Limewire vs Mewtwo15026 [Rofl]

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3 vs 3 Doubles
DQ: 3 days (4 for ref)
Switch = KO.
All abilities.
No items.

Shapeshifting Arena! The arena is 40 feet wide and 60 feet long. After every time a Pokemon is KOd, it can shift into the following arenas:

Desert: Sand is poured out of pipes and into the arena. The sand is about 20 feet deep and a bit loose.

Water: A large ditch starts to appear on the sides of the arena and right through the middle (so it looks like a giant "H"). The ditch is 10 feet wide and 15 feet deep. Pipes start to pour water into the ditches. Also, there is a small lake that forms in the center, with a radius of 10 and a depth of 20.

Grass: Grass that is 3 feet tall starts to pop out of the arena. Pretty simple, no?

Forest: Similar to the grass arena, however, 20 trees will randomly pop up out of nowhere. These trees vary in size and shape. The referee should notify both players when a Pokemon is near a tree.

Winter: Pipes start to blast out water and chunks of ice all over the arena. The ice is about 8 feet deep, and if a Pokemon digs deep enough, they will encounter water (10 feet deep).

These arenas are chosen randomly. Also, before the match starts, the arena will start out random as well.
RNG says that the first arena will be... Desert!

Limewire:

Gabite [Chomper] (Female)
Nature: Naughty

Type:

Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

HP: 100
Atk: **** (+)
Def: ***
SpA: **
SpD: * (-)
Spe: 82

EC: 4/9
MC: 1
DC: 2/5


Abilities:
Sand Veil: 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): 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. (DW)

Attacks:
Tackle(*)
Sand-Attack(*)
Dragon Rage(*)
Sandstorm(*)
Take Down(*)
Sand Tomb(*)
Slash(*)
Dragon Claw

Outrage(*)
Scary Face(*)
Iron Head(*)

Earthquake(*)
Roar(*)
Dig(*)



Starmie [Shuriken] (Genderless)
Nature: Timid

Type:

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).

HP: 90
Atk: ** (-1)
Def: ***
SpA: ****
SpD: ***
Spe: 133 (115 * 1.5 ^)

EC: 6/6
MC: 2
DC: 4/5


Abilities:

Illuminate: At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Natural Cure: 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.

Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camouflage(*)
Swift(*)
Bubblebeam(*)
Minimize(*)
Gyro Ball(*)
Hydro Pump

Psychic
Ice Beam(*)
Thunderbolt(*)
Surf(*)




Magneton [Thundah] (Genderless)
Nature: Quiet
Type:

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

HP: 90
Atk: **
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 61 (70 / 1.15)

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


Abilities:

Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Analyze (DW): If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy. (DW)

Moves:
Tri Attack
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon

Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)



Togepi [Kax$TAR] (F)
Nature: Modest (SpA +*, Atk -*)

Type:

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).

Stats:
HP: 90
Atk: (-)
Def: ***
SpA: *** (+)
SpD: ***
Spe: 20

Abilities:

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
(DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Moves:

Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Gift Pass

Nasty Plot
Foresight
Assist Power

Protect
Light Screen
Thunder Wave



Timburr [Clowncrete] (M)
Nature: Adamant (+* Atk, -* SpA)

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

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.
Sheer Force: (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.
Iron Fist: (Innate) (DW) 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)

HP: 100
Atk: **** (+)
Def: **
SpA: (-)
SpD: **
Spe: 35

EC: 1/9
DC: 1/5
MC: 0

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away
Rock Slide

Drain Punch
Mach Punch
Wide Guard

Bulk Up
Stone Edge
Payback


Mewtwo:

Swampert(*) Vladdy (M)
Nature: Relaxed

Vladdy is the great-nephew of a certain Trainer's starter Pokemon. He doesn't worry about much, and his quirky sense of humor leads his teammates to love him. Despite being laid back, Vladdy is known for getting the job done, be it battle or rescue missions.

Type: Water/Ground
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).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Stats:

Swampert
HP: 110
Atk: ****
Def: **** (nature boost)
SpA: ***
SpD: ***
Spe: 51 (nature cut)

RELAXED: Adds * to 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.

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

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Attacks:

(*)Tackle
(*)Growl
(*)Mud-Slap
(*)Water Gun
(*)Bide
(*)Foresight
(*)Mud Sport
Mud Shot
Mud Bomb
Earthquake

(*)Counter
(*)Mirror Coat
(*)Avalanche

(*)Dig
(*)Boiling Water
(*)Rock Slide
Waterfall
Ice Beam


Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.

Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.

Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.

Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Stats:

HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)

EC: 4/9
MC: 2
DC: 3/5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.


Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge

Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)

Aerial Ace(*)
Facade(*)
Brick Break(*)


Flarelm(*) Balsamus (F)
Nature: Lonely (Attack increased by *; Defense reduced by *)

So there's a cactus in the Sky Pillar's lounge. Mewtwo spilled some caustic reagents on it, and in his resulting rage, Rayquaza set it aflame.

...I realize the science behind that sounds rather sketchy, but it's produced one of the strongest (and most BA) members of the team.

As a result of her time as a cactus, Balsamus is under-hugged and lonely. That's fine by her, though--she's usually able to take care of herself. Just keep her away from chemicals. She tends to get a little...scary...

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: *** (nature boost)
Def: ** (nature cut)
SpA: ***
SpD: ***
Spe: 55

EC: 4/9
MC: 0
DC: 3/5

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks:
(*)Bullet Seed
(*)Sweet Scent
(*)Growth
(*)Ember
(*)Leech Seed
(*)Flame Wheel
(*)Giga Drain
(*)Fire Spin
(*)Pound
Lava Plume
Synthesis

(*)Counter
(*)Dragonbreath
(*)Seed Bomb

(*)SolarBeam
(*)Reflect
(*)Nitro Charge
Sunny Day


Pichu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)

Pichu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.

She just doesn't know it yet.

Pichu is cute and silly, just like any baby Pokemon. She can touch the hearts of even the angriest Pokemon and often exploits this ability to get what she wants. Battles are her favorite pastime, and she uses her wiles to manipulate her opponents there, too. A little more oomph would be appreciated, though...

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.

Stats:

HP: 80
Atk: *** (+)
Def: *
SpA: **
SpD: * (-)
Spe: 60

EC: 3/4/9
MC: 2
DC: 2/5

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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)

Volt Tackle(*)
Wish(*)
Encore(*)

Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)

Ralts Gordon (M)
Nature: Adamant (Attack up by *, Sp. Atk. down by *.)

Gordon is a rather quiet boy. He doesn't say much, but when he does speak, he always says the right thing. Guess that's the upside of being an empath. Conversely, the fact that he picks up so much malice from the air around him must burn him on the inside. Maybe that's why he's quiet. Maybe it's because he's not looking forward to evolution; after all, guys NEVER look good in short skirts.

He's not saying, though...

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.

Stats:

HP: 90
Atk: ** (+)
Def: *
SpA: * (-)
SpD: **
Spe: 60

EC: 0/4/9
MC: 0
DC: 0/5

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.
Command: (Ability: Trace (Target Ability) )

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.

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

Shadow Sneak(*)
Disable(*)
Memento(*)

Psych Up (*)
Facade (*)
Will-O-Wisp (*)


Order will be:
Limewire chooses pokes
Mewtwo responds and posts actions
Limewire actions
Me
Limewire
Mewtwo
Me
Mewtwo
Limewire
etc.

Good luck to you both.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Yaaay the desert! Chomper the Gabite, this should be pretty easy for you. Shuriken the Starmie, you should be able to back him up from a distance.
 
As it is a Lv. 0 move, Leaf Blade should be in Flarelm's movepool. May I make the change?

Hnrm.

Well, then, it doesn't seem like either Pokemon can do THAT much damage to you, so go, Vladdy the Swampert! Balsamus the Flarelm, you're up, too.

---

VLADDY:

Clearly, you can do more to Gabite than to Shuriken. Start by sending an Ice Beam Chomper's way! Follow up with a Rock Slide to both foes; try to pin down Shuriken while you're at it. Finish up with another Ice Beam to Chomper!

---

BALSAMUS:

Let's set up our defenses. Lead with a Reflect to bolster your team's Defense, then go for a Leaf Blade to Shuriken. Finish the round with a Giga Drain on Shuriken's health!

If you don't know Leaf Blade, Seed Bomb Shuriken instead.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Chomper, we have the element of.... the elements on our side! Start off by using Dig- since you are faster, this will cause Ice Beam to miss. Be sure to hit Flarelm! Next, attack Flarelm with a particularly nasty Dragon Claw. Uh-oh, it looks like Swampert wants to nail you with Ice Beam! Use Dig again which should cause Ice Beam to miss (hooray for speed!) and pop up right underneath Flarelm.

Shuriken, start off by drenching Swampert with a Hydro Pump! This part will be painful, but you can shrug it off and nail Swampert with an Ice Beam. Finish with another Hydro Pump aimed at Swampert.
 
The contestants have been chosen and the first actions are here!

