Completed [MATCH OVER] Temperantia v Darkamber8828 (Subref: Flora)

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Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#1
Rules:
6v6 singles
1 recovery/5 chills per Poke
DQ 4 days/7 days ref
Switch=KO
All Abilities
No items

Promise me you'll keep the battle interesting.

Arena: Safari Zone
The safari zone is mainly a grassland, though there are some features that are notable. The safari zone is a very large expanse of grassy land. In the very center of the zone, there is a plateau that appears similar to a mesa, except not quite so elevated. Five feet off the ground, the plateau is roughly twenty feet in diameter. It is rock. To the north, elevation increases and ends in various cliffs and crags. Falling off will result in a KO. Flying Pokemon may fly off the edge and fly back, though they may not stay airborne for more than three actions. To the south, elevation decreases, and it becomes a lake full of clear fresh water. Each Pokemon may drink from the lake once. The lakewater may or may not do anything. To the west, there are some large trees that form an impregnable barrier. It is possible to go a couple feet in the thick brush, but you cannot go too far in. To the east, there are scattered boulders in the cracks of the walls. Small Pokemon can fit inside the cracks. They may or may not lead anywhere. Extremely powerful attacks (9 BP or greater) have a 25% chance of causing a Pokemon to jump out and attack for self-defense. They are as follows (rarer Pokemon can be assumed to be more powerful):

Xatu - 30%
Scyther - 20%
Pinsir - 20%
Heracross - 15%
Tauros - 10%
Wobbuffet - 4%
Safari Warden - 1%

Temperantia:

Whirlipede(*) Dokuto (M)
Nature:Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Bug/Poison
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Abilities:
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.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Stats:

HP: 90
Atk: ***(+)
Def: ****
SpA: *(-)
SpD: ***
Spe: 47

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

Attacks:
Defense Curl(*)
Rollout(*)
Poison Sting(*)
Screech(*)
Pursuit(*)
Protect(*)
Poison Tail(*)
Iron Defense
Bug Bite(*)
Steamroller

Spikes(*)
Toxic Spikes(*)
Twinneedle(*)

Poison Jab(*)
Double Team(*)
Payback(*)


Mareep(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
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

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.
Plus(DW): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Stats:

HP: 90
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30 (35/1.15= 30.4.., truncated to 30)

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

Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem

Agility(*)
Body Slam(*)
Screech(*)

Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)


Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.


Stats:

HP: 90
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


EC: 3/6
MC: 1
DC: 3/5

Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot

Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)

Rain Dance(*)
Poison Jab(*)
Earthquake(*)


Combee(*) Iseria (F)
Nature: Serious (No effect)
Type: Bug/Flying
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
Honey Gather: (Innate)This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Hustle (DW): (Innate)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.

Stats:

HP: 90
Atk: **
Def: **
SpA: **
SpD: **
Spe: 70

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

Attacks:
Sweet Scent
Gust
Bug Bite

Ominous Wind
Mud Slap
Tailwind


Murkrow(*) Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilties:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
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.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91


EC: 1/6
MC: 0
DC: 1/5

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt

Roost
Sky Attack
Psycho Shift

Thunder Wave
Snarl
Toxic


Snorunt- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Inconsistent is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:

Hp: 90
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50

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

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Hex
Disable
Fake Tears

Ice Beam
Toxic
Shadow Ball


Darkamber8828:

Poliwhirl [Ruckingfain] (Female)

Nature: Modest (+1 to Special Attack, -1 Attack)

Type: Water

Water: Summary: 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).

Stats:
HP: 100
Atk: ** (-1)
Def: ***
SpA: *** (+1)
SpD: **
Spe: 90

(+1 to Special Attack, x20/23 to Speed)

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

Abilities

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

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

Swift Swim: (DW, not activated) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks

Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Hydro Pump

Refresh
Encore
Mud Shot

Surf
Ice Beam
Hidden Power (Grass, 7 BP, 5 energy)


Poliwag [Buff] (Male)

Nature: Adamant (+1 to Attack, -1 Special Attack)

Type: Water

Water: Summary: 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).

Stats:

HP: 90
Atk: *** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 90

(+1 to Attack, -1 to Special Attack)

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

Abilities

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

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

Swift Swim: (DW, not activated) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks

Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Belly Drum

Refresh
Encore
Mud Shot

Waterfall
Return
Toxic


Mantyke (*) Squishy (F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Water/Flying

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).

