Kingmitus vs. Maserato (blah blah can't think of a pun)

Kingmitus said:
4 vs 4 LC singles
Training items
All unlocked abilities
ASB arena
Standard recoveries/chills
2 subs
3 day DQ
Switch-OK
We are joined today by Kingmitus and Maserato pitting babies against eachother in the lovely ASB arena. It looks to be a very interesting fight. And now, let's look at the Pokemon!

Kingmitus's Team!


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): (unLocked) 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: 6/6
MC: 2
DC: 5/5

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
headbutt


Syclar (icicle crab) (M)
Nature: Mild (+1 spA, -1 defense)
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. Gains one extra attack on multi-hit moves, with a cap of five (5).

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Technician (DW): (locked) 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:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Level-Up Moves:
0 Fury Attack
0 Leer
0 Leech Life
4 Scratch
9 Focus Energy
13 Ice Shard
17 Slash
21 Bug Bite
25 Icicle Spear

Egg Moves:
Earth Power
Spikes
Tail Glow
Counter
Signal Beam

TM moves:
ice beam
blizzard
substitute
taunt
double team



Embirch (Embirch) (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: fire/grass
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.
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.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Chlorophyll (DW): (Innate) (locked During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 60 / 40 / 55 / 65 / 50 / 50

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 52(-)
Evasion: 90% (-)

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


Attacks:
5th Gen Level-Up Moves:
0 Pound
0 Sweet Scent
7 Growth
10 Ember
16 Leech Seed
21 Bullet Seed
25 Flame Wheel
Petal dance
Synthesis
43 lava plume

Gen 5 Egg Moves:
Blaze Kick
Counter
Endure
Giga Drain
Earth Power

Gen 5 TM Moves:
rock slide
over heat
fire blast
flash cannon
substitute



Growlithe (hell hound) (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
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 bushfire areas.

Abilities:
Intimidate: (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
flash fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
justified (locked) (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52 (-)
Evasion: -10%
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Bite
Roar
Ember
leer
odor sleuth
helping hand
flame wheel
reversal
fire fang
take down
Crunch
Outrage

Body Slam
Flare blitz
Close combat
Iron tail
Safe guard

Will-o-wisp
wild charge
overheat
flame charge
substitute


Maserato's Team!
Voodoll

A rebelious young member of the crew, Lil prick is struggling to find his place in ASB
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be Disabled) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon's Normal-type attacks have four (4) more Base Attack Power.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Nature=Mild
HP: 90
Atk: Rank 2
Def: Rank 1-
SpA: Rank 4+
SpD: Rank 2
Spe: 70
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC=0/6
DC=0/5
MC=0

Moves
level up
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile

TM
Psychic
rock slide
thunder wave
toxic
substitute

Egg
Shock wave
Mach punch
Perish song
Memento
Imprison

Torchic

Often looked at the wrong way by hungry Smogoneers, KFC has a traumitizing fear of fast food
Type=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 bushfire areas.
Abilities Blaze:

Type: 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)

Speed Boost:DW

Type: Innate

Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).
EC 0/9
MC 0
DC 0/5

Naive nature

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1-
Spe: 52 + (+10%Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

Moves
Scratch
Growl
Focus energy
Ember
Peck
Sand attack
Fire Spin
Flamethrower
Slash

Egg moves
Agility
Counter
Crush claw
Feather dance
Endure

Tm
Fire blast
Rock slide
Shadow claw
Swords dance
Will o wisp

Machop

MaCHUCK has a massive obsession with Chuck norris and hopes to defeat him in battle one day.
Abilities:Guts:

Type: 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:

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.
(DW) Steadfast:

Type: 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.