Starmie [Shuriken]
HP: 90
Energy: 100
Boosts: None
Other: Nope


Gabite [Chomper]
HP: 100
Energy: 100
Boosts: None
Other: Nope


Flarelm [Balsamus]
HP: 100
Energy: 100
Boosts: None
Other: Nope


Swampert [Vladdy]
HP: 110
Energy: 100
Boosts: None
Other: Nope


Team Limewire seems to be ready for the battle as soon as they come out of their Pokeballs. Starmie is especially quick off the gun - water comes flying out of the tip of its star that hits Vladdy straight in the gut. After the successful Hydro Pump, Chomper quickly follows by Digging under the loose sand and grit, feeling at home in the desert conditions. The more sluggish Team Mewtwo is astounded at the speed of their counterparts. Balsamus seems to be the more level headed of the two, and sets up a Reflect to protect the team from future attacks for six (6) actions after this one. Swampert, the slowest of the four out on the field, misfires an Ice Beam where Chomper used to be, harmlessly hitting a wall out to the side. Chomper then pops out and hits Flarelm, but the Reflect shield dampens the blow a bit.

Shuriken is relentless in its assaults on Swampert and fires an Ice Beam at the large target, easily hitting it for respectable damage, while Chomper finishes it's recent pop-out with a nice Dragon Claw. Both Vladdy and Balsamus seem more responsive to the opposition this time, though, and each fires off a strong attack at the foe. The Leaf Blade and Rock Slide put a dent in Team Limewire's confidence. This doesn't stop them from continuing to beat down with another Hydro Pump and Dig combo. And again, while Balsamus is able to hit his mark with a Giga Drain and heal some wounds, poor Vladdy is left in the dust with another misfired Ice Beam.

Reflect has 4 actions left.


Starmie [Shuriken]
HP: 46
Energy: 79
Boosts: None
Other: Nope


Gabite [Chomper]
HP: 94
Energy: 85
Boosts: None
Other: Nope


Flarelm [Balsamus]
HP: 81
Energy: 79
Boosts: None
Other: Nope


Swampert [Vladdy]
HP: 65
Energy: 80
Boosts: None
Other: Nope

Hydro- swampy (17) (7)
Dig - Flarelm (9) (5)
Reflect (8)
Ice Beam - miss (7)
--
Ice Beam - swampy (11) (7)
DClaw - Flare (9) (5)
LB - star (18) (6)
Rock Slide (6, 9)
--
Hydro (17) (7)
Dig (9) (5)
Giga - star (17) (+8) (7)
IB - miss (7)
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Okey-dokey.

Shuriken: On the second action, ff either Pokemon tries to attack you with a long-distance move (like Rock Slide, Mud Bomb or Leech Seed), try your best to deflect them with Psychic (if possible, right back at them!). Alright now. Recovering is pretty useless since that damned Flarelm will just Giga Drain it away, so let's leave him to Chomper. Hydro Pump ~ Psychic (attack) / Psychic (Deflect) ~ Hydro Pump (all at Swampert)

Chomper: Good boy, you barely took any damage! If Swampert attempts to hit you with Ice Beam, use Dig for that action instead (and hit Flarelm).

Now then, I really must improve your movepool. For now, though, give Flarelm a taste of your Dragon Claw. Then, encase that pyrofreak with a Sand Tomb. Finally, repeat with another Dragon Claw. Don't worry if this breaks the sand tomb.
 
BALSAMUS:

