Completed The Wanderer vs. Engineer Pikachu; Heaven is harsh

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#1
Let's go with a full 6-mon fight tonight, shall we?

6v6 FE singles
2 day DQ
2 recoveries/5 chills
2 substitutions


The Tower of Heaven is an ancient structure that stretches deep into the clouds, the heavens, and far beyond. It is composed of a material similar to rock, but far more durable and nearly impossible to break. Most of the structure is open-air giving a good glimpse of the clear sky. Moss and other small plant life have grown on the outcropping on the rock-like material with small butterflies flying about. There are small streams and pools of water within the structure for Water attacks and Water Pokemon. The battle will take place within one of the many chambers of the tower.

All moves can be used within the Tower of Heaven. However, there is a catch. Within my hands is the Book of Laws. At the end of each round, I'll write down a new law. The laws restrict what attacks, actions, or commands you may or may not take in battle. Violation of any law in battle will still allow you to perform the command, however the offender will be struck down with a lightning bolt that deals 10 damage flat and ignores abilities, weakness, and resistance. The lightning bolt cannot be deflected, dodged, evaded, or otherwise blocked. It will hit the Pokemon behind a Substitute, find its way through Double Team, and will go through Wonder Guard. Pokemon that are immune to Electric attacks by ability or typing will still be struck down and will gain no benefit such as Motor Drive's Speed boost. Violation of multiple laws in an action will drop down multiple lightning bolts on the offender depending on how many laws they've broken in a given action.

For instance, Pikachu decides to use Thunderbolt on a Staryu. If I restrict the usage of Thunderbolt, Pikachu will be smote once for 10 damage. If I restrict the usage of Thunderbolt and all Electrical attacks, Pikachu will be hit twice for 20 damage. Finally, if I restrict the usage of Thunderbolt, Electrical attacks, and super-effective moves, Pikachu will be struck thrice for 30 damage.

If there's any questions or need clarification on anything, PM me.

Summary: All moves can be used initially, however new laws added in each round will restrict what commands can be used. Violation of any law will be penalized with a lightning bolt dealing 10 damage flat ignoring typing and abilities. Combatants can be penalized multiple times in an action.


So! Who's up for it?
I'll accept Wanderer!

Switch: OK
Items: ON
Abilities: ALL

Let's give my lesser-used Pokemon some love <3
The Wanderer:
The Wanderer said:
HOORAY

Lucario(*) [Rico] (Male)
"See, this is one of the laws of the universe. You know, atoms make up all matter, gravity pulls things down, Rico'll tear you a new one, stuff like that."
The Kumar to the wanderer's Harold (or is it the other way around?). Hot-headed and hotter-blooded, Rico is a devout follower of the rule of cool...seriously, why else would he wear that scarf?

Nature: Naughty (+1 atk, -1 SpD)
Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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: Inner Focus, Steadfast, Justified (DW)
Inner Focus: (innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 1
DC: Mastered!

Attacks (45/100):
Level Up:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Copycat
Final Gambit
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Dragon Pulse
Close Combat
Extremespeed
Heal Pulse
Me First
Calm Mind
Quick Guard

Egg:
Blaze Kick(*)
Vacuum Wave (*)
Iron Defense(*)
Circle Throw
Hi Jump Kick
Agility

TM:
Hidden Power(*) - Ice, power 7
Swords Dance(*)
Earthquake(*)
Psychic
Shadow Claw
Double Team
Bulldoze
Substitute
Rock Slide

Other:
Thunderpunch
Ice Punch
Zen Headbutt
Magnet Rise
Drain Punch
Sleep Talk

Togekiss(*) [Sethim (Seth for short)] (Male)
"<I hear that if you close your eyelids really hard, it makes your eyes sore.>"
Rico's little brother (their mother was a ditto), Seth has also been with the wanderer from the get go. A bit of a foil to his Lucario sibling, Seth is generally well-behaved, but also an utter space cadet.

