Ziposaki and LightWolf, 1v1 Singles! Fight!

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Microgames make money! And so does reffing matches! Here we are on Brawl's 3rd most gimmicky stage, ready to have ourselves a Pokemon battle!


Makuhita [H] (M)

Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
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.
Sheer Force (DW): (Can be Enabled) (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 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25
Size Class: 2
Weight Class: 4
Base Rank Total: 11

EC: 1/6
MC: 2
DC: 1/5

Attacks:

Tackle
Focus Energy
Sand Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
Smelling Salt
Belly Drum

Bullet Punch
Revenge
Faint Attack
Ice Punch

Rock Slide
Poison Jab
Brick Break

Total: 17



Deino (Cerberus) (M)

Nature:
Lonely - (+Attack, -Defence)

Type:
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 Hyper Beam and Giga Impact 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.

HP: 90
Atk: 4 (+)
Def: 1 (-)
SpA: 2
SpD: 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 0
DC: No Dream World Ability

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch

Thunder Fang
Ice Fang
Head Smash

Dragon Tail
Taunt
Torment
Thunder Wave


Oshawott (Hiramaru) (M)

Nature: Quiet

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

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.)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:

Tackle
Tail Whip
Water Gun
Water Sport
Focus Energy
Razor Shell
Fury Cutter
Water Pulse
Revenge

Ice Beam
Surf
Grass Knot

Air Slash
Copycat
Night Slash


Venonat (Pufu) (M)
Nature: Modest (+1 SpA, -1 Atk)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away: (DW) (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.

Attacks:

Tackle
Disable
Foresight
Supersonic
Confusion
Poisonpowder
Leech Life
Stun Spore
Psybeam

Giga Drain
Toxic Spikes
Morning Sun

Protect
Toxic
Venoshock


Arena and Conditions:

NFE Training Battle (doesn't count on the W/L/T record)
1v1 Singles
1 Day DQ
2 Recovers / 5 Chills
Arena: WarioWare, Inc.

Switch nope
Abilities All
Items no

Field Type: Neutral
Complexity: Moderate
Format: All
Restrictions: No Water Source, No External Grass
Ref instructions: While not compulsory, you may wish to have characters from the WarioWare series issue the challenges. If so, here are some useful images: Wario, Mona, Jimmy T, Kat and Ana, Dribble and Spitz, Dr Crygor, 9-Volt, Orbulon, Ashley, Young Cricket



An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.

At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.


So, here's how this will work:

LightWolf picks his Pokemon.
I post conditions for the Microgame.
Ziposaki orders.
LightWolf orders.
I ref and choose a new Microgame.
Flip orders, repeat steps 3-6 until one of you loses all your stocks.

Fight!
 
Same reason I kept typing Blazekinmaster-Zero, I get something stuck in my head and spell the way my brain remembers it sounded. Apologies, everything should be fixed.
 
Ziposaki's:

Makuhita [M]
Nature: Adamant
Health: 100
Energy: 100%
Boosts: None
Other: None
Actions: Focus Energy - Brick Break - Poison Jab


-vs-

LightWolf's:

Hiramaru (Oshawott) [M]
Nature: Modest
Health: 100
Energy: 100%
Boosts: None
Other: None
Actions: Air Slash - Focus Energy - Air Slash

Flavor when I can.

Ziposaki's:

Makuhita [M]
Nature: Adamant
Health: 66
Energy: 84%
Boosts: None
Other: Focused (3 actions)


-vs-

LightWolf's:

Hiramaru (Oshawott) [M]
Nature: Modest
Health: 77
Energy: 83%
Boosts: None
Other: Focused (4 actions)


Calculations:
Hirumaru Air Slash 17 Damage 6 Energy
Makuhita Focus Energy 5 Energy
Hirumaru Focus Energy 5 Energy
Makuhita Brick Break 13 Damage 5 Energy
Hirumaru Air Slash 17 Damage 6 Energy
Makuhita Poison Jab 10 Damage 6 Energy


NEXT ROUND...

BE UNIQUE!

(You must use different moves for every action this round, and may not repeat actions used this last round)
 
Ziposaki's:

Makuhita [M]
Nature: Adamant
Health: 66
Energy: 84%
Boosts: None
Other: Focused (3 actions)
Actions: Sand Attack - Arm Thrust - Revenge


-vs-

LightWolf's:

Hiramaru (Oshawott) [M]
Nature: Modest
Health: 77
Energy: 83%
Boosts: None
Other: Focused (4 actions)
Actions: Ice Beam - Surf - Grass Knot

Keeping this moving.

Ziposaki's:

Makuhita [M]
Nature: Adamant
Health: 31
Energy: 70%
Boosts: None
Other: None


-vs-

LightWolf's:

Hiramaru (Oshawott) [M]
Nature: Modest
Health: 44
Energy: 64%
Boosts: None
Other: Focused (1 actions)


Calculations:
Hirumaru Ice Beam 8 Damage 6 Energy
Makuhita Sand Attack -1 Acc 4 Energy
Hirumaru Surf 16 Damage 7 Energy
Makuhita Arm Thrust 11 Damage 3 Energy
Hirumaru Grass Knot 11 Damage 6 Energy
Makuhita Revenge 20 Damage *CRIT* 7 Energy


NEXT ROUND...

ABC!

(Your actions must be alphabetized from left to right)
 
Ziposaki's:

Makuhita [M]
Nature: Adamant
Health: 31
Energy: 70%
Boosts: None
Other: None
Actions: Arm Thrust - Brick Break - Poison Jab


-vs-

LightWolf's:

Hiramaru (Oshawott) [M]
Nature: Modest
Health: 44
Energy: 64%
Boosts: None
Other: Focused (1 actions)
Actions: Air Cutter - Surf - Water Pulse

I figure you guys deserve one round with at least a little more flavor, though this round...well, frankly, not much occurs. Hiramaru coats his adorable little shell blade in wind and goes ballistic with Air Cutter, so much so that Makuhita can't hold his ground and flinches, which allows the follow-up, and very alphabetized Surf, to do him in!

Ziposaki's:

Makuhita [M]
Nature: Adamant
Health: KO
Energy: 0%
Boosts: None
Other: None


-vs-

LightWolf's:

Hiramaru (Oshawott) [M]
Nature: Modest
Health: 44
Energy: 51%
Boosts: None
Other: None


Calculations:
Hirumaru Air Cutter 17 Damage 6 Energy
Makuhita Arm Thrust *FLINCH*
Hirumaru Surf 16 Damage 7 Energy


NEXT ROUND...

PRIZE CLAIM!

(Everyone must go get the following rewards:

2 TC to the battlers.
Hirumaru gains 1 EC, 2 MC, 1 DC, 1 KO counter.
Makuhita gains 1 EC, 2 MC, 1 DC.

I gain food for my Bugs in the form of 2 RC.)

Thanks for playing!
 
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