Completed Solstice vs Leethoof, and MB subrefs.

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#1
http://www.smogon.com/forums/showpost.php?p=3920223&postcount=6151
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http://www.smogon.com/forums/showpost.php?p=3920234&postcount=6152
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Solstice said:
Here's the team, thanks for reffing.



Volcarona(*) (F) (Equinox)
Nature: Mild (Special Attack increased by *, Defense reduced by *)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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: 100
Atk:Rank 2
Def:Rank 2 (-)
SpA:Rank 6 (+)
SpD:Rank 4
Spe:100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 3
DC: 5/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm Unlocked (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Flare Blitz
Quiver Dance
Fiery Dance
Rage Powder
Hurricane
Morning Sun (*)
Zen Headbutt (*)
Endure (*)
Incinerate (*)
Solar Beam (*)
Sunny Day (*)

Total Moves: 16



Breloom(*) (M) (Bushido)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Special Attack reduced by *.)
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).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-1)
SpD: Rank 2
Spe: 81 (70x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 4
DC: 5/5

Abilities:
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.
When disabled, the Pokemon's Powder attacks are 10% more accurate.
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.
Technician Unlocked(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 (*)
Poison Powder (*)
Spore
Mach Punch
Counter
Seed Bomb (*)
Drain Punch (*)
Worry Seed (*)
Facade (*)
Double Team (*)
Safeguard (*)
Bulk Up
Stone Edge

Total Moves: 18


Claydol (*) (N) (Itzamna)
Nature: Bold (Defense increased by (*), Attack Decreased by (*)
Type: Ground/Psychic
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.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
Atk: Rank 2(-*)
Def: Rank 5(+*)
SpA: Rank 3
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 7
DC: 4/5

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud-Slap (*)
Psybeam (*)
Teleport
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Cosmic Power (*)
Earth Power (*)
Extrasensory (*)
Grass Knot (*)
Psycho Shock (*)
Dig (*)

Total Moves: 15


Kitsunoh(F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110

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

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body Unlocked (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Super Fang

Total Moves: 18



Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Electric
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: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 6/6
MC: 3
DC: 5/5

Abilities:
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Unlocked) (Innate): This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam

Total Moves: 18



Sigilyph (F) (Aviatrix)
Nature: Bold (Adds One Rank to Defense, Subtracts One Rank from Attack)
Type: Psychic/Flying
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
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.

Stats:

HP: 100
Atk: Rank 1
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 97
Size Class: 3
Weight Class: 2
Base Rank Total: 19

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

Abilities:
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.
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.
Tinted Lens(DW Unlocked): (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
Reflect
Air Slash
Psychic
Cosmic Power
Ancientpower
Roost
Stored Power
Calm Mind
Charge Beam
Shadow Ball
Toxic
Ice Beam
Energy Ball

Total Moves: 22

Leethoof said:

Altaria (Wooly)
Quiet (+Special Attack; -Speed)

Type
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.
Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 69 (80/1.15=69) (-10% evasion)
Fluff Class: 2
Fluff Density Class: 2
Rank Total: 19

Ability
Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Cloud Nine (DW): (Trait) Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.)

EC: 6/6
MC: 4
DC: 5/5

Attacks
Peck
Pluck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist
Dragon Pulse
Perish Song
Hyper Beam
Dragonbreath
Mirror Move
Sky Attack
Cotton Guard
Dragon Dance

Ice Beam
Hidden Power [Electric]
Double Team
Earthquake

Hyper Voice
Roost
Agility
Heat Wave



Voodoom (Stasis) (F)
Nature: Naughty (+Attack, -Sp Def)

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

Abilities:Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.
Lightning Rod: (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 (1) stage. This boost is maintained at the end of each round.
Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 110
Height Class: 4
Cushiony Muscle Class: 4

EC: 6/6
MC: 0
DC: 2/5

Moves:
Revenge
Night Slash
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile
Dark Pulse
Aura Sphere
Substitute
Close Combat

Mach Punch
Counter
Pursuit
Vacuum Wave
Ice Punch
Focus Punch
Dispel

Taunt
Psychic
Thunder Wave
Hidden Power Ice 7
Stone Edge
Rock Slide
Brick Break



Rampardos [Ragequit] (M)
Nature: Rash ( + Special Attack, -Special Defense)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force (DW): (Innate) 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.

