Lord Jesseus eats a BlazikenChicken, Frosty Subrefs

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Orcinus Duo

Banned deucer.
4v4 Doubles
Training Items On
1 Day DQ
2 Subs
All abilities
Switch KO
5 chills/2recovers


Lord Jesseus said:

Mollux [Astropod] (Female)
Nature: Bold (+Def, -Atk)
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 76
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 5/5

Abilities:
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 two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Can Be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Heat Wave
Recover
Eruption

Heal Bell
Heal Pulse
Helping Hand

Sludge Wave
Thunderbolt
Protect
Hidden Power Grass 7


Charizard [Chi] (Male)
Nature: Lonely (+Atk, -Def)

Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4

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

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
SolarPower (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Leer
Ember
Metal Claw
Rage
Dragon Rage
Scary Face
Fire Fang
Smokescreen
Flamethrower
Flame Burst

Crunch
Rock Slide
Counter

Will-o-Wisp
Rock Slide
Dig
Protect
Brick Break
Shadow Claw
Solarbeam


Larvesta [Atlas] (Female)
Nature: Timid (+Spe, -Atk)

Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 69 (+)
Acc: +11%
Size Class: 2
Weight Class: 3
Base Rank Total: 13

EC: 1/6
MC: 1
DC: 1/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Ember
Leech Life
String Shot
Take Down
Bug Buzz

Endure
Morning Sun
Foresight

Fire Blast
SolarBeam
Sunny Day
Giga Drain



Trapinch [Glen] (Male)
Nature: Hasty (+Spe, -Atk)
OT: Wobbanaut

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.

Stats:
Trapinch
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Acc: +5%
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 3
DC: 1/5

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW): (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Bite
Sand Attack
Faint Attack
Sand Tomb
Bide

Earth Power
Endure
Quick Attack

Protect
Bulldoze
Rock Slide
Blazikenmaster-Zeo said:


Cyclohm (Cloudy) (Female)

Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)


Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 3
Spe: 92(+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC 9/9
MC 0
DC 5/5

Level Up Moves
Tackle
Growl
Bide
Weather ball
Whirlwind
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Tri Attack
Spark
Sonicboom
Double Hit
Hyper Beam
Hurricane
Slack Off

Tutor moves
Draco Metor

Egg Moves
Hydro Pump
Power Gem
Dragon Breath
Magnet Rise

HM/TM Moves
Flamethrower
Fire Blast
Light Screen
Ice Beam
Torment
Substitute
Thunder Bolt
Thunder
Volt Switch
Surf

Total Moves: 34

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).





Gliscor* Kiki (Female)
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.
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.
Nature: Adamant (Plus Attack; Minus Special Attack)

Stats-
Hp: 100
Atk: Rank 4(+1 adamant)
Def: Rank 5
SpA: Rank 1(-1 adamant)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 18


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

Level Up Moves
Fire Fang
Ice Fang
Thunder Fang
Acrobatics
Poison Sting*
Sand-Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
U-Turn
X-scissor
Guillotine

Egg Moves
Agility*
Cross Poison*
Night Slash*

Tutor Moves
Aqua Tail

TM/HM Moves
Aerial Ace*
Earthquake*
Dig*
Sludge Bomb
Protect
Substitute
Roost
Stone Edge
Poison Jab

Total Moves: 24

Abilities:
Hyper Cutter-Innate; This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Sand veil- Innate This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage

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.


Gallade,Psycho(M)
Type: Psychic/Fighting
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 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.
Fighting- Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Nature: Brave(+Atk, -Speed, -10% Evasion)

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 69(-)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DW:5/5

Level up moves
Leaf Blade
Night Slash
Growl
Confusion
Double team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Psycho Cut
Close Combat
Helping Hand

Egg Moves

Confuse Ray
Disable
Fire Punch
Ice Punch
Will-o-wisp

TM/HM Moves
Toxic
Taunt
Aerial Ace
Protect
Light Screen
Thunder Bolt
Reflect
Shadow Ball
Stone Edge
Thunder Wave
Rock Slide
Grass Knot
Trick Room


Total Moves: 35

Abilities:
Steadfast:
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.


Justified(DW):
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Heracross(Sapdrinker)(Male)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Nature: Adamant (+1 atk, -1 SpA)

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC:0
DC:3/5

Level Up Moves:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Close Combat

Egg Moves:
Bide
Double-Edge
Mega Horn

TM/HM Moves:
Earthquake
Dig
Shadow Claw
Stone Edge
Protect

Total Moves: 18

Abilities
Swarm:
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Moxie:
Type: Innate
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.
HEracross dies due to this being a 4v4 doubles, I get one KOC.

Jesseus sends out first.
 
Charizard and Trapinch, with EXP Shares.
Also Orcinus, that's not 5 mons from BM_Zeo, thats just a mess up in the hide tags causing two Gallades. (one of them is empty)
 
What he said -.- Sorry I had a full day's shift at work for a few days and haven't had time to get on Cyclohm and Gallade are on first.

