Danmantincan vs. The Shiny Umbreon(BZ is reffing)

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The rules for the battle are
5v5 doubles
2day DQ
Arena: ASB battle arena
Abilities all
Items are none
Switch= allowed (wait wut?)

The teams are now about to be place up on the Big screen! Lets check them out!

danmantincan's team


Combusken (F) - Titania
Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)

Types: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 55

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

Moves:
Scratch
Growl
Focus Energy
Ember
Peck
Sand-Attack
Fire Spin
Double Kick
Flamethrower
Sky Uppercut
Mirror Move

Counter
Feather Dance
Reversal

Fire Blast
Shadow Claw
Rock Slide


Budew (F) - Mia
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)

Types: 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.

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).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 3
Spe: 63 (+) +13 Accuracy

EC: 3/9
MC: 0
DC: 1/5

Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Sleep Powder
Razor Leaf
Extrasensory

Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]


Numel (M) - Gareth
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.

Types: Fire/Ground
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.
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:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)

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

Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower

Yawn
Ancient Power
Howl

Dig
Rock Slide
Substitute
Toxic


Munchlax (M) - Oliver
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: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)

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

Moves:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Counter
Selfdestruct
Zen Headbutt

Ice Beam
Thunderbolt
Flamethrower


Remoraid (M) - Shinon
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.

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

Abilities:
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.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)

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

Moves:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy

Acid Spray
Rock Blast
Water Spout

Psychic
Flamethrower
Waterfall


Followed by, Shiny Umbreon's team

Wartortle(*) (Michael) (M)
Nature: Bold (Adds * to Defense; Subtracts * 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.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.


Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 58

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

Attacks:
Tackle(*)
Tail Whip(*)
Bubble(*)
Withdraw(*)
Water Gun(*)
Bite(*)
Rapid Spin(*)
Protect(*)
Water Pulse(*)

Water Spout(*)
Yawn(*)
Aqua Jet(*)

Ice Beam(*)
Substitute(*)
Surf(*)



Eevee(*) (Cappy) (M)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 47 (-)

EC: 2/6
MC: 4
DC: 2/5

Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)

Curse(*)
Detect(*)
Fake Tears(*)

Return(*)
Dig(*)
Shadow Ball(*)



Ralts(*) (Kit) (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Psychic
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.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) this Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 46 (+)

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

Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)

Shadow Sneak(*)
Destiny Bond(*)
Confuse Ray(*)

Psychic(*)
Shadow Ball(*)
Thunderbolt(*)



Bronzor (Katoptris) (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:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
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.


Stats:

HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)

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

Attacks:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Extrasensory

Payback
Gyro Ball
Safeguard

Earthquake
Charge Beam
Flash Cannon



Venonat(*) (Nita) (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (DW): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.


Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45

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

Attacks:
Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam

Signal Beam
Toxic Spikes
Giga Drain

Venoshock
Psychic
Sludge Bomb


Alright the order goes as follows

Umbreon will send out his pokemon
Then Dmtc will send his pokemon with actions
Umbreon will choose actions
I'll ref.
Hopefully you get the rest. Good clean fight guys, gl hf
 
Ok, let's go with Gareth and Oliver!

Gareth evolves upon being sent out, becoming;

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.

Types: Fire/Ground
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.
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:
Magma Armor: (Innate) This Pokemon has a heated armor that makes it incapable of being frozen.
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 34 (-)

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

Moves:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Take Down
Amnesia
Earthquake
Earth Power
Flamethrower

Yawn
Ancient Power
Howl

Dig
Rock Slide
Substitute
Toxic


I want Gareth to start with a Yawn on Ralts, then hit them both with a Rock Slide, and finish by creating a 20 HP Substitute.

Oliver will attack Ralts with a Chip Away, then hit Venonat with a Flamethrower and finish with another Chip Away. If Chip Away is disabled, use Amnesia instead.
 
Yikes! Kit, Gareth looks like a big threat, let's start by hitting him with a Confuse Ray. Then hit him with Psychic, and finish off with a Heal Pulse directed at Nita!

Nita, start out by using Poisonpowder on Oliver. Follow it up with a Venoshock, and finish by using Sludge Bomb on Gareth!
 
Ok guys, lets not mess around with this battle. Going straight into round 1! Both pokemon have been sent out on the the field and it looks like both trainers are prepared to battle hard. Now, lets take a look at the pokemon before everything goes down.