Stats:

HP: 110
Atk: Rank 7
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 58
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks (22):
Headbutt (of course)
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash
Zen Headbutt

Hammer Arm
Curse
Iron Head
Iron Tail
Fire Punch
Thunder Punch
Crunch


Rock Polish
Swords Dance
Earthquake
Dig
Rock Slide
Protect



Probopass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
Rock:
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
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:
Surdy: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.
Magnet Pull: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. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21

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

Attacks (33):
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power
Zap Cannon
Lock On
Magnet Rise
Gravity
Magnet Bomb
Iron Defense
Rest
Discharge
Stone Edge
Rock Slide

Endure
Double Edge
Stealth Rock
Pain Split
DynamicPAUNCH
Role Play
Ice Punch

Smack Down
Thunderbolt
Sandstorm
Toxic
Protect
Flash Cannon
Volt Switch
Torment
Substitute
Hyper Beam
Taunt
Shock Wave
Earthquake
Double Team



Shiftry [Locust] (M)
Nature
: Naive (+Speed, -Sp.Def)
Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
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.

Abilities:
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Clorophyll:During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Pickpocket (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 92 (+) (Accuracy boost: 10%)
Height Class: 3
Muscle Class: 4
Base Rank Total: 17

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

Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Razor Leaf
Pound
Fake Out
Torment
Razor Wind
ExtraSensory
Faint Attack
Whirlwind
Nasty Plot
Leaf Tornado
Leaf Storm

Leech Seed
Bullet Seed
Defog
Endure
Psych Up
Sucker Punch
Tailwind
Quick Attack
Icy Wind
Worry Seed

Explosion
Dig
Swords Dance
Rollout
Seed Bomb
Brick Break
Rock Slide
Substitute
Low Sweep
Payback
Aerial Ace
X-Scissor
Giga Drain
Focus Blast



Solrock [Ra] (genderless)
Nature: Quiet (+Special Attack, -Speed)
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Levitate
: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.


Stats:

HP: 100
Attack: 3
Defense: 3
Sp. Attack: 3 (+)
Sp. Defense: 3
Speed: 60 (-)
Diameter Class: 2
Rock Class: 5
Rank Total: 17

EC: ...
MC: 1
DC: ...

Attacks(24):
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Cosmic Power
SolarBeam
Explosion
Rock Slide

Sunny Day
Will-o-wisp
Trick Room
Psychic
Light Screen
Flamethrower
Shadow Ball
Toxic
Charge Beam

Gravity
Earth Power
Zen Headbutt
Endure

if, when ordering, you say your pokemon's species name instead of a nickname, that would be nice. thanks!
 
#3
Ok, c'mon out Bella Luna the Kitsunoh! Start off with a Super Fang, then Rock Slide twice! Show that Altaria the power of your cursed body!
 
#5
Pre-Round
Solstice

Kitsunoh – Bella Luna (F)
HP: 100
Energy: 100
Stat Changes:
Other:

VS

Leethoof

Altaria– Wooly (X)
HP: 100
Energy: 100
Stat Changes:
Other:

I push Lady Salamence off one of the many cliffs avalible in this cliffy arena because I want 14 RC. So let’s start because the quicker we start, the quicker I can buff up my dragon mon’s movepool!

Slotstice sends out Bella Luna to face Wooly the genderless (OMG) Altaria sent out by Leethoof! Bella Luna leaps up into the sky and uses super fang on the cloud bird thing. Wooly uses her agility to boost her speed, how could that effect the match I wonder.

I didn’t know there is any cotton in the Stony pass but Wooly seems to have some to help keep up her guard. Next some SPAMage with Bella Luna using the ever powerful rock slide two times! Wooly then finally goes on the offense with a Heat Wave but Bella Luna easily jumps across the never-ending drop onto another crevice causing Wooly’s attack to miss.

