[Won by Lord Jesseus due to DQ] Battle! Lord Jesseus vs Timmetmannetje (ref: Zarator)

3v3 singles
DQ time: 3 days
Restricted moves: 2 uses of Recover/Rest, 5 chills
Arena: A giant and dark cave with little pools of very cold water and pointy rocks who can fall down any moment. (reffer's interpretation: 1 damage per action to any non-Ice pokémon staying into the water, 10% chance at any action to get hit by a falling rock, same damage as a STAB Rock Throw from atk *, chance raised from some destructive attacks like Earthquake)

Clauses
Switch = KO
One Abilities
Items Disabled

Timmetmannetje is the match seeker, so he is the one who will send out his Pokémon first (remember to tell us which ability is your Pokémon using), Lord Jesseus will send out his Pokémon shortly after (remember doing the same, even if you did already tell me in the PM you can decide upon release) and issue his 3 actions for the round. Timmetmannetje will issue his 3 actions as well after that, and then I'll ref

Battle on heroes!
 
Alrighty I'll send out Sigma the Machop with Guts.
To begin with I want you to wait your turn and use Vital Throw. Not only is it super effective against his dark type but you can aim it carefully to throw him into the nearest pool of water. While he's feeling cool, Take his shivers as a chance to bulk up. Follow up with a Revenge if he attacks you, or if not just smack him with an ice punch. Try to knock him into another pool if possible or just wail on him if he's already there and hopefully it'll add further to the icy effect.

Vital Throw~Bulk Up~Ice Punch OR IF ATTACKED Revenge
 
So, Sandile, start with using a Mud-slap so he's heaving a harder time throwing you in the freezing pools. His sight will be much worse so you can easier get away and use your're Hone claws to raise your attack and prepare you for the final attack. As you're final attack fire you'remost powerfull Stone edge to damage him and keep him away from you. and hopefully trigger a stone fall above him when the stones hit him. With the extra accuracy Stone edge has even more chance to hit.

Mud-slap~Hone Claws~Stone edge
 
Round 1


Sandile(*) Sherrif (M)
Nature: Jolly (Special Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.

Type: Ground/Dark
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ***
Def: **
SpA: *(-1)
SpD: **
Spe: 75 (+1)

EC: 0/3
MC: 0
DC: 0/5

Abilities:
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 thier 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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Anger point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Attacks:
Leer (*)
Rage(*)
Bite(*)
Sand-Attack(*)
Torment(*)
Sand tomb(*)
Assurance(*)
Mud-slap(*)
Embargo(*)
Swagger(*)
Fire Fang(*)
Thunder fang(*)
Double edge(*)
Hone claws(*)
Stone edge(*)
Toxic(*)



Machop(*) [Sigma] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: **** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 35

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

Abilities:
Guts: (Innate) 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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Attacks:
Low Kick(*)
Leer(*)
Focus Energy(*)
Karate Chop(*)
Foresight(*)
Seismic Toss(*)
Revenge(*)
Vital Throw(*)

Ice Punch(*)
ThunderPunch(*)
Fire Punch(*)

Payback(*)
Bulk Up(*)
Rock Slide(*)


A cool breeze fills the dark cave as the battle starts. Sigma seems slower, so Sherrif picks up the initiative and throws some mud in Sigma's face. The Mud Slap, while it leaves some scratches on the Machop's body, doesn't seem to phaze him at all. With careful precision, Sigma strikes the brown crocodile with a Vital Throw, sending him flying into the cold poll of water.

Sherrif quickly leaves the dark waters, chilled through the body, and Hones his Claws on a nearby rock in an attempt to prepare his impending assault. Machop looks particularly confident and flexes his muscles. The Bulk Up fortifies his body and strengthens his fists.

Looking for some revenge, Sherrif charges straight and strikes with pointy stones Sigma. The daily training with stones and rocks make the Stone Edge somehow easy to eat up for Sigma, who tries to retaliate with a deadly Ice Punch but misses due to the sand still obscuring his eyes. Machop then manages to remove the mud from his eyes, but to add insult to injury, a rock falls from above, hitting him lightly on the shoulder.

