A Pimp, a Warrior and a Gangster in Water!

Today's battle is a 1v1 showdown between Ice leader wannabe Waterwarrior and smooth criminal Pimpgangster! Who will prevail?

Waterwarrior:

Revenankh (Ra's al Ghul) Male
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost / Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: (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.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW ability- UNLOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.


Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20


EC: N/A
MC: 1
DC: 5/5

Attacks: (38/ 90 total moves)
Physical:
Arm Thrust
Bide
Brick Break
Counter
Drain Punch
Dual Chop
Focus Punch
Hammer Arm
Low Sweep
Mach Punch
Payback
Power Whip
Revenge
Rock Slide
Rock Tomb
Shadow Punch
Shadow Sneak
Smack Down
Sucker Punch
Superpower
Vital Throw
Wrap

Special:
Sand Tomb
Wring Out

Status:
Destiny Bond
Double Team
Endure
Glare
Helping Hand
Mean Look
Moonlight
Pain Split
Protect
Substitute
Taunt
Telekinesis
Torment
Wide Guard


Pimpgangster:

Collosoil [Myrna] (F)
Nature: Brave (Adds One (1) Rank to 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.
Type: Dark/Ground
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.
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.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 82 (95/1.15 rounded Down)

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

Leer
Horn attack
Bite
Body slam
Peck
Magnitude
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Crunch
Dark Pulse
Stockpile

Aqua Tail
Fake Out
Sucker Punch
Dive
Encore

Payback
Earthquake
U-turn
Knock Down
Brick Break


rules said:
1v1 FE Singles
2 Day DQ
All abilities
Training items
2 subs
ASB arena
2 recovers/ 5 chills
 
This doesn't look very much in our favour Myrna but we can prevail,

No Item

Lets get a feel for his strategy

Crunch~Earthquake~Crunch
 
Starting off slow I see? Ra's, show them that they shouldn't play around when they're against an al Ghul! Destroy him!

Revenge -> Hammer Arm -> Revenge

Also, even though it doesn't matter right now, your Colossoil is missing its Size and Weight Class in its profile.
 
The combatants exchange blows with all their might, but in the end, it's Revenankh who barely has the upper hand!


49 HP- 80%
5/3/2/4/65
-1 Def -1 Spe

42 HP- 84%
6/3/3/3/82​


A1:
Colossoil Crunch (hit 2222 no crit 1716 defense drop) 8+3+4=15 dmg, -5 en
Revenankh Revenge (hit 2826 no crit) (12+3+3)*1,5=27 dmg, -7 en
A2:
Colossoil Earthquake (hit 5275 no crit) 10+3+4+1,75= 18,75 dmg, -6 en
Revenankh Hammer Arm (hit 3371 no crit) (10+3+3)*1,5=24 dmg, -6 en
A3:
Colossoil Crunch (hit 7500 no crit 4374 no defense drop) 8+3+4+1,75=16,75 dmg, -5 en
Revenankh Revenge (hit 7026 no crit) (12+3+3)*1,5=27 dmg, -7 en
 
Mmph... It appears we underestimated our opponent, possibly not the other way around. However, that's no reason we should not be able to crush our opponent beneath our feet! Show him your power!

Hammer Arm -> Drain Punch -> Mach Punch
If Encore A1, change that action to Protect and push back
If successful damaging evasive move, change that action to Mach Punch and push back

As a side note, in addition to your missing of your Size and Weight classes, your Colossoil has Knock Down, which I'm assuming should be updated to say Smack Down.
 
Ra'as Al Ghul quickly dispatches Myrna, using priority to get around his foe's evasive tactics.

A1:
Revenankh Mach Punch (hit 6756 no crit) (4+3+3)*1,5= 15 dmg, -3 en
Colossoil dives underwater!
Colossoil Dive (hit 2119 no crit) 8+4+1,75= 13,75 dmg
A2:
Colossoil Earthquake (hit 2216 no crit) 10+3+4+1,75= 18,75 dmg, -6 en
Revenankh Drain Punch (hit 6750 no crit) (8+3+3)*1,5= 24 dmg, +12 HP, -11 en
A3:
Revenankh Mach Punch (hit 3252 no crit) (4+3+3)*1,5= 15 dmg, -3 en
Colossoil KO!


Rewards:
Waterwarrior 1 CC
Revenankh 4 MC 1 KOC
Pimpgangster 1 CC
Colossoil 3 MC
LupusAter 2 UC
 

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