Completed Flamestrike takes on TRG

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#1
Also making a slightly smaller challenge:
2v2 Singles
3 Day DQ
2 Subs
2 Recovers/5 chills
Arena: Unown Soup! (cbf to find the description right now, if the ref/opponent doesn't know what this is I'll go find it)
Items=On
Don't care what you use but I'll be using FEs.
Team Flamestrike:

Cyclohm - Shockstrike (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Total Moves: 41

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

Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
ThunderShock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Discharge
Slack Off
Hyper Beam
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Draco Meteor

Roar
Hidden Power Grass (7)
Sunny Day
Ice Beam
Light Screen
Protect
Thunderbolt
Thunder
Double Team
Flamethrower
Fire Blast
Torment
Volt Switch
Thunder Wave
Dragon Tail
Substitute
Trick Room
Surf

Dragon Pulse


Magmortar - Flamestrike (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire
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.

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.
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.

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 72 (83/1.15v)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 34

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

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Confuse Ray
Sunny Day
Lava Plume
Flamethrower
Fire Blast
Hyper Beam

Cross Chop
Mach Punch
ThunderPunch

Counter
Endure
Heat Wave
Helping Hand
Mimic

Hidden Power Ice 7
Taunt
Protect
SolarBeam
Thunderbolt
Earthquake
Psychic
Brick Break
Torment
Rest
Will-O-Wisp
Substitute

Bide


Team TRG:

<Blastoise> [Sumvin] (Male)
Nature: Rash
Type:
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 Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Rain Dish:(Innate)This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.


Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 3(-)
Spe: 78
Size Class: 3
Weight Class: 4
Base Rank Total: 20


EC: 9/9
MC: 0
DC: 4/5

Attacks:(15)
Tail Whip
Water Gun
Tackle
Bite
Rapid Spin
Protect
Water Pulse
Bubble
Withdraw
Hydro Pump
Aqua Tail

Water Spout
Yawn
Mirror Coat
Muddy Water

Scald
Brick Break
Blizzard
Ice Beam


*<Arcanine> [Korlyam] (Male)
Nature: Naughty
Type:
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.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Justified (DW)(UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2(-)
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20


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

Attacks:(16)
*Leer
*Flame Wheel
*Bite
*Helping Hand
*Take Down
*Roar
*Ember
*Odor Sleuth
*Reversal
Fire Fang
Thunder Fang
Flare Blitz
Crunch

*Close Combat
*Morning Sun
*Heat Wave

*Aerial Ace
*Dig
*Wild Charge
*Flame Charge


Flamestrike send out first mon, then TRG responds with mon and orders
 
#3
"When water meets flame, the flame goes out!"

GO Sumvin!

Water Spout-Water Spout-Hydro Pump
IF an action is Protected against switch that action to Withdraw
IF Confuse Ray is used switch that action to Protect once
 
#4

"Perhaps the flame does go out, but you should be more careful that it doesn't strike back! Bide your time Flamestrike and show him just what fire can do against water!"

Summary:
Bide -> hold -> release
 
#5

Magmortar [Flamestrike] Male
hp: 100
energy: 100%
status: none
boosts: none
Speed: 72


Blastoise [Sumvin] Male
hp: 100
energy: 100%
status: none
boosts: none
Speed: 78


Terrible internet means flavor comes later.


Magmortar [Flamestrike] Male
hp: 41
energy: 42%
status: none
boosts: none
Speed: 72


Blastoise [Sumvin] Male
hp: KO
energy: KO%
status: none
boosts: none
Speed: 78



Flamestrike begins storing energy!

Sumvin uses Water Spout!

To Crit <625, 4105 no
(15+3+[4-3]*1.5)*1.5=29.25 Damage
-9 Energy

Flamestrike is storing energy!

Sumvin uses Water Spout!

To Crit <625, 4630 no
(15+3+[4-3]*1.5)*1.5=29.25 Damage
-13 Energy

Flamestrike uses Bide!
58.5*1.75=102.375
-58 Energy

Sumvin was KOed

Magmortar: 29.25+29.25=58.5=59 Damage Taken


Arcanine is sent out automatically, Flamestrike issue orders!!
 
#6

"Great job Flamestrike, now we have a fellow Fire type to deal with. Nail it with a Psychic, follow up with an Earthquake, and finish off with another Psychic! If he uses Dig, then punish it with a Earthquake and push actions back, and if he Wild Charges you then just Counter it!"

Summary:
Psychic -> Earthquake -> Psychic
If he uses Dig use Earthquake and push actions down
If he uses Wild Charge use Counter and push actions down
 
#7
posting for Kevin since our internet situation right now is bad and hes sitting right here

Close Combat - Wild Charge - Close Combat


Magmortar [Flamestrike] Male
hp: 41
energy: 42%
status: none
boosts: none
Speed: 72


Arcanine [Korlyam] Male
hp: 100
energy: 100%
status: none
boosts: none
Speed: 95


Terrible internet means flavor comes later.


