Singles battle between two beginners, Nightrise Vs. Moai

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Alright, let's check out the rules for this beginner's battle;

2v2 Singles (Beginner Battle)
2 Day DQ Time
2 Substitutions
Arena: ASB Arena (is that just some sort of standard arena?)

I'll accept that Moai

No items
All abilities

And now, for the all-important pokemon that will be duking it out in this battle here today!!

First, the team from the man who laid down the challenge, Moai;
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Zigzagoon(*) Bolt (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pick Up: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Quick Feet [DW - Locked]: [Innate] This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11

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

Attacks:
Tackle (*)
Growl (*)
Tail Whip (*)
Headbutt (*)
Sand-Attack (*)
Odor Sleuth (*)
Mud Sport (*)
Pin Missile (*)

Rock Climb (*)
Simple Beam (*)
Pursuit (*)

Thunder Wave (*)
Dig (*)
Swagger (*)

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Trapinch(*) Buzz (F)
Nature:
Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force [DW - Locked] : [Innate] This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Bite (*)
Sand Attack (*)
Faint Attack (*)
Sand Tomb (*)

Quick Attack (*)
Endure (*)
Bug Bite (*)

Earthquake (*)
Dig (*)
Rock Slide (*)

And now, here's the team of the accepting competitor, Nightrise;
622.png

Golett(Quise)(Male)*
Type:Ghost/Ground
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.
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.
Nature: Adamant(+Atk, -SpA)


Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13

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


Level-up Moves
Pound*
Astonish*
Defense Curl*
Mud-Slap*
Rollout*
Shadow Punch*
Iron Defense*
Mega Punch*
Magnitude*
Dynamic Punch*
Night Shade*
Curse*
Earthquake
Hammer Arm

TM/HM Moves
Toxic
Protect*
Rock Slide*
Substitute*

Total Moves:16

Abilities
Iron Fist:
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Klutz:
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard:
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
258.png

Mudkip(Sesi)(Female)*
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Nature: Quiet(+SpA, -Speed)


Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 35(-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*

Egg Moves
Counter*
Mirror Coat*
Wide Guard*

TM/HM Moves
Toxic*
Ice Beam*
Dig*
Waterfall

Total Moves: 14

Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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.

Alright, since Moai laid down the challenge, he sends out his first pokemon. Then Nightrise will send out his first pokemon and issue his actions. Then, Moai will issue actions, then I will ref.

Moai, your first pokemon, please!
 
A Ghost-Type will be a tough opponent for you, Bolt, but I trust you'll be able to pull through.

Dig ~ Odor Sleuth ~ Rock Climb
 
263.png

90 HP
100 Energy

Vs.

622.png

90 HP
100 Energy

I'm sorry, I'm rushed for time. Work decided to change my schedule around on me. There will be flavor moving forward.

Zigzagoon
Dig
RNG roll to crit; 7070 = no crit
[8 + (3 - 2)*1.5] = 9.5 Damage, 10 Energy

Odor Sleuth
5 Energy

Rock Climb
RNG roll to crit; 732 = no crit
RNG roll for effect; 9865 = no confusion
[9 + 3 + (3 - 2)*1.5] = 10.5 Damage, 6 Energy

Golett
Hammer Arm
miss, 7 Energy

Mud-Slap
RNG roll to crit; 5742 = no crit
[4 + 3 + (1 - 2)*1.5] = 5.5 Damage, 2 Energy

Defense Curl
5 Energy

263.png

95 HP
79 Energy
Odor Sleuth (4a)

Vs.

622.png

70 HP
86 Energy
+1 Def

Moai, you're up!
 
That trickery kept us fighting a bit longer, let's take advantage of it!

Headbutt ~ Rock Climb ~ Headbutt
If Fighting-type attack, then use Dig.
 
Due to an IRC that leads me under the impression that your substitute is invalid, I make the following actions

Hammer Arm - Hammer Arm - Hammer Arm
 
263.png

95 HP
79 Energy
Odor Sleuth (4a)

Vs.

622.png

70 HP
86 Energy
+1 Def

That is unfortunately, an invalid sub. If you had specified Hammer Arm, it would be valid. So, Nightrise is correct, and I will have to ignore the sub.