Cyclohm: Magnet Rise - Rain Dance - Thunder(Charizard)

Gallade: Reflect(Gliscor/self) - Willowisp(Trapinch) - Leaf Blade(Trapinch)
if Trapinch protects Action 2 or 3 replace that action with Calm Mind
 
Oh dear

Charizard: Air Slash Glallade~Brick Break Gallade~Dig Cyclohm
Trapinch: Sand Tomb Cyclohm~Earth Power Cyclohm~Earth Power Cyclohm
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Team Lord Jesseus


HP: 100
EN: 100
Stats: 4/2/4/3/100
Item: EXP Share


HP: 90
EN: 100
Stats: 4/1/2/2/12
Item: EXP Share




Team Blazikenmaster-zeo


HP: 110
EN: 100
Stats: 1/4/4/3/92
Item: nuffin'


HP:100
EN:100
Stats: 6/3/3/4/69
Item: Nada



Round 1​

Someone called for a subref? Fear not, Frosty is here! (oh god how cheesy is that).

Anyway, let's begin this.

Here we are at what appears to be "nowhere" since nobody bothered to choose an arena, so I will use my magic powers to transport you all to the ASB Arena!

*shazam!*

Better.

Back to the battle, Charizard starts turn 1 by creating Air Slashes that considerably damage Gallade. The Zen Fighter and his partner in crime Cyclohm ignore the attack as they start to set up with Reflect and Magnet Rise. Finally Trappinch, feeling kinda left out, but never intimidated, traps Cyclohm in a Sand Tomb.

On Turn 2, Charizard gets tired of this reflect nonsense (this soon?!) and Brick Break it along with Gallade. The fighter and the dragon (is it some kind of jet li movie?) continue to set up with Rain Dance and Will-o-Wisp, the latter burning Trapinch. Finally Mr. Jaws evokes the power of the earth to damage the floating dragon.

Finally on the final act, Charizard, after having a bad feeling about this fox, Digs a hole and goes underground. The dragon wannabe seems to be quite smart as, seconds later, a Thunder smashes the place where the charizard was, missing it completely. Gallade, in the other hand, finally acknowledging the little twerp that is annoying his partner, cuts it with Leaf Blade. Despite the damage, Trapinch continues to hit cyclohm with another Earth Power.


'til now it seems pretty even, although I may say: this trapinch is doing a fine job, considering that he is facing two third-stages.

Charizard: Air Slash at Gallade: (8 + 3)*1.5 = 16.5 damage for 5 energy
Crit: 7 (no)
Flinch: 67 (no)

Cyclohm: Magnet Rise for 5 energy
-2hp due to sand

Gallade: Reflect for 7 energy

Trapinch: Sand Tomb Cyclohm: (4 - 4/3 + 3)*1.5 = 8.5 damage for 4 energy
Hit: 75 (yes)
Crit: 6 (no)

Turn 2:<br />
<br />
Charizard: Brick Break Gallade: (8 + 1.5)*0.67 = 6.35 damage for 6 energy
Crit: 6 (no)
Reflect is no more!

Cyclohm: Rain Dance for 10 energy
-2hp due to sand

Gallade: WoW Trapinch for 7 energy
Hit: 24 (yes)

Trapinch: Earth Power at Cyclohm: (9 - 3 + 3 - 1.5)*1.5 = 11.25 damage for 6 energy
Crit: 7 (no)
SpD: 11 (no)
-2hp due to burn

Turn 3:<br />
<br />
Charizard: Dig at Cyclohm: 8*1.5 = 12 damage for 10 energy
Crit: 6 (no)
Static: 6/10 (no)

Cyclohm: Thunder at Charizard: miss for 8 energy
-2hp due to sand

Gallade: Leaf Blade at Trapinch: (9 + 5.5)*1.5 = 21.75 damage for 7 energy
Crit: 10 (no)

Trapinch: Earth Power at Cyclohm: (9 - 3 + 3 - 1.5)*1.5 = 11.25 damage for 10 energy
Crit:11 (no)
SpD: 71 (no)
-2hp due to burn




Team Lord Jesseus


HP: 100
EN: 79
Stats: 4/2/4/3/100
Item: EXP Share


HP:64
EN: 80
Stats: 4/1/2/2/12
Item: EXP Share




Team Blazikenmaster-zeo


HP: 75
EN: 77
Stats: 1/4/4/3/92
Item: nuffin'
Other: Magnet rise for 3A and Sand Tomb for 3A


HP:77
EN:79
Stats: 6/3/3/4/69
Item: Nada


Lord Jesseus's Turn
 
Hahaha aw man
Charizard: Air Slash Gallade x3
If targeted by a damaging electric type or rock type move: dig cyclohm
Trapinch: Sand Tomb cyclohm~Earth Power Cyclohm x2
If cyclohm is under the effects of a protective/evasive action: redirect to Gallade
 
Ok Zeo doesn't seem to have been on in 4 days, if he hasn't posted by tomorrow I think I'm going to DQ him, even though it means no counters for anybody...
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
i think tommorow has passed.

Oh well. This battle is cancelled. Which means that I (and the battlers) won't get a dime T_T.

Tough luck.
 
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