Battle on Citadark Isle: Charmander & Deck Knight vs IceBug & C$FP

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....-Charmander- & Deck Knight VS IceBug & C$FP


  • 3+3 vs 3+3 Multi Battle
  • 2 day DQ / 3 day Ref
  • 2 recovers, 5 chills
  • Switch = KO
  • All abilities
  • No items

Arena: Citadark Isle


Citadark Isle. A huge, hidden volcanic island close to the Gateon Port. Cipher Grand master Grevil awaits at the top....All moves can be used.


-Charmander-'s Team


Gorebyss [Pearl] (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Water

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

Stats:


HP: 90
Atk: 2
Def: 4
SpA: 5
SpD: 3
Spe: 52

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

Abilities:


Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks:
Clamp
Water Gun
Whirlpool
Iron Defense
Shell Smash

Muddy Water
Confuse Ray
Aqua Ring

Scald
Ice Beam
Double Team
Hydro Pump
Hidden Power Electric (7)
Psychic


Aggron [Metal] (M)

Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)

Type: Steel/Rock

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.
Rock: Rock STAB; Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: 5
Def: 7
SpA: 1
SpD: 2
Spe: 50

EC: 9/9
MC: 3
DC: 2/5

Abilities:

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst

Head Smash
Dragon Rush
Iron Head

Hone Claws
Earthquake
Shadow Claw

Magnet Rise


Roserade [Thorn] (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 90

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

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).

Technician (DW): (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.

Attacks:

Weather Ball
Sweet Scent
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain

Sleep Powder
Synthesis
Extrasensory

Toxic
Venoshock
Energy Ball
Hidden Power [Fire] (6)


Deck Knight's Team


Torterra [Rook] (M)

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: Grass/Ground

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.

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:

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)

Stats:

HP: 100
Atk: 5
Def: 4
SpA: 3
SpD: 3
Spe: 48 (56 / 1.15v) (-)

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

Attacks:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Sand Tomb
Superpower
Worry Seed

Toxic
Light Screen
Facade
Rock Slide
Swords Dance


Breezi [ARMageddon] (F)

Nature: Quiet (Adds One (1) Rank to Special 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: Poison/Flying

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.

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:

Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:

HP: 90
Atk: 2
Def: 2
SpA: 4
SpD: 2
Spe: 73 [85/1.15v] (-)

EC: 3/6
MC: 0
DC: 1/5

Attacks:

Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Toxic Spikes
Air Slash

Disable
Spikes
Earth Power

Taunt
Sludge Wave
Trick Room


Steelix [Will Powers] (M)

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: Steel/Ground

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.

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:

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Sheer Force: (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: 100
Atk: 4
Def: 8
SpA: 2
SpD: 3
Spe: 26 (30 / 1.15v = 26) (-)

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

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Knock Down
Sandstorm
Slam
Rock Polish
Dragonbreath
Curse
Crunch
Double-Edge
Sand Tomb
Iron Tail
Stone Edge

Rock Blast
Flail
Stealth Rock

Taunt
Earthquake
Dragon Tail
Explosion


IceBug's Team


Sigilyph (Herald) [F]

Nature: (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. (+12.5% acc) 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 Attack)

Type: Psychic/Flying

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.

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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: 1
Def: 3
SpA: 4
SpD: 3
Spe: 112 (97*115%)

Ec: x.x
MC: 1
DC: 2/5

Abilities:


Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.

Attacks:

Gust
Miracle Eye
Hypnosis
Psywave
Tailwind
Whirlwind
Psybeam
Air Cutter
Light Screen
Psychic

Psycho Shift
Ancientpower
Roost

Psycho Shock
Toxic
Thunder Wave
Reflect


Vanillish [Haagendazs] (M)

Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)

Type: Ice

Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Stats:

HP: 90
Atk: 3
Def: 2
SpA: 4
SpD: 3
Spe: 59

EC: 5/9
MC: 2
DC: 3/5

Abilities:

Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Attacks:

Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Hail
Blizzard

Imprison
Autotomize
Magnet Rise

Toxic
Explosion
Frost Breath


Bolderdash [Tourmaline] (O)

Nature: Quirky (No Effect on Stats)

Type: Rock

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: 2
Def: 2
SpA: 4
SpD: 2
Spe: 110

EC: 4/9
MC: 0
DC: 2/5

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.

Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:


Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Shadow Ball
Energy Ball
Stone Edge
Giga Drain

Paleo Wave
Metal Sound
Earth Power


C$FP's Team


Bisharp [Soul Edge] (M)

Nature: Adamant (+ * to Attack; - * 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
: (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: 100
Atk: 6
Def: 4
SpA: 1
SpD: 3
Spe: 70

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

Attacks:
Scratch
Leer
Fury Cutter
Torment
Faint Attack
Scary Face
Metal Claw
Night Slash
Iron Head
Metal Burst

Psycho Cut
Suckerpunch
Stealth Rock

Aerial Ace
Swords Dance
X-Scissor
Brick Break
Stone Edge


Swampert [Swamp Thing] (M)
Nature: Adamant (+1 to Attack, -1 from Special Attack)

Type: Water/Ground

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

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:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Stats:

HP: 110
Atk: 5
Def: 3
SAtk: 2
SDef: 3
Spd: 60

EC: 9/9
MC: 2
DC: 3/5

Attacks:

Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mudsport
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect

Avalanche
Curse
Yawn

Dig
Rock Slide
Waterfall


Magnezone [Electro] (O)

Nature: Modest (+1 to Special Attack, -1 from Attack)

Type: Electric/Steel

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.
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:

Magnet Pull:
(Can Be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic: (Can Be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: 2
Def: 4
SAtk: 6
SDef: 3
Spd: 60

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonicboom
Thunderwave
Spark
Magnet Bomb
Discharge
Magnet Rise
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier

Thunderbolt
Explosion
Flash Cannon
Hidden Power Water (7)
Toxic
Substitute



.Actions:
  1. Charmander will send out.
  2. C$FP will send out
  3. Deck Knight will send out
  4. IceBug will send out
  5. IceBug will issue actions
  6. Deck Knight will issue actions
  7. C$FP will issue actions
  8. Charmander will issue actions
  9. I will ref
  10. Charmander will issue actions
  11. IceBug will issue actions
  12. Deck Knight will issue actions
  13. C$FP will issue actions
  14. I will ref
  15. C$FP will issue actions
  16. Charmander will issue actions
  17. IceBug will issue actions
  18. Deck Knight will issue actions
  19. I will ref
  20. Deck Knight will issue actions
  21. C$FP will issue actions
  22. Charmander will issue actions
  23. IceBug will issue actions
  24. I will ref
  25. Jump to step five and Go on...
....So you're up Charmander...
...
 
a few things to start with:

  • Evolution will take an action Not in the beginning of the battle.
  • Because this being a Volcanic Arena, some water moves will have their power reduced No they won't. This wasn't specified in the arena so it's not true. I even said "All moves can be used" which means they can all be used normally.
  • And some Fire moves will have their power increased Read above.
  • Light dependant moves have their light supply at minium Read above again. You also misspelled dependent and minimum (Unless the weather is changed)
Sorry if that came off as harsh.

Sending out Lairon, which evolves into an Aggron!


Aggron [Metal] (M)

Nature: Adamant

Type:
Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1)

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 7
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50

EC: 9/9
MC: 3
DC: 2/5

Abilities:

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst

Head Smash
Dragon Rush
Iron Head

Hone Claws
Earthquake
Shadow Claw

Magnet Rise


Also, I'm the seeker so I don't get the choose, but imo the standard no items all abilities switch = KO is best for all multis 8D
 
Dang it Deck Knight, and Torterra alone counter-teaming me.