Hp:120
Energy:100

and


Hp:90
Energy:100

Vs.​



Hp:90
Energy:100​

and​



Hp:90
Energy:100​



Action 1​
With that, the pokemon burst into action, well, but then they all stop 5 seconds later, because Numel begins to glow and evolves into a Camerupt, looks like the real battle can start now.​

Ralts starts off a with a Confuse Ray that hits Camerupt, which I think will have the poor guy confused for atlest 3 actions. Venonat decides to keep the status game rolling with a Poison Powder to Munchlax, causing him to become poisoned. Camerupt, managing to fight through the confusion, get up close to Ralts and Yawns right at him. Munchlax brings up the rear in attacks with a Chip away on Ralts!​

Action 2​
Ralts wastes no time with a powerful Psychic attack headed right towards the already confused Camerupt. A Venoshock from Venonat gets shot right towards Munchlax who, due to being poisoned, takes a lot more damage then normal. Camerupt must be tired of getting pushed around because he lays down the law with a powerful Rock slide attack, flinching both Ralts and Venonat. Munchlax uses Flamethrower on Venonat as well, just adding to the damage.​

Action 3​
With both Ralts and Venonat flinched, you don't see anything coming from their side of the field, instead you see Camerupt Hitting itself in confusion, and Munchlax hitting Ralts with a Chip away.​



Hp:98
Energy:83
Poisoned (2dam per Action)

and



Hp:84
Energy:67
Vs.​



Hp:53
Energy:83
Sleep (3)​

and​



Hp:57
Energy:84​





Numel's evolution= 20 energy
Ralts' Confuse Ray= 5 energy
Venonat's Poison Powder= 7 energy
Camerupt's Yawn= 7 energy, 3 Yawn counters on Ralts
Munchlax's Chip away= 10 damage to Ralts, 5 energy​

-2Hp Munchlax
-1 Yawn counter from Ralts
-1 Confusion from Camerupt​

Ralts' Psychic= 9 damage to Camerupt, 7 energy
Venonat's Venoshock= 16 damage to Munchlax, 9 energy
Camerupt's Rockslide= 17 damage to Ralts, 16 damage to Venonat, 6 energy
Munchlax's Flamethrower= 17 damage to Venonat, 7 energy​

-2HP Munchlax
-1 Yawn Counter Ralts (1)
-1Confusion Camerupt (1)​

Ralts= Flinch
Venonat=Flinch
Camerupt= 7 damage to self
Munchlax= Does 10 damage to Ralts, 5 energy​

-2Hp Munchlax
-1 Yawn Counter Ralts, Now sleeping 2 Actions
-1 Confusion Camerupt, no longer confused​
 
Ouch, that flinch really hurt. Okay, Nita, start off with a Venoshock at Munchlax, then Disable Camerupt's Rock Slide. Finish up with another Venoshock to Munchlax.

Kit, I think you should rightfully be asleep by now. Regardless, use Heal Pulse on Nita, then Confuse Ray on Munchlax, and then use Psychic on Camerupt. If you fall asleep, just skip the actions that you would have performed while asleep.
 
Okay, that was a good round, but now it's time to get rid of that Venonat!

Gareth, use Rock Slide while you still can. Then hit Venonat with a Flamethrower finish up by creating a 15 HP Substitute.

Oliver, use Flamethrower, Zen Headbutt and another Flamethrower all on Venonat.
If Venonat is KOed throughout the round, use Chip Away then Screech (if you have time) on Ralts.

Also, I don't think you were factoring STAB when Oliver used Chip Away. It should have done 13 Damage for 4 Energy if I'm not mistaken.
 
Sorry about the stab Dmtc, and Umbreon I did it as though it took three actions before it fell asleep I was mistaken and your pokemon is indeed asleep for an RNG rolled 3 turns, sorry for the mistakes. Reffing as we speak.
 
