Completed fire blast vs glacier knight

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#1
here we are at the lab in which mewtwo was created, and some strange things are going on.

what sort of strange things?

i dunno, we'll have to find out. let's take a look at the rules.
This is a 1v1 Doubles!! (Yes, 1v1 Doubles)
8 Chills/5 Recoveries Total
2 Day DQ for both players & ref

Arena: Mewtwo was created by cloning Mew's cells. This battle will take place there. When your single pokemon enters the chemicals in the air will clone it, creating 2 of the same pokemon. When Mewtwo escaped, his path of destruction caused a gaping hole in the roof. They are two separate pokemon, they each get 3 actions, and must be targeted separately. The pokemon used will gain twice as much counters however. When ordering, players will have a <Pokemon> #1 and <Pokemon> #2. Before the battle starts, the player will tell the ref which one is the real one. In order to win, the real one must be knocked out, regardless of the state of the clone is in.
Fire Blast i accept! haha this will be the apprentice vs the tutor :)
Switch= INVALID, DOES NOT COMPUTE
no items
all abilities
so it's 1v1 doubles... this is looking interesting.

indeed it is, now let's see some teams.


Scratchet [Chinook](F)

Timid: (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 Attack)

Type: Normal/Fighting

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

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

Stats:

HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 46 (+)

EC: 2/6
MC: 0
DC: 1/5

Abilities:

Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice
Taunt

Yawn
Roost
Confuse Ray

Focus Blast
Grass Knot
Return


Larvesta [Flare] (M)

Nature:
Modest

Type:
Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60

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

Abilities:

Flame Body (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Swarm: (Innate) [DW] 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).

Attacks:
Ember
String Shot
Leech Life
Take Down

Morning Sun
Zen Headbutt
Magnet Rise

Fire Blast
Wild Charge
Sunny Day


Pilcowatt [Reginald] (male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Info on Reginald: While enjoying the relaxation of night fishing, Glacier Knight was surprised when the water started to glow! As he stepped back hundreds of glowing creatures burst from the water, then dove back in. Gaping in awe as the glowing things trailed downstream, Glacier realized it was a school of Pilcowatts migrated who knows where! satisfied at seeing the rare sight Glacier decided to pack up and go back to his camping grounds, but then he spied a faint glow near his fishing pole. with a tug and pull out popped the tiniest Pilcowatt of them all! Glacier took in the abandoned pokemon as his own, happily raising it.

Reginald is the baby of the group, despite Ninja and Hazel being relatively new. Glacier always cares for him and makes sure he gets water at least twice a day (to swim in of course!).
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.


Abilities:
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.


Stats:
HP: 80
Atk: Rank 1(-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 1
Spe: 95


EC:3/6
MC: 2
DC:1/5

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect

Counter
Mirror Coat
Metronome (:D)

Thunderbolt
Ice Beam
Scald

ok now let's get this battle underway.

yes, let's.

first off, fire blast sends out his pokemon, then glacier knight gives orders to his pokemon (plural), then fire blast gives orders. then i ref.

this sounds pretty hectic man.

indeed it does.
 
#2
just checking on this, but isn't the order procedure blast sends out pokemon first, i send out mine and call actions, then he calls actions? it just seemed funny so i looked at other matches and that's the procedure they go by
 
#4
let's go Reginald! (aw man theres no epic pictures of Pilcowatt on the internet to upstage that)

ok, so nows theres two of you, let's do this Reginald(s)! Let's gang up on one of them and pray it's the real one! and oh since they both have Trace they will both copy Flame body (it is all abilities so now they have magic guard and flame body)


Reginald #1 Scald~ Thunder Bolt~ Scald all at Larvesta #2
Reginald #2 Scald~Metronome~ Scald all at Larvesta #2

btw these are metronome's ten moves (Stone Edge, Torment, Rain Dance, Drill Peck, Spore, Toxic, Confuse Ray, Barrier, Earth Power, Thunder Wave)
 
#5
Flare #1: Wild Charge~Zen Headbutt~Fire Blast (All at #2)
Flare#2: Sunny Day~Zen Headbutt~Wild Charge (All on #2)

If Metronome chooses Rain Dance, use Sunny Day again on Action 3.
 
#6
quick disclaimer: i can't be assed doing speed tie checks twice every action so #1 will always go before #2.

