Its_A_Random vs Temperantia in the fastest 3v3 singles ever (not a flashmatch)

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3v3 FE Singles
2 Day DQ
2 Recoveries/5 Chills per mon
2 Subs per mon
Arena: Ref's Choice, No ASB Arena or Unown Soup or any variations of said arenas

Anyone?
Eh, might as well accept this.

Switch=KO
No Items
All abilities
Arena: Tunnel of Speed

The pokemon are in a seemingly-endless tunnel, in which there is no external water source and no natural elements such as rocks and grass. The enclosed spaces mean weather and SolarBeam cannot be used, but digging and seismic moves can still work as normal.

During the battle, the pokemon will be running through the tunnel, gradually picking up speed. At the end of each round, every active pokemon gains +1 speed which does not decay at all. However, also at the end of each round, the appearance of an obstacle will be announced. This obstacle will appear on action 1, action 2 or action 3 of the following round (a 1 in 3 chance of each). It takes the form of a wall that has one gap either in the top, bottom, left or right (a 1 in 4 chance of each). On that action, pokemon can be ordered to go left, right, up or down to avoid the obstacle. These commands cost no energy and cannot be encored or prevented by moves. A pokemon that does not use the correct command to avoid the obstacle takes 5 damage plus 5 damage per speed boost (speed drops do not lower the damage) and any speed boosts the pokemon does have are reset.

Team Its_A_Random


Gliscor(*) [Capers] (M)
NATURE: Impish

TYPE
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.
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
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (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.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (64)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Brick Break
Bulldoze
Counter
Dig
Earthquake*
Facade
Faint Attack*
Feint
Fire Fang
Frustration
Fury Cutter*
Giga Impact
Guillotine
Ice Fang
Iron Tail
Knock Off*
Natural Gift
Night Slash*
Poison Jab
Poison Sting*
Quick Attack*
Return
Rock Tomb
Rock Slide*
Sand Tomb
Sky Attack
Slash
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
X-Scissor

SPECIAL
Hyper Beam
Round
Sludge Bomb
Venoshock

OTHER

Agility*
Attract
Baton Pass*
Defog
Double Team
Endure
Harden*
Hone Claws
Power Trick
Protect
Rain Dance
Rest
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Substitute
Sunny Day
Swagger
Swords Dance*
Taunt
Torment
Toxic

Garchomp [Choragon] (M)
NATURE: Mild (NC)

TYPE
Dragon
: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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
Sand Veil: (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.
Rough Skin (DW Unlocked): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

STATS
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22

EC: 9/9
MC: 1
DC: 5/5

ATTACKS (41)
PHYSICAL
Aerial Ace
Aqua Tail
Body Slam
Brick Break
Crunch
Dig
Dragon Claw
Dragon Rush
Dragon Tail
Dual Chop
Earthquake
Facade
Fire Fang
Iron Head
Outrage
Poison Jab
Return
Rock Slide
Sand Tomb
Shadow Claw
Slash
Tackle
Take Down
Thrash

SPECIAL
Draco Meteor
Dragon Rage
Earth Power
Flamethrower
Hyper Beam
Surf

OTHER

Double Team
Endure
Hone Claws
Protect
Rest
Roar
Sand-Attack
Sandstorm
Sleep Talk
Stealth Rock
Substitute

Colossoil [Megawhal] (M)
NATURE: Adamant

TYPE
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.
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
Rebound
: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW Unlocked): (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.

STATS

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

ATTACKS (43)
PHYSICAL
Bite
Body Slam
Bounce
Brick Break
Crunch
Dig
Dragon Tail
Earthquake
Fire Fang
Horn Attack
Horn Drill
Magnitude
Megahorn
Payback
Peck
Pursuit
Rapid Spin
Retaliate
Rock Slide
Smack Down
Stone Edge
Strength
Sucker Punch
Tackle
Thunder Fang
U-Turn

SPECIAL
Bubblebeam
Dark Pulse
Mud Bomb
Mud Shot
Muddy Water
Sludge Wave

OTHER

Double Team
Encore
Endure
Leer
Protect
Quash
Rest
Stockpile
Taunt
Torment
Toxic


Team Temperantia


Exeggutor- Valentine (M)
Nature: Modest (SpA increased by 1; SpD decreased by 1)
Type: Grass/Psychic
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.
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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

Hp: 100
Atk(-): 2
Def: 3
SpA(+): 6
SpD: 3
Spe: 55
SC: 3
WC: 5
BRT: 19

EC: 6/6
MC: 1
DC: 2/5

Attacks:
Seed Bomb
Stomp
Confusion
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Bullet Seed
Stun Spore
Poisonpowder
Sleep Powder
Solarbeam

Giga Drain
Synthesis
Leaf Storm

Psychic
Telekinesis
Light Screen
Hidden Power (7, Fire)

Total Moves: 21

Cloyster- Boreas (M)
Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [Acc modifier= 8%]
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW=Unlocked): (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).

