flash! ullar v subway

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Stratos

Banned deucer.
1v1 FE Singles
1 day DQ
1 recover, 2 chills per 'mon
ASB arena
training items if you have them
2 sub
one abilities
switch=HUNGERGAMES

ullar:
frontnormal-fvoodoom.png

<Voodoom> [Huggable] (Female)
Nature: Naive (+Speed, -Sp. Def.)
Type: Fighting/Dark
Fighting: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.

Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Motor Drive: (Innate) [DW, Unlocked] This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 127 (+, 19% accuracy boost
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Revenge
Night Slash
Wrap
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Frustration
Dark Pulse
Acupressure
Faint Attack
Close Combat
Aura Sphere
Beat Up

Screech
Psycho Cut
Mach Punch
Counter
Pursuit

Substitute
Work Up
Thunder Wave
Psychic
Taunt

Ice Punch

subway:
coloshale3.png

Battleship the Colloshale (M)
Nature: Hasty (+Speed, -Def)

Type: Dark/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Flare Boost (DW Locked): (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 do two (2) more damage.

Stats: (Hasty Nature)

HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+22ACC) (+)
Size Class: 4
Weight Class: 9
Base Rank Total: 16

EC 0/6
MC 0
DC 0/5

Moves:

Leer
Tackle
Mud Shot
Rapid Spin
Bubblebeam
Mud Bomb
Pursuit

Fire Fang
Dive
Encore

Rock Slide
U-Turn
Earthquake
554.gif

Scrabble the Darumaka (M)
Nature: Rash (+Sp Atk, -Sp Def)

Type: Fire
Fire: Fire STAB; immune to burn, 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:
Hustle: (Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus: (DW LOCKED) (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.

Stats: (Rash Nature)
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 2 (+)
SpD: Rank 1 (-)
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC 0/6
MC 0
DC 0/5

Moves:

Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up

Encore
Hammer Arm
Yawn

Rock Slide
Dig
Flamethrower

Syclar.png

Bookworm the Scylar (M)
Nature: Naïve (+Speed, -Sp Def)

Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW LOCKED): (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 mutli-hit attacks is increased by two (2).

Stats: (Naïve Nature)
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 105 (+25ACC) (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC 0/6

MC 0
DC 0/5


Moves:

Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Sheer Cold

Silver Wind
Pin Missile
Tail Glow

Hail
Blizzard
Dig
Rock Slide

oh dear somewhere there was a miscommunication
 
Round 1 Start!​

frontnormal-fvoodoom.png

HP: 100
EN: 100
OTHER: none
VS
coloshale3.png

HP: 100
EN: 100
OTHER: none​
Arena Effects: None​

voodoom used aura sphere
crit = 7579 = no
dmg = [9+3+1.5]*1.5 = 20.25
-6 EN

colosshale used mud shot
crit = 1080 = no
dmg = [6+1.5] = 7.5
-4 EN

a2

Colosshale used mud bomb
crit = 5886 = no
effect = 5883 = no
dmg = [7+1.5] = 8.5
-6 EN

voodoom used dark pulse (why)
crit = 39 = yes
dmg = [8+3+3+1.5]*2/3 = 10.33
-5 EN

a3

Colosshale used mud shot
crit = 3480 = no
dmg = [6+1.5] = 7.5
-4 EN

voodoom used Aura Sphere
crit = 4534 = no
dmg = [9+3+1.5]*1.5 = 20.25
-6 EN
round 1 end
frontnormal-fvoodoom.png

HP: 76
EN: 83
OTHER: -2 spe (1r)
VS
coloshale3.png

HP: 49
EN: 86
OTHER: none​
Arena Effects: None​
 
i don't even care to do the reffing, close combat does more than the 8 it needed to to secure a ko...

Me: 3 UC

SubwayJ: 2 CC
Colosshale: 2 MC 1 EC 1 DC

Ullar: 2 CC
Voodoom: 3 MC
 
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