Arcanite vs Gerard test out the new Illuminate!

I actually do want to see how this turns out...

Open Challenge A:
2 Vs 2 Doubles Training Battle
Bring 3 Pick 2
2 Day DQ
Training Items Only

Open Challenge A:
2 Vs 2 Singles Training Battle
Bring 3 Pick 2
2 Day DQ
Training Items Only

Accepter choose Arena, Items, Anything else I forgot!
Looking for a bit of training, alright
2 subs per mon
ASB Arena
All Abilities
3 Recoveries / 5 Chills
And now, the Pokemon that will be trained!

Gerard said:
Alright, let's try Illuminate, as awful as I think it is I hope to be prved wrong

Kurt (Slowbro) {♂}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Psychic / Water


  • Psyquic: 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.

  • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:



  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.
  • Regenerator: (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Stats:

HP: 100
Atk:
4 (+)
Def:
4
SpA:
4
SpD:
3
Spe:
26 (30/1.15)
SC:
3
WC:
4
BST:
19


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


Attacks: 69

Aerial Ace
After You
Amnesia
Aqua Tail
Avalanche
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Confusion
Counter
Curse
Dig
Disable
Dive
Drain Punch
DynamicPunch
Earthquake
Endure
Fire Blast
Flamethrower
Fling
Focus Blast
Focus Punch
Grass Knot
Gravity
Growl
Growl
Headbutt
Heal Pulse
Hidden Power Electric [7]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Light Screen
Magic Coat
Mega Kick
Mud Sport
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Reflect
Rest
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Slack Off
Sleep Talk
Substitute
Sunny Day
Surf
Swagger
Tackle
Thunder Wave
Toxic
Trick
Trick Room
Water Gun
Water Pulse
Withdraw
Yawn
Zen Headbutt


Lamarche
(Mollux) {
♂}
Nature: Bold (+1 Def, -1 Atk)
Type: Fire / Poison


  • Fire: Fire STAB; immune to burn, 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.

  • 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:


  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
  • Illuminate: (Can be Enabled)
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
Stats:

HP: 100
Atk:
1 (-)
Def:
4 (+)
SpA:
5
SpD: 4

Spe: 76
SC: 3
WC: 3
BST: 20


EC: -.-
MC: 0
DC: 5/5


Attacks: 40

Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Heat Wave
Recover
Eruption
Acid Armor
Toxic Spikes
Inferno
Gunk Shot
Final Gambit

Heal Pulse

Healping Hand
Rapid Spin
Bug Bite

Gastro Acid
Heal Bell
Sleep Talk
Snatch
Knock Off
Stealth Rock
Fire Spin
Trick

Flamethrower

Fire Blast
Sludge Bombs
Thunderbolt
Thunder
Sludge Wave
Will-o-Wisp
Protect
Substitute
Thunder Wave
Sunny Day
Rain Dance
Overheat
Double Team
Solarbeam
Venoshock

Light Screen
Hidden Power Ice [7]

Flame Charge
Hyper Beam
Arcanite said:

Megumi 'Shades' Kitanigi (M) Sandile

Musical Theme: '
Twister'

Nature:

Adamant:
+1 Atk, -1 SpA

Type:

  • Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
  • 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.
Abilities:

  • Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
  • Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
  • Anger Point: (DW) (Innate) (Not yet Active) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14


EC: 2/9
MC: 0
DC: 1/5

Attacks: (--)
Leer
Rage
Bite
Sand Attack
Torment
Sand Tomb
Assurance
Mud Slap
Embargo
Swagger
Earthquake
Crunch

Fire Fang
Pursuit
Thunder Fang

Taunt
Rock Slide
Protect


Behemoth (M) Nidorino

Musical Theme:
Final Fantasy IV - Battle Theme

Nature:

Rash:
+1 SpA, -1 SpD

Type:

  • 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:

  • 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).
  • Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
  • Hustle (DW): (Can be Enabled) TThis 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. (Not yet active)
Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 2
Weight Class: 2
Base Rank Total: 15


