[Ventus Victory vs. The Phalanx] A More Proper Initiation

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
This challenge is for Phalanx, and because we're both new battlers we'll probably need a little help from the ref during the battle to get our sea-legs.

2 vs 2, Double
2 Day DQ
Items = None
Switch = OK
Abilities = All
Arena= ASB Arena (No special effects)
^Accepted.
First battle woo
VentusVictory said:
Thanks!


Cyndaquil (*) (Male)
Nature: Hasty (+15% Speed, +20% Accuracy, -1 Def)
Type: Fire
Fire: 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.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 75 (65*1.15) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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


Attacks:
Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)

Flare Blitz (*)
Extrasensory (*)
Nature Power (*)

Dig (*)
Aerial Ace (*)
Wild Charge (*)

Pachirisu (*) (Male)
Nature: Timid (+15% Speed, +15% Accuracy, -1 Atk)
Type: Electric
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:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
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 occurring hold items in arenas.
Volt Absorb (DW): (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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 110 (95*1.15) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: N/A
MC: 0
DC: 0/5


Attacks:

Growl (*)
Bide (*)
Quick Attack (*)
Charm (*)
Spark (*)
Endure (*)
Swift (*)
Electro Ball (*)
Sweet Kiss (*)

Charge (*)
Fake Tears (*)
Iron Tail (*)

Grass Knot (*)
Double Team (*)
Light Screen (*)
ThePhalanx said:

Shinx [Mufasa] (Male)
Nature: Naive (+15% Speed, +9% Accuracy, -1 SpD)
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:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Guts: (Innate) (DW) [Locked] This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 52 (45*1.15) (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13


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

Attacks:
Tackle
Leer
Charge
Bite
Spark
Roar
Swagger

Fire Fang
Ice Fang
Night Slash

Wild Charge
Hidden Power [Grass 7]
Volt Switch


Cranidos [Rampant] (Male)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
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.)
Sheer Force: (Can be Enabled) (DW) [Locked] 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.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 50 (58/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance

Hammer Arm
Iron Head
Crunch

Rock Slide
Earthquake
Ice Beam
I have chosen 2 substitutions since it was left unspecified.


"First, I'd like to apologize to Ventus in particular for his initial mishap in ASB. I hope I can be prompt enough for your liking.

Secondly, welcome to your inaugural ASB battle! I hope to see some untapped talent in both of you. You've caught my attention with your starting mons and choice of moves, and thus have my very close attention."

HP: 090 / 090 En: 100% Speed: 75 Ranks: 2/1/2/2 Status:
HP: 090 / 090 En: 100% Speed: 110 Ranks: 1/3/2/3 Status:
HP: 090 / 090 En: 100% Speed: 52 Ranks: 3/2/2/1 Status:
HP: 100 / 100 En: 100% Speed: 50 Ranks: 6/2/2/2 Status:


"With no further ado, let's get this show on the road!"

VentusVictory sends out his leads and assigns items. (if any)
ThePhalanx sends out leads, assigns items, and gives orders.
VentusVictory gives orders.
 
Alright. Let's get this started! See if I can the hang of this...


"Go! Mufasa (No item) and Rampant (No item)!"
"You have no idea how much I want to spam Earthquake right now. For Shinx's sake, however, I will refrain."


[Intimidate] Fire Fang (Pachirisu) - Charge - Wild Charge (Cyndaquil)
"Needa get some damage on that mouse thing... thank god it doesn't get Static."


Rock Slide - Iron Head (Pachirisu) - Rock Slide
"Deal some big damage, Rampant!"
 


"We're a little mismatched, but we can't let this get out of hand. Maybe some combinations will break us through!"



SmokeScreen (Cranidos) - Dig (Cranidos) - Smokescreen (Cranidos)

"Cyndaquil, let's try to disorient them!"



Sweet Kiss + Swift (Both) - Cool Down - Electro Ball (Cranidos)

"Okay, if Sweet Kiss creates a confusion heart, I'll blast a Swift through it and they won't be able to avoid the confusion. Go for it!

If Pachirisu's combination is not allowed, then Sweet Kiss until both opponents are confused, targeting Cranidos first.
If Pachirisu's combination is not allowed, switch to Electro Ball (Cranidos) after both opponents are Confused.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Placeholder saying your friendly neighbourhood Nargacurga is here stalking your strengths - I mean subreffing. Sorry Lou, as a semi-feline to another, IRL is really bad, huh? :(

EDIT: Reffed. You guys have really convoluted tactics, that make this a really hard-for-me match. Whew.

EDIT2: Fixed Rivalry boost from Shinx and damage error from Cranidos - Rock Slide isn't supposed to be super-effective against Pachirisu. Good job on reminding me, Phalanx.

