Completed Engineer vs. LockDown at the Standard Issue Arena

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#1
Welcome everybody to this exhibition match between Engineer Pikachu and LockDown. Can Lockdown hope to win against ASB expert Engineer? Probably not.

Anyways, here are the rules.

Rules said:
OPEN CHALLENGE
4v4 NFE Singles (Move Sum ≤ 80)
Subs: 2
Switch: OK
Items: ON
DQ: 2 Days
Abilities=All
ASB Arena, unless you have serious objections to it.
Now then, here are the teams!

Team Engineer:


Lairon (Teko) (F)
NATR: Adamant (Attack increased by *, Special Attack decreased by *)
Type: Steel / Rock
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 STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

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 (LOCKED): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

STATS: 60 / 90 / 140 / 50 / 50 / 40

HP: 90
Atk+: **** (4)
Def: ***** (5)
SpA-: * (1)
SpD: ** (2)
Spe: 40

SC: 2
WC: 5 (120 kg)
BRT: 16

EC: 8 / 9
MC: 2
DC: 4 / 5

ATTACKS [18]:
Harden
Headbutt
Iron Defense
Iron Head
Metal Burst
Metal Claw
Mud-Slap
Roar
Tackle
Take Down

Body Slam (#)
Endeavor (#)
Head Smash (#)
Superpower

Protect
Rock Slide (#)
Rock Smash (#)
Stone Edge (#)

Nidorino (Omono) (M)
NATR: Mild (Special Attack increased by *, Defense decreased by *)

Type: 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
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).
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Hustle (LOCKED): (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.

STATS: 61 / 72 / 57 / 55 / 55 / 65

HP: 100
Atk: *** (3)
Def-: * (1)
SpA+: *** (3)
SpD: ** (2)
Spe: 65

SC: 2
WC: 2
BRT: 15

EC: 8 / 9
MC: 14
DC: 4 / 5

ATTACKS [25]:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Poison Jab

Counter (#)
Disable (#)
Endure
Sucker Punch (#)

Dig
Double Team
Ice Beam (#)
Protect
Rock Smash
Shadow Claw
Sludge Bomb (#)
Substitute
Thunderbolt (#)
Toxic
Venoshock

Kadabra (Tensai) (M)

NATR: Naive (+15% Speed, Accuracy increased by 25% [25.24%], Special Defense decreased by *)

Type: 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 regardless of Special Attack Rank. 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.
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.
Magic Guard (LOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

STATS: 40 / 35 / 30 / 120 / 70 / 105

HP: 90
Atk: ** (2)
Def: ** (2)
SpA: ***** (5)
SpD-: ** (2)
Spe+: 121 (105 * 1.15)

SC: 2
WC: 3
BRT: 18

EC: 4 / 9
MC: 3
DC: 3 / 5

ATTACKS [20]:
Ally Switch
Confusion
Disable
Kinesis
Miracle Eye
Psybeam
Recover
Reflect
Teleport

Encore (#)
Light Screen (#)
Skill Swap (#)

Energy Ball (#)
Hidden Power [Fire 7]
Psyshock (#)
Shadow Ball (#)
Taunt

Venonat (Koiga) (F)
NATR: Timid (+15% Speed, +6% [6.22%] Acc, -Atk)

TYPE: Bug / Poison
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

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 (LOCKED): (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: 60 / 55 / 50 / 40 / 55 / 45

HP: 90
Atk-: * (1)
Def: ** (2)
SpA: ** (2)
SpD: ** (2)
Spe+: 52 (45 * 1.15)

SC: 2
WC: 3
BRT: 12

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

ATTACKS [15]
Confusion
Disable
Foresight
Leech Life
PoisonPowder
Psybeam
Stun Spore
Supersonic
Tackle

Agility
Morning Sun
Toxic Spikes

Toxic
Venoshock
Struggle Bug


Team LockDown:


Minccino [CiCi] (F)
Rash Nature(+1 Special Attack, -1 Special Defense)

Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 75
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender to be attracted to it 30% of the time after striking with a contact move.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Skill Link (DW) [Locked]: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Attacks:
Pound
Growl
Helping Hand
Tickle
DoubleSlap
Encore
Swift
Sing
Tail Slap

Endure
Flail
Mud-Slap

Thunderbolt
Dig
U-turn


Remoraid [Grit] (M)
Quiet Nature (+1 Special Attack, -15% Speed -10% Evasion)

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

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

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) [Locked]: (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

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

Acid Spray
Rock Blast
Water Spout

Ice Beam
Flamethrower
Charge Beam


Cacnea [Kinsarti] (M)
Brave Nature (+1 Attack, -15% Speed -10% Evasion)

Type: Grass
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.

