Matezoide vs LockDown at the ShapeShift Arena (4vs4)

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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
4 vs 4 Doubles.
2 FE (Must not have more than 35 moves) and 2 LC per side.
2 Subs per pokemon
Training Items
3 Recovers/5 Chills
2 Day DQ
All abilites
Shape-Shift Arena.
Switch = Ok
Arena: Shape-shifting Arena
Field Type: Varies
Complexity: Medium
Format: All

Restrictions: Varies.

Ref Instructions:
At the beginning of the match, a random field will be selected from the options below. Every time a Pokemon is fainted, the arena will change again at the end of the round. If more than one Pokemon faints in the same round, then the arena will change only once. Each arena has an equal chance of being chosen. Once the arena changes, all Pokemon will automatically teleport to the center.

The arena is 50 feet wide and 70 feet long. At the beginning of the match, and after a Pokemon is KO'd, the arena can change into the following:

Grass / Standard: The arena is covered with soft grass. The soil is loamy, and Pokemon can dig on it. There are no water source.

Desert
: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!

Water: This arena is almost completely underwater! There is about 10 feet of space from each side of the arena that is not underwater. In addition, there are three "islands", each with a radius of 10 feet, that are not underwater either. One "island" is at the center of the arena. The other two "islands" are 20 feet directly north and south, respectively, from this center "island". Since these "islands" are made from concrete, it is impossible to use Dig on them. The water itself is 40 feet deep.

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.
LockDown said:
*insert "I am in" post*
Matezoide said:

<Primeape> [Steve] (Male)
Nature: Jolly (+14% accuracy)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.


About: He was the very first pokemon Matt obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour. Steve is extremely strong,determined,honored and relatively docile Mankey, only feeling trully alive during a battle with a worth opponent,he cares very much about his trainer and team mates.


Abilities:
Vital Spirit : (Innate)

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Defiant (DW UNLOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.




Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95 * 1,15)
Size Class: 2
Weight Class: 3



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


Attacks:

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Fling
Cross Chop



Close Combat(*)
Reversal(*)
Encore(*)
Counter
Substitute
Return
Punishment
Earthquake
Smack-Down



Dig(*)
Acrobatics(*)
Rock Slide(*)
Thunder-Punch
Endure
Ice Punch
Seed-Bomb




<Corphish> [Rob] (Male)
Nature: Adamant
Type: Water/Dark

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

About: Rob was the first pokemon ever caught by Matt,using it's Double-Team and Trump-Card techniches,he slowy gained an advantage against Steve and was about to easily defeat him,until being caught off-guard by an extremely powerfull Reversal combo,weakning him enough to be captured. Being prety much powerless against the lobster pokemon,Steve grew determined to become stronger.
Similary to the others,he cares deeply about his friends,and is willing to risk his life for them if necessary.....he is also a huge nerd.




Abilities:
Hyper Cutter: (Innate)
This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.


Shell Armor: (Innate)
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Adaptability: (DW UNLOCKED, Innate)


The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

Stats
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 55
Size Class: 2
Weight Class: 3
Base Rank Total: 18


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


Attacks:
Bubble(*)
Harden(*)
Vice-Grip(*)
Leer(*)
BubbleBeam(*)
Protect(*)
Knock Off(*)
Crunch
Swords-Dance
Crabhammer
Taunt
Guillotine


Dragon Dance (*)
Mudsport(*)
Trump Card(*)
Superpower
Endeavor
Dig
Endure


Waterfall(*)
Brick-Break(*)
Double-Team(*)
X-Scissor
Hone-Claws





<Ponyta> [Twilight] (Female)

Nature: Naive (+25% accuracy)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

About: Caught after being found injured by Matt and nursed back to health,Twilight quickly showed it's amazing fighting abilites by defeating a pack of wild Grimer. Despite her naiveness,Twilight is by no means a fool and ,despite managing to maintain a serious attitude,she is a sweet heart and quickly becomes timid depending on the situation.

Run Away (Innate):
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Flash-Fire (Innate):

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Flame Body (DW LOCKED,Innate):

This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.


