2v2 at a grassy field! Lord Jesseus vs elDino!

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Flora

Yep, that tasted purple!
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Looking for a 2v2 singles match, pissweak pokemon are preferred.
1 Day DQ
no recovery or chills
Arena: A grassy field on a cloudy night. Small Pokemon will be harder to spot due to grass and darkness, and it looks like it could rain at any moment.
Ok, I withdraw my challenge and accept yours! (above)

Switch=KO
Ability = All
No items
So uhh pissweak Pokemon huh. Hmm, it says preferred. edit: limitations in effect, elDino wants 'em.


Joltik [Omicron] (Female)
Nature: Modest (+SpA, -Atk)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: *(-1)
Def: **
SpA: ****(+1)
SpD: **
Spe: 65

EC: 3/6
MC: 3
DC: 3/5

Abilities:
Compouneyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
String Shot(*)
Leech Life(*)
Spider Web(*)
Thunder Wave(*)
Screech(*)
Fury Cutter(*)
Electro Web(*)
Bug Bite(*)
Gastro Acid(*)

Cross Poison(*)
Disable(*)
Faint Attack(*)

Protect(*)
Thunderbolt(*)
Energy Ball(*)


Pilcowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)
Current form: Rotom-W, Water/Electric, Hydro Pump

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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).

Stats:
HP: 80
Atk: **
Def: *
SpA: *** (+1)
SpD: *
Spe: 80 (-15%)

EC: 2/6
MC: 3
DC: 2/5
Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (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.

Attacks:
Bubble(*)
Charge(*)
Tackle(*)
Thundershock(*)
Detect(*)

Counter(*)
Mirror Coat(*)
Signal Beam(*)

Thunder Wave(*)
Thunderbolt(*)
Scald(*)



Happiny* Demolition (Female)
Nature: Bold (Adds One (1) Rank to Defense; Subtracts One (1) Rank From Attack)

Typing: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Natural Cure: This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Friend Guard: (DW)The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).(DW)

Stats:

HP: 110
Atk: Rank 0 (-)
Def: Rank 2 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 30

EC 0/9
MC 0
DW 0/5

Moves:

Pound*
Charm*
Copycat*
Refresh*
Sweet Kiss*

Toxic*
Thunder Wave*
Echo Voice*

Counter*
Aromatherapy*
Helping Hand*


Flarelm Doom (Male)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)


Typing:
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. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 48 (-)

EC 5/9
MC 0
DW 2/5

Moves:

Pound*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Bullet Seed*
Flame Wheel*
Leaf Blade
Synthesis
Lava Plume

Grasswhistle*
Giga Drain*
Aromatherapy*
Fire Blast

Will-o-Wisp*
SolarBeam*
Substitute*


Magneton Dynamite (Genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic: (DW) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
(DW)

Stats:

Magneton
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70

EC 5/9
MC 2
DW 1/5

Moves:

Metal Sound*
Tackle*
ThunderShock*
Supersonic*
SonicBoom*
Thunder Wave*
Spark*
Screech*
Discharge*
Magnet Rise*

Thunderbolt*
Flash Cannon*
Toxic*


I'm not totally sure how "pissweak" Flarelm and Magneton are (I mean, Flarelm basically destroys LJ's entire team without hax), so I'm going to put some limitations on them (or one) to try to make the match fairer.

Flarelm can't use Grass-type moves with 8 Base Power or more (unless it's Bullet Seed, that's the only exception) against Pilcowatt and can't use Fire-type moves with 8 Base Power or more against Joltik.

Magneton will have all of its stats lower by 1 excluding Spe and HP.


HP: 90
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 70


Okay, Lord Jesseus sends out first mon, then elDino sends in first mon and orders! After that, LJ orders!
 
Lol if you insist. I don't mind actually, I'm actually more concerned with training my weak pokemon than winning.
I'll start with Pilcowatt.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, limitations can be removed if you want, I really don't mind!

