Dogfish44 Vs C$FP! Why do a witty title when I can play BL2

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issuing 2 separate 2v2 FE dubs, using fairly untrained mons

EDIT@below: training items

Sure, why not.

2 Recoveries / 5 Chills
1 Day Player DQ / 3 Day Ref DQ
All Abilities
Items On / Training (Your Call)
2 Subs / Mon

C$FP's Team:
frontnormal-mcyclohm.png

Cyclohm [Zeus] (Male)
Nature: Modest (+ to Special Attack; - from Attack)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Ability 1: Shield Dust
Type: Innate
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Ability 2: Static
Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Ability 3 (DW) [unlocked]: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Weather Ball
Whirlwind
Bide
Tri Attack
Leer
Double Hit

Hydro Pump
Signal Beam
Power Gem
Draco Meteor
Heal Bell

Thunder
Fire Blast
Double Team
Ice Beam

Moves: 25
NecturnaSprite_FrontNorm.png

Necturna (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Grass/Ghost
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.
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:
Ability 1: Forewarn
Type: Innate
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

Ability 2 (DW) [unlocked]: Telepathy
Type: Innate
This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

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

Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Horn Leech
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Shadow Ball

Giga Drain
Future Sight
Leaf Blade
Leaf Storm
Snatch
Skill Swap
Synthesis
Sketch

Torment
Shadow Claw
Stone Edge

Moves: 24

Dogfish44's Team:
184.png

Azumarill [Vellamo] (Female)
Nature: Jolly (+15% Spe, +5% Acc, -1 SpA)

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

Abilities:

Thick Fat (Innate): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power (Trait): This Pokemon has immense inner strength that grows with its development, raising its Attack by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Sap Sipper (DW) (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.

Stats:

HP: 110
Atk: Rank 2 [5 Huge Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58 (+) [+5% Acc]
Size Class: 2
Weight Class: 3

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

Attacks:

Aqua Ring
Aqua Tail
Bounce
Bubble
BubbleBeam
Charm
Defense Curl
Double-Edge
Helping Hand
Hydro Pump
Rain Dance
Rollout
Slam
Splash
Superpower
Tackle
Tail Whip
Water Gun
Water Sport

Encore
Sing
Soak

Brick Break
Light Screen
Protect
Substitute
Surf

Ice Punch

Total Moves: 28
528.png

Swoobat [Fledermaus] (F)
Nature: Modest (+Sp.Atk -Atk)
Type: Psychic / Flying
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.
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:
Unaware (Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (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, however an item is necessary to pull it off.
Simple (DW) (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Stats:
Swoobat
HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 114
Size Class: 2
Weight Class: 2
Base Rank Total: 16

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

Attacks:
Air Cutter
Air Slash
Assurance
Attract
Calm Mind
Confusion
Gust
Heart Stamp
Imprison
Odor Sleuth

Knock Off
Stored Power
Supersonic

Charge Beam
Energy Ball
Light Screen
Psychic
Reflect
Shadow Ball
Taunt

Total moves: 20

DF gives items and orders. Then C$FP gives items and orders.

GOOD LUCK TRAINERS!
 
2u4h5rl.png


"So we totally, like, both hate Cyclohm..."

Azumarill @ EXP Share: Ice Punch ~ Aqua Tail ~ Ice Punch
IF Cyclohm is KOed, THEN Ice Punch (Necturna)

Swoobat @ EXP Share: Light Screen ~ Psychic (Cyclohm) ~ Psychic (Cyclohm)
IF Cyclohm is KOed, THEN Air Slash (Necturna)
 
both take an Exp. Share

Cyclohm: Bide
IF Bide is interrupted for whatever reason, THEN use Thunder (Azumarill) for remaining actions

Necturna: Skill Swap (Azumarill; Telepathy<=>Sap Sipper), Leaf Blade (Azumarill), Horn Leech (Azumarill)
 
frontnormal-mcyclohm.png
NecturnaSprite_FrontNorm.png

Zeus | Necturna
Items: Exp. Share | Exp. Share
HP: 110 | 100
Energy: 100 | 100
Spe: 80 | 70
Status: N/A | N/A
184.png
528.png

Vellamo | Fledermaus
Items: Exp. Share | Exp. Share
HP: 110 | 100
Energy: 100 | 100
Spe: 58 (5) | 114
Status: N/A | Klutz​

Action 1:
Zeus: Bide (Store)
Fledermaus: Light Screen = [7 Energy]
Necturna: Skill Swap (V: Telepathy <--> Sap Sipper) = [7 Energy]
Vellamo: Ice Punch (Z) - [8+(5-4)x1.5]x1.5 = [14.25 Damage] [6 Energy]

