waterwarrior vs. VFXCross, I'm Watching you.

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Hey guys whats up. You ready to battle?

Here's the rules of todays battles

You ready for this?

3v3 NFE Singles
3 Day DQ/5 Day Ref DQ
5 Chills/5 Recovers per team
For my debut, I shall accept this challenge!
Switch = KO
Abilities = All
Items = none
And the Arena:
Arena:
The battlers have been transported to the world of movies! Out of nowhere, each trainer has been granted a V-Watch to use in their coming conflict. At the start of their orders, the trainer may declare the use of a VFX Power in addition to their pokemon's attacks. VFX Powers have a Priority Level of 9001, and each Trainer can use each power once before the watch needs to be recharged. (By having your pokemon give up an action to charge the watch.)

VFX Slow: Your pokemon begins to move slower, while the attack power of their moves seem to increase. When under the effects of VFX Slow, your pokemon will have a priority drop of (2) in all of their moves in exchange for any attack they use this turn to have a flat increase in damage. (Attacks will always do 5 more damage than what is calculated.) VFX slow can also be used once in the round where it is activated to dodge an attack without fail. If this dodge ability is used, the effects of the user's VFX slow will disappear for the rest of that round.

Mach Speed: Using the power of the watch, your pokemon begins to move at increased speeds, increasing the priority level of any move they use by (2) for the duration of this round. In addition, any physical hits incurred under the effects of Mach Speed have a 30% Chance to burn the target.

Zoom In: The camera zooms in to catch the exact moment when your pokemon's attacks make contact, causing each move used this round to result in a Critical Hit. In addition, moves with secondary effects have a 100% chance of those effects occurring under the Zoom In power.


And finally, the Teams:

VFXCross:

Klink [Shift]
Nature: Adamant (+1 Atk, -1 SpAtk)
Type:
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Plus (Innate): This Pokemon possesses a positive electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Minus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Minus (Innate): This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.
Clear Body (DW) (Innate) [LOCKED]: This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpAtk: Rank 1 (-)
SpDef: Rank 2
Spd: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 2
DC: 1/5

Attacks:

Level-Up
Vicegrip
Charge
Thundershock
Gear Grind
Bind
Charge Beam
Metal Sound
Shift Gear

BW TMs
Return
Volt Switch
Thunder Wave

Number of moves: 11



Archen [Granmarg] (M)
Nature: Jolly (+15% Spe, +15% Acc, -1 SpA)
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Ability:

Defeatist (Innate):
The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 0/6
MC: 0

Attacks:
Level-Up:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard

Egg Moves:
Head Smash
Steel Wing
Dragon Pulse

B/W TMs:
Earthquake
Swords Dance
U-Turn

Number of Moves: 16



Deerling* [Daphne] (F)
Nature: Jolly (+15% Speed, +18% Accuracy, -1 SpA)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Chlorophyl (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Serene Grace (DW) (Innate) [LOCKED]: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Level Up:
Tackle*
Camouflage*
Growl*
Sand-Attack*
Double Kick*
Leech Seed*
Faint Attack*
Take Down*
Jump Kick*

Egg Moves:
Agility*
Baton Pass*
Synthesis*

BW TMs:
Thunder Wave*
Wild Charge*
Work Up*
Return

Number of Moves: 16


waterwarrior:
[pimg]63[/pimg]
Abra* (Houdin) Male
Nature: Modest
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.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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.
Magic Guard (DW): (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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Stats:
Abra
HP: 80
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 12

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

Attacks:
Teleport*

Encore*
Guard Swap*
Fire Punch*

Psychic*
Shadow Ball*
Psyshock*

Total Moves: 7

[pimg]258[/pimg]
Mudkip (Kippy) Male
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*

Avalanche*
Yawn*
Curse*

Waterfall*
Dig*
Rest*

Total moves: 13

[pimg]7[/pimg]
Squirtle (Squirts) Female
Nature: Timid
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 49 (43x1.15)
Accuracy boosted by 8 (49^2/290)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Tackle*
Tail Whip*
Bubble*
Withdraw*
Water Gun*
Bite*
Rapid Spin*
Protect*
Water Pulse*

Aqua Ring*
Yawn*
Brine*

Surf*
Ice Beam*
Double Team*

Total Moves: 15


Good Luck to both of you!

VFX Sends out his Team
waterwarrior sends his out and chooses attacks
VFX attacks
 
All right Kippy, you can do this! If we can activate Defeatist quickly, we'll win it for sure (I hope)!

It's go time! Let's open this up with a Waterfall! Then, take whatever Archen can throw at you and retaliate with Avalanche! Finally, let's mess him up with Yawn!

Waterfall -> Avalanche -> Yawn
If a status move is used A2, then switch Avalanche with Curse
 
Two Trainers.... Valiant.... Brave... Ready to put their Pokemon to the ultimate test at a tournament, are suddenly transported to the world of movies, where they are given watches to control this unforeseen realm.

