Tortferngatr vs danmantincan! Round 4!

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Flora

Yep, that tasted purple!
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#1
(guess whose format i stole)

NUMBER OF POKEMON:
2v2
BATTLE TYPE: Singles
RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
SWITCH: Switch=KO
ITEMS: Items OFF
ABILITIES: All Abilities

The ASB Tournament Arena

Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

Team Tortferngatr:


Krillowatt [Float] Female
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
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.

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

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

EC: 6/6
MC: 2+1
DC: 5/5- DW unlocked!

Abilities:
Ability 1: 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.
Ability 2: 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.
Ability 3: Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Bubble (*)
Charge (*)
Tackle (*)
ThunderShock (*)
Detect (*)
Ice Shard
Confuse Ray
Imprison
Mirror Coat
Aqua Jet
Counter
Thunder
Hydro Pump
Copycat
Heart Swap
Zap Cannon
Volt Switch

Muddy Water (*)
Whirlpool (*)
Signal Beam (*)

Wild Charge (*)
Scald (*)
Ice Beam (*)
Hone Claws
Earthquake
Substitute
Hidden Power (base 7, Grass)
Toxic
Protect
Thunder Wave
Torment
Dive



Syclant [Freeze] Male
Nature: Rash (+1 Rank special attack, -1 Rank special defense)
Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Stats: 70/116/70/114+/64-/121

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

EC: 6/6
MC: 13
DC: 5/5-DW unlocked!

Abilities:
Ability 1: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Ability 2: 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.
Ability 3: Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).


Ice Punch
Leer (*)
Leech Life (*)
Ice Shard (*)
Focus Energy (*)
Slash (*)
Icy Wind (*)
Scratch (*)
Bug Bite (*)
Icicle Spear (*)
Bug Buzz
Hail

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

Blizzard (*)
Struggle Bug (*)
Hidden Power (Electric, base 6, energy cost 4) (*)
U-Turn
Brick Break
Stone Edge
Acrobatics
Protect
Substitute
Quash
Taunt
Focus Blast

Natural Gift


Team danmantincan:

Dragonite (F) - Jill
Nature: Mild (+1 SpA, -1 Def)

Types: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. (Dragonite line capable of breathing underwater)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
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.
Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 80

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

Attacks:
*Wrap
*Leer
*Thunder Wave
*Twister
*Dragon Rage
*Slam
*Agility
Outrage
Fire Punch
ThunderPunch
Hurricane
Roost
Safeguard
Hyper Beam

Draco Meteor

*Dragon Dance
*ExtremeSpeed
*Dragon Pulse

*Fire Blast
*Dragon Tail
*Ice Beam
Dragon Claw
Surf
Brick Break
Protect
Substitute

Detect
Fly



Pyroak (M) - Boyd
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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:
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

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

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52 (-)

Attacks:
Bullet Seed
Sweet Scent
Pound
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Leaf Blade
Synthesis
Heat Wave
Flare Blitz
Wood Hammer

Blaze Kick
Seed Bomb
Aromatherapy
Counter

Sunny Day
SolarBeam
Will-o-Wisp
Brick Break
Earthquake
Rock Slide
Light Screen
Flamethrower
Substitute
Protect
Dragon Tail


The RNG has decided that Tortferngatr will order first!

Good Luck Trainers!
 
#2
Please remove Follow Me and Natural Gift on Krill and Endure on Dragonite. They both appear to be out-of-tourney moves.

"Imprison Protect, Detect, and Substitute, Toxic Dragonite, then Ice Beam him!

If Dragonite uses Safeguard action one, switch the order of Toxic and Imprison!"
 
#3
Unfortunate that Imprison isn't blocked by Detect/Protect. Well Jill, it looks like we will be in a bit of a tough spot this round, but nothing we can't overcome.

Start off with a Thunder Wave, then set up a Safeguard before Krill gets a chance to Toxic you. Then Fly into the air and evade that Ice Beam.

Thunder Wave~Safeguard~Fly
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#4

Float (F)
HP: 125
EN: 100
Abilities: Trace | Magic Guard | Shell Armor

Jill (F)
HP: 100
EN: 100
Abilities: Inner Focus | Multiscale

Round 1

Float begins by Imprisoning Protect, Detect, and Substitute. Jill doesn't really care though as she zaps the shrimp with a pint of Thunder Wave.

Now faster because Magic Guard sucks, Jill sets up a Safeguard that Float could only stupidly ignore. A Toxic gas is released but immediately dispelled by the wonderful barrier that is Safeguard.