Action 2:
Zeus: Bide (Store)
Fledermaus: Psychic (Z) - 6+4+3+(4-3)x1.5 = [14.5 Damage] [6 Energy]
Necturna: Leaf Blade (V) - [9+3+(5-3)x1.5]x1.5 = [22.5 Damage] [6 Energy]
Vellamo: Aqua Tail (Z) - [9+3+(5-4)x1.5]x0.67 = [9 Damage] [6 Energy]

Action 3:
Zeus: Bide (V) = [66 Damage] [39 Energy]
Fledermaus: Psychic (Z) - 6+4+3+(4-3)x1.5 = [14.5 Damage] [10 Energy]
Necturna: Horn Leech (V) - [8+3+(5-3)x1.5]x1.5 = [21 Damage] [11 Energy]

frontnormal-mcyclohm.png
NecturnaSprite_FrontNorm.png

Zeus | Necturna
Items: Exp. Share | Exp. Share
HP: 58 | 100
Energy: 61 | 76
Spe: 80 | 70
Status: N/A | Skill Swap (Telepathy --> Sap Sipper)
184.png
528.png

Vellamo | Fledermaus
Items: Exp. Share | Exp. Share
HP: 0 | 100
Energy: 88 | 77
Spe: 58 (5) | 114
Status: KOed | Klutz
Field: Light Screen (3a)​
 
2u4h5rl.png


"Awww, that's mean =("

Swoobat: Calm Mind ~ Stored Power (Cyclohm) ~ Stored Power + Stored Power (Cyclohm)
 
frontnormal-mcyclohm.png
NecturnaSprite_FrontNorm.png

Zeus | Necturna
Items: Exp. Share | Exp. Share
HP: 58 | 100
Energy: 61 | 76
Spe: 80 | 70
Status: N/A | Skill Swap (Telepathy --> Sap Sipper)
528.png

Fledermaus
Items:Exp. Share
HP: 100
Energy: 77
Spe: 114
Status: Klutz
Field: Light Screen (3a)​

First Stone Edge missed, letting Fledermaus survive another round.
Action 1:
Fledermaus: Calm Mind = [6 Energy]
Zeus: Thunder (F) - Miss = [7 Energy]
Necturna: Stone Edge (F) - [10+(5-3)x1.5]x1.5 = [21.75 Damage] [7 Energy]

Action 2:
Fledermaus: Stored Power (Z) - 2+2x4+3+(4-3)x1.5+2x1.75 = [18 Damage] [6 Energy]
Zeus: Thunder (F) - [12/2+3+(5-2)x1.5]x1.5-2x1.75 = [16.75 Damage] [11 Energy]
Necturna: Thunder Fang (F) - [7+(5-2)x1.5]x1.5 = [17.25 Damage] [5 Energy]

Action 3:
Zeus: Thunder (F) - [12/2+3+(5-2)x1.5]x1.5-2x1.75 = [16.75 Damage] [15 Energy]
Necturna: Stone Edge - [10+(5-2)x1.5]x1.5 = [21.75 Damage] [7 Energy]
Fledermaus: Super Stored Power (Z) - (2+2x4)x2.25+3+(4-3)x1.5+2x1.75 = [30.5 Damage] [42 Energy]

frontnormal-mcyclohm.png
NecturnaSprite_FrontNorm.png

Zeus | Necturna
Items: Exp. Share | Exp. Share
HP: 10 | 100
Energy: 28 | 57
Spe: 80 | 70
Status: N/A | Skill Swap (Telepathy --> Sap Sipper)
528.png

Fledermaus
Items: Exp. Share
HP: 6
Energy: 23
Spe: 114
Status: Klutz, +1 SpA, +1 SpD, Paralyzed (15), Cooldown (A1)
Field: N/A​
 
oh lol I mixed this up with my battle with Rediamond so I thought rain was up, and I also have no idea why I didn't use any Ghost moves last round... in any case, that bat is quite dead

Cyclohm: Thundershock * 3

Necturna: Shadow Claw * 3
 
frontnormal-mcyclohm.png
NecturnaSprite_FrontNorm.png

Zeus | Necturna
Items: Exp. Share | Exp. Share
HP: 10 | 100
Energy: 28 | 57
Spe: 80 | 70
Status: N/A | Skill Swap (Telepathy --> Sap Sipper)
528.png

Fledermaus
Items: Exp. Share
HP: 6
Energy: 23
Spe: 114
Status: Klutz, +1 SpA, +1 SpD, Paralyzed (15), Cooldown (A1)
Field: N/A​

Zeus takes advantage of Fledermaus' exhaustion and strikes him down with a ThunderShock.
Action 1:
Zeus: Thundershock (F) - [4+3+(5-2)x1.5]x1.5 = [17.25 Damage] [2 Energy]

Rewards:
C$FP: 1 CC
Cyclohm: 4 MC, 1 KOC
Necturna: 4 MC, 1 KOC

Dogfish44: 1 CC
Azumarill: 4 MC
Swoobat: 4 MC

Me: 4 UC
 
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