Completed Testing....Testing....Alchemator vs. Temperantia in a 3v3 singles!

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THREE identical challenges!

3v3 FE Singles [Training!]
Both trainers will choose from a public bank of 8, sent to the ref.
2 Recoveries / 5 Chills
Switch = KO
2-day DQ
1 Sub
ASB Arena

No items is preferable.
I'll take one of these, Alch. Is it okay if i bring 1 NFE?

All abilities
No Items
To the Left, Alchemator with his team:


Ninetales [Diana] (F)

  • Nature: Modest (Adds one (1) Rank to Special Attack, subtracts one (1) Rank from Attack)

Type:

  • Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Abilities:

  • Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
  • Drought (DW UNLOCKED): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Attacks (25):
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot
Fire Blast
Solarbeam
Magic Coat
Hex
Bide
Endure
Pain Split


Sudowoodo [Stefan] (M)

  • Nature: Adamant (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Attack)

Type:

  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 3/5

Abilities:

  • Sturdy: (Innate) 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.
  • Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
  • Rattled (DW LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Attacks (19):
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Curse
Sand Tomb
Stealth Rock
Toxic
Double Team
Rock Slide
Sucker Punch
Double-Edge
Brick Break
Wood Hammer
Earthquake


Zoroark [Zeke] (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 (20):

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


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

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 (43):
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


Starmie [Stevenson] (N/A)
  • Nature: Timid (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. [+20% Acc.], subtracts one (1) Rank from Attack.)
Type:
  • [Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • [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 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Abilities:
  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • 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.
  • Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (46):
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray
Protect
Endure
Ice Beam
Psychic
Minimize
Pain Split
Signal Beam
Hyper Beam
Cosmic Power
Toxic
Flash Cannon
Dive
Psych Up
Zap Cannon
Teleport
Surf
Flash
Role Play


Leavanny [Mercutio] (M)

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

Type:

  • [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
  • [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.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 92
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 3/5

Abilities:

  • Swarm: (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).
  • Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
  • Overcoat (DW LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks (22):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Agility
Air Slash
Me First
Light Screen
SolarBeam
Payback
Endure
Bug Buzz
Camouflage
Hidden Power [Fire] [7]
GrassWhistle
Protect
False Swipe
Leaf Blade
X-Scissor
Swords Dance
Leaf Storm

Shadow Claw


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

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


Flygon [Faye] (F)

  • Nature: Naive (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. [+15% Acc.], subtracts one (1) Rank from Special Defense.)

Type:

  • [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.
  • [Dragon]: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115 (100*1.15^)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: N/A

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.

Attacks (22):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Endure
Flail
Signal Beam
SolarBeam
Bulldoze
Rock Slide
Crunch
Dig
Earth Power
Earthquake
Feint
Hidden Power [Ice] [7]
SonicBoom
Fly
Dragon Claw
Dragon Tail
Fire Blast
ThunderPunch

And to my right, Temperantia with his team:


Lombre- Marina (F)
Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:
Hp: 90
Atk: 2
Def: 2
SpA(+): 3
SpD: 3
Spe(-): 43 (50/1.15=43.48)
SC: 2
WC: 3
BRT: 13

EC: 5/9
MC: 0
DC: 4/5

Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Fake Out
Fury Swipes
Water Sport
BubbleBeam
Hydro Pump

Leech Seed
Giga Drain
Counter
Teeter Dance

Rain Dance
Ice Beam
Scald
Toxic
Substitute

Total Moves: 20


Staraptor- Balthier (M)
Nature: Adamant (+Atk, -SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Reckless (DW=Unlocked): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.


Stats:

Hp: 100
Atk(+): 6
Def: 3
SpA(-): 1
SpD: 2
Spe: 100
SC: 2
WC: 2
BRT: 19

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

Attacks:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace
Agility
Brave Bird
Close Combat

Double-Edge
Roost
Foresight

U-Turn
Fly
Toxic
Facade

Total Moves: 18


Exeggutor- Valentine (M)
Nature: Modest (SpA increased by 1; SpD decreased by 1)
Type: Grass/Psychic
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.
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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

Hp: 100
Atk(-): 2
Def: 3
SpA(+): 6
SpD: 3
Spe: 55
SC: 3
WC: 5
BRT: 19

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

Attacks:
Psyshock
Seed Bomb
Stomp
Confusion
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Bullet Seed
Stun Spore
Poisonpowder
Sleep Powder
Solarbeam
Worry Seed

