c$fp vs loudkirbyking

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rules:
Looking for a quick 1v1 "Training Battle (doesn't count on W/L/T record)"
1 Day DQ
0 Recoveries/0 Chills
Basic Tournament Arena
Feel free to use anything you want, it doesn't matter. I will use Metang, use that knowledge however you will.
I'll take you on.

Switching: Hunters will kill you if you do.
Items: No thanks.
Abilities: Let's go with all of 'em.
team c$fp:
@
Metang [Brains] (Genderless)
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/Psychic
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 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:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2: Light Metal (DW)
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 3
Spe: 43 [50/1.15=43.47]

EC: 4/9
MC:
2
DC:
1/5

Attacks:

Take Down
Magnet Rise
Metal Claw
Confusion
Scary Face

Iron Defense
Iron Head
Zen Headbutt


team loudkirbyking:

Nosepass [Titan] (Male)
Nature: Relaxed(+1 Def. =1.15 Speed)
Type: Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
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.
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.
Sand force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats:

Nosepass
HP: 90
Atk: Rank 2
Def: Rank 6 (+1)
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30/1.15)

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

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave

Thunderbolt
Earthquake
Rest

Stealth Rock
Endure
Magnitude


loudkirbyking gives orders first.
 
Titan go for it. Start off by Thunder Waving your foe. This should make you faster. Then, Earthquake your foe a few times.

Thunder Wave Metang - Earthquake Metang - Earthquake Metang. If foe uses Magnet Rise, replace actions after the magnet rise with Thunderbolt(So if he uses it first, replace second and third with T-bolt, if used second, replace only third with T-bolt etc.)
 
"I can't believe I forgot to teach you Earthquake. Man, that is a lot of Defense coming from an NFE. Oh well, we do have a type advantage. And if we start with an Iron Defense, there is little that he can do to you. Then use Iron Head, then a Zen Headbutt is probably the best way to close this round. If you are fully paralyzed on action 2, then use Iron Head on the third action."

Iron Defense, Iron Head, Zen Headbutt
IF you are fully paralyzed on A2, THEN use Iron Head A3
 
@
metang (brains)
hp: 90
energy: 100%
status: none
boosts: none


nosepass (titan) M
hp: 90
energy: 100%
status: none
boosts: none


brains starts off the match by boosting with iron defense, and titan sends a thunder wave to paralyze brains. titan then takes up the offensive with an earthquake, to which brains responds by ramming his iron head into titan. titan then makes another earthquake, while brains, full of zen, headbutts him again.

@
metang (brains)
hp: 76
energy: 85%
status: paralyzed (20%)
boosts: +1 def


nosepass (titan) M
hp: 72
energy: 72%
status: none
boosts: none

iron defense: -6 energy
thunder wave: -7 energy
90/94 (+2 def, p:25); 90/93

earthquake: 591 (no crit); ((10+(2-4)*1.5)*1.5)-(2*1.75) = 7 damage, -7 energy
iron head: 635 (no para); 932 (no crit); ((8+3+(4-6)*1.5-1)*1.5) = 11 damage, -4 energy
83/90 (+2 def, p:25); 79/86

earthquake: 974 (no crit); 7 damage, -11 energy
zen headbutt: 809 (no para); 760 (hit); 476 (no crit); (8+3+(4-6)*1.5-1) = 7 damage, -5 energy
76/85 (+1 def, p:20); 72/75


c$fp's up.
 
"Alright, we have a slight advantage here. Let's try to keep up the damage and hopefully be even more ahead."

Iron Head, Iron Head, Zen Headbutt
 
Let's do this the simple way. First, activate your magnet pull to send him flying away! This will either cause his energy to shoot up in trying to hit, or flat-out make him unable to attack. Next, Earthquake, then Magnitude!

Magnet Pull activate: Away - Earthquake - Magnitude. If Magnet Pull's activation does not require a whole action, use Magnitude as first action along with it.
 
@
metang (brains)
hp: 76
energy: 85%
status: paralyzed (20%)
boosts: +1 def


nosepass (titan) M
hp: 72
energy: 72%
status: none
boosts: none


titan starts off by activating magnet pull to intensify the magnetic field around him, increasing the energy cost of brains's moves; brains rams into titan with another iron head. titan creates an earthquake, and brains rams its iron head into titan again. titan then creates another earthquake, but this one is only magnitude 4 and barely scratches his foe; brains launches at titan again with a zen headbutt attack.

@
metang (brains)
hp: 66
energy: 56%
status: paralyzed (15%)
boosts: none


nosepass (titan) M
hp: 43
energy: 59%
status: none
boosts: none

magnet pull (away)
iron head: 615 (no para); 273 (no crit); 11 damage, -8 energy
76/77 (p:20, +1 def); 61/72 (mp:2)

earthquake: 307 (no crit); ((10+(2-4)*1.5)*1.5)-1.75 = 9 damage, -7 energy
iron head: 839 (no para); 936 (no crit); 11 damage, -12 energy
67/65 (p:20, +1 def); 50/65 (mp:1)

magnitude: 43 (4 power); 354 (no crit); ((4+(2-4)*1.5)*1.5)-1.75 = 1 damage, -6 energy
zen headbutt: 437 (no para); 942 (hit); 232 (no crit); 7 damage, -9 energy
66/56 (p:15); 43/59


loudkirbyking gogo.
 
