Pippy vs C$FP: Undersea Brawl!!

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Sorry this took so long to get up - my internet fell apart. On with the battle, though! The brave and daring trainers now explore the deep and mysterious undersea ruins. A glint of gold catches Pippy's eye, but C$FP will not leave empty-handed. A pokemon battle is of course the only logical way to solve this dispute, so its on!

3 vs 3 singles
Pre-evos only
2 day DQ
Switch=KO
items=none
abilities=all
Arena: Undersea Ruins: a completely submerged, crumbling ruin. The arena is 50 ft underwater, but there are plenty of bubbles for non-water Pokemon to breath.

Pippy's team:
]

(Piplup)* Pippy (M)
Nature: Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage.Subtracts One Rank from Attack)

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

Stats:
HP: 90
Atk: *(-1)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)

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

Abilities:
Torrent: (Innate)*When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two.
Defiant (DW): (Innate)*The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two stages.

Attacks:
Pound*
Growl*
Bubble*
Water Sport*
Peck*
BubbleBeam*
Bide*
Fury Attack*
Agility*
Hydro Pump*
Supersonic*
Ice Beam*
Grass Knot*
Surf*



(Eevee)*Surprises (F)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution.*Subtracts One Rank from Special Defense)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-1)
Spe: 64 (55X1.15^)

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

Abilities:
Run Away: (Innate)*This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate)*The moves that match this Pokemon’s type have their Base Attack Power increased by two
Anticipation (DW): (Innate)*This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion and explosion for two.*

Attacks:
Helping Hand*
Tackle*
Tail Whip*
Sand-Attack*
Growl*
Quick Attack*
Covet*
Detect*
Natural Power*
Retaliate*
Attract*
Dig*



(Pichu) Ukelele (M)
Nature:*Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution. Subtracts One Rank from Special Defense)

Type:
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.

Stats:
HP: 80
Atk: **
Def: *
SpA: **
SpD: * (-1)
Spd: 69 (60X1.15^)

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

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 (DW): (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 stage. This boost is maintained at the end of each round.

Attacks:
Charm*
ThunderShock*
Tail Whip*
Thunder Wave*
Sweet Kiss*
Nasty Plot*
Charge*
Fake Out*
Wish*
Thunderbolt*
Volt Switch*
Grass Knot*


And here is the challenger: C$FP

Pawniard * [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Dark/Steel
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.
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.

Abilities:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Ability 2: Inner Focus
Type: 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.

Ability 3 (DW): Pressure
Type: 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: 90
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 60

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

Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *

Psycho Cut *
Suckerpunch *
Stealth Rock *


Aerial Ace *
Swords Dance*
X-Scissor *


Mudkip* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Ability 2 (DW): Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40

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

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *

Avalanche *
Curse *
Yawn *


Dig *
Rock Slide *
Waterfall *


Magnemite* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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.
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.

Abilities:
Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW): Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 80
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45

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

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *

Thunderbolt *
Explosion *
Flash Cannon *


The order of the battle begins:
1.Pippy sends out pokemon.
2. C$FP sends out pokemon and orders.
3. Pippy orders.
4. I ref
5. Pippy orders
6. C$FP orders
7. I ref
8. C$FP orders
9. Pippy orders
10. I REF
11. etc
 
Alright then! Sorry, I had trouble finding this. So let's start this battle off with Ukelele!

(Pichu) Ukelele (M)
Nature:*Naive
 
Ok, I'll send in Soul Edge to start this match off. Start with Stealth Rock, Faint Attack, and then use Swords Dance for a stat boost in the next round.
 
Alright Ukelele, first find a crack or crevice to hide in while he uses stealth rock, then fire off a Thunderbolt. (remember, we're underwater, so no matter where he is, it will hit him) Afterwards, use Thunder Wave when he swords dances.

