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Leethoof Vs. Texas Cloverleaf, 3v3 singles!

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Sorry for the delay

3v3 weakmons singles
DQ=4 days cuz I gone on weekends usually :P
Arena: Acceptors choice but water must be present.

Accepting Cloverleaf's challenge.

Items=no
Switch=Yes
Abilities=One

Arena: Glacier Knight's Luna Hill
Field Type- Dark/Ghost
Complexity- Moderate
Format- Singles, Doubles
Restrictions- No weather, No digging, No seismic activity

Luna Hill: Known throughout Kanto as a better couple’s spot than cerulean cape, a battle here is a very nice one. The large hill has a small battle area on it, twenty feet long and twenty feet wide, but pokemon are allowed to battle anywhere on the hill, as long as they stay on it’s rounded peak. There are three cherry blossoms on the hill (Two beside each other on the eastern edge and one in the southern section) and a small pond (Two feet deep, six feet wide and seven feet long) right beside the battle area. To keep the tradition of Luna Hill all battles are at night, and the lovers who come up to relax can watch the battles. Because there are innocent bystanders no weather inducing moves are allowed here (Would you want to take your date to a couple’s paradise and then get struck by hail?) and destruction of the hill’s landscape is forbidden (E.g dig, earthquake, explosion). The moon is always shining on Luna Hill, so most trainers choose a nocturnal pokemon or one that gets it’s power from the moon for battle. Summary: No Dig/Earthquake, weather summoning moves will fail. The moon produces a lot of light, so it is not too dark, though nocturnal pokemon will have the advantage (dark pokemon and pokemon like hoothoot and noctowl gain +1 accuracy and +1 speed). Pokemon and battle anywhere on the hill, as long as they stay on the hill’s peak.

Leethoof's team;

410.gif

Shieldon (Aegis) (M)
Nature: Quiet (Adds * to Sp.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:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
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.

Soundproof (DW) Locked: 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: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Metal Burst

Wide Guard
Counter
Stealth Rock

Flash Cannon
Ice Beam
Hidden Power Rock 7
Flamethrower
Thunderbolt

299.png

Nosepass (Slag) (M)

Nature: Quiet (Adds * to Sp.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: Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Surdy: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.
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. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15)
Short Class: 2
Magnetic Force Class: 4

EC: 4/6
MC: 0
DC: 3/5

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power
Zap Cannon
Lock On

Endure
Double Edge
Stealth Rock

Smack Down
Thunderbolt
Sandstorm
Toxic
Protect

420.png

Cutie - Cherrim (F)
Nature: Timid (+15% Speed, -1 Attack) (+5% accuracy)
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.

Abilities:
Chlorophyll (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35x1.15=40.25->41)
Short Class: 1
Weight Class: 1

EC: 1/6
MC: 0
DC: ...

Attacks:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Solarbeam

Grasswhistle
Heal Pulse
Weather Ball

Toxic
Energy Ball
Hidden Power Ice 7

Texas Cloverleaf's team;
images

Beldum, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
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.
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.

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Beldum
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 25 (-)

EC: 2/9
MC: 2
DC: 1/5

Take Down

Zen Headbutt
Iron Defense
Iron Head


Gastly

92_gastly_1_m.png

Gastly, Phantom, Male
Nature: Hasty (+15% Speed, +29% Accuracy, -1 Def)
Type: Ghost/Poison
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.
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.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. 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.

Gastly
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)

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

Hypnosis
Lick
Spite
Mean look
Curse
Night Shade
Confuse Ray
Sucker Punch

Ice Punch
Disable
Will-O-Wisp

Thunderbolt
Shadow ball
Sludge Bomb



Shellos
422-e.png

Shellos, Squishy
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
(DW) Sand Force: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage


Shellos
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 29 (-)

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

Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance

Counter
Mirror Coat
Yawn

Toxic
Ice Beam
Substitute

Texas, you're up first!
 
My apologies for the delay, have now returned from the Labour Day weekend up here.

Take him on Rocky (Beldum).
 
Good thing I was also gone, so I didn't even care! Also, I have no idea why I chose this arena, when the only dark type I have is fully evolved!

Let's go...Aegis the Shieldon!

Flamethrower->Stealth Rock->Flamethrower. Any damage on ghastly is good.
 
Thought I'd point on cloverleaf, that you have beldum out, not ghastly. I mentioned ghastly because that was my reasoning for Stealth Rock.
 
E-PIC FAILLLLLL

Damn battle switching :P

In that case Iron Head, Zen Headbutt, Iron Head

What a fail XD
 
410.png

90 HP
100 Energy

Vs.

374.png

90 HP
100 Energy

It looks like Texas Cloverleaf wants to flinch Aegis, but thanks to some trolly numbers, Aegis outspeeds Rocky by one point. Bummer.

Beldum
Iron Head
RNG roll to crit; 146 = no crit
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 5 Energy

Zen Headbutt
RNG roll to crit; 916 = no crit
[8 + 3 + (4 - 3)*1.5]*2/3 = 6.33 ~ 6 Damage, 5 Energy

Iron Head
RNG roll to crit; 423 = no crit
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 5 Energy

Shieldon
Flamethrower
RNG roll to crit; 852 = no crit
RNG roll for effect; 132 = no burn
[10 + (3 - 2)*1.5]*1.5 = 17.25 ~ 17 Damage, 7 Energy

Stealth Rock
11 Energy

Flamethrower
RNG roll to crit; 223 = no crit
RNG roll for effect; 759 = no burn
[10 + (3 - 2)*1.5]*1.5 = 17.25 ~ 17 Damage, 7 Energy

410.png

64 HP
75 Energy

Vs.

