Completed Glacier vs Entei999 on the Arena

Status
Not open for further replies.
#1
1 day DQ
1vs1 singles (you pick)
all items on
Training match, flashmatch
No substitutions
No recoveries/No Chills
Arena: ASB Arena (Gasp)


Felix the Rotom (none)

Nature: Modest (+special Attack, -attack)

Type:
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.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.


Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. 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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16

(fridge rotom stats, for convenience)
Rotom-F
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20

MC: 4


Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Hex
Discharge

Sucker Punch
Pain Split
Signal Beam

Will-o-Wisp
Protect
Toxic
Substitute
Thunderbolt
Snatch
Volt Switch
Shadow Ball

18 Moves
I take one; singles


Mareep (Ampharos) (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Evasion)
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:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Plus: (DW; Not Unlocked) (Innate) This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Tackle
Growl
Thunder Wave
ThunderShock
Cotton Spore
Charge
Take Down
Electro Ball
Confuse Ray

Agility
Iron Tail
Body Slam

Thunder
Rain Dance
Charge Beam
Order of Operations:
Glacier sends out Rotom with Item
Entei999 sends out pokemon with item and orders
Glacier gives orders
I Ref.
 
#5

Hp: 90
En: 100
1/3/4/3/91
Other:
Item:Exp. Share


Hp: 90
En: 100
2/2/4/2/30
Other:
Item: none​

Round 1​

Rotom: 15hp Substitute for 12 energy

Mareep: Thunder Wave: failed for 7 energy

Rotom: Shadow Ball: 8+3+3 = 14 damage for 5 energy
Crit: 7
Effect: 5

Mareep: Iron Tail + Iron Tail: (10*2.25-1.5)*0.67= miss for 31.5 energy
Hit (1-5625=hit): 5738 (miss)

Rotom: Toxic for 7 energy

Mareep: cooldown
-1hp due to toxic



Hp: 75 (15hp sub)
En: 78
1/3/4/3/91
Other:
Item:Exp. Share


Hp: 75
En: 54
2/2/4/2/30
Other: Toxic (2hp)
Item: none​

Glacier Knight's turn!
 
#8

Hp: 75 (15hp sub)
En: 78
1/3/4/3/91
Other:
Item:Exp. Share


Hp: 75
En: 54
2/2/4/2/30
Other: Toxic (2hp)
Item: none​

Round 2​

Rotom uses the toxins on Ampharos's veins to Hex it, while the Mareep attacks with Iron Tail for...pitiful damage, thanks to a convenient resistance.

The ghost continues to attack with Shadow Ball, getting a critical hit and the sheep counterattacks with Iron Tail, also getting a critical hit. And the non-stopping Iron-Tailing is surely making Mareep get reeeeeally tired.

Finally, Rotom attacks again with Hex, getting a nice critical hit, while Ampharos finally manages to defeat Rotom.....'s sub with Iron Tail...at the cost of his remaining energy. Mareep fainted!

Rotom: Hex: 10 + 3 + 3 = 16 damage for 6 energy
Crit: 7

Mareep: Iron Tail: (10-1.5)*0.67 = 5.69 damage for 15 energy
Hit: 65 (yes)
Crit:13
Effect: 5 (no)
-2hp due to poison

Rotom: Shadow Ball: 8 + 3 + 3 +3= 17 damage for 5 energy
Crit: 1
Effect: 8 (no)

Mareep: Iron Tail: (10-1.5+3)*0.67= 7.7 damage for 19 energy
Hit: 63 (yes)
Crit: 1
Effect: 6 (no)
-2hp due to poison

Rotom: Hex: 10 + 3 + 3 +3= 19 damage for 6 energy
Crit: 1

Mareep: Iron Tail: (10-1.5)*0.67 = 5.69 damage for 23 energy
Hit: 24 (yes)
Crit: 3
Effect: 8 (no)
-2hp due to poison

Rotom's sub faded

Mareep fainted!



Hp: 75
En: 61
1/3/4/3/91
Other:
Item:Exp. Share


Hp: KO
En: KO
2/2/4/2/30
Other: Toxic (2hp)
Item: none​

Prizes:
Glacier_Knight: 1CC
Rotom: 3MC, 1KOC

Entei999: 1CC
Mareep: 3MC

Frosty: 2UC
 
#9
I probably should have given more thought to which mon I picked, as Mareep had practically nothing against Rotom... ah well, it was a training match.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)