Completed Pikapwnd vs DFrog ~ Cancelled

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Dogfish44

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#1
Pikapwnd vs DFrog

~~~

DQ Time: 1 Day for Players ; 2 Days for the ref
Restrictions on moves: Max 5 Chills & 1 Recover per pokémon
Items: Off
Switch: KO
Abilities: All Active

Arena: 3 Rooms of Fate. Floating islands (What else) suspend 3 rooms above reality. 3 battles are going on, 1 for each room. The rooms might be barren, but the tricks they posess will blow your mind away. Upon a KO, the victorious pokémon waits for another challenge, gaining 10 EN each round and warping into a battle as soon as it's his/her turn in the queue. When each match is crucial, you need to focus.​




PikaPwnd has already sent out his team members to various rooms:

In Room 1:

Electabuzz [Twinkletoes] (M) (*)



Nature: Naughty (Adds 1 Rank to Attack; Subtracts 1 Rank from Spdef)

Personality: Like the terrifying big brother you never wanted, He's the leader of the crew. He will play every cruel joke known to man on you, but he loves you. One of the "Twins" and extremely over-protective of Moar Hugs.

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.
[DW Locked] Vital Spirit: (inate) 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.

Stats:

HP: 100
Atk: Rank 4 (+ nature)
Def: Rank 2
Satk: Rank 3
Sdef: Rank 2 (- nature)
Spe: 105

EC: 5/9
DC: 4/5
MC: 0

Moves:
Quick attack
Leer
ThunderPunch
ThunderShock
Low Kick
Swift
Shock Wave
Light Screen
Screech

Cross chop
Fire punch
Ice punch
Counter

Substitute
Thunder
Psychic
Rain dance
Magnet Rise


In Room 2:

Golbat [bozzy] (m)



Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Poison/flying
Summary: 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.

Summary: 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.

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.
Infiltrator: [DW locked] (innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats
Hp 100
Atk 3
Def 3
Satk 4 (+)
Sdef 3
Speed 78 (-)

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

Moves:
Leech life
Supersonic
Astonish
Bite
wing attack
Confuse ray
Air cutter

Toxic
Venoshock
U-turn
taunt
Fly

Heat Wave
Snatch
Whirlwind
Giga drain
Nasty plot


In Room 3:


Monohm - Colton (M)
Nature: Modest Nature Special Attack increased by*; Attack reduced by*
Type: Electric/Dragon
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 STAB: More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

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

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.
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.

Moves:
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Twister

Hydro Pump
Magnet Rise
Heal Bell

FlameThrower
Thunder
Taunt


DFrogs forces stand ready to select their destinations:


Riolu (Lucy) F
Nature: Naughty
Type: Fighting

Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

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.

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

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: 90
Atk (+): Rank 4
Def: Rank 2
SpA: Rank 2
SpD (-): Rank 1
Spe: 60

Moves:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech

Hi Jump Kick
Crunch
Agility

Earthquake
Rock Slide
Substitute

0/6 EC
0 MC
0/5 DC



Sneasel (M) Gambit
Nature: Adamant
Type: Dark/Ice

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.

Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

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.

Keen Eye (Innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Pickpocket (Innate/DW): 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.

Stats:
HP: 90
Atk (+): Rank 4
Def: Rank 2
SpA (-): Rank 1
SpD: Rank 3
Spe: 115

Moves:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility

Ice Shard
Ice Punch
Counter

Reflect
Low Sweep
Taunt

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



Onix (M) Atlas
Nature: Adamant
Type: Rock/Ground

Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

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.

Weak Armour (Can be Enabled/DW):The Pokemon can loosen its worn defensive armour so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defence and increasing their Speed by one (1) stage for each hit.

Stats
HP: 90
Atk(+): Rank 3
Def: Rank 6
SpA(-): Rank 1
SpD: Rank 2
Spe: 70

Moves:
Mud Sport
Takle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sand Storm

Rock Blast
Stealth Rock
Defence Curl

Taunt
Dragon Tail
Earthquake


Order of events:

DFrog positions his Pokémon and gives all 3 orders (3 Actions each)
PikaPwnd gives all 3 orders
Dogfish44 Refs

From There:
PikaPwnd Gives Orders
DFrog Gives Orders
Dogfish44 Refs
DFrog Gives Orders
PikaPwnd Gives Orders
Dogfish44 Refs
Repeat


Good Luck!
 
#2
Gambit take up position in Room 1, Atlas cover Room 2 and Lucy, lucky last, Room 3. Gambit Screech at Twinkletoes and follow up with Ice Punch then round out your attack with a Faint Attack. Atlas Screech our pesky opponent. Then Smack Down that bat. Then slam you tail into him causing an Earthquake. Lucy make a Substitute, using the substitute as a platform* use Hi Jump Kick then slam your powerful fist into the dragon causing an Earthquake.

Gambit: Screech ~ Ice Punch ~ Faint Attack
If Cross Chop is used use Counter and push actions back
Altas: Screech ~ Smack Down ~ Earthquake
If Taunt is used action 1 the move line up will be Smack Down ~ Earthquake*2
Lucy: Substitute (15 HP) ~ Hi Jump Kick ~ Earthquake
If the speed tie is lost on action 1 and Taunt is used Force Palm instead
 
#3
Okay Guys Time to get ready, You've all got some bad matchups right now But you can take it.

Room 1 Twinkletoes (Electabuzz):
Your Facing a Sneasel, Hes faster than you, but really frail. Start the round by thunderpunching him, Then Abuse the screech he just used on you, by countering Twice.

Tpunch ~ Counter ~ Counter



Room 2 Bozzy (Golbat):
Okay bozzy, you've got the Oppisite Matchup as Ttoes. And this will be incredibly painful, But we can handle this. Toxic Round one, then use Nasty Plot. Finish the Round with another another Final Giga Drain. Just get some Hp back and lay the damage hard on that Giant snake.

Toxic ~ Nasty Plot ~ Giga Drain



Room 3 Colton (Monohm):
Eh, You are fresh out the box and have no SE Moves, Lets see If We Cant Just Be awesome In General. I hope it goes well for you. Start off by Making it Rain with your awesome (100% on every DDR song) Dance moves. Follow Up with a Magnet Rise to dodge the Incoming earthquake in a bit. End the round with a 100% accurate Thunder to break that sub!

Rain Dance ~ Magnet Rise ~ Thunder


Also Dogfish. I know this is alot of calculations, So Im sure either me or Frog wont mind a little leniency with the DQ time
 
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