Flamestrike in a flashmatch, how novel (Flamestrike vs Matezoide, 1v1 singles)

Gonna challenge Matezoide!

1v1 NFE Singles
Switch=KO
All abilities
Items=Training
1 Day DQ
2 subs
2 Recovers/5 chills
ASB arena

Flamestrike's Pokemon:
EmbirchFront.png

Embirch - Cannonstrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
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.
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:
Reckless: (Passive) 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.
Leaf Guard: (Passive) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Chlorophyll (DW): (Passive) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 52 (60/1.15v)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Total Moves: 27

EC: 3/9
MC: 0
DC: 3/5

Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Lava Plume
Petal Dance
Synthesis

Blaze Kick
Counter
Earth Power
Revenge
Seed Bomb

Low Kick

Hidden Power (Ice, 7)
Protect
SolarBeam
Fire Blast
Will-O-Wisp
Rock Slide
Grass Knot
Substitute
Flash Cannon
322.png

Numel - Lavastrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Fire/Ground
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.
Ground:
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious:
(Passive) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Passive) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.
Own Tempo (DW): (Passive) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (35/1.15v)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Total Moves: 25

EC: 2/6
MC: 1
DC: 2/5

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Take Down
Flame Burst
Amnesia
Lava Plume
Earth Power
Yawn
Earthquake
Flamethrower
Double-Edge

AncientPower
Body Slam
Endure
Scary Face
Yawn

Hidden Power (Ice, 7)
Protect
Dig
Fire Blast
Will-O-Wisp
Rock Slide
390.png

Chimchar - Apestrike (M)
Nature: Naive (+15% Speed, +17% Accuracy, -1 SpD)
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 bushfire areas.

Abilities:
Blaze:
(Passive) 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): (Passive) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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 2
SpD: Rank 1 (-)
Spe: 71 (61*1.15^)
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Total Moves: 21

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

Attacks:
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Acrobatics
Slack Off
Flamethrower

Counter
Encore
Fake Out
Focus Punch
ThunderPunch

Dig
Brick Break
Fire Blast
Will-O-Wisp
U-Turn
Matezoide's Pokemon:
solomon.png



<Chinchou> (Solomon) (M)
Nature: Modest (+1 SpA, -1 Atk)

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


About: In the 19th century, a lone pokemon was abandoned by his trainer. Travelling without a destination, Solomon was attacked by a wild Parasect on the swamps. After suffering heavy damage and having his body almost entirely paralysed by the beast's spores, Solomon fell on the lake and died from his injures.
Several years later, the water type woke up, with very little resemblance on his former life and having no idea how he got there, he wandered for months on his own, eventualy meeting with Matezoide and getting caught.
The years spent ''dead'' greatly damaged Solomon's mind, reducing his inteligence and his ability to speak, but is surprisigly happy. The very first thing Solomon remembered is that he was ''born on a monday'', which led to Twilight to naming him after the poem, Solomon Grundy.

Abilities:

Volt Absorb (Passive):: This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate (Toggle):

Default effect: None.

Alternative effect: This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Water Absorb (DW LOCKED Passive): 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.


HP: 100
Atk: 1 (-)
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 67
Size Class: 1
Weight Class: 2

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

Supersonic (*)
Bubble (*)
Thunder-Wave (*)
Flail (*)
Confuse Ray (*)
Water Gun (*)
Spark (*)
Take Down (*)
Electro Ball
Hydro Pump

Endure
Ice Beam (*)
Scald (*)
Surf (*)
Thunderbolt (*)
Volt Switch (*)

Agility (*)
Brine (*)
Whirlpool (*)
Psybeam (*)
Mist (*)

Just specify training items whenever.
 
Solomon, i count on you!

Exp.Share!


Confuse Ray -> Hydro Pump -> Hydro Pump



If sucesful evasive/protective action, use Water Gun that action.
 
Stupid Confusion. Not much I can do about it though, so nuclear option go!

SolarBeam -> Giga Drain -> SolarBeam
If you are at full health action 2 use Seed Bomb instead
 
EmbirchFront.png

Embirch (M)
HP: 90
En: 100
Ranks: 3/2/3/2
Speed: 52
SC/WC: 1/2
Stats: -10% Eva
Status: N/A
Other: N/A
solomon.png

Chinchou (M)
HP: 100
En: 100
Ranks: 1/2/3/2
Speed: 67
SC/WC: 1/2
Stats: N/A
Status: N/A
Other: N/A​


Action 1:
Embirch absorbed light!
Chinchou used Confuse Ray!
RNG Roll (Confusion length) [1 (Slight)|2 (Severe)|3 (Intense)]: 3 (Intense)
Status Change: Intense Confusion (Embirch)
-5 energy
Embirch used SolarBeam!
RNG Roll (Hit Self) [<=5000 Hit Self]: 4008/10000 (Hit Self)
(4+(4.5-3)) = 5.5 damage
-3 energy

Action 2:
Chinchou used Hydro Pump!
RNG Roll (Hit) [<=9000 Hit]: 1737/10000 (Hit)
RNG Roll (Crit) [<=625 Crit]: 8628/10000 (No)
(12+3+(4.5-3)) = 16.5 damage
-7 energy
Embirch used Giga Drain!
RNG Roll (Crit) [<=625 Crit]: 1582/10000 (No)
(8+3+(4.5-3))*1.5 = 18.75 damage
+9.375 HP (Embirch)
-11 energy

Action 3:
Embirch absorbed light!
Chinchou used Hydro Pump!
RNG Roll (Hit) [<=9000 Hit]: 5701/10000 (Hit)
RNG Roll (Crit) [<=625 Crit]: 9874/10000 (No)
(12+3+(4.5-3)) = 16.5 damage
-11 energy
Embirch used SolarBeam!
RNG Roll (Crit) [<=625 Crit]: 6172/10000 (No)
(12+3+(4.5-3))*1.5 = 24.75 damage
-7 energy


EmbirchFront.png

Embirch (M)
HP: 61
En: 79
Ranks: 3/2/3/2
Speed: 52
SC/WC: 1/2
Stats: -10% Eva
Status: N/A
Other: N/A
solomon.png

Chinchou (M)
HP: 56
En: 77
Ranks: 1/2/3/2
Speed: 67
SC/WC: 1/2
Stats: N/A
Status: N/A
Other: N/A​
 
Well, if it ain't broke...