Jill finishes this up by Flying into the air, avoiding the Ice Beam made by Float. Afterward, Jill slams into the shrimp for decent damage.

The mighty Jill still has her Multiscale ready, which is pretty cool. Trace should probably be fixed to activate upon switching though, just like how Intimidate does. <_<

Action 1
Float (Imprison): [8 EN]
Jill (Thunder Wave): [7 EN]

Action 2
Jill (Safeguard): [10 EN]
Float (Toxic): [7 EN]

Action 3
Jill (Fly)
Float (Ice Beam): [7 EN]
Jill (Fly): (9+3+4.5) x .67 = [11 DMG/6 EN]



Float (F)
HP: 114
EN: 78
Abilities: Trace | Magic Guard | Shell Armor
PAR (20%)

Jill (F)
HP: 100
EN: 77
Abilities: Inner Focus | Multiscale
Imprison (Protect, Detect, Substitute) (3a)
Safeguard (3r)

oh yeah

dan
tort
florflor
 
#5
Alright, we don't have much of a choice except to go all out.

Hyper Beam~Dragon Claw~Hyper Beam

If Krill uses Mirror Coat A1 or A3, replace that action with Thunder Punch.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#7

Float (F)
HP: 114
EN: 78
Abilities: Trace | Magic Guard | Shell Armor
PAR (20%)

Jill (F)
HP: 100
EN: 77
Abilities: Inner Focus | Multiscale
Imprison (Protect, Detect, Substitute) (3a)
Safeguard (3r)

Round 2

This awesome match starts out with Jill firing her lasers in the form of Hyper Beam, but it is quickly negated by... wait a minute. Seems like Float was completely negated by a paralysis roll of 27/1000! BAD LUCK DEAR FELLA! YOU'RE FULLY PARALYZED! Poor fried shrimp...

Destiny Warrior attempts to object but is hastily cut off from the 5th gen mechanics.

Jill just advances through and swipes a paw of Dragon Claw, leaving bloody marks on the electro shrimp. Gladly, Float manages to overcome her paralysis this time and Counter the pathetic dragonic attack with ease. Jill's Multiscale eases the pain however.

At last, the final action arrives and Float takes a sharp piece of Ice out of nowhere and throws it as a Shard at Jill! Bam! It hits with perfection, though a good chunk of it was negated by Multiscale, but Jill's not about to give up as she fires another Hyper Beam!

Float, ARE THE LASERS TOO MUCH FOR YOU???? Well, at least Multiscale is no more.

Also, Multiscale's description says "all damage" and Counter was damage so yeah. OH and Imprison died out on Jill.

Action 1
Jill (Hyper Beam): (15+3) = [18 DMG/10 EN]
Sluggish (Jill) (1a)
Float (Full Paralysis)
-5% PAR

Action 2
Jill (Dragon Claw): (8+3+4.5) = 15.5 ~ [16 DMG/5 EN]
Float (Counter): (16) x 1.5 = 24/2 = [12 DMG/10 EN]

Action 3
Float (Ice Shard): (4+3) x 2.25 = 15.75/2 = 7.8 ~ [8 DMG/3 EN]
Jill (Hyper Beam): (15+3) = [18 DMG/10 EN]
Sluggish (Jill) (1a)



Float (F)
HP: 62
EN: 65
Abilities: Trace | Magic Guard | Shell Armor
PAR (10%)

Jill (F)
HP: 80
EN: 52
Abilities: Inner Focus | Multiscale (Inactive)
Safeguard (2r)
Sluggish (1a)

tort
dan
flora
 
#8
"Ice Beam, Ice Shard, Ice Beam!

If Dragonite uses Hyper Beam and a Substitute isn't up, Mirror Coat it back!

If the Substitute section of my substitution is illegal, ignore it."
 
#9
Alrighty then, Multiscale has put us in a good position, let's make the best of it.

Use Fly to evade his Ice Beams, and Thunder Wave after the Ice Shard.

Fly~Thunder Wave~Fly
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#10

Float (F)
HP: 62
EN: 65
Abilities: Trace | Magic Guard | Shell Armor
PAR (10%)

Jill (F)
HP: 80
EN: 52
Abilities: Inner Focus | Multiscale (Inactive)
Safeguard (2r)
Sluggish (1a)

Round 3

Okay so Jill starts Flying and Float aims her Ice Beam at nothing. Afterward, poor Float gets hit by Jill. soooooosad :(

Apparently paralysis can be refreshed now? so Jill shocks Float with another jolt of Thunder Wave, pushing it back to 25%! Oh, before that happened, an Ice Shard was slammed into Jill's body. It was so fast I didn't see it. :/

Jill is one naughty dragon and floops her wings back into the air in order to Fly. Float is like a drunk addict and fires an Ice Beam at the stadium, freezing parts of the metal... or I think it's metal. Jill laughs and strikes the shrimp from the air, breaking off parts of her skin.