Stats:
Hp: 90
Atk: 3
Def(-): 6
SpA: 3
SpD: 2
Spe: 81 (70x1.15=80.5)
SC: 3
WC: 5
BRT: 20

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

Attacks:
Toxic Spikes
Spike Cannon
Tackle
Aurora Beam
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Shell Smash
Hydro Pump
Razor Shell
Brine
Spikes

Ice Shard
Rock Blast
Rapid Spin
Bubblebeam

Ice Beam
Surf
Payback
Hidden Power (Electric, 7)

Total Moves: 23

Roserade- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [75^2/290= 10%]
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Natural Cure: (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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW=Unlocked): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk(-): 2
Def: 2
SpA: 5
SpD: 4
Spe: 104 (90*1.15=103.5, rounded up)
SC: 2
WC: 2
BRT: 19

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

Attacks:
Weather Ball
Sweet Scent
Absorb
Growth
Poison Sting
Leech Seed
Grasswhistle
Water Sport
Stun Spore
Mega Drain
Worry Seed
Aromatherapy
Ingrain
Synthesis
Magical Leaf

Sleep Powder
Giga Drain
Extrasensory

Sludge Bomb
Solarbeam
Venoshock
Toxic
Hidden Power (Ground, 6)
Rain Dance
Sunny Day
Swagger

Total Moves: 26


Its_A_Random, your first mon please. And then you all know how it goes from here.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Called the Cloyster, but no Froslass...Also, I'm probably about to realise why I don't like Switch=KO Matches...Nevertheless, I shall bring Capers into the fold!
 

"I'm sure our foe saw this coming a mile away, but Boreas[/B], its your turn to shine! Begin with an assault of Icicle Spears rained down on our foe. Then conjure an Ice Beam to cool him off and finish with another batch of Icicle Spears. If your foe chooses to play crafty and uses Torment, replace the second Icicle Spear with Aurora Beam. Also, if your foe uses Counter any time you would use Icicle Spear, replace that action with Hydro Pump."
 

Capers (M)
HP: 100 | EN: 100 | Spe: 95
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: None


Boreas (M)
HP: 90 | EN: 100 | Spe: 81 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: None

While Its_A_Random leads with Capers the Gliscor, Temperantia opens with Boreas the Cloyster. This seems to scare Capers a bit and he focuses his entire set of actions this round on avoiding damage. First he Digs into the tunnel wall to avoid an Icicle Spear, striking Boreas after the dodge is successful. Then he uses his Agility evasively to avoid an Ice Beam from the Cloyster. And finally he Digs again, avoiding another Icicle Spear and then attacking Boreas, denting him a little. As both pokemon find themselves getting ever faster, however, it looks like such evasive tactics might not work for much longer, as some kind of obstacle has presented itself in the tunnel! Will the pokemon successfully avoid this or will they crash and burn?


Capers (M)
HP: 100 | EN: 75 | Spe: 95 166.25
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: +1 speed (permanent)


Boreas (M)
HP: 76 | EN: 78 | Spe: 81 141.75 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +1 speed (permanent)

Arena effects: Obstacle (action 2, gap in left)

Capers uses Dig for 9 energy
Capers burrows underground

Boreas uses Icicle Spear for 5 energy
Skill Link increases the energy cost by 3
The move misses due to Dig

Capers unleashes Dig
No crit roll due to Shell Armor
Boreas takes (8+3+(5-6)+(3-5)*1.5)=7 damage

Capers uses Evasive Agility for 7 energy
Capers is evading attacks

Boreas uses Ice Beam for 6 energy
The move misses due to Evasive Agility

Capers uses Dig for 9 energy
Capers burrows underground

Boreas uses Icicle Spear for 5 energy
Skill Link increases the energy cost by 3
The move misses due to Dig

Capers unleashes Dig
No crit roll due to Shell Armor
Boreas takes (8+3+(5-6)+(3-5)*1.5)=7 damage

Capers' speed is raised by 1 stage
Boreas' speed is raised by 1 stage

Roll a D3 for when the obstacle appears: 2 - action 2
Roll a D4 for where the gap is (1 = top, 2 = bottom, 3 = left, 4 = right): 3 - left
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Excellent job Capers, let's continue wear our opponent out."

