Completed Leethoof vs C$FP (3 vs 3 at the arena)

Status
Not open for further replies.
#1
C$FP said:
Challenging Leethoof to:
3v3 NFE Doubles
1 Day DQ
2 subs
ASB Arena
Items On
All abilities
1 Recovery/2 chills
Switch=KO
LEETHOOF said:
Leethoof accepts!
C$FP said:

Golett (Genderless)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Ghost/Ground
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.
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:
Ability 1: Iron Fist
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Ability 2: Klutz
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Ability 3 (DW): No Guard
Type: 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:

Golett
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 2
Weight Class: 4
Base Rank Total: 13

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

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude

Toxic
Brick Break
Gyro Ball
Bulldoze
Rock Slide
Substitute

Moves: 15

Timburr (Male)
Nature: Careful (+ to Special Defense; - from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Ability 1: Guts
Type: 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.

Ability 2: Sheer Force
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Ability 3 (DW) [unlocked]: Iron Fist
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 3 (+)
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 4
DC: 5/5

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Focus Punch
Hammer Arm

Drain Punch
Endure
Mach Punch
Ice Punch
Thunder Punch
Fire Punch
Reversal

Taunt
Brick Break
Rock Slide

Moves: 20

Syclar (Male)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:
Ability 1: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability 2: Snow Cloak
Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Ability 3 (DW): Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91*1.15=104.65)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear
Fury Attack
X-Scissor

Earth Power
Counter
Water Pulse

Taunt
Blizzard
Dig

Moves: 17

Leethoof said:
Sorry it is only a yellow starburst


Vullaby (Jambalaya) (F)
Nature: Adamant (+Atk, -SpA)

Type: Dark/Flying
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.
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:
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Overcoat: (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).
Weak Armor (DW Locked): (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: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Attacks:
Gust
Leer
Fury Attack
Pluck
Nasty Plot
Flatter
Faint Attack
Defog
Tailwind
Brave Bird
Mirror Move
Whirlwind

Mean Look
Scary Face
Steel Wing

Taunt
Fly
U-Turn



Munna (Siddhartha) (M)
Nature: Quiet (+Sp Atk, -15% Speed)

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:
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.
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.
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:
HP: 100
Atk: Rank 1
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20 (24/1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Psywave
Defense Curl
Lucky Chant
Yawn
Psybeam
Imprison
Moonlight
Hypnosis
Zen Headbutt
Synchronoise
Psychic
Telekinesis
Nightmare

Helping Hand
Magic Coat
Baton Pass

Psyshock
Light Screen
Shadow Ball



Zephyr (Drifloon) (M)
Nature: Mild (+1 SpA, -1 Def)

Type: Ghost/Flying
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.
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:
Aftermath: (Innate) TIf this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
Unburden: (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item.
Flare Boost (DW Locked): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Constrict
Minimize
Astonish
Gust
Focus Energy
Payback
Hex
Ominous Wind
Stockpile

Defog
Weather Ball
Disable

Will-o-wisp
Telekinesis
Thunderbolt
Order of Operations:
C$FP sends out pokemon with item
Leethoof sends out pokemon with item and orders
C$FP gives orders
I Ref.
 
#5
Go Zephyr and Jambalaya! I don't have real items anyways, so Exp Shares it is!

Jambalaya: Fly (Syclar) -> Brave Bird (Syclar) -> Fly (Syclar)
If Syclar uses Dig, then target Golett with Faint Attack.
If Syclar uses Counter, then target Golett with Faint Attack.
Zephyr: Gust (Syclar) -> Thunderbolt (Syclar) -> Gust (Syclar)
If Syclar uses Dig, then target Golett with Ominous Wind.
If Syclar uses Blizzard, use Disable (Blizzard), unless you are taunted.
 
#6
woops, I forgot to turn off Klutz.

Syclar: Blizzard + Icy Wind, cool down (Icicle Spear (Zephyr)), Blizzard
IF Blizzard is Disabled A3 (although it shouldn't be, since Zephyr should use Disable A1 before Syclar moves), THEN this set of actions is ruined use Icicle Spear (Zephyr) A3

Golett: Astonish, Shadow Punch + Mega Punch (Zephyr), cool down (Rock Slide)
IF Syclar's Blizzard gets Disabled A1, THEN use Shadow Punch (Zephyr) for all remaining actions
IF Zephyr has fainted, THEN use Rock Slide for remaining actions
 
#7

Hp:100
En:100
3/3/1/3/60
Other:


Hp: 100
En: 100
2/1/3/2/70
Other:


