Team Tournament Match: Typon77 versus Alchemator

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More Thundurus applause. The closer this tournament gets to the finals, the more energetic the crowd gets. Soon enough, it would be the finals, but naturally, we have to get through the relatively boring (though still enjoyable) parts.

"Welcome back everybody! Man it's good to see you guys again. Today I've got a match that's sure to be a close one. Are you all ready?!"

*Cheers*

The Rules said:
-3v3 Singles
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs (explained later)
-Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses.
"Now, without further ado, let's introduce our battlers shall we?"

"In the red corner, representing Cruel Britannia you all know him and yet none of you know him. The always mysterious psychic enthusiast Alchemator!"

Team Alchemator:

Zoroark [Snicket] (M)

  • Nature: Hasty (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+17% Acc.], subtracts one (1) Rank from Defense.)

Type:


  • 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.

Stats:


HP: 90

Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (105*1.15^)
Size Class: 3
Weight Class: 4

EC:
6/6
MC:
0
DC:
N/A

Abilities:


  • Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Attacks (22):

Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Detect
Double Team
Dig
Grass Knot
Nasty Plot
U-turn
Hone Claws
Foul Play

Night Daze
Flamethrower
Focus Blast
Hidden Power [Ice] [7]


Gallade [Shakespeare] (M)

  • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

Type:

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

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

  • 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. This speed boost is maintained at the end of each round.
  • 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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (40):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch
Shadow Sneak
Fire Punch
Protect
Rock Slide
Ice Punch
Endure
Imprison
Snatch
Feint
Substitute
X-Scissor
Torment
Aerial Ace
Focus Punch
Thunder Wave
Low Kick

Drain Punch+
Trick Room+


Metagross [Orwell] (N/A)

  • 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) to opponent's attacks directed at this Pokemon.)

Type:

  • [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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

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

Abilities:

  • Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW UNLOCKED): (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.)

Attacks (44):
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace
Stealth Rock
Hyper Beam
Double-Edge
Signal Beam
Rock Smash
Bulldoze
Substitute
Brick Break
Signal Beam
DynamicPunch
Rest
Sleep Talk
Sludge Bomb
Block
Toxic+
Giga Impact+


"And in the blue corner representing The Star Gazers, he may be relatively new, but he's the kind of guy that shows that new does not equal harmless! It's the Tangrowth fan Typon!"

Team Typon77:

Gengar [Spectre] (M)
Nature: Hasty (+15% Spe, +19% Accuracy, -1 Def)

Type: Ghost / Poison
Ghost: 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.
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:
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: 45 / 50 / 45 / 115 / 55 / 95

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (110*1.15)
+19% Accuracy

Size Class: 3
Weight Class: 1
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks: (31)

Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Hex
Dark Pulse+

Disable
Explosion
Perish Song

Pain Split
Ice Punch
Fire Punch
Mimic+

Taunt
Thunderbolt
Sludge Bomb
Venoshock
Toxic
Substitute
Counter
Dream Eater
Focus Blast
Giga Drain
Endure
Bide
Psychic
Torment
Protect

Krilowatt [Tammy] (F)
Nature: Modest (+1 Special Attack, -1 Attack)

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

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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.
Shed Skin (DW) [UNLOCKED]: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Stats: 151 / 84 / 73 / 83 / 74 / 105

HP: 125
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105

Size Class: 1
Weight Class: 2
Base Rank Total: 22

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

Attacks: (28)

Physical
Aqua Jet
Ice Shard
Tackle

Special
Bubble
Discharge
Dive
Earth Power
Hydro Pump
Ice Beam
Icy Wind
Scald
Signal Beam
Surf
Thunderbolt
Thundershock
Volt Switch

Status
Attract
Charge
Confuse Ray
Counter
Detect
Endure
Heart Swap
Imprison
Metronome
Mirror Coat
Substitute
Torment

Colossoil [Crush] (M)
Nature: Adamant (+1 Attack, -1 SpAtk)

Type: Dark/Ground
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.
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.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (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.
Pressure (DW) [UNLOCKED]: (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.

