Inlet to Win It: Temperantia vs. elDino! (1 vs 1 Singles)

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Greetings from this inlet...place. We are gathered here today on an unnamed inlet to witness an intense battle between our two competitors: Temperantia and elDino! The water is marshy, the air is damp, and the ground is...wait, what was that? What do you mean the ref building violates the construction code for this area?!? I know the ground is unstable, but...okay, I'm going to have to talk to the contractor. In the meantime, here's all the information our competitors will need for their battle! Yeah, yeah, I'm coming...

Arena: A muddy, marsh-like inlet of water. Pokemon who can't swim well will have lowered movement and use more energy to attack. Depth is about 2-3 feet and reeds and cattails are everywhere, while large, foreboding trees surround the swamp. The ground isn't stable enough to be affected by Earthquake much, but if a Pokemon is willing to swim to the bottom, they could Dig.


Non-Water-typed Pokemon that use legs to walk have a flat -10 decrease in Speed. Each of their physical attacks also costs an additional 1 energy to use. Earthquake has no effect, but Dig can be used by swimming to the bottom of the inlet. It costs 1 action to swim to the bottom and another to use Dig.


Temperantia's Rules:
1v1 singles
1 recov/3 chills
DQ 1 day
elDino's Rules:
No items
All abilities
Switch=KO
THE POKEMON:

Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW=Unlocked): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.


Stats:

HP: 90
Atk(+): 4
Def: 2
SpA: 3
SpD(-): 1
Spe: 50


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

Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)
Sucker Punch
Nasty Plot

Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)

Rain Dance(*)
Poison Jab(*)
Earthquake(*)



Flaaffy(*) Cyndi (F)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
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=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Stats:

HP: 90
Atk: 2
Def: 2
SpA(+): 4
SpD: 2
Spe(-): 30 (35/1.15= 30.4.., truncated to 30)

EC: 5/9
MC: 1
DC: 5/5

Attacks:
Tackle(*)
Growl(*)
Thundershock(*)
Thunder Wave(*)
Cotton Spore(*)
Charge(*)
Signal Beam
Power Gem
Cotton Guard

Agility(*)
Body Slam(*)
Screech(*)

Light Screen(*)
Thunderbolt(*)
Charge Beam (*)
Hidden Power(Ice, 7)



Murkrow- Eclipse (M)
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Type: Dark/Flying
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.
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.

Abilties:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk(+): 4
Def(-): 1
SpA: 3
SpD: 2
Spe: 91


EC: 5/6
MC: 2
DC: 3/5

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Sucker Punch
Taunt

Roost
Sky Attack
Psycho Shift

Thunder Wave
Snarl
Toxic



Gengar* Death (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Typing:
Ghost: 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: 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).

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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 110

EC 9/9
MC 0
DW None

Moves:

Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Night Shade*
Confuse Ray*
Sucker Punch*
Shadow Ball
Shadow Punch

Clear Smog*
Disable*
Fire Punch*

Thunderbolt*
Sludge Bomb*
Will-O-Wisp*
Taunt
Dark Pulse



Gyarados Dastardly(M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)

Type: Water
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).
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.

Abilities:

Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Moxie: (DW)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (DW)

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (-)
Spe: 81

EC: 6/6
MC: 0
DC: 2/5

Moves:

Splash*
Tackle*
Flail*
Bounce*
Thrash
Bite
Dragon Rage
Dragon Dance
Aqua Tail

Earthquake


Magneton Dynamite (Genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Typing:
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

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

Stats:

Magneton
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 70

EC 5/9
MC 2
DW 1/5

Moves:

Metal Sound*
Tackle*
ThunderShock*
Supersonic*
SonicBoom*
Thunder Wave*
Spark*
Screech*
Discharge*
Magnet Rise*

Thunderbolt*
Flash Cannon*
Toxic*


Flow of the Match:
Temperantia sends out a Pokemon.
elDino sends out a Pokemon and gives orders.
I ref/fail miserably.
elDino gives orders.
Temperantia gives orders.
I failref again.
etc.

