Wild Geodude appeared! What will Ranger do?

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Hello once again audience. Welcome to a battle so well thought out, so emotionally fought, and so powerfully executed that you'd never believe it was fought in the most generic stadium available. Join Geodude6 and MrcRanger97 as they fight with any tactic available to them, as long as it doesn't disrupt the turn based battle system.​

3v3LC Singles.
Switch = Ok
All Abilities
2 Recoveries / 5 Chills
ASB Arena​


MrcRanger97:


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

Type: Steel / Rock
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.​

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:
Sturdy:
(Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.​

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.​

Heavy Metal (DW LOCKED): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.​

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 4 (60 kg)
Base Rank Total: 15​

EC: 2/9
MC: 0
DC: 2/5​

Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down​

Dragon Rush
Head Smash
Endeavor​

Rock Slide
Substitute
Double Team
Earthquake​

Magnet Rise​


Necturine (Ceres) (F)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Grass / Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.​

Abilities:

Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW LOCKED): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.​


HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2 (-)
Spe: 51
Size Class: 1
Weight Class: 1
Base Rank Total: 13​

EC: 5/6
MC: 0
DC: 4/5​

Attacks:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip​

Sketch
Leaf Blade
Gravity​

Return
Double Team
Substitute​


Colosshale (Gaea) (F)
Nature: Hasty (+15% Speed, +22% Accuracy, -1 Def)
Type: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.​

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost (DW LOCKED): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.​

HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+) (97.75 Rounded)
Size Class: 4
Weight Class: 9
Base Rank Total: 16​

EC: 2/6
MC: 0
DC: 0/5​

Attacks:​

Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit​

Encore
Fake Out
Sucker Punch​

U-Turn
Earthquake
Hidden Power (Grass 7)​


Geodude6:


Deino (F)
Naive nature (+15% Spe, +7% Acc, -1 SpD)
Type: Dark/Dragon
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.​

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.​

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 44+
Size Class: 1
Weight Class: 2
Base Rank Total: 13​

EC: 1/9
MC: 0
DC: N/A​

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Body Slam
Outrage​

Fire Fang
Ice Fang
Thunder Fang​

Frustration
Return
Double Team​


Ralts (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
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:
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.
Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.​

Stats:
HP: 90
Atk: Rank 0-
Def: Rank 1
SpA: Rank 3+
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10​

EC: 1/9
MC: 0
DW: 1/5​

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Hypnosis
Dream Eater​

Destiny Bond
Disable
Encore​

Hidden Power (Ice, 7)
Thunderbolt
Psyshock​

Rufflet (M)
Adamant nature (+1 Atk, -1 SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage 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.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

Sheer Force: (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.

Hustle: (DW) (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank total: 14

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

Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Slash
Crush Claw
Sky Drop
Brave Bird
Thrash

Superpower
Tailwind
Heat Wave
Roost

Protect
Facade
Sky Drop
Shadow Claw


MrcRanger sends out first Pokemon, Geodude orders first. Good luck!
 

Geodude6

Look at my shiny CT!
:evan:


Thunder Fang~Frustration~Thunder Fang

IF Colosshale has more HP than you when you would act A2 THEN change A2 action to Return.
 
U-Turn, Fake Out, U-Turn(Aron)
Not much you can do here Gaea, Just do as much damage as you can and let Aron come out. (He needs a nickname...)
 
ROUND 1


HP: 100
EN: 100

HP: 90
EN: 100

Summary

At the start of the match, MrcRanger sends out the collosal Colloshale: Gaea! We then wait for Geodude to send out his pokemon...and wait...and wait. Finally, he sends out the emo mon himself -- Deino. Gaea realizes the threat presented by Deino and decides to U-Turn the heck out of there. However, before he can escape, Deino strikes the submarine/whale thing with her fangs! A thunderous explosion is heard as the Deino clamps onto Colloshale's fin. In an effort to shake off Deino, Gaea suddenly claps her fins together, which fakes Deino out to the point of her flying off of the whale and collapsing in exhaustion. Gaea sees this as her chance. Deino flinches as over 300 pounds of whale comes crashing down upon the tiny Deino. Before It can retaliate, Colloshale U-Turns it out of there as fast as it can. Deino goes racing after it at the speed of thunder, Chomping on it one last time with its pointy fangs before Gaea retreats! In its place comes the triceratops wannabe, Aron! How will this switch affect the rest of the battle? Stay tuned!​

Speed: Gaea>Deino
A1
Gaea used U-turn!
It's super effective!
crit:9130=no
Gaea: -5EN
Deino: -11HP​

Deino used Thunder Fang!
It's super effective!
hit:7415=yes
crit:7438=no
effect:7347=no
Deino: -5EN
Gaea: -15HP​

A2
Gaea used Fake Out!
crit:8893=no
Gaea: -4EN
Deino: -4HP

Deino flinched!​

A3
Gaea used U-turn!
It's super effective!
crit:4799=no
Gaea: -5EN
Deino: -11HP​

Deino used Thunder Fang!
It's super effective!
hit:547=yes
crit:8420=no
effect:2014=no
Deino: -5EN
Gaea: -15HP​


Aron was sent out!



HP: 90

EN: 100

HP: 70
EN: 86

HP: 64
EN: 90
 
Quick Note: My computer hates me. Once in a while it will randomly edit crap that I don't want it to, hence the random space in Aron's status bar and the identical hide tags. Please ignore these.
 
No counterswitch eh? You will regret that.
Head Smash--> Dragon Rush--> Head Smash
If Deino uses Double Team, then use Rock Slide that action.
 
ROUND 2


HP: 90
EN: 100


HP: 64
EN: 100


Summary

When we last left off, Gaea had escaped and sent in Aron. Deino realizes her disadvantage and starts to build up her rage. The dragon then releases it upon Aron for a decent amount of damage. Aron however, takes it like a champ and smashes his head against Deino's dealing a chunk of damage to the dragon. Deino is wanting to rage quit, but instead she releases another bolt of energy. Aron simply rushes through the blast and charges straight for the dragon. However, Deino dives out of the way just in time, avoiding the attack. Agitated, Aron swiftly turns around and prepares to smash Deino's head flat. Deino turns, ready to dodge the next hit, but Aron charges with incredible speed. Aron slams into Deino full force, slamming into her face. With her neck critically damaged, she lets out one final intimidating roar, scaring out Aron and forcing in Ceres the Necturine. Which side will this matchup favor? Stay tuned for round 3!

speed: Aron<Deino

A1

Deino used Dragon Rage!
Deino: -3EN
Aron: -10HP

Aron used Head Smash!
accuracy: 2204=hit
crit: 7735=no
Aron: -9EN
Deino: -21HP

A2

Deino used Dragon Rage!
Deino: -7EN
Aron: -10HP

Aron used Dragon Rush!
accuracy: 8492=miss
Aron: -7EN

A3

Aron used Head Smash!
accuracy: 6781=hit
crit: 521=yes
Aron: -9EN
Deino: -24HP

Deino used Roar!
Deino: -7EN
phased: 1111=Ceres
Ceres was switched in!


HP: 90
EN: 100


HP: 70
EN: 86


HP: 70
EN: 75


HP: 19
EN: 73
 
I'm afraid I'm going to have to void this battle because Geodude6 was already in 3 battles at the time this one was put up. You guys can have this battle some other time when both battlers are not in 3 battles already.
 
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