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: **** (+1)
SpD: ****
Spe: 50


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

Attacks:
Tackle
Bubble
Supersonic
BubbleBeam
Headbutt
Agility
Wing Attack


Tympole (*) Squashy (F)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Water

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).

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Water Absorb: (DW, not activated) (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Stats:
HP: 90
Atk: **
Def: **
SpA: *** (+1)
SpD: * (-1)
Spe: 64

EC: 2/9
MC: 0
DC: 0/5

Attacks:
Bubble
Growl
Supersonic
Round
BubbleBeam
Mud Shot
Aqua Ring
Uproar

Mud Bomb
Earth Power
Refresh

Toxic
Surf
Sludge Wave


Duosion [Deblob] (Female)

Nature: Quiet (+1 to Special Attack, x20/23 to 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 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: 100
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)

(+1 to Special Attack, x20/23 to Speed)

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

Abilities

Magic Guard: (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.

Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Dustproof (DW, not activated) Innate This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks

Psywave *
Reflect *
Rollout *
Snatch *
Hidden Power Fire (7 power, 5 energy cost) *
Light Screen *
Charm *
Recover *
Psycho Shock *
Psychic

Acid Armor *
Confuse Ray *
Imprison *

Trick Room *
Shadow Ball *


Rampardos [Tim] (M)

Nature: Naive (x1.15 to Speed, -1 to Special Defense)

Type: Rock

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).

Stats

HP: 110
Atk: ***** (+1)
Def: ***
SpA: ***
SpD: * (-1)
Spe: 67 (58*1.15)

(x1.15, -1 to Special Defense)

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

Abilities

Mold Breaker: Innate Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc

Sheer Force (DW, activated): (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.

Attacks

Headbutt *
Leer *
Focus Energy *
Pursuit *
Take Down *
Scary Face *
Assurance *
Zen Headbutt
Head Smash

Hammer Arm *
Iron Head *
Leer *

Earthquake *
Stone Edge *
Ice Beam *
Flamethrower
Thunderbolt


Temperantia starts.
 
#2
"Look at the scenery, brother! Isn't it amazing?" Lenneth gawks as a flock of Xatu fly ahead.
"You know that's not why we're here."
"Yeah, yeah I know, the battle. Sue me for stopping and smelling the Roselias, you neurotic wuss."
"Since you are obviously to busy taking in the scenery, I'll have to start this battle. Go, Cyndi (Mareep)!"
"Of course, the sheep. Don't you have anything stronger than that pathetic ball of yarn?"
Laharl ignores the insult and focuses on his opponent and their Pokemon choice.
 
#3
Tim the Rampardos! Crush, maim, destroy!

Earthquake ~ Stone Edge ~ Earthquake

If it Thunder Waves, cancel the electricity out with your own Thunderbolt!
 
#4
"Stategy is how we'll win this, Cyndi! Let's get him on the defensive by using Thunder Wave to force him to block it! Next, hit him with a Thunderbolt as he gets close, then force him to use Thunderbolt again by using Thunder Wave. I have a feeling one of the Thunder Waves is bound to hit due to you being naturally more proficient with electricity!"

Thunder Wave-> Thunderbolt-> Thunder Wave
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#5
Tim the Rampardos! Crush, maim, destroy!

Earthquake ~ Stone Edge ~ Earthquake

If it Thunder Waves, cancel the electricity out with your own Thunderbolt!
You're going to pick on a little lamb?
"Stategy is how we'll win this, Cyndi! Let's get him on the defensive by using Thunder Wave to force him to block it! Next, hit him with a Thunderbolt as he gets close, then force him to use Thunderbolt again by using Thunder Wave. I have a feeling one of the Thunder Waves is bound to hit due to you being naturally more proficient with electricity!"

Thunder Wave-> Thunderbolt-> Thunder Wave
Rules:
6v6 singles
1 recovery/5 chills per Poke
DQ 4 days/7 days ref
Switch=KO
All Abilities
No items

Promise me you'll keep the battle interesting.

