse
Stockpile
Dig
Crunch
Muddy Water
Megahorn
Horn Drill

TM/HM

Taunt
Earthquake
Brick Break
Torment
Stone Edge
Rock Slide
U-Turn

EGG
Encore
Fire Fang
Sucker Punch
Thunder Fang

Camerupt [Tormeldon] (M)
NATURE: Quiet (-10% Evasion)

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 bushfire areas.
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
Magma Armour: (Innate) This Pokemon has a strong, heated armour that makes it incapable of being frozen. The armuor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW Unlocked): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

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

ATTACKS (34)
LEVEL-UP
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Lava Plume
Rock Slide
Earth Power
Earthquake
Eruption
Fissure

TM/HM
Protect
Solarbeam
Return
Dig
Flamethrower
Sandstorm
Facade
Rest
Will-O-Wisp
Explosion
Substitute
Flash Cannon

EGG
Body Slam
Yawn
Ancientpower
Mud Bomb
Heat Wave
Endure
Iron Head

PAST-GEN

Stealth Rock


Rediamond's Team

Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)

Type:
Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Att: Two (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Abilities:
Levitate: 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:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look

Fire Punch*
Ice Punch *
Will-o-Wisp*

Pain Split

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
# of moves: 31

Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)

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. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20


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

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex

Heat Wave
Magic Coat

HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
# of moves: 34

Togekiss [Airplane] (M)
Nature: Timid (*1.15 and +10% accuracy, -One Attack)
Type: Normal/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; Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Stats:
HP: 100
Atk: Rank One (-)
Def: Rank Three
SpA: Rank Five

SpD: Rank Four
Spe+: 92
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
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. [DreamLocked]

Attacks:
Magical Leaf

Sky Attack
Air Slash
Aura Sphere
Extremespeed
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd

Extrasensory
Morning Sun
Substitute

Flamethrower
Psychic
Solar Beam

Thunder Wave
#of moves: over 24

Porygon-Z [Cybrus]
Nature: Modest (+SpAtt, -*Att)

Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: 2(-)
Def: 3
SpA: 6(+)
SpD: 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Abilities:
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


Attacks:
Conversion2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Discharge
Tri Attack

Nasty Plot
Hyper Beam

Pain Split

Solarbeam
HP Fire (7)
Ice Beam
Trick Room
Psyshock
Bide
Dark Pulse

Moves: 21

Pinsir [Vice] (M)
Nature: Adamant (+1Att, -1SpAtt)

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


Stats:
HP: 100
Atk+: Rank 6

Def: Rank 4
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
BRT: 20

MC: 0
DC: 1/5

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Moxie:(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. [DreamLocked]

Attacks: 22
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
Swords Dance

Bug Bite
Faint Attack
Quick Attack

Endure

Earthquake
Stone Edge
X-Scissor
Stealth Rock
Bide
Focus Punch
Double Team
Substitute
[PIMG]286[/PIMG]
Breloom [Emerald] (Male)
Nature: Impish (+1 to Defense, -1 to Special Attack)

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.

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

HP: 90
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.

Technician (DW- Unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks: 23

Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
Poison Powder
Spore
Worry Seed
Counter
Mach Punch
Sky Uppercut
Seed Bomb

Bullet Seed
Drain Punch
Wake-Up Slap
Focus Punch

ThunderPunch

Facade
Swords Dance
Substitute
Stone Edge
Protect


Turn Order
Its_A_Random sends out first Pokemon
Rediamond sends out first Pokemon and issues actions
Its_A_Random issues actions
I ref

Good luck!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random entered the Terra Cage, the arena he hopes will one day, be the venue for the Ground Type Gym. Upon entry, he sees a familiar face, one who had beaten him twice, both narrow victories. Being the first to send out is rather daunting, but with a great switch battle record, which recently got a loss on it, Random felt confident that third time will be the charm. Now, the obvious choice would be to go with Hippowdon, but that would be rather predictable & boring, so let's shake things up...