Magnezone [Electro] (O)

Nature: Modest (+1 to Special Attack, -1 from Attack)

Type: Electric/Steel

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.
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:

Magnet Pull:
(Can Be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic: (Can Be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: 2
Def: 4
SAtk: 6
SDef: 3
Spd: 60

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonicboom
Thunderwave
Spark
Magnet Bomb
Discharge
Magnet Rise
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier

Thunderbolt
Explosion
Flash Cannon
Hidden Power Water (7)
Toxic
Substitute


I was wondering about this and since Deck Knight is in this battle, I feel now is a good time to ask. How does the Levitate thing work for Pokemon like Magnezone? It says in the definition of Levitate that "(Other Pokemon with "Levitation:" Beedrill, Venomoth, Magnemite, Magneton, Mew, Celebi, Dustox, Shedinja, Beldum, Jirachi, Deoxys, Magnezone, Dusknoir, Yamask, Cofagrigus, Vanillite, Vanillish, Vanilluxe, Klink, Klang, Klinklang, Accelgor.)" Does this mean that I automatically get Levitate, or do I get a boost from Magnet Rise or something?
 
If i'm not mistakes they float naturally after being send, but there i'm not really sure

Regarding Items and stuff, i think IceBug will decide since he gets to send actions first, altough i agree that No items, X Abilities, No Switch is the best (at least would do my job so muc easier :3)

PS: done the necessary changes on the OP, sorry charm, i wanted to add a little flavor to the battle
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Dang it Deck Knight, and Torterra alone counter-teaming me.

I was wondering about this and since Deck Knight is in this battle, I feel now is a good time to ask. How does the Levitate thing work for Pokemon like Magnezone? It says in the definition of Levitate that "(Other Pokemon with "Levitation:" Beedrill, Venomoth, Magnemite, Magneton, Mew, Celebi, Dustox, Shedinja, Beldum, Jirachi, Deoxys, Magnezone, Dusknoir, Yamask, Cofagrigus, Vanillite, Vanillish, Vanilluxe, Klink, Klang, Klinklang, Accelgor.)" Does this mean that I automatically get Levitate, or do I get a boost from Magnet Rise or something?
Basically for mons like Magnets and Ghosts, they technically float, but it's low enough to the ground that Seismic activity will disrupt their magnetic/energy field unless they bolster it with Magnet Rise or an action, allowing Seismic attacks to hit. Earth Power erupts upward so not much help there. For mons like Beedrill/Venomoth etc. that actually have advanced wings, their natural state is higher above the ground. So basically, don't count on just being floaty to save from Ground attacks, if you don't have wings or the ability, you need to use Magnet Rise or an action to get the effect.

For my Pokemon, I will send Will Powers the Steelix.


Steelix [Will Powers] (M)
Nature: Brave
Sheer Force: Active

This battle is going to star some heavy metal, hope you're ready!
 
So sorry, I've been waiting for this to go up and apparently I completely didn't see it get posted...

Regardless, will be leading with Tourmaline the Bolderdash.

Start off with an Earth Power aimed at Aggron, followed up with a Technician boosted Mud Shot at the same target, then try to crack Will Powers with a second Earth Power. If Metal the Aggron uses Metal Burst on one of your attacks, go about using Disable the following action.

So:

Earth Power (Metal) - Mud Shot (Technician, Metal) - Earth Power (Will Powers)
Replace action with Disable (Metal Burst) if one of the first two actions was bounced back with Metal Burst.


And I figured it would be standard All Ability, Switch KO, No Items, so if that's what everyone else is going with its fine with me.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Alright Will Powers, it's go time.

Begin with Taunt on Electro to stop many of its shenaningans. Then use Sandstorm to buff Metal's Special Defense. Both of our opponents use special attacks, and one of them already seems to have targeted your ally. Finish with Smack Down on Tourmaline to make it vulnerable to Ground-type attacks.

Taunt (Electro) ~ Sandstorm ~ Smack Down (Tourmaline)
 
I am never going to be able to post my actions without going back to the OP to check, there are way to many different orders. But anyway, get in a Magnet Rise before you are Taunted so you can avoid your main weakness. Then use your Hidden Power to attack Metal, and then hit Metal with Thunderbolt.

Magnet Rise ~ Hidden Power [Water] (Aggron) ~ Thunderbolt(Aggron)
 

Round 1
"Problems in Paradise"



.........Metal....&....Will Powers.

.
.
....
.
.


