Inverted Weaknesses! EspyOwner vs. Lord Jesseus (1v1 Singles) - IAR Refs

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Its_A_Random

A distant memory
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Hello, if you're not involved, please don't post in this thread until the battle's completion. Thank you.

In an arena where Fire Types can finally get their revenge over Water Types, two trainers go to war. On one hand, we have EspyOwner, a relatively new Trainer, & on the other hand, we have a veteran in the form of Lord Jesseus. What did they bring, we'll see soon. First, the regs.

REGULATIONS

1v1 NFE Singles
1 day DQ
5 chills/2 recovers
1 Substitution
Switch=OK
Abilities=One
Items=Training Items only
Arena: ASB Tournament Arena - The "Weird Zone"
Field Type: Neutral
Complexity: Moderate
Format: All

Restrictions: No Restrictions

Description: Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (With a white Pokeball centre). Surrounding the dirt is a moat filled with water. The moat is about 4.5m wide and creates a perimeter around the dirt arena. The arena itself is 24m wide, 33m long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than 18m). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.
However, there is one slight difference in this battle, though: ALL TYPE ADVANTAGES ARE REVERSED
Weaknesses become resitances and resistances become weakness. Ice becomes uber defensive, Aggron gets raped viciously by tackle.
(Immunities become 2x weaknesses)
Also this only applies to the actual typing; weaknesses, resistances and immunities granted by abilties are unaffected.
That's about all there is to say.


Now the teams:

Deino [Hercules] (M)
Nature: Hasty (+15% Speed, +7% Accuracy, -1 Defense)
Type: Dragon/Dark
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (+)
Size Class: 1
Weight Class: 2

EC: 0/9
MC: 0
DC: N/A

Abilities:

Hustle:

Type: Can be Enabled

This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Attacks:

Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Rush

Ice Fang
Fire Fang
Earth Power

Taunt
Torment
Protect
Thunder Wave

Nincada [Sampi] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: 3 (+)
Def: 3
SpA: 1 (-)
SpD: 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/6
MC: 0
DC: 3/5

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Run Away: (DW) (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.

Attacks:
Scratch
Harden
Leech Life
Sand-Attack
Fury Swipes
Mind Reader
False Swipe
Dig

Endure
Bug Bite
Gust

Substitute
X-Scissor
Aerial Ace
Protect
Giga Drain

And with that:
EspyOwner A

Hercules (M)
HP: 90
Energy: 100
Atk: Rank 3
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Speed: 44
Size Class: 1
Weight Class: 2
Base Rank Total: 13
No Changes

Lord Jesseus A

Sampi (M)
HP: 90
Energy: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
No Changes


TURN ORDER
EspyOwner Equips a Training Item (If Applicable), Specifies an ability for Deino
Lord Jesseus Equips a Training Item (If Applicable), Specifies an ability for Nincada
Lord Jesseus Issues Actions
EspyOwner Issues Actions
Its_A_Random Refs
 
Compundeyes, EXP Share.

Deino resists my STAB now. :/

Aerial Ace~Sand Attack~Aerial Ace
If Deino uses Taunt in Actions 1 or 2, replace action 2 with Dig.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
EspyOwner vs. Lord Jesseus (1v1 Singles) - IAR Refs - Round 1

ESPYOWNER VS. LORD JESSEUS

Round One - Fight!

In a 1v1 Battle where weaknesses are inverted, EspyOwner & Lord Jesseus, accompanied by a Deino named Hercules, & a Nincada named Sampi do battle! How will this turn out? Let's see.

Hercules opens by interfering with the mind of Sampi, subjecting him into a state where he has to not be repetitive. In response, Sampi goes on the offensive, slashing Hercules with his claw. This doesn't stop Hercules, though, who swears at Sampi, offending him! Sampi then burrows underground, & a short time later, pops out & rams into Hercules for some more damage! Hercules then goes on the offensive, biting Sampi & dealing damage. Sampi remains a cool customer, however, & slashes Hercules again, as the round comes to a close.

With the round done, Sampi seemingly has the advantage for now, perhaps Hercules spent too much time offending Sampi? Will Hercules' slow start cost him dearly? Or will he haul in the deficit to Sampi? Find out on the next exciting episode of CAP ASB Tower Matches...

EspyOwner A

Hercules (M) @ Nothing
Ability: Hustle
HP: 58
Energy: 77
Atk: Rank 3
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Speed: 44
Size Class: 1
Weight Class: 2
Base Rank Total: 13
No Changes

Lord Jesseus A

Sampi (M) @ Exp. Share
Ability: Compoundeyes
HP: 79
Energy: 83
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Tormented (3a), Taunted (4a)

BEGIN ROUND
---
ACTION ONE
Hercules used Torment!
Sampi was subjected to Torment (6a)!
Hercules used 9 Energy!

Sampi used Aerial Ace!

(Crit Roll [<=625]: 5630/10000; No Crit)
Hercules took (6+3)=9 Damage!
Sampi used 4 Energy!
---
ACTION TWO
Hercules used Taunt!
Sampi fell for the Taunt (6a)!
Hercules used 9 Energy!

Sampi burrowed underground!

Sampi used Dig!