"Good Luck Rediamond. Are you ready, because I'm not holding back. I summon Megawhal to my side of the field!"
 
Red was annoyed. His usual answers to ground types were unavailable to him at the moment, leaving him with a team beneath his usual standards. However, he still expected he could win through a combination of brute force and tactical play. However, brute force would probably be the way to go at the start.

"Pinsir, let's do this!"

Slam into him hard with an X-Scissor, Bug Bite, and X-Scissor.
If he uses Torment, go for a Focus Punch, unless Encore is used on the next action.
If he uses Dig, use Revenge.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Upon seeing the Pinsir, Random was concerned that the 30m high walls could hamper the jumping ability of Megawhal, but a past battle in this arena had proven it was possible to Bounce. Time for some cheap damage & momentum gaining...

"Alright Megawhal, time for some cheap damage! Start with a Bounce & follow it up with another Bounce! Finish up by U-Turning yourself, where Capers can handle this bug. Let's do this!"

Bounce > Bounce > U-Turn; Switch in Capers at the end of the round
 
Sorry for the slight hold up fellas, future rounds will certainly be reffed with more haste.


Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 120
EN: 100
SPEED: 95
STAT: N/A
OTHER: N/A

VS.


Vice (M)
Abilities: Hyper Cutter, Bold Breaker
HP: 100
EN: 100
SPEED: 85
STAT: N/A
OTHER: N/A


Alright folks, here we go for Random's trial Gym team in the trial Gym arena and unfortunately for Rediamond he hasn't managed to counterteam as much as one might have hoped. Sunshine in particular would be worried about this match up. Nevertheless he is ready to give it his all. IAR has no designs on making it easy for him, as he begins by calling forth one of his bulkiest team members. It seems Megawhal wasn't even in a Pokeball, the massive thing was just happily digging around in the vast undergrounds beneath his home field. Upon his trainers command however the Collosoil explodes from the ground and even the half of its body that is showing dwarfs everything else around. Fortunately the bests half Dark typing does present an opportunity so Rediamond quickly sends forth Vice the Pinsir to take a rare type advantage. Despite being significantly out sized the Bug is bred for fighting and looks to be relishing the task ahead.

But unfortunately as soon as it looked to sharpen its pincers and get down to business Megawhal bounded high into the air and out of reach of the X-Scissor. The confused Pinsir looks about to becomes a confused pancake, but luckily for him the effort put into avoiding the low ceiling means Megawhal's aim is off and he simply splats back into the ground and misses everything.

Undeterred by the miss the mammoth thing once again Bounces into the air (how that is physically possible the likes of you and I will never know) and Vice is left Bug Biting at fresh air. As if to rub salt into the wound a dark aura emanating from the Collosoil means these missed attacks are even more taxing than usual. Megawhal certainly got its eye in with the first leap too, because by the time he comes crashing down this time he is dead on target. All of the Pokemon's huge bulk comes down right on top of poor Vice, not only hitting him Super Effectively but also leaving the poor bug Paralyzed!

Feeling content with his work Megawhal once again displays its incomprehensible nimbleness and rams into Vice before U-Turning back, ready to hightail it out of here at round's conclusion. This does however mean that Vice can finally land a hit, and boy does he make this one count. This X-Scissor hits and hits critically, leaving Megawhal to slink back into its ball with two large slashes right across its massive chest. The wry smile on Rediamond's face quickly disappears when he sees Capers come out as the replacement though.


Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 93
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A

VS.


