MK helps Elevator Music train a Spinarak

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Rhydon [Behemoth] (M)
Nature: Careful (+SDef, -Spa)
Type: Ground/Rock
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 40
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 6/9
MC: 1
DC: 3/5

Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer 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, Lightningrod will not activate.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless (DW Locked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Moves (16):
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast

Counter
Ice Fang
Thunder Fang

Earthquake
Rock Slide
Payback

Stone Edge
Megahorn
Protect
Hammer Arm


Krilowatt [Ahab] (M)
Nature: Rash (+Spa, -SpD)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 105
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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.
Shell Armour (DW Locked): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Moves (16):
Ice Shard
Bubble
Charge
Tackle
Thundershock
Confuse Ray
Aqua Jet
Imprison
Detect

Counter
Mirror Coat
Signal Beam

Thunderbolt
Ice Beam
Thunder Wave

Substitute


Arcanine [Manticore] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 2
DC: 3/5

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1) at the cost of two (2) Energy. The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Command: (Ability: Intimidate)

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.
Justified (DW Locked): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

Moves (21):
Thunder Fang
Bite
Roar
Ember
Leer
Odour Sleuth
Take Down
Helping Hand
Flame Wheel
Reversal

Body Slam
Close Combat
Morning Sun

Fire Blast
Dig
Wild Charge

Agility
Crunch
Flare Blitz
Flamethrower
ExtremeSpeed


Spinarak [Itomaru] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Bug/Poison
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
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, X-Scissor from 8 to 10).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/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 Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Stats:

Spinarak
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Total Moves: 23

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

Attacks:
Poison Sting
String Shot
Scary Face
Constrict
Leech Life
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch
Spider Web
Agility
Pin Missile
Poison Jab

Disable
Toxic Spikes
Twineedle
Electroweb

Endure
Hone Claws
Protect
Dig
Double Team

Bounce


Whimsicott(*) [Erufuun] (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19
Total Moves: 27

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

Attacks:
Absorb(*)
Growth(*)
Leech Seed(*)
Stun Spore(*)
Mega Drain(*)
Cotton Spore(*)
Razor Leaf(*)
Poison Powder(*)
Giga Drain
Helping Hand
Cotton Guard
Sunny Day
Endeavor
SolarBeam
Gust
Tailwind
Hurricane

Encore(*)
Fake Tears(*)
Worry Seed(*)

Hidden Power (Fire, 7)(*)
Taunt(*)
Energy Ball(*)
Toxic
Safeguard
Protect
Substitute


Steelix [Haganeiru] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Steel/Ground
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head:
(Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Sheer Force (DW): (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.

Stats:

Steelix
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8
Base Rank Total: 21
Total Moves: 31

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

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
DragonBreath
Stone Edge
Sand Tomb
Iron Tail
Crunch
Curse

Rock Blast
Heavy Slam
Stealth Rock

Bide
Fissure
Skull Bash
Taunt
Earthquake
Dragon Tail
Dig
Protect

3v3 singles
1 Day DQ (2 for the ref)
2 Recoveries/5 Chills
2 FE's max, I'm using Spinarak obviously!
Standard Arena
Switch=KO
No Items
All Abilities

EM, you send out first
 
Both Pokemon spend their first action setting up, with Krilowatt boosting its Special Defense and the power of its Electric moves with Charge and Spinarak causing some damage to MK's remaining Pokemon with Toxic Spikes.

Krilowatt decides to cause some damage by firing off a Thunderbolt. However, Spinarak was able to quickly dodge out of the way with Agility.

Krilowatt then shoots the spider with an Ice Beam. Spinarak, not wanting to be on the receiving end of a boosted Thunderbolt, uses Disable to stop Krilowatt's damage output for a while.

