Coolking49 vs Venser

Ahh a lovely day at the beach. The cool breeze coming off the still, sparkling water and blowing fine white sand onto the surfaces of various smooth rock. As far as the eye can see, the whole beach is bathed in the warm light of the late afternoon sun. Really, it seems like nothing could ruin the tranquilit-
Oh nevermind! It's seems a pair of trainers have elected to ruin the peace and quiet with a Pokemon battle.
Thank God, I was bored shitless.
Walking down the beach from the other end of the bay, holding his thongs and wearing a pair of sunglasses, we have the king of cool himself: Coolking49!
A little closer, lying on a each towel, sunbaking and sipping a cold drink we have Venser, relaxed and confident.
Without a word the two trainers silently agree - it's time for business.

Coolking will send out his first pokemon, then Venser will do the same and issue his commands. Once Coolking issues his own commands, I will ref and so on.
Let's get started!

switch=ko
two abilities*
no items

*if anyone has a dream world ability by any chance, state what abilities you are using. Don't bother otherwise.
 
Beldum eh? Sure, we can handle that. Go, Daredevil [Darumakka]! Let's start this battle with a Will-O-Wisp, and follow that up by enabling Hustle. Then, Fire Punch twice!
 
Heh, a fire type on the beach? Good luck with that.

Beldum, float over the water, and take a little dip for some fire resistance. Once Daredevil comes in to attack it him with a wet Take Down, but if he is too far away for your wet body to hit him, Take Down into the water so it goes spraying into him. Do the same action again. No matter what stay near the water, its your one advantage.

Go to water and take a dip~Take Down Daredevil/Take down water and splash water into him~Take Down Daredevil/Take down water and splash water into him
 

Beldum (genderless)
Nature: Brave
Steel/Psychic
Clear Body

Stats:

HP: 90
Atk: ***
Def: ***
SpA: **
SpD: ***
Spe: 25

Attacks:
Take Down


Darumaka(*) [Daredevil] (♀)
Nature: Adamant
Fire
Hustle Stats:
HP: 100
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50

Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*


Beldum flees to the water for an advantage but due to inferior speed is caught by a ghastly Will-o-Wisp from Darumakka before he can submerge himself in the water.
Daredevil, living up to his name, dives into the water despite his typing and strikes his metallic foe with a Fire Punch. Sadly it fizzes out as the doll's fist hits the cold waters of the ocean, and is reduced to a simple Punch. Somehow, however, this mere Punch manages to inflict a Critical Hit! Beldum, saddened that his evasive technique didn't quite go as planned decides to try and Take Daredevil Down a peg.
Surprised and delighted, Darumakka feels no reservations as it heedlessly Fire Punches again, but without the same satisfying results. Sensing an opportunity, Beldum utilises his ultimate technique - Take Down! And this time he scores a Critical Hit of his own! Sadly the combination of burn, recoil, and Daredevil's sheer power is quickly taking its toll on Beldum.
[Seriously if you want to check these calcs yourself I can see why. But keep in mind he's using a STAB attack (not super effective because of the water) with hustle, he got a crit on one and he has 4 atk to your 2 def. As for your damage, burn halved your attack for the first one (as well as dealing 6 damage), which lessened it somewhat... the second of course was a crit so it didn't matter. All of these factors are taking a heavy toll, which is why it looks like Beldum has taken a ridiculous amount of damage.]



Beldum
Nature: Brave
Steel/Psychic
Clear Body

Stats:

HP: 43
Atk: ***
Def: ***
SpA: **
SpD: ***
Spe: 25
Energy: 82

Attacks:
Take Down


Darumaka(*) [Daredevil] (♀)
Nature: Adamant
Fire
Hustle Stats:
HP: 81
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
Energy: 80

Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*
 
Venser attacks first right? I actually thought the burn would be ineffective because of the water, but hey, thats all right too.
 
Actually you attack first because Venser attacked first last time.
The burn got you before you made it to the water, since you were slower.
 
All right, lets try to get something done before you faint.

Heres an idea. When daredevil gets close to you to attack, get the thorns on your back (feet?) to jab into him, keeping him locked. Then try to keep him under water, pinning him to the ground (at the bottom of the shallow part of the ocean). Try to make it so your head is above the water most of the time, but if not, use the maneuver anyways. If he doesn't come near you, keep splashing water on him with take down. If you do manage to get him pinned after the first attack and he still is pinned after the second one, use a take down backwards to push him further into the soft sand. If he escapes or you don't manage to trap him after the first or second turns, (try to) Pin him down again.