Brave nature (+att -speed)

Machop
HP: 100
Atk: Rank 4+
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30 -
Size Class: 2
Weight Class: 2
Base Rank Total: 14
-10 evasion

EC 0/9
DC 0/5
MC 0

Moves
Low kick
Leer
Focus energy
Karate chop
Low sweep
Foresight
Seismic toss
Revenge

Counter
Thunder punch
Fire punch
Ice punch
Bullet punch

Dig
Bide
Metronome
Substitute
Detect

Scraggy

Swaggot is a royal pain in everyones ass with his constant screaing YOLO and 420 BLAZE IT UP (BAN ME PLEASE)S
Abilities
Shed Skin:

Type: Innate

This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie:

Type: Innate

This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate:

Type: Innate

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Adament nature
HP: 90
Atk: Rank 4+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

MC 0
EC 0/6
DC 0/5

Moves
Leer
Low kick
Sand attack
Faint attack
Headbutt
Swagger
Brick break
Payback

Fake out
Ice punch
Zen headbutt
Counter
Thunder punch

Dragon tail
Dig
Stone edge
Substitute
Smack down

Now let's get this started!
Order of actions:
Kingmitus sends out and equips
Maserato sends out, equips, and orders
Kingmitus orders



Now, for a personal message from your ref: I have exams this week, so I may not be as expedient as possible. I'll be able to make the 3 day dq, but I won't be as quick to ref as I would like. sorry about that.
 
"Maserato I see you have come well prepared for my team with your fighting types, but that will not stop my team"
Growlithe this is your time Eevee is not as prepared as you are.
Growlithe take this amulet coin
 

Growlithe
HP: 90
EN: 100
4/2/3/2/52
Status: None



Voodoll
HP: 90
EN: 100
2/1/4/2/70
Status: None

A1
Voodoll used Thunderwave!
Growlithe is now Paralyzed!
25% paralysis
-6 EN

Growlithe used safeguard!
Paralysis check (<2500=full paralysis): 3207 (No)
-10 EN

A2
Voodoll used Psychic!
Crit (<625): 7583 (No)
(7+3+6-3)=13 Damage
-4.5 EN

Growlithe used Close Combat
Paralysis Check (<2500): 9017 (No)
Crit (<625): 1516 (No)
(12+6-1.5)*2.25=37.125
-1 Defense, -1 Special Defense
-8 EN

A3
Voodoll used Toxic
Grolithe is safeguarded
-6 EN

Growlithe used Substitute
-18 EN

Growlithe's Paralysis was lowered


Growlithe
HP: 57
EN: 64
4/2/3/2/52
Status: Paralysis (20%), Safeguard(4r), -1 Def (1r), -1 SpD (1r), sub (20)



Voodoll
HP: 63
EN: 83
2/1/4/2/70
Status: None


Kingmitus's Growlithe creates a strange green veil around itself, protecting it against status's, but not before Maserato's Voodoll could paralyze it with a dastardly thunder wave. Voodoll throws Growlithe around a little before Growlithe hits it with close combat. Voodoll tries to badly poison Growlithe but can't because of the safeguard, while Growlithe sets up a substitute.
note: This is the first reffing I've done in a while, so please look over it for mistakes
 
You forgot my substitute in the other section and I have 20 less HP because of the substitute. Also don't worry I am a new ref and I can say from my first reffing just stay confident
Roar~close combat+close combat~ cooldown (close combat+close combat)
If fully paralyzed a1 push actions back
 

Growlithe
HP: 57
EN: 64
4/2/3/2/52
Status: Paralysis (20%), Safeguard(4r), -1 Def (1r), -1 SpD (1r), sub (20)



Voodoll
HP: 63
EN: 83
2/1/4/2/70
Status: None

a1
Voodoll used Substitute
-15 HP
-11 EN
Substitute up

Growlithe used Roar!
Paralysis check (<2000): 7344 (No)
Voodoll will be switched come round end
-7 EN

a2
Voodoll used Psychic
Crit (<625): 8737 (No)
(7+3+6-3)+2=15 Damage to substitute
-4.5 EN

Growlithe used Really Close Combat
Paralysis Check (<2000): 5212 (No)
Crit (<625): 1578 (No)
((12*2.25)+6-1.5)*2.25=70.875 to substitute
Voodoll's Substitute faded
-2 Def, -2 SpD
-35 EN

a3
Voodoll used Psychic
Crit (<625): 9912 (No)
(7+3+6-3)+6=19 Damage to substitute
Growlithe's Substitute faded
-8.5 EN

Growlithe Cooled Down

Voodoll was switched out!
Roll: 1/3: Torchic



Growlithe
HP: 57
EN: 22
4/2/3/2/52
Status: Paralysis (15%), Safeguard(3r), -2 Def, -2 SpD


Benched:

Voodoll
HP: 48
EN: 45
2/1/4/2/70
Status:

Active:

Torchic
HP: 90
EN: 100
2/2/3/1/52
Status:

Voodoll sets up a substitute only to be scared by Growlithe's intense roar. Voodoll throws Growlithe around some more with his mind, but can't seem to break the substitute. Growlithe unleashes a devastating Close Combat attack, but unfortunately for him only hits Voodoll's substitute. Voodoll tries another Psychic attack, and this time manages to destroy Growlithe's substitute, while Growlithe cools down. Voodoll runs away out of fear from Growlithe's Roar, and Torchic gets dragged out.
 

