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Completed Lockdown takes on waterwarrior!

Discussion in 'ASB' started by Box, Oct 29, 2012.

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  1. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    An all-out man-to-man fight!

    The Challenge
    The Contenders
    water's Warrior
    Houdin the motherfucking Alakazam (open)


    [​IMG]
    Alakazam* (Houdin) Male
    Nature: Timid (-Atk, +Spe, +22% accuracy)
    Type: 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. 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.
    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.
    Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

    Stats:
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 138 (120x1.15) (+)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

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

    Attacks: (72/ 94 total moves)
    Physical:
    Counter
    Dig
    DynamicPunch
    Fire Punch*
    Foul Play
    Knock Off
    Psycho Cut
    Thief
    Zen Headbutt

    Special:
    Charge Beam
    Confusion
    Dream Eater
    Energy Ball
    Focus Blast
    Future Sight
    Grass Knot
    Hidden Power Fire (7)
    Hyper Beam
    Psybeam
    Psychic*
    Psyshock*
    Round
    Shadow Ball*
    Signal Beam
    Tri Attack
    Zap Cannon

    Status:
    Ally Switch
    Attract
    Barrier
    Bide
    Calm Mind
    Disable
    Double Team
    Encore*
    Endure
    Embargo
    Flash
    Gravity
    Guard Swap*
    Guard Split
    Kinesis
    Light Screen
    Magic Coat
    Magic Room
    Metronome
    Mimic
    Miracle Eye
    Nightmare
    Protect
    Psych Up
    Rain Dance
    Recover
    Recycle
    Reflect
    Rest
    Role Play
    Safeguard
    Skill Swap
    Sleep Talk
    Snatch
    Substitute
    Sunny Day
    Swagger
    Taunt
    Telekinesis
    Teleport*
    Thunder Wave
    Torment
    Toxic
    Trick
    Trick Room
    Wonder Room


    LockDown's One-man Legion
    Manectric (open)
    [​IMG]
    Manectric(*) [Greased] (M)
    Nature: Rash (+1 SpA, -1 SpD)
    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.
    Lightning Rod: (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. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
    Minus (DW UNLOCKED): (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 5 (+)
    SpD: Rank 1 (-)
    Spe: 105
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

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

    Attacks:
    Fire Fang
    Tackle
    Thunder Wave
    Leer
    Howl
    Quick Attack
    Spark
    Odor Sleuth
    Roar
    Thunder

    Crunch
    Discharge
    Uproar

    Hidden Power [Ice, 7]
    Thunderbolt
    Flamethrower
    Snarl
    Volt Switch
    Protect
    Endure


    ---
    Well let's get it on! Ready? BATTLE
  2. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    I go first, right?
    "It's doubtful we will win this, Greased, so you can hold this Exp. Share to get closer to being maxed as well."

    Snarl > Snarl > Snarl
    not even going to bother subbing
  3. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,552
    Wait, why the HELL did you not bring Collosoil? Oh well, easier for me.

    Take this Exp. Share and go kick some ass!

    Psychic -> Disable (Snarl) -> Psychic
  4. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,552
    Bump for Box...
  5. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Super Ultra Quick reffin'. I am so sorry for putting this off, schoolwork absolutely swamped me over the past week. Things'll pick up after this weekend.

    ---​
    Pre Round

    [​IMG]
    Houdin
    Synchronize/Inner Focus/Magic Guard
    HP: 90
    EN: 100

    1/2/5/3
    Size 3/Weight 3
    138 Speed/+22 Accuracy

    Status: -
    Stat modifiers: -

    [​IMG]
    Greased
    Static/Lightningrod/Minus
    HP: 100
    EN: 100

    3/2/5/1
    Size 3/Weight 3
    105 Speed

    Status: -
    Stat modifiers: -

    Round 1
    [HIDE="Round 1 Calculations]
    A1
    Alakazam used Psychic!
    633 No Crit
    6289 No Drop
    Damage: 9 + 3 + 6 = 18 Damage
    -5.5 En

    Manetric used Snarl!
    9705 Miss (wtf)
    -5 En

    A2
    Alakazam used Disable!
    The foe's Snarl was disabled!
    -7 En

    Manetric used Snarl!
    But it failed!