Vice (M)
Abilities: Hyper Cutter, Bold Breaker
HP: 70
EN: 91
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (15%)
Action 1
Megawhal: Bounced up into the air!
Vice: X-Scissor > The attack missed! [7 EN]
Megawhal: Bounce > The attack missed! [11 EN]

Action 2
Megawhal: Bounced up into the air!
Vice: Bug Bite > The attack missed! [5 EN]
Megawhal: Bounce > (11 + (5-4)*1.5 + (6-5)*1)*1.5 = 20.25 = 20 Vice was paralyzed (20%)! [20 DMG] [15 EN]

Action 3
Megawhal: U-Turn > (7 + (5-4)*1.5 + (6-5)*1.5) = 9.5 = 10 Megawhal will switch out at the end of the round! [10 DMG] [5 EN]
Vice: X-Scissor > CRIT! > (8 + 3 + 3 + (5-3)*1.5 + (6-5)*1.5)*1.5 = 27 [27 DMG] [7 EN]

Capers the Gliscor came out to replace Megawhal!


Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 93
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A

Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 100
EN: 100
SPEED: 95
STAT: N/A
OTHER: N/A

VS.


Vice (M)
Abilities: Hyper Cutter, Bold Breaker
HP: 70
EN: 91
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (15%)


Its_A_Random issues actions
Rediamond issues actions
I refereee
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random sends in Capers & he thinks he had a slight advantage. He didn't do as much as he hoped, nor did he expect Pinsir to do so much from one move...Nevertheless, Random knew this was a sign of things to come, & this could easily turn into an incredibly sharp, knife edged game with best play; One mistake could result in catastrophe. Though that's what will probably happen in the long term, now let's see what will happen now...Luckily, Pinsir was 2 Substitute legal & Paralysis helps too...

"Alright Capers, we have a good advantage here, it's a good time here to gain some control here! He doesn't have Protect, luckily, so let's make this as unfavourable as we can for our adversary!"

Taunt
> Acrobatics > Sky Attack

IF Bide, THEN Sandstorm, followed by Chill
IF First Sub Triggered, AND it was used A1, THEN Sandstorm A2 instead
 
Hahahaha.

I never thought Dig and crew were broken until I saw that roud and realized that even if I had noticed Bounce in his movepool, I couldn't have done much about it if I hadn't known Revenge.

But enough of that. And don't dis Ninetales. She's probably my most powerful team member, even in a mudstorm.

Stone Edge~Bide. It's best to simply have Pinsir relatively unharmed than try to do a little damage. And Mudstorm... can be dealt with.

/me laughs evilly while people try to figure out what he means.
 

Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 93
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/5 Chills

Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 100
EN: 100
SPEED: 95
STAT: N/A
OTHER: N/A

VS.


Vice (M)
Abilities: Hyper Cutter, Mold Breaker
HP: 70
EN: 91
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (15%)

Newly into the fray and Capers is going to withstand no funny business. He immediately throws all manner of jeers and Taunts at Vice, picking on him for getting Bounced on all of last round. Infuriated, the bug responds by picking up one of the many pointed Stone around the Cage and hurling it Edge first at Capers. Of course the Vampire is a defensive beast, and this leaves only minor scratches. Better that than nothing I guess.

Second action is a regular mess of tactics, as Vice decides to enter into what is basically the anti-taunt. By simply Biding its time Capers is forced to avoid direct damage for fear of having it thrown back at him with even greater strength. This does however open the perfect opportunity to kick off our first Mudstorm! Somewhere in his Pokeball Stormamus is yelling "Hey, that's my job!". Nevertheless Capers looks mighty happy flying around unhampered by the rain, but Vice will enjoy it a whole lot less.

The closing of the round is Vice still biding away with nothing incoming, because Capers is simply Chilling Out as a means of making up for the rather energy rich moves he implemented earlier. It does seem that the tactic is working, even if a Pinsir isn't the ideal target for the damaging aspect of a Mudstorm.

Action 1
Capers: Taunt > Vice was taunted! [10 EN]
Vice: Stone Edge > (10 + (5-5)*1.5 + (6-6)*1) = 10 [10 DMG] [7 EN]

Action 2
Vice: Bide > Vice begain absorbing damage!
Capers: Sandstorm > The Sandstorm turned into a Mudstorm! [9 EN]

Vice is hurt by the Mudstorm! [2 DMG]

Action 3
Vice: Bide > Vice is still absorbing damage!
Capers: Chill [+12 EN]

Vice is hurt by the Mudstorm! [2 DMG]

Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 90
EN: 93
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/4 Chills

VS.