Torment > Go Left > Dig

IF Protect successfully without Transfer A1 OR A3...

  • Replace that Action with Chill
  • IF used A1 AND Boreas then proceeds to use Icicle Spear A2 OR A3, THEN replace that action with Counter
IF (Damaging Water Move) would be used A2, THEN Replace that action with Agility (Evade) (If this counts as too many subs, ignore this)
 
"Let's see what we can do with this one, Cloyster. Fire an Aurora Beam on your first action to badly damage Gliscor, then Go left and finish with a Shell Smash to start the next round well!"
 

Capers (M)
HP: 100 | EN: 75 | Spe: 95 166.25
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: +1 speed (permanent)


Boreas (M)
HP: 76 | EN: 78 | Spe: 81 141.75 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +1 speed (permanent)

Arena effects: Obstacle (action 2, gap in left)

As the obstacle looms closer, Capers Torments Boreas to stop him from trying his usual tricks. However, the Cloyster has something else in mind, and fires an Aurora Beam at Capers. At last, an attack that hits! But no time for celebrations, as both pokemon go left to avoid the incoming obstacle. Then Capers Digs into the tunnel wall again, but before he emerges, Boreas Smashes his Shell, weakening his defences but making him stronger and faster! Even though Capers' sudden strike does a little more than before, Boreas is now much faster as both pokemon continue to accelerate, and has a little extra oomph behind his attacks. If Capers doesn't stop him soon, he could go on a rampage!


Capers (M)
HP: 77 | EN: 56 | Spe: 95 332.5
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: +2 speed (permanent)


Boreas (M)
HP: 67 | EN: 54 | Spe: 81 567 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +4 speed (permanent), +2 attack (permanent), +2 special attack (permanent), -1 defence (permanent), -1 special defence (permanent), Torment (3 actions, cannot use Aurora Beam or Shell Smash this round)

Arena effects: Obstacle (action 1, gap in right)

Capers uses Torment for 10 energy
Boreas is tormented for 6 actions

Boreas uses Aurora Beam for 4 energy
Roll a D16 for crit: 5 - no crit
No attack drop roll due to Hyper Cutter
Capers takes (7+3+(3-3)*1.5)*2.25=22.5 damage (round to 23)

Boreas' Torment counter drops to 5

Capers goes left and avoids the obstacle

Boreas goes left and avoids the obstacle

Boreas' Torment counter drops to 4

Capers uses Dig for 9 energy
Capers burrows underground

Boreas uses Shell Smash for 20 energy
Boreas' attack, special attack and speed are raised by 2 stages
Boreas' defence and special defence are lowered by 1 stage

Capers unleashes Dig
No crit roll due to Shell Armor
Boreas takes (8+3+(5-6)+(3-5)*1.5)+(0--1)*1.75=8.75 damage (round to 9)

Boreas' Torment counter drops to 3

Capers' speed is raised by 1 stage
Boreas' speed is raised by 1 stage

Roll a D3 for when the obstacle appears: 1 - action 1
Roll a D4 for where the gap is (1 = top, 2 = bottom, 3 = left, 4 = right): 4 - right
 
"Well, we should start by going right to avoid that obstacle. Then, we'll be going on the offensive with an Ice Beam followed by an Icicle Spear.
If he uses Agility to evade the second or third action, replace that move with Toxic Spikes, but only once.
If Gliscor's faster than you and uses Dig on the second action (not in a combo), use an Ice Beam+Icicle Spear combo!"
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Time to really put the hurt on the Cloyster, I guess..."

Substitute (15 HP) > Earthquake > Counter
IF the Arena effect damage deals the damage to the Substitute & not Capers himself, THEN replace A1 with Substitute (20 HP)
 
Yeah, obstacle damage hits Substitute. In addition, even with a Substitute up, the speed boosts are reset.