Hp: 90
En: 100
3/1/3/2/105
Other:


Hp: 90
En: 100
3/2/1/3/35
Other:


Drifloon: Gust (Syclar): (4+3+1.5)*1.5= 12.75 damage for 2 energy
Crit: 10 (no)

Vullaby: Disable (Syclar): disable which move, since none were used? for 7 energy

Golett: Astonish (Drifloon): (4+3+3)*1.5 = 15 damage for 2 energy
Crit: 16 (no)

Syclar: Blizzard + Icy Wind for 21.75 energy
vs Vullaby: ((12+6)*0.75+3+3)*1.5= 29.25 damage
vs Drifloon: ((12+6)*0.75+3+1.5+3)*1.5= 31.5 damage
Crit: 8, 9 (no no)
Freeze: 3, 10 (no no)
-2hp

Syclar: cooldown

Drifloon: Thunderbolt (Syclar): 10+1.5 = 11.5 damage for 7 energy
Crit: 10 (no)
Paralysis: 2 (no)

Vullaby: Brave Bird (Syclar): (11 + 3 + 3)*1.5= 25.5 damage for 6.5 energy
-8.5hp due to recoil.
Crit: 9 (no)

Golett: Shadow Punch + Mega Punch (Zephyr): ((6+8)+3+3+2)*1.5= 33 damage for 14 energy
Crit: 5 (no)

Syclar: Blizzard for 11 energy
vs Vullaby: ((12)*0.75+3+3)*1.5= 22.5 damage
vs Drifloon: ((12)*0.75+3+1.5+3)*1.5= 24.75 damage
Crit: 5, 8 (no no)
-2hp

Drifloon fainted!

Golett: cooldown

Vullaby: Fly (Syclar): (9 + 3 + 3)*1.5= 22.5 damage for 10 energy
Hit: 35 (yes)
Crit: 15 (no)



Hp:39
En: 76
3/3/1/3/60
Other: -1spe for 1r
Item: Exp. Share


Hp: KO
En: KO
2/1/3/2/70
Other:
Item: Exp. Share


Hp: 14
En: 66
3/1/3/2/105
Other:
Item: Life Orb


Hp: 90
En: 84
3/2/1/3/35
Other:
Item: Life Orb (Klutz YES/NO)

C$FP's Turn!
 
#10
this appears to be going well

Syclar: Blizzard, Icicle Spear (Vullaby), Blizzard

Golett (Klutz Disabled): Rock Slide, Rock Slide, Rock Slide
IF Vullaby has fainted, THEN use Shadow Punch (Munna) for remaining actions

btw feel free to equip whatever item
 
#11
Exp Share because I'm like that.

Jambalaya: Fly (Syclar) -> Fly (Syclar) -> Fly (Syclar)
If Syclar is KOed, then use Faint Attack (Golett)
Munna: Hypnosis + Nightmare (Golett) -> Cooldown (Shadow Ball [Golett] -> Shadow Ball (Golett)
 
#12

Hp:39
En: 76
3/3/1/3/60 (34)
Other: -1spe for 1r
Item: Exp. Share


Hp: 100
En: 100
1/2/4/2/20
Other:
Item: Exp. Share


Hp: 14
En: 66
3/1/3/2/105
Other:
Item: Life Orb


Hp: 90
En: 84
3/2/1/3/35
Other:
Item: Life Orb (Klutz YES/NO)

Syclar the Syclar begins this round by summoning a mighty Blizzard that heavily damages Jambalaya and hurts considerably the newcomer Siddharta. The same can be said to some extent about Golett the Golett's Rock Slide, with the difference that the Munna Flinches with that second attack. Jambalaya counters by Flying and striking Syclar hard enough to get a KO! Syclar fainted!

Now 2 vs 1, Leethoof has the advantage, right? wrong. 'Cause he is a lucky sonovagun and manages to Flinch Munna again with Rock Slide. Jambalaya avoids the move completely and attacks with Faint Attack.

Finally, Gollet defeats Jambalaya with Rock Slide, hurting Siddharta. But the Munna manages to attack and uses Shadow Ball.

Syclar: Blizzard for 7 energy
vs Vullaby: (12*0.75+3+3)*1.5= 22.5 damage
vs Munna: (12*0.75+3+1.5)= 13.5 damage
Hit: 78 (yes yes)
Crit: 8, 2 (no no)
Freeze: 6, 2 (no no)

Golett: Rock Slide for 6 energy
vs Vullaby: (8*0.75+3)*1.5= 13.5 damage
vs Munna: (8*0.75+3+1.5)= 10.5 damage
Hit: 58 (yes)
Crit: 8, 14 (no no)
Flinch: 8, 1 (no, munna flinches!)
-2hp due to life orb

Vullaby: Fly (Syclar): (9 + 3 + 1.5)*1.5 = enough damage for a KO for 10 energy
Hit: 41 (yes)
Crit: 13 (no)

Syclar fainted!