Arena: Safari Zone
The safari zone is mainly a grassland, though there are some features that are notable. The safari zone is a very large expanse of grassy land. In the very center of the zone, there is a plateau that appears similar to a mesa, except not quite so elevated. Five feet off the ground, the plateau is roughly twenty feet in diameter. It is rock. To the north, elevation increases and ends in various cliffs and crags. Falling off will result in a KO. Flying Pokemon may fly off the edge and fly back, though they may not stay airborne for more than three actions. To the south, elevation decreases, and it becomes a lake full of clear fresh water. Each Pokemon may drink from the lake once. The lakewater may or may not do anything. To the west, there are some large trees that form an impregnable barrier. It is possible to go a couple feet in the thick brush, but you cannot go too far in. To the east, there are scattered boulders in the cracks of the walls. Small Pokemon can fit inside the cracks. They may or may not lead anywhere. Extremely powerful attacks (9 BP or greater) have a 25% chance of causing a Pokemon to jump out and attack for self-defense. They are as follows (rarer Pokemon can be assumed to be more powerful):

Xatu - 30%
Scyther - 20%
Pinsir - 20%
Heracross - 15%
Tauros - 10%
Wobbuffet - 4%
Safari Warden - 1%

Temperantia: OOOOOA

Mareep (Cyndi) (F)
2 / 2 / 4 / 2 / 30
HP: 90
Energy: 100

Darkamber8828: OOOOOA

5 / 3 / 3 / 1 / 67
HP: 110
Energy: 100

Round One Start!

Welcome to the Safari Zone, where prospecting trainers get the chance to capture rare and powerful Pokemon to use for their rest of their lives (for the small price of 5000000 PokeDollars and the guarantee that you'll only use our Safari Balls which come with a super special catch rate of 0.001 to ensure that you never catch anything). However, due to the budget deficit, we have had no choice but to open the zone up to trainers itching to duke it out with other trainers! Of course, the safari Pokemon have run away to save their own skins, but once in a while a loyal Pokemon shows up and defends the zone. There's also the Safari Warden, but he never shows up; he's too busy searching for his Gold Teeth.

The two contestants today have paid a generous amount of money to have the chance to battle. In a show of endurance, the contestants have decided to make it a 6v6 battle! *cheers* I suppose this means less advertising time... Let's meet our contestants. On the south end, near the lake, Temperantia and Cyndi! *clapping* On the north end of this large expanse, meet Darkamber and Tim! *applause* Let's get this battle started!

Tim jumps into action, attempting to summon a large earthquake to hit the zone. Halfway through his action, he sees Cyndi sending a tiny spark of electricity lazily towards him. Outraged at the nerve of the little lamb, Tim, forgets about the earthquake and summons a huge bolt of electricity. The Thunderbolt crashes down on the little spark and both disappear immediately. I think this is... overkill.

Continuing his streak of using overpowered moves, Tim attempts to stab Cyndi with extremely sharp rocks. Each rock deals some damage, and the attack deals significant damage. Cyndi takes the hit in stride, returning the blow with a large thunderbolt of her own. Her proficiency in electricity makes it deal a significant amount of damage. In fact, her proficiency allowed the thunderbolt to smash Tim in a weak spot, dealing more damage than usual!

Tim starts summoning another earthquake, but stops for the second time this round when he sees that Cyndi is attempting to send another lazy spark of electricity coming his way. Once again, the spark stimulates Tim's irrational fear or electricity sparks and Tim summons another huge thunderbolt. The Thunderbolt smashes into the spark, and both disappear again. Tim really needs to take a break.

Round One End.

Temperantia: OOOOOA

Mareep (Cyndi) (F)
2 / 2 / 4 / 2 / 30
HP: 72
Energy: 82

Darkamber8828: OOOOOA

5 / 3 / 3 / 1 / 67
HP: 89
Energy: 79

Temperantia, your turn.
 
#6
"Thunder Wave first, Cyndi, but if he uses Thunderbolt to try to cancel it out, use Cotton Spore instead. The next turn depends on your first action, if you used Cotton Spore, then use Thunder Wave, if you used Thunder Wave, then use Charge Beam! If you used Charge Beam second turn, use Thunderbolt. If you didn't, use Charge Beam."
The Mareep tilts its head to the side for a few seconds, then nods in approval.