Capers (M)
HP: 77 | EN: 56 | Spe: 95 332.5
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: +2 speed (permanent)


Boreas (M)
HP: 67 | EN: 54 | Spe: 81 567 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +4 speed (permanent), +2 attack (permanent), +2 special attack (permanent), -1 defence (permanent), -1 special defence (permanent), Torment (3 actions, cannot use Aurora Beam or Shell Smash this round)

Arena effects: Obstacle (action 1, gap in right)

As both pokemon approach the obstacle, Boreas goes right and avoids it. Capers, however, spends his time making a Substitute, which crashes into the wall along with him! Fortunately, the substitute takes the brunt of the impact, but Capers suddenly finds that all the speed he built up is gone. Boreas torments him by rolling around the edge of the tunnel wildly and suddenly strikes with an Ice Beam, but Capers sacrifices his substitute to avoid the blow. He then collides with the tunnel wall with such force that it makes an Earthquake! This dents the Cloyster, but it does not stop him from striking the real Capers with five Icicle Spear shots. The Gliscor was expecting this, however, and Counters that attack, using up almost all of his remaining energy in the process. Boreas, however, is now hanging on by a thread, though Capers doesn't look particularly fit and healthy either. And both pokemon will need to be ready to avoid another obstacle, this time with the gap in the top.


Capers (M)
HP: 22 | EN: 14 | Spe: 95 166.25
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: +1 speed (permanent)


Boreas (M)
HP: 3 | EN: 42 | Spe: 81 708.75 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +5 speed (permanent), +2 attack (permanent), +2 special attack (permanent), -1 defence (permanent), -1 special defence (permanent)

Arena effects: Obstacle (action 2, gap in top)

Boreas goes right and avoids the obstacle

Capers uses Substitute for 18 energy
Capers creates a 20 HP substitute

Capers crashes into the obstacle
Capers' Substitute takes (5+(5*2))=15 damage
Capers' speed boosts are removed
Boreas' Torment counter drops to 2

Boreas uses Ice Beam for 6 energy
Roll a D16 for crit: 15 - no crit
No freeze roll due to Substitute
Capers' substitute takes (10+3+(3-3)*1.5)*2.25+(2-0)*1.75=32.75 damage (round to 33)
Capers' substitute is destroyed

Capers uses Earthquake for 6 energy
No crit roll due to Shell Armor
Boreas takes (10+3+(5-6)+(3-5)*1.5)+(0--1)*1.75=10.75 damage (round to 11)

Boreas' Torment counter drops to 1

Boreas uses Icicle Spear for 6 energy (this got changed)
Skill Link increases the energy cost by 3
Skill Link guarantees 5 hits
Roll 5D16 for crits: 16, 10, 9, 5, 16 - no crits
Capers takes (3*5+3+(5-6)+(3-5)*1.5)*2.25+(2-0)*1.75=35 damage

Capers uses Counter for (6+(35/3))=17.67 energy (round to 18)
Boreas takes (35*1.5)=52.5 damage (round to 53)

Boreas' Torment counter drops to 0

Capers' speed is raised by 1 stage
Boreas' speed is raised by 1 stage

Roll a D3 for when the obstacle appears: 2 - action 2
Roll a D4 for where the gap is (1 = top, 2 = bottom, 3 = left, 4 = right): 1 - top
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Well, even though we had more HP, we were in a tight spot, not having enough energy for Endure didn't help us...Well, it may come with the ultimate sacrifice, but at least this should give Capers a KO Counter...But probably not...

Quick Attack + Quick Attack Combo > Go Up > Earthquake
IF Boreas uses Protect successfully without transfer A1, THEN replace your course of action with Chill
> Quick Attack + Quick Attack Combo > Earthquake

Note that Go Up is listed in the main actionset in case A1 does not go ahead, & not because of the sub...
 
"Ha ha good show, fellow! This may be an interesting battle yet! Cloyster, use a Double Ice Shard combo on the first action. After that, Go Up if applicable on the second turn. You've earned your rest, Boreas."
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Posting to say I need an extension, as I won't be on for a few days, as I will be busy irl. Pleast grant, thank you.
 

Capers (M)
HP: 22 | EN: 14 | Spe: 95 166.25
Ranks: 3/6/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: +1 speed (permanent)


Boreas (M)
HP: 3 | EN: 42 | Spe: 81 708.75 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +5 speed (permanent), +2 attack (permanent), +2 special attack (permanent), -1 defence (permanent), -1 special defence (permanent)

Arena effects: Obstacle (action 2, gap in top)

Both pokemon know that their opponents are severely weakened and they try to get in one last quick strike before going down. Boreas, thanks to the speed it gained from its earlier shell smashing power, lands a Super Ice Shard on Capers before the Gliscor can do anything. The attack is just about enough to knock out Capers for good. And with no opponent to worry about yet, Boreas easily evades the obstacle and accelerates to maximum speed. The next obstacle in the tunnel looks like it's quite a way off and the pokemon will have to go down to evade it once they reach it. But who will replace Capers?


