Venser vs. Acklow (Ref: TotalPotato) ~ ENDED IN DQ

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Here's a battle between Venser and Acklow! Spectators are free to watch the match, but only if they're quiet!
Alright, the match is over. You can talk now!

Battle Rules said:
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.

Switch = KO
One Ability
No Items
Venser will send out his/her first Pokémon and select the ability to be used.
Acklow will then select his/her first Pokémon, ability and actions for the round.
Venser will then declare his/her actions for the round.
Then I ref, Venser orders, Acklow orders, etc.

Let the battle begin!
 

Acklow

I am always tired. Don't bother me.
Hippeo, let's go!!!



Hippeo the Hippopotas said:

Hippopotas (Male)
Nature: Impish (Adds * to Defense, and subtracts * from Special Attack)

Type:
Ground
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ***
Def: ****(+)
SpA: *(-)
SpD: **
Spe: 32

EC: 0/4
MC: 0
DC: 0/5

Abilities:
Sand Stream: When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so.
Sand Strength (DW): This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:

Tackle(*)
Sand-attack(*)
Bite(*)
Yawn(*)
Take Down(*)
Dig(*)
Sand Tomb(*)
Stockpile(*)
Sleep Talk(*)
Toxic(*)
Rock Tomb(*)
Earthquake(*)
Let's activate Hippeo's Sandstream. That should hurt the little cloud dragon a bit.

Since the Sandstorm should now be raging, start by using Sand-attack so that his Swells' vision will be blurred. Take advantage of his blurred vision and set up Stockpile to boost your defenses. Next Stockpile again for another boost in defenses.

However, if he does attack during the second or third round, use Dig instead of Stockpile on the third round.

So:

1) Sand-attack
2) Stockpile
3) Stockpile or Dig if he attacks Round 2/3
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.


Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 90
Energy: 100%
Boosts: None
Other: None




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 100
Energy: 100%
Boosts: None
Other: None


Round 1: Start!

Ah, what a lovely day for a battle. Clear skies, no wind... that is, until Hippeo is released, and immediately whips up a fierce Sandstorm. I hope everyone brought Go-Goggles!

Swells obviously doesn't agree with this weather, and decides to do something about it. She roars, and as swiftly as it appeared, the Sandstorm subsides, rainclouds gather, and it begins to shower, all as a result of Rain Dance. Fortunately for Hippeo, there's still a fair bit of sand lying around on the beach, and he has no trouble blasting a Sand-attack into Swells' eyes.

Blinking rapidly, Swells fires off an immense Hydro Pump attack, taking full advantage of the rain. It hits Hippeo dead on, sending him hurtling backwards. Hippeo retaliates by Stockpiling his energy, bolstering his defences.

Without missing a beat, Swells fires another Hydro Pump at Hippeo. Wise to this technique this time around, Hippeo Digs underground as the Hydro Pump passes over some way to the left of where Hippeo was standing. Shortly afterwards, Hippeo resurfaces, dealing some major damage to Swells.

After catching her breath, Swells shakes the sand out of her eyes.

Round 1: End!


It is raining, and will continue to rain for four (4) more rounds unless interrupted.

Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 71
Energy: 74%
Boosts: None
Other: None




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 71
Energy: 76%
Boosts: +1 Def, +1 SpD
Other: None
 

Acklow

I am always tired. Don't bother me.
Seems like he is going on the offensive. Time to take advantage of this. Hippeo, start with Sand Tomb. This should prevent him from escaping into the water. While he is still firing off Hydro Pumps, use Dig and come back up after he fires the last Hydro Pump, he should be unable to escape the attack, thanks to Sand Tomb holding him in one place.

So basically,
1)Sand Tomb
2-3)Dig and stay under until he finishes Hydro Pumping, then hit him.
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.

Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 71
Energy: 74%
Boosts: None
Other: None




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 71
Energy: 76%
Boosts: +1 Def, +1 SpD
Other: None


Round 2: Start!

Gleefully, Swells fires a third successive Hydro Pump Hippeo's way, again hitting him for huge damage. This time, however, when Hippeo gets to his feet, he smirks, having a plan to counterattack. Without warning, a mini-sandstorm whirls up from the ground. Swells yelps not in pain, but in surprise - the Sand Tomb is a whole foot in front of her!

