Simon vs. Lou - Typetypetypetypetype

Team Lou:
LouisCyphre said:
[a]Honchkrow[/a]
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Honchkrow ♂ - Oddjob
Nature: Quiet (SpA: +1, Spe -10, Evasion -10%))
Type: Dark / Flying
Dark Type - 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.
Flying Type - 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.

Abilities:
Insomnia - (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Moxie - (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:

HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 61 (-)

Height Class: 2
Weight Class: 3
BRT: 20

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

41 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Assurance, Astonish, Brave Bird, Drill Peck, Fly, Peck, Pursuit, Quick Attack, Sky Attack, Sucker Punch, Superpower, Wing Attack
Special Moves - Air Cutter, Dark Pulse, Heat Wave, Hidden Power [Fighting 7] Icy Wind, Psychic, Night Shade, Snarl
Status Moves - Defog, Double Team, Embargo, Endure, Haze, Mean Look, Perish Song, Protect, Psycho Shift, Quash, Rest, Roost, Sleep Talk, Snatch, Substitute, Tailwind, Taunt, Thunder Wave, Torment, Toxic, Whirlwind

Loyal to a fault, Oddjob is lost without a guiding authority to direct himself with. With little initiative of his own, Oddjob requires constant orders to perform in battle. When given the proper guidance, however, Oddjob is ruthlessly efficient and unflinchingly zealous in his efforts, often foregoing sleep in order to complete a directive.
[a]Sableye[/a]
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Sableye ♂ - Washington
Nature: Brave (Atk: +1, Spe -7, Evasion -10%))
Type: Dark / Ghost
Dark Type - 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.
Ghost Type - Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
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.
Stall - (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
(DW) Prankster - (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 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)

Height Class: 1
Weight Class: 2
BRT: 16

MC: 0
DC: 5 / 5

42 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Astonish, Brick Break, Counter, Dig, Fake Out, Feint, Fire Punch, Focus Punch, Fury Swipes, Ice Punch, Low Kic, Metal Burst, Payback, Scratch, Shadow Sneak, ThunderPunch
Special Moves - Icy Wind, Night Shade, Power Gem, Psychic, Shadow Ball, Signal Beam
Status Moves - Attract, Confuse Ray, Detect, Embargo, Endure, Foresight, Gravity, Leer, Magic Coat, Pain Split, Pursuit, Rain Dance, Recover, Snatch, Substitute, Sunny Day, Taunt, Telekinesis, Toxic, Will-O-Wisp

An utter scoundrel, Washington is easily swayed by the charms of others. Attempting to work his charms on others carries mixed results, but he still puts out a solid effort in battle... Presuming that the foe hasn't wiled him with its charms.
[a]Absol[/a]
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Absol ♀ - Ferre
Nature: Mild (SpA: +1, Def: -1)
Type: Dark
Dark Type - 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.


Abilities:
Pressure - (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.
Super Luck - (Innate) This Pokemon’s natural skill increases its critical hit rate stage by 1 permanently, to a maximum of 5. Critical hit stages are 1/16, 1/8, 1/4, 1/3, and 1/2.
(DW) Justified - (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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 75

Height Class: 3
Weight Class: 3
BRT: 18

MC: 0
DC: 5 / 5

68 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Aerial Ace, Assurance, Bite, Body Slam, Bounce, Counter, False Swipe, Feint, Foul Play, Knock Off, Megahorn, Night Slash, Payback, Psycho Cut, Punishment, Pursuit, Quick Attack, Retailate, Rock Slide, Rock Tomb, Scratch, Slash, Stone Edge, Sucker Punch, Superpower, X-Scissor, Zen Headbutt
Special Moves - Blizzard, Dark Pulse, Fire Blast, Flamethrower, Future Sight, Ice Beam, Icy Wind, Razor Wind, Snarl, Thunder, Thunderbolt, Water Pulse
Status Moves - Baton Pass, Detect, Double Team, Endure, Flash, Hail, Leer, Magic Coat, Me First, Mean Look, Mimic, Nightmare, Perish Song, Protect, Psych Up, Rain Dance, Rest, Role Play, Sleep Talk, Snatch, Substitute, Sunny Day, Swords Dance, Taunt, Thunder Wave, Torment, Toxic, Will-O-Wisp, Wish

