FEs vs. NFEs Who will win!? Alch vs iiMKUltra in a 4v4 Brawl

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4v4 BRAWL [Training]
3 Day DQ
2 Recover / 5 Chills, though I doubt we'll be needing them.
Simple arena.

Gotta train my other four too!

E: Mainly looking for a ref, since MK wants to be my opponent [yet again].
Switch=lol
All Abilities
No Items
Teams:


Starmie [Steve] (N/A)
Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+21% Acc.], subtracts one (1) Rank from Attack.)

Type:
[Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
[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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90

Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

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.
Analytic (DW Unlocked):
(Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks (32):
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray

Protect
Endure
Ice Beam
Psychic


Claydol [Clive] (N/A)
Nature: Relaxed (Adds a Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:
[Ground] Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
[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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90

Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class:
5
Base Rank Total: 19

EC:
6/6
MC:
0
DC:
N/A

Abilities:
Levitate:
(Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks (23):
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
AncientPower (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot
Explosion
Shadow Ball
Hidden Power [Fire] [7]
Signal Beam

Power Trick
Earthquake


Beheeyem [Alchemator] (M)
Nature: Relaxed (Adds one (1) Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 3
Spe: 34 (40/1.15v)
Size Class: 2
Weight Class:
3
Base Rank Total: 19

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

Abilities:
Telepathy:
(Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
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.
Analytic (DW UNLOCKED):
(Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks (37):
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Protect

Reflect
Psych Up
Light Screen
Energy Ball
Trick Room
Rain Dance
Double Team
Guard Split
Rock Slide
Zen Headbutt
Skill Swap
Thunder Wave
Charge Beam
Hyper Beam
Giga Impact
Rest
Barrier


Alakazam [Alistair] (M)
Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+22% Acc.], subtracts one (1) Rank from Attack.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 9/9
MC: 0
DC: 4/5


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.
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 (22):
Teleport
Encore
Guard Split
Light Screen
Psyshock
Taunt
Shadow Ball
Hidden Power [Fire] [7]
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Energy Ball

Future Sight
Psychic
Substitute
Focus Blast
Protect


Yanma [Locust] (M)
Nature: Modest (+Spa, -Atk)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: 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.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95

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

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.
Frisk (DW Locked): (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.

Moves:
Tackle
Foresight
Quick Attack
Double Team
Sonic Boom
Hypnosis
Detect
Supersonic

Signal Beam
Silver Wind
Feint

Giga Drain
Shadow Ball
Psychic

Plicowatt [Ahab] (M)
Nature: Rash (+Spa, -SpD)
Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 0 (-)
Spe: 95

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

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (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.
Shed Skin (DW Locked): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moves:
Bubble
Charge
Tackle
Thundershock
Detect

Counter
Mirror Coat
Signal Beam

Thunderbolt
Ice Beam
Thunder Wave

Snorunt [Opal] (F)
Nature: Modest (+Spa, -Atk)
Type: Ice
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 50

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

Abilities:
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.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW Locked): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Moves:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Bide
Disable
Fake Tears

Shadow Ball
Light Screen
Ice Beam

Shroomish [Angel] (M)
Nature: Careful (+SpD, -Spa)
Type: Grass
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 35

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

Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.

When disabled, the Pokemon's Powder attacks are 10% more accurate.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.
Quick Feet (DW Locked): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Moves:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder

Seed Bomb
Drain Punch
Focus Punch

Protect
Toxic
Swagger


Order:

I send out all of your pokemon.
You PM actions.
I ref.
We all get counters!
 

HP: 90
Energy: 100
Other: N/A


HP: 90
Energy: 100
Other: N/A

HP: 100
Energy: 100
Other: N/A


HP: 90
Energy: 100
Other: N/A


HP: 100
Energy: 100
Other: N/A

HP: 80
Energy: 100
Other: N/A

HP: 90
Energy: 100
Other: N/A

HP: 90
Energy: 100
Other: N/A


Arena: N/A
Speed:
Alakazam --> Starmie --> Yanama/Plicowatt --> Claydol --> Snorunt --> Shroomish --> Beheeyem

Round 1:

Alakazam used Reflect! Alakazam, Starmie, and Beheeyem were protected by Reflect! (-7 energy)
Starmie used Blizzard! Yanama was hit! Critical Hit! (-20 HP) Snorunt was hit! (-11 HP) Shroomish was hit! Shroomish was frozen for one action! (-15 HP, -8 energy)
Yanama used Signal Beam! (-19 HP, -5 energy)
Plicowatt used Thunderbolt! (-20 HP, -7 energy)
Claydol used Ice Beam! (-17 HP, -7 energy)
Snorunt used Shadow Ball! (-12 HP, -6 energy)
Shroomish was frozen!
Beheeyem used Rock Slide! Yanama was hit! (-16 HP) Snorunt was hit! (-11 HP) Shroomish was hit! (-7 HP, -6 energy)