Giga Drain
Synthesis
Leaf Storm

Gravity

Psychic
Telekinesis
Light Screen
Hidden Power (7, Fire)
Grass Knot

Total Moves: 25


Cloyster- Boreas (M)
Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [Acc modifier= 8%]
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW=Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
Hp: 90
Atk: 3
Def(-): 6
SpA: 3
SpD: 2
Spe: 81 (70x1.15=80.5)
SC: 3
WC: 5
BRT: 20

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

Attacks:
Toxic Spikes
Spike Cannon
Tackle
Aurora Beam
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Shell Smash
Hydro Pump
Razor Shell
Brine
Spikes

Ice Shard
Rock Blast
Rapid Spin
Bubblebeam

Ice Beam
Surf
Payback
Hidden Power (Electric, 7)
Protect
Substitute
Teleport

Total Moves: 28


Roserade- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [75^2/290= 10%]
Type: Grass/Poison
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.
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:
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.
Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.
Technician (DW=Unlocked): (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk(-): 2
Def: 2
SpA: 5
SpD: 4
Spe: 104 (90*1.15=103.5, rounded up)
SC: 2
WC: 2
BRT: 19

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

Attacks:
Weather Ball
Sweet Scent
Absorb
Growth
Poison Sting
Leech Seed
Grasswhistle
Water Sport
Stun Spore
Mega Drain
Worry Seed
Aromatherapy
Ingrain
Synthesis
Magical Leaf

Sleep Powder
Giga Drain
Extrasensory

Sludge Bomb
Solarbeam
Venoshock
Toxic
Hidden Power (Ground, 6)
Rain Dance
Sunny Day
Swagger
Shadow Ball
Protect
Substitute

Total Moves: 29


Tangrowth- King Malboro (M)
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 10%)
Type: Grass
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.

Abilities:
Chlorophyll: (Innate)During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 110
Atk(+): 5
Def: 5
SpA: 4
SpD: 2
Spe(-): 43 (50/1.15= 43.5... truncated down to 43)
SC: 4
WC: 5
BRT: 21

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

Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Stun Spore
Power Whip
Block
Wring Out

Giga Drain
Leech Seed
Flail
Worry Seed

Sludge Bomb
Swords Dance
Solarbeam
Hidden Power (Fire, 7)
Sunny Day
Toxic
Earthquake
Giga Impact
Rock Slide
Bide
Protect
Substitute

Total Moves: 28


Froslass- Black Swan (F)
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Type: Ice/Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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.

Abilities:
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW=Unlocked): (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.

Stats:
Hp: 100
Atk(-): 2
Def: 3
SpA(+): 4
SpD: 3
Spe: 110
SC: 3
WC: 3
BRT: 19

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

Attacks:
Powder Snow
Leer
Double Team
Astonish
Bite
Icy Wind
Confuse Ray
Ominous Wind
Headbutt
Protect
Hail
Blizzard
Destiny Bond

Hex
Disable
Fake Tears
Bide

Pain Split

Ice Beam
Toxic
Shadow Ball
Thunderbolt
Thunder Wave
Water Pulse

Total Moves: 24


Honchkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Type: Dark/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilties:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Moxie (DW=Unlocked): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 110
Atk(+): 6
Def(-): 1
SpA: 4
SpD: 2
Spe: 71
SC: 2
WC: 3
BRT: 20

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt
Nasty Plot
Dark Pulse
Tailwind

Roost
Sky Attack
Psycho Shift

Heat Wave
Superpower

Thunder Wave
Snarl
Toxic
Fly
Substitute

Total Moves: 22

Here's the order for this match:

Alchemator chooses pokemon
Temperantia chooses pokemon/issues orders
Alchemator issues orders
I ref
Alchemator issues orders
Temperantia issues orders
I ref​
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#2
"Hm, most of these opponents will cause trouble for me. I suppose it'll have to be you, Stevenson."

 
#3
"C'mon out, Marina! Let us show our opponent what you can do.

As for you over there, I propose this match be an exhibition, a grand revelation to the world that illusions have finally died. Welcome to a new reality, Alchemator; you shall be the first to face a fallen mad god whose dreams have been disturbed!

I assure you, this will be fun."