Ponyta
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 5/6
MC: 1
DC: 4/5


Attacks:

Growl(*)
Tackle(*)
Tail Whip(*)
Ember(*)
Flame Wheel(*)
Stomp(*)
Flame-Charge(*)
Fire-Spin(*)
Bounce
Agility
Flare-Blitz

Fire-Blast(*)
Wild-Charge(*)
Sunny-Day(*)
Will-O-Wisp
Solar Beam
Overheat
Double Team


Hypnosis(*)
Low-Kick(*)
Charm(*)
Morning Sun
Double-Edge
Endure




<Phanpy> [Alice] (F)
Nature: Careful (- Sp.Attack,+ Sp.Def)

Type: Ground

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

About: An extremely happy and careful Phanpy,Alice always prefer to think it carefully before acting,she doesnt have any dreams for the future,prefering to live ''one day at a time''. Her small size when compared to other Phanpy quickly got the team's attention and ,after a short battle with Fiona,was captured.

Abilites:


Pick Up (Innate):

This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.


Sand Veil (DREAM WORLD LOCKED, Innate):

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


Stats
HP: 100
Atk: 2
Def: 2
SpA: 1 (-)
SpD: 3 (+)
Spe: 40
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks:

Odor Sleuth(*)
Tackle(*)
Growl(*)
Defense Curl(*)
Flail(*)
Take Down(*)
Rollout(*)
Natural Gift(*)
Slam(*)

Earthquake(*)
Protect(*)
Toxic(*)

Counter(*)
Ice-Shard(*)
Body-Slam(*)


Thanks.
LockDown said:
Thanks for reffing.

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


Colossoil(*) [The Imprisoned] (M)
Nature: Hardy (No effect on stats)

Type: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
Pressure (DW UNLOCKED): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks:
Drill Run
Peck
Leer
Tackle
Horn Attack
Bubblebeam
Bite
Rapid Spin
Body Slam
Bounce
Dig
Muddy Water
Pursuit
Crunch
Megahorn

Sucker Punch
Thunder Fang
Water Spout

Earthquake
Facade
Snarl
Rock Slide
Taunt
Protect
U-turn


Mantyke(*) [Two-Face] (M)
Nature: Bold (+1 Def, -1 Atk)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 5
Spe: 50
Size Class: 2
Weight Class: 4
Base Rank Total: 14

EC: 2/6
MC: 0
DC: 2/5

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in 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 receives 25% of the damage that attack would do to itself.
Water Veil(DW)(Locked): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Attacks:
Tackle
Bubble
Supersonic
BubbleBeam
Headbutt
Agility
Wing Attack
Bounce
Confuse Ray

Mirror Coat
Mud Sport
Signal Beam

Hidden Power [Electric, 7]
Ice Beam
Scald
Toxic
Protect
Surf


Monohm [Shicka-Shicka KaBOOM (SSK)] (M)
Modest Nature (+1 Special Attack, -1 Attack)

Type: Electric/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Overcoat (DW) [Locked]: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon

Heal Bell
Magnet Rise
Mud-Slap

Thunderbolt
Flamethrower
Surf
Hail
Protect
*yawn*

Order of Operations:
Matezoide sends out Pokemon with Items
LockDown sends out Pokemon with items and orders
Matezoide gives orders
I Ref
 

''Rob and Alice,you two are up.''


This is my first match with you guys, i hope i am able to live up to your expectations, Rob.

Do not worry, i am a Crawdaunt, my sheer awesomeness will keep you safe (Unless he brings an electric type, but hey, what are the odds?).



Rob has an Amulet Coin while Alice holds a Lucky Egg.
 
Sorry about the lateness, I had a math team contest that kept me away from home all yesterday.

"Beginning with babysitting? Fine by me! Greased and Two-Face, you shall lead us off."

Manectric: Thunder Wave (Crawdaunt) > Thunderbolt (Crawdaunt) > Thunderbolt (Crawdaunt)
If Crawdaunt uses Mud Sport a1, switch a1 and a2.
Mantyke: Signal Beam (Crawdaunt) > Signal Beam (Crawdaunt) > Scald (Phanpy)
If Crawdaunt uses Dig a1, use Scald (Phanpy) that action and Signal Beam (Crawdaunt) a3.
 

''That Manetric is problematic....Rob, Alice, lets focus on him, if we are lucky, he wont be able to stay conscious.''


Got it.....AAAAAAAAAAAAAAAAATACAR!


Rob.Shouldnt we have some plan? Proper planning always beats raw power.