This is what I love about ASB. Who cares if you cant do this in the game? Lets hope this works.
 
@ref: Darumakka's flame is inside it's body, not exposed, so dousing him in water doesn't really have the same effect it would have for, say, infernape. Apologies if I'm infringing on ref territory here.

Looks like he's going to try something wierd, here, but I think we can handle it. Begin by making sure Hustle is still activated, then get in close and smack him with a U-turn so that he can't grab onto you. Then, Nitro Charge so that you'll be fast enough to avoid his attempts at pinning you, and finish with a Fire Punch.
 
Beldum
Nature: Brave
Steel/Psychic
Clear Body

Stats:

HP: 43
Atk: ***
Def: ***
SpA: **
SpD: ***
Spe: 25
Energy: 82


Darumaka(*) [Daredevil] (♀)
Nature: Adamant
Fire
Hustle Stats:
HP: 81
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
Energy: 80


A strange glint in Beldum's eye tells Daredevil that he's about to try something tricky, and decides to do his best to outsmart him. Timing his attack with the tide, he lunges forward at Beldum as the current pulls out to sea, then pushes off his opponent just as the waves come in - a skillful underwater U-Turn! Beldum attempts to pin his opponent underwater with a Take Down but while he lands a glancing blow, Darumakka's fancy footwork allows it to escape.*
Daredevil then daringly returns with a Nitro Charge. Again he uses the current to boost his speed, but the same water he uses to his advantage also causes the fiery aura of his attack to dissipate uselessly, once again foiling Darumakka's super effective Attacks. To make matters worse, in the moment between two directions of water movement, Beldum lunges at the now stationary Daredevil with yet another Take Down and manages to push him undewater!
Flailing and wrestling, Daredevil manages to escape the pin thanks to his blazing (well not literally blazing) speed. Lungs still full of water, he throws a desperate Fire Punch but fails to connect. Beldum attempts to lock his opponent down once again, but has apparently lost his sense of direction in the commotion, turning his Take Down into a Take Up, bringing both Pokemon to the surface.

*I took it to be a 50% chance with U-Turn.
Beldum
Nature: Brave
Steel/Psychic
Clear Body

Stats:

HP: 13
Atk: ***
Def: ***
SpA: **
SpD: ***
Spe: 25
Energy: 49*


Darumaka(*) [Daredevil] (♀)
Nature: Adamant
Fire
Hustle
Stats:
HP: 64
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
Energy: 67
Boosts: +1 Speed.

*I think I calculated the energy wrong before, so thats more than you should have. Only one attack is depressing... remember, after this, there have been some changes to the rules meaning that you can have some 4th gen tutors because you cant get tms.
 
Ok a quick round, Daredevil starts off with a Fire Punch. Despite still being wet, its enough to finish the helpless Beldum.

coolking will now send out a new pokemon and issue commands.

Darumaka(*) [Daredevil] (♀)
Nature: Adamant
Fire
Hustle
Stats:
HP: 64
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
Energy: 63
Boosts: 0
 
Go piplup

Start off with a hydro pump. Try to use the force to push him back into the water. After that, get into the water, and if he tries to attack you along the way use bubble (to slow him down), then keep moving. If you can, once you get to the water use Hydro Pump.
 
Start by juking him out with a U-turn away from the water; hopefully it'll cause him to miss the already-inaccurate Hydro Pump. Follow it up with a Yawn to put him on the offensive, and finish the round with a Hammer Arm.
 