(1)
larvesta (flare) M
nature: modest
hp: 90
energy: 100%
status: none
boosts: none

(2)
larvesta (flare) M
nature: modest
hp: 90
energy: 100%
status: none
boosts: none

(1)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 100%
status: none
boosts: none

(2)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 100%
status: none
boosts: none


the battle is now beginning in the lab of the mighty mewtwo! we have our clones all set-

including mine!

-and ready to go. reginald and his clone both have a good plan: scalding flare #2! they both deal pretty good damage, and reginald #1 even managed to strike a critical spot! flare #1 doesn't like this happening to his teammate, and charges wildly at reginald #2, dealing good damage but hurting himself at the same time. the flare under assault, #2, just chills out a bit with a nice dance, making it a nice and sunny day.

reginald #1 charges up and lets loose a thunderbolt on flare #2, while reginald #2 waggles its finger-like thing like a metronome, then suddenly shoots forward and somehow drill pecks flare #2! goodness how does that even. then both flares nod at each other and simultaneously zen headbutt reginald #2, dealing good damage.

both reginalds fall back on the original plan of scalding, and even though the sun is hot and lessens their damage, it's enough to knock out flare #2. flare #1 seeks revenge and generates a massive flame, then fires a blast of it at reginald #2, which hurts thanks to the hot sun despite the resistance, and even scores a critical hit!

well that was an interesting round wasn't it my clone.

yes indeed, but a bit of hax either way. let's see what happens in the next round!

(1)
larvesta (flare) M
nature: modest
hp: 85
energy: 80%
status: none
boosts: none

(2)
larvesta (flare) M
nature: modest
hp: KO
energy: KO
status: none
boosts: none

(1)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 84%
status: none
boosts: none

(2)
pilcowatt (reginald) M
nature: modest
hp: 21
energy: 74%
status: none
boosts: none

g1 -> f2 scald: 47/1000 (crit); ((8+3+3+(3-2)*1.5)*1.5) = 23.25 damage rounded to 23, -5 energy
g2 -> f2 scald: 826/1000 (no crit); ((8+3+(3-2)*1.5)*1.5) = 18.75 damage rounded to 19, -5 energy
f1 -> g2 wild charge: 832/1000 (no crit); ((9+(2-1)*1.5)*1) = 10.5 damage rounded to 11, 5.25 recoil rounded to 5, -7 energy
f2 sunny day: -10 energy

g1 -> f2 thunderbolt: 916/1000 (no para); 738/1000 (no crit); ((10+3+(3-2)*1.5)*1) = 14.5 damage rounded to 15, -6 energy
g2 metronome 336/1000 (drill peck) -> f2: 427/1000 (no crit); 569/1000 (no flame body); ((8+(1-2)*1.5)*1.5) = 9.75 damage rounded to 10, -(10+6) = 16 energy
f1 -> g2 zen headbutt: 941/1000 (hit); 967/1000 (no crit); ((8+(2-1)*1.5)*1) = 9.5 damage rounded to 10, -6 energy
f2 -> g2 zen headbutt: 152/1000 (hit); 773/1000 (no crit); 10 damage, -6 energy

g1 -> f2 scald: 651/1000 (no crit); ((8+3+(3-2)*1.5-3)*1.5) = 14.25 damage rounded to 14, -5 energy
g2 -> f2 scald: 345/1000 (no crit); 14 damage, -5 energy
f1 -> g2 fire blast: 373/1000 (hit); 441/1000 (no burn); 28/1000 (crit); ((12+3+3+(3-1)*1.5+3)*0.67) = 16.08 damage rounded to 16, -7 energy


fire blast, you are up.
 
#8
Ok Reginald(s), let's do this! I can't let you die Reginald!