Giga Drain -> SolarBeam -> Giga Drain
If Confuse Ray or Thunder Wave use Protect unless you used Protect the previous action
 
EmbirchFront.png

Embirch (M)
HP: 61
En: 79
Ranks: 3/2/3/2
Speed: 52
SC/WC: 1/2
Stats: -10% Eva
Status: N/A
Other: N/A
solomon.png

Chinchou (M)
HP: 56
En: 77
Ranks: 1/2/3/2
Speed: 67
SC/WC: 1/2
Stats: N/A
Status: N/A
Other: N/A​


Action 1:
Embirch used Protect!
-7 energy
Chinchou used Thunder Wave!
Status Change: 25% PAR (Embirch)
-6 energy

Action 2:
Chinchou used Confuse Ray!
RNG Roll (Confusion length) [1 (Slight)|2 (Severe)|3 (Intense)]: 2 (Severe)
Status Change: Severe Confusion (Embirch)
-5 energy
Embirch used Giga Drain!
RNG Roll (Hit Self) [<=5000 Hit Self]: 1133/10000 (Hit Self)
(4+(4.5-3)) = 5.5 damage
-3 energy

Action 3:
Embirch absorbed light!
Chinchou used Surf!
RNG Roll (Crit) [<=625 Crit]: 626/10000 (seriously?)
(10+3+(4.5-3)) = 14.5 damage
-6 energy
Embirch used SolarBeam!
RNG Roll (Hit Self) [<=5000 Hit Self]: 3051/10000 (Hit Self)
(4+(4.5-3)) = 5.5 damage
-3 energy


EmbirchFront.png

Embirch (M)
HP: 36
En: 66
Ranks: 3/2/3/2
Speed: 52
SC/WC: 1/2
Stats: -10% Eva
Status: N/A
Other: Confused (0a)
solomon.png

Chinchou (M)
HP: 56
En: 60
Ranks: 1/2/3/2
Speed: 67
SC/WC: 1/2
Stats: N/A
Status: N/A
Other: N/A​
 
I should have used Protect A1 and blocked that Thunder Wave, which also means Chinchou takes less damage. And since EM isn't online to bug about this...

Leech Seed -> SolarBeam -> Petal Dance + Petal Dance
If leech seed misses push actions down (and cry)
 
EmbirchFront.png

Embirch (M)
HP: 36
En: 66
Ranks: 3/2/3/2
Speed: 52
SC/WC: 1/2
Stats: -10% Eva
Status: N/A
Other: Confused (0a)
solomon.png

Chinchou (M)
HP: 56
En: 60
Ranks: 1/2/3/2
Speed: 67
SC/WC: 1/2
Stats: N/A
Status: N/A
Other: N/A​


Action 1:
Chinchou used Endure!
-15 energy
Embirch used Leech Seed!
RNG Roll (Hit) [<=9000 Hit]: 8719/10000 (Hit)
Other Change: Leech Seed (Chinchou)
-9 energy
Post-action:
-3 HP due to Leech Seed (Chinchou)
+3 HP due to Leech Seed (Embirch)

Action 2:
Embirch absorbed light!
Chinchou used Brine!
RNG Roll (Crit) [<=625 Crit]: 154/10000 (thats more like it)
(13+3+3+(4.5-3)) = 20.5 damage
-7 energy
Embirch used SolarBeam!
RNG Roll (Crit) [<=625 Crit]: 7788/10000 (No)
(12+3+(4.5-3))*1.5 = 24.75 damage
-7 energy
Post-action:
-3 HP due to Leech Seed (Chinchou)
+3 HP due to Leech Seed (Embirch)

Action 3:
Chinchou used Brine!
RNG Roll (Crit) [<=625 Crit]: 3179/10000 (No)
(13+3+(4.5-3)) = 17.5 damage
-11 energy
Embirch used Petal Dance+Petal Dance!
RNG Roll (Crit) [<=625 Crit]: 4294/10000 (No)
(27+3+(4.5-3))*1.5 = 47.25 damage ~ 24.25 damage
-34 energy
Post-action:
-1 HP due to Leech Seed (Chinchou)
Chinchou fainted!
+1 HP due to Leech Seed (Embirch)


EmbirchFront.png

Embirch (M)
HP: 5
En: 16
Ranks: 3/2/3/2
Speed: 52
SC/WC: 1/2
Stats: -10% Eva
Status: N/A
Other: N/A
solomon.png

Chinchou (M)
HP: KO
En: KO
Ranks: 1/2/3/2
Speed: 67
SC/WC: 1/2
Stats: N/A
Status: N/A
Other: N/A​

-----------

Rewards:
Flamestrike: 1 CC
- Embirch: 1 EC / 3 MC / 1 DC / 1 KOC
Matezoide: 1 CC
- Chinchou: 1 EC / 3 MC / 1 DC
Elevator Music: 2 UC
 
Back
Top