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 4
Base Rank Total: 14

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

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW) [Locked]: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Attacks:
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain

Counter
Disable
Teeter Dance

Protect
Grass Knot
Substitute


Swinub [Bacon] (M)
Hasty Nature (+15% Speed +12% Accuracy, -1 Defense)

Type: Ice/Ground
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW) [Locked]: (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.)

Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Ice Shard

Avalance
Body Slam
Icicle Crash

Dig
Bulldoze
Rock Slide


All right, with that out of the way, let's begin!

Turn order:
Engineer sends out his pokemon and items
Lockdown sends out his Pokemon and items and orders
Engineer orders
I ref
 
#5
Team Engineer:

Koiga (Venonat)
Health: 90
Energy: 100
Speed: 52 (+6 Acc)
Stats: 1/2/2/2
Size/Weight: 2/3
Boosts/Drops: None
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 90
Energy: 100
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: None

Round 1: A Poisonous Confrontation

Greetings everyone, Maxim here. The battle between Engineer Pikachu and LockDown is about to start. It looks like they've issued their actions, so let's see what happens!

Swinub starts off with a bang, sending a Rock Slide towards the Venonat which does a pretty beefy amount of damage. In fact, it seems like the Slide has made the Venonat flinch! That's going to hurt Engineer. Swinub stays one step ahead of his opponent, Digging underground to avoid damage, but Venonat throws out some Toxic Spikes instead. That's going to hurt LockDown later on. Then Swinub comes up and surprisingly does about as much damage as the Rock Slide did. Venonat, not willing to take anymore damage this round, maneuvers around in an Evasive Agility attack. Swinub tries to use it's speed to send an Icicle Crash on Venonat, but to no avail.

Well, with the first round done, we see that Engineer is behind in an immediate sense, but those Toxic Spikes may give him the advantage later on. In the meantime, LockDown wants that Venonat down, preferably before it poison's Swinub. Who will gain the upper hand next round? Stay tuned to find out.

Action One:
Swinub used Rock Slide
To Hit: Irrelevant due to nature
To Crit: [1=Yes]=7=No
To Flinch: [30>= Yes]=26=YES
Damage: [8]*1.5=12
[12 Damage V] [-6 Energy S]

Venonat flinched!

Action Two:
Swinub used Dig
Swinub went underground

Venonat used Toxic Spikes
1 Layer of Toxic Spikes were laid on LockDown's field
[-6 Energy V]

Swinub came up!
To Crit: [1=yes]=3=No
Damage: [8+3]=11
[11 Damage V] [-9 Energy S]

Action Three:
Venonat used Evasive Agility
It avoided attacks!

Swinub used Icicle Crash
But it failed
[-5 Energy S]

Venonat went back to normal
[-7 Energy V]

Totals:
Swinub: -20 Energy
Venonat: 23 Damage, -13 Energy


Team Engineer:

Koiga (Venonat)
Health: 67
Energy: 87
Speed: 52 (+6 Acc)
Stats: 1/2/2/2
Size/Weight: 2/3
Boosts/Drops: None
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 90
Energy: 80
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Turn order:
Engineer orders
LockDown orders
I ref
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#8

Alright Tensai, let's do what you're best at.

Energy Ball - Hidden Power - Energy Ball
IF (Bacon is in a Damaging Evasive Action when you act) THEN (Use Reflect the first time and Recover the second, restarting the queue)
IF (Bacon uses Avalanche) AND (Reflect is NOT up) THEN (Use Reflect and restart the queue)
 
#10
Team Engineer:

Tensai (Kadabra)
Health: 90
Energy: 100
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: None
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 90
Energy: 80
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Round 2: Porkchop vs. Psychic, who will win?