Darumaka(*) [Daredevil] (♀)
Nature: Adamant
Fire
Hustle
Stats:
HP: 64
Atk: ****
Def: **
SpA:
SpD: **
Spe: 50
Energy: 63
Boosts: 0


Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:

Piplup
HP: 90
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 100

Moves:
Pound
Growl
Bubble
Water Sport
Peck
Bide
BubbleBeam
Fury Attack
Hydro Pump
Yawn
Aqua Ring
Ice Beam
Grass Knot
Pluck


Daredevil starts the battle against this new opponent with a confident U-turn. However, due to his constant hustling, the attack fails to connect leaving the fiery doll confused as to where to dart to next. Piplup abuses this opportunity to launch a fearsome Hydro Pump at Darumakka, which not only hits for severe damage but also forces the poor thing back into the water!
Despite hurting a lot, Daredevil dares to feign boredom and Yawns at his opponent. Though unconvincing, it has the immediate effect of causing Piplup to feel sleepy; It is inknown whether what he tries next is an attempt to use a stronger water attack, but the result is little more than a cluster of bubbles.
Once again ready to rumble, Daredevil leaps out of the, swinging his arm in a circle, then lands right in front of Piplup and smacks him in the face with a Hammer Arm. Angered, Piplup fires off a merciless point blank Hydro Pump, once again forcing Darumakka into the water. Daredevil then floats up to the surface on his back, down for the count. It seems Piplup has not only avenged his teammate, but perhaps has also evened the odds in this beachside battle.

Holy crap, these high power attacks do some hefty damage...



Darumaka(*) [Daredevil] (♀)
KO'd!


Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:

Piplup
HP: 74
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 85
Other: Affected by yawn; will fall asleep after 1 action
 
Monohm got this. Go, Swells! Start off with a Thunderwave followed with a Dragon Dance. Finish with a Wild Charge!
 
All right, piplup, since you seem to be a bit sleepy, so use hydropump of the rocks to get yourself into the water. I mean deep into the ocean, so monohm cant get to you. After that, if you are still awake, use aqua ring, and then growl, jump up to the surface and yawn.
 

Monohm(*) [Swells] (♀)
Nature: Hasty
Electric/Dragon
Shield Dust/Static

HP: 90
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69 (60 x 1.15)

Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:

Piplup
HP: 74
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 85
Other: Affected by yawn; will fall asleep after 1 action


Venser sends out Swells the Monohm, an action emphasised by an increased swell on the once calm waters. Whether the newly arrived dragon has anything to do with it is debateable, but it seems a storm is on the way. Nevertheless, the drowsy Piplup wastes no time in firing off a Hydro Pump. Monohm feels confident for a second, thinking his opponent is tired and incompetent, and has missed his target entirely. But then it becomes clear - Piplup wasn't aiming at Swells but at... the swells! Using the rocks as leverage the attack pushes Piplup into the waters where he feels at home, free and - disabled! For it seems Monohm has fired a Thunder Wave at the water, which due its conductive properties allowed the attack to spread quickly, allowing Piplup no escape. If the icy waters didn't wake him the electrical surge certainly did.
Monohm shakes off the splash that hit him from the Hydro Pump* and begins to dance, jumping and contorting as much as his round body structure will allow. A fearsome aura of red and blue lightning begins to swirl around Swells, an incredible sight enhanced further by the distant storm - certainly a Dragon Dance to be remembered! Piplup however will not remember. Deep underwater, he is oblivious to the display of power above and instead gives a little private performance of his own. Using the mystical properties of water, he constructs a benevolent blue aura of healing water - a defensive Aqua Ring!
Once both Pokemon have completed their show, Swells decides to begin the offensive. After a short time spent focusing, the draconic aura from before is quickly replaced with a busy storm of electricity, as if to foreshadow the storm on the horizon. Moving almost literally like lightning, the crackling Monohm leaps into the air and dives into the water, commencing a vicious and Wild Charge towards the submerged Piplup. Unfortunately Swells quickly finds that his foe has gone down deeper than anticipated, and though some of the sparks arc through the water and strike Piplup for light damage**, the attack is ultimately unsuccessful. Disappointed, Monohm begins to return to the surface. Piplup decides to follow, and exhibiting surprising speed for a paralysed penguin manages to breach the surface just before Swells. Piplup then lets out the most fearsome Growl it can muster. Of course, coming from such a small and adorable creature the feat is less intimidating athan it is cute and endearing, but nonetheless Monohm is disarmed for the time being.

*The Hydro Pump Splash is represented by a water gun in terms of damage
**The sparks are represented by a Thundershock in terms of damage
Amazingly I actually came up with these incidences separately, it wasn't a way to balance out the round or anything silly like that.
Also, the storm won't actually do anything unless both players agree that it would be a fun addition, in which case it will be represented by rain starting some time in the next round.