Nature: Bold (+1 Def, -1 Atk)
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: Serene Grace, Hustle, Super Luck (DW)
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW, Unlocked): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (48/115):
Level Up:
Growl(*)
Charm(*)
Metronome(*)
Sweet Kiss(*)
Yawn(*)
Encore(*)
AncientPower(*)
Follow Me(*)
Bestow(*)
Magical Leaf
Double-edge
Last Resort
After You
Safeguard
Baton Pass
Aura Sphere
Air Slash
Extremespeed
Sky Attack

Egg:
Nasty Plot(*)
Extrasensory(*)
Morning Sun(*)
Foresight
Stored Power

TM:
Flamethrower(*)
Thunder Wave(*)
Grass Knot(*)
Protect
Shadow Ball
Hidden Power (Ice, Power 7)
Solarbeam
Light Screen
Reflect
Substitute
Toxic
Psyshock
Rest

Other:
Heal Bell
Water Pulse
Counter
Tailwind
Roost
Hyper Voice
Heat Wave
Shock Wave
Trick
Sleep Talk
Zap Cannon

Kitsunoh [Amelia] (Female)
"<You people make my brain bleed...>"
A Kitsunoh the wanderer caught shortly after losing to Ranger Curse in sunny park because he thought they were cool. Amelia is probably the only shred of sanity in the wanderer's roster, frequently baffled by the antics of her cohorts.

Nature: Jolly (+15% speed, +19 accuracy, -1 SpA)
Type: Steel/Ghost
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.
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: Frisk, Limber, Cursed Body
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 (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: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (25/98):
Level Up:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
Iron Head
Revenge
Imprison
Tail Whip
Metal Claw
Shadow Claw
Copycat

Egg:
Yawn
Meteor Mash
Foul Play

TM:
Toxic
Will-o-Wisp
Protect
Taunt
Earthquake

Other:
Ice Punch
Thunderpunch

Gallade [Quass (AKA 'The Paladin')] (Male)
"<The blood of the wicked shall flow like a river!>"
A Gallade the wanderer caught en route to the ruined Tower of Heaven, then just a Ralts. Although valiant, he's also lawful stupid, and his intolerance of even the slightest of infractions has led to butting heads with his teammates from time to time.

Nature: Hardy (no effect on stats)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities: Steadfast, Justified (DW)
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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (42/124):
Level Up:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison
Future Sight
Hypnosis
Charm
Dream Eater
Stored Power
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Psycho Cut

Egg:
Confuse Ray
Shadow Sneak
Encore
Disable

TM:
Thunderbolt
Psyshock
Protect
Thunder Wave
Will-o-Wisp
Shadow Ball
Brick Break
Taunt
Light Screen
Reflect
Earthquake
Rock Slide
Charge Beam

Other:
Ice Punch
Thunderpunch
Drain Punch
Fire Punch

Hydreigon [Lucius] (Male)
"<I am not a barbarian, gentlemen. I'll have you know I enjoy the finer things in life. Like Vivaldi. Or sipping a fine wine. Or dining on the mangled head of that lillipup I just killed.>"
Classy, affable, and truly depraved, Lucius is as valuable to his teammates as he is reviled. Now that I think about it, how DID he get into the wanderer's team, anyway?

Nature: Serious (no effect on stats)
Type: Dragon/Dark
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash 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: Levitate
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
Atk: Rank 4
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 98
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: Mastered!
MC: 1

Attacks (50/81):
Level Up:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse
Outrage
Double Hit
Tri-Attack
Body Slam
Work Up
Hyper Voice

Egg:
Earth Power
Dark Pulse
Thunder Fang
Head Smash
Ice Fang
Fire Fang

TM:
Toxic
Taunt
Protect
Thunder Wave
Flamethrower
Earthquake
Surf
Charge Beam
Hidden Power (Fighting, Power 7)
Acrobatics
U-Turn
Fly
Double Team
Substitute
Dragon Tail
Reflect
Flash Cannon
Rock Slide
Torment
Rest
Sleep Talk
Bulldoze
Hyper Beam

Other:
Aqua Tail
Roost
Zen Headbutt
Tailwind
Superpower
Heat Wave
Draco Meteor

Cyclohm [Karamazov (From left head: Mitya, Alyosha and Ivan)] (Male)
*Ceaseless squabbling*
A Cyclohm the wanderer had caught shortly after his first battle hall challenge. Each head has a personality of its own, and combined, they're legendary for their inability to get along.

Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities
: Shield Dust, Static, Overcoat (DW)
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
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: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Mastered!
MC: 0
DC: Mastered!

Attacks (31/85):
Level Up:
Tackle
Growl
Twister
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Double Hit
Dragon Pulse
Whirlwind
Bide
Weather Ball
Tri-attack
Leer
Hurricane
Slack Off
Discharge

Egg:
Hydro Pump
Heal Bell
Power Gem
Magnet Rise

TM:
Flamethrower
Thunderbolt
Thunder Wave
Ice Beam
Light Screen
Thunder
Protect
Blizzard
Hail
Engineer Pikachu:
Engineer Pikachu said:

Syclant* (Hyomu) (M)
Nature: Mild (Special Attack increased by *, Defense reduced by *)

Type: Ice / Bug
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.

Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (Unlocked): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Stats: 70 / 116 / 70 / 114 / 64 / 121

HP: 100
Atk: **** (4)
Def-: ** (2)
SpA+: ***** (5)
SpD: *** (3)
Spe: 121

Size Class: 3
Weight Class: 4
Base Rank Total: 21

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Avalanche
Bug Bite (*)
Bug Buzz
Focus Energy (*)
Hail
Ice Beam
Ice Punch
Ice Shard (*)
Icicle Drop
Icicle Spear (*)
Icy Wind (*)
Leech Life (*)
Leer (*)
Scratch
Sheer Cold
Slash (*)
X-Scissor

Counter
Earth Power (*)
Pin Missile
Spikes
Tail Glow (*)
Water Pulse (*)

Electroweb
Superpower

Toxic
Venom Shock
Hidden Power [Electric 6]
Taunt
Blizzard (*)
Protect
SolarBeam
Earthquake
Dig
Brick Break
Double Team
Aerial Ace
Focus Blast
False Swipe
Acrobatics (*)
Stone Edge
Struggle Bug
Bulldoze
Frost Breath
Rock Slide (*)
U-Turn
Substitute

Move Count: 47 - Level-Up Complete

Muk (Yaku) (M)
Nature: Quiet (Sp.A increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)

Type: 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:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison with the same chance of effect.

Stats: 105 / 105 / 75 / 65 / 100 / 50

HP: 110
Atk: **** (4)
Def: *** (3)
SpA+: **** (4)
SpD: **** (4)
Spe-: 43 (50 / 1.15)

Size Class: 3
Weight Class: 3
Base Rank Total: 20

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Acid Armor
Disable
Fling
Gunk Shot
Harden
Memento
Minimize
Mud-Slap
Mud Bomb
Poison Gas
Pound
Screech
Sludge
Sludge Bomb
Sludge Wave

Acid Spray (#)
Imprison
Shadow Sneak (#)
Shadow Punch
Stockpile (#)

DynamicPunch
Endure
Pain Split

Toxic
Venom Shock (#)
Taunt
Protect
Rain Dance
Thunderbolt (#)
Thunder
Return
Dig
Shadow Ball
Brick Break
Double Team
Flamethrower
Fire Blast (#)
Torment
Focus Blast
Incinerate
Explosion
Payback
Rock Slide
Substitute

Zap Cannon
Giga Drain
Bide

Move Count: 47

Dusclops (Yukai) (F)
Nature: Brave (Attack increased by *, -15% Speed, -10% Evasion)

Type: 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.

Ability:
Pressure: (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: 45 / 100 / 135 / 65 / 135 / 45

HP: 90
Atk+: ***** (5)
Def: ***** (5)
SpA: *** (3)
SpD: ***** (5)
Spe-: 39 (45 / 1.15)

Size Class: 4
Weight Class: 5
Base Rank Total: 21

Evolution Counter: 9 / 9
Move Counter: 0
Dream Counter: Not Applicable.

Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Attacks:
Astonish
Bind
Confuse Ray
Curse
Disable
Evil Eye
Fire Punch
Foresight
Future Sight
Gravity
Hex
Ice Punch
Leer
Mean Look
Night Shade
Payback
Pursuit
Shadow Punch
Shadow Sneak
ThunderPunch
Will-o-Wisp

Destiny Bond (#)
Imprison (#)
Pain Split (#)
Skill Swap

Toxic (#)
Ice Beam (#)
Psychic (#)
Charge Beam
Flash
Taunt
Rock Slide
Double Team
Brick Break

Move Count: 33

Abagoura (Kame) (M)
Nature: Brave (Attack increased by *, -15% Speed, -10% Evasion)

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

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

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.
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Swift Swim (Unlocked): (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Stats: 74 / 108 / 133 / 83 / 65 / 32

HP: 100
Atk+: ***** (5)
Def: ***** (5)
SpA: *** (3)
SpD: *** (3)
Spe-: 27 (32 / 1.15)

Size Class: 3
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
AncientPower
Aqua Jet
Aqua Tail
Bide
Bite
Brine
Crunch
Curse
Hydro Pump
Protect
Rain Dance
Rock Slide
Rollout
Shell Smash
Smack Down
Water Gun
Wide Guard
Withdraw

Body Slam (#)
Iron Defense (#)
Whirlpool (#)

Ice Beam (#)
Protect
Earthquake (#)
Dig
Double Team
Focus Blast
Scald
Stone Edge (#)
Dive

Move Count: 30

Lucario (Toshi) (F)
Nature: Naive (+15% Spe, +12% Acc, Special Defense decreased by *)

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

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:
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.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats: 70 / 110 / 70 / 115 / 70 / 90

HP: 100
Atk: **** (4)
Def: *** (3)
SpA: **** (4)
SpD-: ** (2)
Spe: 104 (90 * 1.15)

Size Class: 3
Weight Class: 4
Base Rank Total: 20

Evolution Counter: 6 / 6
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
Bone Rush
Counter
Dark Pulse
Detect
Endure
ExtremeSpeed
Feint
Force Palm
Foresight
Heal Pulse
Metal Claw
Metal Sound
Quick Attack
Reversal
Screech

Agility (#)
Blaze Kick (#)
Hi Jump Kick
Vacuum Wave (#)

Magic Coat
Magnet Rise
ThunderPunch
Ice Punch

Earthquake (#)
Dig
Shadow Claw (#)
Rock Slide (#)
Protect
Double Team

Endure

Move Count: 30

Camerupt (Fuji) (M)
Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion)

Type:
Fire / Ground
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.

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:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (Unlocked): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Stats:
70 / 100 / 70 / 105 / 75 / 40

HP: 100
Atk: **** (4)
Def: *** (3)
SpA+: ***** (5)
SpD: *** (3)
Spe-: 34 (40 / 1.15)

Size Class: 4
Weight Class: 6
Base Rank Total: 19

Evolution Counter: 6 / 6
Move Counter: 5
Dream Counter: 5 / 5

Attacks:
Amnesia
Double-Edge
Earth Power
Earthquake
Ember
Eruption
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Lava Plume
Magnitude
Rock Slide
Tackle
Take Down

AncientPower (#)
Endure (#)
Heat Wave
Mud Bomb
Yawn (#)

Roar
Toxic
Sunny Day
Protect (#)
Fire Blast (#)
SolarBeam
Flame Charge
Will-o-Wisp (#)
Explosion

Stealth Rock

Move Count: 32


Thanks for reffing!
The Wanderer sends out a Pokemon and equips an item
Engineer Pikachu sends out a Pokemon, equips an item, and orders
The Wanderer orders


(more flavor and general effort will come in when I am not so damn tired and I don't have so many things in which I must post)
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#3

Togekiss? I guess there's no one better than you, Hyomu!


