Completed Steampowered Vs C$FP: ASB's First Team Battle! (Arcanite refs, tutor S_o_S)

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#1
And Welcome to the spectacular Waterfall Colloseum!
We have a battle between Steampowered and c$FP today!
Both competitors bring 4 pokemon, and do 3 rounds of 1Vs1 Singles, chosing the order of their mons prior to them seing their opponents Pokemon!


Restrictions: Team Battles only, no digging

This arena is specifically made for a "Team Battle". Here is an example of a Team Battle for a 3v3 Singles: each trainer brings 4 Pokemon. Once they see each other's teams, they PM the ref the order they want their Pokemon to battle. Then, a series of 1v1's take place, Trainer 1's first Pokemon against Trainer 2's first Pokemon, etc. Best out of 3 is the victor (if there is an even amount of battles, like an 8v8 Doubles, the winning Pokemon from each match will be fully healed and the trainers will reorder their Pokemon via PMing the ref). For the actual arena, it is on the side of a mountain on an island. There is a platform built with an arena painted on the stone floor. There is a waterfall flowing down the mountain and into the arena. There are stone pillars just outside of a moat created by the water coming in. Otherwise, the only specific restriction is that there is no digging, because it is a stone floor. There is enough water for continuous use, any weather can take place, the whole structure can endure seismic activity. Enjoy Team Battling!

Issuing what I believe is a match no one has ever done in ASB!
3v3 Singles Team Battle (In the arena description)
DQ Time: 2 days
2 Recoveries/5 Chills per Pokemon
Arena: Waterfall Colosseum

Let me say that Team Battling really is a fun form of battling, and it doesn't make a difference if one of your Pokemon loses by 1 HP or if it is destroyed, it is simply best out of 3.

EDIT: I almost forgot, don't use any Pokemon that have entered battle before, and no Fire-types, just because of the Pokemon I will be using. Thank you!

EDIT AGAIN: Ok, I guess it doesn't matter if they have been in battle, but no single-stages or second of three, just first of two or first of three.
I wanna rematch C$FP so I'll join (get a third battle in)

and this time it's NFE pokemon so it will be even

no switch
all abilities
no items


Steampowered's Mons:

Royal (M) Piplup

Type:

Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

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)

Defiant (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

EC 0/9
MC 0
DC 0/5

Nature:

Modest Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 40

Attacks

Pound
Growl
Bubble
Water Sport
Bubblebeam
Bide
Fury Attack

Icy Wind
Agility
Aqua Ring

Ice Beam
Scald
Surf


Luminato (F) Chinchou

Type:

Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Electric Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Abilities:

Illuminate (Can be Activated)
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

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.

Water Absorb (DW) (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

EC 5/6
MC 0
DC 0/5

Nature:

Modest
Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack

HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 67

Attacks

Supersonic
Bubble
Thunder Wave
Flail
Confuse Ray
Water Gun
Spark
Take Down

Shock Wave
Brine
Agility

Ice Beam
Thunderbolt
Scald


Arina (F) Tepig

Type:

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. Superior senses in volcanic or brushfire areas.

Abilities:

Blaze (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Thick Fat (DW) (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

EC 0/9
MC 0
DC 0/5

Nature:

Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Tepig
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-) (45/1.15 = 39)

Attacks

Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down

Flamethrower
Wild Charge
Toxic

Yawn
Endeavor
Body Slam


Wood (M) Scratchet

Type:

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

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

Abilities:

Scrappy (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Prankster (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Vital Spirit (DW) (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.

EC 0/6
MC 0
DC 0/5

Nature:

Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

HP: 90
Atk: Rank 2 (-1)
Def: Rank 3
SpA: Rank 2 (+1)
SpD: Rank 3
Spe: 40

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Confuse Ray
Yawn
Roost

Brick Break
Rock Slide
Toxic


C$FP's Mons

Scyther [Claws] (Female)
Nature: Adamant (+ to Attack, - from Special Attack)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Ability 1: Swarm
Type: 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, X-Scissor from 8 to 10)

Ability 2: Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).