Pre Game Stats:
VFX:

HP: 90
Energy: 100%

HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%

Status:
Boosts:
Other Effects:

waterwarrior:
[pimg]258[/pimg]
HP: 90
Energy: 100%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status:
Boosts:
Other Effects:


The trainers throw their red-white balls at the ground and after an immense flash of light, out comes a fearsome Archen, and the adorable, not to be underrated Mudkip. Looks like the first round will have some heavy damage being done to both sides of the field.

Both trainers initially chose to ignore the strange watches the appeared on their arms, so I guess there are No VFX Powers this round. Archen is getting tired of my constant diarrhea of the mouth, so he shakes up the entire scene with a monstrous Earthquake, dealing significant damage to the Mudkip. However, Kippy sees that Archen is now vunerable, and hits him with a super effective Waterfall, dealing massive damage.

Archen, realizing he's going to need to retaliate, prepares for a huge hit with a flashy new dubstep dance, called the Swords Dance. Kippy (I love that nickname btw), however, is not fazed in the slightest by the silly routine, slams the prehistoric bird with a mountain-crashing Avalanche, putting Archen close to Defeatist range.

After preparing to strike, Archen really makes the Dance worth it, with a giant Head Smash, which knocks the Kippmeister right off its legs. However, Archen's massive hit backfired, as the immense recoil on his noggin caused Defeatist to Activate, greatly weakening Archen's attacking stats. Mudkip decides to torture Archen even more by making it tired with a Yawn.




Archen used Earthquake!
Crit: 3/16= No!
(10+3)= 13 Damage!
-7 Energy
Mudkip used Waterfall!
Crit: 2/16= No!
Flinch: 5/10= No!
(8+3+3)*1.5= 21 Damage!
-5 Energy

Archen used Swords Dance!
-7 Energy
Archen's Attack Sharply Rose!
Mudkip used Avalanche!
Crit: 4/16= No!
(6+3)*1.5= 13.5 -> 14 Damage!
-8 Energy

Archen used Head Smash!
Hit: 1/10= Hit!
Crit: 6/16= No!
(13+3+3)+(1.75*2)= 22.5 -> 23 Damage!
Archen takes 13 Damage in Recoil!
-10 Energy
Mudkip used Yawn!
Archen became Drowsy!
-7 Energy


Post Round Stats:
VFX:

HP: 42
Energy: 76%

Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%

Status: Drowsy (A1)
Boosts: +2 Atk (Decays A2)
Other Effects: Defeatist (-2 Atk and SpAtk Rank, -2 Energy Cost)

waterwarrior:
[pimg]258[/pimg]
HP: 54
Energy: 80%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status:
Boosts:
Other Effects:


Looks like Kippy gained some serious footage this round, but can Archen overcome his Defeatist and come back?

VFX, you're up!
 
Sorry, but I'm going to have to request a re-do of Actions 2 and 3. Since Swords Dance is a status move, Kippy shouldve used Curse instead of Avalanche, so Archen should be out of Defeatist, but Head Smash should not have done nearly as much.

And, in a simpler request, Archen's HP is still shown to be at 90.

Edit: @below, note to self: be more specific. At least I still have the lead ;)
 
You cant do a substitution for such a wide range of moves. You have to choose a specific move.

EDIT: Just confirmed this over IRC. So yeah, your sub was invalid.

EDIT2: Yea your still in a good position
 
"Ha! You can try all you want, but you can't escape your defeat!"

Activate Zoom in

Alright Kippy, let's try and make quick work of this bird! He's going to try to use an evasive maneuver in Double Team, but Foresight will make it completely meaningless! After that, do a super-mega Waterfall attack!

Foresight -> Waterfall + Waterfall combo -> Cooldown

"But of course, you'll live this with 1 HP. Just... goddamnit."
 
Pre Round Stats:

VFX:

HP: 42
Energy: 76%

Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%

Status: Drowsy (A1)
Boosts: +2 Atk (Decays A2)
Other Effects: Defeatist (-2 Atk and SpAtk Rank, -2 Energy Cost)

waterwarrior:
[pimg]258[/pimg]
HP: 54
Energy: 80%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status:
Boosts:
Other Effects:


The Round starts out with both trainers in the fighting stance. VFX is continuing to ignore the powerful watch on his arm, while waterwarrior thinks that now is the time to use it. He quickly jabs a few buttons, and Kippy is given a Magical Lens to Zoom In on its opponent for the duration of the round, causing its attacks to become immensely more powerful and effective.

Archen, who notices how weak it feels, creates 4 Clones with Double Team to avoid being hit. Mudkip, however, takes notice of the multiple clones and uses Foresight, which immediately shows Kippy which Archen is the real one. After being identified, Archen proves how contagious a yawn is because his drowsiness causes him to Fall Asleep right now the battlefield.

Archen now realizes that without its clones, its life will be short, so he uses one of his last moves to Leer menacingly at Mudkip, lowering its defensive capabilities. Oh wait, that was all just a dream Archen was having. He was really just asleep this action (nice coverup without deleting anything :D). Kippy is obviously upset by this incredible Leer, so he uses a Crashing Niagra, which does such immense damage to Archen thanks to the Zoom In that in manages to KNOCK ARCHEN OUT!!!!
(It KO'd with the exact amount of Archen's remaining HP)

Archen used Double Team!
It created 4 clones
-16 Energy
Mudkip used Foresight!
The real Archen was identified.
-6 Energy
Archen fell asleep for {1|2|3}: 2/3 -> 2 Actions

Archen is asleep!
Mudkip used Crashing Niagra!!!!!!!!!
Crit: Yes! (Zoom In)
Flinch: Yes! (Zoom In)
(16+6+3+3)*1.5= 42 Damage!!!
12*1.5= -18 Energy
Archen was KO'd!


