3v3 Aboard the Spirit of Adventure, Solstice vs Korski (Ref: IceBug)

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Now, how EXACTLY did you guys convince Pixar to let you on board here? Questions best not asked, I suppose...I see they left the dogs...I see myself treating bite wounds later...everyone is up-to-date on shots? Ummm, no time, battle needs to start...


Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Electric
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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)

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

Abilities:
Volt Absorb (Innate): 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.
Quick Feet (DW Unlocked) (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam


Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:

HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97

EC: 6/6
MC: 4
DC: 2/5

Abilities:
Wonder Skin:
(Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Tinted Lens(DW): (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

Attacks:
Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball


Claydol
(*) (N) (Itzamna)
Nature: Bold (Defense increased by (*), Attack Decreased by (*)
Type: Ground/Psychic
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 2(-*)
Def: Rank 5(+*)
SpA: Rank 3
SpD: Rank 4
Spe: 75

EC: 6/6
MC: 5
DC: 4/5

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud-Slap (*)
Psybeam (*)
Teleport
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Cosmic Power (*)
Earth Power (*)
Extrasensory (*)
Grass Knot (*)
Psycho Shock (*)
Dig (*)



Rhydon(*) Crumbles (M)

Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Lightningrod, Rock Head
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless (LOCKED): (Innate) 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.
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

EC: 4/9
MC: 0
DC: 3/5

Attacks:

Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn

Counter(*)
Crush Claw(*)
Swords Dance(*)

Toxic(*)
Protect
Dig(*)
Sandstorm
Rock Polish(*)


Magikarp(*) Topsy (M)

Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Swift Swim
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Stats:

HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80

EC: 2/6
MC: 4
DC: 2/5

Attacks:

Splash(*)
Tackle(*)

Bubble(*)
Reversal(*)
Bounce(*)


Zweilous(*) Turvy (F)

Type: Dark/Dragon
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Hustle
Hustle: (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Nature: Hasty (A 15% increase in Base Speed [Rounded Up] and a +5.28% increase in Accuracy on this Pokemon's attacks; Defense reduced by *)

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 67 (58x1.15^) (+)

EC: 4/9
MC: 2

Attacks:

Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)
Dragon Pulse
Outrage

Dark Pulse(*)
Earth Power(*)
Screech(*)

Taunt(*)
Thunder Wave(*)
Work Up(*)
Substitute


Type: 3v3
Style: Singles
Recovers: 2 Recovers/5 Chills
DQ: 2 Day Player/3 Day Ref
Arena: The Spirit of Adventure

This time we're battling aboard the scenic Spirit of Adventure blimp from the classic Pixar movie Up. Principally in the main area with all of the skeletons, but the back of the blimp and outside in the air is available as well. Now a Pokemon battle is pretty rowdy, we don't want to anger any of the dogs running around on board as well! There's a 15% chance that a player will be attacked by a dog (Neutral Nature Poochyena using Bite). The floor isn't very stable, no Earthquake, Magnitude, or Dig.

All Abilities
No Items
Switch KO


And the turn order:

Solstice sends out
Korski sends out and issues orders
Solstice issues orders
I calculate how much we owe Pixar for the blimp damage, and calculate damage, too
Solstice orders
Korski orders
Repeat until firmly in debt, and the battle is over

Begin!
 

Korski

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Okay Turvy, let's go! Start off with a 25 HP Substitute! We want to be prepared for any shenanigans that may ensue on this flight. Follow it up with a quick Screech-Crunch!

25 HP Substitute~Screech~Crunch
 
As the trainers call forth their first-string combatants, the Spirit of Adventure begins to lift off from the Pixar props hangar. Solstice sends out Itzamna the Claydol, and in response, Korski sends out Turvy the Zweilous. The battle will begin once we've hit cruising altitude, until then, keep your tray tables up and locked, and cease the use of electronic devises...