You're doing great! Lead with a Giga Drain to Shuriken for healthsies. Follow it with a nice Sunny Day; I need to work on my tan. Finally, try to hit both foes with the same Solarbeam! If you can't, though, go for Shuriken.

~~~

VLADDY:

Well, THAT sucked.

We're not done yet, though. Charge Chomper with a Waterfall! Next, see if you can take the Sand Tomb for Balsamus and bury Chomper in an Avalanche! Finish the round by Digging underground and smashing Shuriken!
 

Starmie [Shuriken]
HP: 46
Energy: 79
Boosts: None
Other: Nope


Gabite [Chomper]
HP: 94
Energy: 85
Boosts: None
Other: Nope


Flarelm [Balsamus]
HP: 81
Energy: 79
Boosts: None
Other: Nope


Swampert [Vladdy]
HP: 65
Energy: 80
Boosts: None
Other: Nope


Both teams square off in the sandy area, ready to throw more basic STAB attacks around at each other! Tried and true is the strategy - the Hydro Pump and Dragon Claw strike true for team Limewire, while Mewtwo's Pokemon's Giga Drain and Waterfall land on their targets. As the round continues, Shuriken sends a Psychic headache at Vladdy, dealing decent damage while Chomper creates a quicksand tomb underneath the feet of Balsamus. He barely seems to notice though, as a mystical call brings out an intense sunlight.

Vladdy has had enough of Chomper's consistent annoyance of Balsamus and, drawing on the anger of being assaulted by Starmie, sends a massive icy Avalanche towards the Gabite. Unfortunately, some of the ice melts before falling on Chomper, slightly reducing the power of the cold rocks, but still dealing an enormous amount of damage. The pain takes Chomper's attention away from the Sand Tomb he's created, weakening it enough for Balsamus to step out.

Starmie is reeling from the repeated hits it has had to take, but it scrounges enough power to send a Hydro Pump at Swampert. Unfortunately, the powerful sunlight almost instantly evaporates a large portion of the powerful attack. Chomper, somewhat outraged at his recent turn of events, again slashes at Balsamus with another Dragon Claw. The Reflect is really dampening the effects of the physical attacks though! On a final offensive, both Balsamus and Swampert attack the exhausted Shuriken with a Sun-powered Solarbeam and an unsuspecting Dig. This sends it to the ground, unable to battle.

Reflect lasts one more action, Sun will last a long while.


Starmie [Shuriken]
HP: KO
Energy: N/A
Boosts: None
Other: Nope


Gabite [Chomper]
HP: 55
Energy: 73
Boosts: None
Other: Nope


Flarelm [Balsamus]
HP: 66
Energy: 56
Boosts: None
Other: Nope


Swampert [Vladdy]
HP: 25
Energy: 64
Boosts: None
Other: Nope

hydro swamp (17) (7)
dclaw pyr (9) (5)
giga star (17) (+8) (7)
waterfall chomp (13) (5)
---
psychic swamp (14) (6)
sand tomb pyr (5) (3)
sunny day (9)
aval chomp (30 - 4 (sun)) (6)
---
hydro swamp (9) (7)
dclaw pyr (9) (5)
solarb star (22) (7)
dig star (13=KO) (5)
 
Oh. Huh. Timburr. That's cool; I actually don't see many of those.

VLADDY:

You're on your way out, but you may still be able to take out Chomper.

First, use Ice Beam on Chomper. If Chomper uses Dig, Scald Clowncrete; if Chomper attacks you with anything else, Avalanche it.

Next, wait until Balsamus gets off the ground, then let loose with an Earthquake to wreck everything. DESTROY! DESTROY!
Finish the round by Digging and attacking Chomper. You'll also evade Balsamus' Lava Plume.

~ ~ ~~ ~~~ ~~~~~ ~~~~~~~~ ~~~~~ ~~~ ~~ ~ ~

BALSAMUS: Time to show where you get your name.

Seed Bomb the ground underneath you to blast yourself over to Chomper. Maybe it'll even Dig its way into the Bomb as it goes off.

Next, before Vladdy lets loose its Earthquake, point your arm cannons underneath you and Solarbeam into the air, aiming at Chomper once you reach 20 feet. Switch your target to Clowncrete if Chomper isn't an available target.

You'll probably still be in the air for your next action; either way, wait until Vladdy Digs and fire off a Lava Plume. If all goes well, it'll soften your landing.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Oh nononononono. We won't let this happen, right team?

Clowncrete: Start off by creating a Rock Slide and pin down that nasty Flarelm to the ground (if this is only possible by only targeting Flarelm instead of both mons, then I'll opt for that). Now, you might lose a bit of HP, but fear not! Drain Punch Swampert square in the face to heal. End this with a Bulk Up. If we're lucky, Lava Plume will activate your Guts ability!

Gabite: Ooh, you won't like this one, buddy. I need you to take that Ice Beam and use Sandstorm for your first action (hey, Sand Veil might kick in!) Now, give that Swampert a taste of your Dragon Claw! Finish this off with an outrageous Outrage! (Hit Swampert if it is still alive, and if not, target Flarelm instead.)
 