Welcome back folks! Last round we saw Engineer fall a bit behind, but if I know him at all, he'll be back with a vengeance, but what will LockDown do?

Well, Engineer decides to switch out for his Kadabra, which means Swinub's probably in trouble. Kadabra takes in some of the life energies of the arena to fling an Energy Ball at Swinub, doing massive damage. Swinub in the meantime attacks with a Bulldoze attack to slow him down some. Kadabra is still faster though, and retaliates with a Hidden Power Fire, which does about as much damage as the energy ball did. Swinub, confident in his trainer, decides to Bulldoze the ground again, slowing Kadabra down even more. Because of this, Swinub is faster, and summons an icicle and slams it into the foe via an Icicle Crash. That's going to hurt, but Kadabra doesn't flinch thanks to that Inner Focus and retaliates with another Energy Ball.

Well, I'd say Lockdown is looking reasonably well after that round. However, Kadabra's outputting some serious damage, can he hope to cope? Tune in for the next round!

Action One:
Kadabra used Energy Ball
To Crit: [1=Yes]=14=No
To Drop Stats: [10>= Yes]=76=No
Damage: [8+4.5]*1.5=18.75
[18.75 Damage S] [-6 Energy K]

Swinub used Bulldoze
To Crit: [1=Yes]=7=No
Damage: [6+3]=9
[9 Damage K] [-4 Energy S]
-1 Speed K

Action Two:
Kadabra used Hidden Power Fire
To Crit: [1=Yes]=12=No
Damage: [7+4.5]*1.5=17.25
[17.25 Damage S] [-5 Energy K]

Swinub used Bulldoze
To Crit: [1=Yes]=9=No
[9 Damage K] [-8 Energy S]

Action Three:
Swinub used Icicle Crash
To Hit: Irrelevant due to nature
To Crit: [1=Yes]=2=No
To Flinch: Irrelevant due to Inner Focus
Damage: [9+3]=12
[12 Damage K] [-5 Energy S]

Kadabra used Energy Ball
To Crit: [1=Yes]=5=No
To Drop Stats: [10>= Yes]=64=No
[18.75 Damage S] [-6 Energy K]

Totals:
Kadabra: 30 Damage, -17 Energy
Swinub: 55 Damage, -17 Energy


Team Engineer:

Tensai (Kadabra)
Health: 60
Energy: 83
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: -2 Speed [2,3A]
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 35
Energy: 63
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Turn order:
LockDown orders
Engineer orders
I ref
 
#11

"Although our strategic position has improved significantly, our lack of power may let us down..."

Endure > Icicle Crash > Icicle Crash
If Encore a1, then use Dig instead.
If Reflect a1 or a2, then change remaining actions to Mud Bomb.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#12

On the other hand it could just be a small oversight.

Disable [Icicle Crash] - Recover - Energy Ball

Also, since we apparently didn't specify chills and recovers can we just go with the normal 2/5?
 
#13
Team Engineer:

Tensai (Kadabra)
Health: 60
Energy: 83
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: -2 Speed [2,3A]
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 35
Energy: 63
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Round 3: Open Pit Barbeque

Welcome back! Last round we saw LockDown having some trouble getting rid of Kadabra. Can he dig himself out? Let's find out!

Swinub starts off the engagement by tightening its focus to Endure any hit. Unfortunately, Kadabra seems to have planned for this, and Disables Swinub's Icicle Crash. While Swinub attempts to use said move in vain, Kadabra takes advantage of the break in the offense to Recover some health, then it sends an Energy Ball Swinub's way paving the way to a clean sweep next round.

Lockdown is almost certain to lose Swinub next round, will he be able to recover from the loss and come back strong? Stay tuned!

Action One:
Swinub used Endure
It endured hits!
[-15 Energy S]

Kadabra used Disable
Swinub's Icicle Crash was disabled for 6 Actions
[-7 Energy K]

Action Two:
Kadabra used Recover
+20 HP Kadabra
[-11 Energy K]

Swinub used Icicle Crash
But it was disabled!