(There would be a 'Go, Temperantia!' message here if I wasn't in the custody of the fire marshal.)
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, Dastardly, lets do this thing! First off, I want you to start off by Dragon Dancing, and then Bouncing up into the air, above all the marsh area, before slamming down on his head. Finally, I want you to use Bounce once again.
 
First off, disable Poison Hand (doesn't require an action). Then show Gyarados your Swagger! Next, Poison Jab that flying fish as he lands, and follow up with a 2nd Poison Jab. But, if Gyarados is Poisoned, Rain Dance instead.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Dummy007, if you're still here, you can take over after this update, given I don't finish the match. =P
edit: Dummy's taking over!

Mr. Bubbles
HP: 90
Energy:
100
Boosts/Drops:
Others:


Dastardly
HP: 100
Energy:
100
Boosts/Drops:
Others:


---------------------------------------------------------

Round 1: hi

So Dastardly, meet Mr. Bubbles (who has disabled his Poison Hand ability). What kind of match-up is this anyway?

Dastardly begins by dancing like a dragon, increasing his velocity and offensive prowess. Mr. Bubbles just laughs at Dastardly hilarious effort and Swaggers at his face. Hrm? Dastardly just stares plainly at Mr. Bubbles. Looks like he's confused for 4 actions! And with his steroids, he does hit himself the next action... and the action after that! Considering the attack boosts, he must have hit himself HARD! Mr. Bubbles continues to point fingers at the confused "dragon" and jabs him with poison! This rolls a lucky number! The jab secretes some kind of poison into Dastardly's system! It's not any normal poison. It's Toxic poison! After that, Mr. Bubbles keeps the momentum on by doing the Rain Dance! Woot Woot! It's raining! And Mr. Bubbles LOVES it!

---------------------------------------------------------

CALCS

Mr. Bubbles
A1: Swagger > [8 Energy]
A2: Poison Jab > 8 + 3 + (1.5) = [13 Damage/6 Energy]
A3: Rain Dance > [11 Energy]
+2 HP (Dry Skin)

Dastardly
A1: Dragon Dance > [6 Energy]
A2: Bounce > 9 + 3 + (4.5) + 1 x 1.5 = 26 - 3 (anticipation) = [23 Damage/6 Energy] (HIT SELF IN CONFUSION)
4 + (3) + 1 + (4.5) = [13 Damage/3 Energy]
1 toxic poison damage
A3: Bounce > 9 + 3 + (4.5) + 1 x 1.5 = 26 - 3 (anticipation) = [23 Damage/6 Energy] (HIT SELF IN CONFUSION)
4 + (3) + 1 + (4.5) = [13 Damage/3 Energy]
1 toxic poison damage

Mr. Bubbles
HP: 90
Energy:
65
Boosts/Drops:
Others:


Dastardly
HP: 59
Energy:
88
Boosts/Drops: +2 Atk
Others:
Confused (2 more actions), Toxic (1 DPA, +1 each round)

lol i'd laugh if dastardly loses

Also, rain for 5 more rounds!


Temperantia's actions!
 
Ok Mr. Bubbles, you're going to Double Team (3 clones) on the first action, then Fake Out Gyarados on the second. Finally, finish up with a nasty Poison Jab.
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, once again, lets Bounce up in the air to get a better view of his clones. From up high, we should be able to see which one is actually him. Then come down and smack him. Finally, use Thrash twice.
 
I'm back!

Rules:
1v1 singles
1 recov/3 chills
DQ 1 day
No items
All abilities
Switch=KO


Mr. Bubbles
HP: 90
Energy: 65
Boosts/Drops:
Others:


Dastardly
HP: 59
Energy: 88
Boosts/Drops: +2 Atk
Others: Confused (2 more actions), Toxic (1 DPA, +1 each round)


Round 2 Begin!

