Danmantincan VS shadowbone66

Status
Not open for further replies.

Limewire

PRESS R TO WIN
is a Contributor Alumnus
NUMBER OF POKEMON: 2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities


The ASB Tournament Arena

Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

DANMANTINCAN


Pyroak (M) - Kieran
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: Fire/Grass
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.
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:
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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

Stats:
HP: 110
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Attacks:
Bullet Seed
Sweet Scent
Pound
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Synthesis
Heat Wave
Flare Blitz
Wood Hammer

Blaze Kick
Seed Bomb
Aromatherapy
Counter

Sunny Day
SolarBeam
Will-o-Wisp
Brick Break
Earthquake
Rock Slide
Light Screen
Flamethrower
Substitute



Dragonite (F) - Jill
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line capable of breathing underwater)
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:
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.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

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

Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane

Draco Meteor

*Dragon Dance
*ExtremeSpeed
*Dragon Pulse

*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Roost


SHADOWBONE66


Marowak (*) [Guardia] (Female)
Nature: Careful (+SpD, -SpA)
Type: 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:
Ability 1: 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.

Ability 2: Lightningrod (Innate)
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Ability 3: Battle Armor (Innate, DW, Dormant)
This Pokemon’s thick armor prevents it from taking critical hits.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45

EC: 6/6
MC: 0
DC: 2/5 (no idea what this actually is so I'm leaving it like this)

Attacks:
Growl(*)
Tail Whip(*)
Bone Club(*)
Headbutt(*)
Leer(*)
Focus Energy(*)
Bonemerang(*)
Rage(*)

Screech(*)
Detect(*)
Belly Drum(*)

Dig(*)
Earthquake(*)
Double Team(*)
Smack Down

Fire Punch
ThunderPunch



Durant (*) Flik (Male)
Nature: Adamant (+Att, -SpAtt)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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.

Ability 1: Swarm(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)

Ability 2: Hustle(Can be Enabled)
This 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.

Ability 3: Truant(Innate, DW, Dormant)
This Pokemon is naturally lazy, and only attacks twice every round, forsaking a middle action. It recovers 3% energy during each Truant turn.

Stats:

HP: 90
Atk: Rank 5 (boosted by nature)
Def: Rank 4
SpA: Rank 1 (lowered by nature)
SpD: Rank 2
Spe: 109

MC: 1
DC: 3/5

Attacks:
ViceGrip(*)
Sand-Attack(*)
Fury Cutter(*)
Bite(*)
Agility(*)
Metal Claw(*)
Iron Head
Iron Defense

Screech(*)
Thunder Fang(*)
Baton Pass(*)

Claw Sharpen(*)
X-Scissor(*)
Thunder Wave(*)
Dig
Stone Edge
Struggle Bug


The coin flips and.......... danmantincan will send out Pokemon, followed by orders from shadowbone66, and then orders from danmantincan.

BATTLE: START!
 

shadowbone66

Banned deucer.
Jill? Did not see that coming. Let's go, Guardia!

Let's try to weaken it. Screech at it to lower its defenses. Then run up and use Smack Down followed by Earthquake, if you can. Detect any Ice Beams thrown your way, though.
 
I know you didn't, that's the plan.

Let's hang six and start the battle off with a Surf. Then use an Ice Beam so he used Detect rather than Smack Down. Then use Surf again, while he uses a useless Earthquake.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus


HP: 100
Energy: 100
Mild (+SpA, -Def)


HP: 100
Energy: 100
Careful (+SpD, -SpA)

Good morning, ladies and gentlemen. I'm your referee / commentator for this particular Round 1 match! As our opponents shakes hand, the coin flips, and it is determined that Danmantincan will send out a Pokemon first! He throws his Pokeball into the air, and out comes out Jill the Dragonite! Not wanting to be bested, Shadowbone66 decides to send out Guardia the Marowak!

And our challengers are off! Jill is the faster of the two, and she uses the water from the moat to launch a gigantic Surf right at Guardia. Owch, that must have stung! Guardia screeches in pain- no wait, that isn't a howl from pain, it is a battle cry! The supersonic waves makes Jill have an enourmous headache. It will be hard for her to defend against physical attacks.

Guardia then tries to smack down the dragon, but Jill retaliates by firing a cold beam of ice at her. That attack might do some nasty damage, so Guardia instead Detects the attack and escapes unscathed. Not for too long, though, as Jill launches another Surf! The roaring water sweeps Guardia far across the arena. She panicks and tries to use Earthquake on Jill, but forgot that she never used Smack Down, so the attack fails.

