Glacier Knight vs SubwayJ

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2v2 Open Training Doubles
Unlimited recs/chills
1 Day DQ
2 Subs
No Switch
Training Items
All abilities
Arena:
Field Type- Rock/Ground
Complexity- Simple/Moderate
Format- All
Restrictions- All weather can be used except Sunny Day, No water source

Obsidian Badlands: One of the harshest places out there, the Obsidian Badlands used to be a chain of volcanoes. One day a Heatran erupted from its slumber underneath the volcanoes. Enraged for some unknown reason, the Heatran released an explosive amount of power. The beast channeled the power through its home, and without warning all of the Volcanoes burst open, lava and flames searing the surface. Water types from near and far quickly extinguished the lava, hardening it to the point of transformation. Because of the rapid cooling the lava became obsidian, a black glassy rock. Also the lava went everywhere, so area is coated here and there with thick plates or spikes of obsidian. The black rock gives the already daunting place a dark demeanor, and only the most fearless of trainers train and battle here. In the center of this craggy place is Obsidian Pillar, the only remains of the largest volcano. Its sheer size disheartens the bravest pokemon, and its sharp edges and spikes could fall onto unsuspecting victims at anytime. The weather here is always stormy, though it only rains once every few months. Because of this the place is always in a severe drought. The ground is able to be dug up, but you must be careful; the obsidian is unsteady in some places. Summary: Weather is always stormy, though it rarely rains. Rain, sandstorms, and hail can be summoned. Digging and using earthquake is ok, but at your own risk.


Glacier's Knights:
(Ralts evolves on entry)


Nolan [Ralts] (M)

Nature: Impish (+def, -spa)

Type: Psychic

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.

Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

[DW] Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

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

EC: 7/9
MC: 0
DC: 3/5

Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Encore
Shadow Sneak

Ice Punch
Fire Punch
Zen Headbutt

Protect
Shadow Ball
Thunder Wave

17 Moves

Purple Fizz the Slugma (M)

Nature: Quiet (+special attack, - speed)

Info on Quicksilver:

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.
Rock: 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:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).

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.

(DW UNLOCKED) Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.



Stats:

HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 17

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

Attacks:
Yawn
Smog
Ember
Rock Throw
Harden
Recover
Flame Burst
Earth Power
Body Slam
Lava Plume
Shell Smash
Rock Slide

Curse
Heat wave
Smokescreen
Pain Split

Protect
Rock Tomb
Over Heat
Double Team
Flame Charge

21 Moves

Team Subway

Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

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.
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.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-LOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats: (Quiet Nature)

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 1/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball


Shell Smash(Sketched)
Giga Drain
Natural Gift

Protect
Calm Mind
Psychic


Nature: Serious (no effect on stats)

Type: Normal

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

Abilities: Limber, Imposter
Limber
: Type: Innate This Pokemon’s body is well trained and immune to paralysis.
Imposter: (DW Unlocked) Type: Innate This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

Stats
:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12

DC: 5/5

Moves:
Transform


Nature: Modest (+SpAtk, -Atk)

Type: Psychic

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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

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.

Stats: (Modest Nature)

HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank4(+)
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 14

MC: 0

Moves:

Hidden Power Bug (7) : 50% Drain Effect (*)
Hidden Power Dark (7) : Taunt Effect (*)
Hidden Power Dragon (7) : Roar Effect (*)
Hidden Power Electric (7) : 30% Paralyze (*)
Hidden Power Fighting (7) : Calculates Damage Using Defense (*)
Hidden Power Fire (7) : 30% Burn (*)
Hidden Power Flying (7) : High Critical Hit Ratio (*)
Hidden Power Ghost (7) : 20% Special Defense Lower (*)
Hidden Power Grass (7) : 20% Sleep (*)
Hidden Power Ground (7) : 20% Accuracy Lower (*)
Hidden Power Ice (7) : 20% Freeze (*)
Hidden Power Poison (7) : 30% Toxic (*)
Hidden Power Psychic (7) : 20% Confusion (*)
Hidden Power Rock (7) : 20% Flinch (*)
Hidden Power Steel (7) : 20% Special Attack Lower (*)
Hidden Power Water (7) : 20% Speed Lower, and douse (*)
(Because it's unown)

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable and Imprison. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack, so for example Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers.

Subway sends out mons first
 
Jesseus, i love you becuase you pulled up Kirlia's evo shit. and i was lazy and really dreading doing that. you get love points in my book <3

Anyway, Purple Fizz gets a Exp Share to hold

Rolan-Thunder Wave Necturna~Ice Punch Necturna~Fire Punch Necturna
Whenever Necturna uses Protect, Target Unown that action

Purple Fizz-Shell Smash~Heat Wave~Heat Wave


If Necturna Faints, Target Unown
 
Kirlia and Necturna fail to status each other while the latter sets up for action, though also taking hits from the former.
Magcargo bathes his foes in heat, haxing everyone to hell, so Unown responds with an increasingly effective series of Hidden Powers.
Action 1

Necturna Protect, 7 EN

Kirlia Thunder Wave, 7 EN
Vs Necturna: No

Unown Hidden Power Dark, 5 EN
Vs Magcargo: To crit 7/16 No, 8.5 Damage, Taunted

Magcargo Shell Smash
OOPS!