Hyomu: Icicle Spear - Icicle Spear - Icicle Spear
IF (Counter is used) THEN (Use Blizzard instead)
[ONCE] IF (Thunder Wave is used) AND (You are faster) THEN (Use Taunt instead)
 
#5
The Wanderer:

Sethim
HP: 100
Energy: 100
Item: Oran Berry
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: none

Engineer Pikachu:

Hyomu
HP: 100
Energy: 100
Item: Enigma Berry (2)
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none


The first round is now underway, and both Pokemon out on the field are able to hit each other for a lot of damage! Hyomu starts off by firing off a few icicles at Sethim, but not very many. Sethim quickly realizes that this attack will hurt more soon if he doesn't protect himself, so he creates a screen of absorbent energy. Hyomu once again shoots some icicles at Sethim, but this time uses more icicles to try to make up for the damage prevented by the wall of energy. Sethim quickly flies over the the bug and grabs his Enigma Berry, leaving his own Oran Berry behind. Hyomu shoots ice for the third time, using even more icicles than before, but still hurting Sethim less than the first time, thanks to Sethim's protective screen. Sethim finally begins to take the offensive by creating a hot gust of air, thus hurting the icy bug greatly. At the end of the first round, Sethim is more noticeably weakened, but has more stuff set up for himself. Let's see how the trainers react to the results.


The Wanderer:

Sethim
HP: 41
Energy: 78
Item: Enigma Berry (0)
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: Reflect (3 actions)

Engineer Pikachu:

Hyomu
HP: 71
Energy: 67
Item: Oran Berry
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none

Action 1:
Hyomu: Icicle Spear: (4*3+3+0) x 1.5 = 22.5 Damage, -7 Energy
# of hits: 224/1000: 3
Crits: 514, 710, 760/1000: 0
Sethim: Reflect: -8 Energy

Action 2:
Hyomu: Icicle Spear: (4*4*0.5+3+0) x 1.5 = 16.5 Damage, -11 Energy
# of hits: 564/1000: 4
Crits: 231, 324, 403, 229/1000: 0
Sethim: Trick: -7 Energy

Action 3:
Hyomu: Icicle Spear: (4*5*0.5+3+0) x 1.5 = 19.5 Damage, -15 Energy
# of hits: 694/1000: 5
Crits: 773, 112, 648, 548, 154/1000: 0
Sethim: eat Enigma Berry (after first hit): +10 HP
Sethim: eat Enigma Berry (after second hit): +10 HP
Sethim: Heat Wave: (10+3) x 2.25 = 29.25 Damage, -7 Energy
Crit: 638/1000: No
Effect: 530/1000: No


The Wanderer orders
Engineer Pikachu orders
I ref
 
#10
The Wanderer:

Sethim
HP: 41
Energy: 78
Item: Enigma Berry (0)
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: Reflect (3 actions)

Engineer Pikachu:

Hyomu
HP: 71
Energy: 67
Item: Oran Berry
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none


Hyomu creates a chilling gust of wind around the whole arena, and the coldness causes Sethim to move more slowly. He responds by breathing a burst of fire at Hyomu, which hurts a lot. Hyomu shoots many little spikes on the ground around Sethim; evidently Engineer Pikachu is thinking ahead. Sethim again flaps his wings in a way that heats up the cold air, sending a hot stream directly towards Hyomu, which once again harms him quite a bit. Hyomu takes a bite out of his Oran Berry, healing himself a bit. Again he creates a cold gust of wind, which Sethim cannot withstand, so he falls to the ground, unconscious. Engineer Pikachu has netted himself the first KO; let's see how things go in the further rounds.


