Completed Training battle in the Lighthouse! Metal Bagon vs Orcinus Duo 1v1! (SS Refs)

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#1
It's a gorgeous afternoon. The sun is setting over the gorgeous city of Olivine, and we find ourselves sat on top of the Gem of the city itself: The Olivine Lighthouse. What better way to just unwind... But of course, that never happens. People just gotta battle when I'm trying to enjoy the end of the day...

The Arena said:
Arena: Olivine Lighthouse
Field Type: Electric
Complexity: Moderate
Format: All

Restrictions: Too high up for Dig, Earthquake, etc.
Lighthouse light doubles Thunders power but draws in Thunder Wave and Thundershock as they have too low a voltage.

Description:
Thunder's Power is doubled however thundershock and thunder wave are drawn towards the light. We are too high up for surf and Dig, Earthquake and magnitude will fail. Time of day is dusk so you can still see clearly but the light in the lighthouse isn't bright enough yet to blind you, after 8 rounds it will be completely dark and lighthouses light will lower Pokemon's accuracy by one stage.




PS: I don't care if it actually isn't the Olivine Lighthouse so deal with it.
The Rules said:
Singles 1v1 NFE
No recoveries or chills
DQ: 1 day

Switch=Banana Phone
Items=Yep!
Abilities=One
Alright, let's get introduced to the competitors, then.


Metal Bagon's Team!

Meowth - $$$
Nature: Naughty +1 in attack -1 in Sp.Def
Type: Normal
Normal STAB: adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 90
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt

Hyponisis
Foul Play
Assist

Work Up
Return
Dig


Orcinus Duo's team!


Mind (Mine Jr.) (F)
Nature: Timid
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 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:
Soundproof:Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.

Filter:Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).

Technician (DW):Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) 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.

HP: 80
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Acc: +11%
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam

Fake Out
Confuse Ray
Icy Wind

Psyshock
Protect
Toxic

Moves: 17


Because of the condition of the choosing of the Arena...
Metal Bagon Specifies Item (If Any)
Orcinus Duo Specifies Item (If Any) and Orders
Metal Bagon Orders
I Ref
 

Orcinus Duo

Banned deucer.
#2
To be honest, I really don't care what Metal Bagon holds so I'm just going to go straight ahead to my post...sorry if this violates any rules, I might not be on for a while...

Righto. I insanely want my magic coat. :( oh well, maybe if we get a KOC we'll be able to afford it...
Looks like Icy Wind is probably our best bet and inflicting some damage...I hate cats.
Lets do this Mind, Reflect, Fake Out, Icy Wind. If taunt is attempted on A1 or A3, replace with protect.

No item btw.
 
#3
I'll eqiup an oran berry,more chances to pay day, lol.


"Last time I checked, Meowth was faster, so lets combine Pay Day with that advantage."

Pay Day ~ Fake Out (loooooooooooooool) ~ Pay Day
 
#4
As I've told Metal Bagon, I'm not able to commit to this match, due to inconsistencies with my internet access. I've done this as quick as I can, and after this a subref will have to take it.

Pre-Round Information:

Meowth ($$$) [M]
HP:
90
En: 100
Spe: 90
Stats: None
Other: Technician Active
Moves: Pay Day ~ Fake Out ~ Pay Day


Mime Jr. (Mind) [M]
HP:
80
En: 100
Spe: 69
Stats: +11 Acc.
Other: None
Moves: Reflect ~ Fake Out ~ Icy Wind

Round 1 Start!
Action 1:
Meowth: Uses Pay Day! (2-1 = 1 En) (Crit <63/1000, rolled 233/1000) (4*1.5+3+(3-2)*1.5) = 10.5 = 11 Dmg!
Mime Jr: Uses Reflect! (8-1 = 7 En) A Protective Barrier was erected! Physical Attacks Weakened!

Action 2:
Meowth: Uses Fake Out! (4-1= 3 En) (Crit <63/1000, rolled 487/1000)
(4*1.5+3-5+(3-2)*1.5) = 5.5 = 6 Dmg!
Mime Jr: Flinched!