You are one of these people that do not know that Superman has defeated Batman almost every time they fought, arent ya?

He.....did?!

I have so much to teach you.



Crawdaunt: Protect -> Waterfall (Manectric) -> Cant-Think-Of-A-Good-Name (Dig combo)
If Manectric faints, target Mantyke.
Phanpy: Earthquake -> Earthquake -> Earthquake
If burned, do a Body-Slam combo at Manectric.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Matezoide

Hp: 100
En: 100
6/3/2/2/55
Other:
Item: Amulet Coin


Hp: 100
En: 100
2/2/1/3/40
Other:
Item: Lucky Egg

Lockdown

Hp: 100
En: 100
3/2/5/1/105
Other:
Item:


Hp: 90
En: 100
0/3/2/5/50
Other:
Item:


Dial 8 for Flavor.


Crawdaunt: Protect for 7 + 22.5/2.5= 16 energy

Manectric: Thunderwave (Crawdaunt) failed for 6 energy

Mantyke: Signal Beam (Crawdaunt): 8*1.5=12 protected damage for 6 energy
Crit: 3
Confusion: 7

Phanpy: Earthquake for 7 energy
vs Manectric: (10*0.75+3)*1.5= 15.75 damage
vs Crawdaunt: 10*0.75+3= 10.5 protected damage
Crit: 7, 6

Manectric: Thunderbolt (Crawdaunt): (10+3+4.5)*1.5=26.25 damage for 6 energy
Crit: 6
Paralysis: 8

Crawdaunt: Waterfall (Manectric): 8 + 3 + 2 + 5.5 = 18.5 damage for 5 energy
Static: 6
Crit: 12

Mantyke: Signal Beam (Crawdaunt): (8+3)*1.5=16.5 damage for 10 energy
Crit: 1 (yes)
Confusion: 3 (no)

Phanpy: Earthquake for 11 energy
vs Manectric: (10*0.75+3)*1.5= 15.75 damage
vs Crawdaunt: 10*0.75+3= 10.5 damage
Crit: 8, 10

Manectric: Thunderbolt (Crawdaunt): (10+3+4.5)*1.5=26.25 damage for 10 energy
Crit: 3
Paralysis: 2 (no)

Mantyke: Scald (Phanpy): (8 + 3-1.5+3)*1.5= 18.75 damage for 5 energy
Crit: 1 (yes)
Burn: 4 (no)

Phanpy: Earthquake for 15 energy
vs Manectric: (10*0.75+3+3)*1.5= 20.25 damage
vs Crawdaunt: 10*0.75+3= 10.5 damage
Crit: 1 (yes), 3

Crawdaunt: Dig+Dig (Manectric): (8*2.25+5.5)*1.5= 35.25 damage for 42 energy
Crit: 14



Matezoide

Hp: 10
En: 37
6/3/2/2/55
Other: cooldown
Item: Amulet Coin


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg

Lockdown

Hp: KO
En: KO
3/2/5/1/105
Other:
Item:


Hp: 90
En: 79
0/3/2/5/50
Other:
Item:

Lockdown sends out pokemon with item
Matezoide orders
Lockdown orders
I Ref
 

''Cant say i can argue with that logic.''

.......


Are you ok?

I am just wondering what the others are doing, hopefully they wont do anything stupid.

Pffft, what could happen?






Dood Dood Dood....Hum, did Matt forget his door open?

*Unable to resist the curiosity, the Grimer enters the room and checks the stuff in there.*

Sweeeeeeeeet!

*5 minutes later*




Look at me! I am Matezoide, i am smart and from a different country, i am also pink, got ugly hair and look like a nerd!

*As Bosco laughs, Matezoide's Fiona steps in*




Bosco, are you seriously wearing Matezoide's clothes? If he was here, he would say you are being immature, irresponsable and making use of the fact he isnt here just for some ridiculous fun and then rant about how he will have to wash his stuff!

Hum......Ice-Cream, if you want to speak like Matt, perharps you should also DRESS like him

*Says the Grimer as he opens a wardrobe, revealing several identical clothes.*


................







You worry too much.