Post-Round
Solstice

Kitsunoh – Bella Luna (F)
HP: 100
Energy: 71
Stat Changes:
Other:

VS

Leethoof

Altaria– Wooly (X)
HP: 66
Energy: 75
Stat Changes: +1 Speed, +2 Defence
Other:

Kitsunoh
Super Fang 13 energy 20 damage
Rock Slide 6 energy 7 damage
Rock Slide 10 energy 7 damage
Altaria
Agility 7 energy +2 speed
Cotton Guard 11 energy +3 defence
Heat Wave 7 energy RNG rolled 91/100 for a miss


Leethoof is first.
 
#6
I believe I am at +3 defense still, because I used on A2, so it doesn't decay until next round.

Earthquake->Heat Wave->Heat Wave

IF he uses Yawn or Will-o-wisp at all, then replace Earthquake with Safeguard, NOT moving actions down.
 
#7
Ok, plan time! Start off with a combination move! Use Metal Burst + Iron Defense! What I want you to do is shore up your defense while receiving the damage from Earthquake, then blast it back extra powerful using the energy stored from Iron Defense! Then after you recover, use Shadowstrike.

Metal Burst+Iron Defense - Cooldown - Shadowstrike
 
#8
Pre-Round
Solstice

Kitsunoh – Bella Luna (F)
HP: 100
Energy: 71
Stat Changes:
Other:

VS

Leethoof

Altaria– Wooly (X)
HP: 66
Energy: 75
Stat Changes: +1 Speed, +3 Defence (+2 defence at the end of A1)
Other:

Was that Lady Salamence saying that s/he’s planning to push me off a cliff a someday? No, it must have been my imagination. No-one could survive that fall.

Anyway as I was rambling on Wooly shook the ground with an earthquake, causing Bella Luna to fall off the cliff! Luckily she does land on another ledge though and now she gets very angry and launches an iron burst combination! Not only does this do a lot of damage but it also boost’s her defence stat by 2 stages! Also, on the topic off defence stages Wooly’s defence goes down to +2.

The combo seemed to have drained Bella Luna so much that she has to combo cooldown, and I don’t blame her. She must have put her heart and soul into that effort. Wooly doesn’t show any mercy and uses a heat wave that actually hits this time!

As round comes close to Bella Luna disappears into the shadows! No more Kitsunoh for now it seems. No wait, she’s reappeared and has striked Wooly. The downside from hitting Wooly in the air is Bella Luna is now a sitting duck as she falls to the round. Wooly the Altaria makes the fall a little bit faster with another heat wave! Bella Luna lands with a crunch but somehow manages to get back up.
Post-Round
Solstice

Kitsunoh – Bella Luna (F)
HP: 51
Energy: 40
Stat Changes: +1 defence
Other:

VS

Leethoof

Altaria– Wooly (X)
HP: 40
Energy: 50
Stat Changes: +2 Defence (+1 defence at the end of A1)
Other:
Kitsunoh
Metal Burst + Iron Defence Combo
BAP: ???
Energy: 20 + damage/3
Efect: +2 defence
Iron Burst 26 energy 19 damage +2 defence
Combo cooldown
Shadowstrike 5 energy 7 damage
Altaria
Earthquake 7 energy 15 damage
Heat Wave 7 energy 17 damage
Heat Wave 11 energy 17 damage

 
#10
LETS GO
Bropobasss!!

STEALTH ROCK->POWER GEM->STONE EDGE

IF he uses Hypnosis, then Protect, but not twice in a row, shifting actions down until you wake up.
 
#11
Start off with a Reflect! Then use Hypnosis, if it somehow hits follow through with a Calm Mind, if not use Hypnosis again!

Reflect-Hypnosis-Hypnosis/Calm Mind
 
#12
Round 3: Mods please don't mute me for caps, I'm insane so I have an excuse.

