Round 1, Tournament Match #20! IceBug vs C$FP! Winner: C$FP!

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Rules:
2v2 Singles
Switch = KO
2 Recovers/5 Chills
All Abilities
No Items
Arena: Tournament Arena #20
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

IceBug's Team:

Sigilyph(*) Herald (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)

Type: Psychic/Flying
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).
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: ****
SpD: ***
Spe: 112 (97*115%)

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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin: (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Tinted Lens: (DW) (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Attacks:

Gust(*)
Miracle Eye(*)
Hypnosis(*)
Psywave(*)
Tailwind(*)
Whirlwind(*)
Psybeam(*)
Air Cutter(*)
Light Screen(*)
Psychic

Psycho Shift(*)
Ancientpower(*)
Roost(*)

Psycho Shock(*)
Toxic(*)
Thunder Wave(*)
Reflect



Vanillish(*) Haagendazs (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)

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.)

Stats:

HP: 90
Atk: ***
Def: **(-)
SpA: ****(+)
SpD: ***
Spe: 59

EC: 4/9
MC: 0
DC: 2/5

Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor: (DW)(Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks:

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)
Hail
Blizzard

Imprison(*)
Autotomize(*)
Magnet Rise(*)

Toxic(*)
Explosion(*)
Frost Breath(*)


C$FP's Team:

Magneton* [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: 90
Atk: Rank 1 (-)
Def: Rank 3
SAtk: Rank 5 (+)
SDef: Rank 3
Spd: 70

EC: 4/9
MC: 0
DC: 2/5

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack

Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)


Marshtomp* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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: 100
Atk: Rank 4 (+)
Def: Rank 3
SAtk: Rank 1 (-)
SDef: Rank 3
Spd: 50

EC: 4/9
MC: 0
DC: 1/5

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

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *


RNG roll (To send out Pokemon first) [<=500 IceBug]: 361/1000 (IceBug)

So Icebug is the first to send out his Pokemon. Good look to both of you, and may the best battler win!
 
Well, it seems like my counter-pick attempt against the mob of dragons just hoisted me up by my own foresight and slapped me...well, good luck to you, C$FP!

Anywho, let's start things off with Herald the Sigilyph, and see if we can't swing the momentum in our favor early!
 
I'll send in Electro the Magneton! Yay sending in Pokemon second! Alright, start off with a Thunder Wave, then use Thunderbolt twice.
 
Alright, clearly the magnetic trio is the game changer here, so we'll need to dispatch it ASAP if we want to have a chance. So, Herald, you are far and beyond the fastest thing here, and your nature gives you a hefty accuracy boost. Get right up in its face and use Hypnosis, then break down that metallic exterior by going with a Psywave followed by Psychic. Here's wishing we had that lovely Dream World ability, eh?

So:

Hypnosis - Psywave - Psychic
 
Before Round 1:
Herald the Sigilyph [IceBug]

HP: 100
Energy: 100
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 112
Boosts/Drops: +12.5% Accuracy
Status Conditions: None

Electro the Magneton [C$FP]

HP: 90
Energy: 100
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

The battle to begin here today was acclaimed as the closest in the first round of CAP ASB's first Singles tournament. Many cheering fans awaited the arrival of two Trainers: One being IceBug, the other being C$FP. Both brought two Pokemon out of the four they selected four the tournament. IceBug carried with him his Sigilyph and Vanillish, and C$FP brought along his Marshtomp and Magneton. Although neither was a particularly powerful Trainer, the coming battle was sure to be a fierce one. The referee strode out to the center of the arena and flipped a coin into the air, and it landed on... tails! IceBug would be the first to send out his Pokemon!

IceBug, disappointed by the disadvantage an early release would give, sent out his stronger Pokemon: Herald the Sigilyph. In response, C$FP brought out a Pokemon with definite advantage over the flying telepath: Electro the Magneton. IceBug, knowing that he had to put the Magneton out of action if he wanted any chance of winning, ordered Herald to use Hypnosis. However, Electro evaded the Hypnosis by the slimmest of margins, allowing it to unleash a Thunder Wave to cripple Herald. IceBug thought that the Thunder Wave would dissipate against Herald's Wonder Skin, but it was such a square blow that even Herald's excellent ability couldn't block the status.