Action 1
Jill (Fly)
Float (Ice Beam): [7 EN]
Jill (Fly): (9+3+4.5) x .67 = [11 DMG/6 EN]

Action 2
Float (Ice Shard): (4+3) x 2.25 = 15.75 ~ [16 DMG/3 EN]
Jill (Thunder Wave): [7 EN]

Action 3
Jill (Fly)
Float (Ice Beam): [7 EN]
Jill (Fly): (9+3+4.5) x .67 = [11 DMG/6 EN]



Float (F)
HP: 40
EN: 48
Abilities: Trace | Magic Guard | Shell Armor
PAR (20%)

Jill (F)
HP: 64
EN: 33
Abilities: Inner Focus | Multiscale (Inactive)
Safeguard (1r)

dan
tort
flora
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#13

Float (F)
HP: 40
EN: 48
Abilities: Trace | Magic Guard | Shell Armor
PAR (20%)

Jill (F)
HP: 64
EN: 33
Abilities: Inner Focus | Multiscale (Inactive)
Safeguard (1r)

Round 4

Jill doesn't like the fact that her energy tank is running out and chills to regain some energy back. Float decides to be sneaky and Imprisons Substitute, Thunder Wave, and Protect.

After the rest, Jill feels ready to get some action going and swipes a Dragon Claw into Float's face. Bloodied and battered, Float takes the attack with incredible courage and Counters it right back at Jill.

Jill couldn't care less as she's doing damage! But, she wants MORE DAMAGE! From the skies, a Draco Meteor is called and is slammed into Float with the pressure of aliens and chaos. After the attack, Jill feels a bit weakened on the special side due to the meteor being such a drag to summon. Float is really not one to mess with though as she Mirror Coats this attack back onto Jill as well. Coooool!

NO MOAR SAFEGUARD! NOT SAFE ANYMOAR PAL!

Action 1
Jill (Chill): [+12 EN]
Float (Imprison): [8 EN]

Action 2
Jill (Dragon Claw): (8+3+4.5) = 15.5 ~ [16 DMG/5 EN]
Float (Counter): (16) x 1.5 = [24 DMG/14 EN]

Action 3
Jill (Draco Meteor): (14+3+3) = [20 DMG/9 EN]
-2 SpA (Jill)
Float (Mirror Coat): (20) x 1.5 = [30 DMG/16 EN]



Float (F)
HP: 4
EN: 10
Abilities: Trace | Magic Guard | Shell Armor
PAR (15%)

Jill (F)
HP: 10
EN: 31
Abilities: Inner Focus | Multiscale (Inactive)
-2 SpA
Imprison (Substitute, Thunder Wave, Protect) (4a)

tort
dan
flora
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#16

Float (F)
HP: 4
EN: 10
Abilities: Trace | Magic Guard | Shell Armor
PAR (15%)

Jill (F)
HP: 10
EN: 31
Abilities: Inner Focus | Multiscale (Inactive)
-2 SpA
Imprison (Substitute, Thunder Wave, Protect) (4a)

Round 5

Jill slams her sexy body into Float Extremely fast. The Speed of the action causes Float to faint. OH NO!

Action 1
Jill (ExtremeSpeed): (8+4.5) = 12.5 ~ [13 DMG/6 EN]



Float (F)
HP: KOed
EN: KOed
Abilities: Trace | Magic Guard | Shell Armor
PAR (15%)

Jill (F)
HP: 10
EN: 25
Abilities: Inner Focus | Multiscale (Inactive)
-1 SpA
Imprison (Substitute, Thunder Wave, Protect) (3a)

me sending out tort's ice bug thing
dan
tort
flora

---------

GO FREEEEEEEEEEEEZE!

 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#19

Freeze (M)
HP: 100
EN: 100
Abilities: Compoundeyes | Mountaineer | Technician

Jill (F)
HP: 10
EN: 25
Abilities: Inner Focus | Multiscale (Inactive)
-1 SpA
Imprison (Substitute, Thunder Wave, Protect) (3a)

Round 6

The newcomer Freeze graces Jill with a Protect that surrounds the little critter. Fearing her end, Jill attempts to quickly get this over with a ExtremeSpeed + Fire Punch combo. It was all for naught though as the combo is nullified completely by the Protect.

