Archipelago Action: 2v2 Singles, Blue Tornado vs Frosty (ref DA8828)

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2v2 singles
2 day DQ and 2/5

arena: a tropical chain of islands that provide plenty of digging space. water everywhere. the host could add some other things if they want.

(oh and no evolved mons please)
Sounds good.

Switch = KO
1 Ability
No Items

Slowpoke(*) [Serene] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; 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: Water/Psychic
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 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.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+1)
SpA: Rank 2
SpD: Rank 2
Spe: 13 (15 / 1.15v)

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Curse(*)
Yawn(*)
Tackle(*)
Growl(*)
Water Gun(*)
Confusion(*)
Disable(*)
Headbutt(*)

Future Sight(*)
Me First(*)
Mud Sport(*)

Dive(*)
Ice Beam(*)
Toxic(*)
Trick Room


Pawniard(*) [Needle] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Dark/Steel
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.
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.

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60

EC: 3/6
MC: 0
DC: 2/5

Attacks:
Scratch(*)
Leer(*)
Fury Cutter(*)
Torment(*)
Faint Attack(*)
Scary Face(*)
Metal Claw(*)
Night Slash
Iron Head
Iron Defense
Swords Dance

Psycho Cut(*)
Revenge(*)
Sucker Punch(*)

Dig(*)
Brick Break(*)
Taunt(*)


Larvesta [Panic] (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. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
Type: Bug/Fire
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW): (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, Scissor Cross from 8 to 10)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 69 (60 * 1.15^)

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

Attacks:
Ember
String Shot
Leech Life
Take Down

Magnet Rise
Morning Sun
Zen Headbutt

Flamethrower
U-turn
Wild Charge



Monohm [Thor] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
Type: Electric/Dragon
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.
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:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (DW): [LOCKED](Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 51 (60 x 0.85v) (-)

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


Attacks:
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom

Hydro Pump
Magnet Rise
Heal Bell

Thunderbolt
Flamethrower
Dragon Pulse


Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed, +10% accuracy for the opponent)
Type:
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.


Stats:

Duskull
HP: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 21 (25x0.85v)

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

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:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)

Destiny Bond (*)
Pain Split (*)
Imprison (*)

Trick Room (*)
Will-o-Wisp (*)
Return (*)


Zorua * (Canas) M
Nature: Hasty (Speed +; Defense -, +11.25% accuracy)

Type:
DarkDark STAB; 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.

Stats:

Zorua
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65 x 1.5^) (+)

EC: 0/6
MC: 0
DC: Nah

Abilities:
Illusion:Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Counter
Dark Pulse
Extrasensory

Snarl
Protect
Grass Knot


bt pokes
frosty pokes and actions
bt actions

begin!
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I will start with Thor the Monohm with Static

Let's start by inducing some lovely thermal shocks. Use Flamethrower to heat his blades, expanding them, and to inflict damage, of course. After that attack with Hydro Pump to cool it down and hopefully the vapor will affect its vision and the temperature changes will affect the edge of the blade. But just in case, after that throw another Flamethrower. Better safe than sorry, huh?

Flamethrower - Hydro Pump - Flamethrower
 
I'm sorry I forgot this is 1 ability, my ability is Defiant.

Anyway, those Flamethrowers will be rough but we should take a few of them. Start up with Swords Dance, then try a Sucker Punch followed up with a super-effective Dig. Who knows, maybe it'll limit the damage taken by that last Flamethrower. Also, if those heat-cold mechanics really work that way, staying some time underground before you strike should definitely help you get things back together, as well as normalize your temperature in general.

SD~Sucker Punch~Dig
 

Needle (Pawniard) (M)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Actions: Swords Dance ~ Sucker Punch ~ Dig


Thor (Monohm) (M)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Actions: Flamethrower ~ Hydro Pump ~ Flamethrower

Round 1: An Icy Hot Island

Needle starts things off, performing a spinning Swords Dance and sharply raising his attack! Thor doesn’t seem to be impressed, he Flamethrowers his opponent all the same.

Racing speedily towards Thor, Needle slams him with a Sucker Punch with the flat of his armblade, knocking him back. Thor climbs back to his feet and retaliates with a Hydro Pump.

Needle Digs into the ground, avoiding Thor’s Flamethrower, reappearing behind him and stabbing at him with his armblades.


Needle (Pawniard) (M)
HP: 55
Energy: 82%
Boosts/Drops: +1 Attack
Others: N/A


Thor (Monohm) (M)
HP: 57
Energy: 78%
Boosts/Drops: N/A
Others: N/A

BT go
 
Nice work, Needle. We need to keep our guard up, though, the little guy is strong. Start this off with Dig, then follow up with a Night Slash and then another Dig! If he happens to Magnet Rise at least once, though, just replace your first Dig with Taunt.

