TheWolfe vs Rediamond

Geodude6

Look at my shiny CT!
Rules:
1 vs 1 FE (with less than 30 moves)
2 Day DQ (3 for ref)
5 chills, 2 recoveries
2 Subs
ASB Arena
Switch = KO
Items = OK
Abilites = All

TheWolfe:

Chrysalis - Starmie (-)
Nature
: Timid (Multiples 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; 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 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.
KOs: 9
Abilities:
Illuminate: (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.
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: (Dream World; Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 + 20 Acc
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC
: 3
DC: 5/5
Attacks
:
-Aurora Beam
-Barrier
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Grass Knot
-Harden
-Hydro Pump
-Light Screen
-Magic Coat
-Minimize
-Power Gem
-Protect
-Psychic
-Rapid Spin
-Recover
-Reflect
-Substitute
-Supersonic
-Surf
-Swift
-Tackle
-Teleport
-Thunder
-Thunderbolt
-Water Gun
-Whirlpool
Total Moves: 29


Rediamond:
Pinsir [Vice] (M)
Nature: Adamant (+1Att, -1SpAtt)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats:
HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 1
SpD: Rank 3
Spe: 85
BRT: 20
MC: 0
DC: 5/5
Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Moxie:(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.
Attacks: 26
Vice Grip
Focus Energy
Bind
Seismic Toss
Harden
Revenge
Brick Break
Vital Throw
Swords Dance
Bug Bite
Faint Attack
Quick Attack
SuperPower
Me First
Endure
Earthquake
Stone Edge
X-Scissor
Stealth Rock
Bide
Focus Punch
Double Team
Substitute
Dig
Facade
 
"Let's get it on!" >:3

Get equipped with Life Orb!

Hydro Pump ~ Surf ~ Hydro Pump

Sub: IF Pinsir uses a damaging Bug-type move, THEN use Reflect and push actions down. Trigger this substitution once.
Sub: IF Pinsir uses Bide, THEN use Barrier on your first action and Minimize on your second.
 
Last edited:

HP: 90
Energy: 100
Ranks: 2/3/4/3
Speed: 133
Size/Weight Classes: 2/4
Abilities: Illuminate/Natural Cure/Analytic
Status: +20% Accuracy

HP: 100
Energy: 100
Ranks: 6/4/1/3
Speed: 85
Size/Weight Classes: 3/4
Abilities: Hyper Cutter/Mold Breaker/Moxie
Status: +1 MC

Unmei the Natu, Seer of Fate, appeared!

Thus as it is fated, thus it shall be. Both trainers send out their Pokemon, the one calling upon the Starmie handing an orb that saps life from both the holder and the one it attacks. The one calling upon the Pinsir, seeing no need for extra power, hands an Exp. Share instead.
Seeing a flaw in the opposition's plan, the Pinsir focuses its energy, enduring a Hydro Pump from the Starmie. The Starmie then quickly raises a barrier to reduce the power of incoming attacks, but the Pinsir just forces its way through, heavily wounding the sea star. The Pinsir repeats its attack, and the Starmie swamps the field in a wave. Regardless, the Starmie is outmatched this battle. It is only a matter of time before it falls. Thus as it is fated, thus it shall be.


Calculations:

Action 1:

Chrysalis used Hydro Pump! (-7 Energy)
Crit: 00884<00625=NORMAL
Damage: (12+3+3+6-4.5)=19.5 Damage
Chrysalis is hurt by its Life Orb! (2 Damage)

Vice used Focus Energy! (-12 Energy)
Vice is getting pumped! (6 Actions)

Action 2:

Chrysalis used Reflect! (-9 Energy)
Chrysalis created a barrier that reduces the strength of physical attacks! (6 Actions)

Vice used X-Scissor! (-5 Energy)
Crit: AUTO=OUCH!
Damage: (8+3+3+8.5-4.5)*1.5=27 Damage (29 Total)

Action 3:

Chrysalis used Surf! (-6 Energy)
Crit: 00206<00625=CRITICAL HIT!
Damage: (10+3+3+3+6-4.5)=20.5 Damage (40 Total)
Chrysalis is hurt by its Life Orb! (2 Damage, 31 Total)

Vice used X-Scissor! (-9 Energy)
Crit: AUTO=OUCH!
Damage: (8+3+3+8.5-4.5)*1.5=27 Damage (58 Total)

Round End:
Chrysalis: -58 Health, -22 Energy, Reflect (4 Actions)
Vice: -40 Health, -26 Energy, Focus Energy (4 Actions)



HP: 32
Energy: 78
Ranks: 2/3/4/3
Speed: 133
Size/Weight Classes: 2/4
Abilities: Illuminate/Natural Cure/Analytic
Status: +20% Accuracy, Reflect (4 Actions)

HP: 60
Energy: 74
Ranks: 6/4/1/3
Speed: 85
Size/Weight Classes: 3/4
Abilities: Hyper Cutter/Mold Breaker/Moxie
Status: +1 MC, Focus Energy (4 Actions)


Thus as it is fated, thus it shall be.

Rediamond, your turn to order first. Can TheWolfe even hope to defy fate?!?
 
