Completed A Battle in a Forest: darksoulSP vs. Mr.L

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jas61292

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#1
This is my first battle so I'm hoping for a somewhat newer opponent, but since one of my Pokemon is Rarity 4, I guess it can't be a beginner battle :/

2v2 Singles
Switch = KO
1 day
Forest
I guess since I'm new as well, I'll battle with ya.

No items
All abilities

How about that?
So here we are, among the trees of a forest. And like any good forest, it has Pokemon. More importantly, it has Pokemon Trainers. And what do trainers do? Battle. Which of course is why we are here. So, lets get the battle underway.

Today's teams are:

darksoulSP:

Scyther [Shinobi] (Male)
Rarity: 4
Nature: Jolly (+15% Speed, + 34% Accuracy, -1 Sp Attack)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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.



Abilities:
Ability 1: <Swarm>
Type: 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, X-Scissor from 8 to 10)


Ability 2: <Technician>
Type: Innate

This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

DW (Locked): Steadfast

Type: Innate

If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.


Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 121 (+)

Height: Class 3
Weight: Class 4

Total: 19

EC:
MC:
DC:

Attacks:

Fury Cutter (*)
Agility (*)
Wing Attack (*)
Double Team (*)
Focus Energy (*)
Leer (*)
Quick Attack (*)
Vacuum Wave (*)
False Swipe (*)
Pursuit (*)

Light Screen (*)
Reversal (*)
Steel Wing (*)

Substitute (*)
U-Turn (*)
Aerial Ace (*)

Vulpix [Vulpix] Female
Rarity:2


Nature: Timid (+15% Speed, + 13% Accuracy, -1 Atk)

Type: 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. Superior senses in volcanic or brushfire areas.

Ability:
Flash Fire

Type: Innate

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

DW (locked): Drought

Type: Innate

When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.




Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 75 (+)


Size: Class 1
Weight: Class 1

Total: 14

Ember (*)
Tail Whip(*)
Roar(*)
Quick Attack(*)
Fire Spin(*)
Will-o-Wisp(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)

Hypnosis(*)
Hex(*)
Disable(*)

Double Team (*)
Energy Ball (*)
Attract (*)


Mr.L:

Budew (*) [Bandit] (Male)
Nature: Timid (+15% Speed, 15% Flat Accuracy Boost, -1 Atk)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Natural Cure: (Innate) 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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Lead Guard [DW LOCKED]: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) 15% Accuracy increase
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
-Absorb (*)
-Growth (*)
-Water Sport (*)
-Stun Spore (*)
-Mega Drain (*)
-Worry Seed (*)

-Leaf Storm (*)
-Synthesis (*)
-Sleep Powder (*)

-Sludge Bomb (*)
-Sunny Day (*)
-Hidden Power (Ground, 6)


Meowth (*) [Jingles] (Male)
Nature: Naughty (+1 Atk , -1 SpD)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
Unnerve [DW LOCKED]: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
-Scratch (*)
-Growl (*)
-Bite (*)
-Pay Day (*)
-Fake Out (*)
-Fury Swipes (*)
-Screech (*)
-Faint Attack (*)
-Taunt (*)

-Hypnosis (*)
-Flail (*)
-Odor Sleuth (*)

-Thunderbolt (*)
-Substitute (*)
-Aerial Ace (*)


Riolu (*) [Auron] (Male)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Prankster [DW LOCKED]: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

Riolu
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 51 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
-Quick Attack (*)
-Foresight (*)
-Endure (*)
-Counter (*)
-Force Palm (*)
-Feint (*)
-Reversal (*)
-Screech (*)

-Hi Jump Kick (*)
-Circle Throw (*)
-Iron Defence (*)

-Dig (*)
-Substitute (*)
-Shadow Claw (*)


And here is the order for this battle:

darksoulSP sends out a Pokemon
Mr.L sends out a Pokemon and issues orders
darksoulSP issues orders
jas61292 refs
darksoulSP issues orders
Mr.L issues orders
jas61292 refs
repeat from step 2, without the sending out Pokemon part.

So good luck guys, have fun, and let the battle begin!
 
#3
Bleh, sorry! *stumbles in*

Gah, let's not elt this hold us from a great battle! Jingles, hit the field (Not literally, stop punching the grou...nevermind).

Let's start off strong! Hit him with a Fake Out to start off the match in our favor. Then Screech to Lower his Defence so we can dish out the big damage! After that, Pay Day so i can get me sum Monies after this match.
 