Capers (M)
HP: KO (by the smallest of margins too) | EN: 14


Boreas (M)
HP: 3 | EN: 23 | Spe: 81 850.5 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +6 speed (permanent), +2 attack (permanent), +2 special attack (permanent), -1 defence (permanent), -1 special defence (permanent)

Arena effects: Obstacle (action 3, gap in bottom)

Boreas uses a combo of Ice Shard and Ice Shard for (3+(3+4))*2-1=19 energy
Roll a D16 for crit: 9 - no crit
Capers takes (4*2.25+3+(5-6)+(3-5)*1.5)*2.25+(2-0)*1.75=21.5 damage (round to 22)
Capers is KO'd by the attack

Boreas' speed is raised by 1 stage

Roll a D3 for when the obstacle appears: 3 - action 3
Roll a D4 for where the gap is (1 = top, 2 = bottom, 3 = left, 4 = right): 2 - bottom


Once Its_A_Random sends out his next pokemon, Temperantia gives orders first.
 
"Well, let us bid our opponent adieu! Perform an Icicle Spear+Ice Shard combo, otherwise now known as Flash Squall.
If your foe goes the devious route with a Dual-Sucker Punch combo on the first action, change your action to Toxic Spikes, then move the combo to the second action.
If you are somehow still alive by the third action and can act, go down."
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
iirc, Boreas should be recharging A1, but I'd guess that's a ref discretion thing...Otherwise, combos are officially super-cheap moves...Also, update the obstacle timing to A3, Bottom. At any rate, slow & steady, let's prepare a welcome party for almost certain Roserade...

Peck > Bite > Peck
IF Combos really are super-cheap (i.e. Boreas doesn't have to Recharge A1), THEN Protect
> Peck > Bite
 
If the last action in a round is a combo (since combos cannot be performed on action 3, this can only happen if all pokemon on one side are KO'd in the same action as when the combo is used), the pokemon is assumed to have done the cooling down while the round finishes up.


Megawhal (M)
HP: 120 | EN: 100 | Spe: 95
Ranks: 6/3/2/3 | Total: 22
Size: 5 | Weight: 10
Abilities: Rebound, Guts, Pressure
Other: None


Boreas (M)
HP: 3 | EN: 23 | Spe: 81 850.5 (+) (Acc boost: 8%)
Ranks: 3/6/3/2 | Total: 20
Size: 3 | Weight: 5
Abilities: Shell Armor, Skill Link, Overcoat
Other: +6 speed (permanent), +2 attack (permanent), +2 special attack (permanent), -1 defence (permanent), -1 special defence (permanent)

Arena effects: Obstacle (action 3, gap in bottom)

To finish the job, Its_A_Random sends out Megawhal the Colossoil, who immediately Protects himself from a powerful Flash Squall (for those of you at home, that's a combo of Icicle Spear and Ice Shard). The fast-flying icicles are hard to withstand, but Boreas is forced to cool down afterwards, giving Megawhal the opportunity to Peck him with his horn and deal the final blow that Capers just couldn't. With no opponent to trouble him, Megawhal easily evades the obstacle by going down. Another obstacle appears in the distance just as the Colossoil starts to gather speed. It looks like this one requires pokemon to go left to avoid it.


Megawhal (M)
HP: 120 | EN: 79 | Spe: 95 166.25
Ranks: 6/3/2/3 | Total: 22
Size: 5 | Weight: 10
Abilities: Rebound, Guts, Pressure
Other: +1 speed (permanent)


Boreas (M)
HP: KO | EN: 9

Arena effects: Obstacle (action 3, gap in left)

Boreas uses a combo of Icicle Spear and Ice Shard for ((7+3)*1.5-1)=14 energy
Skill Link increases the energy cost by 3
Skill Link guarantees 5 hits
Roll 5D16 for crits: 2, 16, 16, 15, 1 - one crit
Megawhal would take (5*3+(4/2)+1*1+3+(3-3)*1.5)*1.5+(2-0)*1.75=35 damage


Megawhal uses Protect for (7+(35/3))=18.67 energy (round to 19)
Boreas' combo is cockblocked

Boreas cools down

Megawhal uses Peck for 2 energy
No crit roll due to Shell Armor
Boreas takes (4+(6-6))+(0--1)*1.75=5.75 damage (round to 6)
Boreas is KO'd by the attack

Megawhal's speed is raised by 1 stage

Roll a D3 for when the obstacle appears: 3 - action 3
Roll a D4 for where the gap is (1 = top, 2 = bottom, 3 = left, 4 = right): 3 - left


Temperantia, next pokemon. Its_A_Random then orders first.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
No access to Protect is cool, but we must still tread carefully...Also, goddamnit, no access to Substitute...