Vice (M)
Abilities: Hyper Cutter, Mold Breaker
HP: 66
EN: 84
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (10%), Taunted (3a), Bide (1a)
2 Recoveries/5 Chills

MUDSTORM (3 rounds)


Rediamond issues actions
Its_A_Random issues actions
I refereee
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random observes as Rediamond switches out Pinsir & sends in Porygon-Z. The adversary also hinted he had a "surprise plan" as well, but the slowness of his foe meant Capers already had a speed advantage, & also, attacking second would be the wiser choice, as this would really put the pressure on the opposition. Where two subs don't cover everyhting, the fact that the game had drastically slowed down meant that Random was not falling for whatever his foe had planned...

"Alright Rediamond, you are bold enough to make the switch, let's see what you can do with it, make your actions."

Counterswitch declined
 
Sorry, didn't see your post.
Anyways, I'm not pulling any shenanigans while moving first. And is it really a good idea to have a speed advantage on Porygon?
Ice Beam~Tri Attack~Ice Beam

If Evasive Agility Action one Magnet Rise, actions two or three chill if not taunted. Push the queue back. If Dig, use Magnet Rise if not taunted, if you are taunted Ice Beam the ground below in hopes of making it harder, or impossible to surface, possibly increasing energy, decreasing damage, or causing recoil. And push actions back for this sub as well.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Then again, two subs DOESN'T cover everything...

"Heh, with only a ~68% Chance of hitting, coupled with the fact that Capers is a Flying type, the point of Magnet Rise becomes moot & he'll struggle to even hit us! Deal a lot of damage!"

Dig > Brick Break > Dig
 
Ok I have no idea how this actually works but I'm going to say Vice will be spending one action releasing nothing from Bide when it is eventually sent out again. Rediamond you also need to update your Porygon-Z to have Adaptability rather than Trace.


Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 93
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/5 Chills


Vice (M)
Abilities: Hyper Cutter, Mold Breaker
HP: 66
EN: 84
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (10%), Bide (1a)
2 Recoveries/5 Chills

Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 90
EN: 93
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/4 Chills

VS.


Cybrus (-)
Abilities: Adaptibility, Download, Analytic
HP: 100
EN: 100
SPEED: 90
STAT: +1 SpA (PERMANENT)
OTHER: N/A
2 Recoveries/5 Chills

MUDSTORM (3 rounds)

Alrighty, it looks like Rediamond is a man with a plan as Vice bides its way all the way back into a Pokeball and is swiftly replaced with Cybrus the Porygon-Z! Right away one of the many tricks of the virus Pokemon kicks in, as it Downloads information on Capers'weaknesses and permanently boosts its own Special Attack to capitalise. This should be good.

With the ever so slight speed advantage Capers decides to take no chances and quickly digs underground. Cybrus thinks it knows how to deal with this and uses the forces of Magentism to Rise up off the ground. Unfortunately someone hasn't checked the Data Audit Thread recently, and being part Flying type Capers has no worries in the world crashing into Cybrus with the intended Dig attack. Oops.

Knowing the energy cost of constant digging could add up quickly Capers has to take a break and hope the Mudstorm manages to protect it from potentially devastating incoming attacks. In the mean time he launches a winged fist at the Porygon and the Brick Break hits and does so critically! Not to be outdone Cybrus puts on its lazer sights and singles out Capers despite the flinging mud and hits him square in the face with an Ice Beam. In fact his aim was so good that this move too was a critical hit and between this, Cybrus' far superior Special Attacking prowess and the stacking of abilities the damage is most certainly devastating! In fact that may be the most damage I have ever reffed in a single hit and makes up for any and all derping commited by Cybrus in the other actions.

Its a good thing too as the derping continues at the conclusion of the round. Capers once again Digs underground and thanks to a poorly worded substitution Cybrus refreshes his levitation, again in vain. Between the repeated hits and the ever constant Mudstorm Cybrus took some hits this round, but boy did it dish out one too. Another of those and Capers could be sent packing.