Stats: 133 / 122 / 72 / 71 / 72 / 95

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95

Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks: (38)

Physical
Aqua Tail
Bite
Body Slam
Bounce
Bulldoze
Crunch
Dig
Dragon Tail
Drill Run
Earthquake
Fake Out
Fire Fang
Flail
Horn Attack
Magnitude
Megahorn
Peck
Pursuit
Rapid Spin
Rock Slide
Smack Down
Stone Edge
Sucker Punch
Tackle
Thunder Fang
U-Turn
Payback+
Brick Break+

Special
Bubblebeam
Mud Bomb
Mud Shot
Snarl
Water Spout

Status
Double Team
Encore
Endure
Leer
Protect
Substitute
Taunt
Torment


*More Cheers*

"Now all we have to do is wait for these two competitors to send out their pokemon. What will they send out? All we can do now is wait!"
 
Alright, the trainers have just released their pokemon!

Team Typon:

Tammy (Krillowatt)
Health: 125
Energy: 100
Speed: 105
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: None
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 100
Energy: 100
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

After seeing these two pokemon out on the field, I have only a few comments. Honestly, both pokemon are pretty evenly matched. Metagross has a super effective move in Earthquake and much higher stats, but Krillowatt has the advantage of more health and Countercoat to discourage the simple spamming of Earthquake. Both trainers are going to have to be at the top of their game today if they want to take home the win.

The last thing we have is the coin flip. Now I'd use an actual coin but I don't really trust my methods at the moment (I've had people say that the result has to be flipped with the palm when it lands and I tend to prefer just the coin flip itself. I did the former last match)

RNG Roll for who goes first: [1=Alchemator, 2=Typon]=1=Alchemator

And with that, the RNG chooses Alchemator to order first. What will he do now? Stay tuned for the first round!

Turn order:
Alchemator orders
Typon orders
I ref
 
*facepalm*

Okay, since you two had differing opinions on what the switch rules will be, I'll roll for it

RNG for Switch Rules: [1=OK, 2=KO]=2=KO

Well, so it seems that Typon gets his way and it's a Switch=KO battle. Good luck.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"Let's make this a good start."

Earthquake ~ Bulldoze ~ Earthquake
If Krillowatt uses Counter, then Hone Claws that action.
If Krillowatt uses Dive, then Bulldoze that action on the first attempt.
 
Bump for Typon.

Although...on another note. There is a possible chance I will not have Internet this week due to going to Yellowstone. Thus there may be a delayed reffing, but I'll ref it when I get back. Thanks for understanding.
 
Team Typon:

Tammy (Krillowatt)
Health: 125
Energy: 100
Speed: 105
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: None
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 100
Energy: 100
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Round 1: About time.

Welcome everybody! It's time to finally get this tournament match on the road, now who's ready to rumble!?

*Cheers*

Alright, the match starts off with Krillowatt grabbing a bunch of mud and making a really sturdy Substitute out of it. It doesn't look at all like Krillowatt, but I don't think he's picky. Metagross couldn't care less about the substitute, and hits it with a devastating Earthquake that almost destroys it.

Safely behind his substitute for now, Krillowatt uses the time to launch a huge bolt of Thunder at Metagross, which does pretty reasonable damage. Metagross wants that sub to die, so he Bulldozes the ground the crush it once and for all. That's going to make things a bit annoying for old Krill.

The loss of the substitute sends Krillowatt into a bit of a panic, and in doing so he goes into the moat and uses the water to launch a giant Hydro Pump at the Metagross. Unfortunately, this did about as much damage as the Thunder. Metagross is really annoyed at this point, so he sends out another seismic wave that approaches the Krillowatt until it finally hits him underwater. That Earthquake is going to hurt I think.