Sandile (Sherrif)
HP 69
Energy 84
Item: None
Other: +1 Attack, +1 Accuracy



Machop (Sigma)
HP 82
Energy 85
Item: None
Other: +1 Attack, +1 Defense

Timmetmannetje issues his actions first now.
 
Al right where going well. First start with trapping that Machop with a Sand tomb. When he's trapped you have time to have a good aim for your next attack.. As next attack use you're Mud slap to irritate the Machop and hopefully let it's other attacks miss to. Finish it with a strong Thunder Fang. But if it somehow escaped to the Sand tomb or it failed. Then use another Mud slap so only it's vital throw wil hit for sure.

Sand Tomb~Mud slap~Thunder Fang OR if Sand tomb faded or failed Mud slap
 
He's obviously intent on playing the accuracy game. Only you're Vital Throw will hit for sure? That's fine; it's super effective anyway and he's foolishly taken a purely attacking approach which means you'll hit every action. Go for it! Aim for the pools if you can but I understand if your poor vision makes it difficult. Hopefully your extra bulk will last the whole round too.

Vital Throw~Vital Throw~Vital Throw

Btw Zarator if it's not too much trouble could you possibly give a breakdown of what does how much damage? I'd just like to know where the big hits are etc.

edit: Also not that it matters due to the miss, but I actually wanted to use Revenge if attacked in the last round, not Ice Punch...
 

Sandile (Sherrif)
HP 69
Energy 84
Item: None
Other: +1 Attack, +1 Accuracy



Machop (Sigma)
HP 82
Energy 85
Item: None
Other: +1 Attack, +1 Defense


In an attempt to avoid any more harm from the opponent , Sherrif summons a Sand Tomb to block Sigma in place. The Machop would want to attack, but the tricky ground prevents him from moving.

Now that the enemy is at his mercy, Sherrif annoys him even more by throwing some mud into the Machop's eyes. The use of Mud-slap however makes Sherrif lose focus on Sand Tomb enough for Machop to free himself from the vicious sand and strike the crocodile with a mighty Vital Throw.

The Sandile recovers quickly from the hit, and tries to Mud-slap Sigma in the face again. The irritated eyes weep heavily as the attack results in a critical hit. The Machop however keeps going and strikes violently Sherrif with a Vital Throw, which send the opponent flying into a nearby water pool. Another rock falls from the ceiling and hits Sigma for light damage, but despite the wounds he seems satisfied.


Sandile (Sherrif)
HP 27
Energy 75
Item: None
Other:


Machop (Sigma)
HP 56
Energy 75
Item: None
Other: -1 Accuracy
 
Hm, I feel like the rocks are picking on us. Nonetheless, I think we can finish him from here. You're still on less accuracy so we might as well take adavantage of your low speed and
Vital Throw~Vital Throw~Vital Throw
Save for getting tripped up by sand tomb you should be able to hit him every time since you always move second. Once again, if you can get him in the water, all the better.
 
The battle is not over yet... but this i gonna be risky first start of with a Swagger attack! It will make Machop unbeateble by any of my pokémon but we must take the risk. Follow op with a Torment to stop that irritating Vital throw. Finish it with Double edge!

Swagger~Torment~Double edge
 

Sandile (Sherrif)
HP 27
Energy 75
Item: None
Other:


Machop (Sigma)
HP 56
Energy 75
Item: None
Other: -1 Accuracy


Sherrif, in a desperate attempt to stop his opponent from harassing him with those vicious Vital Throws, attempts to unnerve him with a mocking gesture. The Swagger causes the Machop to take leave of his senses and enter a state of pure anger (intense confusion). However, the crocodile should have taken more care of what happened above him, since a rock fell from the ceiling, hitting him lightly due to his environmental familiarity. Despite having a familiarity with the Machop's strong attacks, though, Sherrif is ill-prepared to take on Sigma as he manages to focus on the task at hand and charges the croco with a terribly strong Vital Throw, which stomps Sherrif to the ground and knocks him out. His trainer sadly calls him back and prepare to send out the next Pokémon.