(Crit Roll [<=625]: 6838/10000; No Crit)
Hercules took (8+3+3)=14 Damage!
Sampi used 9 Energy!
---
ACTION THREE
Hercules used Crunch!
(Crit Roll [<=625]: 6682/10000; No Crit)
(Effect Roll {-1 Defence} [<=2000]: 3663/10000; No Defence drop)

Sampi took (8+3)=11 Damage!
Hercules used 5 Energy!

Sampi used Aerial Ace!
(Crit Roll [<=625]: 868/10000; No Crit)
Hercules took (6+3)=9 Damage!
Sampi used 4 Energy!

Note from IAR: Sampi cannot use Aerial Ace or Dig next round.
---
END ROUND


TURN ORDER
EspyOwner Issues Actions
Lord Jesseus Issues Actions
Its_A_Random Refs
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
EspyOwner vs. Lord Jesseus (1v1 Singles) - IAR Refs - Round 2

ESPYOWNER VS. LORD JESSEUS

Round Two - That Was Supposed To Be Not Very Effective, Right?

After a first round where Hercules restricts Sampi & Sampi deals damage, all the signs point towards a damage race! How will it unfold? Let's see.

Hercules opens by detonating the ground below Sampi, & deals damage. But what is this? It was Super Effective? I thought Bug resists Ground...Well, Stranger things have happened...As Sampi prepares a counterattack, firing a red beam at Hercules...And it is also Super Effective...How the fuck did that happen? I don't know, but something's not right at the ASB Tournament Arena today...Moving on, & Hercules chomps down on Sampi, dealing damage, as Sampi counters with a flurry of slashes, all with such razor-sharp precision, sharp enough to easily get five hits on Hercules without too much effort. The last action was a carbon copy of the first, with Hercules detonating the ground below Sampi, & Sampi responding with a red beam of healing energy to cap off the round.

With the round over, & while Hercules outdamaged Sampi, the red beams Sampi used meant that the HP Gap simply got wider...And with Sampi's Torment over, Lord Jesseus seems to be in the box seat to win this match. Can Lord Jesseus & Sampi wrap up the match with this advantage? Or will EspyOwner & Hercules somehow wrestle back the match? Find out next time on CAP ASB Tower Matches...

EspyOwner A

Hercules (M) @ Nothing
Ability: Hustle
HP: 26
Energy: 58
Atk: Rank 3
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Speed: 44
Size Class: 1
Weight Class: 2
Base Rank Total: 13
No Changes

Lord Jesseus A

Sampi (M) @ Exp. Share
Ability: Compoundeyes
HP: 51
Energy: 55
Atk: Rank 3
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13
Taunted (1a)

BEGIN ROUND
---
ACTION ONE
Hercules used Earth Power!

(Crit Roll [<=625]: 3435/10000; No Crit)
(Effect Roll {-1 Sp. Defence} [<=1000]: 6930/10000; No Sp. Defence drop)

Its Super Effective!
Sampi took (9*1.5)=13.5 Damage!
Hercules used 7 Energy!

Sampi used Giga Drain!

(Crit Roll [<=625]: 3924/10000; No Crit)
Its Super Effective!
Hercules took ((8-1.5)*1.5)=9.75 Damage! Sampi recovered (9.75/2)=4.875 HP!
Sampi used 12 Energy!
---
ACTION TWO
Hercules used Crunch!

(Crit Roll [<=625]: 3699/10000; No Crit)
(Effect Roll {-1 Defence} [<=2000]: 2678/10000; No Defence drop)

Sampi took (8+3)=11 Damage!
Hercules used 5 Energy!

Sampi used Fury Swipes!
(# Hits Roll [4/5/5]: 6941/10000; 5 Hits)
(Crit Rolls [<=625/10000]: 5987, 5949, 8998, 2928, 6683; No Crits)

Hit 5 Times!
Hercules took (10+3)=13 Damage!
Sampi used 4 Energy!
---
ACTION THREE
Hercules used Earth Power!
(Crit Roll [<=625]: 8048/10000; No Crit)
(Effect Roll {-1 Sp. Defence} [<=1000]: 1140/10000; No Sp. Defence drop)

Its Super Effective!
Sampi took (9*1.5)=13.5 Damage!
Hercules used 7 Energy!

Sampi used Giga Drain!

(Crit Roll [<=625]: 1094/10000; No Crit)
Its Super Effective!
Hercules took ((8-1.5)*1.5)=9.75 Damage! Sampi recovered (9.75/2)=4.875 HP!
Sampi used 12 Energy!

Sampi is no longer Tormented!
---
END ROUND


TURN ORDER
Lord Jesseus Issues Actions
EspyOwner Issues Actions
Its_A_Random Refs
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
You wish to call DQ? Very well then.

EspyOwner has been disqualified for exceeding the Player DQ Time. 2 Rounds were completed, so prizes are awarded.

PRIZES
ESPYOWNER
+1 Loss on the W/L/T Counter


LORD JESSEUS
+2 CC
+1 Win on the W/L/T Counter
Sampi: 1 EC, 3 MC, 1 DC

ITS_A_RANDOM
+3 UC (0 KO's Reffed)

That's all, thanks for playing!
 
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