1v1 Venser vs Rediamond! (refs Lupusater) Won by Venser

Go, Haunter!
Start off trying to confuse him with Confise Ray. After that, go for Energy Ball and Ice Punch.
Confuse Ray~Energy Ball~Ice Punch
 
I'm going to evolve rebble into this rather dashing bolderdash at the cost of 20 EC.
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Bolderdash* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.

HP: 100
Atk: **
Def: * (-)
SpA: ****
SpD: **
Spe: 127 (110 * 1.15)

EC: 5/9
MC: 4
DC: 5/5


Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW) (Unlocked): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute

Anyways! Start off with a Substitute (15 HP) and, while under it's protection, throw out a Shadow Ball. Finish by Disabling his Energy Ball.
 
Gempre2-1.png

Bolderdash* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.

HP: 100
Atk: **
Def: * (-)
SpA: ****
SpD: **
Spe: 127 (110 * 1.15)

EC: 5/9
MC: 4
DC: 5/5


Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW) (Unlocked): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute

93.png

Haunter* [Cloak] (Male)
Nature: Naughty (+*Att, -*SpDef)

Type:
Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Stats:
HP: 90
Att: ***(+)
Def: **
SpAtt: ****
SpDef: *(-)
Spe: 95

EC: 6/9
MC: 0

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond

Fire Punch*
Ice Punch *
Will-o-Wisp*

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute

Venser, you have to specificate one ability. No influence on this turn, so just put it with your next orders. Anyways...

Ladies and gentlemen, welcome to another exciting match here at Indigo Stadium!
Out come the pokemon, Cloak the Haunter for Rediamond and Rube the Rebble!
What? Rube is glowing! Congratulations, your Rebble evolved into Bolderdash!
But he isn't in the mood to show off, and promptly hides behind a Substitute, blocking the Confuse Ray sent by Cloak!
Happy at being unconfused, he emerges from his cover to fire out a murky Shadow Ball, and Cloak responds in kind with an Energy Ball, destroying the Substitute!
Angry at the defacement of his masterpiece, Rube Disables the knowledge of Energy Ball out of Cloak's mind, but the ghost slugs him with a chilly Ice Punch!

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71 HP- 56% Energy

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79 HP- 83% Energy- Disabled Energy Ball(6 actions)
 
Sorry, the ability I choose is Technician. In any event, this is going to be simple. Start off with a Shadow Ball, then AncientPower. Finish with another Shadow Ball! If he ever tries to use a status, replace that action with a Substitute.
 
The match goes on at the Indigo Stadium!
Rube opens the hostilities firing another Shadow Ball at Cloak, and the seeping shadows lower his Special Defense, prompting the Ghost type to get up close and nail his opponent with an Ice Punch! Rube then summons a wave of Ancient Power, which crosses Cloak's Shadow Ball, soon followed by Rube's own Shadow Ball! A very battered Cloak ends the round with an Ice Punch right in Rube's rocky head.

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29 HP- 40% Energy

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16 HP- 65% Energy- Disabled Energy Ball(3 actions)- -1 SpDef
 
Heh, heh. I don't care if I win, I'm going to tie.

If he ever attacks (with an attack thr would deal damage ie. not Earth Power, normal, Fighting Move), use Destiny Bond.

Otherwise, use Ice Punch, Shadow Ball, Ice Punch.
 
gah, it seems we've run up against a brick wall here. Get the KO counter Rube, use Ancientpower 3 times to take it out!
 
The third round of the fight begins! And it ends as soon as it starts, since Rube KOs Cloak with a well-aimed AncientPower, knocking the ghost out before it can do anything.

Sorry Rediamond, but Destiny Bond has normal priority, so since he had the first strike, he wasn't knocked out. And another thing, the Destiny Bond spam is unneeded. Once used, it lasts the whole round.

Rewards:
Rediamond: 2 TC, 1 EC & MC for Cloak
Venser: 3 TC, 1 EC, MC & KOC for Rube
Lupusater: 1 RC
 
As far as I was aware, the winner didn't get an extra TC. And Destiny Bond lasts the round? Really? All that aside, Haunter evolves after the EC from this battle combined with a few others going on right now. Can't get too mad I guess...
 
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