Action 3:
Meowth: Uses Pay Day!
(2-1 = 1 En) (Crit <63/1000, rolled 682/1000) (4*1.5+3-5+(3-2)*1.5) = 5.5 = 6 Dmg!
Mime Jr: Uses Icy Wind! (5 En) (Crit<63/1000, rolled 254/1000) (6+(3-1)*1.5) = 9 Dmg! Meowth's Speed Lowered!

Post-Round Information:

Meowth ($$$) [M]
HP:
81
En: 93
Spe: 90 (67.5)
Stats: -1 Speed
Item: Oran Berry (Intact)
Other: Technician Active, (+2TC) if winning



Mime Jr. (Mind) [M]
HP:
67
En: 88
Spe: 69
Stats: +11 Acc.
Item: None
Other: Reflect (3a)

Metal Bagon Orders
Orcinus Duo Orders
Reffing is done


EDIT: Crap, I suck. Editing Reflect in.GL to you guys.
 
#5

"Pay Day Cap sucks, but now lets use it once more!"

Pay Day - Dig - Hone Claws
SUB: If you are attack on action 3 and not attacked on action 2 then switch dig and hone claws around.
 
#7
I'm now subreffing this; the newest reffing shall be up shortly.

And yes, Orcinus_Duo, it should have; in fact, both Pay Day #2 and Fake Out should have done 6 DMG each.

Before Round 2:

Meowth ($$$) [M]
HP: 81
En: 93
Spe: 90
Stats: -1 Speed
Item: Oran Berry (Intact)
Other: Technician Active, (+2TC) if winning



Mime Jr. (Mind) [M]
HP: 67
En: 88
Spe: 69
Stats: +11 Acc.
Item: None
Other: Reflect (3A)

Mime Jr uses Mimic (Pay Day)
-5 EN

Meowth uses Pay Day
6 DMG
-5 EN

Mime Jr uses Confuse Ray
3A confusion
-5 EN

Meowth uses Dig
-10 EN

Meowth attacks
5 DMG

Mime Jr uses Icy Wind (Crit!)
12 DMG
-5 EN
-1 Spe (Mewoth)

Meowth uses Hone Claws
-7 EN
+1 Atk, +1 Acc

After Round 2:

Meowth ($$$) [M]
HP: 69
En: 71
Spe: 90
Stats: -1 Speed, +1 Atk, +1 Acc
Item: Oran Berry (Intact)
Other: Technician Active, (+3TC) if winning, Confused (1A)



Mime Jr. (Mind) [M]
HP: 56
En: 73
Spe: 69
Stats: +11 Acc.
Item: None
Other: None
 
#10
Before Round 3:

Meowth ($$$) [M]
HP: 69
En: 71
Spe: 90
Stats: -1 Speed, +1 Atk, +1 Acc
Item: Oran Berry (Intact)
Other: Technician Active, (+3TC) if winning, Confused (1A)



Mime Jr. (Mind) [M]
HP: 56
En: 73
Spe: 69
Stats: +11 Acc.
Item: None
Other: None

Mime Jr. uses Encore
-10 EN
Meowth is Encored

Meowth hits itself in confusion
-8 HP
-3 EN

Mime Jr. uses Toxic
-7 EN
Meowth is BPSN'd

Meowth uses Hone Claws
-7 EN
+1 Atk, +1 Acc

Meowth takes 1 DMG (BPSN)

Mime Jr. uses Icy Wind
12 DMG
-5 EN
-1 Spe (Meowth)

Meowth uses Dig
-10 EN

Meowth attacks
11 DMG

Meowth takes 1 DMG (BPSN)

After Round 3:

Meowth ($$$) [M]
HP: 47
En: 51
Spe: 90
Stats: -1 Speed, +2 Atk, +2 Acc
Item: Oran Berry (Intact)
Other: Technician Active, (+3TC) if winning, BPSN



Mime Jr. (Mind) [M]
HP: 44
En: 51

Spe: 69
Stats: +11 Acc.
Item: None
Other: None

 
#13
Before Round 4:

Meowth ($$$) [M]
HP: 47
En: 51
Spe: 90
Stats: -1 Speed, +2 Atk, +2 Acc
Item: Oran Berry (Intact)
Other: Technician Active, (+3TC) if winning, BPSN



Mime Jr. (Mind) [M]
HP: 44
En: 51

Spe: 69
Stats: +11 Acc.
Item: None
Other: None

Mime Jr. uses Protect
-7 EN

Meowth uses Taunt
-10 EN
But it failed

Meowth takes 2 DMG (BPSN)

