Arcanite vs TheWolfe! Watch out for that machine!

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Sorry I took so long getting this up. I totally didn't forget about this match or anything >.>

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!
And I'll be taking this one!

3 Recoveries/3 Chills
Switch: OK
Items: Training
Abilities: All
Substitutions: Two
Arena: Type Changing Arena
Arena: Type Changing Arena
Field Type: All Types
Complexity: Simple
Formats: All Formats

Restrictions: All moves are allowed.

Description:
It's the standard arena, except somebody has implanted a strange device in the middle of the field! For the duration of the first round, this device is off. After the end of each round, though, it beeps and suddenly alters the elemental makeup of the arena, giving certain benefits to certain types and detriments to some other ones. Each time the makeup is altered, a random type is chosen. All attacking moves whose types hit the chosen type for super-effective damage have 2 more BAP, while all attacking moves whose types hit the chosen type for not very effective or zero damage have 2 less BAP. There is one exception to this rule; all attacking moves whose type matches that of the gem receive +3 BAP, disregarding the weakness bonuses and the resistance nerfs.

Summary: Certain types get buffed every round.
This is actually my first time reffing here, so expect having to remind me to roll for the type once or twice. Anyways, chosen Pokemon go!

TheWolfe said:
I'll use these! Thanks for reffing. :3


Frostbite - Scylant (M)
Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Defense)
Type: Ice - Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
KOs: 5

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician: (Dream World; Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks:
-Acrobatics
-Aerial Ace
-Blizzard
-Brick Break
-Bug Bite
-Bulldoze
-Counter
-Earth Power
-Focus Energy
-Fury Attack
-Hone Claws
-Ice Shard
-Icicle Crash
-Icicle Spear
-Icy Wind
-Leech Life
-Leer
-Pin Missile
-Protect
-Scratch
-Sheer Cold
-Silver Wind
-Slash
-Stone Edge
-Substitute
-Taunt
-X-Scissor

Total Moves: 27


Chrysalis - Starmie (-)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage; Subtracts One (1) Rank from Attack)
Type: Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
KOs: 4

Abilities:
Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
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.
Levitate (Command only): The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Analytic: (Dream World; Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 + 20 Acc
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Attacks:
-Aurora Beam
-Barrier
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Grass Knot
-Harden
-Hydro Pump
-Light Screen
-Magic Coat
-Minimize
-Power Gem
-Protect
-Rapid Spin
-Recover
-Substitute
-Supersonic
-Surf
-Swift
-Tackle
-Thunder
-Water Gun

Total Moves: 24



Warmech - Metang(-)
Nature: Careful (Adds one (1) Rank to Special Defense; Subtracts one (1) Rank from Special Attack)
Type: Steel - Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
KOs: 1

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents.
Levitate (Command only): The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.
Light Metal: (Dream World) LOCKED.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1
SpD: Rank 4
Spe: 50
Size Class: 2
Weight Class: 6
Base Rank Total: 16

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

Attacks:
-Confusion
-Iron Defense
-Iron Head
-Magnet Rise
-Metal Claw
-Pursuit
-Scary Face
-Take Down
-Zen Headbutt

Total Moves: 9
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
Well this is completely balanced. Arcanite isn't screwed or anything.

Arcanite sends out and attaches an item
Wolfe sends out, attaches an item, and orders
Arcanite orders
I ref
 
Go Warmech!


Warmech - Metang (-)
Get equipped with Amulet Coin!

Zen Headbutt ~ Iron Head ~ Zen Headbutt
Sub: IF Nidorino uses Dig, THEN use Magnet Rise once and push actions down.
Sub: IF Zen Headbutt is disabled on A3, THEN use Metal Claw.
 

^Even more creative

Pre-Round stats:

Behemoth @ Lucky Egg
HP: 100
EN: 100
3/2/3/1/65

Warmech @ Amulet Coin
HP: 90
EN: 100
3/4/1/4/50

Action 1
Drill Run -> Warmech (6 EN)
RNG roll (to hit, <=9500 hit) 5044 = hit
RNG roll (to crit, <=1250 crit) 3298 = no crit
(8+(3-4)1.5)(1.5) = 9.75 DMG

Zen Headbutt -> Behemoth (5 EN)
RNG roll (to hit, <=9000 hit) 2273 = hit
RNG roll (to crit, <=625 crit) 589 = crit
(8+3+3+(3-2)1.5)(1.5) = 23.25 DMG

Action 2
Drill Run -> Warmech (10 EN)
RNG roll (to hit) 5996 = hit
RNG roll (to crit) 572 = crit (another one? @_@ )
(8+3+(3-4)1.5)(1.5) = 14.25 DMG