Sandile (Sherrif)
HP 0
Energy N/A
Item: None
Other: None


Machop (Sigma)
HP 56
Energy 71
Item: None
Other: +1 Atk, Confused for (5) other actions.

Timmetmannetje, send out your new Pokémon and issue his 3 actions for the round.
 
Hmm Luck isn't on my side this time. My hope is now on you... Dynamite! Let's boom that fighting fellow to te far away Fields!

Dynamite the Vulpix!


Vulpix(*) Dynamite (F)
Nature: Modest (special attack Attack increased by *; attack decreased by *


Type: Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: ***
Spe: 65

EC: 0/4
MC: 0
DC: 0/5

Abilities:
Flash Fire:
(Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought:
(Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so

Attacks:
Ember (*)
Tail whip(*)
Roar(*)
Quick attack(*)
Fire spin(*)
Confuse ray(*)
Imprison(*)
Flame burst(*)
Hypnosis(*)
Extrasensory(*)
Disable(*)
Energy ball(*)
Pay back(*)
Dig(*)


Vulpix Start with using an Hypnosis! Followed with a Extrasensory! To finish it with another Extransensory! If it's using a Rock slide use Disable to stop it sending that attack at you! That will dent him for a moment.

Hypnosis~Extrasensory~Extrasensory
Or Disable if Machop uses Rock slide
 
Ok Sigma you're confused for another 5 actions, so let's try and cut that down. I want you to jump in the nearest pool of icy water - it'll hurt a little but it might just clear your head. Then if that works, that Vulpix will still want Vengeance, so let's give it vengeance.
Jump in Water~Revenge~Revenge
Jumping in the water is a priority; if you hurt yourself in confusion on the first ation, drop the second action for jumping in the pool, and so on.
 

Vulpix(*) Dynamite (F)
Nature: Modest (special attack Attack increased by *; attack decreased by *


Type: Fire
Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: ***
Spe: 65

EC: 0/4
MC: 0
DC: 0/5

Abilities:
Flash Fire:
(Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought:
(Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so

Attacks:
Ember (*)
Tail whip(*)
Roar(*)
Quick attack(*)
Fire spin(*)
Confuse ray(*)
Imprison(*)
Flame burst(*)
Hypnosis(*)
Extrasensory(*)
Disable(*)
Energy ball(*)
Pay back(*)
Dig(*)



Machop (Sigma)
HP 56
Energy 71
Item: None
Other: +1 Atk, Confused for (5) other actions.

Sigma turns his eyes to the nearest water pool, but his head is still lost in thoughts of anger and wrath, and he ends up hitting himself in confusion. While bitching around, the Machop crosses Dynamite's eyes, and yawns soundly before falling asleep to the power of the Vulpix's Hypnosis.

While Sigma sleeps deeply, Dynamite exploits the opening and shakes the Machop's weakened mind with his Extrasensory powers.



Dynamite (Vulpix)
HP 90
Energy 76
Items: None
Other: None


Machop (Sigma)
HP 22
Energy 71
Item: None
Other: Confused for (1) other actions, Asleep for (2) other turns.

Lord Jesseus goes first now.
 
Balls. He can finish me with extrasensory before I wake up can't he?

So uh... if possible Sigma, try to thrash around in your sleep and make your way to an icy pool. If against all odds you somehow pull this off and it wakes you up try to go down swinging with Revenge and Rock slide. Otherwise just lie there and dream about something pleasant. Goodnight!
Icy Pool~Revenge~Rock Slide
OR
Sweet Dreams.
 
Dynamite., First Jump between the pool and Machop. From there use your Extransensory to keep it away from de pool. And Finish it with a final Extrasensory to kill it without even getting hurt by Machop!

Jump between pool and Machop~Extransensory~Extransensory
 

Dynamite (Vulpix)
HP 90
Energy 76
Items: None
Other: None


Machop (Sigma)
HP 22
Energy 71
Item: None
Other: Confused for (1) other actions, Asleep for (2) other turns.


While Sigma sleeps comfortably on the ground, Dynamite take position near the pool, his tail lagging graciously. As the Machop snores quietly, the Vulpix enters his mind and devastates it with Extrasensory.

