Tournament Battle! Galladiator vs -Charmander-

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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


Cyclohm* [Cloud] (M)
Nature: Modest

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1).

Stats:

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

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

Abilities:
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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect

Attacks:
Tackle*
Growl*
Leer*
Charge*
Rain Dance*
Twister*
Spark*
Dragon Rage*
SonicBoom*
Weather Ball
Whirlwind
Bide
Gale
Zap Cannon
Slack Off
Double Hit

Signal Beam*
Hydro Pump*
Heal Bell*
Magnet Rise

Thunder*
Flamethrower*
Roar*
Hidden Power [Ground] (7)
Dragon Pulse
Taunt
Substitute
Thunder Wave
Double Team
Fire Blast

Draco Meteor


Syclant [Frostbite] (M)

Nature: Hasty (+15% Speed, +20% Accuracy)

Type:

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

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 140 (121*1.15^)

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

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 one Rock-type attack per round.
Technician (DW): (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).

Attacks:

Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Ice Punch
Sheer Cold
Bug Buzz
X-Scissor

Blizzard
Hidden Power [Fire] (7)
Taunt
Substitute

Tail Glow
Counter
Earth Power




Gallade (*) [Roman] (M)

Nature: Adamant (increases Attack by *, decreases Sp. Attack by *)
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.

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): (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 will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

EC: 9/9
MC: 4
DC: 5/5 (Unlocked)

Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Psycho Cut
Close Combat

Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)

Return (*)
Psychic (*)
Shadow Ball (*)
Light Screen
Reflect



Jolteon (*) [Electra] (F)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, decreases Attack by *)
Type:
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.

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130*1.15)

EC: 6/6
MC: 0
DC: 4/5

Moves:
Tail Whip (*)
Tackle (*)
Helping Hand (*)
Sand-Attack (*)
ThunderShock
Growl (*)
Quick Attack (*)

Tickle (*)
Wish (*)
Yawn (*)
Fake Tears

Shadow Ball (*)
Work Up (*)
Double Team (*)
Hidden Power (Ice 7)
Thunderbolt


-Charmander- won the coin flip, so...

-Charmander-, please send out your Pokémon
Galladiator will then send out his Pokémon and issue his actions
-Charmander- will issue his actions afterwards

Battle on, heroes!
 
<&DarkSlay> Please tell Galladiator he needs to send in Gallade.
<&DarkSlay> Not Jolteon.
<+Zarator> ah
<+Zarator> I thought he got to choose
<&DarkSlay> Nope.

So, yeah
 


HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

Energy: 100
Status: None


HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

Energy: 100
Status: None

Welcome, ladies and gentlemen, to the next tier of this exciting tournament! Today we'll watch the heated battle between -Charmander- (excited claps from a part of the public) and Galladiator! (claps and voices of encouragement from anothe part of the public) Let's go!

Roman dashes towards Cloud, while the Cyclohm just sticks around, shrouding himself into a traslucent aura. The Gallade starts punching him with all his power, but the three-headed dragon doesn't react! Not even when he is ravaged by a mind powered blade.

But when his opponents expects it the least, Cloud unleashes all the pain he suffered, blasting the Gallade with an incredible might. Roman retaliates with a sneaky slash, but the effects just don't measure up! Moreover, it looks like the Fighting Pokémon was left crippled by the contact with the Cyclohm's charged skin...



HP: 66
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

Energy: 64
Status: None


HP: 40
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

Energy: 84
Status: Paralyzed (20%), -1 Defense, -1 Sp. Defense

Calculations
Bide
Critical Hit roll (1-625): 8473/10000
Static roll (1-3000): 1033/10000
Close Combat: 12 [BP] + 3 [STAB] + 2.5 [Stat Dif] = 18 damage, -1 Defense, -1 Sp. Defense, 7 energy
Gallade is paralyzed by Static(25%)
-----------------------------------------------------------------------
Bide: Cyclohm is storing energy
Paralysis roll (1-2500): 2559/10000
Critical Hit roll (1-1250): 647/10000
Psycho Cut (Critical Hit): 7 [BP] + 3 [STAB] + 2.5 [Stat Dif] + 3 [Crit] = 16 damage, 4 energy
-----------------------------------------------------------------------
Bide: 60 damage, 36 energy
Paralysis roll (1-2500): 8155/10000
Critical Hit roll (1-1250): 1573/10000
Night Slash: 7 [BP] + 2.5 [Stat Dif] = 10 damage, 5 energy
 
Ok cool job.

Gale ~ Rain Dance ~ Gale
If he uses Light Screen AND he is not Taunted, THEN replace that action with taunt
 


HP: 66
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

Energy: 64
Status: None


HP: 40
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

Energy: 84
Status: Paralyzed (20%), -1 Defense, -1 Sp. Defense

Now that his foe is apparently crippled, Cloud decides to go on the offense and summons a vicious typhoon. However, Roman manages to escape to safety due to the relative weakness of the winds, but is stopped halfway by paralysis. The Cyclohm opts for patching this calling forth a rainstorm (much to the disappointment of the public - me, I'm in a cabin!). The Gallade gets close to the dragon and punches him repeteadly, but he's forced to lower his guard to do so. Cloud takes advantage of it, blasting him away with a mighty gale, but Roman still manages to punish the opponent with a mind generated sword which cuts through his stormy skin.



HP: 35
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

Energy: 38
Status: None


HP: 18
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80

Energy: 73
Status: Paralyzed (15%), -1 Defense, -1 Sp. Defense

Calculations:
Hit roll (3001-10000): 1118/10000
Hurricane: missed, 8 energy
Paralysis roll (1-2000): 1637/10000
Gallade is fully paralyzed
-----------------------------------------------------------------------
Rain Dance: Rain Dance for (4) actions, 10 energy
Paralysis roll (1-2000): 7213/10000
Critical Hit roll (1-625): 1883/10000
Close Combat: 12 [BP] + 3 [STAB] + 2.5 [Stat Dif] = 18 damage, -1 Def, -1 SpD, 7 energy
-----------------------------------------------------------------------
Critical Hit roll (1-625): 4506/10000
Confusion roll (7001-10000): 2185/10000
Hurricane: (12 [BP] + 1.5 [Stat Dif]) * 1.5 + 1.5 [Stage Dif] = 22 damage, 8 energy
Paralysis roll (1-2000): 4360/10000
Critical Hit roll (1-1250): 2378/10000
Psycho Cut: 7 [BP] + 3 [STAB] + 2.5 [Stat Dif] = 13 damage, 4 energy


Galladiator goes first now
 
Well, that went pretty well.

Close Combat...Psycho Cut...Close Combat
If Hurricane is used, substitute next action with Teleport
 
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