Espeon65 vs. Lockdown, yarnus refs

Status
Not open for further replies.
Espeon65 said:
So if you're reffing my match with LockDown, I should send you my pokes, right? You already have mine for my other match, but here they are again for your convienence.



Embirch [Pyre] (M)
Nature: Naughty (+1 Atk, -1 SpD)

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

HP: 90
Atk: Rank 3 (+1)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-1)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 13

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

Moves:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin

Blaze Kick
Inferno
Seed Bomb

Flamethrower
SolarBeam
Swords Dance




Eevee [Psykitty] (F)
Nature: Modest (+1 SpA, -1 Atk)

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

Abilities:
Run Away: (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.

Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Stats:
HP: 90
Atk: Rank 1 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Covet
Take Down

Stored Power
Endure
Wish

Return
Shadow Ball
Hidden Power (Fighting, 7)




Gastly [Shadow] (M)
Nature: Modest (+1 SpA, - 1 Atk)

Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

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.

Ability:
Levitate : (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

HP: 90
Atk: Rank 1 (-1)
Def: Rank 2
SpA: Rank 5 (+1)
SpD: Rank 2
Spe: 80
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 0/9
MC: 0

Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Clear Smog
Psywave
Ice Punch

Toxic
Venoshock
Shadow Ball
LockDown said:
Thanks for reffing.


Pawniard [Grandmaster] (M)
Nature: Adamant (+1 Attack, -1 Special Attack)

Type: Dark/Steel
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure (DW) [Locked]: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

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

Psycho Cut
Revenge
Sucker Punch

Taunt
Dig
Double Team

Snatch

rules said:
1v1 NFE singles
2 day DQ
2 subs
Infinite chills/recovers
Unown Soup
All abilities
Items=training
Espeon65 sends out
Lockdown sends out and orders
Espeon65 orders
I ref
 

"Have this Exp. Share, Grandmaster, and show the opponent why speed means everything."

Dig > Double Team (4 Clones) > Dig
 

"Pyre, show them that we can use their strategy against them!"
Unown M (Mach Punch)~Fire Spin (to hit/trap all 4 clones + Grandmaster)~Inferno
 

HP: 90 En: 100
Stats: 3/2/3/1/50
Status: fine
Stages: even

HP: 90 En: 100
Stats: 4/3/1/2/60
Status: fine
Stages: fine
Embirch used Mach Punch! (1/16) (4+3)*2.25=15.75 damage, 4 en
Pawniard used Dig! (11/16) (8+3)=11 damage, 10 en
Pawniard used Double Team! 16 en
Embirch used Fire Spin! (15/16) (3/5) (18/20) 4 en
Pawniard used Dig! (15/16) (8+3)=11 damage, 10 en
Embirch used Inferno! 6 en


HP: 68 En: 86
Stats: 3/2/3/1/50
Status: fine
Stages: even

HP: 74 En: 64
Stats: 4/3/1/2/60
Status: 4 clones
Stages: fine
 
Flamethrower (all clones + Grandmaster)~Swords Dance~Unown F (Flare Blitz)
IF Pawniard uses Snatch a2, THEN use Flare Blitz~Blaze Kick
 
What actually happens is since Espeon would use it a3, and Pawniard uses it first, Espeon can't do anything a3. Ask in the qqqa thread if you need more confirmation.

HP: 68 En: 86
Stats: 3/2/3/1/50
Status: fine
Stages: even

HP: 74 En: 64
Stats: 4/3/1/2/60
Status: 4 clones
Stages: fine

Pawniard jumps into the soup and grabs a F Unown, which grants him the temporary power of flight. Seeing an immanent Flamethrower attack, he uses the power to fly out of reach. But just as he reaches the top of the arena, the power leaves him and he comes crashing down. But he crashes onto Embirch. Maybe that was his plan the whole time!

Embirch than begins warming up with a pair of burning oaken blades, getting ready to fight. Pawniard wants to make sure he shows everyone in the audience he can use swords too, so he lunges into the fray with his trusty steel blade. In fact, Pawniard had warmed up prior to the fight, so he gains the advantage and deals some quick damage to the Embirch.

Meanwhile, the Embirch has finished warming up and starts looking for the F Unown to use his newly practiced techniques, all the time unaware that Pawniard had taken it already. Speaking of Grandmaster, he uses this opportunity to ambush Pyre from behind with a Faint Attack, dealing some extra damage. Pyre is visibly annoyed, having never done any damage the entire round, but at least it has warmed up its Psysically damaging moves.
Pawniard used Fly! (15/16) (5/20) (8+3)*1.5=16.5 damage, 11 en
Embirch used Flamethrower! 6 en
Pawniard used Night Slash! (4/16) (7+3+3-3)=10 damage, 4 en
Embirch used Swords dance! 6 en deflect Night Slash a bit
Pawniard used Faint Attack! (9/16) (6+3+3)=12 damage, 3 en
Embirch couldn't do anything!


HP: 26 En: 74
Stats: 3/2/3/1/50
Status: fine
Stages: +2 Atk

HP: 74 En: 46
Stats: 4/3/1/2/60
Status: 4 clones
Stages: fine
 

HP: 26 En: 74
Stats: 3/2/3/1/50
Status: fine
Stages: +2 Atk

HP: 74 En: 46
Stats: 4/3/1/2/60
Status: 4 clones
Stages: fine

Pawniard digs into the ground, hoping to avoid any attack coming his way, so the Embirch takes this opportunity to recover lots of health from the battle. It continues to dig, but Embirch has caught on. He sends down the dirt tunnel while using some extra energy a stream of flame, part of which its deflected by the sides if the tunnel. Because it did not know the Embirch had recovered, the Pawniard uses a lightning-quick attack that fails to KO Embirch, who intensely
Pawniard used Dig! (10/16) (8+3)=11 damage, 10 en
Embirch used Recover! 11 en
Pawniard used Dig! (12/16) (8+3)=11 damage, 14 en
Embirch used Flamethrower! (2/16) (1/5) (2/10) (10-2+3+1.5)*1.5=18.75 damage, 7 en
Pawniard used Quick Attack! (5/16) (4+3)=7 damage, 3 en
Embirch used Blaze Kick! (10/16) (9/10) (9/20) (9+3)*1.5+3.5=21.5 damage, 6 en


HP: 17 En: 50
Stats: 3/2/3/1/50
Status: fine
Stages: +1 Atk

HP: 34 En: 19
Stats: 4/3/1/2/60
Status: fine
Stages: fine
 
Holy shit, I'm extremely late on this! I just had a mini heart attack! I thought it was LockDown's turn for some reason! I'm soooooooooooooooo sorry! Thank you for not DQing me! here are my actions:

Unown B (Blast Burn)+Flamethrower~Cooldown(Flamethrower+Flamethrower)~Flamethrower+Flamethrower(Cooldown)
IF he uses Unown B before I can, THEN change it to Unown O (Overheat)+Flamethrower instead and don't push back.
 

HP: 17 En: 50
Stats: 3/2/3/1/50
Status: fine
Stages: +1 Atk

HP: 34 En: 19
Stats: 4/3/1/2/60
Status: fine
Stages: fine

Pawniard used Night Scratch, KOing Embirch
(irrelevant/16) (15+3+3)=at least 21 damage, 11 en
[/hide]

HP: -4 En: KO
Stats: doesn't matter
Status: not fine
Stages: knocked out

HP: 34 En: 8
Stats: 4/3/1/2/60
Status: victor
Stages: fine
 
Status
Not open for further replies.

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

Top