Before I ref this, I would like to thank Flora for subreffing while I talked with the fire marshal about the ref building (read: attempted to ref two other matches). He said it was a misunderstanding and that we shouldn't have any problems again until our next building inspection. That's reassuring...

Anyway, this round begins with Dastardly Bouncing into the air. It watches in horror from above as Mr. Bubbles creates not one, not two, but THREE (yes, that's right, THREE) clones of itself. Dastardly, who is still a tad confused, Bounces down...only to hit a clone and fail completely.

Dastardly then attempts to Thrash its opponent. However, it is stopped cold by Mr. Bubbles, who snaps his fingers in a Z formation in the air while yelling "You did NOT just go there." Dastardly takes a step (float?) back at this defiance: he's been faked out!

Not one to take crap from a frog, Dastardly resumes Thrashing with aplomb and scores a direct hit on the real Mr. Bubbles. Shaken, but not stirred, Mr. Bubbles responds with a Poison Jab that catches Dastardly by surprise. Dastardly winces in pain but is prepared to keep Thrashing.

Rain will fall for another 4 turns. Mr. Bubbles regains a little health.

End Round 2!


Mr. Bubbles
HP: 75
Energy: 44
Boosts/Drops:
Others:


Dastardly
HP: 31
Energy: 66
Boosts/Drops: +1 Atk
Others: Toxic (1 DPA, +2 each round)


Bounce (Gyarados) [Failed] Energy Cost: 6
Double Team {3 clones} (Croagunk) [Success] Energy Cost: 12

Fake Out (Croagunk) [Success] Damage: 9 Energy Cost: 4
Thrash (Gyarados) [Failed] Energy Cost: 8

Thrash (Gyarados) [Success] Damage: 17 Energy Cost: 8
Poison Jab (Croagunk) [Success] Damage: 13 Energy Cost: 5


elDino, your move!
 

elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
We have to continue Thrashing for one more action, but after, use Bounce as many times as you can.
 
EDIT: Nevermind...


Anyways, Croagunk, he'll be struggling with confusion so just Poison Jab, Sucker Punch (unless he hits himself in confusion, then just use Poison Jab) and Poison Jab.
 
Rules:
1v1 singles
1 recov/3 chills
DQ 1 day
No items
All abilities
Switch=KO

Mr. Bubbles
HP: 75
Energy: 44
Boosts/Drops:
Others:


Dastardly
HP: 31
Energy: 66
Boosts/Drops: +1 Atk
Others: Toxic (1 DPA, +2 each round)


Round 3 Begin!

Dastardly, who had begun Thrashing last round, continues Thrashing! This causes plenty of pain for Mr. Bubbles, but he pulls himself back up to connect with a Poison Jab that leaves Dastardly reeling.

Dastardly then Thrashes for the final time (remember: this takes three turns, and Dastardly didn't get to use it on the first turn it was ordered) but is first intercepted by a shadowy blow from Mr. Bubbles, you calls out: "You just got punched, sucka!"

Dastardly still does not take kindly to this and Bounces Mr. Bubbles through its confusion. However, Mr. Bubbles endures the hit and Poison Jabs Dastardly. The beast is stunned; then, with a look of complete hatred, Dastardly collapses into a pile on the ground. Mr. Bubbles scores a KO, and Temperantia wins the match!

End Round 3

Mr. Bubbles
HP: 22
Energy: 28
Boosts/Drops:
Others:


Dastardly
HP: KO
Energy: 60
Boosts/Drops:
Others: Toxic (1 DPA, +whatever each round)


Prize time!

Mr. Bubbles and Dastardly both receive 1 EC (Dastardly doesn't care, but whatever), 2 MC, and 1 DC.
Mr. Bubbles receives 1 KOC.
I receive 2 RC (I think; Flora, correct me if I'm wrong).
Floraedit: Yes you're right!

Good game, both of you!
 
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