VFX:

HP: KO
Energy: KO

Atk: Rank 4
Def: Rank 2
SpA: Rank 2 (-)
SpD: Rank 2
Spe: 81 (70*1.15 ^)
Accuracy: +15%

Status:
Boosts:
Other Effects:

waterwarrior:
[pimg]258[/pimg]
HP: 54
Energy: 56%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status:
Boosts: -1 Defense (A2)
Other Effects:


VFX, choose your new pokemon.
Then, waterwarrior attacks.
Finally, VFX attacks.
 
That Leer shouldn't have happened, Yawn shouldve put him to sleep at the end of A1.
And I guess I did my calcs wrong. I'll take the 1 more DMG though
Edit: btw, I'm stealing Crashing Niagra, kthnx.
Edit edit: that was an amazing save right there XD
 
"Ok Kippy! You may be at a type disadvantage, but the most you have to fear is Wild Charge, so hopefully we can get through this, or at least let Houdin clean up!"
Activate VFX Slow
Avalanche + avalanche combo -> cool down -> Yawn (aka best status)
If Evasive Agility is used A1, change actions to Curse -> Yawn -> avalanche
 
Pre Round Stats:

VFXCross


HP: 90
Energy: 100%

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy

Status:
Boosts:
Other Effects:


waterwarrior
[pimg]258[/pimg]
HP: 54
Energy: 56%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status:
Boosts: -1 Defense (A2)
Other Effects:


Not much time for flavor, but basically, Deerling dodge Kippy's avalance combo, then was fully paralyzed when he wanted to yawn.

Deerling used VFX Dodge!
-4 Energy
Mudkip used UBERLANCHE!
Deerling avoided the attack
(8+8)*1.5= -24 Energy

Deerling used Return!
Crit: 5/16= No!
(10+3)+(1.75)= 14.75 -> 15 Damage!
-7 Energy
Mudkip sat there!!!!!!!!!!!

Deerling used Thunder Wave
-7 Energy
Mudkip was Paralyzed (25%)!
Mudkip used Yawn!
Full Paralysis: 11/100= Yes!
Kippy's Paralysis Counter reduced to (20%)

Kippy's Paralysis Counter reduced to (15%)


Post Round Stats:

VFXCross


HP: 90
Energy: 82%

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy

Status:
Boosts:
Other Effects:

waterwarrior
[pimg]258[/pimg]
HP: 39
Energy: 34%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status: Paralyzed (15%)
Boosts:
Other Effects:


VFX is up!
 
No need. I'm back. Busy weekend.
Will do the reffing now

Pre Round Stats:

VFXCross


HP: 90
Energy: 82%

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy

Status:
Boosts:
Other Effects:

waterwarrior
[pimg]258[/pimg]
HP: 39
Energy: 34%

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status: Paralyzed (15%)
Boosts:
Other Effects:


Ok not much happened this round. Mudkip did literally nothing to Deerling as he was paralyzed the first round then recharging the watch the second, while Deerling utilized Zoom In to KO Kippy.

Deerling used Electric Charge of Happiness!!
Crit: Yes! (Zoom In)
(19+3+3)*1.5= 37.5 -> 38 Damage!
Deerling took 10 Damage in Recoil!
(6+6)*1.5= 18 Energy!
Mudkip used Dig!
Paralysis: 10/100= Yes
Mudkipp was fully paralyzed!

Deerling panted in exhaustion!
Mudkip recharged the watch!

Deerling used Return!
Crit: Irrelevent
(10+3+3)= 16 Damage!
Teh Mudkip was KO'd :(((((((
-6 Energy



VFXCross


HP: 80
Energy: 58%

Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 87 (75*1.15^)
+18% Accuracy

Status:
Boosts:
Other Effects:

waterwarrior
[pimg]258[/pimg]
HP: KO
Energy: KO

Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

Status:
Boosts:
Other Effects:


Waterwarrior, send out your new mon and order.
Then, VFX Orders!
 
"ah yes, parahax. Thank you ever so much for allowing me to take 38 damage instead of 0. Anyways, Houdin should be able to get rid of this annoying deer.

Activate VFX Zoom

Psychic -> Fire Punch -> Psychic
 
Just noting for future reference, it seems you ordered dig with the intent of it dodging Deerling's combo. In actuality, Dig's dodging has 0 Priority (Checked the Data Audit), so the combo wouldve hit regardless.
 
Wrong. Dig's evasive maneuver is at +0 priority. The poke comes up at -2, which is the same as the combo, but since Kippy is way slower, the combo would have been avoided.

This time it doesn't affect the calcs at all, as I get full para'd, but for future reference, keep it in mind.

EDIT: I was never mad, so I shall forgive you! :3
 
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