Ability 3: Steadfast (DW)
Type: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. This speed boost is maintained at the end of each round.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105

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

Attacks:

Vacuum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter

Counter
Reversal
Safeguard

Aerial Ace
Brick Break
X-Scissor


Ferroseed [Spike] (Female)
Nature: Sassy (Adds One (1) Rank to Special 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) on an opponent’s attacks.
Type: Grass/Steel
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.
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: Iron Barbs
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1
SpD: Rank 4 (+)
Spe: 9 (10/1.15=8.70)

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

Attacks:

Tackle
Harden
Rollout
Curse
Metal Claw
Pin Missile
Gyro Ball

Leech Seed
Seed Bomb
Worry Seed

Toxic
Thunder Wave
Substitute


Machop [Rocky] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Guts
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Ability 2: No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Ability 3 (DW): Steadfast
Type: 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. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

EC: 2/9
MC: 1
DC: 1/5

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop

Fire Punch
Ice Punch
Thunder Punch

Bulk Up
Earthquake
Brick Break


Beldum [Brains] (Genderless)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)
Type: Steel/Psychic
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.
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.

Abilities:
Ability 1: Clear Body
Type: Innate
This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Ability 2: Light Metal (DW)
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 26 [30/1.15=26]

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

Attacks:

Take Down

Iron Defense
Iron Head
Zen Headbutt


Please PM me your chosen 3 and order.
 
#2
The Three Rounds will be:
C$FP's Vs Steampowered's
Beldum Vs. Piplup
Scyther Vs. Tepig
Ferroseed Vs. Scratchet

C$FP is up first! (Beldum Vs. Piplup)
 
#5
Battle 1: Round 1: "Zen is a type of peace, Isn't it?"

Royal the Piplup:


90HP
100 Energy
1/2/4/2/40
+15% Accuracy

Vs
Brains the Beldum


90HP
100 Energy
3/3/2/2/26
-10% Evasion

----------------------------------------------

The Pokeballs open, and out comes a cute Blue Penguin called Royal (Piplup), and a robotic creature called Brains (A Beldum). Royal begins by conjuring up sparkling rings of water, an aquatic ring of healing! Brains, despite having an incredible IQ, is jealous, and slams into Royal with a Zen Headbutt. Royal retaliates by squirting a jet of scalding water at Brains, but his thick metal exterior stops the heat getting to Brains too much. Brains tries to Zen Headbutt Royal Again, doing just as much damage as last time, however, he needs more enegrgy to do so repeatedly. Royal decide to show off his skills, Surfing straight at Beldum. Beldum gets really jealous now, and concentrates so hard on a powerful Zen Headbutt, that he closes his eye, and completely misses!

As the Fighting pauses, I ask My Lucario what he thinks. He replies:
"Beldum is strong,but some more creative attacking might help him break through Piplup's assault.."

----------------------------------------------
Royal the Piplup:

70HP
81 Energy
1/2/4/2/40
+15% Accuracy
Aqua Ring, 1 Round

Vs
Brains the Beldum

60HP
73 Energy
3/3/2/2/26
-10% Evasion


Action 1:
Royal (Piplup) uses Aqua Ring:
Piplup heals 2 HP per action for the next 2 rounds.
(8 Energy, STAB)

Brains (Beldum) uses Zen Headbutt!
Hit Roll: (1/10 = Miss) (Result = 7, Hit)
Crit Roll: (1/16 = Crit) (Result = 4, No Crit)
Flinch Roll: Unnecessary
((8+3+0+(3-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=12.5 Damage, Rounded to 13 Damage (5 Energy, STAB)

Royal (Piplup) heals 2 HP due to Aqua Ring

Action 2:

Royal (Piplup) uses Scald!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 3, No Crit)
Burn Roll: (1,2,3/10 = Burn) (Result = 10, No Burn)
((8+3+0+(4-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=14 Damage (5 Energy, STAB)

Brains (Beldum) uses Zen Headbutt!
Hit Roll: (1/10 = Miss) (Result = 4, Hit)
Crit Roll: (1/16 = Crit) (Result = 16, No Crit)
Flinch Roll: Unnecessary
((8+3+0+(3-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=12.5 Damage, Rounded to 13 Damage (5+4 Energy, STAB)

Royal (Piplup) heals 2 HP due to Aqua Ring

Action 3:

Royal (Piplup) uses Surf
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 12, No Crit)
((10+3+0+(4-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=16 Damage (6 Energy, STAB)

Brains (Beldum) uses Zen Headbutt!
Hit Roll: (1/10 = Miss) (Result = 1, Miss)
(Energy (5+8, STAB)

Royal (Piplup) heals 2 HP due to Aqua Ring
 
#7
We are probably not going to win this, Brains. But, we will have to try something, how about listening to Lucario's advice? We don't have many options for combos, 6 actually. How about we do this one...