Solstice's:

Itzamna (Claydol) [N]
Nature: Bold
Health: 90
Energy: 100%
Boosts: None
Other: None
Actions: Rock Slide - Harden - Ancientpower


-vs-

Korski's:

Turvy (Zweilous) [F]
Nature: Hasty
Health: 100
Energy: 100%
Boosts: None
Other: None
Actions: Substitute (25 HP) - Screech - Crunch

Being this high up in the air is likely a new experience for both the Pokemon and their trainers, but they get quickly acclimated to the altitude and begin battle preparations. Itzamna is a bit faster, and the strange looking Pokemon begins spinning about, using all of its eyes to try to find something that looks like rocks to use for its attacks. Skulls in helmets would have to do, it seemed, and Itzamna lifted a few with a telekinetic force and lobbed them at Turvy in what could only be called a makeshift Rock Slide. The skulls didn't really leave that much impact, though, as the attack did minimal damage and failed to cause Turvy to falter. Immediately, Turvy decided that she'd like a wall between her opponent's attacks and her body, and the pair or heads quickly agreed (something not typical of Zweilous), that a Substitute with 25 HP would mutually benefit their interests in staying alive.

Instead of locking in for another attack, Itzamna thought it best to Harden up to take on the dragon, to give it an edge against the Substitute. However, the devious Zweilous saw this attempt to boost defense as a challenge, and let loose a Screech the echoed throughout the halls. From around the door, dogs could be heard letting out ear-shattering yelps of pain at the noise, and the tough exterior of Itzamna waned as the blast tore through its outer shell. That was one powerful sound, but what did you expect from a two-headed dragon?

Itzamna, thoroughly annoyed that its armor had fallen so quickly, beckoned an Ancientpower from within, condensing it into a small orb and firing it at Turvy. At the last moment before impact, the Zweilous ducked behind a small doll it had conjured up a few turns previously, and let the toy absorb the marginal damage. Seeing the cooldown from the attack as its chance, Turvy tossed the doll aside and charged into Itzamna with fangs beared, Crunching down on both of the floating doll's arms with critical force, wounding it quite severely!

Solstice's:

Itzamna (Claydol) [N]
Nature: Bold
Health: 72
Energy: 85%
Boosts: -1 Def
Other: None


-vs-

Korski's:

Turvy (Zweilous) [F]
Nature: Hasty
Health: 67
Energy: 67%
Boosts: None
Other: 19 HP Substitute


Calculations:
Itzamna Rock Slide 8 Damage 6 Energy
Turvy Substitute (25 HP) 22 Energy
Itzamna Harden +1 Def, 5 Energy
Turvy Screech Itzamna -2 Def 6 Energy
Itzamna Ancientpower 6 Damage (Sub 19 HP) 4 Energy
Turvy Crunch 18 Damage *CRIT* 5 Energy


Note: For the bites, should I be doing 15% each action or 15% each round? For this round I did per round, but if it is supposed to be per action I can modify it.
 
I was originally thinking each action, but now that we've started I think round is a better alternative.

Ok Itzamna we need to get rid of that stupid substitute! Lead off with another powerful Ancientpower, then hit with an Earth Power, then finish off with another strong Ancientpower!
 

Korski

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Great work, Turvy! Let's keep wearing them down with Screech! Then follow it up with two Crunches!
 
That tricky Turvy is really making it tough on Itzamna. That doll and that noise is really frazzling the unexpressive doll (don't ask how I can tell, its a guess, alright?). Hopefully something in this next round can make it easier on Itzamna.

Solstice's:

Itzamna (Claydol) [N]
Nature: Bold
Health: 72
Energy: 85%
Boosts: -1 Def
Other: None
Actions: Ancientpower - Earth Power - Ancientpower


-vs-

Korski's:

Turvy (Zweilous) [F]
Nature: Hasty
Health: 67
Energy: 67%
Boosts: None
Other: 19 HP Substitute
Actions: Screech - Crunch - Crunch

Itzamna once again bets on divine intervention from its ancestors with an Ancientpower, a wish for boosts not granted and an easily sponged attack for Turvy's conveniently placed scapegoat. Turvy was so amused by the feeble attempt to break it down that it began to cackle a bit, which would become a full-blown Screech that made the usually sturdy Itzamna look completely broken down! And, of course, more howling from the hounds. Hope that doesn't piss them off too much, my health coverage as a low-tiered ref probably doesn't cover arena hazards.