Krilowatt used Charge
+1 SpA
Krilowatt is charging electricity
-7 EN

Spinarak used Toxic Spikes
Poisonous Spikes gathered around Krilowatt's feet.
-6 EN


Spinarak used Evasive Agility.
-7 EN

Krilowatt used Thunderbolt
But it missed
-6 EN

Krilowatt used Ice Beam
8049 (Crit, no)
(10 + 3) = 13 DMG
8677 (Freeze, no)
-7 EN

Spinarak used Disable
Krilowatt's Thunderbolt was disabled.
-7 EN


HP: 125
EN: 80
Status: Charge (3), +1 SpD, Toxic Spikes (1), Disabled (Thunderbolt, 5)

HP: 77
EN: 79
Status: None
EM, more actions please
 
Krilowatt, needing to go on the defensive due to Thunderbolt being disabled, fires off a Confuse Ray at Spinarak. Spinarak, although confused, sharpens its claws.

Krilowatt, still in an annoying mood, fires off a Thunder Wave to further cripple Spinarak. Spinarak ended up unable to move due to paralysis.

Krilowatt gets back on the offensive by hitting Spinarak with an Ice Beam. Spinarak tried to set down some Toxic Spikes, but ended up just hitting itself.
Krilowatt used Confuse Ray
Spinarak is confused
9436 (Duration, 4)
-5 EN

Spinarak used Hone Claws
9084 (Hits Self, no)
+1 Atk, +1 Acc
-7 EN


Krilowatt used Thunder Wave
Spinarak is Paralyzed (25%)
-6 EN

Spinarak used Pin Missile
1467 (Full Paralysis, yes)


Krilowatt used Ice Beam
5148 (Crit, no)
(10 + 3) = 13 DMG
4059 (Freeze, no)
-7 EN

Spinarak used Toxic Spikes
7339 (Full Paralysis, no)
440 (Hits Self, yes)
(4 + 1.5) + 1.75 = 7.25 = 7 DMG
-3 EN



HP: 125
EN: 62
Status: Toxic Spikes (1), Disabled (Thunderbolt, 2)

HP: 57
EN: 69
Status: +1 Atk, +1 Acc, Para (15%)
MK, more actions please
 
Spinarak tried to protect from anything Krilowatt could throw at it, but ended up paralyzed and unable to act. Krilowatt decided it liked Spinarak confused, and used another Confuse Ray.

Krilowatt wanted to put Spinarak on ice, and ended up freezing it with Ice Beam.

Krilowatt's Thunderbolt was no longer disabled, so he fired off another one of them.

Spinarak used Protect
526 (Full Paralysis, yes)

Krilowatt used Confuse Ray
4212 (Duration, 3A)
-5 EN

Krilowatt used Ice Beam
7224 (Crit, no)
(10 + 3) = 13 DMG
126 (Freeze, yes)
3077 (Duration, 1A)
-7 EN

Spinarak is frozen

Krilowatt used Thunderbolt
9723 (Crit, no)
(10 + 3 + 3) = 16 DMG
289 (Para, yes)
-6 EN

Spinarak used Toxic Spikes
8379 (Full Paralysis, no)
6182 (Hits Self, no)
+1 Layer (Toxic Spikes)
-6 EN


HP: 125
EN: 44
Status: Toxic Spikes (2)

HP: 28
EN: 63
Status: Para (10%)
EM, more actions
 
Definitely shouldn't have boned Lady Luck's sister I guess....... ;_;

There isn't too much we can do but stall? But that's ok!!

Disable (Ice Beam) ~ Endure ~ Double Team (4 clones)
IF (Confuse Ray is used a2) THEN (Evasive Agility)
 
Krillowatt fires off a Thunderbolt at Spinarak, who just disables the shrimp's Ice Beam.

Spinarak uses Agility to dodge the incoming Confuse Ray.

Krillowatt finishes the itsy bitsy spider with one more Thunderbolt.

Krillowatt used Thunderbolt
6966 (Crit, no)
(10 + 3 + 3) = 16 DMG
-6 EN

Spinarak used Disable
9855 (Full Para, no)
-7 EN

Spinarak used Evasive Agility
6327 (Full Para, no)
-7 EN

Krillowatt used Confuse Ray
But it missed
-5 EN

Krillowatt used Thunderbolt on Spinarak
3124 (Crit, no)
(10 + 3 + 3) = 16 DMG
Spinarak fainted
+1 KOC Krillowatt


HP: 125
EN: 27
Status: Toxic Spikes (2), Disable (Ice Beam, 3)

HP: KO
EN: KO
Status: Didn't get up the water spout​
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Chill-Signal Beam-Signal Beam

If Taunt, Detect and push actions down, but never twice in a row, and not if Taunted.
 
