It's the Final Countdown: Black Buddha vs. Shiny Umbreon (It's me again)

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Looking for another challenge to fill up my first few slots, hopefully someone with similar experience will pick this up

3v3 Singles
DQ : 3 days (or 2 if you're up for it)
2 recovers, 5 chills
arena:

Oh my god its so original. For falling off the stage, I guess make it so that they take some damage and get teleported back to the top, kinda like in Smash I guess ?
I'll take this. Switch = KO, 1 ability, no items.

Phanpy(*), Robophan (M)
Nature: Adamant
Type: Ground
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.

Abilities
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sand Veil (DW) : (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

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

Attacks
Odor Sleuth (*)
Growl (*)
Defense Curl (*)
Flail (*)
Take Down (*)
Rollout (*)
Natural Gift (*)
Slam (*)

Ice Shard (*)
Head Smash (*)
Counter (*)

Bulldoze (*)
Dig (*)
Toxic (*)


Elekid (*), Faraday (M)
Nature: Naive
Type: Electric
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
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.
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.

Stats
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 109 (95 * 1.15)

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

Attacks
Quick Attack (*)
Leer (*)
ThunderPunch (*)
ThunderShock (*)
Low Kick (*)
Swift (*)
Shock Wave (*)
Light Screen (*)

Fire Punch (*)
Ice Punch (*)
Meditate (*)

Brick Break (*)
Thunder Wave (*)
Thunder (*)


Pawniard (*), Shunt (M)
Nature Adamant
TypeDark / Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60

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

Abilities
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
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.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

Sucker Punch (*)
Psycho Cut (*)
Revenge (*)

Swords Dance (*)
Brick Break (*)
Rock Tomb(*)



Squirtle(*) Michael (M)
Nature: Bold (Adds * to Defense; Subtracts * From Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.


Stats:

HP: 90
Atk: *(-)
Def: ****(+)
SpA: **
SpD: ***
Spe: 43

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

Attacks:
Tackle(*)
Tail Whip(*)
Bubble(*)
Withdraw(*)
Water Gun(*)
Bite(*)
Rapid Spin(*)
Protect(*)
Water Pulse(*)

Water Spout(*)
Yawn(*)
Aqua Jet(*)

Ice Beam(*)
Substitute(*)
Surf(*)


Eevee(*) Cappy (M)
Nature: Sassy (Adds * to Special Defense; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability: (Innate) The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Stats:

HP: 90
Atk: **
Def: **
SpA: **
SpD: ****(+)
Spe: 47(-)

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

Attacks:
Tail Whip(*)
Tackle(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)

Curse(*)
Detect(*)
Fake Tears(*)

Return(*)
Dig(*)
Shadow Ball(*)


Ralts(*) Kit (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy (DW): (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: *
Def: *
SpA: *(-)
SpD: **
Spe: 46

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

Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)

Shadow Sneak(*)
Destiny Bond(*)
Confuse Ray(*)

Psychic(*)
Shadow Ball(*)
Thunderbolt(*)


BB releases Pokemon
Umbreon releases Pokemon and orders
BB orders
I ref
BB orders
Umbreon orders
I ref
Umbreon
BB
Me
BB
Umbreon
Me
etc.

LET'S GET IT
 
In that case, come on out, Cappy!

Start out by using Dig to get some damage on him! Then Dig again, and end the round by Digging some more! If he tries to use a fighting type attack on you, use Detect instead to evade it!
 
Ok Faraday, hit it with a Thunder Wave before it goes down under. Follow up with a Meditate while hes underground and strike it with a ThunderPunch when he resurfaces. If at any point the paralysis stops him from digging, attack with a ThunderPunch.
 
Y'know, I happen to be a big Brawl fan myself. Just for the record.

Background music FTW


Faraday
HP: 90
Energy: 100


VS



Cappy
HP: 90
Energy: 100

Round 1...Begin!