Iron Head -> Behemoth (5 EN)
RNG roll (to crit) 1063= no crit
(8+3+(3-2)1.5) = 12.5 DMG

Action 3
Drill Run -> Warmech (14 EN)
RNG roll (to hit) 547 = hit
RNG roll (to crit) 8469 = no crit
(8+(3-4)1.5)(1.5) = 9.75 DMG

Zen Headbutt -> Behemoth (5 EN)
RNG roll (to hit) 7640 = hit
RNG roll (to crit) 2148 = no crit
(8+3+(3-2)1.5)(1.5) = 18.75 DMG

RNG roll (for type) 17 = Steel

1 = Normal
2 = Fire
3 = Fighting
4 = Water
5 = Flying
6 = Grass
7 = Poison
8 = Electric
9 = Ground
10 = Psychic
11 = Rock
12 = Ice
13 = Bug
14 = Dragon
15 = Ghost
16 = Dark
17 = Steel


Behemoth takes a battering, but its still anyone's game, blah blah blah.

Post-Round stats:

Behemoth @ Lucky Egg
HP: 45
EN: 70
3/2/3/1/65

Warmech @ Amulet Coin
HP: 56
EN: 85
3/4/1/4/50

Steel-type arena
 
I'm surprised I even have the energy to ref this, so no flavor for you. Sorry :/

Pre-Round stats:

Behemoth @ Lucky Egg
HP: 45
EN: 70
3/2/3/1/65

Warmech @ Amulet Coin
HP: 56
EN: 85
3/4/1/4/50

Steel-type arena

Action 1
Disable -> Warmech (7 EN)
Warmech's Zen Headbutt is disabled!

Iron Head -> Behemoth (5 EN)
RNG roll (to crit) 7034 = no crit
(11+3+(3-2)1.5) = 15.5 DMG

Action 2
Behemoth dug underground! (11 EN)

Warmech used Iron Defense! (6 EN)
Shing! (sparkle sparkle)

Dig -> Warmech
RNG roll (to crit) 8560 = no crit
(10+(3-4)1.5)(1.5)-3.5 = 9.25 DMG = 2.3125 recoil

Action 3
Drill Run -> Warmech (6 EN)
RNG roll (to hit) 2478 = hit
RNG roll (to crit) 3137 = no crit
(10+(3-4)1.5)(1.5)-3.5 = 9.25 DMG

Iron Head -> Behemoth (5 EN)
RNG roll (to crit) 1685 = no crit
(11+3+(3-2)1.5) = 15.5 DMG

RNG roll (for type) 17 = Steel type


And Warmech is now beating the crap out of Behemoth. Not only that, but the arena is Steel-typed for another round. It looks like Arcanite is pretty much shit out of luck...

Post-Round stats:

Behemoth @ Lucky Egg
HP: 12
EN: 46
3/2/3/1/65

Warmech @ Amulet Coin
HP: 37
EN: 69
3/4/1/4/50
+2 Def
Disable (Zen Headbutt- 3a)

Steel-type arena
 


Iron Head ~ Metal Claw ~ Iron Head
Sub: IF Nidorino uses Dig, THEN use Pursuit.
Sub: IF Nidorino uses Endure on A1, THEN use Magnet Rise and push actions down.
 
My Attacks should have done more damage, as the arena increases BAP of SE moves on the type by 2. And why did I take recoil damage?

Protect > Drill Run + Drill Run Combo > Cooldown
 
I did include the BAP bonus (note how they have BAPs of 10 instead of 8), but Iron Defense's boost nullified it. You took recoil damage because of Iron Defense's secondary effect.

Pre-Round stats:

Behemoth @ Lucky Egg
HP: 12
EN: 46
3/2/3/1/65

Warmech @ Amulet Coin
HP: 37
EN: 69
3/4/1/4/50
+2 Def
Disable (Zen Headbutt- 3a)

Steel-type arena

Action 1
Behemoth used Protect (7 EN)

Iron Head -> Behemoth (9 EN)
RNG roll (to crit) 9798 = no crit
(11+3+(3-2)1.5) = 15.5 DMG = 6.2 EN

Action 2
Metal Claw -> Behemoth (3 EN)
RNG roll (to hit, <=9500 hit) 8535 = hit
RNG roll (to crit) 4 = crit
RNG roll (to raise Atk, <=1000 raise) 1076 = no raise
(8+3+3+(3-2)1.5) = 15.5 DMG
Behemoth fainted!

RNG roll (for type) 13 = Bug


Despite Behemoth gearing up for a full-scale attack, all Warmech had to do was swipe the Nidorino with his claws of metal, striking critically (not that it mattered) and knocking Arcanite's mon out befor it could move!

