Kingmitus and Cube and Bad Puns and Me

Rules said:
2 vs 2 LC signals
Switch= yes
No items
Chills and recovers= 2/5
Kingmitus
390.png

Chimchar [Chimchar] (M)
Nature:Jolly (+15% Speed, +17% Accuracy, -1 SpA)
Type:
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:
Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW): (Locked) 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

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 71 (+)
Accuracy (+17%)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Fake Out
Fire Punch
Thunder Punch
double kick
Encore

Acrobatics
U-turn
grass knot
taunt
shadow claw
images

Eevee (Eevee) (M)
Nature: Adamant(+1 Atk, -1 SpA)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability:
(innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Run Away: (innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Anticipation (DW): (Locked) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Focus Energy
Covet
Take Down

Curse
Detect
yawn
Wish
Flail

Dig
Retaliate
Swagger
Work up
Facade
Cube
sphealb.png

Spheal [Squishy] (F)
Nature: Bold (+1 Def, -1 Atk)
Type: Ice/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Thick Fat, Ice Body, Oblivious (DW)
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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
LOCKED Oblivious (DW): (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Stats
HP: 100
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 25
Size Class: 1
Weight Class: 3
Base Rank Total: 12

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

Attacks [18/53]

Aqua Ring
Aqua Tail
Attract
Aurora Beam
Blizzard
Body Slam
Bulldoze
Curse
Defense Curl
Dive
Double Team
Earthquake
Echoed Voice
Encore
Facade
Fissure
Frost Breath
Frustration
Growl
Hail
Hidden Power
Ice Ball
Ice Beam
Icy Wind
Iron Tail
Powder Snow
Protect
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sheer Cold
Signal Beam
Sleep Talk
Snore
Spit Up
Stockpile
Strength
Substitute
Super Fang
Surf
Swagger
Swallow
Toxic
Waterfall
Water Gun
Water Pulse
Water Sport
Yawn

Monohm.png

Monohm [Pewny] (M)
Nature: Modest (+1 SpA, -1 Atk)
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 Thrash without losing focus.

Abilities: Shield Dust, Static, Overcoat (DW)
Shield Dust: (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.)
Static: (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.
[LOCKED] Overcoat (DW): (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: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks [17/74]

Aerial Ace
Attract
Captivate
Charge
Charge Beam
Discharge
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
DragonBreath
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustration
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Incinerate
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Strength
Substitute
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Trick Room
Twister
Volt Switch
Water Pulse
Water Pulse
Waterfall
Weatherball
Wild Charge
Zap Cannon
Kingmitus sends.
Cube sends and orders.
Kingmitus counterorders.
I ref.​
Also, assuming No Abilities, 2 Subs, unless you agree otherwise.
 
Yeah I am gonna agree with cube with abilities and subs are fine.
Well I am gonna start off with Beast Boy (I just came up with a name for my chimchar)
 
015.gif

A Chimchar hmm? That's okay! Go Squishy!

sphealb.png


Water Pulse > Body Slam > Water Pulse
- IF Flinched A1, push back actions
- IF Fire Punch, replace corresponding action with Protect
 
Lol you thought I would fire punch that would be not very effective because of your typing and thick fat.
fake out~encore~thunder punch
 
Cube
sphealb.png

100|100
1/3/2/2/25
Kingmitus
390.png

90|100
2/2/1/2/71
~~~
Chimchar starts the round by luring Spheal into a false sense of security, then strikes, catching Spheal off-guard and temporarily immobilizing it. He then uselessly Applauds the Spheal who, seeing through the ruse this time around, sends out a Pulse of Water to do some damage. Spheal then Slams its Body into Chimchar, but not before the monkey hits it with an electric Punch.
Overall, Spheal leaves the round on top, but its anyone's game right now.
Chimchar used Fake Out! -4 EN
[<625 crit]2443
4 + 3 - 4.5
-2.5 HP to Spheal!
Spheal Flinched!
~
Chimchar used Encore! -10 EN
But it failed!
Spheal used Water Pulse! -3 EN [STAB]
[<625 crit]1942
(6 + 3 + 3 - 3) * 1.5
-13.5 HP to Chimchar.
~
Chimchar used Thunder Punch! -6 EN
[<625 crit]2422
[<1000 effect]9011
(8 + 3 - 4.5) * 1.5
-9.75 HP to Spheal
Spheal used Body Slam! [5 + 3 / 3] -6 EN
[<625 crit]8137
(7 + 3 / 2.5) + 1.5 - 3
-6.7 HP to Chimchar
~~~​
Cube
sphealb.png

88|91
1/3/2/2/25
Kingmitus
390.png

70|80
2/2/1/2/71
Kingmitus orders.
Cube counterorders.
I ref and stuff.
 
Thunder punch~acrobatics~grass knot
If water pulse or water gun is used launch a ember to make it into steam and push back actions.
 
