2v2 Singles; Speed-X vs Zekrom

Fire Blast ~ Fire Blast ~ Fire Blast

if Rollout is used then protect & push actions back
if a healing move (synthisis, etc ) is used then do Fireblast+Fireblast combo x2 with cooldown inbetween each combo

if payback is used then create a substitute that action
 
Round 6:

Monohm.png

53

46
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M] | Magnet Rise (1a)
004.gif

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)

chespin.png

11
32
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30 | Burned (-2 HP each action, -3 BAP for Phy Atks)
Peridot | Overgrow is activated ( +2 BAP for Grass moves )

froakie.png

59
61
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (10%)


Field Changes to Rock Type next Round (for 1 Round)
Rain is active for 3 Rounds
Rock moves -1 Energy, -50% Evasion for Flying Type pokemon and +3 Energy for flying moves,
The cacti around the outside of the arena mimic the effects of Spikes as a movement hazard.
Action 1:

Monohm uses Protect!
EN Check: 7

Peridot 's Rollout on Monohm
Accuracy Check (9000): 9136 (Miss)
EN Check: 3
Peridot goes out of the stage and gets hit against the cacti damaging itself in the process.
Damage: 12

Peridot faints!

Monohm's Magnet rise ends!

Rain is falling heavily!

Monohm.png

53

39
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M]
004.gif

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | +1 KOC


froakie.png

59
61
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (10%)

chespin.png

-1
29
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot | KO'd


Roll Out is a movement based attack and if it misses, then the pokemon would go out of the arena thus exposing it to the cacti outside. High Jump Kick and other movement based attacks, which have the risk of missing would be exposed to this Arena's cacti damage too.


Field Changes back to Normal next Round (for 1 Round)
Rain is active for 2 Rounds. The floor is made of linoleum and sod.
Dig fails, Rock moves requiring rocky materials fail unless; pokemon is able to perform the attack regardless,
Water moves requiring external supply of water fail unless; pokemon is able to perform the attack regardless,
Camouflage and Nature Power treat the field as Normal type.​


Orders for Round 7:

Speed-X sends out Aquamarine the Froakie Automatically

Speed-X Orders
Zekrom2525 Orders
Ref
 
Last edited:
Urgh. Okay then.

Attract ~ Scald + Scald ~ Cooldown

If Monohm uses a successful p/e move on Action 2, use it on action 1, then use Attract on Action 3.
If Monohm tries to use a Thunder Shock + Thunderbolt combo, then dodge.
 
Round 7:

Monohm.png

53

46
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M] | Magnet Rise (1a)
004.gif

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)

froakie.png

59
61
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (10%)


chespin.png

-1
29
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot | KO'd


Field Changes back to Normal next Round (for 1 Round)
Rain is active for 2 Rounds. The floor is made of linoleum and sod.
Dig fails, Rock moves requiring rocky materials fail unless; pokemon is able to perform the attack regardless,
Water moves requiring external supply of water fail unless; pokemon is able to perform the attack regardless,
Camouflage and Nature Power treat the field as Normal type.
Action 1:

Monohm uses Protect!
EN Check: 7

Para Check (1000): 6717 (no)
Aquamarine 's Attract on Monohm
Monohm protected itself.
EN Check: 6

Rain is falling moderately!

Action 2:

Monohm uses Hidden Power Grass on Aquamarine!
Crit Check (625): 4769 (no)
Damage: (6 + 6 - 3) * (3/2) = 13.5
EN Check: 4

Para Check (1000): 1979 (no)
Aquamarine 's Scald+Scald on Monohm
Crit Check (625): 1490 (no)
Damage: (18 + 3 + 4.5 - 3) * (2/3) = 15
Effect Chance (2000): NA (No) Monohm's shield dust protects it from secondary effects
EN Check: 7 * 1.5 = 10.5

Rain is falling moderately!

Action 3:

Monohm uses Thunderbolt on Aquamarine!
Crit Check (625): 3925 (no)
Damage: (9 + 3 + 6 - 3) * (3/2) = 22.5
EN Check: 6

Aquamarine cools down after the combo!

Rain is falling moderately!

Monohm.png

38

22
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M]
004.gif

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | +1 KOC


froakie.png

23
44
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (5%) | Torrent Activated
chespin.png

-1
29
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot | KO'd



Field Changes to Ice Type next Round (for 1 Round)
Rain is active for 1 Rounds. All Ice attacks +2 BAP.
Freeze Chance is boosted by 5%, Burn's effect is ignored for 1 Round,
Dodging or Traveling moves have a 30% chance of failing and Slipping might hurt pokemon,
Ice Type pokemon can travel more easily on the ground (Ref Addition +10% Evasion) and do not slip.​


Orders for Round 8:

Zekrom2525 Orders
Speed-X Orders
Ref
 
Round 8:

Monohm.png

38

22
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M]
004.gif

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | Blaze is activated (+2 BAP for fire moves)

froakie.png

23
44
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (5%) | Torrent Activated


chespin.png

-1
29
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot | KO'd

Field Changes to Ice Type next Round (for 1 Round)
Rain is active for 1 Rounds. All Ice attacks +2 BAP.
Freeze Chance is boosted by 5%, Burn's effect is ignored for 1 Round,
Dodging or Traveling moves have a 30% chance of failing and Slipping might hurt pokemon,
Ice Type pokemon can travel more easily on the ground (Ref Addition +10% Evasion) and do not slip.
Action 1:

Monohm uses Thunderbolt on Aquamarine!
Crit Check (625): 3091 (no)
Damage: (9 + 3 + 6 - 3) * (3/2) = 22.5
EN Check: 10

Para Check (500): 8044 (no)
Aquamarine 's Scald on Monohm
Crit Check (625): 5961 (no)
Damage: (8 + 2 + 3 + 4.5 - 3) * (2/3) = 9.66
Effect Chance (3000): NA (No) Monohm's shield dust protects it from secondary effects
EN Check: 5

The Rain fall stops!

Aquamarine cannot survive on .5 HP, Aquamarine faints!

Monohm.png

28

12
1/3/4/2/60/S1/W2
Secondary effects are nullified against this pokemon
30% para chance on contact moves
Monohm[M] | +1 KOC
004.gif

-3
43
1/2/2/2/75/S1/W1 | KO'd
+2 BAP to fire attacks if HP less than 30
Blaze[M] | +19% Acc | +1 KOC


froakie.png

0
39
1/2/3/2/82/S1/W1
+2 BAP to Water attacks if HP less than 30
Aquamarine [F] | +1 KOC | Paralysed (5%) | KO'd
chespin.png

-1
29
3/4/1/2/38/S1/W1
+2 BAP to Grass attacks if HP less than 30
Peridot | KO'd



Results and Payout:

Zekrom2525 wins and gets 2 CC,
Charmander and Monohm get 1 EC, 2 MC, 1 AC and 1 KOC each

Speed-X gets 2 CC,
Froakie gets 1 EC, 2 MC, 1 AC and 1 KOC
Chespin gets 1 EC, 2 MC and 1 AC


Gale Wing Srock gets 6 UC

Good battle guys!​
 
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