Again, Swells fires an enormous Hydro Pump towards Hippeo, drawing from her seemingly infinite reserves of water. Frantically, Hippeo Digs in the sand to avoid the damage, getting into the hole just as the water stream passes overhead.

With that, Swells rushes off towards the lake, hoping to get out of Hippeo's range. Unfamiliar with large bodies of water, she nonetheless boldly leaps in. Hippeo tries to follow underground, but is forced to surface at the shore line. Once he realises that Swells is out of range, he backs away from the water, not wanting to get too close.

Swells isn't finding the lake too comfortable. Her body was not built for swimming, and it's taking a lot of paddling for her to stay afloat. I doubt it'd be easy to paddle and fire attacks at the same time...

Round 2: End!


It is raining, and will continue to rain for three (3) more rounds unless interrupted.

Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 71
Energy: 54%
Boosts: None
Other: None




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 43
Energy: 67%
Boosts: +1 Def, +1 SpD
Other: None
 

Acklow

I am always tired. Don't bother me.
Alright Hippeo, nows our chance! He's not going to have an easy time in that water, so now it's time to drown Swells with Rock Tomb once. This should slow her down and make things easier for your retreat. Before you DO make your retreat, finish things off with a strong Earthquake, which should be able to make getting out of the water tougher for Swells. After you retreat, use Stockpile once more. If Swells begins chasing you, Yawn ASAP. We need him immobile for your friends to do more stuff.

So:
1)Rock Tomb to slow Swells down.
2)Earthquake to make swimming tougher for Swells.
3)Stockpile while retreating OR Yawn if Swells attempts to chase.
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.


Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 71
Energy: 54%
Boosts: None
Other: None




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 43
Energy: 67%
Boosts: +1 Def, +1 SpD
Other: None


Round 3: Start!

Paddling furiously with her short, stumpy legs, Swells attempts to get herself back onto familiar, solid ground. Meanwhile, Hippeo searches around for some suitable rocks to use for his attack. However, all he can find is wet sand, so he does the best he can with the materials available, firing an impromptu "Rock Tomb" (more of a Mud-slap, really) Swells' way as she swims to shore. With Hippeo used to hurling rocks of considerable weight rather than the sticky, lighter muck, a lot of the muck overshoots Swells. Some wet sand strikes true, but is swallowed up by a cloud of Swells' dust upon contact.

Upon reaching the shore, Swells shakes off the water, then fires a Hydro Pump at the steadily retreating Hippeo. Again, the attack hits home, and it's clear that Hippeo can't take much more of this onslaught. Still, he regains himself as quickly as he can, and shakes the ground with an Earthquake. The sudden jolt in the earth throws Swells completely off balance, and Hippeo takes this opportunity to back away, putting some distance between himself, Swells and the lake.

Practically able to taste victory, Swells fires what she hopes to be a decisive Hydro Pump. But fortunately for Hippeo, this attack is wayward, and the attack misses him completely! Hugely relieved, Hippeo feels way too exposed to try Stockpiling, so instead, he Yawns loudly. Swells' head droops a little in disappointment at her missed attack... or is it from tiredness?

Round 3: End!

It is raining, and will continue to rain for two (2) more rounds unless interrupted.

Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 45
Energy: 35%
Boosts: None
Other: A little sleepy (will fall asleep in three (3) actions)




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 15
Energy: 52%
Boosts: +1 Def, +1 SpD
Other: None
 
Since Swells was told to get out of the water first, and bearing in mind that Monohm aren't strong swimmers (look at those legs! Swimming must be so tough with stumpy legs like those!), getting to shore counted as an action.
 

Acklow

I am always tired. Don't bother me.
Alright Hippeo, you've done your job. However, it is not over yet!

I want you to try to stall your way out of this situation by dodging the first Hydro Pump and Digging. Stay under the ground while he fires his other two Hydro Pumps and hit him once he's asleep. Good luck!!!

So:
1)Dodge Hydro Pump and use Dig
2-3)Stay under the ground while Digging until Swells is done Hydro Pumping


ooc: If this works, I will be one lucky man.
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.

Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 45
Energy: 35%
Boosts: None
Other: A little sleepy (will fall asleep in three (3) actions)




Hippopotas [Hippeo] (M)
Nature: Impish (according to stats)
Ability: Sand Stream
Health: 15
Energy: 52%
Boosts: +1 Def, +1 SpD
Other: None


Round 4: Start!

It's a familiar scene by now - Swells inhales deeply, before blasting out yet another Hydro Pump towards Hippeo. This time, Hippeo can't quite avoid the attack completely - just as he's about to vanish below the ground, his backside is hit by the bottom half of Swells' attack!

When the attack ends, Hippeo is nowhere to be seen. Time seems to slow to a crawl - Swells can't see her opponent, but she's been ordered to attack him, so she decides the best thing she can do right now is prepare her attack. If only it wasn't raining, this period of inaction would be almost... peaceful...

Suddenly, the sand shifts below Swells, and Hippeo comes bursting through, having chosen that moment to unleash Dig. As Swells falls back, dazed, she lets loose the Hydro Pump she's been readying. Her aim is wild what with her falling backwards, but the jet of water sweeps over Hippeo briefly, and that's enough to knock him out cold. But wait - Swells isn't getting up either! Ah, but she's merely dozed off, finally having succumbed to that earlier Yawn.

Round 4: End!


It is raining, and will continue to rain for one (1) more round unless interrupted.

Monohm [Swells] (F)
Nature: Hasty
Ability: Shield Dust
Health: 26
Energy: 9%
Boosts: None
Other: Asleep


Hippeo is unable to battle! Acklow, please send out your next Pokémon with orders for the next round.
 

Acklow

I am always tired. Don't bother me.
Good job Hippeo, you did your job! Alright, next on up is:



Finn the Mantyke said:

Mantyke * (Female)
Nature: Modest (Adds * to Special Attack, and subtracts * from Attack.)

Type:
Water/Flying:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: *(-1)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

EC: 1/4
MC: 1
DC: 1/5

Abilities:
Swift Swim: The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Water Absorb: This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Water Veil (DW): Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Attacks:

Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Twister(*)
Mud Sport(*)
Haze(*)
Boiling Water(*)
Hidden Power Ground 7(*)
Ice Beam(*)
Finn the Mantyke will be using it's ability, Swift Swim for this match!

Alright Finn, time to get into action. Right now, since he is asleep, use Agility, we want to be as fast as possible against whatever he brings in to counter us! Then follow up with two Hidden Power Ground attacks! These should hit him hard enough to KO.

So:
1)Agility
2)Hidden Power Ground
3)Hidden Power Ground
 
Come on swells, wake up dammit! If you wake up on the third action, try to hit him with a Thunder before you faint.
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.

Monohm [Swells] (F)
Ability: Shield Dust
Nature: Hasty
Max HP: 90
Atk: **
Def: **(-)
SpA: ***
SpD: **
Spe: 69(+)

Health: 26
Energy: 9%
Boosts: None
Other: Asleep


Mantyke [Finn] (F)
Ability: Swift Swim
Nature: Modest
Max HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

Health: 90
Energy: 100%
Boosts: None
Other: Speed doubled due to rain


Round 5: Start!

Acklow sends out his second Pokémon, Finn the Mantyke. A brilliant shine is emitted from her skin as she exits her Pokéball - it seems Acklow's managed to land himself a shiny Mantyke! Finn seems pleased with the conditions, doing a few aerial flips to warm up and show off her impressive speed and agility.

Apparently, though, she's still not quite fast enough. Relaxing for a brief moment, Finn suddenly dashes off, displaying yet more Agility. Oblivious, Swells just keeps lying down by the shore, unmoving.

Quick as a flash, Finn fires a powerful Hidden Power directly at Swells. When the rings of energy finally stop hitting Swells, it's clear from her bruised skin and uneven breathing that's she's reaching the end of her rope. She's still dozing, though.

Another Hidden Power is fired from Finn, and when the attack ends, Swells' immobility is somehow different from before. Sensing a swift victory, Finn loops-de-loop in celebration.