Primeape: Body-Block (Crawdaunt) -> Thunder-Punch (Mantyke) -> Thunder-Punch (Mantyke)

If Mantyke uses Scald out-side of a combo on A2 or A3, use Dig (SSK).
If a move that cant be blocked is ordered (such as a spread move), change A1 to Dig (SSK)

Crawdaunt: Cooldown -> Dragon-Dance -> Protect


PS: Yes, i was bored when i decided to make that silly flavor.
 

"Despite your efforts, Crawdaunt will fall!"
Mantyke: Scald (Primeape) > Agility (Evasive) > Scald (Primeape)
Monohm: Thunderbolt (Primeape) > Discharge > Magnet Rise
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Hey Matezoide, just to let you know, that second sub for moves like spread moves or whatever is illegal. On the Referee Resource thread, the hide tag about substitution has the attack classes you can use.


Matezoide

Hp: 10
En: 37
6/3/2/2/55
Other: cooldown
Item: Amulet Coin


Hp: 100
En: 100
4/2/1/3/110
Other:
Item: none


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg


Lockdown

Hp: 90
En: 100
1/3/4/2/60
Other:
Item: Amulet Coin


Hp: 90
En: 79
0/3/2/5/50
Other:
Item:


Guess who forgot all about the arena!

ME!

Thankfully I brought my spare teleportation device which is sending us to....

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.


Now we can begin!

Steve the Primeape begins the match by Bodyblocking Rob the Crawdaunt as it cools down. But as the old latin saying...says: "quis custodiet ipsos custodes" or in english: who watches the watchmen? That is my fancy way of saying that Lockdown's pokemon are ganging up on poor Steve as it is hit with Thunderbolt and then Scald.

On the following turn, the Mantyke is the first to move, by using its Agility to Evade future attacks, managing to do so with Steve's Thunderpunch. BUT its trainer probably forgot that it doesn't work with multi-target attacks and we had a see a rather...soap opera scene as SSK hits all pokemon, including his partner with Discharge. The mantyke took a lot of damage, but the one that hated it the most were Steve, who got knocked out!

Final turn is useless. Primeape digs a hole towards SSK, who Magnet rises to evade it. Mantyke tries to Scald Steve, but he is still underground....or rather undersnow. The monkey tried to deal some damage in this turn against SSK but it was a bit unreacheable.

Its a shame the arena didn't affect much. Also another mon was KO'd so we are going toooo

Winter: The whole arena is covered with snow. The snow is about 6 feet deep. There is a frozen lake at the center of the arena, 15 feet deep and 30 feet in diameter. In addition, it is also snowing (not hailing), somewhat lowering visibility. Weather moves are permissible, though it will start to snow again once the weather effect is over.


...Wait what, is this thing broken? We are on the same spot! Also the snow is stronger so Accuracy for all pokemon is lowered by 1 stage also Ice typed attacks have +2bp.


Primeape: Bodyblock Crawdaunt for 5 energy

Monohm: Thunderbolt (Primeape): 10 + 3 + 1.5 = 14.5 damage for 6 energy
Crit: 10
Paralysis: 6

Crawdaunt: cooldown

Mantyke: Scald (Primeape): 8 + 3 -1.5 = 9.5 damage for 5 energy
Crit: 7
Burn: 10

Mantyke: Agility (Evasive) for 7 energy

Primeape: Thunderpunch (Mantyke): miss for 6 energy

Monohm: Discharge for 5 energy
vs Crawdaunt: enough damage to KO
vs Primeape: 8*0.75+3+1.5 = 10.5
vs Mantyke (Agility only protects against single target moves...this is a multi target move): (8*0.75+3-1.5)*2.25= 16.87
Crit: 7, 15, 11
Paralysis: 1 (irrelevant it fainted), 6, 4 (no no)

Primeape: Dig (Monohm)

Monohm: Magnet Rise for 5 energy

Mantyke: Scald (Primeape): miss for 5 energy

Primeape: Dig: miss for 10 energy

Arena: 4/4


Matezoide

Hp: KO
En: KO
6/3/2/2/55
Other: KO
Item: Amulet Coin


Hp: 65
En: 79
4/2/1/3/110
Other:
Item: none


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg


Lockdown

Hp: 90
En: 84
1/3/4/2/60
Other: Magnet Rise for 5a
Item: Amulet Coin


Hp: 73
En: 62
0/3/2/5/50
Other:
Item:

Matezoide sends out pokemon with item
LockDown gives orders
Matezoide gives orders
I Ref
 
Well... at least Mantyke has amazing SDef...