Thunder Wave-> Charge Beam-> Thunderbolt
or if first Thunder Wave is cancelled/dodged
Cotton Spore-> Thunder Wave-> Charge Beam
 
#7
That's not fair.

Plan B: use Earthquake to create a barrier between you and the attacks! (FYI Himalayas formed by earthquakes, two faults pushing against each other make fuckin' huge mountains, and if Earthquake can make huge trenches, it can make a god damn lump-shield of earth to block some wimpy spores). Wait until the Thunder Wave disappates, then get close and Stone Edge! Finish with an offensive Earthquake!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#8
"Thunder Wave first, Cyndi, but if he uses Thunderbolt to try to cancel it out, use Cotton Spore instead. The next turn depends on your first action, if you used Cotton Spore, then use Thunder Wave, if you used Thunder Wave, then use Charge Beam! If you used Charge Beam second turn, use Thunderbolt. If you didn't, use Charge Beam."
The Mareep tilts its head to the side for a few seconds, then nods in approval.

Thunder Wave-> Charge Beam-> Thunderbolt
or if first Thunder Wave is cancelled/dodged
Cotton Spore-> Thunder Wave-> Charge Beam
That's not fair.

Plan B: use Earthquake to create a barrier between you and the attacks! (FYI Himalayas formed by earthquakes, two faults pushing against each other make fuckin' huge mountains, and if Earthquake can make huge trenches, it can make a god damn lump-shield of earth to block some wimpy spores). Wait until the Thunder Wave disappates, then get close and Stone Edge! Finish with an offensive Earthquake!
Rules:
6v6 singles
1 recovery/5 chills per Poke
DQ 4 days/7 days ref
Switch=KO
All Abilities
No items

Arena: Safari Zone
The safari zone is mainly a grassland, though there are some features that are notable. The safari zone is a very large expanse of grassy land. In the very center of the zone, there is a plateau that appears similar to a mesa, except not quite so elevated. Five feet off the ground, the plateau is roughly twenty feet in diameter. It is rock. To the north, elevation increases and ends in various cliffs and crags. Falling off will result in a KO. Flying Pokemon may fly off the edge and fly back, though they may not stay airborne for more than three actions. To the south, elevation decreases, and it becomes a lake full of clear fresh water. Each Pokemon may drink from the lake once. The lakewater may or may not do anything. To the west, there are some large trees that form an impregnable barrier. It is possible to go a couple feet in the thick brush, but you cannot go too far in. To the east, there are scattered boulders in the cracks of the walls. Small Pokemon can fit inside the cracks. They may or may not lead anywhere. Extremely powerful attacks (9 BP or greater) have a 25% chance of causing a Pokemon to jump out and attack for self-defense. They are as follows (rarer Pokemon can be assumed to be more powerful):

Xatu - 30%
Scyther - 20%
Pinsir - 20%
Heracross - 15%
Tauros - 10%
Wobbuffet - 4%
Safari Warden - 1%

Temperantia: OOOOOA

Mareep (Cyndi) (F)
2 / 2 / 4 / 2 / 30
HP: 72
Energy: 82

Darkamber8828: OOOOOA

5 / 3 / 3 / 1 / 67
HP: 89
Energy: 79

Round Two Start!

Welcome back to the Safari Zone, where a cute lamb is attempting to defeat the giant dinosaur. Good luck with that.

Tim the Rampardos appears to be much more fidgety then normal, which is quite understandable, seeing that Tim thought that a thunderbolt was absolutely necessary to cancel out a lazy spark of electricity. As Cindi sends the third spark of electricity towards Tim, he reacts differently, summoning an earthquake to create a hill. The hill rises quickly, effectively blocking the spark of electricity.

Tim rushes over the hill with prehistoric power, ramming into the yellow sheep with sharp stones. The stones poke the soft underside of Cindi's belly, dealing more damage than expected. Cindi quickly responds by sending a beam of excess electricity, but aims horribly; the beam flies out into the sky. Things seem to be going horribly for Cindi when an enraged Tauros rushes out into the open. It doesn't seem to have Anger Point activated, but the rage is enough to intimidate Tim, lowering his attack by one stage! The Tauros rushes forward and attacks Tim with a Take Down, dealing some damage, and immediately rushes back out.