However, the round does end on a downer for Finn - the rain slows to a drizzle, and eventually stops, the rainclouds melting away to reveal clear skies.

Round 5: End!


The rain has stopped. Finn is flying around less than 10m away from the edge of the lake.


Mantyke [Finn] (F)
Ability: Swift Swim
Nature: Modest
Max HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

Health: 90
Energy: 81%
Boosts: +1 Spe
Other: None

Swells is unable to battle! Your next Pokémon, ability and attacks, please, Venser.
 
This doesn't look too good, but I think we can handle this! Go, Rebble!

[Rebble is using Technician]

Start with a Volt Change to try and use that momentum to try to dodge her first attack. If she uses Boiling Water or Hidden Power, Disable it! Otherwise, smack her with an AncientPower. Then, if she uses Hidden Power Ground or Boiling Water, cripple her with another Disable! End the round by Rock Polishing if you didn't Disable anything, but if you did, then Head Smash her into the ground!

[Volt Change + (If boiling water/hp ground is used, Disable, otherwise Ancientpower) + (If boiling water/hp ground is used, Disable. otherwise if nothing was disabled Rock Polish.)]
 

Acklow

I am always tired. Don't bother me.
Alright Finn, we're doing pretty good now, so don't let up!!

Alright, start off with a Boiling Water so that it Disables. Next up, since Rebble is only going to Disable if you use Boiling Water/HP Ground, use Ice Beam now instead. Since it is using Disable this round, it won't be using Rock Polish, and instead will be using Head Smash. Use this chance to Agility so that you'll stay faster than Rebble.

So:
1)Boiling Water so that it wastes Disable.
2)Ice Beam while it uses Ancientpower.
3)Agility while it Head Smashes.
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.

Rebble [Rube] (M)
Ability: Technician
Nature: Hasty
HP: 90
Atk: **
Def: *(-)
SpA: ***
SpD: **
Spe: 103(+)

Health: 90
Energy: 100%
Boosts: None
Other: None


Mantyke [Finn] (F)
Ability: Swift Swim
Nature: Modest
Max HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

Health: 90
Energy: 81%
Boosts: +1 Spe
Other: None


Round 6: Start!

Quick as a flash, Rube darts right up to Finn, glows with energy, zaps her with Volt Change, then zips off to the right, still glowing. Finn isn't really sure what just hit her, but it sure was painful! Looking for revenge, she glides after Rube - and it looks like she's timed this well, because the glow surrounding Rube dissipates (halting her zigzag skipping along the beach) just before Finn sprays some Scalding hot water right at Rube! Rube is steaming at this (I can't believe I just wrote that), understandably.

From Rube's perspective, that's not an attack she'd like to have to take again, so she Disables Finn, preventing any further executions of Scald for a while. Finn, though, doesn't have any immediate plans for a second Scald. Instead, she fires an Ice Beam right at her opponent, chilling Rube to the core. How are you supposed to dress in these changeable conditions, eh?

Rube recovers much, much faster than Finn anticipated, and strikes with a dead-on Head Smash before Finn is able to prepare her attack! It's a huge attack, dealing a lot of damage to both battlers. Shaken, Finn speeds herself up again with Agility while it's still safe to do so.

Round 6: End!


The combatants are facing each other, with their lines of sight parallel to the shore line. The lake is about 15 metres away.

Rebble [Rube] (F)
Ability: Technician
Nature: Hasty
HP: 90
Atk: **
Def: *(-)
SpA: ***
SpD: **
Spe: 103(+)

Health: 49
Energy: 81%
Boosts: None
Other: None


Mantyke [Finn] (F)
Ability: Swift Swim
Nature: Modest
Max HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

Health: 52
Energy: 63%
Boosts: +2 Spe
Other: Scald is Disabled (for 4 more actions)

You're up, Acklow!
 

Acklow

I am always tired. Don't bother me.
Cool deal! Okay Finn, time to roll things up! I want you to start by using Hidden Power Ground on the dude. Then, I want you to Bubblebeam him, so that if he attempts to disable you multiple times, you have a wider range of moves that you can work with. After that, finish the match off with an Agility. If he tries to do anything that may hurt your status, try to Supersonic instead. However, make sure you Agility at the end of the round, we want to be speedy.