Leech Seed-> Teeter Dance-> Giga Drain

If Dive action 1, use Substitute (20 Hp)
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#4

"There are no illusions here but that of your chances of victory!"


Substitute (20hp) ~ Toxic ~ Thunder
 
#5

Stevenson
HP: 90
Ene: 100
Spe: 133
Other: N/a​


Marina
HP: 90
Ene: 100
Spe: 43
Other: N/a​

Stevenson is smoking some of that Mexican weed, just saying.


Stevenson
HP: 70
Ene: 67
Spe: 133
Other: (Substitute (3))​


Marina
HP: 80
Ene: 75
Spe: 43
Other: Paralyzed (15%) ; Toxic (2DPA)​

Substitute 20 (Starmie)
Doll-Making 101 ; -18 energy

Leech Seed (Lombre -> Starmie)
Twas not meant to be ; -9 energy


Toxic (Starmie -> Lombre)
Lombre be badly poisoned, bro (1DPA) ; -7 energy

Teeter Dance (Lombre -> Starmie)
Meh. . . Not amused ; -5 energy

-1HP (Lombre)


Thunder (Starmie -> Lombre)
RNG to crit: 273 (Yes)
RNG to paralyze: 1451 (Yes)
Damage: 12+3+6-4.5=16.5 Damage ; Lombre is Paralyzed (20%) ; -8 energy

Giga Drain (Lombre -> Starmie)
RNG for paralysis: 2328 (Yes)
RNG for crit: 6308 (No)
Damage: (8+3+4.5-4.5)*1.5=16.5 Damage ; -11 energy ; +8.25HP (Lombre)

-1HP (Lombre) ; Paralysis dropped 1 stage (15%)


Totals:

Lombre: 10.25 (10) Damage ; -25 energy

Starmie: 20 Damage ; -33 energy
(3HP Substitute)
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#6

"Keep it up!"

Signal Beam ~ Blizzard ~ Signal Beam
If Lombre uses Leech Seed, use Reflect Type on that action in the first instance.
 
#7
"Such confidence! And for one such as you to speak of illusions? This is your dream is it not? You only invited me in..."

Scald-> Giga Drain-> Fake Out
 
#8
I'm terribly sorry about this delay. I have a large play i have to read tonight, so I'll try and get this done ASAP...Honest...

Just...please don't get a subref. I promise this doesn't happen often.
 
#9

Stevenson
HP: 70
Ene: 67
Spe: 133
Other: (Substitute (3))​


Marina
HP: 80
Ene: 75
Spe: 43
Other: Paralyzed (15%) ; Toxic (2DPA)​

Stevenson is smoking some more of that mexican weed, just saying.


Stevenson
HP: 67
Ene: 53
Spe: 133
Other: N/a​


Marina
HP: 39
Ene: 57
Spe: 43
Other: Paralyzed (10%) ; Toxic (3DPA)​

Signal Beam (Starmie -> Lombre)
RNG to crit: 7304 (No)
RNG for confusion: 114 (Yes)
Damage: (8+6-4.5)*1.5=14.25 Damage ; Lombre is Confused (3A) ; -6 energy

Scald (Lombre -> Starmie)
RNG for confusion: 2885 (Yes)
Lombre hit itself in confusion (4HP) ; -3 energy

-2HP (Lombre)


Blizzard (Starmie -> Lombre)
RNG to crit: 9697 (No)
RNG to freeze: 9675 (No)
Damage: 12+3+6-4.5=16.5 Damage ; -8 energy

Giga Drain (Lombre -> Starmie)
RNG for paralysis: 6083 (No)
RNG for crit: 8214 (No)
Damage: (8+3+4.5-4.5)*1.5=16.5 Damage ; +1.5HP (Lombre) ; -11 energy

-2HP (Lombre)


Fake Out (Lombre -> Starmie)
RNG for paralysis: 8448 (No)
Damage: 4+3-4.5=2.5 Damage ; -4 energy

Signal Beam (Starmie -> Lombre)
I flinched!

-2HP (Lombre)


Totals:

Lombre: 41 Damage ; -18 energy

Starmie: 3 Damage ; -14 energy
 
#10
"Have you not noticed? This battle takes place nowhere, during no time. Why, in this world, you can't even see my face! Here our actions have no consequences, yet, somehow they still have meaning. Such mental energy you must have to fill this void with substance! I find it... appetizing."