This isn't looking very good for Umbreon, lets begin Round 2.​



Hp:98
Energy:83
Poisoned (2dam per Action)

and



Hp:84
Energy:67
Vs.​



Hp:53
Energy:83
Sleep (3)​

and​



Hp:57
Energy:84​
Round 2
Action 1​
Ralts seems to be sleeping for this round so Venonat takes command of starting the round off, hitting Munchlax for a very powerful Venoshock, to which Camerupt lays down the Rocks again with a Rock Slide, which makes Venonat Flinch, he's just not having any luck over coming that fear. Munchlax uses a Flamethrower attack on Venonat to end the round off.​

Action 2​
Ralts is still snoozing around on the battle field, I would think it's trainer would be pretty frustrated at it right now. Anyways, Venonat is still Flinching because of the Rock Slide from Camerupt, so it doesn't move either. This is pretty sad. Camerupt hits Venonat with a Super Effective Flamethrower and Knocks it out of the battle. Munchlax uses Chip Away, on the sleeping Ralts, that wasn't very nice at all​

Action 3​
Ralts even after getting hit, still is managing to just sleep it off. No big deal for it I guess. Camerupt takes the time to set up a 15HP Substitute and Munchlax Screeches right in Ralts ear thingy, waking it up finally for next round.​






Hp:76
Energy:67
Poisoned (2dam per Action)

and



Hp:69
Energy:43
Vs.​



Hp:23
Energy:83
-2 defense​


and​



Hp:Ko
Energy:Ko​
Umbreon, need your new pokemon
Dmtc your moves are after that
then Umbreon post moves.​

Venonat's Venoshock deals 16 damage, 9 energy lost
Camerupt's Rock slide deals 17 damage to Ralts, 16 damage to Venonat, 6 energy, flinches Venonat
Munchlax's flamethrower deals 17 damage to Venonat, 7 energy

Camperupt's Flame thrower deals 24 damage, 6 energy
Munchlax's Chip away deals 13 damage, 4 energy

Camerupt's substitute, 12 energy
Munchlax's Screech -2 defense to Ralts, 5 energy
 
Ok, since it isn't disabled, I want Gareth to start with a Rock Slide, then go use Yawn and finish with an Earth Power on Wartortle. If Ralts is still alive by the second action, use Rock Slide again, then Chill

Oliver will hit Ralts with another Chip Away. Then hit Wartortle with a Thunderbolt and finish with an Amnesia. If Ralts is still alive by the second action, use Chip Away on Ralts again, and finish with a Thunderbolt on Wartortle.

Gareth: Rock Slide~Yawn (W)/Rock Slide~Earth Power (W)/Chill
Oliver: Chip Away (R)~Thunderbolt (W)/Chip Away (R)~Amnesia/Thunderbolt (W)
 
Michael, you're faster than everybody else, so use Water Spout to get some damage going quickly! Use Protect next, and finish with another Water Spout! (Not sure if it hits both of them or not... if it doesn't, direct it at Gareth). If Kit is still alive by action 2, use Water Spout, then Protect.

Kit, you're not going to make it. Use Destiny Bond on Gareth every action. Also, do your best to take attacks for Michael as best you can, he needs to stay healthy. You did well, good job.
 

Hp:76
Energy:67
Poisoned (2dam per Action)

and



Hp:69
Energy:43
15 HP Substitute


Vs.



Hp:23
Energy:83
-2 defense​

and​


Hp:90
Energy:100​


Round 3​
With Umbreon sending in his fresh new Wartortle, lets see if he can help change the battle around. Wasting no time Wartortle hits Camerupt with a Water Spout, destroying his subsitute. But it doesn't look like hes down an out yet. Ralts on the other hand is on it's last few actions. Using a Destiny Bond to at least try and take something out. While Camerupt uses Rock Slide and for the first time, recieves no flinches. Munchlax, finally puts Ralts out of its misery with a Chip away, and because he was the one to take down Ralts, Camerupt recieves no damage from Destiny Bond.​

Wartortle, who is all by himself now, Throws up a wall of Protect to block both Camerupt's Yawn and Munchlax's Thunder bolt.