So:
1)Hidden Power Ground
2)Bubblebeam
3)Agility

And Supersonic in place of 1) or 2) in the case of an emergency.
 
Take the Hidden Power with fortitude, and retaliate with a Disable. As he prepares to Bubblebeam, get up close and Volt Change through them to pop the Bubblebeam and hit him. Then, end the round with an Ancientpower.
 
3v3 Singles
3 days dq
Two uses of Recover/Rest and 5 chills
Switch = KO
One Ability
No Items

Arena: a lake beach surrounded by mountains. serene save for the occasional sandstorm.

Rebble [Rube] (F)
Ability: Technician
Nature: Hasty
HP: 90
Atk: **
Def: *(-)
SpA: ***
SpD: **
Spe: 103(+)

Health: 49
Energy: 80%
Boosts: None
Other: None


Mantyke [Finn] (F)
Ability: Swift Swim
Nature: Modest
Max HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

Health: 52
Energy: 63%
Boosts: +2 Spe
Other: Scald is Disabled (for 4 more actions)


Round 6: Start!

Rube is still a little faster than Finn, but she bides her time on her trainer's orders. So it's Finn that strikes first, firing rings of Hidden Power Ground at Rube, who takes on a defensive stance in an attempt to block some of the damage. It doesn't look like she lessened the damage by much at all by bracing herself, but it seems that she's now ready to make her move. Reaching out with her mind, she tries to Disable Hidden Power from being used... but after that first Disable, Finn's mind seems less accessible to Rube, and the attack fails.

Rube then begins to charge up a ball of electricity, whilst simultaneously edging closer to Finn, her eyes locked with her opponent. As soon as Finn fires her BubbleBeam, Rube releases her Volt Change. The attacks collide in midair, and although the bubbles are designed to explode on impact, the ball of electrical energy is not solid enough to trigger any explosion. As a result, the bubbles pop harmlessly when they hit the ball, and it isn't long before Finn's stream of bubbles is cut off by the Volt Change. She falls roughly on the ground, as the glowing Rube dashes off away from the lake.

Having not been hit, Rube is quick to fire another sphere of energy, this time in the form of an AncientPower. Finn is hit dead on by the attack, but mirroring the end of the previous round, she gathers her composure before boosting her Agility further still.

Round 6: End!


The battling Pokémon are in similar positions to where they last time, except Finn is a touch closer to the lake, and Rube is a bit further away. Just over 5 metres separate them.

Rebble [Rube] (F)
Ability: Technician
Nature: Hasty
HP: 90
Atk: **
Def: *(-)
SpA: ***
SpD: **
Spe: 103(+)

Health: 35
Energy: 68%
Boosts: None
Other: None


Mantyke [Finn] (F)
Ability: Swift Swim
Nature: Modest
Max HP: 90
Atk: *(-)
Def: **
SpA: ****(+)
SpD: ****
Spe: 50

Health: 24
Energy: 47%
Boosts: +3 Spe
Other: Scald is Disabled (for 1 more action)

Venser orders next!
 
Goddammit, I didn't realize that Disable still had the same limitations in ASB...Oh well. Let's do this!

Volt Change to scout the first attack and try to dodge it, and follow it up with an AncientPower. Then, one more Ancientpower!

If she uses Scald, replace the appropriate action with Disable.
 

Acklow

I am always tired. Don't bother me.
Alright Finn, we may be at a slight disadvantage here, but let's stay defensive!

Since we outspeed, try to dodge Rebble's Volt Change by using Agility (or just dodge while using Agility). Next up, I want you to fire an Scald followed by Ice Beam. Since plans on disabling Scald, then it means we can still work on him with Ice Beam. So he'll waste one turn disabling Scald. Try to cancel AncientPower out with your Ice Beam, while you're at it.

So:
1)Agility and dodge the Volt Change.
3)Scald so that he uses Disable.
2)Ice Beam and try to cancel AncientPower out.

Essentially, we want to stay on the defensive, but enough so that our offenses aren't entirely null.
 
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