HLDR vs TIO - these guys certainly like their acronyms

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Stratos

Banned deucer.
Ok if we're going to do this battle, we first must start with a look at:



3v3 Beginner single battle
3 day DQ time
1 Substitution
2 Recover/5 Chill
Arena is the shore of a small lake with grassy plains around it. Trees are around, but few and far between.
Switch = off
items = off
Abilities = one


And then of course there's the teams:

TIO's Team is:

Axew[Chuck](M)*
Nature: Adamant (+Att, -SpA)
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Mold Breaker: Type: 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.)


Rivalry: Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).\

Unnerve (DW): Type: 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: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Scratch*
Leer*
Assurance*
Dragon Rage*
Dual Chop*
Scary Face*
Slash*
False Swipe*

Iron Tail*
Night Slash*
Reversal*

Return*
X-Scissor*
Poison Jab*


Darumaka[King Kong](M)*
Nature: Adamant
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: Type: 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): Type: 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:
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

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

Flame Wheel*
Focus Punch*
Sleep Talk*

Substitute*
Rock Slide*
Flame Charge*


Frillish[Jill](F)*
Nature: Bold (+Def, -Att)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Water Absorb: Type: Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.


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

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3(+)
SpA: Rank 3
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14

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

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*

Confuse Ray*
Mist*
Acid Armor*

Ice Beam*
Shadow Ball*
Scald*


HDLR's Team is:

<Breezi> (Slapjack) [Male]
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Poison/Flying
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.
Unburden(DW): (Innate) 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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 73 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Moves:
Gust (*)
Tailwind (*)
Encore (*)
Rapid Spin (*)
Clear Smog (*)
Knock Off (*)
Copycat (*)
Whirlwind (*)
Razor Wind (*)

Spikes (*)
Stealth Rock (*)
Disable (*)

Taunt(*)
Sludge Bomb(*)
U-Turn(*)

Total Moves: 15


<Harriett> (Panpour) [Female]
Nature: Mild (+1 SpAtk, -1 Def)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Gluttony:(Innate)This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent(DW):(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)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 64
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Moves:
Scratch (*)
Leer (*)
Lick (*)
Water Gun (*)
Fury Swipes (*)
Water Sport (*)
Bite (*)
Scald (*)
Taunt (*)

Nasty Plot (*)
Aqua Tail (*)
Role Play (*)

Ice Beam (*)
Grass Knot (*)
Surf (*)

Total Moves: 15


<Beefy McFistypunch> (Machop) [Male]
Nature: Brave(+1 Atk, -15% Speed, -10% Evasion)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
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.
No Guard: (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.
Steadfast(DW):(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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 29 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

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

Moves:
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Foresight (*)
Low Sweep (*)
Seismic Toss (*)
Revenge (*)
Vital Throw (*)

Counter (*)
Encore (*)
Meditate (*)

Earthquake (*)
Rock Slide (*)
Fire Blast (*)

Total Moves: 15


TIO sends in his first Pokemon and picks the ability he wants
HLDR does the same and orders
TIO orders
 

Stratos

Banned deucer.
Round 1 Start!

HP: 90
EN: 100
OTHER: none
VS

HP: 90
EN: 100
OTHER: none
Arena Notes: None

Panpour used Nasty Plot!
-7 EN

Axew used Dual Chop!
hit = 6800 = yes
crit1 = 2957 = no
crit2 = 6466 = no
dmgP = [4+4+3+4.5] = 15.5
-5 EN

a2

Panpour used Scald!
crit = 6198 = no
burn = 4124 = no
dmgA = [8+3+1.5]*.67+3.5 = 11.83
-5 EN

Axew used Dual Chop!
hit = 9474 = no :(
-9 EN

a3

Panpour used Ice Beam!
crit = 592 = yes
frz = 5799 = no
dmgA = [10+1.5]*1.5+3.5 = 20.75
-7 EN

Axew used Reversal!
crit = 5184 = no
dmgP = [6+4.5] = 10.5
-4 EN


Round 1 End!

HP: 64
EN: 81
OTHER: +1 SpA (1r)
VS

HP: 58
EN: 82
OTHER: none
Arena Notes: None
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Subreffing this. Expect post in a couple hours.