Electro, being newly quicker than Herald, pressed the advantage offered by Thunder Wave to gather up its electric energy for a wing-frying Thunderbolt. Herald managed to avoid being immobilized by the Thunderbolt, and responded by gathering up Psychic energy for a clever blow. The Psywave bypassed Herald's resistance to Psychic attacks and dealt some damage, but Herald wasn't knocking Electro out anytime soon.

C$FP, seeing the success of the last Thunderbolt, decided to fire off another one to leave Herald in a poor position. Although Electro struggled somewhat to muster enough electric force to use Thunderbolt, it landed with complete success on the artifact of another age. Herald was certainly feeling the pain, but it maintained enough control over its emotions to use Psychic on the trio of Magnemite. Sadly for IceBug, the hit was resisted, and dealt even less damage than the previous Psywave. Herald was in poor shape at the end of the round, but Electro certainly had the energy to fight on. The reportedly closest battle of the first round was becoming slanted at all speed...

After Round 1:
Herald the Sigilyph [IceBug]

HP: 52
Energy: 79
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 112
Boosts/Drops: +12.5% Accuracy
Status Conditions: 20% Paralysis

Electro the Magneton [C$FP]

HP: 72
Energy: 78
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

- Herald the Sigilyph uses Hypnosis [RNG Roll: To hit (<=725/100 hit): 743 Miss]. Energy Cost: [10 (EC) - 1 (Same Type EC Reduction)= 9] Energy.
- Electro the Magneton uses Thunder Wave [RNG Roll: To hit (<=500/1000 hit): 230 Hit]. Energy Cost: [7 (EC) - 1 (Same Type Reduction Bonus)= 6] Energy. 25% Paralysis inflicted on Herald.
- Electro the Magneton uses Thunderbolt [RNG Roll: To hit (<=1000/1000 hit): 767 Hit] [RNG Roll: To paralyze (<=100/1000 hit): 370 Failure] [RNG Roll: To critical (<=62/1000 crit, 63 roll again (<=500/1000 crit)): 353 Failure]. Damage: [10 (BP) + 3 (STAB) + 2(1.5)(Stat difference) * 1.5 (Effectiveness modifier)= 24] DMG, Energy Cost: [7 (EC) - 1 (Same Type EC Reduction)= 6] Energy.
- Herald the Sigilyph uses Psywave [RNG Roll: To be paralysed (<=250 paralysis): 623 Failure]. Damage: [10 (Fixed Damage)= 10] DMG, Energy Cost: [7 (EC) - 1 (Same Type EC Reduction)= 6] Energy.
- Electro the Magneton uses Thunderbolt [RNG Roll: To hit (<=1000/1000 hit): 151 Hit] [RNG Roll: To paralyze (<=100/1000 hit): 836 Failure] [RNG Roll: To critical (<=62/1000 crit, 63 roll again (<=500/1000 crit)): 437 Failure]. Damage: [10 (BP) + 3 (STAB) + 2(1.5)(Stat difference) * 1.5 (Effectiveness modifier)= 24] DMG, Energy Cost: [7 (EC) - 1 (Same Type EC Reduction) + 4 (Repeated Use EC Penalty)= 10] Energy.
- Herald the Sigilyph uses Psychic [RNG Roll: To be paralysed (<=250/1000 paralysis): 256 Failure] [RNG Roll: To hit (<=1125/1000 hit): 402 Hit] [RNG Roll: To drop SDef 1 stage (<=100/1000 1 stage SDef drop): 102 Failure] [RNG Roll: To critical (<=62/1000 crit, 63 re-roll (<=500/1000 crit)): 393 Failure]. Damage: [9 (BP) - 1 (Sturdy) + 3 (STAB) + 1(1.5) (Stat Difference) * .666...= 8.333... ~ 8] DMG, Energy Cost: [7 (EC) - 1 (Same Type EC Reduction)= 6] Energy.
- Herald the Sigilyph's status changes from 25% paralysis to 20% paralysis.
- HP Calculation for Herald the Sigilyph: [100 (Starting HP) - 24 (Thunderbolt I) - 24 (Thunderbolt II)= 52] HP.
- HP Calculation for Electro the Magneton: [90 (Starting HP) - 10 (Psywave) - 8 (Psychic)= 72] HP.
- Energy Calculation for Herald the Sigilyph: [100 (Starting Energy) - 9 (Hypnosis) - 6 (Psywave) - 6 (Psychic)= 79] Energy.
- Energy Calculation for Electro the Magneton: [100 (Starting Energy) - 6 (Thunder Wave) - 6 (Thunderbolt I) - 10 (Thunderbolt II)= 78] Energy.
 