Well, as we close this round, we see that both competitors are trying to do as much damage as possible. Alchemator's type advantage is aiding him immensely, but Krillowatt has the better HP count right now. Who will win? Stay tuned to find out!
Action One:
Krillowatt used Substitute
A 25 HP Substitute was made
[-25 HP K] [+25 HP KSub] [-24 Energy K]

Metagross used Earthquake
To Crit: [1=Yes]=7=No
Damage: [10+3]*1.5=19.5
[19.5 Damage KSub] [-7 Energy M]

Action Two:
Krillowatt used Thunder
To Hit: [30>= Miss]=50=Hit
To Crit: [1=Yes]=9=No
To Paralyze: [30>= Yes]=100=No, but how often do you see that
Damage: [12+3]=15
[15 Damage M] [-7 Energy K]

Metagross used Bulldoze
To Crit: [1=Yes]=5=No
Damage: [6+3]*1.5=13.5
[13.5 Damage KSub] [-5 Energy M]
The substitute broke

Action Three:
Krillowatt used Hydro Pump
To Hit: [20>= Miss]=72=Hit
To Crit: [1=Yes]=9=No
Damage: [12+3]=15
[15 Damage M] [-7 Energy K]

Metagross used Earthquake
To Crit: [1=yes]=7=No
[19.5 Damage K] [-7 Energy M]

Totals:
Krillowatt: 45 Damage, -38 Energy
Metagross: 30 Damage, -19 Energy


Team Typon:

Tammy (Krillowatt)
Health: 80
Energy: 62
Speed: 105
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: None
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 70
Energy: 81
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Turn order:
Typon orders
Alchemator orders
I ref
 
Scald -> Hydro Pump -> Hydro Pump
If Damaging Ground Move, Counter it, but only twice maximum.
If Protective/Evasive move, Chill and push back.
 
Team Typon:

Tammy (Krillowatt)
Health: 80
Energy: 62
Speed: 105
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: None
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 70
Energy: 81
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Round 2: Substitute conundrums

Welcome back everybody! This match has gone off to an explosive start, but can either trainer pull away from his competitor and start this match off with a decisive lead?

Well, Metagross certainly intends to do just that. First however, Krillowatt throws some Scalding water at it in an effort to burn it (and deal damage without messing with accuracy or energy penalty issues). Unfortunately he missed the burn, but it at least did a good chunk of damage. Metagross however uses some of the rubble from the arena to setup a really sturdy Substitute, it's gonna take a lot of strong hits to get past that.

Metagross then utilizes his Light Metal Ability to strike first with a devious Bulldoze attack, which does decent damage and lowers Krillowatt's Speed. This could be a problem for Typon, because with -1 speed, Krillowatt and Metagross speed tie! Krillowatt however was prepared for this maneuver, and manages to counter it spectacularly, dealing massive damage to the substitute. Unfortunately, the substitute barely held on.

While Krillowatt prepares itself for another attack, Metagross shakes the ground with yet another Earthquake, which takes off another large chunk of Krillowatt's health. Krillowatt uses yet another Counter attack that absolutely crushes the Substitute. This appears to be what Alch planned all along, as while it did a lot of damage to the substitute, it was close to breaking anyway thus cancelling out most of that damage.

As we conclude this round we find that Alchemator's plan seems to have mitigated the damage to his Metagross, while making Krillowatt's energy plummet and nullifying some of the damage. However, I think this might not have helped him all that much, as Krillowatt is still leading in the HP department and both pokemon are almost running out of energy. We'll have to see how this plays out next round!
Action One:
Krillowatt used Scald
To Crit: [1=Yes]=6=No
To Burn: [30>= Yes]=56=No
Damage: [8+3]=11
[11 Damage M] [-5 Energy K]

Metagross used Substitute
A 25 HP Substitute was created
[-25 HP M] [+25 HP MSub] [-24 Energy M]

Action Two:
Metagross used Bulldoze
To Crit: [1=Yes]=8=No
Damage: [6+3]*1.5=13.5
[13.5 Damage K] [-5 Energy M]

Krillowatt used Counter
Damage: 13.5*1.5=20.25
Energy: 6+(13.5/2)=12.75
[20.25 Damage MSub] [-12.75 Energy K]

Action Three:
Metagross used Earthquake
To Crit: [1=Yes]=10=No
Damage: [10+3]*1.5=19.5
[19.5 Damage K] [-7 Energy M]

Krillowatt used Counter
Damage: 19.5*1.5=29.25
Energy: 6+(19.5/24=19.75
[4.75 Damage MSub] [-19.75 Energy K]
The Substitute Broke

Totals:
Metagross: 36 Damage, -36 Energy
Krillowatt: 33 Damage, -38 Energy


Team Typon:

Tammy (Krillowatt)
Health: 47
Energy: 24
Speed: 60 (-)
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: None
Status: -1 Speed (3A)

Team Alchemator:

Orwell (Metagross)
Health: 34
Energy: 45
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Turn order:
Alchemator orders
Typon orders
I ref
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"Not a great round."