Now Wartortle goes back on the offencive and hits Camerupt with a Water Spout again, finally managing to hit it.While Camerupt throws an Earth Power right towards him. Munchlax uses Amnesia to forget to feel pain whenever special attacks hit him, increasing his special defence by 2.​



Hp:70
Energy:49
Poisoned (2dam per Action)

and



Hp:29
Energy:24


Vs.​



Hp:0
Energy:0​

and​


Hp:76
Energy:74​


Action 1[/FONT]
Wartortle Waterspout= 40 damage to Camerupt, 7 energy
Ralts Destiny Bond= 15 energy
Camerupt Rockslide= 17 damage to Ralts, 13 damage to Wartortle, 6 energy
Munchlax Chip away= 16 damage to Ralts KO, 4 energy
Action 2
Wartortle Protect= 12 energy
Camerupt Yawn = 7 energy, got protected
Munchlax Thunderbolt= 15 damage to Wartortle, got protected, 7 energy
Action 3
Wartortle Water Spout= 40 damage to Camerupt 7 energy
Camerupt's Earth Power= 14 damage to Wartortle, 6 energy
Munchlax Amnesia= 7 energy, +2 SpD


I think it goes

Umbreon poke
Umbreon actions
DMTC actions

Please correct me if I'm wrong
 
Gareth was behind a Sub at the start of the round, so the first Water Spout should only have destroyed it. So he should still be alive (and use Earth Power on Wartortle).
 
Come on out, Cappy!

Michael, use Water Spout one more time on Gareth, finishing him. Use Surf, then Water Pulse Oliver. If Oliver uses Thunderbolt on you on any turn but the first, replace that action with a Protect

Cappy, use Fake Tears on Oliver, then use Detect, then another Fake Tears.
 
Doesn't look like your going to make it this time Gareth, but keep on Earthquaking until you faint.

Oliver, start with an Amnesia to counter the Fake Tears. Then hit Wartortle with two Thunderbolts
 

Hp:70
Energy:49
Poisoned (2dam per Action)

and



Hp:29
Energy:24

Vs.​


Hp:76
Energy:74​

and

Hp:90
Energy:100​


Wartortle wastes no time in firing off a Water Spout which instantly Ko's Camerupt leaving Munchlax all by himself, Eevee begins to what looks like cry using because of the now Ko'd Camerupt so Munchlax lowers its guard, dropping its Special defence but in all reality they were just Fake Tears. But Munchlax's Amnesia makes it completely forget about the Fake Tears and raises its Special defence back up to where it was before.
Wartortle Throws up a wall of protect while Eevee enters a detective mode, something about Munchlax must scare them, he releases a thunderbolt right into Wartortle's Protect though, so thats what must have had him worried. Wartortle tries to set up a second Protective wall but fails. Eevee begins to cry Fake Tears again, lowering Munchlax's Special defense for real this time, and Munchlax blasts Wartortle with a Thunder Bolt attack to deal serious damage.​


Hp:64
Energy:24
Poisoned (2dam per Action)
and



Hp:0
Energy:0

Vs.​


Hp:61
Energy:54​

and

Hp:90
Energy:85​

You guys know the drill, Let me know if anythings wrong, I'm still pretty new at reffing so yeah. But Dmtc, need your pokemon​
 
Oliver used Amnesia as the last action in the previous round, so all the boosts should cancel each other out I believe.

Ok, let's go with Mia! And what's this!?! Mia is evolving into a Roselia!


Roselia (F) - Mia
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)

Types: 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.

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).
Leaf Guard (DW): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 75 (+) +8% Accuracy

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

Moves:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Poison Sting
Stun Spore
Magical Leaf
Grass Whistle
Giga Drain

Sleep Powder
Razor Leaf
Extrasensory

Shadow Ball
Sludge Bomb
Energy Ball
Venoshock
Hidden Power [Ground 6]


Let's keep the pressure on Wartortle this round!

Mia start with an Energy Ball, follow up with a Razor Leaf on both of them, and finish with another Energy Ball on Wartortle.
Oliver, hit Wartortle with a Chill~Thunderbolt~Screech.
If Wartortle uses Protect (successfully), change the target to Eevee.
 
Michael, it looks like they're going for you. Tank the first hit and respond with an Ice Beam on Mia, while Cappy uses Dig on Mia. Now I need you guys to both block, with Michael using Protect and Cappy Detect. Finally, just redo the first round, with Michael using Ice Beam while Cappy uses Dig, both at Mia.

Summary:
Michael: Ice Beam (Mia), Protect, Ice Beam (Mia)
Cappy: Dig (Mia), Detect, Dig (Mia)

Let's make Mia M.I.A.!
 