Tim, shrugging the hit off, proceeds to summon yet another earthquake, which hits Cindi for a scary amount of damage. Unfortunately for the Rampardos, this attack angers a nearby Pinsir, who jumps out, pincers clacking. The Pinsir effortlessly tosses Tim into the air and jumps back into the bushes before Tim lands. The Rampardos takes 10 points of damage. Cindi adds more damage with a large thunderbolt, which deals significant damage.

Yeah... RNG decided to be screwy.

Round Two End.

Temperantia: OOOOOA

Mareep (Cyndi) (F)
2 / 2 / 4 / 2 / 30
HP: 31
Energy: 65

Darkamber8828: OOOOOA

5 / 3 / 3 / 1 / 67
HP: 52
Energy: 60
-1 ATK
Charge Beam = MISS
Thunderbolt = 17.5

Total = 18 damage.
~~~
Stone Edge = 20.5 (crit)
Earthquake = 20.25

Total = 41 damage.
~~~
Take Down = 9
Seismic Toss = 10

Darkamber, go
 
#9
What the heck.

Earthquake ~ Earthquake ~ Earthquake! Keep the hill between you and the sheep! You can kill it through the ground, it can't!

Also you're faster!

We got this!

Also



Palpitoad (*) Squashy (F)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Water

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).

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Water Absorb: (DW, not activated) (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Stats:
HP: 100
Atk: ***
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 69

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

Attacks:
Bubble
Growl
Supersonic
Round
BubbleBeam
Mud Shot
Aqua Ring
Uproar

Mud Bomb
Earth Power
Refresh

Toxic
Surf
Sludge Wave


I evolve this thing when it comes out mk?
 
#10
"Cyndi, I've said it once, and I'll say it again: Strategy is how we'll win this! Agility past that earthquake of his to close the distance and hopefully avoid getting too hurt. When you're past the wall of Earth, use Thunderbolt before he can earthquake again. Finally, Screech through that wall of earth (dirt is a better conductor of sound than air) he puts up if you can hold out."


PS I don't think you can evolve the pokemon unless you get a KO with it, Darkamber.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#13
Yep. Can't leave battles hanging.


Cyndi (F)
HP: 31
Energy:
65
Boosts/Drops:
Others:

Actions: Agility close to Tim - Thunderbolt - Screech
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain
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.
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30


Tim (M)
HP: 52
Energy:
60
Boosts/Drops: -1 Atk (permanent)
Others:

Actions: Earthquake spam
Nature: Naive (x1.15 to Speed, -1 to Special Defense)
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Mold Breaker: Innate Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc
Sheer Force (DW, activated): (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.
Atk: ***** (+1)
Def: ***
SpA: ***
SpD: * (-1)
Spe: 67 (58*1.15)


---------------------------------------------------------

Round 3: Lamb Chop

Yo. Looks like our little ref Engineer Pikachu got stampeded over by a horde of Tauros, so I gotta take over for him. Don't worry, he's getting his medical attention just fine. He'll live!

As far as I know, this is the Safari Zone, where shit happens. Looks like Tim got a bit frightened from a wandering Tauros from before, but he's still managing to smash this lil' sheep into cotton puff. Mmm, wool.

Hey, you feel that? That's an Earthquake! It's freaking real! This certainly shook Cyndi up into stage fright! However, she seems... prepared for the worst this time around and pushes out her fluffy muscles into a swift Agility aimed straight over the earthen hill to... Tim himself! The shaking of the quake is certainly taking its toll on the hill, though, as pieces of ground droop down like a waterfall; luckily, Cyndi just made her way on the other side, but she droops down swiftly and bangs her head! Due to Cyndi being vastly slower than Tim, we can say she still managed to get into a slight mess from what the Earthquake caused before climbing the hill - sliding rocks, unstable balance of footing, and wild POKEMON! Looks like a Xatu has appeared and it seeking to defend its native Safari Zone from any danger! It gives Tim the Night Shade of death before fleeing back to the trees like the noob it is.

