Alchemator vs. Temperantia

Status
Not open for further replies.
Rules
Pokemon: 4v4
Format: Singles
DQ: 1 Participants/2 Ref
Items: None
Switch: OK
Abilities: All
1 Recover/3 Chills

Arena
ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

Alchemator's Team
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Claydol [Clive] (N/A)

  • Nature: Relaxed (Adds a 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:

  • [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. 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 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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 the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks (33):
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot
Explosion
Shadow Ball
Hidden Power [Fire] [7]
Signal Beam

Power Trick
Earthquake
Reflect
Light Screen
Protect

Dig
Trick Room

Hyper Beam
Psyshock
Rock Slide

Bulldoze
Cosmic Power
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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. 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)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

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

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 UNLOCKED): (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, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (33):
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
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace

Stealth Rock
Hyper Beam
Double-Edge

Signal Beam
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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. 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
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

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 UNLOCKED): (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 (36):
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

Shadow Sneak
Fire Punch
Protect
Rock Slide
Ice Punch
Endure
Imprison
Snatch

Feint
Substitute

X-Scissor
Torment
Aerial Ace
Focus Punch
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Alakazam [Alistair] (M)

  • 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. [+22% Acc.], subtracts one (1) Rank from 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. 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 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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


Abilities:

  • 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.
  • 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.
  • Magic Guard (DW UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Attacks (27):
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Energy Ball

Future Sight
Psychic
Substitute
Focus Blast
Protect
Bide
Counter

Dig
Double Team
Torment


Temperantia's Team
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Honchkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
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 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.

Abilties:
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=Unlocked): (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(+): 6
Def(-): 1
SpA: 4
SpD: 2
Spe: 71
SC: 2
WC: 3
BRT: 20

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

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

Roost
Sky Attack
Psycho Shift

Heat Wave

Thunder Wave
Snarl
Toxic
Fly
Substitute

Total Moves: 20
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Vespiquen- Iseria (F)
Nature: Sassy (add * to Special Defense, divide Speed by 1.15; increase in opponent's acuracy by a flat 10%)
Type: Bug/Flying
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 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:
Pressure: (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.
Unnerve (DW=Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: 3
Def: 4
SpA: 3
SpD(+): 5
Spe: 34 (40/1.15= 34.78, rounded down)
SC: 3
WC: 3
BRT: 19

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

Attacks:
Sweet Scent
Gust
Poison Sting
Confuse Ray
Fury Cutter
Bug Bite
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order
Toxic
Attack Order

Ominous Wind
Mud-Slap
Tailwind

Acrobatics
Hidden Power (Fire, 7)

Total Moves: 19
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Chandelure- Persephone (F)
Nature: Modest (Increase Sp Atk by *, decrease Atk by *)
Type: Ghost/Fire
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.
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:
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).
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.
Shadow Tag (DW=Unlocked) : (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk(-): 1
Def: 3
SpA(+): 7
Spd: 3
Spe: 80
SC: 2
WC: 3
BRT: 19

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Pain Split
Inferno

Haze
Heat Wave
Acid Armor

Shadow Ball
Solarbeam
Flamethrower
Energy Ball
Psychic
Telekinesis
Hidden Power (Ground, 7)

Total Moves: 23
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Drifblim- 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=Unlocked): (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: 125
Atk: 3
Def: 2
SpA: 3
SpD: 2
Spe: 80
SC: 2
WC: 2
BRT: 19

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

Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Stockpile
Swallow
Explosion

Haze
Disable
Weather Ball

Will-O-Wisp
Thunderbolt
Acrobatics
Thunder Wave
Substitute
Hidden Power (Ground, 7)
Sunny Day

Total Moves: 19

Turn Order
Temperantia sends out first Pokemon
Alchemator sends out first Pokemon and issues actions
Temperantia issues actions
I ref

Good luck!
 
AlchTrainer4Transp.gif

"Well, well; won't this be fun? I suppose I'll have to take on your monstrous health with my minimal health. Don't underestimate us, however! Go Alistair!"
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AlchTrainer4Transp.gif

"Shut him down!"

Taunt ~ Reflect ~ Shadow Ball
If he/she uses Payback A1, switch the order of A1 and A2.
 