Giga Drain->Teeter Dance->Giga Drain
If Substitute a2, use Fury Swipes instead
 
#12

Stevenson
HP: 67
Ene: 53
Spe: 133
Other: N/a​


Marina
HP: 39
Ene: 57
Spe: 43
Other: Paralyzed (10%) ; Toxic (3DPA)​

Need something new to say here.


Stevenson
HP: 47
Ene: 39
Spe: 133
Other: N/a​


Marina
HP: 23
Ene: 30
Spe: 43
Other: Paralyzed (15%) ; Toxic (4DPA)​

Substitute 20 (Starmie)
Subbin it up! ; -18 energy

Giga Drain (Lombre -> Starmie)
RNG for paralysis: 7176 (No)
RNG to crit: 3720 (No)
Damage: (8+3+4.5-4.5)*1.5=16.5 Damage ; +8.25HP (Lombre) ; -11 energy

-3HP (Lombre)


Chill (Starmie)
ZzzZzzZzz ; +12 energy

Teeter Damce (Lombre -> Starmie)
RNG for paralysis: 8397 (No)
Yeahno ; -5 energy

-3HP (Lombre)


Thunder (Starmie -> Lombre)
RNG to crit: 9938 (No)
RNG for paralysis: 2596 (Yes)
Damage: 12+3+6-4.5=16.5 Damage ; Lombre is Paralyzed (20%) ; -8 energy

Giga Drain (Lombre -> Starmie)
RNG for paralysis: 8940 (No)
RNG for crit: 1780 (No)
Damage: (8+3+4.5-4.5)*1.5=16.5 Damage ; +1.75HP (Lombre) ; -11 energy ; Starmie's Substitute Broke!

-3HP (Lombre) ; Lombre's Paralysis lowered (20% -> 15%)


Totals:

Lombre: 15.5 (16) Damage ; -27 energy

Starmie: 20 Damage ; -14 energy
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#13

"Starmie is fairly neutered when its stronger attacks aren't super-effective."

Blizzard ~ Thunder ~ Blizzard
If Lombre uses Giga Drain A1, dodge it with Dive.
 
#14
"How efficient and practical you are! Even in your fantasies, you focus on one thing and tune out all others. My other selves could learn a thing or two from you..."


Giga Drain+Mega Drain->Giga Drain->Giga Drain

(Second action Giga Drain is in case combo fails for whatever reason and cooldown is not applicable)
 
#15

Stevenson
HP: 47
Ene: 39
Spe: 133
Other: N/a​


Marina
HP: 23
Ene: 30
Spe: 43
Other: Paralyzed (15%) ; Toxic (4DPA)​

Alas, Lombre my Hombre...you have fallen. TEMPERANTIA, CHOOSE A NEW MON!


Stevenson
HP: 21
Ene: 30
Spe: 133
Other: N/a​


Marina
HP: KO
Ene: KO
Spe: 43
Other: N/a​

Dive (Starmie)
Submerging... ; -9 energy

Dive (Starmie -> Lombre)
RNG to crit: 3037 (No)
Damage: (8+3+3-3)*.44=4.84 Damage

Uber Drain (Lombre -> Starmie)
RNG to crit: 7985 (No)
Damage: (14+3+4.5-4.5)*1.5=25.5 Damage ; +12.75HP (Lombre) ; -37.5 energy

Lombre Fainted (EN Exhaustion)


Totals:

Starmie: 25.5 (26) Damage ; -9 energy

Lombre: KO'd
 
#16
"Come now, Black Swan, let us show this man a nightmare in all its glory!"

Toxic->Hex->Shadow Ball

If an evasive action is used r1,

Hail->Shadow Ball->Thunderbolt
 
#18

Stevenson
HP: 21
Ene: 30
Spe: 133
Other: N/a​


Black Swan
HP: 100
Ene: 100
Spe: 110
Other: N/a​

Starmie has the opportunity to pull off one more move...how will it fair?