Ventus Victory’s team: OOAA
|

HP: 90 | HP: 90
En: 100 | En: 100
Spe: 75 | Spe: 110
Ranks: 2/1/2/2 | Ranks: 1/3/2/3
Status: N/A | Status: N/A
Stats: N/A | Stats: N/A
Other: N/A | Other: N/A

ThePhalanx's team: OAOA
|

HP: 90 | HP: 100
En: 100 | En: 100
Spe: 52 | Spe: 50
Ranks: 3/2/2/1 | Ranks: 6/2/2/2
Status: N/A | Status: N/A
Stats: N/A | Stats: N/A
Other: N/A | Other: N/A

Arena: ASB Standard Arena


So nice and refreshing to see 2 fresh trainers using such unusual teams. As Lou predicted, this will be an interesting match indeed. ("Hmm, I'm looking at rock-hard, frizzling hot meals here...") Careful, Nargacuga, we're not here to eat. Let's go hunt some Aptonoths later. The battlefield is quite smoky out here, which is going to reduce the spectators' view. ("Smoked little critters... Bleh, that's human food.")

Action 1:
Shinx activated Intimidate!
Cyndaquil and Pachirisu were intimidated by Shinx's tenacity!
Stat changes: -1 Atk (Cyndaquil)
Stat changes: -1 Atk (Pachirisu)
Pachirisu used Swift Blowkisses!
RNG Roll (CRIT) [<=625 CRIT]: 4269/10000 (NO)
RNG Roll (CRIT) [<=625 CRIT]: 583/10000 (CRIT)
6+(3-1.5) = 7.5 damage (Shinx)
[6+3+(3-3)]/1.5 = 6 damage (Cranidos)
Shinx and Cranidos are confused by Pachirisu's action!
RNG Roll (CONFUSION) [<=3333 SLIGHT ; 3333<=6666 SEVERE ; 6667>= INTENSE]: 4269/10000 (SEVERE)
RNG Roll (CONFUSION) [<=3333 SLIGHT ; 3333<=6666 SEVERE ; 6667>= INTENSE]: 583/10000 (SLIGHT)
Status changes: Confusion 3a (Shinx)
Status changes: Confusion 2a (Cranidos)
-13.5 energy
Cyndaquil used Smokescreen!

Shinx and Cranidos have difficulty seeing through the smoke!
Stat changes: -1 Acc (Shinx)
Stat changes: -1 Acc (Cranidos)
-4 energy
Shinx used Fire Fang!
RNG Roll (CONFUSION) [<=5000 HIT]: 5105/10000 (NO)
RNG Roll (HIT) [<=7125 HIT]: 1360/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 2498/10000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 7866/1000 (NO)
7+2+(4.5-4.5) = 9 damage (Pachirisu)
-5 energy
Cranidos hit himself in confusion!
RNG Roll (CONFUSION) [<=5000 HIT]: 4283/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 5257/10000 (NO)
4+(8.5-3) = 9.5 damage (Cranidos)
Status changes: Confusion 1a (Cranidos)
-3 energy

Post Action:
Status changes: Confusion 2a (Shinx)
Status changes: Confusion 0a (Cranidos)

Action 2:
Pachirisu is cooling down!
Combo cooldown (Sweet Kiss + Swift)
Cyndaquil used Dig!
(0 Priority Evasion, -2 Priority Hit)
RNG Roll (CRIT) [<=625 CRIT]: 3628/1000 (NO)
[8+(3-3)]*1.5 = 12 damage (Cranidos)
-10 energy
Shinx used Charge!
RNG Roll (CONFUSION) [<=5000 HIT]: 6192/10000 (NO)
Shinx stores up its electrical energy!
Stat changes: +1 SpDef (Shinx)
Other changes: +3 Electric BPA (Shinx)
-7 energy
Cranidos used Iron Head!
Cranidos snapped out of confusion!
RNG Roll (HIT) [<=7500 HIT]: 3380/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 6996/1000 (NO)
8+(8.5-4.5) = 12 damage (Pachirisu)
-6 energy

Post Action:
Status changes: Confusion 1a (Shinx)