As Jill takes a breather, Freeze cools off from the Protect with a chill.

Now ready, Freeze inserts a swift kunai-shaped Ice Shard into Jill's huge tummy, which makes her moan in pain and faint.

Action 1
Freeze (Protect)
Jill (ExtremeSpeed + Fire Punch) [18 EN]
(8) + (7) = 15
(15+3) x 2.25 = 40.5 ~ [41 DMG]
Freeze (Protect): [20 EN]

Action 2
Freeze (Chill): [+12 EN]
Jill (lalala)

Action 3
Freeze (Ice Shard): ((4x1.5)+3+3) x 2.25 = [27 DMG/2 EN]



Freeze (M)
HP: 100
EN: 90
Abilities: Compoundeyes | Mountaineer | Technician

Jill (F)
HP: KOed
EN: KOed
Abilities: Inner Focus | Multiscale (Inactive)

me sending out dan's fire woodman thing
tort
dan
flora

---------

GO BOYD! BE A WARRIOR! AND STOP MISSING!


i liked you jill but i think miledy was prettier...
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#22

Freeze (M)
HP: 100
EN: 90
Abilities: Compoundeyes | Mountaineer | Technician

Boyd (M)
HP: 120
EN: 100
Abilities: Rock Head | Battle Armor | Chlorophyll

Round 7

Say hello to Boyd! Yay!

Freeze strikes Boyd with a lightning-fast Acrobatics while Boyd retaliates with a uber strong Flare Blitz.

Afterward, Freeze constructs a pathetic Substitute that immediately crumbles down from Boyd's mighty Flamethrower.

Freeze strikes Boyd with a lightning-fast Acrobatics while Boyd retaliates with a uber strong Flare Blitz. I think.

Action 1
Freeze (Acrobatics): (11+0) x 1.5 = 16.5 ~ [17 DMG/7 EN]
Boyd (Flare Blitz): (12+3+1.5) x 2.25 = 37.125 ~ [37 DMG/7 EN]

Action 2
Freeze (Substitute): -15 HP [18 EN]
Boyd (Flamethrower) incinerates the Substitute [6 EN]

Action 3
Freeze (Acrobatics): (11+0) x 1.5 = 16.5 ~ [17 DMG/7 EN]
Boyd (Flare Blitz): (12+3+1.5) x 2.25 = 37.125 ~ [37 DMG/7 EN]



Freeze (M)
HP: 11
EN: 58
Abilities: Compoundeyes | Mountaineer | Technician

Boyd (M)
HP: 86
EN: 80
Abilities: Rock Head | Battle Armor | Chlorophyll

dan
tort
flora
 
#24
"Protect, U-turn away from Pyroak's feet and into the water-try to freeze over your spiracles while you do so to hold your breath for the next few actions, Water Pulse!"

...Shouldn't that have been a 15 HP Substitute, not a 20 HP one?

Good game, Dan. Kick rear at finals.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#25

Freeze (M)
HP: 11
EN: 58
Abilities: Compoundeyes | Mountaineer | Technician

Boyd (M)
HP: 86
EN: 80
Abilities: Rock Head | Battle Armor | Chlorophyll

Round 8

Freeze summons a Protect to shield himself from the incoming Flamethrower. It succeeds and he then attempts to escape with a U-turn. However, this only succeeds in denting Boyd's armor a bit as he's roasted by a single Blaze Kick to the face. The intense heat of the move melts all the ice and causes the bug to squirm and faint!

Action 1
Freeze (Protect)
Boyd (Flamethrower): (10+3+0) x 2.25 = 29.25 ~ [29 DMG/6 EN]
Freeze (Protect): [16 EN]

Action 2
Freeze (U-turn): (7+3+0) = [10 DMG/4 EN]
Boyd (Blaze Kick): (9+3+1.5) x 2.25 = [30 DMG/6 EN]



Freeze (M)
HP: KOed
EN: KOed
Abilities: Compoundeyes | Mountaineer | Technician

Boyd (M)
HP: 76
EN: 68
Abilities: Rock Head | Battle Armor | Chlorophyll

gg!

Rewards
Tortferngatr: 2 TCs
- Float: 3 MCs
- Freeze: 3 MCs | 1 KOC
danmantincan: 2 TCs
- Jill: 3 MCs | 1 KOC
- Boyd: 3 MCs | 1 KOC
Flora: 4 RTs
 
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