Even after the Agility, Cyndi is still slightly slower than Tim, and that, to put short and sweetly, makes her at the end of her line. Tim looks down and stares right onto the miniature Cyndi and stomps a magnificent Earthquake that shatters the hill once and for all! This causes a landslide that rushes down on all sides of the hill... causing not only Cyndi to be swallowed through, but even Tim himself! As both Pokemon are getting burrowed, it seems like Tim's rocky strength was enough to withstand the rocks and ground as he stretches and flexes out of the slide. Some little eyes pop out from the bunches of rock - it's Cyndi! Immediately, the darkness inside lights up brightly and out comes a shocking Thunderbolt that smashes onto Tim's dreadful face. Good thing he's still full of life though!

Tim now feels the need to end this sheep's painful life. He stomps again for the finishing touch, the decisive Earthquake, the ender of all sheeps. This shakes the entire arena and crumbles even more rocks onto Cyndi and drains the life out of her... until she... peacefully faints like an angel. I think Tim should sign up as a terrorist.

---------------------------------------------------------



Cyndi (F)
HP: baaaaaa (food for dinosaurs)
Energy:
0
Boosts/Drops:
Others:

Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain
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.
Atk: **
Def: **
SpA: ****(+)
SpD: **
Spe: 30


Tim (M)
HP: 21
Energy:
30
Boosts/Drops: -1 Atk (permanent)
Others:

Nature: Naive (x1.15 to Speed, -1 to Special Defense)
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Mold Breaker: Innate Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc
Sheer Force (DW, activated): (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.
Atk: ***** (+1)
Def: ***
SpA: ***
SpD: * (-1)
Spe: 67 (58*1.15)



Cyndi

A1: Agility > [7 Energy]
A2: Tbolt > 10 + 3 + (4-1 x 1.5) = [18 Damage] [6 Energy]
A3: Screech > [6 Energy] (not used)

Tim
A1: EQ > 10 + (5-3 x 1.5) + (1-1 x 1.5) x 1.5 = 20 / 2 = [10 Damage] [6 Energy]
Night Shade > [10 Damage] to Tim
A2: EQ > 10 + (5-3 x 1.5) + (1-1 x 1.5) x 1.5 = [20 Damage] [10 Energy]
Self damage from final collapsing of hill > let's say [3 Damage]
A3: EQ > 10 + (5-3 x 1.5) + (1-1 x 1.5) x 1.5 = [20 Damage] [14 Energy]


Temperantia sends out a new Pokemon and its orders. Then DA orders!
 
#14
Lenneth mockingly laughs seeing her dejected brother's face as he recalls Mareep.

"Ohoho, brother, yet again you fail and I must take your place. Mr. Bubbles, (Croagunk) finish the task my brother could not. Cross Chop, then Vacuum Wave, followed by Chill if Tim has fallen, or Vaccuum Wave if he hasn't. We''ll make quick work of this fossil."
 
#15
LAUGH

TIM THE TERRORIST
HE'S CLIMBING IN YOUR SAFARI ZONE
HE'S EARTHQUAKIN' YOUR HILLS UP
SO YA GOTTA HIDE YOUR LAMBS
HIDE YOUR EWES
HIDE YOUR LAMBS
HIDE YOUR EWES

AND HIDE YOUR MAREEPS
CAUSE HE'S QUAKIN' ERRBODY OUT THERE

Except you gunk.

Zen Headbutt ~ Zen Headbutt ~ Zen Headbutt

Something tells me the Safari Zone doesn't like me much.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#16

Mr. Bubbles (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Cross Chop - Vacuum Wave - Chill/Vacuum Wave
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


Tim (M)
HP: 21
Energy:
30
Boosts/Drops: -1 Atk (permanent)
Others:

Actions: Zen Headbutt x3
Nature: Naive (x1.15 to Speed, -1 to Special Defense)
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Mold Breaker: Innate Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc
Sheer Force (DW, activated): (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.
Atk: ***** (+1)
Def: ***
SpA: ***
SpD: * (-1)
Spe: 67 (58*1.15)


---------------------------------------------------------

Round 4: Dino... Dead Dino

Dead sheep too. =( At least Mr. Bubbles's here!

