IAR does lewd things

Team IAR:
532.png

Timburr [] (M)
NATURE: Adamant

TYPE: Fighting
ABILITIES: Guts / Sheer Force / Iron Fist (H)

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 3/9
MC: 0
AC: 3/5

ATTACKS (29/67)
PHYSICAL
Bide
Chip Away
Counter
Dynamic Punch
Fire Punch
Focus Punch
Hammer Arm
Ice Punch
Low Kick
Mach Punch
Payback
Poison Jab
Pound
Rock Slide
Rock Throw
Stone Edge
Superpower
Thunder Punch
Wake-Up Slap

SPECIAL
None

OTHER
Bulk Up
Detect
Endure
Focus Energy
Leer
Scary Face
Sleep Talk
Substitute
Taunt
Wide Guard


Team Me:
439.png

Mime Jr (TBD) Male
Nature:
Bold
Type:
Psychic: STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Fairy: STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:
Soundproof:
Type: Passive
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Boomburst, Bug Buzz, Chatter, Disarming Voice, Echoed Voice, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Filter:
Type: Passive
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).

Technician (DW):
Type: Passive
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 11


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


Attacks: 21/?? Total
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Double Slap
Mimic
Light Screen
Reflect
Psybeam

Fake Out
Future Sight
Trick
Nasty Plot
Hypnosis

Solar Beam
Thunderbolt
Torment
Shadow Ball
Protect



I order Trick - Psybeam - Future Sight
IF P/E move, Nasty Plot that action and push down
IAR Counter orders
I ref
 
Round 1:
Team IAR:
532.png

100 HP
100 EN
Status: None
4/2/0/2/35
S/W: 1/2
Sheer Force/Guts
Exp Share
Team Viraj:
439.png

80 HP
100 EN
Status: None
0/3/3/3/60
S/W: 2/4
Soundproof/Filter
Exp Share

Round 1:
Mime Jr uses Trick!
I got a Heart Scale :3
-6 Energy

Timburr uses Poison Jab!
To Crit <625, 3579 no
8+1.5+2*1.5=17.25 Damage to Mime Jr
-6 Energy

Round 2:
Mime Jr uses Psybeam!
To Crit <625, 5175 no
To Confuse <1000, 5966 no
6+3+1.5*1.5=15.75 Damage to Timburr
-3 Energy

Timburr uses Payback!
To Crit <625, 1096 no
10+1.5=11.5 Damage to Mime Jr
-8 Energy

Round 3:
Mime Jr uses Future Sight!
12+3+1.5*1.5=24.75 Damage Incoming
-7 Energy

Timburr uses Poison Jab!
To Crit <625, 1525 no
8+1.5*1.5=17.25 Damage to Mime Jr
-6 Energy


Timburr: 16 Damage Taken
6+8+6=20 Energy Used
Mime Jr: 14.25+11.5+14.25+6=46 Damage Taken
7+3+7=17 Energy Used

Team IAR:
532.png

84 HP
80 EN
Status: Future Sight Incoming
4/2/0/2/35
S/W: 1/2
Sheer Force/Guts
Exp Share
Team Viraj:
439.png

34 HP
83 EN
Status: None
0/3/3/3/60
S/W: 2/4
Soundproof/Filter
Exp Share


Its_A_Random Is Up!
 
Poison Jab > Payback > Poison Jab
IF Torment is used successfully, THEN replace all remaining instances of Poison Jab with Rock Slide, AND replace all remaining instances of Payback with Thunder Punch.
 
Round 2:
Team IAR:
532.png

84 HP
80 EN
Status: Future Sight Incoming
4/2/0/2/35
S/W: 1/2
Sheer Force/Guts
Exp Share
Team Viraj:
439.png

34 HP
83 EN
Status: None
0/3/3/3/60
S/W: 2/4
Soundproof/Filter
Exp Share

Round 1:
Mime Jr uses Psybeam!
To Crit <625,
To Confuse <1000, 5423 no
6+3+1.5*1.5=15.25 Damage to Timburr
-3 Energy

Timburr uses Poison Jab!
To Crit <625, 3579 no
8+1.5+2*1.5=17.25 Damage to Mime Jr
-6 Energy

Future Sight deals 24.75 Damage to Timburr

Round 2:
Timburr uses Payback!
To Crit <625, 1096 no
5+1.5=6.5 Damage to Mime Jr
-8 Energy

Mime Jr uses Mega Psybeam!To Crit <625,
To Confuse <1000, 8988 no
13.5+3+1.5*1.5=27 Damage to Timburr
-20 Energy

Round 3:
Mime Jr is cooling Down!
Timburr uses Poison Jab!
To Crit <625, 3579 no
8+1.5+2*1.5=17.25 Damage to Mime Jr
-6 Energy

Mime JR was KOed!

Timburr: 15.25+24.75+27=67 Damage Taken
6+8+6=20 Energy Used
Mime Jr: 17.25+6.5+17.25=41 Damage Taken
7+3+7=17 Energy Used

Team IAR:
532.png

17 HP
80 EN
Status: Future Sight Incoming
4/2/0/2/35
S/W: 1/2
Sheer Force/Guts
Exp Share
Team Viraj:
439.png

-7 HP
83 EN
Status: None
0/3/3/3/60
S/W: 2/4
Soundproof/Filter
Exp Share


Timburr Wins!

Me: 1 CC, 3 UC
Mime JR: 1 EC, 3 MC, 1 AC, 2 KOC

IAR: 1 CC
Timburr: 1 EC, 3 MC, 1 AC, 2 KOC
 
Back
Top