"Do you think I would fall for such tricks? Perhaps this is a lesson best learned the hard way! Nyx, combine a blank-slate Weather Ball and Will-O-Wisp to cripple Alakazam with an Immolation Ball! After your rest, we'll exploit his newfound disability with a Hex!"
 
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Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 125
EN: 100
SPEED: 80
STAT: N/A
OTHER: N/A

VS.

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Alistair (M)
Abilities: Synchronize, Inner Focus, Magic Guard
HP: 90
EN: 100
SPEED: 85
STAT: N/A
OTHER: N/A

It seems everyone is trying out Gym teams these days, as Alchemator has brought along the best of his Psychic brigade to match up against the best counter team Temperantia could muster. It just so happens the majority of those are also a part of the trainer's potential Flying Gym team themselves. Alchemator leads with surely the speediest member of the team in Alistair the Alakazam. With frail defences like that it shouldn't be too difficult to outmatch the original Psychic powerhouse, and Temperantia does just that with Nyx the Drifblim, making rude gestures while doing so that not so subtly say "Get through that HP stat, bub."

As the battle kicks off Alistair responds with crude and nasty Taunts of his own. These ones are directed right at Nyx though as a means to ensure a level of predictability in the oncoming attacks. Right away this idea goes out the window though, because Nyx is able to bypass the usual restrictions of taunt by combining an attacking move with a non attacking move, genius I say! What would otherwise be a boring and Normal typed Weather Ball has contained within its centre the flickering blue flame of a Will-O-Wisp! Upon striking Alistair square in the chest the ball shatters and while the damage is minimal the burn delivery system was a rousing success! Of course Alistair's Magic Guard makes him completely immune to the usual burn damage but here is where the true inspiration of the plan shines through. As much as he may wish to prevent it the Alakazam's Synchronize kicks in and inflicts the very same burn on Nyx herself. This of course activates the blimp's own Flare Boost and beefs up her future special attacks! Phew, what a cacophony of ability activations, I think we all need a breath.

Thankfully the battlers give us this chance to recover and digest the prior action, mostly because Nyx herself is far too worn out to do anything. Alistair doesn't appear to have caught on to his opponent's strategy yet as he conjured a Reflect to guard himself against the physical attacks that certainly don't look to be incoming. But hey, who am I to question the actions of a Pokemon with an IQ double my own? All the while this is going on the slight side effect of Nyx's tactic comes into play as the burn slowly chips away at her HP. Then again when you bought 125 points of the fricken stuff into the battle what’s a little here and there going to do.

The final action is the payoff we have all been waiting for. Alistair fires off a bleakly coloured Shadow Ball that turns Nyx's own typing against her (I never did get what being super effective against yourself meant?) and in the process he further lowers her already admittedly crappy Special Defence. Even that won't even this playing field because between the burn, her own STAB and the flaming booster shot the Hex the Nyx places on Alistair rocks him for massive damage! Things seem all set up for the Drifblim to run right through at least one Psychic type, but of course these things can change in a mere instant...

Action 1
Alistair: Taunt > Nyx was taunted! [10 EN]
Nyx: Burning Weather Ball > (5 + (3-3)*1.5) = 5 > Alistair was burned! > Alistair's Synchronize also burned Nyx! [5 DMG] [20 EN]

Nyx is hurt by the burn! [2 DMG]

Action 2
Alistair: Reflect > Alistair is protected by a reflective shield! [7 EN]
Nyx: Nyx needs to rest from the combination

Nyx is hurt by the burn! [2 DMG]

Action 3
Alistair: Shadow Ball > (8 + (5-2)*1.5)*1.5 = 18.75 = 19 > Nyx's Special Defence fell! [19 DMG] [6 EN]
Nyx: Hex > (10 + 3 + 2 + (3-3)*1.5)*1.5 = 22.5 = 23 [23 DMG] [6 EN]

Nyx is hurt by the burn! [2 DMG]
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Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 100
EN: 74
SPEED: 80
STAT: -1 SpD
OTHER: Taunted (3a), Burned

VS.

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Alistair (M)
Abilities: Synchronize, Inner Focus, Magic Guard
HP: 62
EN: 100
SPEED: 85
STAT: N/A
OTHER: Burned, Reflect (4a)

Temperantia issues actions
Alchemator issues actions
I referee
 
Lenneth takes out Drifblim's Poke Ball and presses the small center button.