Jill: Surf on Guardia. Deals 17.25 damage. Costs 7 energy.
Guardia: Screech on Jill. Lowers defenses. Costs 6 energy.
Guardia: Detects the oncoming Ice Beam. Costs 12.75 (7 + 17.25/3) energy.
Jill: Attempts to use Ice Beam. Fails. Costs 7 energy.
Jill: Surf on Guardia. Deals 17.25 damage. Costs 7 energy.
Guardia: Attempts to use Earthquake. Fails. Costs 7 energy.




HP: 100
Energy: 79
Mild (+SpA, -Def)
-1 Def


HP: 65
Energy: 74
Careful (+SpD, -SpA)

The waves have swept Guardia to the northern end of the arena. She is about 25 feet from the northern moat, and 40 feet from either side. Jill hovers slowly on the center.

It is danmantincan's turn!
 
Great job Jill!

Let's keep the heat on Marowak with an Ice Beam, followed by another Surf, then finish off with a second Ice Beam. If he tries to use Smack Down, use Agility to avoid the attack.
 

shadowbone66

Banned deucer.
Please. I'm no fool.

Guardia, start out with detect to avoid the Ice Beam. Then, Smack Down to make him dodge. Finish him off with a Thunderpunch TO THE FACE.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus


HP: 100
Energy: 79
Mild (+SpA, -Def)
-1 Def


HP: 65
Energy: 74
Careful (+SpD, -SpA)


The last round has left Guardia the Marowak at a big disadvantage. However, the match has just begone, so not all hope is lost. Can Guardia and Shadowbone66 regain momentum?

This round starts up as Jill opens her mouth wide, creating a tiny blue sphere that grows bigger and bigger. This looks like an oncoming Ice Beam attack! Suddenly, Jill howls a mighty roar and launches the bone-chilling beam at Guardia, who Detects the attack and easily escapes unscatched.

Jill is being very relentless, though. She prepares to call upon the water in the moat to launch a gigantic tidal wave at the Marowak, but wait! Guardia is suddenly creating a gigantic magical rock to smack Jill down into the ground. If that rock hits, Jill won't be able to escape Guardia's Earthquakes, and with her already low defense combined with the previous drop from Screech, that won't be good! So, with speedy Agility, she manages to dodge that rock right in the nick of time.

Jill now does a half-somersault in the air, launching yet another ice-cold Ice Beam at Guardia. All of these super effective attacks are starting to bring the Marowak down, however, the match has only begun, and it will take a lot more to bring her down! Guardia manages to get herself together after the attack, and springs up into the air. Her fists crackle with electricity, and ThunderPunches the Dragonite right in the belly before falling back.

Jill: Ice Beam on Guardia. Fails. Costs 7 energy.
Guardia: Detects the oncoming Ice Beam. Costs 12.75 (7 + 17.25/3) energy.
Jill: Uses evasive Agility to dodge a move. Costs 7 energy.
Guardia: Attempts to use Smack Down on Guardia. Fails. Costs 3 energy.
Jill: Ice Beam on Guardia. Deals 17.25 damage. Costs 7 energy.
Guardia: ThunderPunch on Jill. Deals 10.5 damage. Costs 6 energy.




HP: 89
Energy: 58
Mild (+SpA, -Def)


HP: 49
Energy: 52
Careful (+SpD, -SpA)

The battle has moved back to the center of the arena again! Shadowbone66 will issue actions first this time.
 
Okay then, if we can't hurt him on the first action, let's just Chill and regain some of our energy. Next, use Agility to avoid Smack Down again. Then finish with a Hurricane, which will block out the sound of his Screech.

Also, I believe there is a mix up with Marowak's HP. Three of my attacks hit, each dealing 17 damage. 100-(17x3)=100-(51)=49 HP
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
I see the issue here. The problem occured during the first round when I mistakenly listed Marowak's HP as 75 instead of 65. Perhaps this explains why I'm terrible at pre-calculus.



HP: 89
Energy: 58
Mild (+SpA, -Def)


HP: 49
Energy: 52
Careful (+SpD, -SpA)


Two rounds have already passed on, and Guardia finds herself at a tactical disadvantage. Perhaps the tables will turn this time? Let us find out.

The previous barrage of Surfs and Ice Beams have recently shook Guardia up quite a bit. It is evident that she is slowly, but surely, becoming paranoid, for she uses Detect immediately as this round starts up. However, Jill has also started to observe the Marowak's odd behaviour in the match. She decides to take a chance by chilling out during the start of the round. Lo and behold, it works! Poor Guardia ends up wasting her energy for nothing while Jill recovers some of her own.