#4
Not much we can do about that Fake Out so lets take the hit and prepare our next attack after. Make Jingles fall in love with Attract, perhaps that will stop a mean attack like Screech. Follow up with a solid Flamethrower!
 

jas61292

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#5
Ok guys, normally I won't take this long to ref, but I was moving into my dorm room today, so I have been kinda busy. Expect this post to be updated with the reffing in a little while.

Edit: Here you go:


HP: 90
Energy: 100
Status: None
Boosts: None
Other: None


HP: 90
Energy: 100
Status: None
Boosts: None
Other: None

Round 1:

Sorry guys, I’m pretty tired today, so I’m going to make this brief. I’ll try to make future ones more interesting, but I wanted this to get up today, so here it is.

The battle starts with Jingles and Vulpix popping out of their Pokeballs. Jingles goes right on the attack with a Fake Out, which, as Fake Outs are known to do, made Vulpix flinch.

Jingles follows up that last attack with a deafening Screech, lowering Vulpix’s defense. However, Vulpix doesn’t seem to mind and tries to Attract Jingles. And apparently it worked, enough to cause Intense Attraction.

In fact, this attraction is so strong that Jingles refuses to attack Vulpix. But it seems Vulpix does not share Jingle’s feelings, as it scorches the cat with a Flamethrower.

HP: 79
Energy: 88
Status: None
Boosts: -2 Def
Other: None


HP: 75
Energy: 90
Status: None
Boosts: None
Other: Attracted (2 Actions)

Action 1:
Meowth – Fake Out (6+3+[3-2]*1.5 = 10.5 -> 11 Damage, 4 Energy
Vulpix – Flinched

Action 2:
Meowth – Screech (6 Energy)
Vulpix – Attract (6 Energy)

Action 3:
Meowth – In Love
Vulpix – Flamethrower (10+3+[2-1]*1.5 = 14.5 -> 15 Damage, 6 Energy)
 
#6
Great job Vulpix! Let's go with Confuse Ray, then use that to your advantage to land a Will-o-Wisp! Finish up with Flamethrower. If Jingles tries to use Substitute on any of your status moves, use Roar to blow it away!


EDIT: I'm not exactly sure how boosts work, but does my -2 Defense from Screech now become -1 Defense because it's the end of the round? This is my first battle so I have no idea! :O
 
#7
Blegh, you need to stop being so captivated by foxes. You know they all end in pain.

*snaps fingers* Hey, Jingles, you like this gal, right? Let's make sure she stays with you (manipulating Attraction).

Let's Taunt her so she'll keep coming back. We don't want her to leave, now do we? After that, let's Shower her in some lovely money with all the money from our Pay Day, as all good women love being spoiled. After that, I hope you come to your senses and start to use Hypnosis.
 

jas61292

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#8
darksoulSP: you have the general idea:
Data Audit Thread said:
Boosts only ever reset +1 or -1 toward 0 at the end of a round.
However, there is also this rule:
Data Audit Thread said:
+2 and +3 Stat Boosts/Drops (Swords Dance, Tail Glow, etc.) and +2 or +3 Boosting/Dropping components of other moves (Shift Gear's Speed boost, etc.) changed from 0 last for at least 2 actions after the usage action before being prone to resetting toward 0.
Which means that since the move was on the second action, it is not prone to being reset towards 0 until after the first action of the next round.

Anyways, expect the refing soon.
 

jas61292

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#9

HP: 79
Energy: 88
Status: None
Boosts: -2 Def
Other: None


HP: 75
Energy: 90
Status: None
Boosts: None
Other: Attracted (2 Actions)

Round 2:

The second round begins just where the first round left off, with Jingles in love with Vulpix. At it seems that the love is still strong, as it just won’t attack Vulpix. And to add further problems for the Meowth, the Confuse Ray that Vulpix sends at it results in Intense Confusion.

However, it seems Jingles is getting back to his senses a bit, as he is able to shoot out some coins and hit Vulpix with a Pay Day attack. (Ooh, I want some of those coins.) But I think Jingles problems are only getting worse, as Vulpix shoots out some ghostly blue fire. The Will-o-Wisp catches Jingles and delivers a nasty burn.