Action 2


Necturna Shell Smash, 20 EN
+2 Atk, +2 SpA, +2 Spe, -1 Def, -1 SpD

Kirlia Ice Punch, 6 EN
Vs Necturna: To crit 11/16 No, to freeze 10/10 No, 9.25 Damage

Unown Hidden Power Water, 5 EN
Vs Magcargo: To crit 5/16 No, To lower Spe 5/10 No, 19.125 Damage

Magcargo Heat Wave, 6 EN
Vs Necturna: To crit 12/16 No, to burn 7/10 No, 15.25 Damage
Vs Unown: To hit 8/10 Yes, To crit 1/16 Yes, to burn 1/10 Yes, 16.5 Damage

Unown 2 Burn Damage

Action 3

Necturna Will-o-Wisp, 7 EN
Vs Kirlia: To hit 97/100 No

Kirlia Fire Punch, 6 EN
Vs Necturna: To crit 16/16 No, to burn 10/10 No, 9.25 Damage

Unown Hidden Power Ground, 5 EN
Vs Magcargo: To crit 6/16 No, to lower acc 3/10 No, 19.125 Damage

Magcargo Heat Wave, 10 EN
Vs Necturna: To crit 12/16 No, to burn 1/10 Yes, 15.25 Damage
Vs Unown: To hit 3/10 Yes, To crit 1/16 Yes, 16.5 Damage

Unown 2 Burn Damage
Necturna 2 Burn Damage

SubwayJ:


Doodle Jump the Unown
57 HP/85 EN
Burned

PVZ the Necturna
49 HP/66 EN
Burned

Glacier:

Purple Fizz the Magcargo
43 HP/84 EN

Nolan the Kirlia
90 HP/81 EN

So Glacier's winning but mostly due to massive hax...
 
Necturna: Giga Drain (Kirlia)-Horn Leech(Kirlia)- Giga Drain (Kirlia)
If Kirlia uses protective/evasive action target macargo that action instead

Unown-HP Bug(Kirlia)-
HP Ground (Macargo)-HP Water (Macargo)
If Kirlia Uses Protective/evasive action A1 Change that action to HP Water (Macargo)
 
Necturna attempts to restore HP but her efforts are futile. Glacier's team protects itself before really opening FIRE, killing the ghost plant thing good, although Unown batters Magcargo quite a bit.
Action 1

Kirlia Protect, 7 EN

Magcargo Protect, 7 EN

Necturna Giga Drain, 11 EN
Vs Magcargo: To crit 7/16 No, -6.4 EN

Unown Hidden Power Water, 5 EN
Vs Magcargo: To crit 7/16 No, -7.65 EN

Unown 2 Burn Damage
Necturna 2 Burn Damage

Action 2


Necturna Horn Leech, 7 EN
Vs Kirlia: To crit 10/16 No, 14.5 Damage
7.25 HP Restored

Unown Hidden Power Ground, 5 EN
Vs Magcargo: To crit 6/16 No, to lower acc 3/10 No, 19.125 Damage

Kirlia Fire Punch+Fire Punch, 23.5 EN
Vs Necturna: To crit 12/16 No, 24.25 Damage

Megcargo Heat Wave+Heat Wave, 56 en
Vs Necturna: to hit 54/100 Yes, to crit 3/16 No, 29.3125 damage
Vs Unown: To hit 74/100 Yes, to crit 7/16 No, 22.875 Damage

Unown 2 Burn Damage
Necturna 2 Burn Damage
NECTURNA FAINTED

Action 3

Unown Hidden Power Water, 5 EN
Vs Magcargo: To crit 13/16 No, To lower Spe 5/10 No, 19.125 Damage

Unown 2 Burn Damage

SubwayJ:


Doodle Jump the Unown
28 HP/70 EN
Burned

PVZ the Necturna
KOd

Glacier:

Purple Fizz the Magcargo
5 HP/7 EN

Nolan the Kirlia
75 HP/50 EN
 
Action 1

Kirlia Thunder Wave, 7 EN
Unown Paralysed!

Magcargo Yawn, 7 EN (MAGCARGO FAINTED!)
Unown Drowsy

Unown Para... 1/4 Yes!

Unown 2 Burn Damage

Action 2


Kirlia Shadow Ball, 6 EN
Vs Unown: To crit 3/16 No, lower spD 10/10 No, 12 Damage

Unown Para... 4/5 No
Hidden Power Water, 5 EN
Vs Nothing: oops

Unown 2 Burn Damage

Action 3

Kirlia Shadow Sneak, 3 EN
To crit: 12/16 No

Unown Hidden Power Ground, 5 EN
Nothing again!

Unown 2 Burn Damage

UNWON LIVES ON 2 HP. THERE IS NO WAY HE CAN SURVIVE. OBSERVE:
ACTION 4:
KIRLIA DOES NOTHING
UNOWN DOES ANYTHING HE GODDAMN WANTS
UNOWN TAKES 2 BURN DAMAGE AND FAINTS
THE END

SubwayJ:


Doodle Jump the Unown
2 HP/60 EN
Burned
1 KO

PVZ the Necturna
KOd

Glacier:

Purple Fizz the Magcargo
KOd
1 KO

Nolan the Kirlia
75 HP/34 EN


So yeah I'm calling it here and giving Kirlia a KOC because there is no possible chance for a comeback. K?

Rewards:
Glacier and Subway: 2 CC
Jesseus: 5 UC
All mons: 1 EC 1 DC 2 MC
Kirlia, Magcargo, Unown: 1 KOC

YAAAAY
 
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