Cybrus' Download activates! > Cybrus' Special Attack rose!

Action 1
Capers: Capers dug underground!
Cybrus: Magnet Rise > Cybrus started floating! [6 EN]
Capers: Dig > (8 + 3 + (3-3)*1.5) = 11 [11 DMG] [9 EN]

Cybrus is hurt by the Mudstorm! [3 DMG]

Action 2
Capers: Brick Break > CRIT! > (8 + 3 + (3-3)*1.5)*1.5 = 16.5 = 17 [17 DMG] [6 EN]
Cybrus: Ice Beam > CRIT! > (10 + 2 + 3 + (5-3)*1.5 + (6-5)*1.5)*2.25 + 1.75 = 44.5 = 45 [45 DMG] [7 EN]

Cybrus is hurt by the Mudstorm! [3 DMG]

Action 3
Capers: Capers dug underground!
Cybrus: Magnet Rise > Cybrus will float some more! [6 EN]
Capers: Dig > (8 + 3 + (3-3)*1.5) = 11 [11 DMG] [9 EN]

Cybrus is hurt by the Mudstorm! [3 DMG]

Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 45
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/4 Chills

VS.


Cybrus (-)
Abilities: Adaptibility, Download, Analytic
HP: 52
EN: 81
SPEED: 90
STAT: +1 SpA (PERMANENT)
OTHER: Magnet Rise (5a)
2 Recoveries/5 Chills

MUDSTORM (2 rounds)


Its_A_Random issues actions
Rediamond issues actions
I refereee
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random hits himself for making an oversight with the "push the queue back" part...Ugh, this is too early to lose Gliscor...At least the sub was easily abused...Random at this point, had no choice...

"..."

Initiating Switch Phase
Capers Out, Tormeldon In
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Hmmm...No Switch, it was fairly obvious since the opposition had nothing that can deal SE Damage without being weak to Camerupt's STAB...So, seemingly, Random did get a free switch, but didn't know what was in store...

"Tormeldon, take full advantage & try to wipe him out! Eruption, Flamethrower, Flamethrower, gogogo! If it Bides, then Substitute (15 HP) followed by Chill, pushing actions back!"

Eruption > Flamethrower > Flamethrower
IF Bide, THEN Substitute (15 HP) followed by Chill, pushing actions back two actions
 
Good. Alright, here it goes:
Magnet Rise again to boost your Magnetism and climb up using the metal in the walls and your past two magnet rises. It's indoors. I assume there's metal. If this puts us above attack range, all the better. After you get as close to the roof as you dare, Hyper Beam a brace, causing a decent sized section to fall down. Finish with a Conversion2. If you haven't been hit by a fire move, use Nasty Plot instead.

If Magnet Rise wouldn't increase the amount of destruction possible or have any evasion effects, use Hyper Beam brace~Conversion2~Pain Split
 

Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 93
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/5 Chills


Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 45
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/4 Chills


Vice (M)
Abilities: Hyper Cutter, Mold Breaker
HP: 66
EN: 84
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (10%), Bide (1a)
2 Recoveries/5 Chills

Tormeldon (M)
Abilities: Magma Armor, Solid Rock, Anger Point
HP: 100
EN: 100
SPEED: 34
STAT: -10% Eva
OTHER: N/A
2 Recoveries/5 Chills

VS.


Cybrus (-)
Abilities: Adaptibility, Download, Analytic
HP: 52
EN: 81
SPEED: 90
STAT: +1 SpA (PERMANENT)
OTHER: Magnet Rise (5a)
2 Recoveries/5 Chills

MUDSTORM (2 rounds)

Well, at least they are taking advantage of this being a switch battle. Knowing that further Ice Beams could be very detrimental to his health Capers willingly returned to his Pokeball to make way for Tormeldon the Camerupt!