Mime Jr. uses Encore
-10 EN

Meowth uses Taunt
-10 EN
Mime Jr is Taunted (6A)

Meowth takes 2 DMG (BPSN)

Mime Jr uses Icy Wind
12 DMG
-5 EN

-1 Spe (Meowth)

Meowth uses Taunt
-10 EN
But it failed

Meowth takes 2 DMG (BPSN)

After Round 4:

Meowth ($$$) [M]
HP: 29
En: 21
Spe: 90
Stats: -1 Speed, +1 Atk, +1 Acc
Item: Oran Berry (Intact)
Other: Technician Active, (+3TC) if winning, BPSN



Mime Jr. (Mind) [M]
HP: 44
En: 29

Spe: 69
Stats: +11 Acc.
Item: None
Other: None

 

Orcinus Duo

Banned deucer.
#14
Fake out~Psybeam~icy wind
People on IRC tell me i should still be able to use fake out...hope theyre right.

EDIT: If i can still change actions due to me finding out fake out doesn't flinch...
Confuse Ray~Icy Wind~Psybeam

If I can't change, nvm.
 
#17
Before Round 5:

Meowth ($$$) [M]
HP: 29
En: 21
Spe: 90
Stats: -1 Speed, +1 Atk, +1 Acc
Item: Oran Berry (Intact)
Other: Technician Active, (+3TC) if winning, BPSN



Mime Jr. (Mind) [M]
HP: 44
En: 29

Spe: 69
Stats: +11 Acc.
Item: None
Other: None

Mime Jr uses Confuse Ray

3A confusion
-5 EN

Meowth uses Bite
15 DMG
-5 EN

Meowth takes 3 DMG (BPSN)

Mime Jr uses Icy Wind
9 DMG
-5 EN
-1 Spe (Meowth)

Meowth Digs underground
-10 EN

Meowth attacks
11 DMG

Meowth takes 3 DMG (BPSN)

Mime Jr uses Psybeam
12 DMG
-3 EN

Meowth uses Bite
15 DMG
-5 EN

Meowth takes 3 DMG (BPSN)

After Round 5:

Meowth ($$$) [M]
HP: 16
En: 1
Spe: 90
Stats: -1 Speed
Item: None
Other: Technician Active, (+3TC) if winning, BPSN



Mime Jr. (Mind) [M]
HP: 3
En: 17

Spe: 69
Stats: +11 Acc.
Item: None
Other: None


(NOTE: Meowth should've had 36 HP at the beginning of the round; his oddly high HP total adds the 7 HP he should've initially had)
 
#18

"A tight spot with our energy $$$, but unless Orcunis gets some serious hax we should still win."

Chill ~ Bite ~ Scratch
SUB: if Protect is used successfully on A2 or A3 then chill and push all actions back.
 

Orcinus Duo

Banned deucer.
#19
Wait no.

47-2-2-12-2=47-18=29

What am i missing here?

Thats round 4 btw

Also, no big fan of calcs here but was filter factored into damage?

I think i win this with meowth at -1. Psybeam, Icy Wind, chill. Good game MB.
 
#22
Before Round 6:

Meowth ($$$) [M]
HP: 16
En: 1
Spe: 90
Stats: -1 Speed
Item: None
Other: Technician Active, (+3TC) if winning, BPSN



Mime Jr. (Mind) [M]
HP: 3
En: 17

Spe: 69
Stats: +11 Acc.
Item: None
Other: None


Mime Jr uses Psybeam
12 DMG
-7 EN

Meowth Chills
+12 EN

Meowth takes 4 DMG (BPSN) (KO)

After Round 6:

Meowth ($$$) [M]
HP: 0
En: 13
Spe: 90
Stats: None
Item: None
Other: Knockout!


Mime Jr. (Mind) [M]
HP: 3
En: 10

Spe: 69
Stats: +11 Acc.
Item: None
Other: Winning!


Rewards:

Metal Bagon: 2 TC
Meowth: 1 EC/2 MC/1 DC

Orcinus_Duo: 2 TC
Mime Jr.: 1 EC/2 MC/1 DC/1 KOC

Terrador: 2 RC

SimonSays: Nothing. I feel dirty...
 
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