Monohm(*) [Swells] (♀)
Nature: Hasty
Electric/Dragon
Shield Dust/Static

HP: 84
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69
Energy: 82
Boosts: +1 Spe

Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:

Piplup
HP: 70
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 66
Other: Paralysed (25%), Aqua Ring
 
First off, yawn, very loudly, to make the monhomn sleepy. Then shoot an ice beam at it. Lastly, use Hydro Pump it, super powerful hopefully because of the ocean.
 
You're faster than that piplup, so the first thing you should do is run away and get out of earshot to avoid the yawn. Since we're on a rocky beach, hide behind one of the bigger rocks to lure it to come out of the water, seeing as it won't be able to hit you. Then if it comes out, Wild Charge it, but if it stays in the water, use Thunder, seeing as even if it misses, piplup will be electrocuted and hopefully take nice damage.

[get out of earshot] - [hide behind large rock so that it can't hit you with Ice Beam or Hydro Pump] - [If it comes out, hit it with a Wild Charge, but if it stays in, use Thunder on it]
 

Monohm(*) [Swells] (♀)
Nature: Hasty
Electric/Dragon
Shield Dust/Static

HP: 84
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69
Energy: 82
Boosts: +1 Spe

Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:

Piplup
HP: 70
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 66
Other: Paralysed (25%), Aqua Ring


Bobbing above the surface of the water, Swells faces Piplup with a look in its eyes that says "I'm ready to fight, ready to take what you've got, ready to-" Run away? Indeed it seems Monohm is not in the fighting mood after all and sprints over to some nearby rocks to hide behind. Piplup simply yawns at this, however between the rocks, the crashing waves and the distant roll of thunder this is unheard by Swells.
Curious about his opponents actions, Piplup swims to the shore and begins to waddle toward the rock Monohm hides behind. Too slow to close the gap anytime soon, however, it opts to just fire an Ice Beam at the rock. The rock freezes and cracks, but Swells is unharmed.
Piplup may not be so lucky however; Swells takes his chance to leap from cover and wild charge angrily at Piplup. Clearly hurting, Piplup somehow manages to stay standing and responds with a Hydro Pump, which connects without problem and forces Monohm straight back into the rock he had hidden behind it, which smashes on impact thanks to the Ice Beam.


Monohm(*) [Swells] (♀)
Nature: Hasty
Electric/Dragon
Shield Dust/Static
Stats
HP: 67
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69
Energy: 76
Boosts: 0

Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:
HP: 58
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 46
Other: Paralysed (25%), Aqua Ring (1 more action)
 
All right, get out there and use yawn. If you are paralyzed and it doesn't work, use yawn again. If not use aqua ring again. Lastly, do some damage with a hydro pump.
 

Monohm(*) [Swells] (♀)
Nature: Hasty
Electric/Dragon
Shield Dust/Static
Stats
HP: 67
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69
Energy: 76
Boosts: 0

Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:
HP: 58
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 46
Other: Paralysed (25%), Aqua Ring (1 more action)


Piplup and Swells both run at each other look each other in the yes, aggressively growling and snarling. You can almost feel the tension from here. What will they do next? Not much it seems, apparently both Pokemon are unimpressed by the other's act and simply yawn.
Monohm then tries another approach and begins performing an elaborate Dragon Dance, though not with the same vigour as last time. Piplup tries to put up a defensive Aqua Ring but cramps up in paralysis.
Sensing an opportunity, Swells goes in for the kill, Unleashing a mighty Wild Charge attack. Piplup responds with a hefty Hydro Pump, but it is clear that the damage is not quite an adequate answer to Monohm's attack. Regardless, both Pokemon find themselves feeling sleepy and drift off into unconciousness.


Monohm(*) [Swells] (♀)
Nature: Hasty
Electric/Dragon
Shield Dust/Static
Stats
HP: 55
Atk: **
Def: **
SpA: ***
SpD: **
Spe: 69
Energy: 55
Boosts: +1 Atk +1 Spe
Other: Light Sleep (2 Actions)

Piplup (Male)
Nature: Quiet
Water
Torrent
Stats:
HP: 42
Atk: **
Def: **
SpA: ****
SpD: ***
Spe: 34
Energy: 32
Other: Paralysed (25%), Deep Sleep (4 Actions)
 

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