Jingles hasn’t given up yet though, and tries to inflict a status of his own with Hypnosis. Unfortunately, even when he is not in love he has a hard time hitting Vulpix, and his attack missed. Vulpix takes this free opportunity to scorch Jingles again with another Flamethrower. Can Jingles find a way to overcome its recent failures? Or has Vulpix taken an insurmountable lead?


HP: 65
Energy: 70
Status: None
Boosts: -1 Def
Other: None


HP: 56
Energy: 81
Status: Confused (2 Actions), Burned
Boosts: None
Other: None

Action 1:
Meowth – In Love
Vulpix – Confuse Ray (5 Energy)

Action 2:
Meowth – Pay Day (6+3+[3-2]*1.5+[2-0]*1.5 = 13.5 -> 14 Damage, 2 Energy, +1 TC)
Vulpix – Will-O-Wisp (7 Energy)
Meowth is hurt by Burn (2 Damage)

Action 3:
Meowth – Hypnosis (Misses, 7 Energy)
Vulpix – Flamethrower (10+3+[2-1]*1.5 = 14.5 -> 15 Damage, 6 Energy)
Meowth is hurt by Burn (2 Damage)


Mr.L, its your move.
 
#11
Uh oh Vulpix, he's faster than you so let's Quick Attack! Hopefully you avoid it or he hits himself, because I need you to go with a Disable on that Pay Day and a good 25 HP substitute. If the first Pay Day fails due to confusion, Attract him instead of Disable!
 

jas61292

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#12

HP: 65
Energy: 70
Status: None
Boosts: -1 Def
Other: None


HP: 56
Energy: 81
Status: Confused (2 Actions), Burned
Boosts: None
Other: None

Round 3:

Oh, how cruel the RNG can be.

Vulpix decides to start off this round with an attack, a very Quick Attack in fact. Jingles tries to hit the little fox with a Hypnosis again, but just as last time, the attack misses.

With Vulpix holding back after that attack, Meowth tries his Hypnosis once more, but luck is just not on his side today, and the sleep waves are off target again, as it misses. Vulpix takes advantage of the situation, and uses its mental powers to Disable the Jingles’ threatening Pay Day.

Jingle seems pretty fed up right now, and a little tired too, as all these consecutive Hypnoses is taking it’s toll on his energy. But he pushes on, and this time his Hypnosis is on target, and inflicts Intense Sleep on Vulpix. And, being asleep, Vulpix just lies there, not doing anything in return.


HP: 65
Energy: 60
Status: Sleep (1 Action)
Boosts: None
Other: None


HP: 47
Energy: 36
Status: Burned
Boosts: None
Other: Pay Day Disabled (5 Actions)

Action 1:
Vulpix – Quick Attack (4+[1-2]*1.5 = 2.5 -> 3 Damage, 3 Energy)
Meowth – Hypnosis (Misses, 11 Energy)
Meowth is hurt by Burn (2 Damage)

Action 2:
Meowth – Hypnosis (Misses, 15 Energy)
Vulpix – Disable (7 Energy)
Meowth is hurt by Burn (2 Damage)

Action 3:
Meowth – Hypnosis (19 Energy)
Vulpix – Sleeping
Meowth is hurt by Burn (2 Damage)


Your turn darksoulSP
 

jas61292

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#15

HP: 65
Energy: 60
Status: Sleep (1 Action)
Boosts: None
Other: None


HP: 47
Energy: 36
Status: Burned
Boosts: None
Other: Pay Day Disabled (5 Actions)

Round 4:

Sorry for lack of flavor, but I have been really busy and just wanted to get this refed tonight. If I have time tomorrow morning I will spice this up a bit. But for now, here is a general synopsis:

Jingles Taunts Vulpix, but she is Sleeping, so it had no effect.

Meowth Chills, and Vulpix tries to Attract it again, and causes Slight Attraction.

Finally, the two exchange blows with a Fury Swipes that hits 3 times, and a Flamethrower.


HP: 53
Energy: 48
Status: None
Boosts: None
Other: None


HP: 26
Energy: 33
Status: Burned
Boosts: None
Other: Pay Day Disabled (2 Actions), Attracted (1 Action)

Action 1:
Meowth – Taunt (10 Energy)
Vulpix – Sleeping
Meowth is hurt by Burn (2 Damage)

Action 2:
Meowth – Chill (+ 12 Energy)
Vulpix – Attract (6 Energy)
Meowth is hurt by Burn (2 Damage)

Action 3:
Meowth – Fury Swipes (9+3-2+[3-2]*1.5 = 11.5 -> 12 Damage, 5 Energy)
Vulpix – Flamethrower (10+3+[2-1]*1.5 = 14.5 -> 15 Damage, 6 Energy)
Meowth is hurt by Burn (2 Damage)


Your turn Mr.L
 
#17
Taunt: The Pokemon taunts and sneers at the opponent, enraging the opponent and making them only capable of using damaging attacking moves (no commands, no chills) for the following six (6) actions. If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage. If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail.