Zen Headbutt-Take Down combo ~ nothing because of combo ~ Zen Headbutt
 
#8
Battle 1: Round 2: "Vanilla... is a nice Ice Cream, Isn't in Shiva?"

Royal the Piplup:

70HP
81 Energy
1/2/4/2/40
+15% Accuracy
Aqua Ring, 1 Round

Vs
Brains the Beldum

60HP
73 Energy
3/3/2/2/26
-10% Evasion
----------------------------------------------

Royal Tries to Burn Brains with another jet of Scalding water, but again, is unsuccessful. Brains decides to retaliate with a Combo of Zen Take Down! It's such a large impact, Royal Flinches, which allows Brains to recover from Combo fatigue. Yet again, Royal tries to Scald Brains, but he remains unburnt. Brains tries another Zen Headbutt, doing some more damage! Piplup's Aqua Ring Promptly disappears.

As the Fighting pauses, I ask My Lucario what he thinks. He replies:
"It has got more exciting now that Beldum has livened it up! Lucky that Beldum remains protected by his metal casing. A Burn would likely write him off completely." DoubleSTAB Combo?

----------------------------------------------
Royal the Piplup:

44HP
65 Energy
1/2/4/2/40
+15% Accuracy

Vs
Brains the Beldum

11HP
56 Energy
3/3/2/2/26
-10% Evasion


Action 1:
Royal (Piplup) uses Scald!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 13, No Crit)
Burn Roll: (1,2,3/10 = Burn) (Result = 5, No Burn)
((8+3+0+(4-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=14 Damage (5 Energy, STAB)

Brains (Beldum) uses Zen Take Down! (Combo) (-2 Priority)
BP: 14 (9+5 Rounded up)
Acc : 87.5% (Average of 90 and 85)
EN: 13 (7+6)
Type: Psychic
Flinch Chance = 40% (Higher Velocity = More likely to flinch)
Recoil: 25%

Hit Roll: (1/10 = Miss) (Result = 2, Hit)
Crit Roll: (1/16 = Crit) (Result = 2, No Crit)
Flinch Roll: (1,2,3,4/10 = Flinch (Result = 3, Flinch!) (No Flinch)
((14+3+0+(3-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=18.5 Damage, Rounded to 19 Damage Takes 5 Recoil Damage! (12 Energy, STAB)

Royal (Piplup) heals 2 HP due to Aqua Ring

Action 2:

Royal (Piplup) uses Surf
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 12, No Crit)
((10+3+0+(4-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=16 Damage (6 Energy, STAB)

Brains (Beldum) calms down after Combo!

Royal (Piplup) heals 2 HP due to Aqua Ring

Action 3:

Royal (Piplup) uses Scald!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 11, No Crit)
Burn Roll: (1,2,3/10 = Burn) (Result = 7, No Burn)
((8+3+0+(4-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=14 Damage (5 Energy, STAB)

Brains (Beldum) uses Zen Headbutt!
Hit Roll: (1/10 = Miss) (Result = 9, Hit)
Crit Roll: (1/16 = Crit) (Result = 11, No Crit)
Flinch Roll: Unnecessary
((8+3+0+(3-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=12.5 Damage, Rounded to 13 Damage (5 Energy, STAB)

Royal (Piplup) heals 2 HP due to Aqua Ring

Aqua Ring Disappears!


C$FP, You're up!
 
#9
Ok, hopefully we will somehow last the first action. If we do then here we go!