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

Attacks: (15)
Leer
Peck
Focus Energy
Tackle
Horn Attck
Double Kick
Poison Sting
Fury Attack
Helping Hand
Toxic Spikes

Disable
Endure
Head Smash

Drill Run

Dig
Poison Jab
Protect
Natural Gift


Turtwig (M) Land Turtle

Musical Theme:
Final Fantasy 3 - Boss Theme

Nature:

Brave:
(+1 Atk, -15% Speed, -10% Evasion)

Type:

  • 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.
Abilities:

  • Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
  • Shell Armour (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits. (Not yet Active)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 31 (-) (36/1.15, truncated)
Size Class: 2
Weight Class: 4
Base Rank Total: 16



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

Attacks: (13)
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Giga Drain
Crunch
Leaf Storm

Superpower
Earth Power
Growth

Protect
Energy Ball
Swords Dance
Natural Gift
And once again, Arcanite is completely screwed from the start.

Arcanite sends out and attaches items
Gerard sends out, attaches items, and orders
Arcanite orders
I ref
 


Well, nothing too crazy as to what my team is going to be, Lamarche you're the one I worry about the most, but we're bulky enough that those ground attacks shouldn't be such a problem, Kurt will be handling an Amulet Coin while Mollux an Experience Share will have, now unto bussiness, Illuminate appears to be useful in here, altough not too much either, it's not gonna make destoying our enemies any more easier for us.
Lamarche: [Enable Illuminate] Eruption ~ Heat Wave ~ Heat Wave
* If Heat Wave is disabled (by any means) then replace all further instances of it with Fire Blast (Land Turtle)
* If You're targeted by an Earthquake Combo A1 then use Counter (Sandile) but keep actions
* If Kitaniji Faints then replace all remaining actions with Fire Blast (Land Turtle)


Kurt: Scald (Kitaniji) ~ Surf ~ Scald (Kitaniji)
* If Earthquake is used & You're Not Taunted then replace your next Action with Disable [Earthquake] (Kitaniji) and push actions
* If Kitaniji is in the middle of a Damaging Evasive Move then use Fire Blast (Land Turtle) and push actions
* If Kitaniji Faints then replace all remaining actions with Fire Blast (Land Turtle)
 
Kitaniji: Crunch+Crunch Combo > Crunch
Land Turtle: Giga Drain > Mega Drain > Giga Drain

All @ Slowbro
If Slowbro faints, Kitaniji use Rock Slide, Land Turtle use Earth Power on Mollux
 
This isn't late at all >.>

Pre-Round stats:

Kurt @ Amulet Coin
HP: 100
EN: 100
4/4/4/3/26/ -10% Eva

Lamarche @ Exp. Share
HP: 100
EN: 100
1/4/5/4/76

Land Turtle @ Lucky Egg
HP: 100
EN: 100
4/3/2/3/31/ -10% Eva

Kataniji @ Lucky Egg
HP: 90
EN: 100
4/2/1/2/65

Speed order: Lamarche -> Kitaniji -> Land Turtle -> Kurt
Lamarche's Illuminate activated!

Action 1
Eruption -> Both (7 EN)
Land Turtle: RNG roll (to crit, <=625 crit) 9438 = no crit
((15x.75)+3+(5-3)1.5)(1.5) = 25.875 DMG
Kitaniji: RNG roll (to crit) 6983 = no crit
((15x.75)+3+(5-2)1.5) = 18.75 DMG

Giga Drain -> Kurt (11 EN)
RNG roll (to crit) 5407 = no crit
(8+3+(2-3)1.5)(1.5) = 14.25 DMG = 7.125 recovery

Scald -> Kitaniji (5 EN)
RNG roll (to crit) 1198 = no crit
RNG roll (to burn, <=3000 burn) 8613 = no burn
(8+3+(4-2)1.5)(1.5) = 21 DMG