Dig ~ Night Slash ~ Dig
IF Thor uses Magnet Rise for any of his three actions THEN replace the first Dig with Taunt.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Okay, Thor, all this digging is kinda getting on my nerves, so lets do something about it, ok?

First use Magnet rise to trigger taunt, we don't want any digging for now.

After that go offensive with Flamethrower while he comes close to you to attack. DON'T PUSH it or anything. Let it come.

Finally in the last action it should still be near you when it digs its hole. When it does so, flood it with Hydro Pump. The resulting mud should damage and hinder enough to make it think otherwise before digging another frigging hole.

Magnet Rise - Flamethrower - Hydro Pump to flood the hole
 
Hey, I'm not a fan of that particular mechanic either. It seems to just be there to make Stall not suck.


Needle (Pawniard) (M)
HP: 55
Energy: 82%
Boosts/Drops: +1 Attack
Others: N/A
Actions: Taunt / Dig ~ Night Slash ~ Dig


Thor (Monohm) (M)
HP: 57
Energy: 78%
Boosts/Drops: N/A
Others: N/A
Actions: Magnet Rise ~ Flamethrower ~ Hydro Pump

Round 2: How To Avoid A Dragon 101: Don’t Piss It Off

Thor attempts to Magnet Rise, but fails instead, as Needle’s vulgar Taunt has enraged him, forcing him to use only attacking moves!

Needle chuckles evilly at his opponent’s distress and rakes him across his electric face with a Night Slash, but Thor lets fly an angry Flamethrower at his un-underground face.

Needle tries to remedy this, Digging underground, but Thor seems to have wizened up to his tricks, he stomps towards the hole Needle left behind and blasts a Hydro Pump down it! Some of the force is naturally lost from splooshing down a tunnel before hitting Needle, but it’s still like being shot by a Super Soaker. Nonetheless, Needle pops out of the ground, wet but still with us, and headbutts Thor with his headaxe! Ouch.


Needle (Pawniard) (M)
HP: 24
Energy: 62%
Boosts/Drops: N/A
Others: N/A


Thor (Monohm) (M)
HP: 27
Energy: 63%
Boosts/Drops: N/A
Others: Taunt’d (3 Actions)

Note: I made the Hydro Pump lose a fourth of its damage. It’s not so much of a nerf because gravity’s helping it, not hindering it, but it’s still a nerf, since the ground’s absorbing part of the water and force, and Needle’s digging at an angle so he can pop up and whack Thor.

frosty go
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Alrighty Thor, take a deeeeeeeep breath and keep a constant flow of Flamethrower. Just keep using it. And if it moves, jumps, flies, swims, whatever, just run behind it while using flamethrower. If it digs a hole, try to hit it while it is digging and get some....err..."fire in the hole", if you catch my drift.

Flamethrower - Flamethrower - Flamethrower
If it starts digging, run toward it while using Flamethrower, aiming even inside the hole
 
Not so fast.

Torment ~ Dig ~ Sucker Punch

Do your best to dodge the most of his Flamethrowers. The ample time you have with that second Dig, seeing as he can't do anything thanks to Torment, should aid you with striking ridiculously hard.
 
Blegh sorry, I just felt really unmotivated yesterday.


Needle (Pawniard) (M)
HP: 24
Energy: 62%
Boosts/Drops: N/A
Others: N/A
Actions: Torment ~ Dig ~ Sucker Punch


Thor (Monohm) (M)
HP: 27
Energy: 63%
Boosts/Drops: N/A
Others: Taunt’d (3 Actions)
Actions: FLAMETHROWER

Round 3: An inconstant Stream Of Flamethrower

Needle once more throws out a barrage of pokemon-insults, Tormenting Thor, but the cloud-dragon blasts him with a Flamethrower for his troubles.

Needle Digs underground as Thor fails to do anything due to Needle being such a bully. He just stands there, powerless to defend against Needle’s surprise attack.

Needle finishes off his weakened foe with a Sucker Punch, KOing him!


Needle (Pawniard) (M)
HP: 4
Energy: 43%
Boosts/Drops: N/A
Others: N/A


Thor (Monohm) (M)
HP: 0
Energy: 0
Boosts/Drops: N/A
Others: Torment’d (3 Actions)

Let’s hear it for strategy over power!

Frosty, new pokemon, BT actions!

...huh that only took like five minutes
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
It seems that our opponent is much more intelligent and strategic than the average player. Nice.


Two can play that game. Go Gespenst the Duskull with Levitate!
 
Nicely done, Needle. Unfortunately you won't be sticking by much longer, so we better make the most out of your power. Barrage him with Sucker Punches until you down. If he bothers with a non-damaging move, just Taunt him as you're much faster.