Absol stands apart from other individuals - even teammates - as a matter of choice. She approaches conflict slowly, and after much thought. Bringing a cold stare and colder temper to bear, Absol favors a prudent offense to more zealously aggressive strategies, and always prepares a backup plan.

Team Simon:
SimonSays said:
MolluxFront.png

Mollux (Noble) [M]
Nature: Timid (+Spe, -Atk, +9 Acc.)
Type: Fire/Poison
Fire: Fire STAB; immune to burn, 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.
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:
Dry Skin:
(Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Can Be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76*1.15, rounded up)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 1/5

Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Recover
Eruption
Heat Wave

Aqua Ring
Heal Pulse
Rapid Spin
Fire Spin
Gastro Acid

Flamethrower
Sludge Bomb
Thunder Wave
Protect
Light Screen

Moves: 21

I totally thought you were Rediamond... >.>

I am, in fact, Rediamond. However if you send him these teams he might be a tad confused.

Rules said:
1v1 FE Singles
1 Day DQ
Infinite Recoveries/Chills
2 Substitutions
All Items
All Abilities.
Arena: Arceus' Plate Platform
Field Type: Diverse
Complexity: Moderate
Format: All
Restrictions: No Restrictions

Description:
Deep in the the Sinnoh Underground, the excavators have discovered a stranger arena: Within it lie 17 Plates, each glowing with a faint tinge. As time progressed and studies increased, people began to see the wonders these plates held: they could grant the user a momentary boost in power, or access to powers they did not previously possess. The Plates were promptly moved to a place where they could be more readily used for battling.

- There are 17 Different Plates, each representing the 17 Types of Pokemon (For these purposes, I'm introducing the Simple [Normal] Plate).
- When a plate is stepped on, the user is granted a choice: Either Boost the BP of moves of that corresponding type by 3 for for 3 actions, or use any move of that type.
- Stepping on a Plate costs 3 En. If using the BAP Boost, it takes an action. If using an Attack, it does not.
- Once a Plate is used for either purpose, it is unusable for the duration of the match. In addition, the great power required by the plates makes it impossible to use more than 1 plate per round, to the detriment of the User.
- The platform itself supports all forms of battling: there is plenty of room, a deep pool in the centre of the field, and the ground is soft enough to dig through, yet hard enough that Seismic moves have their full strength.


Lou sends out, attaches items
Simon attaches and orders
Lou orders
I order
Lou refs
Simon goes to hump a sheep Edit: I've been informed that people in the suburbs do not actually hump sheep.
 
ASBSpriteGuitar.png

"human beings in a mob...

WHAT'S A MOB TO A KING?!!?!"


MolluxFront.png
@ Leftovers

Noble: Eruption ~ Lava Plume ~ Flamethrower
- IF Thunder Wave would be used AND you are not Taunted AND Absol is not Paralyzed, use Thunder Wave.
- IF Offensive Ground Type move would be used AND you have not used Protect the action before, use Protect and push actions back.
 
FZcWp.gif

100 HP l 100 EN
5/1/4/2/75
Other: Super frail. Life Orb.


MolluxFront.png


100 HP l 100 EN
1/3/5/4/88
Other: King. Leftovers. +9% Accuracy


Action 1

Ferre used Protect -17 energy

Noble used Eruption - 9 energy
(15 + 3 + 4,5) = 22,5 ''damage''

Action 2

Ferre used Taunt - 9 energy

Noble used Lava Plume - 7 energy
To crit (9284) - No
To burn (2837) - FUCK LAVA PLUME
(8 + 3 + 4,5) = 15,5 damage


-2 HP

Action 3

Noble cant use Protect!