Whoa...where are we? It looks like we're in...space? Whatever, we aren't here to admire the scenery, we're here for a Pokemon battle! On the west (read: left) end of the platform, Black Buddha releases Faraday, his Elekid! Across from him is The Shiny Umbreon, who starts out with his Eevee, Cappy! (No telling what THAT thing'll evolve into...)

Faraday wins initiative and strikes first with a crippling Thunder Wave! Cappy writhes painfully under the electric shock, and appears to be paralyzed! He finds the strength to keep going, though, and tries to Dig under the surface! Just one problem: the floor is too hard for Cappy to even make a dent in it! That could be problematic!

Observing Cappy trying to Dig its way into the platform seems to be boring to Faraday, so he folds up his legs and Meditates, slightly increasing his Attack! Cappy's still trying in vain to Dig his way underground, but he may as well give up: Master Hand himself made that platform, so it's not collapsing anytime soon!

Faraday finally goes on the offensive, charging Cappy and nailing him with a ThunderPunch! Unfazed, and seemingly unaffected so far by the paralysis, Cappy continues to fruitlessly Dig at the floor! Either he's stupid, or just determined, but any way you slice it, Cappy didn't do anything worthwhile this round!

It's a bit one-sided at the moment, but this intergalactic battle is just getting started! We'll have more after a word from our sponsors!


Faraday
HP: 90
Energy: 82
Other: Attack +1
Status: Falcon...PUUUUUNCH!!!!!


VS



Cappy
HP: 76
Energy: 70
Other: Paralyzed (20% next round)
Status: May have chipped a claw...

Faraday's Thunder Wave: Cappy is now 25% Paralyzed. Faraday expends 7 Energy.

Cappy's Dig: RNG rolls 858; Cappy can move. Fails due to hardness of arena floor. Cappy expends 6 Energy.

Faraday's Meditate: Faraday's Attack is raised 1 stage. Faraday expends 5 Energy.

Cappy's Dig: RNG rolls 839; Cappy can move. Fails due to hardness of arena floor. Cappy expends 10 Energy.

Faraday's ThunderPunch: Deals 14 damage to Cappy. Faraday expends 6 Energy.

Cappy's Dig: RNG rolls 985; Cappy can move. Fails due to hardness of arena floor. Cappy expends 14 Energy.


Buddha, your turn.
 
Ok, we're off to a good start, great work Faraday!

Now, attack with a Brick Break! Follow it up with another Brick Break! End the round with a Thunder Punch! If he uses a non-attacking move, replace the next action with a Meditate.
 
Alright, as valiant as your effort was, I think we have to change it up a bit :P.

Use Curse to start, Detect to block the second Brick Break, and then use Return to actually do damage to this thing!
 
Round 2

Wow, three days later, I finally decide to ref this. I suck.

Background Music Again


Faraday
HP: 90
Energy: 82
Other: Attack +1


VS



Cappy
HP: 76
Energy: 70
Other: Paralyzed (20%)

Round 2...Begin!

And we're back for Round 2! Faraday's started us off again, slugging Cappy hard enough to break bricks! That's going to leave a mark! But what's this? Cappy seems to be Cursing at Faraday! I don't think we can air these words, but it seems to have fired Cappy up!

Cappy seems to know that he's pretty much thrown down the gauntlet, so he tries to Detect an attack! But it was unnecessary--rather than letting his emotion take over, Faraday's decided to Meditate once more to clear his mind and raise his Attack again to match Cappy's Defense boost! Nicely done!

His mind fully clear, Faraday now runs over and attacks with a ThunderPunch! That one wasn't a critical hit, but it sent Cappy skittering to the end of the platform, barely holding on! In retaliation, Cappy dives at Faraday with a Return! It was a decent hit, but Cappy's going to have to hit harder than that to get back in this thing!

The battle rages on, and it's a bit one-sided! Can Faraday finish the fight, or can Cappy pull out a comeback? Stay tuned...


Faraday
HP: 75
Energy: 65
Other: Attack +1
Status: You have much yet to learn, grasshopper.


