Round 2 - Kaxtar vs Venser!

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Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
NUMBER OF POKEMON: 2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities
The ASB Tournament Arena

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.

Kaxtar
Lucario [Aura Beast] Male
Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense)

Type: Fighting/Steel

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

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90

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

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.

Justified (DW- Unlocked): 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 will be maintained at the end of each round.

Dark Pulse
Foresight
Quick Attack
Detect
Metal Claw
Counter
Force Palm
Feint
Bone Rush
Metal Sound
Endure
Reversal
Screech
ExtremeSpeed
Aura Sphere
Dragon Pulse
Nasty Plot

Blaze Kick
Crunch
Hi Jump Kick
Agility

Swords Dance
Rock Slide
Protect
Psychic

Ice Punch
Thunderpunch
Magic Coat

Togekiss [Quartz] (Male)
Nature: Modest (Increase Special attack by 1, Decrease Attack by 1)

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

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.

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

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

Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck (DW-Unlocked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Follow Me
Gift Pass
Ancient Power
Safeguard
Aura Sphere
Air Slash
ExtremeSpeed
Sky Attack

Tailwind
Magic Coat
Water Pulse
Shock Wave

Extrasensory
Morning Sun
Nasty Plot

Grass Knot
Toxic
Shadow Ball
Flamethrower
Light Screen
Reflect
Protect


Venser
Darmanitan(*) [Daredevil] (♀)
Nature:
Adamant (+ * to Attack, - * to Special Attack)

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. Solarbeam has Energy Cost reduced by one (1).


Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 95

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


Abilities:
Sheer Force: (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.
Zen Mode (DW): (Can be enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Cheer Up*
Encore*
Hammer Arm*
Sleep Talk*
Take Down*
Yawn*
Nitro Charge*
U-Turn*
Will-O-Wisp*
Flare Blitz
Earthquake
Rock Slide

Breloom [Turtle] (♂)
Nature: Adamant (+ * to Attack, -* from Special Attack)

Type: Grass
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

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

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

Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Can be disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Mach Punch
Counter

Seed Bomb
Drain Punch
Focus Punch
Synthesis
Wake-up Slap

Bullet Seed
Substitute
Swords Dance
Stone Edge
Facade



The coin goes into the air, falls.........AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAND Venser shall order first!
 
Okay, let's see. Enable sheer force. fire punch ~ fire punch ~ fire punch.

if Lucario is ever ordered to use Counter, use Encore on that action.
 
Counter~Counter~Counter

This will force him to keep using encore on us, allowing you to avoid the consecutive energy cost AND making him waste a ton of energy.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

HP: 110
Energy: 100%


HP: 100
Energy: 100%

The round starts with Darmanitan's Encore, which is followed by a useless Counter! Then another Encore, followed by another useless Counter! TO round it out, the participants repeat their actions! Are Kaxtar and Venser idiots, or are they merely fools?


HP: 110
Energy: 58%


HP: 100
Energy: 85%
 
Hi Jump Kick~Rock Slide~Aura Sphere

Try to use the Hi Jump Kick to dodge, if you can.

For my substitution: IF Darmanitan uses Yawn, THEN use Magic Coat on that action to reflect it back on to Darmanitan.
 
I meant to say Work Up. I feel like an idiot.

We can still turn this around Daredevil!

ENABLE SHEER FORCE AGAIN!!!! RAWER!

will-o-wisp ~ fire punch~ fire punch
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

HP: 110
Energy: 58%


HP: 100
Energy: 85%

Darmanitan starts with a Will-O-Wisp, but it misses! Lucario takes advantage of this with a Hi Jump Kick to the face! While Darmanitan goes for dual Fire Punches, Lucario gets in a Rock Slide and an Aura Sphere!


HP: 54
Energy: 38%


HP: 42
Energy: 66%
 
aw man that sucks a little bit :(

sheer force on

fire punch ~ flare blitz ~ fire punch

if it uses counter, use w-o-w the first time and cheer up on other times
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

HP: 54
Energy: 38%


HP: 42
Energy: 66%

Lucario starts the round with a Detect, and avoids the Fire Punch! Darmanitan follows up with a Flare Blitz, and meets a Reversal! This reversal did not have any invincibility frames, but lets call it one anyway! Lucario then Detects once more as Darmanitan fails a Fire Punch!


HP: 20
Energy: 12%


HP: 10
Energy: 25%
 
Alright Lucairo, we've done great work, but we still have a chance to finish this up!

Combo Reversal and Extremespeed~Rest off from Combo~Chill

Here is what I want the combo to be like: Extreme speed should lend +1 Priority to the attack, letting us move before Darmanitan can. Extreme speed should also add 4 to Reversal's 20 Base Power because the two moves are in different priority brackets instead of the regular 8. The actual attack should be just a faster and stronger Reversal, with the majority of the power coming from Reversal and the extra boost of speed and damage from Extremespeed. It should also have a (6+13)*1.3=24.7~25 Energy, KOing Lucario in the process of attacking.

http://www.smogon.com/forums/showpost.php?p=3308135&postcount=1 and http://www.smogon.com/forums/showpost.php?p=3290502&postcount=3 contain the new rules for combos, in case you want to know where I'm pulling my seemingly arbitrary rules from, DW.

If you don't approve of this combo, DW, please let me know so I can edit my actions accordingly.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Combo moves are actually a 1.2, just saying.


HP: 20
Energy: 12%


HP: 10
Energy: 25%

Darmanitan makes an unsuccessful attempt to flee a devastating combo with a Flame Charge, but this isn't enough to save it from a merciless Lucario Extreme Reversal! So much that it faints to a critical hit! Lucario is pretty tired though...


HP: KO
Energy: KO


HP: 90
Energy: 100%


HP: 10
Energy: 2%
 
okay, thanks, sorry >_>

use mach punch to FINISH HIM!

if he uses detect, create a 25 HP substitute on that action instead.
 
Try to Extremespeed for major damage. Fantastic job Lucario, and don't worry; Togekiss will pick up from where you left off.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

HP: 90
Energy: 100%


HP: 10
Energy: 2%

Lucario leads off with an Extremespeed, that does some damage to Breloom but it also KOes itself!


HP: 79
Energy: 100%


HP: KO
Energy: KO


HP: 100
Energy: 100%
 
Safeguard~Air Slash~Flamethrower

IF Breloom uses Substitute, THEN Encore him into Substitite and push actions back.
 
That's fine.

Forfeiting to save myself from a DQ later in the interest of saving time. Sorry, and good luck kaxtar!
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
From Darkslay,

Venser, Kaxtar - 2 TC
Lucario - 1 KOC, 3 MC
Breloom - 3 MC
Darmanitan-3 MC
Togekiss - 3 MC, 1 KOC
Me: 4 RC
 
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