The Wanderer:

Sethim
HP: KO
Energy: KO
Item: Enigma Berry (0)
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: Spikes (1 layer)

Engineer Pikachu:

Hyomu
HP: 22
Energy: 51
Item: Oran Berry (0)
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none

  • You can only use attacking moves if they are STAB and/or super-effective
Action 1:
Hyomu: Icy Wind: (9+3+1.5) x 1.5 = 20.25 Damage, -4 Energy
Crit: 511/1000: No
Sethim: Flamethrower: (10+3) x 2.25 = 29.25 Damage, -7 Energy
Crit: 186/1000: No
Effect: 702/1000: No

Action 2:
Hyomu: Spikes: -8 Energy
Sethim: Heat Wave: (10+3) x 2.25 = 29.25 Damage, -7 Energy
Hit: 86/1000: Yes
Crit: 634/1000: No
Effect: 344/1000: No
Hyomu: eat Oran Berry: +10 HP

Action 3:
Hyomu: Icy Wind: (9+3+1.5) x 1.5 = 20.25 Damage, -4 Energy
Crit: 181/1000: No


Your opponent must lose at least 15 damage throughout each round
(note: this includes direct damage, residual damage, and self-inflicted damage)

The Wanderer sends out a Pokemon and equips an item
Engineer Pikachu orders
The Wanderer orders
I ref


P.S. sorry for the huge delay, guys; please VM me from now on when I'm up to ref so that I don't forget about this match anymore
 
#13
Why yes, actually. Lucius! Take this expert belt!


<Quite a magnificent view, if I do say so myself...oh, good evening. Are you tonight's victim?>

Surf -> Aqua Tail -> Surf
 
#15
The Wanderer:

Lucius
HP: 100
Energy: 100
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: Spikes (1 layer)

Engineer Pikachu:

Fuji
HP: 100
Energy: 100
Item: Expert Belt
Abilities: Magma Armor, Solid Rock, Anger Point
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 34
Other: -10% Evasion


As Lucius enters the arena, he completely avoids the spikes around him by simply floating. Fuji makes his debut by protecting himself with a magical force field. Despite Fuji being completely guarded, Lucius roars, summoning a tidal wave, thus flooding the arena. Just after Fuji lets the shield down, Lucius dashes up to him and strikes him with a watery tail. Fuji continues to not attack, but hurls some pointy rocks up out of his hump around Lucius. Fuji once again guards himself, and Lucius summons another great wave, which makes Fuji struggle to keep his shield up.


The Wanderer:

Lucius
HP: 100
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: Spikes (1 layer), Stealth Rock

Sethim
HP: KO
Energy: KO
Item: Enigma Berry (0)
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: none


Amelia
HP: 88
Energy: 100
Item: Scope Lens
Abilities: Frisk, Limber, Cursed Body
Atk: 4
Def: 3
SpA: 1
SpD: 3
Spe: 127
Other: +19% Accuracy


Engineer Pikachu:

Fuji
HP: 73
Energy: 56
Item: Expert Belt
Abilities: Magma Armor, Solid Rock, Anger Point
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 34
Other: -10% Evasion

Hyomu
HP: 22
Energy: 51
Item: Oran Berry (0)
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none


  • You can only use attacking moves if they are STAB and/or super-effective
  • Your opponent must lose at least 15 damage throughout each round
    (note: this includes direct damage, residual damage, and self-inflicted damage)
Action 1:
Fuji: Protect: -7 Energy
Lucius: Surf: (10-1-2-2+2+3) x 2.25 = 22.5 Damage, -7 Energy, -9 Energy from Fuji

Action 2:
Lucius: Aqua Tail: (9-1-2-2+2+1.5) x 2.25 = 16.875 Damage, -7 Energy
Crit: 551/1000: No
Fuji: Stealth Rock: -12 Energy

Action 3:
Fuji: Protect: -7 Energy
Lucius: Surf: (10-1-2-2+2+3) x 2.25 = 22.5 Damage, -7 Energy, -9 Energy from Fuji
The Tower of Heaven: Lightning Bolt (Fuji): 10 Damage


You must use an attacking move successfully at least once a round
(note: the attacking move doesn't have to hit, it simply must be executed successfully)

Engineer Pikachu orders
The Wanderer orders
I ref
 
#17
Why yes. Going back to Amelia!