Stevenson
HP: 18
Ene: 3
Spe: 133
Other: Toxic (2DPA)​


Black Swan
HP: 75
Ene: 87
Spe: 110
Other: Paralyzed (15%)​

Chill (Starmie)
Just Chillin out here ; +12 energy

Toxic (Froslass -> Starmie)
RNG to hit: 3882 (Yes)
Starmie's poisoned! ; -7 energy

-1HP (Starmie)


Pain Split (Starmie -> Froslass)
Health difference: 79 (Damage Cap is 25, though)
+25HP (Starmie) ; -25HP (Froslass) ; -32.33 energy

Hex (Froslass -> Starmie)
RNG to crit: 5462 (No)
Damage: (10+3+6-4.5)*1.5=21.75 Damage ; -6 energy

-1HP (Starmie)


Thunder Wave (Starmie -> Froslass)
Froslass is paralyzed (25%) ; -7 energy

Shadow Ball (Froslass -> Starmie)
RNG for paralysis: 1599 (Yes)
Froslass is fully paralyzed! (25% -> 20%)

-1HP (Starmie) ; Paralysis Stage Drop (20% -> 15%) (Froslass)


Total:

Starmie: +3.25 (3) Damage ; -27.33 (27) energy

Froslass: 25 Damage ; -13 energy


P.S Sorry if I messed something up. I was done with the reffing, then had to leave before I got it posted. I just posted what I had.
 
#21

Stevenson
HP: 18
Ene: 3
Spe: 133
Other: Toxic (2DPA)​


Black Swan
HP: 75
Ene: 87
Spe: 110
Other: Paralyzed (15%)​

And Stevenson goes out with a Bang! Alchemator, choose your next mon!


Stevenson
HP: KO
Ene: KO
Spe: 133
Other: N/a​


Black Swan
HP: 58
Ene: 81
Spe: 110
Other: Paralyzed (10%)​

Hydro Pump (Starmie -> Froslass)
RNG to crit: 3680 (No)
Damage: 12+3+6-4.5=16.5 Damage ; -7 energy

Starmie Fainted!

Hex (Froslass -> Starmie)
RNG for paralysis: 9520 (No)
There's no target ; -6 energy

Froslass's paralysis lowered (15% -> 10%)


Totals:

Starmie: KO'd

Froslass: -16.5 (17) Damage ; -6 energy
Paralyzed (10%)
 
#23
ALCHEMATOR YOU ARE TEH FAILZ! I ORDER FIRST!

"Trying to shed light on the subject, are you?"

Thunder Wave-> Pain Split-> Water Pulse

If Dig, use:
-Double Team the first time,
-Hail the second time,
-Protect the third time
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
#24
Um. Yes.


"It's almost as if you predicted our moves!"

Safeguard ~ Imprison (Pain Split, Bide, Disable) ~ Fire Blast
 
#25

Diana
HP: 100
Ene: 100
Spe: 100
Other: N/a​


Black Swan
HP: 58
Ene: 81
Spe: 110
Other: Paralyzed (10%)​

Diana appears to have the upper hand!


Diana
HP: 95
Ene: 75
Spe: 100
Other: N/a
Team: Safeguarded (3R)​

Area: Intense Sunlight (Permanent Till Change)​


Black Swan
HP: 29
Ene: 70
Spe: 110
Other: Paralyzed (5%) ; Imprisoned (Pain Split/Bide/Disable) (4A)​

Drought (Ninetales)
The Sunlight intensified!

Safeguard (Ninetales)
Can't status me now, can you? ; -10 energy

Thunder Wave (Froslass -> Ninetales)
RNG for paralysis: 1746 (No)
Ninetales is protected by Safeguard! ; -7 energy


Imprison (Ninetales -> Froslass)
I think you know I'm Annoying ; -8 energy

Pain Split (Froslass)
RNG for paralysis: 2302 (No)
It's like you knew I was going to use it


Fire Blast (Ninetales -> Froslass)
RNG to hit: 5670 (Yes)
RNG to crit: 7872 (No)
RNG to burn: 2912 (No)
Damage: (12+3+3+6-4.5)*1.5=29.25 Damage ; -7 energy

Water Pulse (Froslass -> Ninetales)
RNG for paralysis: 8153 (No)
RNG for crit: 6658 (No)
RNG for confusion: 8416 (No)
Damage: (6+6-6-3)*1.5=4.5 Damage ; -4 energy


Froslass's Paralysis degraded (10% -> 5%)


Totals:

Ninetales: 4.5 (5) Damage ; -25 energy

Froslass: 29.25 (29) Damage ; -11 energy
 
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