Action Three:
Kadabra used Energy Ball
To Crit: [1=Yes]=5=No
To Drop Stats: [10>= Yes]=89=No
[18.75 Damage S] [-6 Energy K]

Swinub used Icicle Crash
But it was disabled!

Totals:
Swinub: 19 Damage, -15 Energy
Kadabra: +20 HP, -24 Energy


Team Engineer:

Tensai (Kadabra)
Health: 80
Energy: 59
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: None
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 16
Energy: 48
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Turn order:
Engineer orders
LockDown orders
I ref
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#14
Tensai should still be at -1 Spe, since stat boosts can only change by one per round.

A good round. Let's keep this up!

Hidden Power - Energy Ball - Hidden Power
[ONCE] IF (Ice Shard is used in a combination) THEN (chill instead)
 
#15

"I suppose this is the most productive option at this point."

Ice Shard + Icy Wind > Cooldown(Ice Shard) > Ice Shard
If the combo is deemed unusable, then Ice Shard instead.

combo note: I would think Swinub could send a gust of cold air with some shards mixed in that would hit first and keep Kadabra occupied long enough for the wind to catch up.
 
#16
(Blast it Maxim, would you ever ref on time for once in your life.)

Team Engineer:

Tensai (Kadabra)
Health: 80
Energy: 59
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: -1 Speed [1A]
Status: None

Team Lockdown:

Bacon (Swinub)
Health: 16
Energy: 48
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Round 4: Desperate Struggle

Welcome back folks! Last round we saw Engineer get a considerable advantage over his current foe. How will Lockdown make the most out of this situation?

Well, by combining Icy Wind and Ice Shard of course! Swinub cleverly sends out small shards through a torrent of cold wind to Kadabra, quite the Shard Volley combo. Strangely, Kadabra doesn't react, instead deciding to Chill to regain some energy. Kadabra, after sufficiently resting, and seeing there's nothing more Swinub can do to it, simply finishes it off with an Energy Ball.

Well, Lockdown is down one Pokemon, but he's managed to weaken two of Engineer's Pokemon. Can he find a way to achieve victory? Stay tuned to find out!
Action One:
Swinub used Shard Volley combo
BAP: 2+6+3=11
Energy: [4+5]*1.5=13.5-1=12.5
Effect: 100% chance to lower speed, +1 Priority
Accuracy: (100+95)/2+12=100
To Crit: [1=Yes]=9=No
Damage: [5.5]+[5.5]=11
[11 Damage K] [-12.5 Energy S]
-1 Speed K

Kadabra used Chill
[+12 Energy K]

Action Two:
Swinub had to cooldown

Kadabra used Energy Ball
To Crit: [1=Yes]=5=No
To Drop Stats: Irrelevant
[18.75 Damage S] [-6 Energy K]
Swinub fainted!

Totals:
Swinub: 19 Damage, -13 Energy, FAINT
Kadabra: 11 Damage, +6 Energy


Team Engineer:

Tensai (Kadabra)
Health: 69
Energy: 65
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: -1 Speed [1A]
Status: None

Team Lockdown:

Bacon (Swinub)
Health: KO
Energy: 35
Speed: 58 (+12 Acc)
Stats: 2/1/2/2
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer)

Turn order:
LockDown sends in next mon and orders (It gets poisoned too)
Engineer orders
I ref
 
#17
@Amulet Coin
"That matchup did not go as well as I had planned. See if you can get us out of this, Cici."


Dig > Dig > Tail Slap
If successful Teleport (Evasive), then Swift and push back.
If Reflect, then change future actions to Encore > Swift
 
#20
Team Engineer:

Tensai (Kadabra)
Health: 69
Energy: 65
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: -1 Speed [1A]
Status: None

Team Lockdown:

Cici (Minccino)
Health: 90
Energy: 100
Speed: 75
Stats: 2/2/3/1
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer), Poisoned (2 DPA)

Round 5: YOU. KILLED. MY. PARTNER!