Magmortar [Flamestrike] Male
hp: KO
energy: KO%
status: none
boosts: none
Speed: 72


Arcanine [Korlyam] Male
hp: 54
energy: 76%
status: none
boosts: none
Speed: 95



Round 1:
Korlyam uses Close Combat!
To Crit <625, 2343 no
12+3=15 Damage
Korlyam's defenses fell
-8 Energy

Flamestrike uses Psychic!
To Crit <625, 4419 no
Lower SpD <1000, 2572 no
11+4.5+1.75=17.25 Damage
-8 Energy

Round 2:
Korlyam uses Wild Charge!
To Crit <625, 1411 no
11+3=14 Damage
-4 HP Recoil
-8 Energy

Flamestrike uses Counter!
14*1.75=24.5 Damage
-13 Energy

Round 3:
Korlyam uses Close Combat
To Crit <625, 7716 no
12+3=15 Damage
Korlyam's defenses fell
-8 Energy

Flamestrike was KOed

Arcanine: 17.25+24.5=41.75+4=46 Damage Taken
Magmortar: 15+15+14=44 Damage


TRG orders, then Flamestrike!!
 
#8
Posting for TRG again since he's right here and trying to swap accounts on a single laptop right now would be disastrous:

Dig-Dig-Dig
IF Protect is used, switch that action to Morning Sun, but only once
 
#9

"Alright, he thinks he can Dig his way to victory, but unfortunately for him he can't quite reach us after we Magnet Rise! After that, feel free use Trick Room to make yourself faster, then slam him with a Hydro Pump!"
Summary:
Magnet Rise -> Trick Room -> Hydro Pump
 
#10

Cyclohm [Shockstrike] Male
hp: 110
energy: 100%
status: none
boosts: none
Speed: 80


Arcanine [Korlyam] Male
hp: 54
energy: 76%
status: none
boosts: none
Speed: 95


Magnet Rise actually specifies that Size Class 4 can hit through it. O.o


Cyclohm [Shockstrike] Male
hp: 64
energy: 77%
status: none
boosts: none
Speed: 80


Arcanine [Korlyam] Male
hp: 27
energy: 32%
status: none
boosts: none
Speed: 95



Round 1:
Korlyam uses Dig!
To Crit <625, 7427 no
8+1.5*1.5=14.25 Damage
-10 Energy

Shockstrike uses Magnet Rise!
Shockstrike began to float!
-5 Energy

Round 2:
Korlyam uses Dig!
To Crit <625, 1200 no
8+1.5*1.5=14.25 Damage
-14 Energy

Shockstrike uses Trick Room!
The dimensions were distorted!
-10 Energy

Round 3:
Korlyam uses Dig!
To Crit <625, 481 yes
8+3+1.5*1.5=17.25 Damage
-18 Energy

Shockstrike uses Hydro Pump!
To Hit <8500, 2323 yes
To Crit <625, 1377 no
12+4.5*1.5+1.75=26.5 Damage
-8 Energy

Cyclohm: 14.25+14.25+17.25=45.75=46 Damage Taken
Arcanine: 26.5=27 Damage taken


Flamestrike's Turn!!
 
#11
Actually, it specifies that above SC 4 can hit through it.
DAT said:
Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

"Great job Shockstrike, just finish him off with a Hydro Pump! If it misses or he saves himself with recovery, then nail him with a Surf and finish off with a Thunderbolt!"

Summary:
Hydro Pump -> Surf -> Thunderbolt
 
#13

Cyclohm [Shockstrike] Male
hp: 64
energy: 77%
status: none
boosts: none
Speed: 80


Arcanine [Korlyam] Male
hp: 27
energy: 32%
status: none
boosts: none
Speed: 95



Cyclohm [Shockstrike] Male
hp: 49
energy: 62%
status: none
boosts: none
Speed: 80


Arcanine [Korlyam] Male
hp: KO
energy: KO%
status: none
boosts: none
Speed: 95



Round 1:

Shockstrike uses Hydro Pump!
To Hit <8500, 5423 yes
To Crit <625, 7452 no
12+4.5*1.5+1.75=26.5 Damage
-8 Energy

Korlyam uses Close Combat!
To Crit <625, 5935 no
12+3=15 Damage
Korlyam's defenses fell
-8 Energy


Round 2:
Shockstrike uses Surf!
To Crit <625, 6823 no
10+5*1.5=22.5 Damage
-7 Energy

Korlyam Faints!

Cyclohm: 15=15 Damage Taken
Arcanine: 26.5+22.5=49 Damage taken


Thats it!

Flamestrike Wins!

Spoils
Ragnarokalex-3 UC

FlameStrike-2 CC
FlameStrike-4 MC/1 KOC
ShockStrike-4 MC/1 KOC

The Royal Guard-2 CC
Korlyam- 4 MC/1 KOC
Sumvin- 2 MC/1 DC
 
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