Post-Round stats:

Behemoth @ Lucky Egg
HP: -4
EN: KO
3/2/3/1/65

Warmech @ Amulet Coin
HP: 37
EN: 57
3/4/1/4/50
+1 Def

Bug-type arena

Arcanite sends out his next mon and orders
 
Yay for ignoring the fact that the arena is Bug-typed?

Pre-Round stats:

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

Warmech @ Amulet Coin
HP: 37
EN: 57
3/4/1/4/50
+1 Def

Action 1
Warmech used Magnet Rise! (6 EN)
Wheeeeee!!

Earth Power -> Warmech (5 EN)
RNG roll (to crit) 1838 = no crit
RNG roll (to lower SpD) 6724 = no crit
(3+3+(2-4)1.5)(1.5) = 4.5 DMG

Action 2
Zen Headbutt -> Land Turtle (5 EN)
RNG roll (to crit) 2525 = no crit
RNG roll (to flinch, <=2000 flinch) 8657 = no flinch
(8+3+(3-3)1.5) = 11 DMG

Earth Power -> Warmech (9 EN)
RNG roll (to crit) 4238 = no crit
RNG roll (to lower SpD) 5062 = no crit
(3+3+(2-4)1.5)(1.5) = 4.5 DMG

Action 3
Iron Head -> Land Turtle (5 EN)
RNG roll (to crit) 2175 = no crit
RNG roll (to flinch) 702 = flinch
(11+3+(3-3)1.5) = 14 DMG

Land Turtle flinched!

RNG roll (for type) 12 = Ice-type arena


Post-Round stats:

Land Turtle
HP: 75
EN: 86
4/3/2/3/31/ -10% Eva

Warmech @ Amulet Coin
HP: 28
EN: 41
3/4/1/4/50
Magnet Rise (3a)

Ice-type arena
 


"But we're not using Bugs! But since you brought it up, I'll switch out Warmech for this guy."


Frostbite - Scylant (M)
Get equipped with Amulet Coin.

Icicle Spear ~ Blizzard ~ Icicle Spear
Sub: IF Grotle uses a successful protective move, THEN use Hone Claws and push actions down.
 
Blah blah Grotle is fucked blah

Pre-Round stats:

Land Turtle
HP: 75
EN: 86
4/3/2/3/31/ -10% Eva

Frostbite @ Amulet Coin
HP: 100
EN: 100
5/2/4/3/121

Warmech @ Amulet Coin
HP: 28
EN: 41
3/4/1/4/50


Ice-type arena

Action 1
Icicle Spear -> Land Turtle (6 EN)
RNG roll (for # of hits, 1-2 3 hits, 3-4 4 hits, 5-6 5 hits) 4 = 4 hits
RNG roll (to crit) 8435, 4662, 4249, 9299 = no crits
((3x4)+3+3+(5-3)1.5)(1.5) = 31.5 DMG

Giga Drain -> Frostbite (11 EN)
RNG roll (to crit) 4190 = no crit
(8+3+(2-3)1.5)(.67) = 6.4 DMG = 3.2 recovered

Action 2
Blizzard -> Land Turtle (7 EN)
RNG roll (to crit) 1497 = no crit
RNG roll (to freeze) 7931 = no freeze
(12+3+3+(4-3)1.5)(1.5) = 29.25 DMG

Giga Drain -> Frostbite (15 EN)
RNG roll (to crit) 4325 = no crit
(8+3+(2-3)1.5)(.67) = 6.4 DMG = 3.2 recovered

Action 3
Icicle Spear -> Land Turtle (6 EN)
RNG roll (for # of hits) 2 = 3 hits
RNG roll (to crit) 9830, 904, 5019 = no crits
((3x3)+3+3+(5-3)1.5)(1.5) = 27 DMG
Land Turtle fainted!


And despite Land Turtle giving all he can to gain HP while damaging Frostbite, Frostbite simply shrugs off the Grotle's assault and blasts him with blasts of both icicles and storms, knocking Land Turtle out! TheWolfe has won the match!

Post-Round stats:

Land Turtle
HP: -6
EN: KO
4/3/2/3/31/ -10% Eva

Frostbite @ Amulet Coin
HP: 87
EN: 81
5/2/4/3/121

Warmech @ Amulet Coin
HP: 28
EN: 41
3/4/1/4/50


Prizes woo!

TheWolfe gets 4 CC
Frostbite the Syclant gets 3 MC and 1 KOC
Warmech the Metang gets 1 EC, 2 MC, 1 DC, and 1 KOC

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

I get 4 UC (weee...)

Good game guys, and thanks for playing!
 
Thanks for reffing waterwarrior and good game Arcanite. Hopefully, we'll play a better match where it's not so lopsided. :]
 
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