Hp:64
Energy:24
Poisoned (2dam per Action)
and

Hp:90
Energy:100

Vs.​


Hp:61
Energy:54
and

Hp:90
Energy:85​


Well looky here, its a Budew! Looks like someone wants to get rid of that Wartortle! But wait, whats this? It looks like Budew is evolving into a Roselia! Amazing! To start off her new evolution, she fires off a powerful Energy ball, right into Wartortle's face, that looks very painful! Wartortle in responce fires an Ice beam into Roselia's face. Looks like these two enjoy just hitting eachother with beams of energy. Eevee on the other hand, begins to Dig under ground and pops up to hit Roselia. Munchlax finally gets a turn to move and decides to sit down and Chill instead. Roselia isn't getting any help from him. Eevee and Wartortle both feel indanger this round apperently, because Eevee uses Detect and Wartortle throws up a wall of Protect. Roselia Shoots off a Razor leaf which misses both of them and Munchlax uses Thunder bolt on Eevee who detects the attack and avoids it. Finally, Roselia launches another Energy Ball into Wartortle's face, who launches another Ice beam into Roselia's face, deja vu right? well Eevee uses Dig once again and hits Roselia and Munchlax tries to Screech at Wartortle, but misses.​


Hp:58
Energy:20
Poisoned (2dam per Action)
and

Hp:40
Energy:84

Vs.​


Hp:23
Energy:30
and

Hp:90
Energy:61​
 
Michael, you might not survive this round, but good job anyway. Let's see what you can do in the meantime! Use Yawn on Oliver, then use Ice Beam on Mia, then use Surf to hit both Pokémon! If either Oliver or Mia uses a super-effective attack on you, use Protect, pushing the remaining actions back. Only make this substitution once!

Cappy, start out with Dig on Mia, then Return on Mia, and then Dig on Mia. If Michael is alive and uses Surf as his third action, use an evasive Dig to avoid damage if at all possible!

If Mia faints, both of you direct all attacks at Oliver instead! Good luck!
 
Oliver will start the round with a Chill, while Mia uses Razor Leaf on both of them, forcing Wartortle to Protect.
Mia will then use Giga Drain on Wartortle, while Oliver hits it with a Chip Away.
If Wartortle is still alive, Mia will hit him with an Energy Ball. Otherwise, she will use Stun Spore on Eevee. Oliver will finish with a Defense Curl.

Mia: Razor Leaf~Giga Drain (Wartortle)~Energy Ball (Wartortle)/Stun Spore (Eevee)
Oliver: Chill~Thunderbolt (Wartortle)~Defense Curl
 

Hp:58
Energy:20
Poisoned (2dam per Action)
and

Hp:40
Energy:84

Vs.​


Hp:23
Energy:30
and

Hp:90
Energy:61​


Both sides look to be pretty weak this round, Eevee is about the only pokemon who isn't battle-worn, so lets see what happens this round! Wartortle uses Protect which seems to just be a normal move for him to use every round. While Roselia launches a Razor leaf, which hits Eevee but is blocked by Protect for Wartortle. Eevee in turn, digs underground and hits Roselia from below. Munchlax decides to just stay away from the battle and Chill he eats an apple and restores 12 energy. Roselia uses Giga Drain, now on Wartortle, and without his protect he takes super effective damage Roselia seems to also regain some health from the attack as well. This should prove useful and Wartortle launches an Ice beam right at her freezing her left arm flower thing. While she's trying to regain her balance Eevee slams into her with a Return attack throwing her backwards. Munchlax uses Chip away and hits Wartortles face with it, finally putting the poor guy down. Roselia attempts to throw some Stun Spore on Eevee, but misses, maybe her aim was off because of her frozen arm! Eevee uses a second dig on Roselia which finally knocks her out as well, and Munchlax prepares himself with a Defence curl


Hp:52
Energy:24
Poisoned (2dam per Action), +1 defense
and

Hp:0
Energy:0

Vs.​


Hp:0
Energy:0
and

Hp:82
Energy:39​

If everything is correct, DMTC your poke, then Umbreon's, then back to DMTC for actions, and Umbreon's actions​
 
I will send out Titania the Combusken. Since SU only has Bronzor left to send out, I don't think we really need to wait for him to post.

Titania will use Sky Uppercut, followed by a Double Kick and finish with another Sky Uppercut all on Eevee. If Eevee should use Detect successfully, Titania will use Fire Spin on Bronzor.

Oliver will use Chip Away on Eevee, then Chill and finish with another Chip Away at Eevee. If Eevee uses Detect successfully on the first or third actions, use Flamethrower on Bronzor.
 
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