Om nom nom -> Kurt ((6+10)1.75 -1 = 27 EN)
RNG roll (to crit) 1378 = no crit
RNG roll (to lower Def, <=2000 lower) 3037 = no lower
(18+3+(4-4)1.5)(1.5) = 31.5 DMG

Action 2
Heat Wave -> Both (6 EN)
Land Turtle: RNG roll (to crit) 3530 = no crit
(7.5+3+(5-3)1.5)(1.5) = 20.25 DMG
Kitaniji: RNG roll (to crit) 6183 = no crit
(7.5+3+(5-2)1.5) = 15 DMG

Kitaniji must cool down!

Mega Drain -> Kurt (8 EN)
RNG roll (to crit) 9043 = no crit
(6+3+(2-3)1.5)(1.5) = 11.25 DMG = 5.625 recovered

Surf -> Both (6 EN)
Land Turtle: RNG roll (to crit) 7314 = no crit
(7.5+3+(4-3)1.5) = 12 DMG
Kitaniji: RNG roll (to crit) 6883 = no crit
(7.5+3+(4-2)1.5)(1.5) = 20.25 DMG

Action 3
Heat Wave -> Both (10 EN)
Land Turtle: RNG roll (to crit) 306 = crit
(7.5+3+3+(5-3)1.5)(1.5) = 24.75 DMG
Kitaniji: RNG roll (to crit) 1165 = no crit
(7.5+3+(5-2)1.5) = 15 DMG
Kitaniji fainted!

Giga Drain -> Kurt (11 EN)
RNG roll (to crit) 9226 = no crit
(8+3+(2-3)1.5)(1.5) = 14.25 DMG = 7.125 recovery

Fire Blast -> Land Turtle (8 EN)
RNG roll (to hit, <=9500 hit) 7359 = hit
RNG roll (to crit) 4314 = no crit
RNG roll (to burn) 3991 = no burn
(12+(4-3)1.5)(1.5) = 20.25 DMG


And so, using the magic of spread moves, the FE's with a large amount of investment promptly beat the ever-loving shit out of the weak NFE's.

Don't worry, next round will be on time. ;)

Post-Round stats:

Kurt @ Amulet Coin
HP: 29
EN: 81
4/4/4/3/26/ -10% Eva

Lamarche @ Exp. Share
HP: 100
EN: 77
1/4/5/4/76

Land Turtle @ Lucky Egg
HP: 17
EN: 70
4/3/2/3/31/ -10% Eva

Kitaniji @ Lucky Egg
HP: 0
EN: KO
4/2/1/2/65

Illuminate (+10% Acc all)
 
Fingers crossed I can get a KO.....
(Would have been a 1 round KO if it wasn't for the healing)
Giga Drain Combo > Cooldown > Giga Drain
 


Well, this was a lot less informative than I expected, though it does serve a little as Illuminate being active doesn't seems like it will be of such an impact on Mollux considering more likely than not you'll be using 100 Acc Ground Attacks against him, I still need to see how much it works against something with more expanded movepools and obviously FE, although by now Illuminate doesn't sucks (keep in mind, it's not great either, only helping against sandile)
Lamarche: Eruption ~ Eruption ~ Eruption


Kurt: Slack Off ~ Chill ~ Slack Off
 
Well, if Eruption does 26 DMG to Land Turtle when there's a BAP reduction, I have a feeling it might be able to deal 17 at full power.

Fuck calcs and shit, I'm lazy.

Prize time!

Gerard gets 2 CC
Kurt the Slowbro gets 3 MC
Lamarche the Mollux gets 4 MC and 2 KOC

Arcanite gets 1 CC
Land Turtle the Grotle gets 1 EC, 2 MC, 1 DC, and 1 extra EC/DC
Kitaniji the Sandile gets 1 EC, 2 MC, 1 DC, and 1 extra EC/DC

I get 4 UC for almost no work. Yay!
 

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