Wow. That went as poorly as physically possible...that'll probably seal the game right there, but why not...

Same actions as before, with Thunder Wave replacing Psychic is Hypnosis misses...again...

EDIT: Also, Magneton has 90 health and Sigilyph has 100, you have it backwards in the calcs.
 
Start with a Thunderbolt, then if Hypnosis misses, use Discharge and Thunderbolt, otherwise, if you use Thunderbolt if you wake up in time.
 
OoC: Not going to post the rolls and w/not anymore; apparently, you only need it for Subway.

Before Round 2:
Herald the Sigilyph
[IceBug]

HP: 52
Energy: 79
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 112
Boosts/Drops: +12.5% Accuracy
Status Conditions: 20% Paralysis

Electro the Magneton [C$FP]

HP: 72
Energy: 78
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

IceBug was certainly struggling at the beginning of the round; his Sigilyph was ineffective in fighting the opposing Magneton and taking massive damage to boost. As if attempting to prove once more how violently powerful it was, Electro the Magneton opened Round 2 with a massive Thunderbolt, sending Herald careening towards the ground. However, Herald righted itself at the last moment, and cast a strange energy from its eyes... Electro, transfixed and unable to look away, quickly fell prey to the Hypnosis.

Despite C$FP's orders to press the offensive, Electro continued snoozing and left Herald free to act. Sure enough, it used Psywave, dealing some damage. At that rate, it wouldn't be knocking Electro out any time soon... the sleeping Electro could take such assaults for another two rounds without fainting!

Even though it was able to take the hits, Electro was tired of taking a beating, and threw yet another Thunderbolt at Herald. It was barely even able to fly at that point... regardless of the damage it was taking, it was still able to use Psychic in what would perhaps be its "dead man's ten seconds"...


After Round 2:
Herald the Sigilyph
[IceBug]

HP: 4
Energy: 58
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 112
Boosts/Drops: +12.5% Accuracy
Status Conditions: 15% Paralysis

Electro the Magneton [C$FP]

HP: 56
Energy: 58
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

- Electro uses Thunderbolt (hit). 24 DMG, 14 Energy
- Herald uses Hypnosis (hit). Electro gets Light Sleep, 9 Energy
- Electro snoozes away...
- Herald uses Psywave (hit). 10 DMG, 6 Energy
- Electro awakens and uses Thunderbolt (hit). 24 DMG, 6 Energy
- Herald uses Psychic (hit). 8 DMG, 6 Energy
 
Marvelous, marvelous. Just to not waste energy, use Thundershock. If somehow Herald is still not dead, use Thunderbolt, and then Thundershock again if somehow necessary.
 
Before Round 3:
Herald the Sigilyph
[IceBug]

HP: 4
Energy: 58
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 112
Boosts/Drops: +12.5% Accuracy
Status Conditions: 15% Paralysis

Electro the Magneton [C$FP]

HP: 56
Energy: 58
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

"Go, Electro! Use Thundershock!"
Herald drifted to the ground, fried by the powerful Thundershock. Without a doubt, Herald would be unable to battle until he got to a Pokemon Center.
"That's enough!" The referee declared. IceBug, once you send out your next Pokemon, you're the next to move. Good luck overcoming that mighty Magneton!