Cybrus looks to have gotten an idea from what would have otherwise be classified as the failures of last round as it once again channels Magnetism to Rise up one of the metal columns which holds the cage together. Unfortunately even that isn't enough height to avoid the brunt of a full powered Eruption from the volcanomon.

Cybrus' full plan now comes into view as it launches a massive Hyper Beam, but this isn't aimed at the fiery opponent rather one of the girders that holds up the roof of the arena! The massively overpowered beam cuts the steel girder in two and suddenly about a third of the Terra Cage's roof falls in! Thankfully no Pokemon were hurt in the collapse but it has certainly opened the stage up. If you ask me any weather is now possible in here, as well as other moves which require an open air environment. Tormeldon is stubborn in his aims to just bust out damage, and his Flamethrower does this quite well as it also lays a nasty burn on poor Cybrus and he looks not long for this match up.

Trying desperately to prolong his usefullness Cybrus Converts himself to a type that fire won't hurt so well in the Water type. Unfortunately he is too far gone even for this, and another Flamethrower from Camerupt knocks him out regardless.

Action 1
Cybrus: Magnet Rise > Cybrus stuck itself to one of the metal pillars in the cage! [10 EN]
Tormeldon: Eruption > (15 + 3 + (5-3)*1.5) = 21 [21 DMG] [7 EN]

Cybrus is hurt by the Mudstorm! [3 DMG]

Action 2
Cybrus: Hyper Beam @ the roof! > A large section of the roof fell in! > Cybrus became sluggish! [10 EN]
Tormeldon: Flamethrower > (10 + 3 + (5-3)*1.5) = 16 > Cybrus was burned! [16 DMG] [6 EN]

Cybrus is hurt by the Mudstorm! [3 DMG]
Cybrus is hurt by the burn! [2 DMG]

Action 3
Cybrus: Conversion 2 > Cyrbrus converted itself to the Water type! [4 EN]
Tormeldon: Flamethrower > (10 + 3 + (5-3)*1.5)*0.67 = 10.72 = 11 [11 DMG] [10 EN]
Cybrus was knocked out!

Tormeldon (M)
Abilities: Magma Armor, Solid Rock, Anger Point
HP: 100
EN: 76
SPEED: 34
STAT: -10% Eva
OTHER: N/A
2 Recoveries/5 Chills

VS.


Cybrus (-)
Abilities: Adaptibility, Download, Analytic
HP: -4
EN: 57
SPEED: 90
STAT: +1 SpA (PERMANENT)
OTHER: Magnet Rise (3a), Burned, Water Type
2 Recoveries/5 Chills

MUDSTORM (1 round)


Rediamond sends out new Pokemon and issues actions
Its_A_Random issues actions
I refereee
 
Ninetales. Now things come together.
Upon entry, drought will activate. I have more shenanigans planned, but they will be saved for a later date.
Bide
Attack me and suffer. Without judgement and I gain time for shenanigans.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
So, there's Red's major threat out of the way. Now comes Ninetales, & it's become pretty obvious now that Rediamond's making silly actions...Each to their own. Time to point out the fail, I guess...

"Actually, I can deal damage & NOT suffer at the same time. Heh, heh, heh..."

Earthquake
> Earth Power > Protect
 

Megawhal (M)
Abilities: Rebound, Guts, Pressure
HP: 93
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/5 Chills


Capers (M)
Abilities: Hyper Cutter, Sand Veil, Poison Heal
HP: 45
EN: 69
SPEED: 95
STAT: N/A
OTHER: N/A
2 Recoveries/4 Chills


Vice (M)
Abilities: Hyper Cutter, Mold Breaker
HP: 66
EN: 84
SPEED: 85 (21)
STAT: N/A
OTHER: Paralyzed (10%), Bide (1a)
2 Recoveries/5 Chills
Its_A_Random
ooA---

Tormeldon (M)
Abilities: Magma Armor, Solid Rock, Anger Point
HP: 100
EN: 76
SPEED: 34
STAT: -10% Eva
OTHER: N/A
2 Recoveries/5 Chills

VS.