"Okay, change of plans. Time to use the terrain to our advantage...."

Water Gun (around the ground where Pinsir is standing on) ~ Grass Knot (wrap vines around Pinsir's legs to keep it from moving) ~ Recover
 

HP: 32
Energy: 78
Ranks: 2/3/4/3
Speed: 133
Size/Weight Classes: 2/4
Abilities: Illuminate/Natural Cure/Analytic
Status: +20% Accuracy, Reflect (4 Actions)

HP: 60
Energy: 74
Ranks: 6/4/1/3
Speed: 85
Size/Weight Classes: 3/4
Abilities: Hyper Cutter/Mold Breaker/Moxie
Status: +1 MC, Focus Energy (4 Actions)


Thus as it is fated, thus it shall be.

The Starmie enacts a plan to spare its crystal, soaking the ground around the Pinsir, who doesn't stop with a Faint Attack. The Starmie then acts to complete its plan using the vegitation of the arena to bind the Pinsir to the ground. It struggles against the vines after it loses its first strike, allowing the Starmie time to recover its health. The vines are now broken, leaving the Starmie out in the open for one last critial hit...

Calculations:

Action 1:

Chrysalis used Water Gun on the ground surrounding Vice! (-2 Energy)
The dirt turned into mud!
Chrysalis is hurt by its Life Orb! (1 Damage)

Vice used Faint Attack! (-4 Energy)
Crit: AUTO=OUCH!
Damage: (6+3+8.5-4.5)*1.5=19.5 Damage (20.5 Total)

Action 2:

Chrysalis used Grass Knot on Vice's Legs! (-6 Energy)
Crit: 03645<0625=NORMAL
Damage: (8+3+6-4.5-2)*0.67=7.035 Damage Total
Chrysalis is hurt by its Life Orb! (2 Damage, 22.5 Total)
Vice was rooted! (3 Actions)

Vice used X-Scissor! (-5 Energy)
Vice cannot reach Chrysalis!

Action 3:

Chrysalis used Recover! (-11 Energy)
Chrysalis regained 20 Health!

Vice cannot reach Chrysalis!
Vice used Struggle on the vines! (-5 Energy)
Crit: AUTO
Damage: (5+3+8.5-6)=10.5 Damage
The vines broke!
Vice took recoil! (4 Damage)

Round End:
Chrysalis: -3 Health, -19 Energy
Vice: -4 Health, -14 Energy



HP: 29
Energy: 59
Ranks: 2/3/4/3
Speed: 133
Size/Weight Classes: 2/4
Abilities: Illuminate/Natural Cure/Analytic
Status: +20% Accuracy, Reflect (1 Action)

HP: 56
Energy: 60
Ranks: 6/4/1/3
Speed: 85
Size/Weight Classes: 3/4
Abilities: Hyper Cutter/Mold Breaker/Moxie
Status: +1 MC, Focus Energy (1 Action)


Thus as it is fated, thus it shall be. You can only delay fate, not defy it.

Can TheWolfe prove Unmei wrong? His turn to order first!
 
"Okay, now that the earth around Pinsir is still moist, use Whirlpool around Pinsir's legs to trap it from moving, and then hit him with a Hydro Pump and Brine. If the ground around Pinsir isn't moist enough on your first action, then soak it down with Water Gun first and push actions down."

Whirlpool (Around Pinsir's legs) ~ Hydro Pump ~ Brine
Sub: IF the ground around Pinsir isn't moist enough on A1 for an effective Whirlpool, THEN use Water Gun (around the ground where Pinsir is standing on) and push actions down.
 

HP: 29
Energy: 59
Ranks: 2/3/4/3
Speed: 133
Size/Weight Classes: 2/4
Abilities: Illuminate/Natural Cure/Analytic
Status: +20% Accuracy, Reflect (1 Action)

HP: 56
Energy: 60
Ranks: 6/4/1/3
Speed: 85
Size/Weight Classes: 3/4
Abilities: Hyper Cutter/Mold Breaker/Moxie
Status: +1 MC, Focus Energy (1 Action)


Thus it was fate-

Vice used Sudden Cut on Unmei and Chrysalis!

-fated. Thus... it... shall... be...

Unmei fainted!

Calculations:

Vice used Sudden Cut! (-13 Energy)
Crit: AUTO=OUCH!
Damage: (10+3+3+8.5-4.5)*1.5=30 Damage

Chrysalis fainted! (+1 KOC Vice)



HP: KO
Energy: 59
Ranks: 2/3/4/3
Speed: 133
Size/Weight Classes: 2/4
Abilities: Illuminate/Natural Cure/Analytic
Status: +20% Accuracy, Knocked Out

HP: 56
Energy: 41
Ranks: 6/4/1/3
Speed: 85
Size/Weight Classes: 3/4
Abilities: Hyper Cutter/Mold Breaker/Moxie
Status: +1 MC, +1 KOC, Cooldown (1 Action)

Thanks for battling!

Rewards:
TheWolfe: 1 CC
Chrysalis: 3 MC
Rediamond: 1 CC
Vice: 4 MC, 1 KOC
Eternal Drifter: 2 UC
 

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