Pre-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 100
Energy: 100
Stat Changes:
Other:

VS

Leethoof

Probopass –Slag (M)
HP: 90
Energy: 100
Stat Changes:
Other:

Both battlers decide to switch pokemon and they send out a Probopass named Slag who is Leethoof’s Lieutenant and a Sigilyph named Aviatrix who is Solstice’s Slave. Also, does that Sigilyph look fimiliar to me?

AND IN THIS SUPER EXCITING ROUND AVIATRIX CREATES A USELESS REFLECT WHILE SLAG NOT-SO-STEALTHILY CHUCKS SOME ROCKS AROUND THE ARENA!

AVIATRIX USES HYPNOSIS BUT SLAG PROTECTS!

AVIATRIX spams HYPNOSISAND SLAG ROUNDS OUT THIS ROUND WITH AN ALMIGHTY SNORE! BUT AS I GET MY HOPES IT WASN’T THE ATTACK, SLAG WAS JUST SLEEPING.

No attacking moves have just driven me insane! Or was I insane before the round started (I THINK THE LATTER IS MORE LIKELY).

Post-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 100
Energy: 76
Stat Changes:
Other: Reflect for three (3) more actions, Stealth Rock

VS

Leethoof

Probopass –Slag (M)
HP: 90
Energy: 82
Stat Changes:
Other: Sleeping for one more action

Sigilyph
Reflect 8 energy reflect for six (6) actions
Hypnosis 6 energy failed
Hypnosis 10 energy RNG rolled 2/5 for 2 actions of sleep
Probopass
Stealth Rock 11 energy one layer of stealth rocks are now on the field
Protect 7 energy, OMG a MAGIC barrier.
Asleep

Solstice


Kitsunoh – Bella Luna (F)
HP: 51
Energy: 40
Stat Changes:
Other:

Leethoof

Altaria– Wooly (X)
HP: 40
Energy: 50
Stat Changes:
Other:


Solstice is first
 
#18
Pre-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 100
Energy: 76
Stat Changes:
Other: Reflect for three (3) more actions, Stealth Rock

VS

Leethoof

Probopass –Slag (M)
HP: 90
Energy: 82
Stat Changes:
Other: Sleeping for one more action

Attention all, this is lazy pre-round flavour.

That aside I’ll do some lazy main flavour as well. Solstice commands Aviatrix to use a lot of energy balls which see does. Two hit the sleeping probopass before he wakes up and creates a 20 HP substitute. Aviatrix fires off one more energy ball before Slag uses Volt Switch to waste over half of his substitute and he’ll switch out to Ragequit the Rampados.

Post-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 87
Energy: 46
Stat Changes:
Other: Stealth Rock

VS

Leethoof

Rampardos - Ragequit (M)
HP: 110
Energy: 100
Stat Changes:
Other:

Sigilyph
Energy Ball 6 energy 6 damage
Energy Ball 10 energy 9 damage RNG rolled 1/16 for a crit
Energy Ball 14 energy 6 damage to the sub
Probopass
Asleep
Substitute 20 HP 18 energy 20 HP sub created
Volt Switch 5 energy 13 damage


Solstice

Kitsunoh – Bella Luna (F)
HP: 51
Energy: 40
Stat Changes:
Other:

Leethoof

Altaria– Wooly (X)
HP: 40
Energy: 50
Stat Changes:
Other:

Leethoof

Probopass –Slag (M)
HP: 55
Energy: 59
Stat Changes:
Other:


Leethoof is first.
 
#19
Leethoof seems to have thought volt switch = baton pass. He is very, very wrong.

SMASH SMASH SMASH (With SHEER FORCE)

Rock Slide->Crunch->Rock Slide

IF Reflect, then
 
#20
Ok, try using a Psychic to block the rocks, then follow through with a Whirlwind, finish with Roost to heal a bit and so that Rock Slide isn't super effective!
 
#21
Round 5

Pre-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 87
Energy: 46
Stat Changes:
Other: Stealth Rock

VS

Leethoof

Rampardos - Ragequit (M)
HP: 110
Energy: 100
Stat Changes:
Other:

Ragequit looks to vent his rage on Aviatrix with a rock slide up Aviatrix uses her psychic powers to redirect the rocks down to the bottom of the canyon .............................................................................CRASH!!!!!
Wow, it took a good while to land at the bottom. I’d hate to be pushed off. I wish I didn’t push Lady Salamence down the large canyon now, I could rub it in her face that she missed out on not 14, but 15 RC.