Whatever though, I'm going to start off with Magneton!
Lets get this thing rolling :)

First off, lets put some Toxic on that thing, so that it will die eventually anyway. Then use Thunderbolt, and then finish up with a Discharge. Lets do this!
 
OK, first up use Detect to avoid that nasty Toxic. Next, we'll knock back his attacks with a little extra dose of power, use Mirror Coat twice!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Okay, they're lifted.
edit: fixed with discharge over tbolt at 3rd action.

Delta
HP: 80
Energy:
100
Boosts/Drops:
Others:


Dynamite
HP: 90
Energy:
100
Boosts/Drops:
Others:


---------------------------------------------------------

Round 1: Another Day. Another Grassy Field.

Let's roll!

Dynamite begins by trying to be sneaky. It secrets some Toxic gas from its body and attempts to intoxicate Delta, but Delta just Detects the move and moves out of harm's way just in time! Angered, Dynamite lets the fuse in itself out and Thunderbolts + Discharges Delta! Delta takes the attacks with pleasure, Mirror Coating BOTH attacks as x1.5 the damage! Looks like... Dynamite had a taste of its own power!

---------------------------------------------------------

CALCS

Dynamite
A1: Toxic > [7 Energy]
A2: Thunderbolt > 10 + 3 + (6) = [19 Damage/6 Energy]
A3: Discharge > 8 + 3 + (6) = [17 Damage/10 Energy]

Delta
A1: Detect > [7 Energy]
A2: Mirror Coat > 29 - 1 (sturdy) = [28 Damage/16 Energy]
A3: Mirror Coat > 27 - 1 (sturdy) = [26 Damage/20 Energy]

Delta
HP: 44
Energy:
57
Boosts/Drops:
Others:


Dynamite
HP: 36
Energy:
77
Boosts/Drops:
Others:

Lord Jesseus's actions!
 
Magneton's third action was Discharge and not Thunderbolt wasn't it?

Ok, that went well. Start off by using Scald. Then might as well force him to Chill or waste his action with detect. Finish up with a second Scald. Replace any Scald's with Mirror coat if he uses a special attack with 8 or more power.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, first use Toxic, and then just Chill out as he uses Detect. Finally, use Supersonic, or Toxic if it didn't hit the first time.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Delta
HP: 44
Energy:
57
Boosts/Drops:
Others:


Dynamite
HP: 36
Energy:
77
Boosts/Drops:
Others:


---------------------------------------------------------

Round 2: Another Round.

After the complete murder last round, Delta takes it a little easier by Scalding Dynamite's face. As with any lucky fool, it manages to give Dynamite a second degree burn! That's -3 BAP for physical attacks and 2 damage per action for you Dynamite! After that happened, Dynamite goes ahead and coughs up some Toxic that Delta consumes within itself. Luckily, Delta's Magic Guard ability complete nullifies any effect that poison has! RIGGED!

The next action's pretty uneventful. Delta puts up a wall of Protect that surrounds it while Dynamite just chills because it saw it coming. After that happened, Delta splashes Dynamite with some nice, warm, sexy Scalding water, which even further puts the burn in its magnets! Dynamite takes the attack with strength and makes some Supersonic noises that do the wave. It hits and Delta has a 2-action confusion to boot!

---------------------------------------------------------

CALCS

Dynamite
A1: Toxic > [7 Energy]
2 burn damage
A2: Chill > [+12 Energy]
2 burn damage
A3: Supersonic > [4 Energy]
2 burn damage

Delta
A1: Scald > 8 - 1 + 3 + (0) = [10 Damage/5 Energy]
A2: Detect > [7 Energy]
A3: Scald > 8 - 1 + 3 + (0) = [10 Damage/5 Energy]

Delta
HP: 44
Energy:
40
Boosts/Drops:
Others:
Confused (2 more actions), Toxic (nothing really)

Dynamite
HP: 10
Energy:
78
Boosts/Drops:
Others: 2nd degree burn on face (2 DPA)

elDino's actions!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Delta
HP: 44
Energy:
40
Boosts/Drops:Others: Confused (2 more actions), Toxic (nothing really)
Actions: Scald its ass

Dynamite
HP: 10
Energy:
78
Boosts/Drops:Others: 2nd degree burn on face (2 DPA)
Actions: Tbolt its ass

---------------------------------------------------------

Round 3: Another Dead Mon.