"You've played your part this round, Nyx. Return!"


"Allow me to take up the slack, sister! Eclipse, go!"

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"Well, your courage is certainly admirable! Taunt your foe, then Snarl at him and finish with a Dark Pulse. If he tries to Taunt you on the first turn, just replace your Taunt with a Sky Attack!"


If 2nd Substitution is legal: if Bide is used, change actions to Snarl, Dark Pulse, Fly (staying in air)
 
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Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 100
EN: 74
SPEED: 80
STAT: N/A
OTHER: Burned
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Eclipse (M)
Abilities: Insomnia, Super Luck, Moxie
HP: 110
EN: 100
SPEED: 71
STAT: N/A
OTHER: N/A

VS.

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Alistair (M)
Abilities: Synchronize, Inner Focus, Magic Guard
HP: 62
EN: 77
SPEED: 138
STAT: +22% Acc
OTHER: Burned, Reflect (4a)
Sensing the chance to swing the tide Temperantia decides it is time to switch it up. After successfully completing it's objective Nyx is quickly called back and replaced by the frail yet powerful Honchkrow names Eclipse!

But unfortunately Alchemator and Alistair can sense the incoming assault and decide to simply Bide their time and release the surprise at the conclusion of the round. Eclipse, none the wiser, starts us off by Snarling right in Alistair's face. The sound is in fact so harsh that it hits the Alakazam critically! That actually could be worse off for Eclipse but nobody ever said all Super Luck was good. If nothing else it did somewhat hamper Alistair's Special Attacking skills for a while.

Apparently Eclipse thought nothing strange of the oponent just sitting around bathed in white light as he continues the all out assault with a Dark Pulse that also does some very nice damage. This would all be well and good if it weren't for one thing...

And that one thing is coming to a head right about now as the ever cool, calm and collected Alistair simply stands up.. and concentrates the white shield around himself into a ball that fires right at Eclipse for almost double the damage it absorbed! Severely rocked, Eclipse is a step behind the game as always and flies up into the air all too late. He will stay there for a while as the trainers figure out exactly what to do next.

Action 1
Alistair: Bide > Alistair started storing damage!
Eclipse: Snarl > CRIT! > (6 + 3 + 3 + (4-3)*1.5)*1.5 = 20.25 = 20 > Alistair's Special Attack fell! [20 DMG] [4 EN]

Action 2
Alistair: Alistair is storing energy!
Eclipse: Dark Pulse > (8 + 3 + (4-3)*1.5)*1.5 = 18.75 = 19 [19 DMG] [5 EN]

Action 3
Alistair: Alistair released Bide! > (20+19)*1.75 = 68.25 = 68 [68 DMG] [40 EN]
Eclipse: Eclipse flew into the air! [2 EN]
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Eclipse (M)
Abilities: Insomnia, Super Luck, Moxie
HP: 42
EN: 89
SPEED: 71
STAT: N/A
OTHER: Up in the air!

VS.

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Alistair (M)
Abilities: Synchronize, Inner Focus, Magic Guard
HP: 23
EN: 37
SPEED: 138
STAT: +22% Acc, -1 SpA
OTHER: Burned, Reflect (1a)

Alchemator issues actions
Temperantia issues actions
I referee
 
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AlchTrainer4Transp.gif

"Excellent, let's keep going!"

Recover ~ Focus Blast ~ Focus Blast
If he attacks with Fly after A1, replace that action with Counter.
 
"Well, not everything can go according to plan. Dive down and finish Flying. Follow this with another Dark Pulse and finish with a Sucker Punch!"
 
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Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 100
EN: 74
SPEED: 80
STAT: N/A
OTHER: Burned
430.gif

Eclipse (M)
Abilities: Insomnia, Super Luck, Moxie
HP: 42
EN: 89
SPEED: 71
STAT: N/A
OTHER: Up in the air!

VS.

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Alistair (M)
Abilities: Synchronize, Inner Focus, Magic Guard
HP: 23
EN: 37
SPEED: 138
STAT: +22% Acc, -1 SpA
OTHER: Burned, Reflect (1a)
Alistair begins this round knowing full well that his hyper speediness means he can't touch Eclipse this round. Instead he takes a moment to Recover from the prior wounds suffered. Meanwhile Eclipse descends from his lofty heights and crashes hard into Alistair with his Fly attack. Even through the last remaints of the Alakazam's Reflective barrier the move still did some very high damage. A true testament to the physical powerhouse this Honchkrow is.

