Will Ventus find Victory against Lou?

Ah yes, the first of many... many... many puns due to Victory being in your name. You will soon find that many refs in ASB are uncreative with titles, and will almost always resort of awful puns.

Freshmon Battle
2vs2 Singles
3 Day DQ
Items = Training
Switch = OK
Abilities = All
I'll take the above.

ASB Arena, no frills or tricks.
Since neither of you specified, let's go with the standard 2 subs and 2 recovers/5 chills. Now let's see what you guys brought!

LouisCyphre said:
[a]Staryu[/a]

Staryu ф - Lustre
Nature: Timid (Spe +13, Accuracy +23%, Atk: -1)
Type: Water
Water Type - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure - (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
(DW) Analytic - (Dormant) - (Can be Enabled) If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

(Additiona Trait) Levitate Command - (Trait) [Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None] — The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 98 (+)

Height Class: 2
Weight Class: 3
BRT: 14

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

13 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Rapid Spin, Tackle
Special Moves - Aurora Beam, Scald, Swift, Thunder, Water Gun
Status Moves - Barrier, Camouflage, Harden, Rain Dance, Recover, Supersonic

Lustre mostly keeps to itself; distancing itself from people and other Pokémon. Even when battling, this Pokémon's hesitation to act rashly is evident; Lustre only attacks in the most favorable, or conversly the most dire situations.
[a]Yanma[/a]

Yanma ♂ - Red Leader
Nature: Timid (Spe +15, Accuracy +28%, Atk: -1)
Type: Bug / Flying
Bug Type - Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying Type - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Speed Boost - (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes - (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
(DW) Frisk - (Dormant) - (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 110 (+)

Height Class: 2
Weight Class: 3
BRT: 16

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

14 moves known. Moves are sorted by type and then alphabetized.

Physical Moves - Feint, Pursuit, Quick Attack, Tackle, U-turn
Special Moves - Psychic, SolarBeam, SonicBoom
Status Moves - Detect, Double Team, Foresight, Hypnosis, Supersonic, Whirlwind

Having ditched a formation of fellow Yanma, Red Leader has to keep a low profile and make sure he isn't found by is siblings. That may be hard in the hands of a trainer, but if he manages to make a name for himself, he should be able to take on his siblings anyway.


I will not be evolving mid-battle.
VentusVictory said:

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
I just c/p'd from the other battle, but just for future reference, putting your Pokemon in hide tags when you PM them to the ref is easier for everyone.

And its time to screw fluff and get to the battle!

Ventus sends out his first mon
Lou sends out his first mon and orders
Ventus orders
I ref
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
I will lead with Red Leader @ Exp. Share. That Pachi forces speed ties with both of my mons...


"Let's try to initiate an early lead. Bewilder him!"

Red Leader - SolarBeam | SonicBoom | SolarBeam
Upon Pachirisu's Bide, if he is awake, Hypnosis him and push actions down only once.
Upon Pachirisu's Light Screen, if he is awake, Hypnosis him and push actions down only once.
 
'Alright, our Speed won't help us here, so I've got to try something else!"

Pachirisu - Sweet Kiss - Charge - Electro Ball

If Sweet Kiss misses, use Sweet Kiss until the opponent is confused, and push actions back once.
 
I can't believe I'm saying this, but yay for 3 Day DQ's!

Pre-Round stats:

Red Leader
HP: 100
EN: 100
2/2/3/2/110/ +28% Acc

Pachirisu
HP: 90
EN: 100
1/3/2/3/110/ +15% Acc

RNG roll (for Speed tie, <=5000 Red) 9105, 2461, 6210 = Pachi, Red, Pachi

Action 1
Red gathered sunlight! (8 EN)

Sweet Kiss -> Red (5 EN)
RNG roll (to hit, <=9000 hit) 1444 = hit
Red Leader was confused!
RNG roll (for duration, 1-3333 2a, 3334-6666 3a, 6667-10000 4a) 6245 = 3 actions

Solarbeam -> Pachi
RNG roll (to crit, <=625 crit) 8264 = no crit
(12+(3-3)1.5) = 12 DMG

Action 2
RNG roll (to hit self, <=5000 hit self) 9914 = no hit self
Sonicboom -> Pachi (5 EN)
Pachi took 10 DMG!
Red's confusion stage fell to 2!

Pachi used Charge! (7 EN)
Pachi charged itself up!

Action 3
RNG roll (to hit self) 1077 = hit self
Red hit itself in its confusion! (3 EN)
(4+(2-2)1.5) = 4 DMG

Electro Ball -> Red (8 EN)
RNG roll (to crit) 1405 = no crit
(9+3+(2-2)1.5)(1.5) = 18 DMG

Speed Boost (2 EN)
Red Leader's Speed rose!


I might add flavor when I'm not bogged down, but for now, can't.

Post-Round stats:

Red Leader
HP: 78
EN: 82
2/2/3/2/110/ +28% Acc
+1 Spe

Pachirisu
HP: 68
EN: 80
1/3/2/3/110/ +15% Acc
Charge (+1 SpD, +3 BAP to Electric-type attacks) (4a)

Ventus orders first
 
"Okay, let's stay focused Pachirisu! Let's keep our defenses strong while we push forward."

Pachirisu - Double Team (2 Clones) - Light Screen - Electro Ball + Electroball

If Yanma uses Double Team, then use Swift and push actions back once.
 

LouisCyphre

heralds disaster.
is a Forum Moderatoris a Community Contributor
Moderator
Red Leader should have 2 less energy and +1 Speed.


"I like what I'm seeing! Knowing your moves this well is bound to put you on a good path. But since you know your moves so well... You probably know what counters them, don't you?"

Red Leader - Pursuit | Hypnosis | SolarBeam
 
Stupid Speed Boost...

Pre-Round stats:

Red Leader
HP: 78
EN: 82
2/2/3/2/110/ +28% Acc
+1 Spe

Pachirisu
HP: 68
EN: 80
1/3/2/3/110/ +15% Acc
Charge (+1 SpD, +3 BAP to Electric-type attacks) (4a)

Action 1
Pachi used Double Team! (8 EN)
Pachi made 2 clones!

Pursuit -> Pachi (5 EN)
RNG roll (to crit) 9254 = no crit
(8+(2-3)1.5) = 6.5 DMG

Action 2
Hypnosis -> Pachi (7 EN)
RNG roll (to hit, <=8800 hit) 758 = hit
Pachi fell asleep!
RNG roll (for duration, <=6666 1a) 3460 = 1a

Pachi is asleep!

Action 3
Red gathered sunlight! (8 EN)
Solarbeam -> Pachi
RNG roll (to crit) 8964 = no crit
(12+(3-3)1.5)-1.75 = 10.25 DMG

Super Electro Ball -> Red ((9+13)1.75 -1 = 37.5 EN)
RNG roll (to crit) 6564 = no crit
((6x2.25)+3+3+(2-2)1.5)(1.5) = 29.25 DMG

Speed Boost (2 EN)
Red's Speed rose!


Post-Round stats:

Red Leader
HP: 49
EN: 60
2/2/3/2/110/ +28% Acc
+2 Spe

Pachirisu
HP: 51
EN: 34
1/3/2/3/110/ +15% Acc
Charge (+1 SpD, +3 BAP to Electric-type attacks) (1a)
 

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