The last attack make Sigma suddendly open his eyes in terror, and frantically look around the area for his opponent. But shortly after, Dynamite put him out of his misery with another Extrasensory. The Machop falls on the ground with his eyes swirling helplessly.


Dynamite (Vulpix)
HP 90
Energy 62
Items: None
Other: None


Machop (Sigma)
HP 0
Energy N/A
Item: None
Other: Knocked Out

Now, Lord Jesseus, post your new Pokémon.
Then, Timmetmannetje, issue your actions for the round.
Lord Jesseus will do the same afterwards.
 
Alright. First Dynamite start with a Dig to escape it's psychic powers it may use on you.followed by a Payback if he attacks you or a Flame Burst if he doesn't Finish it with a Hypnosis

Dig~Flame burst~Hypnosis
Or if attacked after the Dig
Dig~Payback~Hypnosis
 
Ok, start off offensively with a Psychic, you're faster so hopefulyl you'll be able to catch it before it burrows. When it pops up we don't want it to hit you with a nasty payback, so just use Light Screen and take a now reduced Flame Burst. Finish Up with a point blank Psychic and use your psychic power to lift and throw Vulpix into the nearest pool of icy water. He'll try to hypnotise you, but I don't think that's a concern. It requires eye contact to work, so just keep your eyes closed as Abra always do and I don't see any reason why it should affect you at all.
Psychic~Light Screen~Psychic
 

Dynamite (Vulpix)
HP 90
Energy 62
Items: None
Other: None


Abra(*) [Tau] (Male)
Nature: Modest (+SpA, -Atk)

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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 80
Atk: (-1)
Def: *
SpA: ***** (+1)
SpD: **
Spe: 90

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

Abilities:
Synchronise: (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.

Attacks:
Teleport(*)

Encore(*)
Light Screen(*)
Knock Off(*)

Psychic(*)
Shadow Ball(*)
Charge Beam(*)



From Lord Jesseus' pokèball springs out Tau, calm and apathetic yet more alert than he seems at first sight. With blinding mental reflexes, Tau immediately takes the initiative and strikes Dynamite with Psychic. The fiery fox recovers quickly from the hit and burrows underground. Shortly after, the Vulpix erupts from his Dig and plows into the Abra's weak defenses with his attack. Sadly for Dynamite, the seismic waves make a rock fall from the ceiling and hit him on the back.

Tau still is in tiptop shape, but decides to go on the defensive and conjures up a Light Screen to protect himself from special attacks. Dynamite tries to inconvenience him with a Flame Burst, but the fire barely scratches him from behind the barrier.

Tau then concentrates again and blasts Dynamite with another Psychic assault. The fox reacts by trying to put him to sleep with Hypnosis, but Abra's closed eyes are safe from its effects.



Dynamite (Vulpix)
HP 52
Energy 40
Items: None
Other: None


Abra (Tau)
HP 65
Energy 79
Items: None
Other: Light Screen (lasting for 4 more actions)

Lord Jesseus goes first now
 
Ok Tau start off by appluding your opponent. He did his best! He deserves it! Plus he'll keep using Hypnosis and achieving nothing, giving you a chance to whack him around a bit. In otherwords, Encore.
Next, I want you to fire off a Charge Beam and hope for a Special Attack boost. If he uses a Physical attack on the last action, I want you to track him with your mind (this is especially important if he uses dig) and use Teleport evasively to escape his attack. Otherwise (so if he uses a status move or a special move) just use Psychic.

Encore~Charge Beam~Teleprt or Psychic

Also I just realised I could actually Encore on the last action and force Vulpix to use Hypnosis forever, but that would be hideously cruel and I think I might actually see if that should be changed.
 
Hmm where losing our lead. Dynamite use you're Quick attack to outrun the Encore so you're not stuck at using Hypnosis forever. you will get trapped in your quick attack so you must use it but other wise go for Payback

Quick attack~Payback~Payback
But because i'm encored after the Quick attack those Paybacks change to Quick attacks.
 

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