Bulldoze ~ Earthquake ~ Earthquake
If Krillowatt uses Counter, then Grass Knot that action and push actions back.
If Krillowatt uses Torment, dodge it with Agility and push actions back (but not consecutively).
 
Team Typon:

Tammy (Krillowatt)
Health: 47
Energy: 24
Speed: 60 (-)
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: -1 Speed (3A)
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 34
Energy: 45
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Round 3: Demolition Derby

Hello everybody, welcome back to this explosive match between Alchemator and Typon (eh, no explosions yet but details...). Last we left them they were pummeling each other and are now neck and neck, especially since they speed tie now! What strategies will these two pull off to gain the upper hand?

Well, Krillowatt seems to have something going on in his mind, so he braces himself to Endure any hit. He may need it, as Metagross seems to be checking out the ground for places to use seismic attacks. After some searching and nodding its head, Metagross pummels the ground and Bulldozes Krillowatt. It appears he wasn't willing to risk the speed tie.

With Krillowatt now much slower than it, Metagross goes on the offensive with a devastating Earthquake that almost knocks out Krillowatt. This is not looking good for Krillowatt. However, he decides to attack with a nice Hydro Pump, and now Metagross isn't looking good as far as his health goes. This is getting tense!

Metagross, not seeing any reason to let up on the offensive, pounds the ground again to cause another Earthquake. The Krillowatt is sent flying through the air, and lands on the ground. Metagross starts doing a victory dance, but then Krillowatt gets right back up due to that Endure! However, instead of opting to attack, he instead Chills to regain some well needed energy.

As we conclude, it seems clear that Alchemator has pulled ahead ever so slightly. Personally though, I would've done another Hydro Pump or perhaps even Thunder instead of that chill, because unless Typon has a plan there's little stopping Alch from simply Bullet Punching for the KO. Will my prediction prove true? Find out when we come back!

Action One:
Krillowatt used Endure
Krillowatt braced itself to endure hits
[-15 Energy K]

Metagross used Bulldoze
To Crit: [1=Yes]=6=No
Damage: [6+3]*1.5=13.5
[13.5 Damage K] [-5 Energy M]

Action Two:
Metagross used Earthquake
To Crit: [1=Yes]=3=No
Damage: [10+3]*1.5=19.5
[19.5 Damage K] [-7 Energy M]

Krillowatt used Hydro Pump
To Hit: [10>= Miss]=55=Hit
To Crit: [1=Yes]=13=No
Damage: [12+3]=15
[15 Damage M] [-7 Energy K]

Action Three:
Metagross used Earthquake
To Crit: [1=Yes]=16=No
Damage:[10+3]*1.5=19.5
[19.5 Damage K] [-11 Energy M]

Krillowatt used Chill
[+12 Energy K]

Totals:
Krillowatt: 46 Damage, -10 Energy
Metagross: 15 Damage, -23 Energy


Team Typon:

Tammy (Krillowatt)
Health: 1
Energy: 14
Speed: 60 (-)
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: -1 Speed (3A)
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 19
Energy: 22
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Turn order:
Typon orders
Alchemator orders
I ref
 
One final stand :D

Aqua Jet+Aqua Jet -> Cooldown (Aqua Jet+Aqua Jet) -> Aqua Jet+Aqua Jet
If Protective/Evasive action, Chill and push back.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"Denied."

Bullet Punch ~ Bullet Punch ~ Bullet Punch

Light Metal really is sexy.
 