"If only I had some creative way to avoid magnet pull or simply attack from afar (other than with Confusion), but I don't. Oh well, things could probably still work out."

Iron Head, Confusion, Iron Head
 
@
metang (brains)
hp: 66
energy: 56%
status: paralyzed (15%)
boosts: none


nosepass (titan) M
hp: 43
energy: 59%
status: none
boosts: none


titan begins with his magnet pull shenanigans again, while brains fights through the magnetism to iron head him once more. titan makes a rumbling earthquake, and brains stops fighting through the magnet pull for once to attack titan's brain with a confusion attack; it manages to slightly confuse him. titan immediately hurts himself but it barely scratches him, while brains fights through the magnet pull again to finish with another iron head.

@
metang (brains)
hp: 55
energy: 38%
status: paralyzed (10%)
boosts: none


nosepass (titan) M
hp: 13
energy: 49%
status: none
boosts: none

magnet pull away
iron head: 483 (no para); 641 (no crit); 11 damage, -8 energy
66/48 (p:15); 32/59 (mp:2)

earthquake: 377 (no crit); ((10+(2-4)*1.5)*1.5) = 11 damage, -7 energy
confusion: 544 (no para); 58 (confuses); 80 (slight confusion); 831 (no crit); (5+3+(2-3)*1.5) = 7 damage, -2 energy
55/46 (p:15); 25/52 (mp:1, c:2)

harden: 37 (hurts); (4+(2-6)*1.5-1) = 1 damage, -3 energy
iron head: 356 (no para); 683 (no crit); 11 damage, -8 energy
55/38 (p:10); 13/49


c$fp go.
 
"It looks like this is almost over. I don't want to waste too much energy in case something goes wrong, and Magnet Pull is somewhat expected."

Confusion, Iron Head, Confusion
IF Nosepass uses Magnet Pull (away) on action 1 or 2, THEN change your second and third actions to Confusion, Iron Head
 
Well, I think confusion hax saves the annoyance. Actually, I knew I wouldn't win without a bit of parahax from the start.

Let's end this with a bang, shall we? Earthquake, for starters Then, Endurance to the EXTREME! Finally, Magnitude just for the heck of it.

Earthquake - Endure - Magnitude. If 1st or 2nd action is parahaxed, switch Magnitude and Endure's orders around
 
@
metang (brains)
hp: 55
energy: 38%
status: paralyzed (10%)
boosts: none


nosepass (titan) M
hp: 13
energy: 49%
status: none
boosts: none


titans begins with another mighty earthquake, while brains does as his name implies and attacks titan's one with a confusion. titan, feeling ragged, endures as brains's iron head comes flying at him once more. he's able to shake the ground in a magnitude 9, doing solid damage, while brains's next confusion fails to ko due to the enduring state.

@
metang (brains)
hp: 32
energy: 30%
status: paralyzed (5%)
boosts: none


nosepass (titan) M
hp: 1
energy: 21%
status: none
boosts: none

earthquake: 666 (no crit); 11 damage, -7 energy
confusion: 706 (no para); 242 (no confusion); 884 (no crit); 7 damage, -2 energy
44/36 (p:10); 6/42

endure: -15 energy
iron head: 626 (no para); 11 damage, -4 energy
44/32 (p:10); 1/27 (endure)

magnitude: 862 (11 power); 350 (no crit); ((11+(2-4)*1.5)*1.5) = 12 damage, -6 energy
confusion: 328 (no para); 7 damage, -2 energy
32/30 (p:5); 1/21


loudkirbyking go.
 
Well, good game, mate.

Let's end this with one final blow up! C-c-c-combo time! Why? Because I have nothing to lose! Explosion! Oh, hm? We don't have that? Eh, that's why we're training, isn't it? Combine Earthquake Rock Throw! How does this work? Simple. Smash the ground as hard as you can which should throw rocks up everywhere. Then, Grab the rocks as they fall and throw them at the foe! Yeah, the priority will mean I'll die before this goes off, but it was fun to type lol.

Combo Earthquake + Rock Throw - Recover - Earthquake
 
@
metang (brains)
hp: 32
energy: 30%
status: paralyzed (5%)
boosts: none


nosepass (titan) M
hp: 1
energy: 21%
status: none
boosts: none


titan charges up for a combo but brains smacks him with its iron head to knock him out.

para roll was 87 which is close to parahax but not quite


gg gentlemen, prizes:

  • titan and brains get 1 ec, 2 mc and 1 dc each
  • brains gets 1 koc
  • c$fp and loudkirbyking get 2 tc each
  • i get 2 ref tokens
 
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