Taunt
> Bounce > Go Left
 
"Well then, let's play with our opponent, Titania! Create a Magical Leaf+Sleep Powder combo, spreading the soothing spores across the leaf blades, creating a Chamomile Strike! We'll finish our actions by going left to avoid some unnecessary damage."
 
Protip: always make a substitution for "If this combo is considered not valid". Magical Leaf is a leaf-based attack, Sleep Powder is a powder/spore-based attack, and leaf =/= powder/spore.


Megawhal (M)
HP: 120 | EN: 79 | Spe: 95 166.25
Ranks: 6/3/2/3 | Total: 22
Size: 5 | Weight: 10
Abilities: Rebound, Guts, Pressure
Other: +1 speed (permanent)


Titania (F)
HP: 90 | EN: 100 | Spe: 104 (+) (Acc boost: 12%)
Ranks: 2/2/5/4 | Total: 19
Size: 2 | Weight: 2
Abilities: Natural Cure, Poison Point, Technician
Other: None

Arena effects: Obstacle (action 3, gap in left)

And out comes Titania the Roserade, ready to take down a speeding narwhal! Said speeding narwhal begins by Taunting Titania about how big he is compared to her, which provokes Titania into combining two of her moves into one ... but the Magical Leaf and Sleep Powder combo just doesn't seem to want to work! Unfortunately, the energy expended means Titania still has to cool down, but Megawhal won't let up and he Bounces up into the air. It's just a shame that his large bulk prevents him from seeing his target and he just crashes into the tunnel wall, missing the Roserade completely! As both pokemon approach the obstacle, they go left and avoid it easily, but it won't be long before they find another obstacle. The next one appears to have a gap in the bottom that's somehow big enough for the Colossoil to fit through.


Megawhal (M)
HP: 120 | EN: 59 | Spe: 95 332.5
Ranks: 6/3/2/3 | Total: 22
Size: 5 | Weight: 10
Abilities: Rebound, Guts, Pressure
Other: +2 speed (permanent)


Titania (F)
HP: 90 | EN: 81 | Spe: 104 182 (+) (Acc boost: 12%)
Ranks: 2/2/5/4 | Total: 19
Size: 2 | Weight: 2
Abilities: Natural Cure, Poison Point, Technician
Other: +1 speed (permanent), Taunt (3 actions)

Arena effects: Obstacle (action 2, gap in bottom)

Megawhal uses Taunt for 9 energy
Titania is taunted for 6 actions

Titania uses a combo of Magical Leaf and Sleep Powder for ((5+7)*1.5-1)=17 energy
Pressure increases the energy cost by 2
The two moves do not combo

Titania's Taunt counter drops to 5

Megawhal uses Bounce for (8+(10/3))=11.33 energy (round to 11)
Megawhal bounces up high

Titania cools down after the failed combo

Megawhal unleashes Bounce
Roll a D100 for accuracy: 89 - miss

Titania's Taunt counter drops to 4

Megawhal goes left and avoids the obstacle

Titania goes left and avoids the obstacle

Titania's Taunt counter drops to 3

Megawhal's speed is raised by 1 stage
Titania's speed is raised by 1 stage

Roll a D3 for when the obstacle appears: 2 - action 2
Roll a D4 for where the gap is (1 = top, 2 = bottom, 3 = left, 4 = right): 2 - bottom


Temperantia, you're up.
 
"Well, that was awful. Fire off another Magical Leaf, then go down. Finish up with a Giga Drain! If your opponent Torments you, replace Magical Leaf with Giga Drain and your Giga Drain on the third action with Hidden Power. If Megawhal uses Bounce on the third action, use Poison Sting."
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
A lucky break is a lucky break, but hax meant we were sadly unable to capitalise. Anyways, let's continue to be conservative...

Chill > Go Down > Bounce
 
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