Iron Defense-Zen Headbutt-Take Down combo! (Iron Defense to make Beldum's head harder and thus have a bigger impact), Zen Headbutt any remaining possible actions
 
#11
Battle 1: Round 3: "Surfin Bird"

Royal the Piplup:


44HP
65 Energy
1/2/4/2/40
+15% Accuracy

Vs
Brains the Beldum

11HP
56 Energy
3/3/2/2/26
-10% Evasion
----------------------------------------------

Before Brains can think of a way to escape, a Surfin Bird Smacks him full on, KOing him.

As the Fighting pauses, I ask My Lucario what he thinks. He replies:
"Congratulations for Royal, good luck to Tepig and Scyther! I wonder if the competitors will carry on if Battle 2 goes to Steampowered?" DoubleSTAB Combo?
----------------------------------------------
Royal the Piplup:

44HP
59 Energy
1/2/4/2/40
+15% Accuracy

Vs
Brains the Beldum

-5HP
56 Energy
3/3/2/2/26
-10% Evasion


Action 1:

Royal (Piplup) uses Surf
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 9, No Crit)
((10+3+0+(4-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=16 Damage (6 Energy, STAB)


Brains has fainted! Score is 1-0 to Steampowered!

Steampowered is up for Tepig Vs. Scyther!

BTW, you can't use actions once pokemon are fainted. Also, it is a series of 3 1Vs1 so Piplup is finished.
 
#13
I'm fine with a delay. I'm just going to say it now since it is obvious Tepig will probably beat Scyther, I think we should have the third match regardless of the fact that the winner will already be determined. Winning isn't everything!

Anyway, on to a good try! Who knows, maybe we could even win! Technician is quite the handy ability.

Agility (to avoid the Flamethrower, and get a boost if possible, but dodging is more important), Counter, Aerial Ace
 
#14
Battle 2: Round 1: "Do you want your Pork sliced, or diced?"

Ariana the Tepig:


100HP
100 Energy
4/2/2/2/39
-10% Evasion

Vs
Claws the Scyther

100HP
100 Energy
5/3/1/3/105​

----------------------------------------------

Again, The Pokeballs open, and out comes a cute Orange Pig, called Ariana (Tepig), and a green mantis called Claws (A Scyther). Ariana begins to breathe a Flamethrower at Scyther, but he shows off his agility, and Dodges the attack! Ariana decides that the best thing to do is to cloak herself in Flame and Charge at Scyther. This time, Scyther makes no attept to dodge, but instead takes the attack, and counters it! Scyther, being an ace, uses his Aerial ability to slash at Araiana, causing a scratch on her rump. Ariana realises that Claws is not going to dodge, and she blasts a flamethrower at Claws!

As the Fighting pauses, I ask My Lucario what he thinks. He replies:
"Very even battle. Scythers attacks are stronger because of technician, but Tepig has the type advantage. both Pokemon will have to pull out all the stops to win!"

----------------------------------------------
Ariana the Tepig:

62HP
85 Energy
4/2/2/2/39
-10% Evasion
+1 Speed
Vs
Claws the Scyther

69HP
74 Energy
5/3/1/3/105
Technician (*1.5)
Action 1:
Claws (Scyther) uses Evasive Agility:
Scyther's Speed rose 1 stages. (reduced due to evasiveness)
Dodge chance = (User’s Speed - Opponent’s Speed) / 5
=(156 - 39)/5 = 23.4, rounded to 24.
(Energy cost, 7)
Half A Boost, Half a dodge.

Ariana (Tepig) uses Flamethrower!
Hit Roll: (<12/100 = Miss) (Result = 3, Miss)
No damage, (Energy cost = 6, STAB)

Action 2:

Ariana (Tepig) uses Flame Charge!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 7, No Crit)
Tepig speed increased 1 stage!
((5+3+0+(4-3)*1.5+0+0-0-0)*1.5)+(0-0)*1.5
It's Super effective!
=14.25 Damage, Rounded to 14 Damage (3 Energy, STAB)

Claws (Scyther) uses Counter!
14*1.5 = 21
=21 Damage (6+(21/3) = 13 Energy)

Action 3:

Claws (Scyther) uses Aerial Ace!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 5, No Crit)
((6*1.5+3+0+(5-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=16.5 Damage Rounded to 17 Damage (3 Energy, STAB)

Ariana (Tepig) uses Flamethrower!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 14, No Crit)
Burn Roll: (1/10 = Burn) (Result = 3, No Burn)
((10+3+0+(2-3)*1.5+0+0-0-0)*1.5)+(0-0)*1.5
It's Super effective!
=17.25 Damage Rounded to 17 Damage
(6 Energy, STAB)


EDIT: Sorry, Forgot that speed decayed.
 