HP: 100.....HP: 100.
Energy: 100%....Energy: 100%
Status: x.x....Status: x.x
Boosts: x.x....Boosts: x.x
Ability(es):....Ability(es):
..Sturdy ......Rock Head
Rock Head
..... Sturdy..
....................Sheer Force
Actions:.......Actions:
.Metal Burst........Taunt.....
Hone Claws.....Sandstorm
..Head Smash...Smack Down


vs


.........Electro... & ..Tourmaline......

.
.
....
.
.


HP: 100....HP: 90..
Energy: 100%....Energy: 100%
Status: x.x....Status: x.x
Boosts: x.x....Boosts: x.x
.Ability(es):...Ability(es):
Magnet Pull ....Levitate..
...Sturdy ......Technician
Analytic
..................
Actions:......Actions:
.Magnet Rise..Earth Power
Hidden Power...Disable....
.Thunderbolt..Earth Power


.::::::::::::::::::::::::::::::::::::::::::::::::.

The battle begins with this three giant monsters looking forawrd to destroy the island, the first one to make a move is the little Tourmaline, he is to fast for them to follow him, while he uses his mistic powers to open cracks on the floor, letting scape a lot of golden energy, Electro uses his magnetic powers to escape from the energy's range, but aggron is not so lucky the eruption hurts Metal for a significant amount of damage, the heavy rock monster is lifted from the floor because of it and launched, at least he is heavy so me manage to land safely, ready to take vengeance, he begins to glow in a bright silver tone, releasing energy directly at Tour, this is what you get if you mess with Metal, but Tour's Earth Power did something else, metal now is a little weaker, but he won't give up as he sees his partner roaring to Electro to make him unable to concentrate

Tourmaline didn't like being shoot by the last attack, so he uses his powers once again to lock Metal Metal's Burst, that way he'll be less of a treath I guess, but Metal doesn't seem to care since he is cleaning his paws, he doesn't seem to mind Electro's attack (even when it did some damage), since he just stands there making sure his claws are as sharpen as possible while Will uses his enormous body to take the sand from the beach and create a really big sandtorm, they most feel at home

But the new sand doesn't seem to disturb Tourmy, since he cracks the floor again, doing some more damage at Will Powers, but this time he know where to hit, the erution goes directly under his armour doing even more damage than before, at least the sand made the hit softer, but Metal is pissed off that he attacked his partner, and he charged at the flying rock at full speed, doing some really nice damage, but Electro is right behind him to punish him for hurting his friend, aggron doesn't like the electricity, but Electro apparently forgot Metal is not alone since he doesn't seem to see his hugenormous
tail when it hits him right in the head just to put trap him on the floor, he doesn't seem to like being stuck on the floor, but Metal is thankful at WP for that, even if he is now very week, he still wants to go on, this seems to be getting really awesome

::::::::::::::::::::::::::::::::::::::::::::::::::

.

.........Metal....&....Will Powers.

.
.
....
.
.


.HP: 39.....HP: 79...
Energy: 69%....Energy: 76%.
Status: x.x....Status: x.x
....Boosts: ....Boosts: x.x
+1 Atk (3 actions).........................
+1 Acc (3 actions).........................
-1 SpD (3 actions).........................
Metal Burst - Disabled (4 actions).........................
Ability(es):....Ability(es):
..Sturdy ......Rock Head
Rock Head
..... Sturdy..
....................Sheer Force


vs


.........Electro... & ..Tourmaline......

.
.
....
.
.


..HP: 97....HP: 32..
Energy: 85%....Energy: 80%.
....Status: ....Status: x.x
Smacked Down (6 actions)..................................
Taunted (3 actions)..........................
Boosts: x.x....Boosts: x.x
.Ability(es):...Ability(es):
Magnet Pull ....Levitate..
...Sturdy ......Technician
Analytic
..................