Let's roll! Roll as in... the dice! Does Delta hit itself and get hit or Scald Dynamite's ass? Well, to me, 0-500 is safe and 501-1000 is not safe. I get... 405/1000. Congratulations Delta! You won the game!

poor dynamite blew up

---------------------------------------------------------

CALCS

Dynamite
A1: got owned

Delta
A1: Scald > 8 - 1 + 3 + (0) = [10 Damage/5 Energy]

Delta
HP: 44
Energy:
40
Boosts/Drops:
Others:
Confused (1 more action), Toxic (waste)

Dynamite
HP: sploosh
Energy:
0
Boosts/Drops:
Others:

elDino sends in a new mon but actions are after Lord Jesseus posts actions!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, as he Thunder Waves, hit him hard with a SolarBeam. Then, as he detects use Aromatherapy to get rid of that nasty status, and then use Giga Drain
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Delta
HP: 44
Energy:
40
Boosts/Drops:
Others:
Confused (1 more action), Toxic (waste)
Actions: Thunder Wave - Detect - Scald

Doom
HP: 100
Energy:
100
Boosts/Drops:
Others:

Actions: SolarBeam - Aromatherapy - Giga Drain

---------------------------------------------------------

Round 4: Dead Again.

Welcome Doom to some grassy field! Prepare for trouble!

Delta greets Doom with a nice, not very confused, Thunder Wave to the face... but it doesn't seem to have immediate effect! Doom has been charging his lasers from the start and fires a SolarBeam that strikes Delta with impressive force. Suddenly feeling the need to go on the defensive, Delta gets on the detecting feeling... but Doom isn't attacking! He just shrugs the paralysis off by using Aromatherapy! What a waste of paralysis that was! Angered at his waste, Delta Scalds Doom's face! That also was sorta wasted when Doom just ZAPS his life out of his hands! What a Giga Drain!

---------------------------------------------------------

CALCS

Doom
A1: SolarBeam > 12 + 3 + (4.5) x 1.5 = [29 Damage/7 Energy]
A2: Aromatherapy > [8 Energy]
A3: Giga Drain > 8 + 3 + (4.5) x 1.5 = [23 Damage/12 HP Restored/11 Energy]
Delta had 15 HP, so it's actually 8 HP Restored.

Delta
A1: Thunder Wave > [6 Energy]
A2: Detect > [7 Energy]
A3: Scald > 8 + 3 + (0) = [11 Damage/5 Energy]

Delta
HP: ded
Energy:
ded
Boosts/Drops:
Others:


Doom
HP: 97
Energy:
74
Boosts/Drops:
Others:


Lord Jesseus sends in a new mon but actions are after elDino posts actions!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, start off by using Growth, and then follow up by launching a Fire Blast, and then a Lava Plume
 
Ok, start with Cross Poison. Detect against Fire Blast, but we can't do that for Lave Plume as well so just go in with another Cross Poison. Hopefully the field effects will help us out against a bit...
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Omicron
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Cross Poison - Detect - Cross Poison

Doom
HP: 97
Energy:
74
Boosts/Drops:
Others:
Actions: Growth - Fire Blast - Lava Plume

---------------------------------------------------------

Round 5: Cancer

Good luck Omicron!

Omicron begins by leaping on Doom and slicing through him with a cross of poison! It was pretty wimpy... wimpy enough that Doom hardly cared enough to retaliate and instead just uses Growth to grow his grassiness to the next level! Right after that, Doom tosses a Fire Blast Omicron's way... though it's Detected! Omicron just leaps out of harm's way just in time, making the blast hit some grass and set them on fire! Afterward, Omicron jumps back on Doom for another Cross Poison! Sadly, these attacks aren't really doing much... when Doom fires a Lava Plume that covers Omicron in fire! A 2nd degree burn on the face to be more clear... (GOOD THING THAT DOESN'T AFFECT CROSS POISON!)