Note: Kingmitus, that substitution is generally illegal, as you can't have 2 moves in a single sub, save for Substitution Classes (like Protective/Evasive). I'll let it slide and count it as 2 subs, though.
I have also decided Ember + Water [Pulse/Gun] makes Mist (Regular) for both sides; no, not the weather, as a measly Water [Pulse/Gun] shouldn't be enough water vapor to change the weather entirely.
Cube
sphealb.png

88|91
1/3/2/2/25
Kingmitus
390.png

70|80
2/2/1/2/71
Chimchar used Ember! -2 EN [STAB]
Spheal used Water Gun! -2 EN [STAB]
Ember + Water Gun becomes Mist (Regular) for both sides!
~
Chimchar used Thunder Punch! -6 EN
[<625 crit]4295
[<1000 effect]5293
7 + ((8 + 3 - 4.5) * 1.5 / 2.5)
Spheal Protected itself!
-10.9 EN to Spheal
~
Chimchar used Ember! -2 EN [STAB]
Spheal used Water Gun! -2 EN [STAB]
Ember + Water Gun becomes Mist (Regular) for both sides!
Cube
sphealb.png

88|74
1/3/2/2/25
Mist (6a)
Kingmitus
390.png

70|70
2/2/1/2/71
Mist (6a)
Cube orders.
Kingmitus counterorders.
I ref.
 
Fake Out was already used by Chimchar earlier, so... No Flinch!
Cube
sphealb.png

88|74
1/3/2/2/25
Mist (6a)
Kingmitus
390.png

70|70
2/2/1/2/71
Mist (6a)
Chimchar used Fake Out! -4 EN
[<625 crit]943
4 + 3 - 4.5
-2.5 HP to Spheal!
Spheal used Water Pulse! -3 EN [STAB]
[<625 crit]1382
[<2000 efct]3455
(6 + 3 + 3 - 3) * 1.5
-13.5 HP to Chimchar
~
Chimchar used Taunt! -10 EN
Spheal was Taunted for 6a!
Spheal tried to used Yawn!
Failed due to Taunt!
~
Chimchar used Ember! -2 EN [STAB]
[<625 crit]3595
[<1000 efct]5566
(4 + 3 + 1.5 - 3) * 0.67
-3.685 HP to Spheal
Spheal used Water Pulse! -3 EN [STAB]
[<625 crit]9566
[<2000 efct]2019
(6 + 3 + 3 - 3) * 1.5
-13.5 HP to Chimchar
Cube
sphealb.png

82|68
1/3/2/2/25
Mist (3a)
Taunt (4a)
Kingmitus
390.png

43|54
2/2/1/2/71
Mist (3a)
Kingmitus orders.
Cube counterorders.
I ref.
 
EN for Yawn shouldn't count.

#capasb said:
12:20 Cube|LoL If Taunt stops your Mon from using a move does the EN cost still go through?
12:20 Objection ok, but can we use a name other than multi-hit for moves that are more like rock blast than double kick?
12:20 Pwnemon so it's not two-hit that's singled out, it's two-to-five hit
12:20 Objection no cube
12:20 Cube|LoL kk just verifying.
 
12:46 Onion_Bubs Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind us
12:46 Onion_Bubs ed by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.
12:46 Onion_Bubs Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set

You can only use it once per time your Pokemon is sent out.
 
Uh it was used two turns ago so it should work now. Also what about the mist?
DAT said:
Mist (Regular): The white cloud grants the affected Pokemon immunity to all non-damaging stat-modifying moves such as Leer and Scary Face for six (6) actions. Damaging stat-modifying moves such as Mud-Slap will not be affected. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.
Mist doesn't effect anything but stat-lowering moves.
DAT said:
Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.
It wasn't the first use of Fake Out for Chimchar.

However, I did mess up with Energy for Yawn, and I've fixed that. Yawn shouldn't cost Energy. Sorry.

Anyway, Kingmitus, please order.
 
Oh sorry I am still new to this so I thought fake out would have different rules here and
THUNDER PUNCH + THUNDER PUNCH~(cool down) ACROBATICS~ SHADOW CLAW
if yawn is used use taunt that action and push back
if water pulse is used use ember to counter it.
 
Cube
sphealb.png

82|68
1/3/2/2/25
Mist (3a)
Taunt (4a)
Kingmitus​


390.png

43|54
2/2/1/2/71
Mist (3a)​


WAIT
Cube, you are Taunted but ordered Spheal to use Toxic.
According to IRC, this is illegal, and is grounds for execution a reorder.
As such, please reorder.

 
Okay you're absolutely right on that account too. Clearly my head is not where it needs to be.

Water Gun + Water Gun Super Lame Combo | Cooldown | Signal Beam
 
This is the part I loved ever sense I started reading matches before getting into this place a week ago the combo spam. Also Cube next to signal beam to the left you need this: (cool down)
 
Cube
sphealb.png

82|68
1/3/2/2/25
Mist (3a)
Taunt (4a)
Kingmitus
390.png

43|54
2/2/1/2/71
Mist (3a)
Chimchar used Thunderstorm Destruction! [(2 + 6) * 3.5] -28 EN
[<625 crit]5993
[<2000 efct]9531
((8 * 2.25) + 3 - 4.5) * 1.5
-24.75 HP to Spheal
Spheal used Water Rifle! [(2 + 3) * 3.5] -16.5 EN [STAB]
[<625 crit]54
A critical hit!
((4 * 2.25) + 3 + 3 + 3 - 3) * 1.5
-22.5 HP to Chimchar
~
Both mons are cooling down!
~
Chimchar used Shadow Claw! -5 EN
[<1250 crit]5043
7 + 3 - 4.5
-5.5 HP to Spheal
Spheal used Signal Beam! -6 EN
[<625 crit]5944
[<1000 efct]9333
(8 + 3 - 3) * 0.67
-5.36 HP to Chimchar
Cube
sphealb.png

52|45
1/3/2/2/25
Taunt (1a)
Kingmitus
390.png

16|21
2/2/1/2/71
Cube orders.
Kingmitus counterorders.
I ref.
 
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