    A3
    Alakazam used Psychic!
    4523 No Crit
    9124 No Drop
    Damage: 9 + 3 + 6 = 18 Damage
    -5.5 En

    Manetric used Struggle!
    3487 No Crit
    Damage (Alakazam): 5 + 1.5 = 6.5 Damage
    Recoil: 6.5 * 0.4 = 2.6 Damage[/HIDE]

    Post Round
    [​IMG]
    Houdin
    Synchronize/Inner Focus/Magic Guard
    HP: 83
    EN: 82

    1/2/5/3
    Size 3/Weight 3
    138 Speed/+22 Accuracy

    Status: -
    Stat modifiers: -

    [​IMG]
    Greased
    Static/Lightningrod/Minus
    HP: 61
    EN: 95

    3/2/5/1
    Size 3/Weight 3
    105 Speed

    Status: -
    Stat modifiers: -
  6. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,552
    The third Snarl should be Struggle. Not that this actually changes my actions.

    TIME TO FUCK SOME SHIT UP!

    Psyshock -> Psychic + Psychic combo -> cooldown (Psychic combo)
    If Crunch, change that action to Counter
    If Protect is used successfully, Light Screen the first time and Reflect the second time, pushing actions back each time
  7. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    well then...

    Endure > Crunch > Thunderbolt
  8. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    The end is near

    ---​
    Pre Round

    [​IMG]
    Houdin
    Synchronize/Inner Focus/Magic Guard
    HP: 83
    EN: 82

    1/2/5/3
    Size 3/Weight 3
    138 Speed/+22 Accuracy

    Status: -
    Stat modifiers: -

    [​IMG]
    Greased
    Static/Lightningrod/Minus
    HP: 61
    EN: 95

    3/2/5/1
    Size 3/Weight 3
    105 Speed

    Status: -
    Stat modifiers: -

    [HIDE="Round 2 Calculations]
    A1
    Alakazam used Psyshock!
    2970 No Crit
    Damage: 8 + 3 + 4.5 = 15.5 Damage
    -5 En

    Manetric used Endure!
    -15 En

    A2
    Alakazam is charging a powerful attack!

    Manetric used Crunch!
    3278 No Crit
    1863 No Drop
    Damage: (8 + 1.5) * 1.5 = 14.25 Damage
    -6 En

    Alakazam unleashed Mental Crush!
    2031 No Crit
    5150 No Drop
    Damage: (20.25 + 3 + 6) * 1.5 = 43.875 Damage
    -27 En

    A3
    Alakazam must cool down!

    Manetric used Thunderbolt!
    9268 No Crit
    1059 No Para
    Damage: 10 + 3 + 3 = 16 Damage
    -6 En

    End of round results:
    Alakazam -30HP, -32EN
    Manetric -59HP, -27EN
    [/HIDE]

    Post Round
    [​IMG]
    Houdin
    Synchronize/Inner Focus/Magic Guard
    HP: 53
    EN: 50

    1/2/5/3
    Size 3/Weight 3
    138 Speed/+22 Accuracy

    Status: -
    Stat modifiers: -

    [​IMG]
    Greased
    Static/Lightningrod/Minus
    HP: 2
    EN: 68

    3/2/5/1
    Size 3/Weight 3
    105 Speed

    Status: -
    Stat modifiers: -

    ---
    [​IMG]
    Really guys, this could have ended in two rounds.
  9. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    ww's sub should have activated a2, making him use the Psychic combo a3 and leaving him on cooldown a1 this round.
    not that i have any more chance to win, but still.

    Crunch > Protect > Quick Attack + Crunch
  10. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,552
    GG LockDown, and thanks for the easy 4 MC :)

    cooldown -> Double Team (3 clones) -> Confusion
  11. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    Manetric is left with 1HP from the previous round.*

    A1 Alakazam takes 14 Damage

    A2 happens.

    A3 combo hits clone. Confusion KOs

    ---
    [​IMG]
    Congratulations to waterwarrior!

    Me: 2UC
    Both of you: 1CC
    Alakazam: 4MC, 1KOC
    Manetric: 4MC
  12. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    gg waterwarrior, and I got an easy 4 MC too :)
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