After Round 3:
Electro the Magneton [C$FP]

HP: 56
Energy: 56
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

- Electro uses Thundershock (hit). 15 DMG (KO), 2 Energy
 
Haag, you're up. Just get a KO counter out of this and everything will be good.

Hail - Blizzard - Blizzard
 
Let's try to make this easy for Swamp Thing.

Use Flash Cannon, Thunderbolt, and then another Flash Cannon. You know, there are apparently only three steel-typed special attacks, and Doom Desire (a Jirachi exclusive move) is one of them. That is just ridiculous!
 
OoC: I'm really swamped with ASB work tonight, so I'm going to be reffing without proper records or flavor; it'll just be reffed. Sorry; it's just that all 4 of my matches need reffing and I've got BH work to do. Rest assured that it'll still be accurate, though.

Before Round 4:
Haagendazs the Vannilish [IceBug]

HP: 90
Energy: 100
Attack: Rank 3
Defense: Rank 2
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 59
Boosts/Drops: None
Status Conditions: None

Electro the Magneton [C$FP]

HP: 56
Energy: 56
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

GG IceBug Magneton Sweep Nightmare.
Anybody who gets the above reference is completely full of winsauce and probably is a member of Serebii.

After Round 4:
Haagendazs the Vannilish [IceBug]

HP: 36
Energy: 73
Attack: Rank 3
Defense: Rank 2
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 59
Boosts/Drops: None
Status Conditions: None

Electro the Magneton [C$FP]

HP: 28
Energy: 44
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

Other: Hail (4 Rounds)
 
Use Flash Cannon, then Thunderbolt, then Flash Cannon.
Switch Thunderbolt and the second Flash Cannon if at the beginning of the second action, Haagendazs has from 17 to 21 HP left (which I believe he will after his ability kicks in).

EDIT: If I'm allowed to, I will just change my actions to Flash Cannon 3 times. It should not make a difference, but whatever.
 
Before Round 5:
Haagendazs the Vannilish
[IceBug]

HP: 36
Energy: 73
Attack: Rank 3
Defense: Rank 2
Special Attack: Rank 4
Special Defense: Rank 3
Speed: 59
Boosts/Drops: None
Status Conditions: None

Electro the Magneton [C$FP]

HP: 28
Energy: 44
Attack: Rank 1 (-)
Defense: Rank 3
Special Attack: Rank 5 (+)
Special Defense: Rank 3
Speed: 70
Boosts/Drops: None
Status Conditions: None

Other: Hail (4 Rounds)

Flash Cannon!
Blizzard!
FLASH CANNOOOOOOOOOOOOOOOOOOOOOOOON!
(KO)

"Haagendazs is unable to battle! C$FP wins!"

Rewards:
IceBug: 2 TC
Herald: 2 MC, 1 DC
Haagendazs: 1 EC, 2 MC, 1 DC
C$FP: 2 TC
Electro: 1 EC, 2 MC, 1 DC, 2 KOC
Terrador14: 4 RC

- Electro uses Flash Cannon (hit). 21 DMG, 7 Energy, 2 Hail DMG
- Haagendazs uses Blizzard (hit). 11 DMG, 15 Energy
- Electro uses Flash Cannon (hit). 21 DMG (KO), 7 Energy, 2 Hail DMG
 
I would like to bump this topic to let people know that it's done; apparently that news hasn't gotten around. I'm also changing the topic to "completed". So yeah... it's over and stuff. Good job C$FP, Magneton for the wind. Good luck next round - it looks to be a doozy.
 

Flora

Yep, that tasted purple!
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Keep it as "Tournament" so it doesn't get lost or something while also being consistent with the other finished ones.
 
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