Team Typon:

Tammy (Krillowatt)
Health: 1
Energy: 14
Speed: 60 (-)
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: -1 Speed (3A)
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 19
Energy: 22
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Round 4: Jump Start

Welcome back, the two pokemon are staring each other down, waiting for the perfect opportunity to strike and carry their master to victory. Sweat beads down each of their foreheads as they try to predict their opponent's movements. The crowd watches in anticipation, gripped to the edge of their seats.
In a mere flash, both pokemon move as if they were moving at the speed of sound. The Metagross armed with a lighting fast punch, and the Krillowatt armed with a stream of water. They close in on each other on the center of the field. The audience gasps, and in mere moments the two are standing on the opposite side of the field. The crowd wonders "Who struck first?". Both pokemon seem to stand strong, but after one of them plops down, the answer is clear.

Metagross

In one swift Bullet Punch, he has downed his opponent before he could even be hit. With Typon in a bit of a sticky situation, can he come back against Alchemator. Stay tuned to find out what he does next.
Action One:
Speed Tie: [1=Krillowatt, 2=Metagross]=2=Metagross

Metagross used Bullet Punch
To Crit: Irrelevant
Damage: Enough to KO
[1 Damage K] [-3 Energy M]
Krillowatt fainted!

Totals:
Krillowatt: 1 Damage, FAINT
Metagross: -3 Energy


Team Typon:

Tammy (Krillowatt)
Health: KO
Energy: 14
Speed: 60 (-)
Stats: 2/3/4/3
Size/Weight: 1/2
Boosts/Drops: -1 Speed (3A)
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 19
Energy: 19
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Turn order:
Typon sends out next pokemon
Alchemator orders
Typon orders
I ref
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"You've done well, Orwell."

Grass Knot ~ Grass Knot ~ Grass Knot
If Colossoil uses Earthquake, Bullet Punch + Hammer Arm that action.
If Colossoil uses Torment A2, Hammer Arm that action.
 
Team Typon:

Crush (Colossoil)
Health: 120
Energy: 100
Speed: 95
Stats: 6/3/2/3
Size/Weight: 5/10
Boosts/Drops: None
Status: None

Team Alchemator:

Orwell (Metagross)
Health: 19
Energy: 19
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Round 5: Typon's Revenge

Welcome back everyone! Last round we witnessed Alchemator getting First Blood of the match by knocking out Tammy the Krillowatt. However, Metagross is now staring down against Colossoil. This should be quick.

And indeed it is, Colossoil Digs underground to avoid any shenanigans from Metagross, while Metagross tries and fails to trip him with a Grass Knot. Once Colossoil comes up, Metagross is down for the match!

As we wrap this up, we find that both battlers are still neck and neck in this matchup. Colossoil is only nine energy worse for wear from that confrontation, but has an advantage in hit points. If anything I'd say Typon has the advantage as of yet, but only time will tell who will come out of this engagement smelling like roses. Tune in next time to see what happens next!
Action One:
Colossoil used Dig
Colossoil went underground

Metagross used Grass Knot
But it missed
[-9 Energy M]

Colossoil came up!
To Crit: [1=Yes]=16
Damage: [8+3+1]*1.5=18
[18 Damage M] [-9 Energy C]

Action Two:
Colossoil used Fake Out
To Crit: [1=Yes]=7=No
Damage: [4+1]*.67=3.35
[3.35 Damage M] [-4 Energy C]
Metagross fainted!

Totals:
Metagross: 19 Damage, -9 Energy
Colossoil: -13 Energy


Team Typon:

Crush (Colossoil)
Health: 120
Energy: 87
Speed: 95
Stats: 6/3/2/3
Size/Weight: 5/10
Boosts/Drops: None
Status: None

Team Alchemator:

Orwell (Metagross)
Health: KO
Energy: 10
Speed: 60 (-10% Eva.)
Stats: 5/5/3/4
Size/Weight: 4/9
Boosts/Drops: None
Status: None

Turn order:
Alchemator sends out his next mon
Typon orders
Alchemator orders
I ref
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"All the world's a stage, and it's yours to take: Shakespeare!"

E: Actually, stat boosts over Rank 5 only add 1, so Colossoil needed the Fake Out to kill me.
 
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