Ferre stepped on the plate! - 3 energy
Ferre used Earthquake! - 7 energy
To crit (2192) - No
(10 - 3 + 3 + 3)*2,25 = 29,25 damage

-4 HP to Ferre
+1 HP to Noble


FZcWp.gif


56 HP l 64 EN
5/2/5/2/61
Other: Super frail. Life Orb. Burn


MolluxFront.png


72 HP l 84 EN
1/3/5/4/88
Other: King. Leftovers. +9% Accuracy. Taunted (5 Actions)


Lou's turn.
 
Last edited:
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Burn or no burn, I won't be letting you down so easily!

Ferre - Zen Headbutt | Stone Edge | Zen Headbutt
Upon Noble's Bide action 1 or 2, Substitute (15) action 1 only once.
 
FZcWp.gif

56 HP l 64 EN
5/2/5/2/61
Other: Super frail. Life Orb. Burn


MolluxFront.png

72 HP l 84 EN
1/3/5/4/88
Other: King. Leftovers. +9% Accuracy. Taunted (5 Actions)


Action 1

Mollux used Fire Blast - 7 energy
To hit (6161) - Yes
To crit (1872) - No
(12 + 3 + 4,5) = 19,5 damage

Absol used Zen Headbutt - 6 energy
To crit (1823) - No
(8 + 3 + 3 - 3)*1,5 = 16,5 damage

-4 HP
+1 HP to Mollux

Action 2

Mollux stepped on the plate! - 3 energy
Mollux used U-Turn - 6 energy
To crit (8242) - No
(7 - 1,5)*1,5 = 8,25 damage


Absol used Stone Edge - 8 energy
To hit (1923) - Yes
To crit (182) - Yes
(10 + 3 + 3 + 3 - 3)*1,5 = 24 damage

-4 HP
+1 HP to Mollux

Action 3


Mollux used Recover - 12 energy
+20 HP

Absol used Zen Headbutt - 6 energy
To crit (1993) - No
(8 + 3 + 3 - 3)*1,5 = 16,5 damage

-4 HP
+1 HP to Mollux


FZcWp.gif

16 HP l 44 EN
5/2/5/2/61
Other: Super frail. Life Orb. Burn


MolluxFront.png

36 HP l 56 EN
1/3/5/4/88
Other: King. Leftovers. +9% Accuracy.
 
Sorry, I normally avoid doing calcs during battles I'm in. Saves the fun a little bit.

Flamethrower *3
- If Protective/Evasive action used successfully, Chill
- If Double Team is used, change actions to Heat Wave *3
 
Technically, I should have less remaining HP. You've listed a Quiet Absol, instead of a Mild one.

Ferre - Sucker Punch | Sucker Punch | Sucker Punch
 
Yeah, i forgot to change the speed when changing the mon since Mollux would be faster regardless....it seems i forgot to change the Defense as well. I did a such shitty job on this reffing.



FZcWp.gif


16 HP l 44 EN
5/2/5/2/61
Other: Super frail. Life Orb. Burn


MolluxFront.png


36 HP l 56 EN
1/3/5/4/88
Other: King. Leftovers. +9% Accuracy.

Action 1

Absol used Sucker Punch - 6 energy
To crit (8172) - No
(8 + 3 + 3 + 3 - 3) = 14 damage
-2 HP

Mollux used Flamethrower - 6 energy
Absol fainted!

FZcWp.gif


KO HP l KO EN
5/1/5/2/75
Other: Super frail. Life Orb. Burn


MolluxFront.png


22 HP l 50 EN
1/3/5/4/88
Other: King. Leftovers. +9% Accuracy.



Simon and Lou: 1 CC

Mollux: 3 MC and 1 KOC

Absol: 3 MC

Matezoide: 2 UC
 
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