I was under the impression that Taunt doesnt work on sleeping Pokemon, which is the reason I went with all the status moves :/

Let's Flamethrower, Chill, and Flamethrower
 

jas61292

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#18
Oops, I didn't know that it said that in the description. I feel like that might be new. I was just going with what I knew from in game. I'll fix it shortly

Edit: OK fixed. Mr.L, if you would like to edit your actions based on the changes, then go right ahead (or if not just let us know), and then after if you want to change yours darksoulSP, you can do so. After both of you change or let me know that you are not changing, I will ref.
 
#19
Yes, I used it under the expression that it hit sleeping pokemon, so could i change my actions for that turn to Sub (15) -> Chill -> Fury Swipes?
 

jas61292

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#20
Actually, I really was asking if you want to change your actions for the current round due to the changed results of last round. I may have made a mistake, but as darksoulSP pointed out, it was right in the Data Audit thread, so I would not be able to allow a redo of that round.

That being said, if you would like to make changes to what you already decided for this round, that would be acceptable.
 

jas61292

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#23
Well, once more i would like to apologize for the mess up earlier. This has certainly not been my best reffing, and all of the confusion could have been avoided if I had just gotten it right in the first place. But I'd like to think everything is fixed up now, and I'll try to make the rest of this battle go much more smoothly.

HP: 53
Energy: 47
Status: None
Boosts: None
Other: None


HP: 26
Energy: 33
Status: Burned
Boosts: None
Other: Pay Day Disabled (2 Actions), Attracted (1 Action)

Round 4:

Ok, now that all that is settled, let’s get back to the battle. Jingles starts off this round by focusing some electrical energy inside its body. It then releases it in a powerful Thunderbolt. But while Vulpix may be a bit shocked, this does not stop it from shooting out a Confuse Ray, and when it hits Jingles, it causes Slight Confusion.

However Jingles does not seem to be very effected by the confusion, and just goes right on attacking with a Fury Swipes, which ends up hitting 4 times. Vulpix seems confident enough though, and instead of retaliating, it just chills.

It really seems that all the damage is getting to Jingles now, as its burn is making things really tough for it. But the Meowth is not out of it yet, and at the very least is determined to help out its trainer by avoiding confusion once more and releasing abatch of coins with the no longer disabled Pay Day. Unfortunately for Jingles, it seems Vulpix is looking to finish this up now and uses a Flamethrower. While Jingles does manage to hang on, it does not seem like it has much left to give.


HP: 20
Energy: 48
Status: None
Boosts: None
Other: None


HP: 5
Energy: 19
Status: Burned
Boosts: None
Other: None

Action 1:
Meowth – Thunderbolt (10+[2-3]*1.5 = 8.5 -> 9 Damage, 7 Energy)
Vulpix – Confuse Ray (5 Energy)
Meowth is hurt by Burn (2 Damage)

Action 2:
Meowth – Fury Swipes (4+3-2+[3-2]*1.5 = 14.5 -> 15 Damage, 5 Energy)
Vulpix – Chill (+12 Energy)
Meowth is hurt by Burn (2 Damage)

Action 3:
Meowth – Pay Day (6+3-2+[3-2]*1.5= 8.5 -> 9 Damage, 2 Energy, +1 TC)
Vulpix – Flamethrower (10+3+[2-1]*1.5 = 14.5 -> 15 Damage, 6 Energy)
Meowth is hurt by Burn (2 Damage)


darksoulSP, your actions
 
#24
Aww no worries at all! It seemed pretty obscure and it DOES work on sleeping Pokemon in the game, so it's all good! :)

Vulpix, let's Substitute 15, Quick Attack, and Chill. If the Substitute is prevented, Chill instead.
 
#25
Bleh, i won't be able to break through your sub if you get it up, so Taunt -> Pay Day -> Pay Day, though i doubt you'll get the last one off.
 
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