"It appears this weather can only hinder us. Proceed to change this, you two."

Monohm: Rain Dance > SynchroSurf > Hurricane (Primeape)
If Ponyta is ordered Sunny Day a2, then switch a1 and a2.
If Ponyta uses Bounce (non-combo) a2 or a3, then use Synchro(Surf + Surf) that action, if possible.
Mantyke: Mud Sport > SynchroSurf > Scald (Primeape)
If Ponyta uses Bounce (non-combo) a2 or a3, then use Synchro(Surf + Surf) that action, if possible.

so many ways you can screw me over...
 

So, how do you feel?




Surprinsigly cool, despite the dorky glasses.....''FIONA, USE TAUNT!''

*After both keep making some imitations, Peter and Max get into the room.*



What the heck are you two doing?

Are you two seriously using Matezoide's clothes and pretending to be him?.....

*After a few seconds of silence, the Elgyem continues*

Without us?!



Sorry!

*The Grimer once again opens a wardrobe, revealing more clothes as the other two immediately rush to get some*



I dont feel much smarter....



I dislike the size.....you three all posses different sizes, how can you guys use this perfectly while i cant?

........



Magic?

*They all nod in agreement*





''Such a tough battle.....''


Steve: Thunderpunch (Mantyke) -> Encore (Monohm) -> Thunderpunch (Mantyke)

If Twilight's Hypnosis misses, rage and use Substitute (20 HP) on A3.
If A1's Thunderpunch misses, rage and use Substitute (20 HP) on A3.


Twilight: Hypnosis (Mantyke) -> Double-Edge (Mantyke) -> Wild Charge (Mantyke)


If Hypnosis misses, rage and then use it again on A2 (Mantyke), with Sunny Day being used on A3.



Happy for Ponyta being faster than Mantyke even when under the rain.

Upset over Bounce not being strong enough to KO it (It would leave Mantyke with 1 HP by my calculations).
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Matezoide

Hp: 90
En: 100
3/2/3/2/104
Other:
Item: Amulet Coin


Hp: 65
En: 79
4/2/1/3/110
Other:
Item: none


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg


Lockdown

Hp: 90
En: 84
1/3/4/2/60
Other: Magnet Rise for 5a
Item: Amulet Coin


Hp: 73
En: 62
0/3/2/5/50
Other:
Item:

Unfortunately my time is very limited once again, while the number of matches I have to ref isn't, so I'll have to cut down the flavor.

Your next arena is:

Desert: This arena has sand all over it, with a few sand dunes here and there. Although it is possible to dig in the sand, Pokemon who are not of the Ground, Rock, or Steel types may find this a bit difficult. In the center of the arena, a small oasis appears. This oasis is 15 feet deep and 10 feet in diameter. That is not a lot of water, so trainers are advised to use Surf carefully!

And due that the rain ends. Which IS kinda ironic.

Primeape: Thunderpunch (Mantyke): (8+1.5)*2.25= 21.37 damage for 6 energy
Crit: 13
Paralysis: 8

Ponyta: Hypnosis (Mantyke) for 7 energy
Hit: 56 (yes)
Duration: 2/3 (1 turn)

Monohm: Rain Dance for 10 energy

Mantyke: Catching some zzz

Primeape: Encore (Monohm) for 10 energy

Ponyta: Double Edge (Mantyke): 12 damage for 7 energy
-4hp
Crit: 8

Mantyke: Surf for 6 energy
vs Ponyta: (10*0.75+3+3)*1.5= 20.25hp
vs Primeape: 10*0.75+3+3-1.5= 12hp
vs Monohm: (10*0.75+3+3)*0.67= 9hp
Crit: 15, 16, 13

Monohm: Rain Dance for 10 energy

Primeape: Thunderpunch (Mantyke): 21.37 damage for 6 energy
Crit: 10
Paralysis: 8

Ponyta: Wild Charge (Mantyke): (7+2)*2.25= 20.25 damage for 8.2 energy
-5.06hp
Crit: 4

Mantyke fainted!