Please excuse the lack of flavor for this one.

Action One:
Minccino used Dig
It went underground

Minccino came back up!
To Crit: [1=Yes]=10=No
Damage: [8]=8
[8 Damage K] [-10 Energy M]

Kadabra used Psyboom combo
BAP: 7+8=15+3=18/2=9
Energy: (6+5)*1.5=16.5
Effects: Part Special, Part Physical, 10% Chance to confuse
To Crit: [1=yes]=6=No
To Confuse: [10>= Yes]=76=No
Damage (Physical): [9+4.5]=13.5
Damage (Special): [9+6]=15
[28.5 Damage M] [-15.5 Energy K]

[-2 HP M]

Action Two:
Kadabra had to cooldown

Minccino used Dig
It went underground, then came up!
To Crit: [1=Yes]=10=No
[8 Damage K] [-14 Energy M]

[-2 HP M]

Action Three:
Kadabra used Psybeam
To Crit: [1=Yes]=6=No
To Confuse: [10>= Yes]=58=No
Damage: [7+3+6]=16
[16 Damage M] [-8 Energy K]

Minccino used Tail Slap
To Hit: [15>= Miss]=100=Hit
# of hits: 6=5 hits
To Crit: [1=yes]=5, 15, 10, 4, 9=None
Damage: [4*5+3]=23
[23 Damage K] [-8 Energy M]

[-2 HP M]

Totals:
Kadabra: 39 Damage, -24 Energy
Minccino: 51 Damage, -32 Energy


Team Engineer:

Tensai (Kadabra)
Health: 30
Energy: 41
Speed: 121 (+25% Acc)
Stats: 2/2/5/2
Size/Weight: 2/3
Boosts/Drops: None
Status: None

Team Lockdown:

Cici (Minccino)
Health: 39
Energy: 68
Speed: 75
Stats: 2/2/3/1
Size/Weight: 1/1
Boosts/Drops: None
Status: Toxic Spikes (1 Layer), Poisoned (2 DPA)

Turn order:
Engineer orders
Lockdown orders
I ref
 
#22

"It seems we are somewhat forced here. However, I would like to get some KOC, so..."
>

Counter-switching to Remoraid



Water Spout > Flamethrower > Psybeam
If Agility (Evasive) a2 or a3, then use Focus Energy and push actions back.
 
#24

Health: 67
Energy: 87
Stats: 1/2/2/2/52 (6)
Other:


TOXIC SPIKES (1)

Hp: 90
En: 100
3/2/4/2/56
Other: Poison

I have 10 minutes to do this, so nooooo flavor.

Also, Lockdown got a crit on water spout and a burn on flamethrower. Lucky!

Remoraid: Water Spout: 15+3+3+5 = 26 damage for 7 energy
Crit: 1 (yes)
-2hp due to poison

Venonat: Stun Spore for 7 energy
Hit: 57 (yes)

Venonat: Morning Sun: +25hp for 15 energy
-2hp due to burn

Full Paralysis: 75 (no)
Remoraid: Flamethrower: (10+3)*1.5 = 19.5 damage for 7 energy
Crit: 16
Burn: 1 (yes)
-2hp due to poison

Venonat: Venoshock: 13+3 = 16 damage for 7 energy
Crit: 9
-2hp due to burn

Full Paralysis: 51 (no)
Remoraid: Psybeam: (7+3)*1.5 = 15 damage for 5 energy
Crit: 3
Confusion: 4 (no)
-2hp due to poison



Health: 27
Energy: 58
Stats: 1/2/2/2/52 (6)
Other:


TOXIC SPIKES (1)

Hp: 68
En: 81
3/2/4/2/56
Other: 20% paralysed.

Engineer's Turn!

EDIT at below: didn't notice that. Fixed!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#25
(It was forgotten in the post-round but I set up a layer of Toxic Spikes earlier! That would amount to +6 DMG on Venoshock and 6 DMG from PSN.)

...it appears that I lied about coming out on top. No matter.

Supersonic - Venoshock - Venoshock
IF (Flamethrower is used A1) THEN (Use Disable [Flamethrower] and push actions back)
 
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