Rediamond
oxA---

Sunshine (F)
Abilities: Flash Fire, Drought
HP: 100
EN: 100
SPEED: 115
STAT: +16% Acc
OTHER: N/A
2 Recoveries/5 Chills

MUDSTORM (1 round)


Having the path carved ready for her (or should I say roof carved up..) Sunshine the Ninetales comes out to the field and yes would you believe it but she has basked this entire Terra Cage in intense sunlight.

She kicks right off with an interesting tactic and begins to Bide her time. It seems an attempt to ward off Tormeldon from rocking her with damaging attacks, but the camel is not put off. He begins by unleashing a huge Earthquake that shakes the whole arena and especially rattles Sunshine.

Action 2 and Sun is still biding away and it seems Tormeldon is none the wiser. This time he uses his Earth Power to create an explosion of dirt at Sunshine's feet and hits her hard once again.

Action 3 and here we go, Sunshine has a huge amount of power stored up and is about to release it all.. right into Tormeldon's Protective screen! Both Pokemon use massive amounts of energy on that encounter but most importantly Tormeldon didn't take any damage! I tell ya, having a good chunk of his home field literally blown away I was wary of IAR's chances, but not any more!


Sunshine's Drought activated! > The sunlight became intense! [10 EN]

Action 1
Sunshine: Bide > Sunshine is ready to absorb energy!
Tormeldon: Earthquake > (10 + 3 + (4-3)*1.5) = 21.75 = 22 [22 DMG] [6 EN]

Action 2
Sunshine: Sunshine is still biding!
Tormeldon: Earth Power > (9 + 3 + (5-4)*1.5) = 20.25 = 20 > Sunshine's Special Defence fell! [20 DMG] [6 EN]

Action 3
Tormeldon: Protect [32 EN]
Sunshine: Sunshine released bide! > 42*1.75 = 74 > Tormeldon was protected! [43 EN]
Its_A_Random
ooA---

Tormeldon (M)
Abilities: Magma Armor, Solid Rock, Anger Point
HP: 100
EN: 32
SPEED: 34
STAT: -10% Eva
OTHER: N/A
2 Recoveries/5 Chills

VS.

Rediamond
oxA---

Sunshine (F)
Abilities: Flash Fire, Drought
HP: 58
EN: 47
SPEED: 115
STAT: +16% Acc
OTHER: N/A
2 Recoveries/5 Chills

SUN (infinite)


Its_A_Random issues actions
Rediamond issues actions
I refereee
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Hmmm...Let's shake things up, shall we?

"Alright Tormeldon, enough! It's time Megawhal came back onto the playing field!"

Initiating Switch Phase
Tormeldon Out, Megawhal In
 
That was my best stall manuever, was impossible to truly outplay (still -a lot of energy), and Deadfox: did you actually think I had a shot after you saw the arena? (confirmed by ASB leadership as too broken to be a gym arena)

But that aside, I want to finish my rampage in the arena.

Switch phase declined.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Rediamond said:
Arena is too broken!
Ehhh thought as much. I'm open to suggestions as to how to nerf the arena, I've already nerfed it once, but anyways...

Golduck hard counters this arena, just saying...

Making a dubious switch move, Random din't exactly think of it as the best of ideas, but his adversary obviously was still having time in the sun while it lasted...But anyhow, time for some Solarbeams/Bides/Will-O-Wisps/Whatever...

"Alright Megawhal, this is a pretty difficult round, but we can potentially make it out on top! Open up with an Earthquake & rock this place! Follow up with a weaker Magnitude, & finish up with another Earthquake! If he uses either Will-O-Wisp or Pain Split, Encore it!"

Earthquake
> Magnitude > Earthquake

(Once Only) IF Will-O-Wisp, OR Pain Split, THEN Encore, AND push actions back ONLY IF Earthquake was Subbed.


Either way we go about it, Ninetales will cripple us...
 
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