Things still aren't looking too good for Guardia. She attempts to create another magical rock that will hopefully Smack Down Jill right onto the ground. However, just as the boulder was about to smash into Jill, the Dragonite once again zips away with an evasive Agility, without a single scratch. This is really starting to tick Guardia off. She Screeches at Jill, a screech so loud that is starting to give the audience a major headache. Jill counters the noise by flapping her wings in a frenzy, creating a roaring Hurricane that picks up Guardia and spins her around several times before she plummets into the ground.

Jill: Chills out. Restores 12 energy.
Guardia: Tries to Detect a move, but fails. Costs 7 (7 + 0/3) energy.
Jill: Uses evasive Agility to dodge a move. Costs 7 energy.
Guardia: Attempts to use Smack Down on Guardia. Fails. Costs 3 energy.
Jill: Hurricane on Guardia. Deals 16.5 damage. Costs 8 energy.
Guardia: Screech on Jill. The Hurricane blocks out the noise! Deals 16.5 damage. Costs 6 energy.




HP: 89
Energy: 55
Mild (+SpA, -Def)


HP: 32
Energy: 36
Careful (+SpD, -SpA)

The Hurricane has blown Guardia to the lower-left corner of the arena, with Jill hovering above. Guardia is completely exhausted by now. Tincandanman will go first this time.
 
Ok, it's time to end this.

Let's go with another round of Ice Beam~Surf~Ice Beam. Use Agility to avoid any incoming Smack Downs, unless your attack would KO Marowak.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus


HP: 89
Energy: 55
Mild (+SpA, -Def)


HP: 32
Energy: 36
Careful (+SpD, -SpA)

It looks like this is the end for Guardia, but in ASB, things can change for the worse very quickly. Let us see how this round plays out, shall we?

Jill is quite relentless. Right as the round starts, a concentrated blue ball of ice forms at her mouth, before exploding into a beam and jabbing Guardia square into the chest. The blast dealt quite a bit of damage, and I doubt that Guardia will last much longer. However, Guardia is as tough as a box of nails. Even with her health failing, she can easily launch attacks at full power. Jill should still be on her guard- and here comes Guardia's counterattack! With her fists crackling with electricity, she quickly jumps up and runs across the Ice Beam before it fades away, giving Jill an uppercut to the face with a ThunderPunch.

That was a remarkable feat, but Jill is still at a very high health and easily shrugs off the blow. Guardia lands dangerously close to the moat as she lands down, and Jill takes full advantage. She calls upon the water to create yet another gigantic Surf that picks up Guardia and sweeps her all the way to the center of the arena. The sheer proximity of the attack was too much, and knocked out Guardia for the remainder of the match.

Jill: Ice Beam on Guardia. Deals 17 damage. Costs 7 energy.
Guardia: ThunderPunch on Jill. Deals 9.5 damage. Costs 6 energy.
Jill: Surf on Guardia. Deals 17 damage. Costs 7 energy.





HP: 70
Energy: 41
Mild (+SpA, -Def)


HP: 0
Energy: 29
Careful (+SpD, -SpA)

With shadowbone down to one Pokemon, Danmantincan has a clear advantage. However, Jill's energy level is dangerously low. Could this turn the tides of the battle?

shadowbone will send out mon and issue actions.
 
I hate to do this again Limewire, but Marowak should have be KOed by Surf (17x2=34. 34>32), meaning Dragonite wouldn't be hit by the second ThunderPunch and be paralyzed. EDIT: And save the energy from the final attack.
 

shadowbone66

Banned deucer.
I guess I'll post Flik's actions, as he gets sent out even with the edits.

Flik, you have speed on your side. So use it to boost your Iron body in Defense! Hone your Claws, then Hustle over and use Stone Edge!

Summary:

Iron Defense -> Hone Claws -> Hustle Stone Edge
 
He may have the speed advantage for now, but let's start by crippling Durant with a Thunder Wave. Then scorch the bug with a Fire Blast and finish the round by Chilling and regaining some energy.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
EDIT: yay 500 posts.



HP: 70
Energy: 41
Mild (+SpA, -Def)

HP: 90
Energy: 100
Adamant (+Atk, -SpA)


After the somewhat sub-par preformance of Guardia, fans are hoping that Flik the Durant, our new challenger against Jill, will put up a much better fight. Jill still has a lot of health left, but she is starting to look more tired by the minute. Danmantincan will have to take careful observation of her energy level.