Sucker Punch ~ Sucker Punch ~ Sucker Punch
IF opponent uses non-offensive move THEN replace current action with Taunt
 

Needle (Pawniard) (M)
HP: 4
Energy: 43%
Boosts/Drops: N/A
Others: N/A
Actions: SUCKER PAWNCH / taunt


Gespenst (Duskull) (M)
HP: 80
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Actions: NIGHT SHAAADE

Round 4: Revenge Kill ITP

Needle aims a final Sucker Punch at Gespenst, who kills it with Night Shade.


Needle (Pawniard) (M)
HP: 0
Energy: 0%
Boosts/Drops: N/A
Others: N/A


Gespenst (Duskull) (M)
HP: 61
Energy: 94%
Boosts/Drops: N/A
Others: N/A

BT poke, Frosty actions
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
or die trying.

Lets start with something simple and funky, Gespenst!

Use Trick Room to set up the stage. After that its time to get some lights going on with Confuse Ray. Finally, we only need the hallucinations, so use Night Shade!

Trick Room - Confuse Ray - Night Shade
 
Well I don't think we can do much here but use sheer force. Flamethrower, Volt Charge and another Flamethrower. Try to overcome that pesky confusion, it shouldn't be that hard.

Flamethrower ~ Volt Charge ~ Flamethrower
 

Panic (Larvesta) (M)
HP: 90
Energy: 100%
Boosts/Drops: N/A
Others: N/A
Actions: Flamethrower ~ Volt Change ~ Flamethrower


Gespenst (Duskull) (M)
HP: 61
Energy: 94%
Boosts/Drops: N/A
Others: N/A
Actions: Trick Room ~ Confuse Ray ~ Night Shade

Opposites Of Round 5: 5 Rounds Of Opposites

Panic the Larvesta gives Gespenst a taste of his partner’s medicine with a blazing Flamethrower. Gespenst uses magic Trick Room, creating a pocket dimension , screwing with the laws of physics, and making pokemon with lower speed go first! I need to get some of that stuff.

With his newfound agility, Gespenst launches a Confuse Ray at Panic, who panics and begins smashing his head against the ground, hurting himself in his confusion!

Gespenst chuckles and aims a Night Shade at Panic, which gives him hallucinations of being forced to eat pizza flavored Jelly Beans, damaging his psyche even further. The scare seems to have snapped him out of his confusion, though, and he angrily Flamethrowers Gespenst.


Panic (Larvesta) (M)
HP: 73
Energy: 85%
Boosts/Drops: N/A
Others: N/A


Gespenst (Duskull) (M)
HP: 37
Energy: 74%
Boosts/Drops: N/A
Others: N/A

Trick Room: 4 Rounds

bt actions

Would you believe I had this round reffed last night, and fell asleep before I posted it?
 
Ok, he moves first so we may be safe from a certain perspective. Zen Headbutt first, then Flamethrower and another Zen Headbutt. If he disables either moves (he can't disable the first Zen, fortunately), just swap them with Volt Charge.

Zen Headbutt ~ Flamethrower ~ Zen Headbutt
IF cannot use second or third moves as a result of Disable THEN replace with Volt Charge
 

Panic (Larvesta) (M)
HP: 73
Energy: 85%
Boosts/Drops: N/A
Others: N/A
Actions: Zen Headbutt ~ Wild Charge / Flamethrower ~ Zen Headbutt


Gespenst (Duskull) (M)
HP: 37
Energy: 74%
Boosts/Drops: N/A
Others: N/A
Actions: Disable (Flamethrower) ~ Confuse Ray ~ Pain Split

Round 6: Disability Superpower

Gespenst Disables Flamethrower, since that seems to be his most powerful attack. But will such a loss prove to be Panic’s undoing? Panic, changing tactics, runs towards Gespenst and Zen Headbutts him, slamming him with the hardened exoskeleton on his head and knocking him backwards.

Gespenst launches a Confuse Ray at Panic, who, in a testament to her name, hits himself in confusion, before snapping himself out of confusion. Well.

Gespenst, weakened, Pain Splits some much needed health back, but loses some of it immediately as an irate Panic Zen Headbutts him again.


Panic (Larvesta) (M)
HP: 47
Energy: 70%
Boosts/Drops: N/A
Others: Flamethrower Disabled (3 Actions)


Gespenst (Duskull) (M)
HP: 39
Energy: 41%
Boosts/Drops: N/A
Others: N/A

Trick Room: 3 Rounds

Frosty's actions!

Well, that went well for Gespenst. I don't think he can pull that off again, though, as it took a chunk out of his energy.
 
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