<Gah! Can't we do something about these rocks?!>
Taunt* -> Earthquake** -> Yawn

*If Lucario uses a protective move, use Iron Defense
**If Lucario used a protective move A1, use Taunt and push actions down
 
#19

Amelia
HP: 67
Energy: 100
Item: Scope Lens
Abilities: Frisk, Limber, Cursed Body
Atk: 4
Def: 3
SpA: 1
SpD: 3
Spe: 127
Other: +19% Accuracy, Spikes (1 layer), Stealth Rock

Engineer Pikachu:

Toshi
HP: 100
Energy: 100
Item: Expert Belt
Abilities: Steadfast, Inner Focus, Justified
Atk: 4
Def: 3
SpA: 4
SpD: 2
Spe: 104
Other: +12% Accuracy


Amelia comes back in and suffers even more pat the hands of the crap on the ground. She makes fun of Toshi for using such cheap tactics, but Toshi doesn't really mind; she was just gonna beat the crap out of her anyway. Toshi stomps on the ground with powerful legs, causing an earthquake. Rather boringly, Amelia copies this move in response to Toshi, but Toshi also brings about another earthquake. Amelia lets out a big yawn from her mask, which makes Toshi feel kinda tired. Regardless, Toshi shakes around the arena one more time, leaving Amelia nearly unconscious after just one round of fighting. The hazards are already taking a serious toll on The Wanderer's team; how will he try to combat this?


The Wanderer:

Amelia
HP: 6
Energy: 76
Item: Scope Lens
Abilities: Frisk, Limber, Cursed Body
Atk: 4
Def: 3
SpA: 1
SpD: 3
Spe: 127
Other: +19% Accuracy, Spikes (1 layer), Stealth Rock

Sethim
HP: KO
Energy: KO
Item: Enigma Berry (0)
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: none


Lucius
HP: 100
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Engineer Pikachu:

Toshi
HP: 83
Energy: 67
Item: Expert Belt
Abilities: Steadfast, Inner Focus, Justified
Atk: 4
Def: 3
SpA: 4
SpD: 2
Spe: 104
Other: +12% Accuracy, Taunted (3 actions), Drowsy

Hyomu
HP: 22
Energy: 51
Item: Oran Berry (0)
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none


Fuji
HP: 73
Energy: 56
Item: Expert Belt
Abilities: Magma Armor, Solid Rock, Anger Point
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 34
Other: -10% Evasion


  • You can only use attacking moves if they are STAB and/or super-effective
  • Your opponent must lose at least 15 damage throughout each round
    (note: this includes direct damage, residual damage, and self-inflicted damage)
  • You must use an attacking move successfully at least once a round
    (note: the attacking move doesn't have to hit, it simply must be executed successfully)
Action 1:
Amelia: Taunt: -10 Energy
Toshi: Earthquake: (10+2+1.5) x 1.5 = 20.25 Damage, -7 Energy
Crit: 312/1000: No

Action 2:
Amelia: Earthquake: (10+1.5) x 1.5 = 17.25 Damage, -7 Energy
Crit: 553/1000: No
Toshi: Earthquake: (10+2+1.5) x 1.5 = 20.25 Damage, -11 Energy
Crit: 857/1000: No

Action 3:
Amelia: Yawn: -7 Energy
Toshi: Earthquake: (10+2+1.5) x 1.5 = 20.25 Damage, -15 Energy
Crit: 857/1000: No


You may not use the same attack three times in a row unless locked into that move (i.e. Outrage, Encored, Choiced)

Engineer Pikachu orders
The Wanderer orders
I ref
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#22

Simple enough. I'll assume that laws that cannot possibly be fulfilled are ignored.