Sandstorm (4 rounds)



Tourmaline used Earth Power!
RNG Roll (To Crit) [<=62 Crit]: 733/1000 (No)
RNG Roll (To -1 SpD) [<=100 Yes]: 28/1000 (Yes)
(8 + 3) x 2.25 = 24.75 ~ 25 damage (Metal)
Metal's Special Defense Fell! (6 actions)
-7 energy

Electro used Magnet Rise!
Electro levitated on electromagnetism! (6 actions)
-4 energy

Metal used Metal Burst!
33.75 ~ 34 damage (Tourmaline)
-17 energy

Will Powers
used Taunt!
Electro fell for the Taunt! (6 actions)
-10 energy



Tourmaline used Disable!
Metal's Metal Burst has been disabled!
-6 energy

Electro used Hidden Power [Water]!
RNG Roll (To Crit) [<=62 Crit]: 210/1000 (No)
(6 + 5.5) x 1.5 + 1.5= 18.75 ~ 19 damage (Metal)
-5 energy

Metal used Hone Claws!
Metal's Attack Rose!
Metal's Accuracy Rose!
+1 Atk, +1 Acc (5 actions)
-6 energy

Will Powers
used Sandstorm!
A Sandstrom brewed! (5 rounds)
-10 energy

The Sandstrom Rages!



Tourmaline used Earth Power!
RNG Roll (To Crit) [<=62 Crit]: 1/1000 (Crit)
RNG Roll (To -1 SpD) [<=100 Yes]: 416/1000 (No)
A Critical Hit!
(8 + 3 + 3) x 1.5 = 21 ~ 21 damage (Will)
-7 energy

Electro used Thunderbolt!
RNG Roll (To Crit) [<=62 Crit]: 608/1000 (No)
RNG Roll (To Paralyse) [<=1oo Yes]: 787/1000 (No)
(9 + 3 + 5.5 - 2) x 1.0 + 1.5 = 17 ~ 17 damage (Metal)
-6 energy

Metal used Head Smash!
RNG Roll (To Hit) [<=800 Hit]: 758/1000 (Hit)
RNG Roll (To Crit) [<=62 Crit]: 555/1000 (No)
(15 + 3 + 4.5) x 1.o + 1.5 = 24 ~ 24 damage (Tourmaline)
-8 energy

Will Powers used
Smack Down!
RNG Roll (To Crit) [<=62 Crit]: 148/1000 (No)
(5) x 2/3 = 3.34 ~ 3 damage (Electro)
Electro was Smacked to the ground!
-4 energy

The Sandstrom Rages!
.


Charmander -> IceBug -> Deck Knight -> C$FP
(so you don't have to look the OP ;3)
.
 
First Earth Power should have done 26.
HP Water should have done 17 (17.25)
Thunderbolt should have done 16 (15.5). Not sure what you did there, but Rank 6 SpA should only have a value of 8.5, not 9. Also, I think you forgot Sandstorm on my SpD.

So Aggron should have 37 HP left.

Anyway, Iron Head Tourmaline ~ Earthquake ~ Earthquake!

edit: forgot about sturdy lol. Well my calcs say I should have 41 but I didn't add the SpD boost so 39 looks right
 
Sturdy makes all attack's BP go down by one, but yeah, you're kind of correct on HP water and thunderbolt (forgot about the 5-1 limit), and I confused the one that went against Will

Edit: fixed, Will now recived the second Earth power, and Agrron is now at 39 hp sorry for the confusion

PS: if you want to re-action you're free to do so
 
Shouldn't change my actions too much regardless...Earth Power on Metal, then try to get some health back by Technician Giga Draining Will Powers, and then going for another Earth Power, but hit Will Powers and try for that drop!

So:

Earth Power (Metal) - Technician Giga Drain (Will Powers) - Earth Power (Will Powers)

EDIT: That's what I get for not reading the Data Audit before posting. I have left the post in original condition, but ignore all "Technician" sightings here...
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
btw. Gerard you have the Smacked Down effect under Magnezone when it should be under Bolderdash... won't matter much after this round, heh.

Alright Will Powers, seems our ally has done a little SPAM-crazy...

No matter, you have tough Defense, you can take it. Begin with a Smack Down on Electro, making both of your foes vulnerable to Ground attacks and negating Elctro's Magnet Rise. Next, Synchronize your Earthquake with Metal's to blast both of your opponents but avoid damage to each other, you're both slower than your opponents so you should have no difficulties. Finish up with a Stealth Rock to bust up the next pokemon your foes send out.