Action 3:
Pachirisu used Electro Ball!
RNG Roll (CRIT) [<=625 CRIT]: 4009/1000 (NO)
8+3+(3-3) = 11 damage (Cranidos)
-8 energy
Cyndaquil used Smokescreen!
Shinx and Cranidos have difficulty seeing through the smoke!
Stat changes: -2 Acc (Shinx)
Stat changes: -2 Acc (Cranidos)
-5 energy
Shinx hit himself in confusion!
RNG Roll (CONFUSION) [<=5000 HIT]: 2460/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 2890/1000 (NO)
4+(4.5-3) = 5.5 damage (Shinx)
Status changes: Confusion 0a (Shinx)
-3 energy
Cranidos used Rock Slide!
RNG Roll (HIT) [<=5400 HIT]: 8879/10000 (HIT)
RNG Roll (HIT) [<=5400 HIT]: 4748/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 8767/1000 (NO)
(8*0.75)+3+(8.5-4.5) = 13 damage (Pachirisu)
It missed Cyndaquil!
-5 energy

Post Round:
Cyndaquil: -19 EN
Pachirisu: -34 HP, -21.5 EN
Shinx: -13 HP, -15 EN
Cranidos: -38.5 HP, -14 EN


Ventus Victory’s team: OOAA
|

HP: 90 | HP: 56
En: 81 | En: 78
Spe: 75 | Spe: 110
Ranks: 2/1/2/2 | Ranks: 1/3/2/3
Status: N/A | Status: N/A
Stats: -1 Atk | Stats: -1 Atk
Other: N/A | Other: N/A

ThePhalanx's team: OAOA
|

HP: 77 | HP: 61
En: 85 | En: 86
Spe: 52 | Spe: 50
Ranks: 3/2/2/1 | Ranks: 6/2/2/2
Status: N/A | Status: N/A
Stats: -2 Acc, +1 SpDef | Stats: -1 Acc
Other: +3 Electric BPA 5a | Other: N/A

Arena: ASB Standard Arena



VentusVictory orders
ThePhalanx counters
I reff

 
"Sorry for the confusion, but with our backs to the wall we've got no other options..."



Dig (Cranidos) - Flare Blitz (Shinx) - Dig (Cranidos)
If Cranidos uses Earthquake, change all Digs to Extrasensory (Cranidos)



Charge - Electro Ball + Electro Ball (Cranidos) - Cool Down
 

"We all do what we must to win, and I must commend you for keeping your Cyndaquil untouched. In my case, however, that means not letting Cyndaquil use Dig on Cranidos. Sorry, Mufasa..."


Wild Charge (Cyndaquil) x3


Rock Slide - Earthquake - Rock Slide

Also, tiny little nitpick, ZT, but Shinx has Rivalry, and both Ventus' pokes are male. It didn't really matter last round considering it would only mean +2 damage to Pachirisu, but just a reminder for next round.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Ventus Victory’s team: OOAA
|

HP: 90 | HP: 56
En: 81 | En: 78
Spe: 75 | Spe: 110
Ranks: 2/1/2/2 | Ranks: 1/3/2/3
Status: N/A | Status: N/A
Stats: -1 Atk | Stats: -1 Atk
Other: N/A | Other: N/A

ThePhalanx's team: OAOA
|

HP: 77 | HP: 61
En: 85 | En: 86
Spe: 52 | Spe: 50
Ranks: 3/2/2/1 | Ranks: 6/2/2/2
Status: N/A | Status: N/A
Stats: -2 Acc, +1 SpDef | Stats: -2 Acc
Other: +3 Electric BPA 5a | Other: N/A

Arena: ASB Standard Arena


And as the smoke starts to thin out, we see a riskily magnificent play by Mufasa-Shinx - leaping onto Rampant-Cranidos' back as his teammate causes a veritable Earthquake with a single head pound to the ground! Ven's team has taken quite a brutal beating - even the combos and reckless attacks from his team paled in comparison! He simply can't outdamage the raw power crammed into Rampant-Cranidos' body, so can he come up with a brilliant plan to take out the small-sized brutal threat before he loses the match?

Action 1:
Pachirisu used Charge!
Shinx stores up its electrical energy!
Stat changes: +1 SpDef (Pachirisu)
Other changes: +3 Electric BPA 6a (Pachirisu)
-7 energy
Cyndaquil used Extrasensory!

RNG Roll (CRIT) [<=625 CRIT]: 2575/10000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 9546/1000 (NO)
8+(3-3) = 8 damage (Cranidos)
-6 energy
Shinx used Wild Charge!
RNG Roll (HIT) [<=6000 HIT]: 9593/10000 (NO)
It missed Cyndaquil!
-5.4 energy
Cranidos used Rock Slide!
RNG Roll (HIT) [<=5400 HIT]: 3868/10000 (HIT)
RNG Roll (HIT) [<=5400 HIT]: 219/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 5941/1000 (NO)
RNG Roll (CRIT) [<=625 CRIT]: 8184/1000 (NO)
[(8*0.75)+3+(8.5-1.5)]*1.5 = 24 damage (Cyndaquil)
(8*0.75)+3+(8.5-4.5) = 13 damage (Pachirisu)
-9 energy