Shadow Sneak - Shadow Punch - Shadow Sneak
IF (Protective / Evasive Action is used on your Shadow Sneak) THEN (Use Double Team [1] and push actions back)
IF (Shadow Sneak is used in a combination on your Shadow Sneak) THEN (Use Double Team [1] - Astonish - Shadow Sneak from that point)
 
#24
Simple enough. I'll assume that laws that cannot possibly be fulfilled are ignored.
yeah fair enough

The Wanderer:

Amelia
HP: 6
Energy: 76
Item: Scope Lens
Abilities: Frisk, Limber, Cursed Body
Atk: 4
Def: 3
SpA: 1
SpD: 3
Spe: 127
Other: +19% Accuracy, Spikes (1 layer), Stealth Rock

Engineer Pikachu:

Yukai
HP: 90
Energy: 100
Item: Reaper Cloth
Abilities: Pressure, [Pressure, Levitate]
Atk: 5
Def: 5
SpA: 3
SpD: 5
Spe: 39
Other: -10% Evasion


Engineer Pikachu switches once again without worry. Amelia fades into the shadows quickly, as does Yukai; after some ghostly screaming and invisible fighting, they both come back into the visible world, and Amelia is unconscious, while Yukai is hardly hurt at all.


The Wanderer:

Amelia
HP: KO
Energy: KO
Item: Scope Lens
Abilities: Frisk, Limber, Cursed Body
Atk: 4
Def: 3
SpA: 1
SpD: 3
Spe: 127
Other: +19% Accuracy, Spikes (1 layer), Stealth Rock

Sethim
HP: KO
Energy: KO
Item: Enigma Berry (0)
Abilities: Serence Grace, Hustle [Disabled], Super Luck
Atk: 1
Def: 4
SpA: 5
SpD: 4
Spe: 80
Other: none


Lucius
HP: 100
Energy: 79
Item: Expert Belt
Abilities: Levitate
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 98
Other: none


Engineer Pikachu:

Yukai
HP: 82
Energy: 97
Item: Reaper Cloth
Abilities: Pressure, [Pressure, Levitate]
Atk: 5
Def: 5
SpA: 3
SpD: 5
Spe: 39
Other: -10% Evasion

Hyomu
HP: 22
Energy: 51
Item: Oran Berry (0)
Abilities: Compoundeyes, Mountaineer, Technician
Atk: 4
Def: 2
SpA: 5
SpD: 3
Spe: 121
Other: none


Fuji
HP: 73
Energy: 56
Item: Expert Belt
Abilities: Magma Armor, Solid Rock, Anger Point
Atk: 4
Def: 3
SpA: 5
SpD: 3
Spe: 34
Other: -10% Evasion


Toshi
HP: 83
Energy: 67
Item: Expert Belt
Abilities: Steadfast, Inner Focus, Justified
Atk: 4
Def: 3
SpA: 4
SpD: 2
Spe: 104
Other: +12% Accuracy


  • You can only use attacking moves if they are STAB and/or super-effective
  • Your opponent must lose at least 15 damage throughout each round
    (note: this includes direct damage, residual damage, and self-inflicted damage)
  • You must use an attacking move successfully at least once a round
    (note: the attacking move doesn't have to hit, it simply must be executed successfully)
  • You may not use the same attack three times in a row unless locked into that move (i.e. Outrage, Encored, Choiced)
Action 1:
Amelia: Shadow Sneak: (4+3-1.5) x 1.5 = 8.25 Damage, -3 Energy
Crit: 485/1000: No
Yukai: Shadow Sneak: (4+3+3) = 10 Damage, -3 Energy
Crit: 180/1000: No


idk uhhhh
You cannot use attacks with a BAP of exactly 5

The Wanderer sends out a Pokemon, equips an item (if applicable), and orders
Engineer Pikachu orders
I ref
 
#25
You're up, Karamazov! Take this Quick Claw!


<Hah! This oughta be easy!>
<Indeed...provided the plan goes well.>
<Don't tell them that, moron!>
<What? It's not like they can hear us.>
<Doesn't matter! Don't blurt our strategies in the middle of a fight!>
<I think Ivan's just afraid he's gonna fuck up again.>
<Can't you keep your yap shut for five seconds?!>
<He did for about te->
<Shut up, Alyosha!>

Rain Dance -> Thunder -> Discharge
 
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