EDIT: A Couple hours later:

Team HLDR

HP: 64
EN: 81
2/1/3/2/64
OTHER: +1 SpA (1r)

Team TIO

HP: 58
EN: 82
4/2/1/2/57
OTHER: none​

Round 2

So here we are at the shore of a small lake with grassy plains around it. Trees are around, but few and far between. Long name, don't you think?

Anyway, pwnemon was swallowed by a giant colosshale so I'll be your subref for this match.

We start the skirmish with Harriet the Panpour attempting to freeze Chuck the Axew with Ice Beam, still powered by the devious plans he formed last round. The Axew suffered quite a bit, but managed to push back with Dual Chop.

The panpour then continues to Ice Beam while the Axew tries now Return, which doesn't get full power, making Chuck lose the damage battle for now.

Finally, Harriet goes again with....Ice Beam and Chuck, with measly 1 hp left, focuses all his energy on a mighty Reversal for considerable damage.

Both pokemon have very little health and Harriet has the speed advantage. But the night is young so let us see what happens.


Panpour: Ice Beam: (10 + 1.5)*1.5 + 1.75 = 19 damage for 7 energy
Crit: 2 (no)
Freeze: 5 (no)

Axew: Dual Chop: 4*2+3+4.5 = 15.5 damage for 5 energy
Hit: 23 (yes)
Crit: 4 9 (no)

Panpour: Ice Beam: (10 + 1.5)*1.5 + 1.75 = 19 damage for 11 energy
Crit: 3 (no)
Freeze: 7 (no)

Axew: Return: 8 + 4.5 = 12.5 damage for 7 energy
Crit: 4 (no)

Panpour: Ice Beam: (10 + 1.5)*1.5 + 1.75 = 19 damage for 15 energy
Crit: 11 (no)
Freeze: 4 (no)

Axew: Reversal: 20 + 4.5 = 24.5 damage for 13 energy
Crit: 9 (no)


Team HLDR

HP: 11
EN: 48
2/1/3/2/64
OTHER:

Team TIO

HP: 1
EN: 57
4/2/1/2/57
OTHER: none​

HLDR's Turn!
 
Crap, no defensive or priority moves.
Fainted-Fainted-Fainted
I'm going to die via scratch, this is pathetic.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
...erm

I won't do an entire round just for a scratch so....

-SCRATCH!-

*Axew faints*

Team HLDR

HP: 11
EN: 45
2/1/3/2/64
OTHER:

Team TIO

HP: KO
EN: KO
4/2/1/2/57
OTHER: KO​

TIO's Turn!
 
Go, Jill! (Frillish)
Confuse Ray-Shadow Ball-Night Shade
IF Harriet uses Taunt a1, use Night shade a1.
 
Grass Knot+Grass Knot Combo - Cooldown - Bite

If you hurt yourself in your confusion action 1 push the combo to action 2.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Team HLDR

HP: 11
EN: 45
2/1/3/2/64
OTHER:

Team TIO

HP: 90
EN: 100
1/3/3/3/40
OTHER:​

Jill confuses the Panpour with a ray for 4 turns. Now why it didn't just kill with shadow ball is a very good question. The monkey then tried a combo but it hit itself. STOP HITTING YOURSELF.

Next turn, Jill does the sensible thing and ends the battle with shadow ball. Go Jill!

Frillish: Confuse Ray for 4 energy
Duration: 3/3 (4 actions)

Panpour: Hit self
Confusion: 1/2 (hit self

Frillish: Shadow Ball: 8 + 3 + 1.5 = 12.5 damage for 6 energy
Crit: doesn't matter

Panpour fainted!


Team HLDR

HP: KO
EN: KO
2/1/3/2/64
OTHER:

Team TIO

HP: 90
EN: 90
1/3/3/3/40
OTHER:​

HLDR's Turn!
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
You have the choice of claiming DQ or not.

If you want the win, say it and I'll post the prizes. If you prefer to wait for HLDR, I'll wait as well (but not for toooo long).
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Fair Enough.

Prizes:
TIO: 2CC
Axew: 1EC, 2MC, 1DC
Frillish: 1EC, 2MC, 1DC, 1KOC

Pwnemon: FLOOR (2*1/4) = 0 (0.5 rounded down)
Frosty: CEILING 2*3/4 = 2 (1.5 rounded up)


I think this is ok. TBH It has been a loooong time ever since I reffed an incomplete battle, so I am not sure. But it seems alright.
 
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