A whirlwind is summoned by Aviatrix that will soon prove too much for ragequit to stay on the field, but, he looks to persevere until the end of the round. Ragequit manages to fight the wind so he can crunch down on a previously very smug looking Sigilyph named Aviatrix. Now, not so smug.

Aviatrix comes down to the ground so she can roost off some damage, but it also removes Aviatrix’s flying type! So when Ragequit uses rock slide it only does neutral damage! But now Ragequit can’t fight against that wind any longer. Leethoof is forced to return his current pokemon to his pokeball, but, before he can choose a new pokemon to send out, the wind does it for him! The wind picks a pokeball right off leethoofs belt and sends out Wooly the Altaria. Next round looks to be a battle in the sky.

Post-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 52
Energy: 21
Stat Changes:
Other: Stealth Rock

VS

Leethoof

Altaria– Wooly (X)
HP: 40
Energy: 50
Stat Changes:
Other:

Sigilyph
Psychic (to deflect rocks) 7 energy rocks deflected
Whirlwind 7 energy Rampardos will be forced to switch out at the end of the round to a random pokemon
Roost 11 energy +20 HP
Rampardos
Rock Slide 5 energy rocks deflected
Crunch 6 energy 19 damage
Rock Slide 5 energy 16 damage
RNG rolled 1/5 for Altaria to be sent out
PS: I rolled in order of the pokemon that were sent in the original PM’s


Solstice

Kitsunoh – Bella Luna (F)
HP: 51
Energy: 40
Stat Changes:
Other:
Leethoof

Rampardos - Ragequit (M)
HP: 110
Energy: 84
Stat Changes:
Other:


Leethoof

Probopass –Slag (M)
HP: 55
Energy: 59
Stat Changes:
Other:


Solstice is first and for once I don't have a battle I have to ref immendiantly!
 
#24
Round 6

Pre-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 52
Energy: 21
Stat Changes:
Other: Stealth Rock

VS

Leethoof

Altaria– Wooly (X)
HP: 40
Energy: 50
Stat Changes:
Other:

It is now an Aerial Battle, both pokemon are flying types so we should see some great manoeuvring through the sky this round.

Aviatrix just stays where she is though and looks to ice beam the genderless (what did you do to her leethoof?) altaria from a distance. Wooly the altaria does a backwards to get out the way. Ooooooo, Aaaaaah! That was a serious shor of agility to make the ice beam miss.

After being on for nearly 4 grueling rounds Aviatrix couldn’t do anything but catch her breath and chill. Wooly, fresh from here pokeball, has no such desires, however, she just fires its own beam of ice at Aviatrix to take a good chunk off her HP.

The round end as started with Aviatrix’s ice beam missing due to some agile(ity) work in the air to allow Wooly dance away from the potentially threatening attack!

Post-Round
Solstice

Sigilyph –Aviatrix (F)
HP: 35
Energy: 19
Stat Changes:
Other: Stealth Rock

VS

Leethoof

Altaria– Wooly (X)
HP: 40
Energy: 29
Stat Changes:
Other:

Sigilyph
Ice Beam 7 energy missed
Chill +12 energy)
Ice Beam 7 energy missed
Altaria
Evasive Agility 7 energy Altaria will evade any attack with a priority lower then +1 for this action.
Ice Beam 7 energy 17 damage
Evasive Agility 7 energy Altaria will evade any attack with a priority lower then +1 for this action.


Solstice

Kitsunoh – Bella Luna (F)
HP: 51
Energy: 40
Stat Changes:
Other:
Leethoof

Rampardos - Ragequit (M)
HP: 110
Energy: 84
Stat Changes:
Other:

Leethoof

Probopass –Slag (M)
HP: 55
Energy: 59
Stat Changes:
Other:


Leethoof is first.
 
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