Reginald #1- Scald~Scald~Scald
Reginald #2- Detect~Scald~Detect
(all the scalds are aimed at larvesta 1, just saying haha)
 
#9
(1)
larvesta (flare) M
nature: modest
hp: 85
energy: 80%
status: none
boosts: none

(1)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 84%
status: none
boosts: none

(2)
pilcowatt (reginald) M
nature: modest
hp: 21
energy: 74%
status: none
boosts: none


back into the action we go. reginald #2 immediately detects danger, so he protects himself. reginald #1, however, goes with the tried-and-true scald, and the remaining flare tries to zen headbutt reginald #2 but can't break the critter's protection.

both reginalds have a hive mind and fire off simultaneous scalds at flare, doing very good damage, but flare retaliates at reginald #2 with a wild charge, but he hurts himself in doing so. reginald #2 is looking very worn out though, so he's doing the job.

reginald #2 detects danger again, and protects himself again. reginald #1 is still on that train of thought involving scalding flare, but the energy it's requiring to do so is becoming massive and he's getting tired. flare summons a giant fireball and blasts it at reginald #2, but can't break that protection once more.

(1)
larvesta (flare) M
nature: modest
hp: 24
energy: 60%
status: none
boosts: none

(1)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 45%
status: none
boosts: none

(2)
pilcowatt (reginald) M
nature: modest
hp: 10
energy: 47%
status: none
boosts: none

r2 detect: -(7+(10/3)) = -10 energy
r1 -> f scald: 96/1000 (no crit); 14 damage, -9 energy
f -> r2 zen headbutt: 541/1000 (hit); 441/1000 (no crit); 10 damage, -6 energy
71/74; 80/75; 21/64

r1 -> f scald: 719/1000 (no crit); 14 damage, -13 energy
r2 -> f scald: 401/1000 (no crit); 14 damage, -5 energy
f -> r2 wild charge: 991/1000 (no crit); 11 damage, 5 recoil, -7 energy
38/67; 80/62; 10/59

r2 detect: -(7+(14/3)) = -11.7 energy rounded to 12
r1 -> f scald: 998/1000 (no crit); 14 damage, -17 energy
f -> r2 fire blast: 304/1000 (hit); 292/1000 (no burn); 266/1000 (no crit); ((12+3+(3-1)*1.5+3)*0.67) = 14.07 damage rounded to 14, -7 energy
24/60; 80/45; 10/47


glacier knight you are up.
 
#12
(1)
larvesta (flare) M
nature: modest
hp: 24
energy: 60%
status: none
boosts: none

(1)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 45%
status: none
boosts: none

(2)
pilcowatt (reginald) M
nature: modest
hp: 10
energy: 47%
status: none
boosts: none


here we are in what looks to be game over for fire blast. but, strangely, instead of going for the ko, reginald #2 detects danger, and protects himself. how very strange. reginald #1 keeps going with the scalding though, and manages to strike a critical part of flare, leaving him with a sliver of health. flare keeps his composure though and uses the morning sun to heal himself a good amount of hp.

reginald #1 finally figures out that he can't keep up with the huge energy loss from scalding, so instead lets loose a crackling thunderbolt at flare, which manages to paralyse him. reginald #2 also gets on the offensive, scalding flare, bringing him back down to a low amount of hp. flare tries to ready an attack but the paralysis overcomes him.

from there, the remainder of the match is a formality, with reginald #1 simply scalding for the last big of damage.

(1)
larvesta (flare) M
nature: modest
hp: KO
energy: KO
status: none
boosts: none

(1)
pilcowatt (reginald) M
nature: modest
hp: 80
energy: 14%
status: none
boosts: none

(2)
pilcowatt (reginald) M
nature: modest
hp: 10
energy: 35%
status: none
boosts: none

r2 detect: -7 energy
r1 -> f scald: 8/1000 (crit); ((8+3+3+(3-2)*1.5-3)*1.5) = 18.75 damage rounded to 19, -21 energy
f morning sun: +35 hp, -(6+9) = -15 energy
40/45; 80/24; 10/40

r1 -> f thunderbolt: 37/1000 (para); 134/1000 (no crit); (10+3+(3-2)*1.5) = 14.5 damage rounded to 15, -6 energy
r2 -> f scald: 449/1000 (no crit); 14 damage, -5 energy
f -> r2 wild charge: 797/1000 (no crit); 90/1000 (para)
11/45 (p:10); 80/19; 10/35

r1 -> f scald: 14 damage, -5 energy


congratulations glacier knight on your victory.

prizes:

  • fire blast and glacier knight get 2 tc each.
  • i get 4 ref tokens.
  • flare and reginald get 2 ec, 4 mc and 2 dc (if i understood the rules correctly).
  • reginald gets 2 koc.


good game gentlemen!
 
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