Growlithe
HP: 57
EN: 22
4/2/3/2/52
Status: Paralysis (15%), Safeguard(3r), -2 Def, -2 SpD


Benched:

Voodoll
HP: 48
EN: 45
2/1/4/2/70
Status:

Active:

Torchic
HP: 90
EN: 100
2/2/3/1/52
Status:

A1
Torchic used Rock Slide
Crit (<625): 619 (Yes)
Flinch (<3000): 654 (Yes)
(8+3+3-3)*2.25+4=28.75
-6 EN

Growlithe flinched!

A2
Torchic used Shadow Claw
Crit (<1250): 7954 (No)
(7+3-3)+4=11
-5 EN

Growlithe used Roar
Paralysis Check (<1500): 3582 (No)
Torchic is scared!
-7 EN

A3
Torchic used Rock Slide!
Crit (<625): 3699 (No)
Flinch (<3000): 9372 (No)
(8+3-3)*2.25+4=22
KO
-6 EN


Growlithe
HP: KO
EN: KO
4/2/3/2/52
Status: KO


Benched:

Voodoll
HP: 48
EN: 45
2/1/4/2/70
Status:

Active:

Torchic
HP: 90
EN: 83
2/2/3/1/52
Status:
 
Icicle Crab come on out
"But master he looks strong
Don't worry as long as you don't get scared he cannot hurt you.
Counter switch Maserato?
 
Ok, here's the thing. I'm going to be out of town for about a week with little to no internet access. I'll try to ref if you get orders in, but probably won't be able to. You will be within every right to get a subref, but please don't. don't be a dick here.


And smogon will probably be down the whole time anyway
 
Sorry for the wait I will order now.
Spikes~spikes~tail glow
If Fire punch is used, use counter and push actions back
 
Benched:

Growlithe
HP: KO
EN: KO
4/2/3/2/52
Status: KO

Active:

Syclar
HP: 90
EN: 100
3/1/4/2/91
Status:


Benched:

Voodoll
HP: 48
EN: 45
2/1/4/2/70
Status:


Torchic
HP: 90
EN: 83
2/2/3/1/52
Status:

Active:

Machop
HP: 100
EN: 100
4/2/2/2/30
Status:

A1
Machop used FIRE PAWNCH!!!!
Crit (<625): 6393 (No)
Burn (<2000): 6409 (No)
(18+6-1.5)*2.25= 50.625
-28 EN

Syclar used Counter
50.625*1.5=75.9375
-31.3125 EN

A2
Syclar used Spikes
-8 EN

Machop cooled down

A3
Syclar used Spikes
-12 EN

Machop used Fire Punch
Crit (<625): 8869 (No)
Burn (<1000): 2221 (No)
(8+6-1.5)*2.25= 28.125
-6 EN

Benched:

Growlithe
HP: KO
EN: KO
4/2/3/2/52
Status: KO

Active:

Syclar
HP: 11
EN: 61
3/1/4/2/91
Status:


Arena: Spikes (2 Layers)

Benched:

Voodoll
HP: 48
EN: 45
2/1/4/2/70
Status:


Torchic
HP: 90
EN: 83
2/2/3/1/52
Status:

Active:

Machop
HP: 14
EN: 66
4/2/2/2/30
Status:
 
Ok, I have been asked to DQ Kingmitus

I get 5 UC

Maserato gets 3 CC

Torchic gets 1 EC 2 MC 1 DC and 1 KOC
Voodoll gets 1 EC 2 MC and 1 DC
Machop gets 1 EC 2 MC and 1 DC
Scraggy gets 1 EC 2 MC and 1 DC
 

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