Suddenly, the lovely blimp floor began to fracture, and an explosive Earth Power erupted from the crevice and rushed toward Turvy. How it was possible to call upon the forces of the ground from this height I'm unsure, but mysterious creatures like Itzamna work in strange ways. Besides, the bizarre wave of power crashed into Turvy's Substitute, which appeared to be on the way out...though it would still stand with a mere 1 HP! The dragon began leaping over the cracks in the floor and Crunched down on Itzamna's crushed exterior, wounding it severely.

Opting for the small chance of assistance from beyond for the second time, Itzamna's second Ancientpower struck and finally broke Turvy's Substitute doll! Still, its desire for boosts would go unanswered, and the newly unguarded Turvy dealt another hefty Crunch on Itzamna's head!

To add insult to injury, the barking dogs from the hallway rushed in looking for the source of the noise. However, they appear to have found the wrong target and bit Itzamna instead. The horror!

Solstice's:

Itzamna (Claydol) [N]
Nature: Bold
Health: 27
Energy: 71%
Boosts: -2 Def
Other: None


-vs-

Korski's:

Turvy (Zweilous) [F]
Nature: Hasty
Health: 67
Energy: 49%
Boosts: None
Other: None


Calculations:
Itzamna Ancientpower 6 Damage 4 Energy (Sub 13 HP)
Turvy Screech -2 Def 6 Energy
Itzamna Earth Power 12 Damage, 6 Energy (Sub 1 HP)
Turvy Crunch 17 Damage 5 Energy
Itzamna Ancientpower 6 Damage (Sub Broken) 4 Energy
Turvy Crunch 17 Damage 5 Energy

Itzamna was bit for 11 Damage!


Korski has the first actions this round!
 

Korski

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Dark Pulse~Crunch~Crunch

If it looks like its about to Selfdestruct on actions 2 or 3, make the smallest Substitute you can the action before it instead of attacking.
 
Ok Itzamna this may not be safe all the way up here, but we're going to try it! Also sorry bud. Lead off with a Selfdestruct!
 
Solstice's:

Itzamna (Claydol) [N]
Nature: Bold
Health: 27
Energy: 71%
Boosts: -2 Def
Other: None
Actions: Selfdestruct


-vs-

Korski's:

Turvy (Zweilous) [F]
Nature: Hasty
Health: 67
Energy: 49%
Boosts: None
Other: None
Actions: Dark Pulse - Crunch - Crunch




Solstice's:

Itzamna (Claydol) [N]
Nature: Bold
Health: KO
Energy: 0%
Boosts: None
Other: None


-vs-

Korski's:

Turvy (Zweilous) [F]
Nature: Hasty
Health: 47
Energy: 49%
Boosts: None
Other: None


Calculations:
Itzamna Selfdestruct 20 Damage 15 Energy (SELF KO)


Solstice will now send out his next Pokemon and issue orders!
 
Ok I'll be sending out Fellow the Jolteon who will use a Signal Beam followed by a Pin Missile then finishing with another Signal Beam!
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
Hmm waiting on you, IceBug. It's now 11 hours short of the 3-day DQ and I'd like to move this battle along.
 

Korski

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Okay that'll have to be a Ref DQ. I'm cool with abandoning this match if you are, Solstice, but if you want to keep on going, we'll need a subref.
 

Flora

Yep, that tasted purple!
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Looks like an abandoned ship! Solstice's pretty lucky to just have send out Jolteon for the counters though.

Rewards
Solstice > 2 Trainer Counters
- Itzamna > 2 MCs | 1 DC
- Fellow > 3 MCs (1 extra due to max EC and DC)
Korski > 2 Trainer Counters
- Turvy > 1 KOC | 1 EC | 2 MCs
IceBug > 1 Ref Token (treat it as an incomplete 1v1 i guess)
 
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