Solstice vs EndQuote, but Underwater!

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Today, we have a battle between Solstice and EndQuote.

Due to the stage, both trainers were required to send out a Water type.

The entire field is submerged with water, about a 30 x 30 x 30 foot cube of water. Only water pokemon can be in this battle (you need to breathe underwater), so don't accept this battle if you don't have a water pokemon.

Rules:
1v1 Singles!
NFE
2 Day DQ
0 Recoveries, 5 Chills.
Switch=Irrelevant
Items=None
Abilities=All

Solstice's Remoraid

HP: 90
Energy: 100
Remoraid (M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
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: Rank 3
Def: Rank 2
SpAtk: Rank 4 (+1)
SpDef: Rank 2
Speed: 57 (-10 Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 1/6
MC: 1
DC: 2/5

Abilities:
Hustle (Can be Enabled):
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam

Octazooka
Acid Spray
Water Spout

Flamethrower
Charge Beam
Smack Down

Total Moves: 14

EndQuote's Squirtle:

HP: 90
Energy: 100
Squirtle: Koops (M)
Nature: Relaxed: Adds * to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

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: Rank 2
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Abilities:

Torrent: (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)
Rain Dish (DW): (Innate, Locked) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Attacks: (21)

Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance

Counter

Mirror Coat
Yawn
Mud Sport
Fake Out

Scald
Toxic
Double Team
Ice Beam
Dig
Brick Break


Order of Actions:
EndQuote sends out Koops > Solstice sends out Quickdraw and chooses 3 actions > EndQuote chooses 3 Actions > I ref
 
Ok Quickdraw, let's get started! Open up with a Bullet Seed, then a Charge Beam, finish with another Bullet Seed!
 
Alright, Koops, it looks like our opponent has some super-effective attacks to use.
Let's take a deep breath and deal with it.

The Squirtle, in a hand gesture, quite clearly indicates that we're underwater.

Right...um...try not to breathe, then...
First, imitate your cousin Qwilfish with a Toxic.

Next, Mirror Coat his Charge Beam.

Finish up with a Counter, please. IF Remoraid is NOT poisoned a3, curse the RNG gods and use Toxic again.
 
The battle begins with both trainers sending out their Pokemon. EndQuote sends out a Squirtle, Koops, while Solstice sends out his Remoraid, Quickdraw. As the ref gives the signal, both trainers are told to head above water to take a breath while the Pokemon prepare to fight.

The gun is shot signifying the start of the battle and Quickdraw shoots Koops with seeds while Koops shoots off a deadly toxin as a counter strike, giving Quickdraw a deadly poison.

Quickdraw then fires off a Charge Beam, but it forgot it was underwater and electrocutes itself and Koops. Koops then reflected the damage from the beam with a coat of mirrors, doing even more damage to Quickdraw.

Quickdraw decided to reload and fire more Bullet Seeds, while Koops then counters him again for big damage.


Rolls:
Crit Chance is 625 for normal attacks, 1250 for high critical hit rats
565 (# of Seeds, 2 Hits)
1596 (Bullet Seed Crit, no)
1504 (Bullet Seed Crit, no)
5186 (Charge Beam +SpA, yes)
6917 (Charge Beam crit, no)
6032 (# of Seeds, 3 Hits)
3875 (Bullet Seed Crit, no)
2793 (Bullet Seed Crit, no)
6149 (Bullet Seed Crit, no)


Calcs:
Bullet Seed:
(2 * 3) * 1.5 = 9 DMG
Toxic:
Accuracy = 90 + 10 = 100, hits
Charge Beam:
Accuracy = 90 + 10 = 100, hits
(5 + 1.5) * 1.5 = 9.75 DMG
Mirror Coat:
10 * 1.5 = 15 DMG
6 + (15/3) = 11 EN
Bullet Seed:
(3*3) * 1.5 = 13.5 DMG
Counter:
14 * 1.5 = 21 DMG
6 + (21/3) = 13 EN


HP: 41
EN: 82

HP: 57
EN: 69​

EndQuote, your turn to choose actions
 
Ok, lead off with an Acid Spray, then use a combination of Acid Spray and Bullet Seed! Try and make small pellets of charged poisionous seeds! Then cool down.

Acid Spray - Acid Spray+Bullet Seed - Cooldown
 
The round begins with Koops rushing towards Quickdraw and faking him out. He went so quickly that Quickdraw flinched. Quickdraw then sprayed acidic seeds at Koops causing its special defense to drop. Koops then countered the seeds for big damage. Koops put up a worthless Protect because Quickdraw had to cool down.

Rolls:
7450 (< 625, Fake Out Crit, no)
2920 (Acid Seed Hits, 2 Hits)
1111 (< 625, Acid Seed Crit, no)
4922 (< 625, Acid Seed Crit, no)

Calcs:
Fake Out:
(4 + 0) = 4 DMG
Acid Seed:
Energy: (3 + 6) * 1.5 = 13.5 EN
Base Power: 4 + 3 * 2 = 10
Damage(Phys): (5 - 1.5) * 1.5 = 5.25 DMG
Damage(Spec): (5 + 1.5) * 1.5 = 9.75 DMG
Counter:
Damage: 5.25 * 1.5 = 7.875 DMG
Energy: 6 + 8/3 = 8.67 EN



HP: 23
EN: 68
Toxic'd (3DPA next turn)

HP: 42
EN: 49​

Solstice, actions
 
Ok, well his SpDef is dropped considerably, let's try and take advantage!

Octazooka - Psybeam - Octazooka

If he ever tries to use Mirror Coat, switch your attack to Bullet Seed!
 
The final round begins with Quickdraw firing off an Octazooka, impairing Koops' vision. Koops was able to listen and hear Quickdraw moving through the water, and rushed towards it and fired off a Brick Break.

Quickdraw then fires off a Psybeam to further impair Koops, with confusion. Koops was able to locate and attack with another Brick Break Quickdraw, impaired as it was, and the deadly toxins had left Quickdraw with only a hit point left.

Quickdraw was able to fake out Quickdraw with one final trick and hit him for the final hit of the match. EndQuote wins!

Both trainers go above after having to hold their breath for roughly 26 hours.

Rolls:
5119 (< 9500, Octazooka Hit, yes)
2023 (< 625, Octazooka Crit, no)
3719 (< 5000, Octazooka -Acc, yes)
836 (< 8500, Brick Break Hit, yes)
7250 (<625, Brick Break Crit, no)
2276 (<625, Psybeam Crit, no)
311 (<1000, Psybeam Confuse, yes)
4954 (3 Action Confuse)
5517 (<5000, Confusion Fail, no)
4227 (<8500, Brick Break Hit, yes)
7092 (<625, Brick Break Crit, no)
5322 (<5000, Confusion Fail, no)
8427 (<8500, Fake Out Hit, yes)
 
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