Alright, let's the match going again! Bolt, still able to smell Quise into a solid form, runs as fast as he can into Quise, ducking his head at the last second, nailing the Golett with a Headbutt. Ouch, that looks like it hurt! Quise can't get over the shock of being hit with a headbutt, and flinches, unable to act! How dreadful!

Bolt continues his normal assault against the typically-immune ghost, and for no explicable reason starts Climbing the Rocks nearby. Why Bolt would do such a thing in the middle of a fight is beyond me. Quise puts an end to the nonsense and brings down the Hammer Arm on Bolt. However, Quise is so upset about Bolt just ignoring the battle that he is now confused!

Bolt keeps up his haxxing ways, and rams into Quise with another Headbutt. And in a case of true deja-vu, the Headbutt causes Quise to flinch again. Such a haxxy Zigzagoon!

Zigzagoon
Headbutt
RNG roll to crit; 5453 = no crit
RNG roll for effect; 1799 = flinch
[7 + 3 + (3 - 2)*1.5] - 1.75 = 9.75 Damage, 4 Energy

Rock Climb
RNG roll to hit; 1547 = hit
RNG roll to crit; 8321 = no crit
RNG roll for effect; 1131 = confusion
RNG roll for duration; (1,2,3/3) 3 = 4-Turn Confusion
[9 + 3 + (3 - 2)*1.5] - 1.75 = 11.75 Damage, 6 Energy

Headbutt
RNG roll to crit; 8640 = no crit
RNG roll for effect; 2612 = flinch
[7 + 3 + (3 - 2)*1.5] - 1.75 = 9.75 Damage, 4 Energy

Golett
Hammer Arm
flinch

Hammer Arm
RNG roll for confusion; 3592 = success
RNG roll to hit; 2208 = hit
RNG roll to crit; 6684 = no crit
[10 + (4 - 2)*1.5]*1.5 = 19.5 Damage, 7 Energy

Hammer Arm
flinch

263.png

76 HP
65 Energy
Odor Sleuth (1a)

Vs.

622.png

39 HP
79 Energy
Confusion (3a)

Nightrise, you're up!
 
(Sorry for that luck, but it can't be helped. Also, I seem to have forgotten it needs to be offensive-fighting type attack, rather than just fighting-type attack. Sorry for that confusion!)

Keep up the good work, Bolt!

Headbutt ~ Odor Sleuth ~ Headbutt
 
I am late with this reffing, and I apologize.

263.png

76 HP
65 Energy
Odor Sleuth (1a)

Vs.

622.png

39 HP
79 Energy
Confusion (3a)

I will edit flavor in tonight when I get out of work. I am rushing this, so there may be mistakes. Be sure to look everything over and point out anything that seems out of place.

Zigzagoon
Headbutt
RNG roll to crit; 4575 = no crit
RNG roll for effect; 9160 = no flinch
[7 + 3 + (3 - 2)*1.5] = 11.5 Damage, 8 Energy

Odor Sleuth
5 Energy

Headbutt
RNG roll to crit; 1932 = no crit
RNG roll for effect; 6970 = no flinch
[7 + 3 + (3 - 2)*1.5] = 11.5 Damage, 4 Energy

Golett
Hammer Arm
RNG roll for confusion; 4197 = success
RNG roll to hit; 5218 = hit
RNG roll to crit; 7013 = no crit
[10 + (4 - 2)*1.5]*1.5 = 19.5 Damage, 7 Energy

Hammer Arm
RNG roll for confusion; 6973 = hit self
[4 + (4 - 2)*1.5] = 7 Damage, 3 Energy

Hammer Arm
RNG roll to hit; 4571 = hit
RNG roll to crit; 4132 = no crit
[10 + (4 - 2)*1.5]*1.5 = 19.5 Damage, 7 Energy

263.png

37 HP
48 Energy
Odor Sleuth (4a)

Vs.

622.png

9 HP
62 Energy

Moai, you're up next!
 
Here's hoping I was able to figure out that damage calculator well enough.

Tackle ~ Headbutt ~ Tackle
If he uses Protect, then use Chill, and move actions down.
 
Alright, then, Nightrise is disqualified, Moai wins!

Prizes;

Moai; 2 CC
Zigzagoon; 1 EC, 2 MC, 1 DC
Trapinch; 1 EC, 2 MC, 1 DC

rickheg; 1 UC
 
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