Munna: flinch

Golett: Rock Slide for 10 energy
vs Vullaby: (8*0.75+3)*1.5= miss
vs Munna: (8*0.75+3+1.5)= 10.5 damage
Hit: 100 (miss)
Crit: 8 (no)
Flinch: 3 (munna flinches!)
-2hp due to life orb

Vullaby: Faint Attack (Golett): (6 + 3 + 1.5)*1.5= 15.75 damage for 3 energy
Crit: 2 (no)

Munna: flinch

Golett: Rock Slide for 14 energy
vs Vullaby: (8*0.75+3)*1.5= enough for a KO
vs Munna: (8*0.75+3+1.5)= 10.5 damage
Hit: 74 (hit)
Crit: 4, 16 (no no)
Flinch: 5, 8 (no no)
-2hp due to life orb

Vullaby fainted!

Munna: Shadow Ball (Golett): (8 + 1.5)*1.5= 14.25 damage for 6 energy
Crit: 12 (no)
Effect: 5 (no)



Hp: KO
En: KO
3/3/1/3/60 (34)
Other: -1spe for 1r
Item: Exp. Share


Hp: 55
En: 94
1/2/4/2/20
Other:
Item: Exp. Share


Hp: KO
En: KO
3/1/3/2/105
Other:
Item: Life Orb


Hp: 54
En: 54
3/2/1/3/35
Other:
Item: Life Orb (Klutz YES/NO)

C$FP sends out Timburr and Specifies Item
Leethoof orders
C$FP orders
I Ref
 
#15
Timburr: Fire Punch, Ice Punch, Thunder Punch

Golett: Shadow Punch + Shadow Punch, cool down (Shadow Punch + Shadow Punch), Shadow Punch + Shadow Punch
 
#16

Hp: 55
En: 94
1/2/4/2/20
Other:
Item: Exp. Share


Hp: 100
En: 100
3/2/0/3/35
Other:
Item: Exp. Share


Hp: 54
En: 54
3/2/1/3/35
Other:
Item: Life Orb (Klutz YES/NO)

The newcomer Timburr greets his foe with a Sheer Force Iron Fist boosted Fire Punch for good damage. The Munna tries to get at least a KOC by hitting Golett with Shadow Ball, but it will need more than that to make an impression. It could do like Golett, which attacked with a Iron Fist Combo of Shadow Punch + Shadow Punch, leaving Munna just weak enough to be defeated by Timburr's Sheer Force Iron Fist Ice Punch.

Leethoof is out of usable pokemon! C$FP wins!


Speed Tie (1=Timburr): 2 (Golett), 1 (Timburr), 1 (Timburr)

Timburr: Fire Punch: 8 + 2 + 2 + 1.5 = 13.5 damage for 6 energy
Crit: 8 (no)

Munna: Shadow Ball: (8+1.5)*1.5 = 14.25 damage for 6 energy
Crit: 6 (no)
Effect: 5 (no)

Golett: Shadow Punch + Shadow Punch (Munna): (6*2.25+3+2+1.5+3)*1.5= 34.5 damage for 20 energy
Crit: 7 (no)
-2HP due to Life Orb.

Timburr: Ice Punch: 8 + 2+2+1.5 = 13.5 damage for 6 energy
Crit: 4 (no)

Munna fainted!

C$FP wins!



Hp: KO
En: KO
1/2/4/2/20
Other:
Item: Exp. Share


Hp: 100
En: 82
3/2/0/3/35
Other:
Item: Exp. Share


Hp: 38
En: 34
3/2/1/3/35
Other:
Item: Life Orb (Klutz YES/NO)

Prizes:
C$FP: 2CC
Golett: 1EC, 2MC, 1DC, 1KOC (Vullaby)
Timburr: 1EC, 3MC, 1KOC (Munna)
Syclar: 1EC, 2MC, 1DC, 1KOC (Drifloon)

Leethoof: 2CC
Vullaby: 1EC, 3MC, 1DC, 1KOC (Syclar)
Munna: 1EC, 3MC, 1DC
Drifloon: 1EC, 3MC, 1DC

Frosty: 7UC
 
Status
Not open for further replies.