Smack Down (Electro) ~ Earthquake (Synchronize with Metal to avoid damaging each other) ~ Stealth Rock
 
Let's just try to finish of Metal first action:

Thunderbolt (Aggron), Hidden Power (Steelix), Substitute (15 HP)
If Aggron is not KOed after the first action, target the second action at Aggron.
 

Round 2
"When the Earth attacks!"



.........Metal....&....Will Powers.

.
.
....
.
.


.HP: 39.....HP: 79...
Energy: 69%....Energy: 76%.
Status: x.x....Status: x.x
....Boosts: ....Boosts: x.x
+1 Atk (3 actions).........................
+1 Acc (3 actions).........................
-1 SpD (3 actions).........................
Metal Burst - Disabled (4 actions).........................
Ability(es):....Ability(es):
..Sturdy ......Rock Head
Rock Head
..... Sturdy..
....................Sheer Force
Actions:.......Actions:
......Iron Head....Smack Down....
Earthquake...Earthquake
.Earthquake..Stealth Rock


vs


.........Electro... & ..Tourmaline......

.
.
....
.
.


..HP: 97....HP: 32..
Energy: 85%....Energy: 80%.
....Status: ....Status: x.x
Smacked Down (6 actions)..................................
Taunted (3 actions)..........................
Boosts: x.x....Boosts: x.x
.Ability(es):...Ability(es):
Magnet Pull ....Levitate..
...Sturdy ......Technician
Analytic
..................
Actions:......Actions:
Thunderbolt..Earth Power
.Hidden Power..Giga Drain....
..Substitute...Earth Power


.::::::::::::::::::::::::::::::::::::::::::::::::.

Metal seems angry about being hit so much, he begins to run at full speed directly against Tourmaline, the floating rock, the floor starts glowing once again under Metal, and even after being pulled down by that golden energy, he still doesn't give up, he's still coming for Tour, Tourmaline manages to evade the first and second headbutts, but while trying to avade the third, a really heavy tail manages to hit his little rock body, burrying his body in the sand, he seems scared by that giant monster coming to take revenge, but right before his hard steel head managed to touch Tourmy, a defeated Metal falls to it's knees just 2ft away from him, Electro's powerful thunderbolt managed to do what the Bolderdash couldn't, apparently that Special Defense drop actually meant something, but thay remain trapped on the soil, at WP's mercy

With his loving partner defeated on the ground, Will Powers enters a really angry state (just like Metal before him), launching a huge cry, so powerful that makes the earth shake, hurting both foes for some great damage, Tourmaline tries to recover a little health by hurting Will, but that really is not worth considering, he is so sturdy that the attack barely does tickles to him, Electro uses once again his secret powers, creating little orbs around WP, and doing some decent damage, but not really making the huge bastard less of a treath

Tourmy tries once again to use the power of the earth to hurt Will once again, altough this time he doesn't manage to penetrate his armour, still manage to do some damage, WP feels confident about they not being able to hurt him, so
strongly hits the floor, lifting some rocks above the ground, creating sharp columns that will hurt anything that comes to annoy him and his team, Electro takes adventage of that and tries to create a little double of himself using his electric powers, but the voice of Will laughter still sounds around in it's head, Electro lost it's focus making him unable to put a sub down, so the magnet remains unprotected at the sight of Will Power and his next teammate

::::::::::::::::::::::::::::::::::::::::::::::::::

.

.........Metal....&....Will Powers.

.
.
....
.
.


.HP: KO.....HP: 38...
...Energy: x.x...Energy: 50%
.Status: x.x...Status: x.x
.Boosts: x.x...Boosts: x.x
Ability(es):....Ability(es):
..Sturdy ......Rock Head
Rock Head
..... Sturdy..
....................Sheer Force


vs


.........Electro... & ..Tourmaline......

.
.
....
.
.


..HP: 67....HP: 12..
Energy: 58%....Energy: 50%.
Status: x.x....Status: x.x.
Boosts:....Boosts:.
Stealth Rock...Stealth Rock
Smacked Down (4 actions)...Smacked Down (3 actions)
.Ability(es):...Ability(es):
Magnet Pull ....Levitate..
...Sturdy ......Technician
Analytic
..................