Alakazam used Light Screen! Alakazam, Starmie, and Claydol were protected by Light Screen! (-7 energy)
Starmie used Blizzard! Yanama was hit! (-17 HP) Snorunt was hit! (-11 HP) Shroomish was hit! (-15 HP, -12 energy)
Yanama used Silver Wind! (-8 HP, -3 energy)
Plicowatt used Thunderbolt! (-12 HP, -11 energy)
Claydol used Ice Beam! Critical Hit! (-22 HP, -11 energy)
Snorunt used Shadow Ball! (-5 HP, -10 energy)
Shroomish used Seed Bomb! (-7 HP, -5 energy)
Beheeyem used Rock Slide! Yanama was KOed! (-16 HP) Snorunt was hit! (-11 HP) Shroomish was hit! (-7 HP, -10 energy)

End Round 1


HP: 7
Energy: 80
Other: N/A


HP: 90
Energy: 82
Other: N/A

HP: 100
Energy: 84
Other: N/A


HP: 90
Energy: 86
Other: N/A


HP: KO
Energy: KO
Other: KO

HP: 80
Energy: 82
Other: N/A

HP: 46
Energy: 84
Other: N/A

HP: 46
Energy: 95
Other: N/A


Arena:
N/A
Speed:
Alakazam --> Starmie --> Plicowatt --> Claydol --> Snorunt --> Shroomish --> Beheeyem
 

HP: 7
Energy: 80
Other: N/A


HP: 90
Energy: 82
Other: N/A

HP: 100
Energy: 84
Other: N/A


HP: 90
Energy: 86
Other: N/A


HP: KO
Energy: KO
Other: KO

HP: 80
Energy: 82
Other: N/A

HP: 46
Energy: 84
Other: N/A

HP: 46
Energy: 95
Other: N/A


Arena:
N/A
Speed:
Alakazam --> Starmie --> Plicowatt --> Claydol --> Snorunt --> Shroomish --> Beheeyem

Round 2:

Starmie used Endure! (-15 energy)
Alakazam used Focus Blast! (-25 HP, -8 energy)
Plicowatt used Thundershock! Starmie endured the hit! (-2 energy)
Claydol used Hidden Power! (-14 HP, -5 energy)
Snorunt used Ice Beam! Starmie endured the hit! (-6 energy)
Shroomish used Headbutt! Starmie endured the hit! (-5 energy)
Beeheeyem used Rock Slide! Plicowatt was hit! (-8 HP) Snorunt was KOed! (-5 HP) Shroomish was hit! (-7 HP, -14 energy)

Starmie used Recover! (+20 HP, -11 energy)
Alakazam used Hidden Power! (-15 HP, -5 energy)
Plicowatt used Ice Beam! (-3 HP, -7 energy)
Claydol used Hidden Power! (-11 HP, -9 energy)
Shroomish used Seed Bomb! (-2 HP, -5 energy)
Beeheeyem used Psyshock! (-16 HP, -5 energy)

End Round 2


HP: 21
Energy: 54
Other: N/A


HP: 85
Energy: 68
Other: N/A

HP: 100
Energy: 65
Other: N/A


HP: 90
Energy: 73
Other: N/A


HP: 72
Energy: 73
Other: N/A

HP: KO
Energy: KO
Other: KO

HP: 4
Energy: 85
Other: N/A


Arena:
N/A
Speed:
Alakazam --> Starmie --> Plicowatt --> Claydol --> Shroomish --> Beheeyem
 

HP: 21
Energy: 54
Other: N/A


HP: 85
Energy: 68
Other: N/A

HP: 100
Energy: 65
Other: N/A


HP: 90
Energy: 73
Other: N/A


HP: 72
Energy: 73
Other: N/A

HP: KO
Energy: KO
Other: KO

HP: 4
Energy: 85
Other: N/A


Arena:
N/A
Speed:
Alakazam --> Starmie --> Plicowatt --> Claydol --> Shroomish --> Beheeyem

Round 3:

Alakazam used Energy Ball! (-23 HP, -6 energy)
Starmie used Ice Beam! Shroomish fainted! (-7 energy)
Plicowatt used Thunderbolt! (-12 HP, -6 energy)
Claydol used Earth Power! Plicowatt's SpD was lowered! (-25 HP, -5 energy)
Beheeyem used Psyshock! (-17 HP, -9 energy)

Alakazam used Energy Ball! Plicowatt fainted! (-10 energy)

End Round 3


HP: 9
Energy: 47
Other: N/A


HP: 85
Energy: 63
Other: N/A

HP: 100
Energy: 56
Other: N/A


HP: 90
Energy: 57
Other: N/A


HP: KO
Energy: KO
Other: KO

HP: KO
Energy: KO
Other: KO


Arena:
N/A
Speed:
Alakazam --> Starmie --> Claydol --> Beheeyem
 
Rewards:

Alch:
3 TC
Starmie: 3 MC, 1 KOc
Claydol: 3 MC
Beheeyem: 3 MC, 2 KOc
Alakazam: 2 MC, 1 DC, 1 KOc

iiMKUltra:
3 TC
Yanma/Plicowatt/Snorunt/Shroomish: 1 EC, 2 MC, 1 DC

Fire Blast
9 RC
 
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