After taking a hit like that a proud Pokemon like Alistair isn't going to just lie down and die. Instead he Focusses his mind into creating a huge Blast that hits Eclipse right on target. At least the crow's part flying type reduced the effectiveness of the move because lord knows his pitiful defences weren't going to help. Unfortunately for Eclipse his slight lack of a powerful physical STAB move means he is forced to go with his somewhat weaker offence and another Dark Pulse to answer with. Then again when you look at those damage numbers it doesn't look to have hampered him much.

Woops, looks like I may have been a little early on that whole 'lack of physical STAB' call. Knowing that Alistair is going to unleash another blast Eclipse is able to meld into the shadows before zipping out to Punch Al in the face like a Sucker and knocks him out before he could even get half way through the attack! In fact Eclipse is feeling so chuffed by his effort that his attack rose to boot. I wouldn't want to be the next mon sent out to take him on.

Action 1
Alistair: Recover > Alistair regained health! [+20 HP] [11 EN]
Eclipse: Fly > (9 + 3 - 5 + (5-2)*1.5 + (6-5)*1)*1.5 = 12.5 = 13 [13 DMG] [10 EN]

Action 2
Alistair: Focus Blast > (12 + (5-2)*1.5) - 1.75 = 14.75 = 15 [15 DMG] [8 EN]
Eclipse: Dark Pulse > (8 + 3 + (4-3)*1.5)*1.5 = 18.75 = 19 [19 DMG] [5 EN]

Action 3
Eclipse: Sucker Punch > (8 + 3 + (5-2)*1.5 + (6-5)*1.5)*1.5 = 24.75 = 25 [25 DMG] [5 EN]
Alistair was knocked out!

Eclipse's Moxie activated! > Eclipse's Attack rose!
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Eclipse (M)
Abilities: Insomnia, Super Luck, Moxie
HP: 27
EN: 69
SPEED: 71
STAT: +1 Att (PERMANENT)
OTHER: N/A

VS.

iaza15389661874500.gif

Alistair (M)
Abilities: Synchronize, Inner Focus, Magic Guard
HP: -14
EN: 18
SPEED: 138
STAT: +22% Acc
OTHER: Burned

Alchemator sends out new Pokemon
Temperantia issues actions
Alchemator issues actions
I referee
 
"Alistair, you've done a fantastic job. Alexander the Gallade, finish it!
 
BoyAce.png
430.gif



"I'll admit your position is quite enviable, but I'm not finished yet! Honchkrow, show your power with a Sky Attack on Gallade! Follow through with a Fly attack and finish with one last Sky Attack!"
 
We have him now -- use a ThunderPunch + Ice Punch combo to knock him out! If you're flinched push actions back one.
 
426.gif

Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 100
EN: 74
SPEED: 80
STAT: N/A
OTHER: Burned
430.gif

Eclipse (M)
Abilities: Insomnia, Super Luck, Moxie
HP: 27
EN: 69
SPEED: 71
STAT: +1 Att (PERMANENT)
OTHER: N/A

VS.

Gallade4Transp.gif

Alexander (M)
Abilities: Steadfast, Justified
HP: 100
EN: 100
SPEED: 80
STAT: N/A
OTHER: N/A
Alchemator is quick to replace Alistair with another Psychic type, but this one is basically the polar opposite. Alexander much prefers the physical arts to Alistair's mental ones but he is just as potent. Unfortunately for him Eclipse knows he isn't long for this battle and immediately begins to charge up one of his strongest attacks. After spending a good period of time glowing as bright as the sun he unleashes a devastating Sky Attack! That may well be his last action in this match but he made it count for sure. Alexander didn't enjoy the hit but he is certainly making sure it is the last. He fires off a one-two punch of Thundery and Icy Fists that just do enough to knock the crow out and bring this thing back to level pegging. Its now back over to Temp to come up with a Pokemon to stump this powerful puncher.