VS



Cappy
HP: 48
Energy: 50
Other: Paralyzed (15% next round); Attack, Defense +1, Speed -1
Status: "Scotty, we need more power!"

Faraday's Brick Break: Deals 14 damage to Cappy. Faraday expends 6 Energy.

Cappy's Curse: RNG rolls 434; Cappy can move. Cappy's Speed is lowered 1 stage. Cappy's Attack and Defense are raised 1 stage. Cappy expends 6 Energy.

Cappy's Detect: RNG rolls 219; Cappy can move. Fails due to no oncoming attack. Cappy expends 7 Energy.

Faraday's Meditate: Faraday's Attack is raised 1 stage. Faraday expends 5 Energy.

Faraday's ThunderPunch: Deals 14 damage to Cappy. Faraday expends 6 Energy.

Cappy's Return: RNG rolls 744; Cappy can move. Deals 15 damage to Faraday. Cappy expends 7 Energy.


Umbreon moves next.
 
Use a combination of Quick Attack and Return to get behind him and push him towards the edge, then as soon as you get your breath back from the combination, use Return again to try to push him off! If you're fully paralyzed on the combination attack, use Quick Attack for your second attack. Focus on getting him off the stage, it's your best chance!
 
Round 3

Background Music


Faraday
HP: 75
Energy: 65
Other: Attack +1


VS



Cappy
HP: 48
Energy: 50
Other: Paralyzed (15%); Attack, Defense +1, Speed -1

Round 3...Begin!

This battle's just heating up! Faraday tries to intercept Cappy's oncoming attack with a Quick Attack, but it does no good; in fact, it seems to have made things worse, as the combined momentum of Faraday's Quick Attack and Cappy's own, more powerful attack--a clever mix between Quick Attack and Return--sends him flying through the air! Can he make it back to the stage? No he can't! Faraday falls off the stage and into oblivion!

Fortunately, we're in the Super Smash Bros. world, where things aren't nearly as normal! Whereas Faraday would more than likely be dead after that fall in the real world, here he's just teleported back to the top of the stage, slightly the worse for ware but nevertheless all right. He has to rest, though--that fall must have taken a lot out of him! Cappy decides to catch his breath as well after that amazing attack that shifted the tide of this battle!

Faraday finally comes to his senses and charges at Cappy and connects with a Brick Break! Not impressed, Cappy comes back with another Return, sending Faraday sliding back a bit! Despite being fully in control at the start of this round, Faraday is now starting to show signs of fatigue! Can he pull something out? Or will Cappy be able to finish the unprecedented comeback off? Stay tuned and find out!


Faraday
HP: 24
Energy: 56
Status: ...What just happened?


VS



Cappy
HP: 34
Energy: 31
Other: Paralyzed (15%)
Status: Has the Eye of the Tiger.

Faraday's Quick Attack: Fails to do damage to Cappy due to the power of Cappy's combo attack. Faraday expends 3 Energy.

Cappy's Quick Attack + Return combo: RNG rolls 248; Cappy can move. Deals 26 damage to Faraday. The force of the blow knocks Faraday off the stage for the next action. Cappy expends 12 Energy (2 Energy added for combo attack).

Faraday's Brick Break: Fails due to Faraday being knocked off the stage. Faraday takes 10 damage from the fall.

Cappy must rest after the combo move.

Faraday's Brick Break: Deals 14 damage to Cappy. Faraday expends 6 Energy.

Cappy's Return: Deals 15 damage to Faraday. Cappy expends 7 Energy.


Buddha, you're up.
 
I shouldn't look a gift lion in the mouth, as it were, but how did Cappy gain 28 HP between rounds?

Use Return, Detect, and Return! If he falls under 10 HP, replace the next action with Quick Attack!
 

Faraday
HP: 24
Energy: 56


VS



Cappy
HP: 34
Energy: 31
Other: Paralyzed (10%)

Round 4...Begin!