#15
Cool, this could work out. I knew you would end up being one of my favorite Pokemon!

Aerial Ace, Wing Attack, Aerial Ace
IF Tepig uses Flame Charge, THEN use Counter on that action
 
#16
I don't know what time zones you guys are in or what your availability is, but I would like this match to go a bit faster, just because these guys could use some counters and I would like them to be fully evolved pretty soon.
 
#17
Alright Arina!

Flamethrower-Flame Charge- Flamethrower


Also I'm leaving tomorrow (Saturday) for a week, so can we postpone the match till then?
I'm fine with a delay. I'm just going to say it now since it is obvious Tepig will probably beat Scyther, I think we should have the third match regardless of the fact that the winner will already be determined. Winning isn't everything!

Anyway, on to a good try! Who knows, maybe we could even win! Technician is quite the handy ability.


Agility
(to avoid the Flamethrower, and get a boost if possible, but dodging is more important), Counter, Aerial Ace
 
#22
Battle 2: Round 2: "I believe I can fly..."

Ariana the Tepig:

62HP
85 Energy
4/2/2/2/39
-10% Evasion
+1 Speed
Vs
Claws the Scyther

69HP
74 Energy
5/3/1/3/105
Technician (*1.5)

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Claws shuffles the cards, and flips over the top one, and it's the Ace of Aerials! Arianna is obviously unimpressed, as she yawns nonchalantly. Claws then attacks Arianna, this time with his wings, again doing sizeable damage! Obviously Scyther has some pollen on his wings, and Arianna has hayfever, so she sneezes some Toxic mucus on Claws, badly poisoning him. It seems that Claws found the Yawn infectious, and he has fallen asleep! I can't see him waking up for a looooong time! Arianna makes the most of this, by shooting a flamethrower straight at Claws, doing plenty of damage

As the Fighting pauses, I ask My Lucario what he thinks. He replies:
"Let's see if Tepig takes advantage of Scyther Being asleep then! He can't be too powerful, Or Scyther might be woken up!"

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Ariana the Tepig:

28HP
65 Energy
4/2/2/2/39
-10% Evasion
Vs
Claws the Scyther

50HP
68 Energy
5/3/1/3/105
Technician (*1.5)
Badly Poisoned (2 damage next round)
Asleep (2 actions)

Action 1:
Claws (Scyther) uses Aerial Ace:
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 7, No Crit)
((6*1.5+3+0+(5-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=16.5 Damage Rounded to 17 Damage (3 Energy, STAB)

Ariana (Tepig) uses Yawn!
Scyther Falls asleep at the End of Action 2!
(Energy Cost=7)

Action 2:

Claws (Scyther) uses Wing Attack:
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 11, No Crit)
((6*1.5+3+0+(5-2)*1.5+0+0-0-0)*1)+(0-0)*1.5
=16.5 Damage Rounded to 17 Damage (3 Energy, STAB)

Ariana (Tepig) uses Toxic!
Hit Roll: (1/10 = Miss) (Result = 8, Hit)
Scyther is badly poisoned!
(Energy Cost = 7)

Scyther loses 1HP (Poison)
Scyther Fell asleep for (d3) - 3Actions!

Action 3:

Claws (Scyther) uses is asleep!

Ariana (Tepig) uses Flamethrower!
Hit Roll: Unnecessary
Crit Roll: (1/16 = Crit) (Result = 10, No Crit)
Burn Roll: (1/10 = Burn) (Result = 7, No Burn)
((10+3+0+(2-3)*1.5+0+0-0-0)*1.5)+(0-0)*1.5
It's Super effective!
=17.25 Damage Rounded to 17 Damage
(6 Energy, STAB)

Scyther loses 1HP (Poison)


Steampowered, you are up next!
 
#24
gd, Tepig wins. If only I had used Safeguard. Well, would you guys be willing to have the third match-up anyway?

Aerial Ace, Wing Attack, Aerial Ace
 
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