Action 1
Eclipse: Eclipse started glowing!
Eclipse: Sky Attack > (14 + 3 + (5-4)*1.5 + (6-5)*1)*1.5 + 1.75 = 31 [31 DMG] [9]
Alexander: Thundery Icy Punch > (16 + (5-1)*1.5)*1.5 = 33 [33 DMG] [18 EN]
Eclipse was knocked out!
430.gif

Eclipse (M)
Abilities: Insomnia, Super Luck, Moxie
HP: -6
EN: 60
SPEED: 71
STAT: +1 Att (PERMANENT)
OTHER: N/A

VS.

Gallade4Transp.gif

Alexander (M)
Abilities: Steadfast, Justified
HP: 69
EN: 82
SPEED: 80
STAT: N/A
OTHER: N/A

Temperantia sends out new Pokemon
Alchemator issues actions
Temperantia issues actions
I referee
 
Gallade4Transp.gif
AlchTrainer4Transp.gif

"This will be your toughest fight yet, Alexander -- en garde!"

Taunt ~ Reflect ~ Toxic
If he uses a combo involving Will-o-Wisp or Thunder Wave use Protect and push actions back.
 
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"Nyx, we're going have to play with luck here! If you lose the speed tie and end up getting taunted, strike your foe with some stylish Acrobatics. Follow that up with an Immolation Sphere (Weather Ball+Will-O-Wisp) like you used earlier.
If you do move first, use Thunder Wave to slow him down and shift fortune our way. Finish the round by using Acrobatics and Hex if that succeeds."
 
426.gif

Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 100
EN: 74
SPEED: 80
STAT: N/A
OTHER: Burned

VS.

Gallade4Transp.gif

Alexander (M)
Abilities: Steadfast, Justified
HP: 69
EN: 82
SPEED: 80
STAT: N/A
OTHER: N/A
After saying goodbye to Eclipse Temp quickly calls back the burned Drifblim, Nyx. Right off the bat we hit possibly the most important part of the round, if not the match as Nyx is able to win the speed tie and get the jump on Alex! She takes advantage by making sure she remains the faster by virtue of a Thunder Wave! The now crippled Gallade responds with a Taunt but one feels it may be all too late.

Nyx kicks off the middle of the round by showing of her Acrobatics. Although hampered by the burn she suffered earlier the damage is still pretty decent. It looked like Alexander was attempting to put a measure in place to restrict further uses of moves like that but unfortunately he became fully paralyzed and wasn't able to do anything at all.

Nyx finally unleashes the bomb we were all waiting for and Hexes Alex for some Flare Boosted goodness. Alexander finishes off by making certain that Alex has to go through even more residual damage by afflicting him with a Toxic poisoning. Unfortunately even this level of stacked status will take a while to get through that HP total.

Action 1
Nyx wins the speed tie!
Nyx: Thunder Wave > Alexander was paralyzed (25%)! [7 EN]
Alexander: Taunt > Nyx was taunted! [10 EN]

Nyx is hurt by the burn! [2 DMG]

Action 2
Nyx: Acrobatics > (11 + 3 - 3 + (3-4)*1.5)*1.5 = 14.25 = 14 [14 DMG] [6 EN]
Alexander: Alexander is fully paralyzed! > Alexander's paralysis stage fell!

Nyx is hurt by the burn! [2 DMG]

Action 3
Nyx: Hex > (10 + 3 + 2 + (3-4)*1.5)*1.5 = 20.25 = 20 [20 DMG] [6 EN]
Alexander: Toxic > Nyx was aflicted with Toxic Poison! [7 EN]

Nyx is hurt by the burn! [2 DMG]
Nyx is hurt by Toxic! [1 DMG]
426.gif

Nyx (F)
Abilities: Aftermath, Unburden, Flare Boost
HP: 93
EN: 55
SPEED: 80
STAT: N/A
OTHER: Burned, Taunted (3a), Toxic (2 DPA)

VS.

Gallade4Transp.gif

Alexander (M)
Abilities: Steadfast, Justified
HP: 35
EN: 65
SPEED: 80 (20)
STAT: N/A
OTHER: Paralyzed (15%)

Temperantia issues actions
Alchemator issues actions
I referee
 
"It's time for the coup de grace, Nyx! Astonish our foe and prey on his deepest fears. Follow this by summoning up another Hex and finish with an Acrobatics strike. If your foe is under the effect of Reflect, change your last action to Thunderbolt."
 
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