Faraday starts by gambling everything he's got on a Thunder attack! He charges himself up, and releases a MASSIVE bolt of lightning--but what's this? It looks like he missed! He seems to have been distracted by the Smash Ball that just appeared out of nowhere! Cappy takes advantage of this slip-up, and rams into Faraday with a Return! He jumps up, grabs the Smash Ball, and unleashes his Final Smash: a Quick Attack that sends Faraday flying off the stage and out of the battle!


Faraday
HP: 0
Energy: 0
Status: Returned to sender. YEEEEAAAAAAHHHHHHHHH


VS



Cappy
HP: 34
Energy: 21
Other: Paralyzed (5%)
Status: Wants to SMASH a bro!

Faraday's Thunder: RNG rolls 901; Thunder misses. Faraday expends 8 Energy.

Cappy's Return: RNG rolls 535; Cappy can move. Deals 15 damage to Faraday. Cappy expends 7 Energy.

Cappy's Quick Attack: RNG rolls 179; Cappy can move. Deals 9 damage to Faraday. Cappy expends 3 Energy. Faraday faints. Cappy gains one KOC.


Buddha, you got haxxed pretty bad with that Thunder miss. Send in your next Pokemon.

Oh, and the Smash Ball bit was flavor only. I was planning on flavorizing all the finishing blows that way, but let me know if it doesn't work.
 
That was horrible :(

Go, RoboPhan!

Phanpy(*), Robophan (M)
Nature: Adamant
Type: Ground
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.
 
Two days later...


RoboPhan
HP: 100
Energy: 100


Cappy
HP: 34
Energy: 21
Other: Paralyzed (5%)

Round 5...Begin!

So out comes Buddha's Phanpy, RoboPhan! Strange, he doesn't look like a robot to me...

Anyway, on with the show! RoboPhan, having the speed advantage, starts it off with a Bulldoze attack! That's a decent hit, and is looks like it's slowed Cappy down to a crawl! Cappy tries to muster some Fake Tears to soften the "robot" up, but hax chimes in at the wrong time! Cappy is fully paralyzed and can't move!

Phanpy shows no remorse whatsoever, and charges Cappy with an ingenious combo of Rollout and Take Down! It deals a little recoil damage to RoboPhan, but even more damage to the Eevee! I don't know how Cappy managed to survive that hit! He furiously attempts a Shadow Ball attack! It hits, but it's not too effective!

That combo just now seems to have taken a lot out of RoboPhan, who has to rest for an action. Cappy has no such limitation, firing another Shadow Ball at the little elephant! It chips away some more of Phan's health, but Cappy seems extremely tired! One more decent hit could finish him!

As the combatants stare each other down across the platform, another Smash Ball appears and hovers forebodingly over Phanpy's head! What can this mean? Stick around to find out what happens next!


RoboPhan
HP: 84
Energy: 81
Status: All systems online.


Cappy
HP: 6
Energy: 5
Other: Speed -1
Status: Where's Arnold Schwarzenegger when you need him?

RoboPhan's Bulldoze: Deals 11 damage to Cappy. Cappy's Speed is lowered one stage. Robophan expends 5 Energy.

Cappy's Fake Tears: RNG rolls 41; Cappy is paralyzed and cannot move.

RoboPhan's Rollout+Take Down combo: RNG rolls 108 and 146; both parts of the combo hit. Deals 17 damage to Cappy. RoboPhan takes 4 recoil damage. RoboPhan expends 14 Energy (2 Energy added for combo attack).

Cappy's Shadow Ball: RNG rolls 424; Cappy can move. Deals 8 damage to RoboPhan. Cappy expends 6 Energy.

RoboPhan must rest after the combo attack.

Cappy's Shadow Ball: RNG rolls 599; Cappy can move. Deals 8 damage to RoboPhan. Cappy expends 10 Energy.


Buddha, your actions, please.
 
It's been almost two months since this battle started, and we've had over a month of inaction. At this point, I think I'm just going to forfeit and take a loss, rather than wait for a subref and to finish the match. GG Black Buddha. I'm not sure who'd be responsible for assigning counters, but I hope you get them.
 
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