Action 2:
Cyndaquil used Flare Blitz!
RNG Roll (CRIT) [<=625 CRIT]: 684/1000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 3095/1000 (NO)
11+3+(3-3) = 14 damage (Shinx) ~ 4.667 damage (Cyndaquil)
-6.5 energy
Shinx used Wild Charge!
RNG Roll (HIT) [<=6000 HIT]: 178/10000 (HIT)
RNG Roll (CRIT) [<=625 CRIT]: 6098/1000 (NO)
8+3+3+(4.5-1.5) = 17 damage (Cyndaquil) ~ 4.25 damage (Shinx)
-9.4 energy
Cranidos used Earthquake!
RNG Roll (HIT) [<=6000 HIT]: 4758/10000 (HIT)
RNG Roll (HIT) [<=6000 HIT]: 5946/10000 (HIT)
RNG Roll (HIT) [<=6000 HIT]: 8279/10000 (NO) ~ Shinx
RNG Roll (CRIT) [<=625 CRIT]: 6738/1000 (NO)
RNG Roll (CRIT) [<=625 CRIT]: 5906/1000 (NO)
[(10*0.75)+(8.5-1.5)]*1.5 = 21.75 damage (Cyndaquil)
[(10*0.75)+(8.5-4.5)]*1.5 = 17.25 damage (Pachirisu)
-7 energy
Pachirisu used Electro Cannon!
(-2 Priority)
RNG Roll (CRIT) [<=625 CRIT]: 2946/1000 (NO)
(8*2.25)+3+3+(3-3) = 24 damage (Cranidos)
-38.5 energy

Action 3:
Pachirisu is cooling down!
Combo cooldown (Electro Ball + Electro Ball)
Cyndaquil used Extrasensory!
RNG Roll (CRIT) [<=625 CRIT]: 8539/10000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 4/1000 (EFFECT)
8+(3-3) = 8 damage (Cranidos)
Cranidos flinched!
-6 energy
Shinx used Wild Charge!
RNG Roll (HIT) [<=6000 HIT]: 8186/10000 (NO)
It missed Cyndaquil!
-13.4 energy
Cranidos flinched!
Flinch (Extrasensory)

Post Action:
Stat changes: -1 Acc , +0 SpDef (Shinx)
Stat changes: -1 Acc (Cranidos)

Post Round:
Cyndaquil: -67.417 HP, -18.5 EN
Pachirisu: -30.25 HP, -45.5 EN
Shinx: -18.25 HP, -28.2 EN
Cranidos: -40 HP, -16 EN


Ventus Victory’s team: OOAA
|

HP: 23 | HP: 26
En: 62 | En: 33
Spe: 75 | Spe: 110
Ranks: 2/1/2/2 | Ranks: 1/3/2/3
Status: N/A | Status: N/A
Stats: -1 Atk | Stats: -1 Atk, +1 SpDef
Other: N/A | Other: +3 Electric BPA 4a

ThePhalanx's team: OAOA
|

HP: 59 | HP: 21
En: 57 | En: 70
Spe: 52 | Spe: 50
Ranks: 3/2/2/1 | Ranks: 6/2/2/2
Status: N/A | Status: N/A
Stats: -1 Acc | Stats: -1 Acc
Other: +3 Electric BPA 2a | Other: N/A

Arena: ASB Standard Arena




ThePhalanx orders
VentusVictory counters
I reff
 
EARTHQUAKE MISSED SHINX YESSSSSSSSSS NEVER BEEN SO HAPPY

Ehm, I mean:


"This is where the coin falls against you. Your smokescreen tactics didn't help you this time. Oh, and Mufasa, know that I'm very proud of you. It all comes down to whether you two can hit your moves - let's finish this, guys."


Night Slash (Pachirisu) - Wild Charge (Cyndaquil) - Wild Charge (Cyndaquil)

If Cyndaquil faints, replace remaining actions with Night Slash (Pachirisu)


Rock Slide + Rock Slide - Cooldown (Rock Slide) - Rock Slide

If Cyndaquil uses Dig A1 then use Earthquake A1 and push actions back.
 
Alright. I hate to call DQ on my first ever battle, but Ventus appears to have vanished so I'm afraid that's what I'm going to have to do.
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Well, since you requested openly, there's naught for me to do but to comply.

Compensation said:
ThePhalanx : 1 CC
Shinx (Mufasa) : 1 EC, 2 MC, 1 DC
Cranidos (Rampant) : 1 EC, 2 MC, 1 DC

LouisCyphre : 1 UC
ZhengTann : 1 UC, ffs.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top