Hide, Thunderbolt, Thunder Wave
 

Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 90
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 60
Energy: 100
Status: None

vs


Pichu [Ukelele] (Male)
Nature: Naive
HP: 80
Atk: **
Def: *
SpA: **
SpD: * (-)
Spd: 69 (60X1.15^)

Deep underwater, the battle begins. Pippy sends out his beloved Pichu, Ukelele, and C$FP counters with the malicous Soul Edge Pawniard. Pichu seems incredibly terrified of the evil blades, and hides behind a rock while Soul Edge blasts out floating Stealth Rocks to interrupt further movement. Ukelele then pops out to blast a shocking ThunderBolt at the Pawniard, also killing many innocent fish. The Thunderbolt is incredibly strong underwater, and achieves a critical hit as it charges the water surrounding the Pawniard. Soul Edge then dissappears into the shadows of the depths momentaritly, only to reappear and Faint Attack the Pichu! Pichu hits the up-close Soul Edge with a paralyzing Thunder Wave, but Soul Edge ignores its stiff muscles and begins Swords Dancing, hyping it up for next round!


Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 74
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 75
Status: Paralyzed (20%), Swords Dance (+2)

vs


Pichu [Ukelele] (Male)
Nature: Naive
HP: 66
Atk: **
Def: *
SpA: **
SpD: * (-)
Spd: 69 (60X1.15^)
Energy: 83
Status: Stealth Rock

It seems that both combatants are capable of incredible damage against eachother, but Ukelele is faster and not paralyzed. WHERE WILL THE BATTLE GO NEXT???

Pippy, you're up!
 
Alright Ukelele, hide behind a rock again so you don't get hit, then follow up with Nasty Plot. Then put everything you've got into a Thunderbolt!

Hide, Nasty Plot, Thunderbolt
 
Since Ukelele is hiding to start, use another Swords Dance, then use a boosted Faint Attack, and then use Suckerpunch since Ukelele will be attacking.
 


Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 74
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 75
Status: Paralyzed (20%), Swords Dance (+2)

vs


Pichu [Ukelele] (Male)
Nature: Naive
HP: 66
Atk: **
Def: *
SpA: **
SpD: * (-)
Spd: 69 (60X1.15^)
Energy: 83
Status: Stealth Rock

Once again, stuff starts happpening! Ukelele quickly rushes and cowers behind a rock, while Soul Edge begins to pump himself up with a Swords Dance, but he can't complete the movement, and is fully paralyzed. Pichu, still hiding behind the rock, thinks up evil thoughts as he Nasty Plots in preparation for future attacks. Soul Edge dissappears into the murky depths, only to appear right behind the Pichu and strike it with a Faint Attack. Pichu then begins to prepare an incredible amount of electricity, but Pawniard gets the first hit with a powerful Sucker Punch, knocking Ukelele back through the water. Ukelele still gets off his Thunderbolt and blasts Soul Edge back through the water in the other direction.



Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 56
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 65
Status: Paralyzed (15%), Swords Dance (+1)

vs


Pichu [Ukelele] (Male)
Nature: Naive
HP: 30
Atk: **
Def: *
SpA: **
SpD: * (-)
Spd: 69 (60X1.15^)
Energy: 66
Status: Stealth Rock, Nasty Plot (+2)

It doesn't look like Pichu can take many more hits from Soul Edge, but neither can Soul Edge take many more hits from Pichu!

C$FP is now up!
 
Here we go, let's try to finish him off right now. Use Faint Attack, Swords Dance, and then another Faint Attack.
 
FINISH HIM! Thunderbolt, Nasty Plot, Thunderbolt! If at any time his paralysis should kick in, use Nasty Plot again.
 

Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 56
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 65
Status: Paralyzed (15%), Swords Dance (+1)

vs


Pichu [Ukelele] (Male)
Nature: Naive
HP: 30
Atk: **
Def: *
SpA: **
SpD: * (-)
Spd: 69 (60X1.15^)
Energy: 66
Status: Stealth Rock, Nasty Plot (+2)

Deep underwater, this first brawl may come to a close! Pichu opens up by shocking the entire area with a Thunderbolt. Soul Edge takes the hit and sinks into the shadowy depths, only to reappear and Faint Attack Ukelele. The angry Pichu then thinks evil thoughts with a Nastty Plot, preparing for one final attack. Meanwhile, Pawniard dances a crazy underwater Swords Dance to sharpen his blades for one final attack. Pichu then attacks with a massively powerful THUNDERBOLT. Soul Edge then jumps out again to strike him with one last Faint Attack, defeating the frail Ukelele.


Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 20
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 48
Status: Paralyzed (10%), Swords Dance (+2)

vs


Pichu [Ukelele] (Male)
Nature: Naive
HP: 0
Atk: **
Def: *
SpA: **
SpD: * (-)
Spd: 69 (60X1.15^)
Energy: 45
Status: Stealth Rock

Pippy, send out your next pokemon and give it orders. Then, C$FP gives orders.
 
Alright, let's go Pippy!

(Piplup)* Pippy (M)
Nature: Timid


Alright, Pippy, we need this thing KO'd, so spam Hydro Pumps until it's KO'd.
 
Very good job, Soul Edge. I know you can get in some damage, so just use Suckerpunch for all three actions.
 

Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 20
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 48
Status: Paralyzed (10%), Swords Dance (+2)

vs


Piplup [Pippy] (M)
Nature: Timid
HP: 90
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
Energy: 100
Status:

After Pichu's defeat, Pippy sends out his namesake, Pippy the Piplup! The small penguin feels at home underwater, and inhales water for a massive attack. Before he can get it off, Soul Edge rushes in for a Sucker Punch. At such close range, though, the Pawniard cannot avoid the incoming Hydro Pump. It nearly faints the Pawniard, but it still barely hangs on. Pippy prepares another giant attack, but Pawniard gets a final attack off with Sucker Punch before getting blasted in the face with a Hydro Pump. Soul Edge, with paralyzed muscles and rusted metal, finally faints.


Pawniard [Soul Edge] (Male)
Nature: Adamant
HP: 0
Atk: **** (+)
Def: ***
SpA: * (-)
SpD: **
Spe: 15 (Para)
Energy: 32
Status: Fainted

vs


Piplup [Pippy] (M)
Nature: Timid
HP: 62
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
Energy: 80
Status:


C$FP reveals pokemon and gives orders, then Pippy gives orders.
 
Did the Stealth Rock hurt Pippy?

Anyway, I will send in Electro, the Magnemite! Let's just get straight into attacking and hopefully Pippy won't last very long! Use Thunderbolt, Metal Sound, and then another Thunderbolt.
 
Alright Pippy! I'm not named after you for nothing! Use Agility to avoid his first Thunderbolt, then use Supersonic to confuse him. Follow up with a BubbleBeam to do damage and get in the way of his Thunderbolt.
 
Sorry, C$FP, forgot the stealth rock damage but I'll add it in this round.


Magnemite [Electro] Genderless
Nature: Modest
HP: 80
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
Energy: 100
Status:

vs


Piplup [Pippy] (M)
Nature: Timid
HP: 62
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
Energy: 80
Status:

C$FP proudly recalls Soul Edge, and then tosses out Electro the Magnemite's pokeball! Pippy understands the danger in fighting a Magnemite underwater, and Agilily attempts to avoid the incoming Thunderbolt. Unfortunately, this battle takes place underwater so the electric attack finds its target nontheless, though the evasive maneuvers tone the damage down. Pippy, now significantly faster, sends confusing Supersonic waves towards Electro, and the Magnemite is intensely confused. It still manages to release a harsh grating Metal Sound at the Piplup, paining its ears and reducing its resistance to Electro's attacks! Pippy then gathers some surrounding bubbles and blast them at Electro in a Bubblebeam. Electro ignores its confusion again and blasts an even more powerful Thunderbolt at Pippy. Pippy can't seem to take another thunderbolt, but will Electro's confusion keep him alive a little longer?