---------------------------------------------------------

CALCS

Doom
A1: Growth > [6 Energy]
A2: Fire Blast > 12 + 3 + (3) + (1.5) x 1.5 = [29 Damage/7 Energy]
A3: Lava Plume > 8 + 3 + (3) + (1.5) x 1.5 = [23 Damage/5 Energy]

Omicron
A1: Cross Poison > 7 - (3) x 1.5 = [6 Damage/5 Energy]
A2: Detect > [17 Energy]
A3: Cross Poison > 7 - (3) x 1.5 = [6 Damage/5 Energy]
2 burn damage

Omicron
HP: 65
Energy:
73
Boosts/Drops:
Others:
2nd Degree Burn (2 DPA)

Doom
HP: 85
Energy:
56
Boosts/Drops: +1 Atk/SpA (apparently +1/+1 boosts last for 2 rounds including this round)
Others:


Lord Jesseus's actions!
 
Ok, so the super effective attacks from our lower offense obviously aren't the go here... sigh...
Oh yeah, before we continue Thunder in Joltik's moveset should actually be Thunderbolt. I was certain I fixed that a while back but it seems to not be the case...
Now on that note, it's time for some NVE attacks! Spam Thunderbolt, since status is useless against an aromatherapy user. If he fire blasts, use Detect (but never twice in a row).
But actually you're going to die.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Omicron
HP: 65
Energy:
73
Boosts/Drops:
Others:
2nd Degree Burn (2 DPA)
Actions: Thunderbolt (if no Fire Blast) - Detect (if Fire Blast but not twice in a row)

Doom
HP: 85
Energy:
56
Boosts/Drops: +1 Atk/SpA
Others:

Actions:
Grasswhistle until hit - Fire Blast

---------------------------------------------------------

Round 6: Omnomnomicron

Despite sucking, Omicron picks up the courage to fight and fires off a Thunderbolt that hits Doom square on the face! The lights tingle upon Doom... but his Grass typing repels the attack with fair ease! He then sings with a Grasswhistle at the little arachnid, which successfully hits! 2-actions of sleep anyone?

As Omicron sleeps throughout the entire round, Doom POWPOWS! two shots of Fire Blast! Both of them incinerate the little bug with a burning fervor! One of these shots felt a little lucky with a critical hit, further burning Omicron into crunchy food! *OMNOMNOM*

That looks to be the end of it! Omicron was just no match for the Doom!

---------------------------------------------------------

CALCS

Doom
A1: Grasswhistle > [4 Energy]
A2: Fire Blast > 12 + 3 + (3) + (1.5) x 1.5 = [29 Damage/7 Energy]
A3: Fire Blast > 12 + 3 + 3 + (3) + (1.5) x 1.5 = [34 Damage/11 Energy]

Omicron
A1: Thunderbolt > 10 + 3 + (1.5) x .67 = [10 Damage/6 Energy]
2 burn damage
2 burn damage
2 burn damage

Omicron
HP: 0
Energy:
0
Boosts/Drops:
Others:


Doom
HP: 75
Energy:
34
Boosts/Drops:
Others:


GG!

Also, here are Omicron's real stats (I still used Rank 4 SpA, poor bug got hit):

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 65

Rewards!
Lord Jesseus > 2 Trainer Counters
- Delta: 1 KO Counter, 1 EC, 2 MCs, 1 DC
- Omicron:
1 EC, 2 MCs, 1 DC

elDino
> 2 Trainer Counters
- Dynamite: 1 EC, 2 MCs, 1 DC
- Doom: 2 KO Counters,
1 EC, 2 MCs, 1 DC

Flora > 4 Ref Tokens
 
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