But Tim's not going down without a fight! There he goes, ravaging through the fallen rocks and dirt, smashing them like little ants as he bashes into Mr. Bubbles with a violent Zen Headbutt attack! This inflicts massive MASSIVE damage to Mr. Bubbles's body and soul, but he's able to retaliate back with the finishing Cross Chop that cuts through Tim's body. This causes him to tumble over immediately on his belly and... ultimately faint. Mr. Bubbles celebrates his victory by dancing and dancing... until a shady figure pops out of nowhere. YOU! YOU USE CROSS CHOP IT HAS 10 BP 25% CHANCE ACTIVATED I KILL YOU NOW!!!!!!

It's... a beautiful Xatu! Maybe it was the one that appeared last time, but who knows. This time around, it casts an awesome Confuse Ray that links and hooks up onto Mr. Bubbles with ghostly horror. That was quite severe! Afterward, like always, Xatu flutters back to its home, probably on a tree or something. I might go find it myself.

---------------------------------------------------------



Mr. Bubbles (M)
HP: 60
Energy:
94
Boosts/Drops:
Others:
Confusion (2 more actions)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


Tim (M)
HP: dead bully
Energy:
0
Boosts/Drops:
Others:

Nature: Naive (x1.15 to Speed, -1 to Special Defense)
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Mold Breaker: Innate Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc
Sheer Force (DW, activated): (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.
Atk: ***** (+1)
Def: ***
SpA: ***
SpD: * (-1)
Spe: 67 (58*1.15)



Mr. Bubbles

A1: CC > 10 + 3 + (4-3 x 1.5) x 1.5 = [22 Damage] [6 Energy]

Tim
A1: ZH > 8 + 2 (sheer force) + (5-2 x 1.5) + (1-1 x 1.5) x 2.25 = 20 / 2 = 33 - 3 (anticipation) = [30 Damage] [8 Energy]


DA sends out a new Pokemon and its orders. Then Temp orders!
 
#18
"Mr. Bubbles, start off with a Fake Out.Your opponent most likely won't evolve, (there really is a rule somewhere in the data audit thread, I know :3) but your next action depend on if it did. If you're still fighting a Tympole, Poison Jab, if not use Revenge then use Swagger. You and I will show how much more effective we are than Laharl and the puffball!"

"Speak while you can, sister. You're not in the greatest shape as is, and our opponent is no pushover..."


Fake Out-> Poison Jab/Revenge -> Swagger
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#19
A few things.

"If you enter a battle and your Evolution Counter increases to the necessary amount, or you get a KO and want to use your KO bonus to evolve immediately, you may do so at the cost of 20% of your Pokemon's energy. Evolution is the only counter that can be increased and applied to evolve mid-battle. If a Pokemon's Maximum HP increases when it evolves to its next form, it gains the increase in HP (ex. A Pokemon with 90 Maximum HP and 37 Current HP gets a KO and can evolve with the KO Bonus into a Pokemon with 100 Maximum HP, will lose 20% of its Energy, evolve, and its new Current HP will be 47 when it resumes battle.)"

Palpitoad was approved by Smash, so it's allowed. It'll gain the Ground typing upon evolution, so I'm putting that in this post and future posts. Evolutions during battles will cost 20% energy. Sorry Temp! I would've still Revenged though since it's pretty good!

Mr. Bubbles (M)
HP: 60
Energy:
94
Boosts/Drops:
Others:
Confusion (2 more actions)
Actions: Fake Out - Poison Jab/Revenge - Swagger
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


Squashy (F)
HP: 100
Energy:
80
Boosts/Drops:
Others:

Actions: Earth Power - Mud Bomb - Earth Power
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Atk: ***
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 69


Note: It would seem that Squashy should've "skipped" first action, but that... actually shouldn't happen. It should follow the sequence of orders. Instead of "2-3", it should be "1-2" and then its last order couldn't be carried out. Well, not like it has a difference since it would've been another Earth Power; just letting you guys know.

---------------------------------------------------------

Round 5: ffffFROGS!

And lots of them! Except, one's still a tadpole, but I'm sure she can beat up a real mature frog!

Mr. Bubbles immediately sets to waste this action with a stally Fake Out! Looks like even his confusion couldn't stop him! This snaps Squashy and flinches his movements. Trying to buy time Mr. Bubbles? I don't think you got the cash to buy more time!