Flik is a lot faster than Jill, and uses Iron Defese to pour out liquid iron onto his skin, which quickly solidies and greatly buffs up his already impressive defense stat. However, this speed advantage will not last for long! Jill starts to gather electricity at her horn, and sends a weak pulse of it straight at Flik. The Thunder Wave was too weak to cause any damage, but it did manage to paralyze Flik.

Flik is still recovering from the move when Jill strikes again! Physical moves won't do a thing, so she goes with something special- a nice, tasty Fire Blast should do the trick. Durant immediately gasps at the Kanji-shaped flame from his battles against the #1 Durant enemy, Heatmor. Normally, Flik could avoid the attack, but the previous Thunder Wave slows him down quite a bit, and the blast scorches his entire body, dealing quite a lot of damage. Flik tries to ignore the attack, and silently Hones his Claws at Jill.

Jill is very impressed at the damage she has dealt in the course of only one round. However, she is very tired at this point, and decides to chill out for a bit. Bad mistake! Despite being paralyzed, Flik manages to shake it off and yanks a gigantic stone with a wickedly sharp edge and throws it at Jill. The velocity of the attack is greater than normal since Flik activates his Hustle ability- we had to use the slow-motion camera to see the stone move!

Flik: Iron Defense. +2 Def. Costs 7 energy.
Jill: Thunder Wave on Flik. Deals 25% paralysis! Costs 7 energy.
Jill: Fire Blast on Flik. Deals 36 damage. Costs 8 energy.
Flik: Hone Claws. +1 Attack, +1 Accuracy. Costs 6 energy.
Jill: Chills. Costs -12 energy.
Flik: Hustle-boosted Stone Edge. Deals 26.25 damage. Costs 8 energy.



HP: 44
Energy: 38
Mild (+SpA, -Def)


HP: 54
Energy: 70
Adamant (+Atk, -SpA)
+1 Def
+1 Atk
+1 Acc
20% paralysis


Our two Pokemon are about 40 feet apart, with Flik at the center and Dragonite south of him. Danmantincan moves first!

(I hope I didn't mess up the calcs again)
 
Ok, it's time to finish this Jill!

Use Fire Blast again, then follow that up with a Fire Punch. If the ant is till alive, torch it with a Fire Blast. If Durant uses Dig to avoid your attack, just Chill instead.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus

HP: 44
Energy: 38
Mild (+SpA, -Def)


HP: 54
Energy: 70
Adamant (+Atk, -SpA)
+1 Def
+1 Atk
+1 Acc
20% paralysis

Jill is starting to pant a lot- she has used up a lot of health and energy so far. Flik's health isn't too good either, but he still has plenty of stamina left.

Jill starts off with a scorching Fire Blast aimed straight at flick. Good lord, the attack will probably cause the poor Durant to endure nightmares to come, but now, he has bigger problems to face. Fire Blast not only took out a large chunk out of his health, but also dealt a second-degree burn as well! However, Flik is probably more annoyed at getting outsped than he is scared, so he manages to bypass his own paralysis to generate a Thunder Wave to paralyze Jill.

Flik now finds itself faster than Jill. Hooray! Once again, he manages to bypass his paralysis and Hustles up to remove a large, sharp-edged stone from the ground. With great strength, Flik flings this stone right into Jill's belly, causing her to recoil in pain. However, not all is lost. Although Jill is starting to feel very sluggish, she puts her fist on fire, and flies straight at Flik to punch him. Flik instantly realizes that, even with his boost in defense, there is no way he could survive this attack, but too late! Jill punches Flik right on the head, causing him to lose concious and faint.

Jill: Fire Blast on Flik. Deals 36 damage. Costs 8 energy. Burns Flik! (2nd degree)
Flik: Thunder Wave on Jill. Deals 25% paralysis! Costs 7 energy. -2 HP.
Flik: Hustle-boosted Stone Edge. Deals 22.75 damage. Costs 8 energy.
Jill: Fire Punch on Flik. Deals 19.88 damage. Costs 6 energy. KO!



HP: 21
Energy: 24
Mild (+SpA, -Def)
25% paralysis


HP: -4
Energy: 55
Adamant (+Atk, -SpA)
20% paralysis

Congratulations danmantincan for winning, and GG to both battlers!

PRIZES:

2 TC to dan and shadowbone.

Flik and Guardia gain 1 DC and 2 MC.

Jill gets 2 KO counters and, iirc, 3 MC.

I claim 4 RC.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top