Whimsicott, being a puffy little prankster, encores Krillowatt into using Thunderbolt again. Krillowatt obliges and uses Thunderbolt, even though Whimsicott resists it.

Whimsicott then sets up a Substitute to hold off any more attacks from Krillowatt. Krillowatt then fires off another Thunderbolt, which did very little damage to the sub.

Whimsicott taunts Krillowatt. Krillowatt fires off a Signal Beam, now that it is no longer encored, and breaks the substitute.

Whimsicott used Encore
Krillowatt is encored
-10 EN

Krillowatt used Thunderbolt
9366 (Crit, no)
(10 + 3 + 1.5) * 2/3 = 9.67 = 10 DMG
5298 (Para, no)
-6 EN

Whimsicott used Substitute (15)
A substitute appeared (15 HP)
-15 HP Whimsicott
-12 EN

Krillowatt used Thunderbolt
2741 (Crit, no)
(10 + 3 + 1.5) * 2/3 = 9.67 = 10 DMG (Substitute)
-6 EN

Whimsicott used Taunt
Krillowatt was Taunted (6A)
-10 EN

Krillowatt used Signal Beam
8260 (Crit, no)
(8 + 1.5) * 1.5 = 14.25 = 14 DMG
The substitute faded
-6 EN



HP: 125
EN: 9
Status: Toxic Spikes (2), Taunt (5)

HP: 85
EN: 68
Status: None
 
Whimsicott set up a Substitute, using another portion of its HP. Krillowatt fires off a flurry of bubbles, causing the fabric of the doll to become wet and soapy.

Whimsicott sets up a lightning-fast Protect, which stops an Aqua Jet from Krillowatt

Whimsicott decided to heal back a bit of its HP by using a Giga Drain on Krillowatt, who simply shot off a breath of bubbles.

Whimsicott used Substitute (20)
-20 HP
A substitute appeared (20 HP)
-18 EN

Krillowatt used Bubble
2444 (Crit, no)
(4 + 3 + 1.5) * 2/3 = 5.67 = 6 DMG (Substitute)
-1 EN

Whimisicott used Protect
-7 EN

Krillowatt used Aqua Jet
3125 (Crit, no)
(4 + 3) * 1.5 = 4.66 = 5 DMG (Protect)
-2 EN Whimsicott
-2 EN

Whimsicott used Giga Drain
6961 (Crit, no)
(8 + 3 + 3) * 1.5 = 21 DMG
+11 HP
-10 EN

Krillowatt used Bubble
6562 (Crit, no)
(4 + 3 + 1.5) * 2/3 = 5.67 = 6 DMG (Sub)
-1 EN



HP: 104
EN: 5
Status: Toxic Spikes (2), Taunt (2)

HP: 76
EN: 31
Status: Sub (8)

MK, for using the least amount of energy possible without a sub, you're next
 
Whimsicott chills before Krillowatt can even move to use Aqua Jet.

Whimsicott gives Krillowatt an Encore to keep using Aqua Jet.

Whimsicott chills again while Krillowatt kills itself with Aqua Jet.

Whimsicott used Chill
+12 EN

Krillowatt used Aqua Jet
No Crit (4349 > 625)
(4 + 3 - 1.5) * 2/3 = 3.67 = 4 DMG (Sub)
-2 EN

Whimsicott used Encore
Krillowatt is Encored (2A)
-10 EN

Krillowatt used Aqua Jet
No Crit (1033 > 625)
(4 + 3 - 1.5) * 2/3 = 3.67 = 4 DMG (Sub)
The substitute faded
-2 EN

Whimsicott used Chill
+12 EN

Krillowatt used Aqua Jet
No Crit (4185 > 625)
(4 + 3 - 1.5) * 2/3 = 3.67 = 4 DMG
-2 EN
Krillowatt fainted
+1 KOC Whimsicott



HP: 104
EN: -1
Status: Toxic Spikes (2), Fainted

HP: 72
EN: 45
Status: None

MK, send out and choose actions
 
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