Squashy then calls upon the earth's might and splashes an astounding amount of power from the ground right under Mr. Bubbles's feet! This propels Mr. Bubbles straight into the sky... but he's flying... straight toward Squashy for a Revenge attack! How in the world he knew where Squashy was even when confused is beyond me. This smackles Squashy's slimy skin a bit, but she's alright! At the end, Mr. Bubbles's confusion slips right off his mind. Both attacks shook the foundations of the Safari Zone by a good margin, but it seems that no foreign invaders were that interested in coming along and interfering. Frog haters?

Now closeby, Squashy delivers a bomb of mud from the ground that blows up upon impact on Mr. Bubbles's face! There was so much mud that it lowered his accuracy! With a face full of mud, Mr. Bubbles attempts to Swagger off like a cheesy pimpster, but instead, he was doing that with silly motions AND at a tree! Hahaha! I think that was like... pretty funny! Wait, isn't that Xatu's nest right there? O_O

---------------------------------------------------------



Mr. Bubbles (M)
HP: 19
Energy:
76
Boosts/Drops: -1 Accuracy
Others:

Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


Squashy (F)
HP: 75
Energy:
68
Boosts/Drops:
Others:

Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Atk: ***
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 69



Mr. Bubbles

A1: Fake Out > 4 + (4-2 x 1.5) = [7 Damage] [4 Energy]
A2: Revenge > 12 + 3 + (4-2 x 1.5) = [18 Damage] [7 Energy]
A3: Swagger > [7 Energy] (missed)

Squashy
A1: flinch
A2: Earth Power > 9 + 3 + (4-1 x 1.5) x 1.5 = 25 - 3 = [22 Damage] [7 Energy]
A3: Mud Bomb > 7 + 3 + (4-1 x 1.5) x 1.5 = 22 - 3 [19 Damage] [5 Energy]


Temperantia's orders!
 
#20
"Grrr, this isn't turning out as planned. As a send-off Mr. Bubbles, Sucker Punch if it attacks, Swagger if he doesn't. You did a ....good job."



Sucker Punch/Swagger -> Vaccum Wave -> Sucker Punch/Vaccum Wave

Use second slash options if he doesn't attack
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#22

Mr. Bubbles (M)
HP: 19
Energy:
76
Boosts/Drops: -1 Accuracy
Others:

Actions: Sucker Punch/Swagger - Vaccum Wave - Sucker Punch/Vaccum Wave
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


Squashy (F)
HP: 75
Energy:
68
Boosts/Drops:
Others:

Actions: Earth Power x3
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Atk: ***
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 69


---------------------------------------------------------

Round 6: One Unlucky Ribbit

Noticing that he's at the last of his line, Mr. Bubbles calms himself down a bit and waits for his opponent to move. Squashy seems to be preparing a mighty Earth Power! Mr. Bubbles notices this and immediately runs right behind Squashy at the speed of light for a naughty Sucker Punch! This pokes Squashy on her back a bit, but she then controls the Earth Power directly under Mr. Bubbles and KAPOW! Mr. Bubbles's flying... flying... BUMP! And slammed onto a tree... sliding... down... fainted.

---------------------------------------------------------



Mr. Bubbles (M)
HP: 0
Energy:
0
Boosts/Drops:
Others:

Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Atk: ****(+)
Def: **
SpA: ***
SpD: *(-)
Spe: 50


Squashy (F)
HP: 64
Energy:
61
Boosts/Drops:
Others:

Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Hydration: (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Atk: ***
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 69



Mr. Bubbles

A1: Sucker Punch > 8 + (4-2 x 1.5) = [11 Damage] [whatever Energy]

Squashy
A1: Earth Power > 9 + 3 + (4-1 x 1.5) x 1.5 = 25 - 3 = [22 Damage] [7 Energy]


Temperantia sends out a new mon, then DA orders. Then Temp orders!
 
#25
"Iseria, let us show him the grave mistake he makes by underestimating you... Start with a nasty Bug Bite to pressure him. Follow by dodging that first Toxic with an evasive Tailwind. Finally, finish with a Mud Slap for good measure."

The Combee, relatively new to battle, struggles to assess its owner's commands until the small red dot on its lower comb (denoting its status as a future queen) pulsates for a fraction of a second. Iseria's eyes then show recognition of Lenneth's orders, and the Combee begins to go on the offensive...

Bug Bite-> Evasive Tailwind-> Mud Slap
 
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