374.png

56 HP
85 Energy
SR

Texas Cloverleaf, your move!
 
410.png

64 HP
75 Energy

Vs.

374.png

56 HP
85 Energy
SR

Turns out, the RNG hates Leethoof. True story. Texas Cloverleaf got those flinches he was looking for last round.

Beldum
Iron Head
RNG roll to crit; 146 = no crit
RNG roll for effect; 58 = flinch
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 9 Energy

Iron Head
RNG roll to crit; 533 = no crit
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 13 Energy

Iron Head
RNG roll to crit; 128 = no crit
RNG roll for effect; 105 = flinch
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 17 Energy

Shieldon
Counter
flinch

Protect
10.33 ~ 10 Energy

Counter
flinch

410.png

34 HP
65 Energy

Vs.

374.png

56 HP
46 Energy
SR

There was only one roll the entire round that wouldn't have equaled a flinch, and it was a crit roll O.o on a turn where flinching couldn't happen. Ouch. Leethoof, your actions!
 
410.png

34 HP
65 Energy

Vs.

374.png

56 HP
46 Energy
SR


No hax this round! Huzzah!
Beldum
Zen Headbutt
RNG roll to crit; 557 = no crit
[8 + 3 + (4 - 3)*1.5]*2/3 = 6.33 ~ 6 Damage, 5 Energy

Iron Head
RNG roll to crit; 142 = no crit
RNG roll for effect; 319 = no flinch
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 5 Energy

Iron Head
RNG roll to crit; 131 = no crit
RNG roll for effect; 821 = no flinch
[8 + 3 + (3 - 4)*1.5] = 9.5 ~ 10 Damage, 9 Energy

Shieldon
Flamethrower
RNG roll to crit; 716 = no crit
RNG roll for effect; 734 = no burn
[10 + (3 - 2)*1.5]*1.5 = 17.25 ~ 17 Damage, 7 Energy

Counter
15 Damage, 6 + 5 = 11 Energy

Counter
15 Damage, 10 + 5 = 15 Energy

410.png

8 HP
32 Energy

Vs.

374.png

9 HP
27 Energy
SR

Holy crap they're both ready to drop. Texas Cloverleaf, you're up next!
 
410.png

8 HP
32 Energy

Vs.

374.png

9 HP
27 Energy
SR

Shieldon
Flamethrower
RNG roll to crit; 444 = no crit
RNG roll for effect; 238 = no burn
[10 + (3 - 2)*1.5]*1.5 = 17.25 ~ 17 Damage, 7 Energy

410.png

8 HP
25 Energy

Vs.

374.png

0 HP
27 Energy
SR

Texas, your next pokemon, then Leethoof's actions.
 
Wasn't expecting that. jk

Protect->Protect->chill

IF he uses Substitute at all in the queue, then Taunt and move actions down, but only once.
 
410.png

8 HP
25 Energy

Vs.

422-e.png

78 HP
100 Energy
SR

Aegis proved his worth as a bossosaurus, as no pokemon can KO him. He's so boss(osaurus), he KO'ed himself.
Shellos
Substitute 15 HP
12 Energy

Mud Slap
RNG roll to crit; 142 = no crit
[4 + (3 - 4)*1.5]*2.25 = 5.625 ~ 6 Damage, 3 Energy

Mud Bomb
RNG roll to hit; 265 = hit
RNG roll to crit; 972 = no crit
RNG roll for effect; 850 = no acc drop
[7 + (3 - 4)*1.5]*2.25 = 12.375 ~ 12 Damage, 6 Energy

Shieldon
Taunt
10 Energy

Protect
7 + 2 = 9 Energy

Protect
11 + 4 = 15 Energy

410.png

0 HP
0 Energy

Vs.

422-e.png

78 HP
79 Energy
SR
Taunted (3a)

Leethoof, your next pokemon, then Texas Cloverleaf's actions.
 
25 HP Substitute ~ Toxic ~ Ice Beam

If Energy Ball is used replace current action with Mirror Coat and scale remaining actions accordingly.
 
420.png

90 HP
100 Energy

Vs.

422-e.png

78 HP
79 Energy
SR
Taunted (3a)

Gonna bold the important part from last update. Also, sorry this took so long. I used the 4 Day DQ to my advantage to get some other crazy shit done. This round does not go well for Texas Cloverleaf.
Shellos
Substitute (Struggle)
RNG roll to crit; 375 = no crit
[5 + (2 - 2)*1.5] = 5 Damage, 2 recoil, 5 Energy

-3 HP, Leech Seed

Toxic (Struggle)
RNG roll to crit; 419 = no crit
[5 + (2 - 2)*1.5] = 5 Damage, 2 recoil, 9 Energy

-3 HP, Leech Seed

Ice Beam
RNG roll to crit; 899 = no crit
[10 + (3 - 1)*1.5]*1.5 = 19.5 ~ 20 Damage, 7 Energy

-3 HP, Leech Seed

Cherubi
Leech Seed
9 Energy

Sunny Day
10 Energy

Solarbeam
RNG roll to crit; 54 = crit
[12 + 3 + 3 + (3 - 3)*1.5]*1.5 = 22.5 ~ 27 Damage, 7 Energy

+3 HP, Leech Seed

420.png

73 HP
74 Energy

Vs.

422-e.png

41 HP
58 Energy
Leech Seed (3a)
SR

Sunny for three (3) more rounds.

Leethoof, its your turn for orders!
 
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