Monohm: Rain Dance for 10 energy

Arena: 2/4 (Desert)


Matezoide

Hp: 61
En: 78
3/2/3/2/104
Other:
Item: Amulet Coin


Hp: 53
En: 57
4/2/1/3/110
Other:
Item: none


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg


Lockdown

Hp: 81
En: 54
1/3/4/2/60
Other: Magnet Rise for 2a
Item: Amulet Coin


Hp: KO
En: KO
0/3/2/5/50
Other: KO
Item:

Lockdown sends out Colossoil (no post necessary)
Matezoide gives orders
Lockdown specifies item and gives orders
I Ref.
 


''Alright, that Colossoil's Earthquake is extremely dangerous, so lets give him a reason to not use it.''

Primeape: Smack-Down (Monohm) -> Substitute (20) -> Cross-Chop (Colossoil)

If Monohm is Protected A1, use Substitute (20) instead and Smack Down on A2


Ponyta: Hypnosis (Colossoil) -> Morning Sun -> Low-Kick (Colossoil)

If Monohm uses Rain-Dance A2, change your actions to Lock Kick (Colossoil) -> Bounce (Colossoil)

If Colossoil is preparing an EQ combo, change your current action to Hypnosis (But not twice in a row). This Sub has priority over the above one.
 
Matezoide said:
If Monohm uses Rain-Dance A2, change your actions to Lock Kick (Colossoil) -> Bounce (Colossoil)
lol


"I really should have a speed boosting nature for Colossoil, shouldn't I?"

Monohm: Thunderbolt (Ponyta) > Rain Dance > Weather Ball (Ponyta)
Colossoil: Taunt (Primeape) > Protect (Self) > Dig (Ponyta)
If you are still sleeping a2, brace yourself for a lot of damage.

Edit: oh and attaching Exp. Share to Colossoil
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Matezoide

Hp: 61
En: 78
3/2/3/2/104
Other:
Item: Amulet Coin


Hp: 53
En: 57
4/2/1/3/110
Other:
Item: none


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg


Lockdown

Hp: 81
En: 54
1/3/4/2/60
Other: Magnet Rise for 2a
Item: Amulet Coin


Hp: 120
En: 100
5/3/3/3/95
Other:
Item:

no flavor due to lack of time.

Primeape: Smackdown (Monohm): 5 + 1.5 = 6.5 damage for 4 energy
Crit: 3

Ponyta: Hypnosis: missed for 7 energy
Hit: 88 (miss)

Colossoil: Taunt (Primeape) for 10 energy

Monohm: Thunderbolt (Ponyta): 10 + 3 + 3 = 16 damage for 6 energy
Crit: 13
Paralysis: 2 (no)

Colossoil: Protect for 17 energy

Primeape: Taunted

Ponyta: Low Kick (Colossoil): 16*1.5=24 protected damage for 9 energy

Monohm: Rain Dance for 10 energy

Primeape: Cross-Chop (Colossoil): (10 + 3 + 1.5)*1.5= 21.75 damage for 6 energy
Hit: 55 (yes)
Crit: 14

Ponyta: Bounce (Colossoil)

Monohm: Weather Ball (Ponyta) missed for 7 energy

Ponyta: Bounce (Colossoil): missed for 10 energy

Colossoil: Dig (Ponyta): (8 + 3 + 4.5)*1.5= 23.25 damage for 9 energy
Crit: 12



Matezoide

Hp: 22
En: 52
3/2/3/2/104
Other:
Item: Amulet Coin


Hp: 53
En: 47
4/2/1/3/110
Other: Taunt for 4a
Item: none


Hp: 81
En: 67
2/2/1/3/40
Other:
Item: Lucky Egg


Lockdown

Hp: 74
En: 31
1/3/4/2/60
Other: Smack Down for 3a
Item: Amulet Coin


Hp: 98
En: 64
5/3/3/3/95
Other:
Item:

Lockdown's Turn!
 
Apologies for the lateness, I had a marching band competition that deprived me of interwebs since Friday.


"Apparently the odds are ever in my favor..." (we watched The Hunger Games on the bus ride)

Monohm: Discharge > Thunderbolt (Primeape) > Dragon Pulse (Primeape)
If Ponyta uses Endure, then change a3 to Hail.

Colossoil: Bounce (Primeape) > Bounce (Primeape) > Rock Slide
If Primeape uses Dig in-combo a1 or a2, then change your action to Bounce + Body Slam.

And can I attach my Exp. Share to Colossoil since I never had a post to send it out? Thanks.
 
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