Lockdown takes on waterwarrior!

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An all-out man-to-man fight!

The Challenge
ME WANT MAXED OUT ALAKAZAM.

Open challenge
1v1 Singles
ASB Arena
2 recovers/ 5 chills
1 Day DQ

You decide the rest
accepting waterwarrior
2 subs
all abilities
items: training
The Contenders
water's Warrior

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(*) [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
 
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
 
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
 

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


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: -


Greased
Static/Lightningrod/Minus
HP: 100
EN: 100

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

Status: -
Stat modifiers: -

Round 1
Manetric misses his first Snarl and proceeds to have seizures.
[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

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: -


Greased
Static/Lightningrod/Minus
HP: 61
EN: 95

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

Status: -
Stat modifiers: -
 
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
 

The end is near

---​
Pre Round


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: -


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

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: -


Greased
Static/Lightningrod/Minus
HP: 2
EN: 68

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

Status: -
Stat modifiers: -

---

Really guys, this could have ended in two rounds.
 
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
 
Manetric is left with 1HP from the previous round.*

A1 Alakazam takes 14 Damage

A2 happens.

A3 combo hits clone. Confusion KOs

---

Congratulations to waterwarrior!

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