Starmie [Shuriken]
HP: KO
Energy: N/A
Boosts: None
Other: Nope


Gabite [Chomper]
HP: 55
Energy: 73
Boosts: None
Other: Nope


Flarelm [Balsamus]
HP: 66
Energy: 56
Boosts: None
Other: Nope


Swampert [Vladdy]
HP: 25
Energy: 64
Boosts: None
Other: Nope


In comes Clowncrete the Timburr to avenge his fallen. Gabite is the quickest now that Starmie is gone, so he decides that because his water-type brother is taking a rest, its safe to start a Sandstorm, dealing 2 damage per action to each Pokemon for 5 rounds. Balsamus has a master plan in its head, and Seed bombs near itself for minimal damage towards Chomper, getting near to it before the Sandstorm really starts to rage. Vladdy is not so lucky however, and sends an Ice Beam into the walls of the grassy arena. Clowcrete, somewhat distanced from the action, decides that Balsamus needs to be kept a little tight and sends a Rock Slide crashing over its head, lodging it between the rocks.

Chomper, deft in the sandy grass, runs over and Dragon Claws Vladdy. What Chomper doesn't see though is Balsamus in his rock "prison", charging up power. Apparently no one else does either, as Vladdy pounds the ground in a vicious Earthquake that knocks everyone in the arena around, including the rocks around Balsamus. Clowncrete nimbly moves to Vladdy though and deals a Drain Punch to heal itself. Vladdy, finally feeling enough power, Solarbeams straight into the air with a birds-eye view of the whole arena. She picks out what she thinks is Chomper and slightly shifts her arm cannons, but it ends up just being a passing shadow!

With Balsamus up high, Chomper easily focuses on Vladdy to give it an Outrage, sending it to the ground knocked out. Clowncrete sees Chomper's work and feels a kinship. He shows this by flexing, Bulking Up his body. Balsamus is heading towards the ground fast at this point, and uses a Lava Plume to cushion its landing. The unsuspecting two down low are hit by the strong attack as Balsamus has just successfully paratrooped the arena.
ss 10
seed bomb 2 4
ice beam miss 7
rock slide 12 6

dclaw 11 5
sbeam 7
eq 15 16 16 6
dpunch 11 5

outrage KO (random) 7
bu 6
lp 13 9 5


Timburr [Clowncrete] (M)
HP: 70
Energy: 83
Boosts: +1/+1
Other: Nope


Gabite [Chomper]
HP: 4
Energy: 51
Boosts: None
Other: Outrage locked


Flarelm [Balsamus]
HP: 30
Energy: 45
Boosts: None
Other: Nope


Swampert [Vladdy]
HP: KO
Energy: KO
Boosts: None
Other: Nope


The arena shifts to a sandy Desert again!

Mewtwo sends out a poke, then limewire moves, then mewtwo.
 
Oh and I meant to put this in the post: AP tests, an unexpectedly busy friday night, along with my tab randomly deleting itself TWICE pushed this reffing back (and my others lol) a lot longer then I wanted...
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Hmmm.

Chomper: I really hate Psychic-type Pokemon. They are always extremely annoying with their annoying movepool and annoying telekinetic powers and their annoying resistances. Continue to pummel that Flarelm until you are done. Then, attempt to hit said Flarelm in the groin with a Dig. If you are still alive, Dragon Claw Flarelm (or Ralts if Flarelm has fainted).

Outrage (Flarelm) ~ Outrage / Dig (Flarelm) ~ Dragon Claw (Flarelm / Ralts)

Clowncrete: With those weak defenses, let's hope that Ralts will fall easily.

Rock Slide ~ Payback (Ralts) ~ Drain Punch (Ralts)
 
BALSAMUS:

Eh, you can take the Outrage. Wait for Gordon to make his move, then fire a Giga Drain at Chomper to finish her off. Next, Leech Seed Clowncrete and GET THE HELL AWAY FROM IT. Finally, erect a Reflect.

Remember, wait until Gordon Traces Sand Veil before attacking Chomper.

Wait for Gordon to use Trace ~ Giga Drain Chomper ~ Leech Seed Clowncrete ~ Reflect

~~~

GORDON: I actually don't think you'll faint this battle.

Start by using your mad mimicry skills to Trace Chomper's Sand Veil.

Next, Shadow Sneak to dodge the Payback attack, then pop up behind Clowncrete and smack him with a Confusion attack!

If you get another action after that--Trace is an Ability, I don't know how it stacks with everything--Heal Pulse to Balsamus before Shadow Sneaking.

Your action chain either looks like
..Trace Sand Veil ~ Heal Pulse Balsamus ~ Evasive Shadow Sneak ~ Confusion Clowncrete

OR(if Ability use = an Action) Trace Sand Veil ~ Evasive Shadow Sneak ~ Confusion Clowncrete
 
crap in the rush to get the brawl done and having DSSL + ap tests and graduating this totally got lost :x doing it asap i promise. I'm really sorry, life has caught me hard lately >.<

edit: and asap means tomorrow because i have to head to bed atm - I'm getting my wisdom teeth out early tomorrow... blug.
 
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