Completed Gerard fending off ESP assault: EspyOwner Vs Gerard

#1

"We have a cutesy doubles for you guys today. Rules are,"

setting up a couple (2) open challenges

2v2 doubles, LC.
2 subs
1 ability
training items
Arena: Mr. Heefloot's Magical Type Shop
Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.

"We have our initiator, EspyOwner!"

Staryu (Storm)
Nature: Timid (+15% Speed, -1 Attack, +22% Accuracy)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Illuminate:
Type: Can be Enabled
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Natural Cure:
Type: 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.

Analytic (Dream World):
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)
Size Class: 2
Weight Class: 3

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

Attacks:

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
BubbleBeam
Minimize
Hydro Pump
Power Gem
Brine
Reflect Type

Aurora Beam
Barrier
Supersonic

Magic Coat

Blizzard
Thunder
Surf
Dive


Scyther (Dagger) [Female]
NATURE: Careful

TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Swarm:
Type: Innate
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, X-Scissor from 8 to 10)

Technician:
Type: 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.

Steadfast (Dream World):
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 105
Size Class: 3
Weight Class: 4

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

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team

Counter
Endure
Night Slash

Protect
Brick Break
U-Turn


Snorunt (White Queen) [Female]
Nature: Timid (+15% Speed, -1 Attack, +8% Accuracy)
Type: Ice
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.

Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (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.

Stats:

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

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

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Bide
Disable
Spikes

Shadow Ball
Light Screen
Safeguard


"And we have our challenger, Gerard!"
Louise (Wooper) {}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water / Ground

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


  • Damp: (Innate)
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
  • Water Absorb: (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.
  • Unaware: (Innate)
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Stats:

HP: 90
Atk: 2
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 13 (-)
SC: 1
WC: 1
BST: 9


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


Attacks: 13

Water Gun
Tail Whip
Mud Sport
Mud Shot
Slam
Mud Bomb
Amnesia

Encore
Recover
Counter

Dig
Scald
Ice Beam
Monet (Karrablast) {}

Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Bug

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



  • Swarm: (Innate)
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, X-Scissor from 8 to 10)
  • Shed Skin: (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.
  • No Guard: (Innate)
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:

HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)
SC: 1
WC: 1
BST: 13


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


Attacks: 13

Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe

Counter
Pursuit
Megahorn

Aerial Ace
Poison Jab
Rain Dance


EspyOwner send out Pokemon and Equip

Gerard send out Pokemon, Equip, and Move

EspyOwner Moves
 
#3


Not really liking the battle we have in here, but there's no point in complaining so we better get to it, let's show them how though we are
Exp. Share & Exp. Share

Louise: Ice Beam (Dagger) ~ Scald (Dagger) ~ Ice Beam (Dagger)
*If your are targeted by Brick Break then use Counter (Dagger) and push actions

Monet: Megahorn (Storm) ~ Aerial Ace (Dagger) ~ Megahorn (Storm)
*If your are targeted by Wind Attack then use Counter (Dagger) and push actions
*If Storm is under the effect of a Damaging Evasive Move when you target her then use Aerial Ace (Dagger) and push actions
.
 
#5
**OOC: You might want to attach a typing item Gerard**


"And the little guys start their playdate!"​

Weather: Clear


Field: Clear

**Technician, Fairy Wings**
HP 100/100
EN 100/100
OK

Field: Clear

**Scuba Flippers**
HP 90/90
EN 100/100
OK
VS
Field: Clear

**Scuba Flippers**
HP 90/90
EN 100/100
OK

Field: Clear

**Model Train (1:2 scale)****
HP 90/90
EN 100/100
OK


**Illuminate**

Action 1
1. Scyther: **Technician**
Wing Attack 4-1-1=2 EN / Hit 100% / Crit <=625 (7580=NO)
Total: 1.5(6*1.5+3+3+6-3)=27 Damage
2. Staryu: Thunder 8 EN / Hit 100% / Crit <=625 (7717=NO) / Effect: PAR <=3000 (3135=NO)
Total: 1.5(12+4.5-3)=20.25 Damage
3. Karrablast: Megahorn 8-1=7 EN / Hit <=9500 (8783=Miss) / Crit <=625 (2574=NO)
Total: 1.5(12+3+6-3)=27 Damage
4. Wooper: Ice Beam 7 EN / Hit 100% / Crit <=625 (299=Crit) / Effect: FRN <=1000 (1313=NO)
Total: 2.25(10+3+3-6)=22.5 Damage

Action 2
1. Scyther: **Technician**
Wing Attack 4-1-1=2 EN / Hit 100% / Crit <=625 (8297=NO)
Total: 1.5(6*1.5+3+3+6-3)=27 Damage
2. Staryu: Thunder 8 EN / Hit 100% / Crit <=625 (4212=NO) / Effect: PAR <=3000 (9928=NO)
Total: 1.5(12+4.5-3)=20.25 Damage
3. Karrablast: 4 EN / Hit 100% / Crit <=625 (219=Crit)
Total: 1.5(6+3+6-4.5)=15.75 Damage
4. Wooper: Scald 6-1=5 EN / Hit 100% / Crit <=625 (9120=NO) / Effect: BRN 3000 (1108=BRN)
Total: 8+3+3-6=8 Damage / Effect: BRN

**Scyther: BRN 2 Damage**

Action 3
1. Scyther: **Technician**
Wing Attack 4-1-1=2 EN / Hit 100% / Crit <=625 (5968=NO)
Total: 1.5(6*1.5-3+3+3+6-3)=22.5 Damage
**Karrablast KO / -27 HP**
2. Staryu: Thunder 8 EN
Total: **Ground Immune**
3. Wooper: Ice Beam 7 EN / Hit 100% / Crit <=625 (3224=NO) / Effect: FRN <=1000 (5853=NO)
Total: 2.25(10+3-6)=22.5 Damage

**Scyther: BRN 2 Damage**​


OUTCOME

Weather: Clear

Field: Clear

**Technician, Fairy Wings**
HP 27/100
EN 94/100
OK

Field: Clear

**Scuba Flippers**
HP 63/90
EN 76/100
OK
VS
Field: Clear

**Scuba Flippers**
HP -17/90
EN 89/100
KO

Field: Clear

**Model Train (1:2 scale)****
HP 90/90
EN 81/100
OK


"And we already have a knockout!"

EspyOwner Moves
 
#6
Posting so Gerard knows to reorder, assuming his actions will be any different with the items on. If not, I'll need confirmation that I can reorder.
 
#7
If you feel the need to you may espy. I put in the items gerard picked into the field. It will be left unfinished till you VM me if you reordered or not.