Magnemite [Electro] Genderless
Nature: Modest
HP: 68
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
Energy: 80
Status: Confused for two rounds

vs


Piplup [Pippy] (M)
Nature: Timid
HP: 13
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
Energy: 64
Status: Agility (+1 Speed), Metal Sound (-2 Special Defense)
 
Nice job Electro. Hopefully we can finish off Pippy in the first action, but you'll definitely KO him by the end of the round, with as little energy as possible. Use Thundershock, Discharge, and then Thundershock.
 

Magnemite [Electro] Genderless
Nature: Modest
HP: 68
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
Energy: 80
Status: Confused for two rounds

vs


Piplup [Pippy] (M)
Nature: Timid
HP: 13
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
Energy: 64
Status: Agility (+1 Speed), Metal Sound (-2 Special Defense)

Pippy will not let up on his foe, blasting it with a Hydro Pump. Between the spray of water and the confusing sonic waves, Electro cannot manage to attack and instead hits itself in confusion. Pippy fires off yet another Hydro Pump for massive damage, but Electro regains its senses and hits the Piplup with a wave of Discharging energy. The Piplup collapses on the seafloor, and Pippy the trainer recalls his wounded friend.


Magnemite [Electro] Genderless
Nature: Modest
HP: 31
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
Energy: 71
Status:

vs


Piplup [Pippy] (M)
Nature: Timid
HP: 0
Atk: *(-)
Def: **
SpA: ***
SpD: **
Spe: 48 (40X1.15^)
Energy: 44
Status: Fainted

Pippy auto-releases his eevee, so C$FP orders first.
 
Doesn't confusion last for 4 actions instead of 4 rounds?

Anyway, fantastic job Electro, let's get some massive damage in before you faint. With the combination of the stealth rock and what you're about to do (I'm giddy with excitement just typing this), Eevee should be an easy KO for Swamp Thing.

Here we go! Use Thunderwave, then Thunderwave again if he isn't paralyzed, and then use EXPLOSION! Well, use Explosion at the first opportunity that he isn't Detecting, but if he does Detect then just use Thundershock.
 
OK... this is just great. Alright Surprises, time to live up to your name. Use Dig to dodge the EXPLOSION! (I hope Electro is obedient, because you're not using detect) If for some reason Electro disobeys his trainer's orders, use Detect, then another Dig. Don't forget, you have Run Away to dodge those entry hazards.
 

Magnemite [Electro] Genderless
Nature: Modest
HP: 31
Atk: * (-)
Def: ***
SAtk: **** (+)
SDef: **
Spd: 45
Energy: 71
Status:

vs


Eevee [Surprises] F
Nature: Naive
HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-1)
Spe: 64 (55X1.15^)
Energy: 100
Status:

After Pippy was shocked into submission, Pippy the trainer sent out Surprises the Eevee. It appears that Electro doesn't plan on doing much to the Eevee, and just prepares to explode! Surprises quickly dives into the soft mud of the seafloor, Digging into safety. Then, the Magnemite EXPLODESSSSSSS!!!!!! Surprises avoids some of the damage, but the seafloor's mud is too soft to properly make a protective tunnel. Both trainers are down to their last pokemon now!


Mudkip [Swamp Thing] M
Nature: Adamant
HP: 90
Atk: **** (+)
Def: **
SAtk: * (-)
SDef: **
Spd: 40
Energy: 100
Status

vs

Eevee [Surprises] F
Nature: Naive
HP: 76
Atk: **
Def: **
SpA: **
SpD: ** (-1)
Spe: 64 (55X1.15^)
Energy: 94
Status:

Pippy orders first.
 
Alright Surprises, let's make that Swamp Thang fall in love with Attract, then hit 'em with two Grass Knots. If he manages to attack, use Detect to avoid 'dem attacks. (can I stop talking like this? XD)
 
This is your time to shine, your first time in battle! Use Yawn to open an opportunity later, followed by Mudslap and then Water Gun avoid those Grass Knots!
 
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