Sandstorm (3 rounds)



Tourmaline used Earth Power!
RNG Roll (To Crit) [<=62 Crit]: 383/1000 (No)
RNG Roll (To -1 SpD) [<=100 Yes]: 526/1000 (No)
(8 + 3 - 2) x 2.25 + 1.5 = 21.75 ~ 22 damage (Metal)
-11 energy

Electro used Thunderbolt!
RNG Roll (To Crit) [<=62 Crit]: 983/1000 (No)
RNG Roll (To Paralyse) [<=1oo Yes]: 855/1000 (No)
(9 + 3 + 5.5 - 2) x 1.0 + 1.5 = 17 ~ 17 damage (Metal)
-10 energy

Metal fainted!

Will Powers used Smack Down!
RNG Roll (To Crit) [<=62 Crit]: 430/1000 (No)
(5 + 3) x 1.o = 8 ~ 8 damage (Tourmaline)
Tourmaline was Smacked to the ground!
-8 energy



Tourmaline used Giga Drain!
RNG Roll (To Crit) [<=62 Crit]: 266/1000 (No)
(7 + 3) x 1.o = 10 ~ 10 damage (Will Powers)
Tourmaline regained health! (+5 health)
-12 energy

Electro used Hidden Power [Water]!
RNG Roll (To Crit) [<=62 Crit]: 63/1000 (No)
(6 + 3) x 1.5 = 13.5 ~ 14 damage (Metal)
-5 energy

Will Powers
used Earthquake!
RNG Roll (To Crit) [<=62 Crit]: 681/1000 (No) (Tourmaline)
RNG Roll (To Crit) [<=62 Crit]: 40/1000 (Crit) (Electro)
(7.5 + 3 + 3) x 1.5 = 20.25 ~ 20 damage (Tourmaline)
(7.5 + 3 + 3) x 2.25 = 30.375 ~ 30 damage (Electro)
A Critical Hit!
-6 energy

The Sandstrom Rages!



Tourmaline used Earth Power!
RNG Roll (To Crit) [<=62 Crit]: 929/1000 (No)
RNG Roll (To -1 SpD) [<=100 Yes]: 578/1000 (No)
(8 + 3) x 1.5 = 16.5 ~ 17 damage (Will Powers)
-7 energy

Electro used Substitute!
Electro can't use substitute after the Taunt!
-12 energy

Will Powers used
Stealth Rock!
Pointed stones float in the air around IceBug & C$FP's team!
-12 energy

The Sandstrom Rages!
.


Charmander (pokemon) -> IceBug -> Deck Knight -> C$FP -> Charmander
(so you don't have to look the OP ;3)
.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
If Magnezone was Taunted and the effect remained for 3 actions, how could it use Substitute on its third action?
 
Roselia, take the stage! You also evolve into Roserade :)

Roserade [Thorn] (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

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.
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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 90

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

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).

Technician (DW): (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.

Attacks:

Weather Ball
Sweet Scent
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain

Sleep Powder
Synthesis
Extrasensory

Toxic
Venoshock
Energy Ball
Hidden Power [Fire] (6)
 
Great job Tourm! You managed to survive last round, so we have one more chance to make Will Powers take some damage! Give it an Earth Power to try to break his armor, and if you somehow are alive for a second action this turn, Technician Mud Shot Thorn to slow her down to support our team for further rounds!

So:

Earth Power (Will Powers) - Technician Mud Shot (Thorn) - Technician Mud Shot (Thorn)
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Time for mobile assualt,

Will Powers, begin by Taunting Electro, then follow with Fire Fang and finish up with Earthquake.

If Electro uses Magnet Rise the first action, use Fire Fang over Earthquake on your third action.

Taunt (Electro) ~ Fire Fang (Electro) ~ Earthquake
If Electro uses Magnet Rise action 1, use Fire Fang as your third action.
 
Thunder Wave at this annoying new Roserade, and then we really need to finish off Will Powers, with some Hidden Powers.

Thunder Wave(Roserade), Hidden Power(Steelix), Hidden Power(Steelix)
 
Okay Roserade, use Magical Leaf on Bolderdash. Follow up with Hidden Power Fire on Magnezone, twice.

Good thing we have Natural Cure!
 
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