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Lord Jesseus vs Frosty - MK - Frosty wins!

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Ok then might as well get in a Bite before he burns us. Fight Status with Status by hitting him with Toxic. Then, might as well go for haxiness, Thunder Wave him.
 
Frosty sends out his newest fighter:
355.png


Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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).

Stats:
HP: 80
Atk: *** (+)
Def: ***
SpA: **
SpD: ***
Spe: 21 (25x0.85v)

Levitate:(Innate)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.
Gespenst flys around a little, before turning around to see Epsilon charging towards him, chomping on Gespenst with a bite. Gespenst's eyes turn completely red, and Epsilon looks on in fear as great walls of every colour appear around the lake before disappearing. Epsilon tries to attack, but in this new arena, Gespenst is able to move far faster, and Will-O-Wisps, burning Epsilon. Now able to move, Epsilon responds in status kind, a Toxic attack badly poisoning Gespenst. Gespenst then opens its mouth and fires a beam of shadows at Epsilon, who ends the round with a paralysing Thunder Wave.
Spr_4d_403_m.png

Shinx [Epsilon] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
HP: 51
Atk: **** (+1)
Def: **
SpA: * (-1)
SpD: * (-1 due to Earth Power)
Spe: 39 (45/1.15)
Energy: 60

Abilities:
Intimidate: (Can be Activated) 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.

Status:
Burned
355.png


Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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).

Stats:
HP: 68
Atk: *** (+)
Def: ***
SpA: **
SpD: ***
Spe: 5 ((25x0.85v)/4)
Energy: 77

Levitate:(Innate)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.

Status:
Badly Poisoned (2 dpa)
Paralysed
Epsilon used Bite, dealing 11.25 (rounded to 11) damage for 4 energy.
Gespenst used Trick Room for 10 energy.
Gespenst used Will-O-Wisp for 7 energy.
Epsilon took two burn damage and used Toxic for 7 energy.
Gespenst took one poison damage and used Night Shade, dealing 10 damage for 6 energy.
Epsilon took two burn damage and used Thunder Wave for 6 energy.

Arena Effects:
Trick Room (4 Rounds)
 
...
You guys are joking right?

MK and Kingler (evolution ^_^) look on in despair as Gespenst, still the 'fastest', starts things off with a Confuse Ray. Epsilon has absolutely no idea what he's doing, and bites a chunk of ice, giving him the worst brainfreeze and damaging himself a little. Gespenst sends out ghostly shock waves, further damaging Epsilon, who, now out of confusion, only seems concerned with getting his swag on. Gespenst becomes simultaneously enraged and confused, getting an attack boost in exchange for some mild brain damage. Despite his parafusion, Gespenst's Return still comes off, showing his love for Frosty. Epsilon finishes the round with another Bite.
Spr_4d_403_m.png

Shinx [Epsilon] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
HP: 18
Atk: **** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 45
Energy: 45

Abilities:
Intimidate: (Can be Activated) 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.

Status:
Burned
355.png


Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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).

Stats:
HP: 55
Atk: ***** (+, +2 due to Swagger)
Def: ***
SpA: **
SpD: ***
Spe: 5 ((25x0.85v)/4)
Energy: 68

Levitate:(Innate)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.

Status:
Badly Poisoned (3 dpa)
Paralysed (15%)
Confused (1 action)
Gespenst took 2 poison damage and used Confuse Ray for 4 energy, mildly confusing Epsilon.
Epsilon took 2 burn damage and hit himself in confusion, dealing 4 damage for 4 energy.
Gespenst took 2 poison damage and used Astonish, dealing 8.5 (rounded to 9) damage for 2 energy.
Epsilon took 2 burn damage, snapped out of confusion and used Swagger for 7 energy.
Gespenst took 2 poison damage and used Return, dealing 14.5 (rounded to 14) damage for 7 energy.
Epsilon took 2 burn damage and used Bite, dealing 6.75 (rounded to 7) damage for 4 energy.

Arena Effects:
Trick Room (3 Rounds)
 
Gespenst starts the round trying to Astonish Epsilon, but all he accomplishes is to smack his ghostly visage into a block of ice. Fortunately, this display of self-harm appears to have snapped him out of his confusion, as Epsilon suddenly changes from a cute little kitty cat into a snarling TIGER, intimidating Gespenst. The ghost-type once again shows its love for its trainer, a ramming Return attack on Epsilon, who responds with a Bite, which FLINCHES Gespenst! Epsilon ends the round with another Bite attack.
Spr_4d_403_m.png

Shinx [Epsilon] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Stats:
HP: -1
Atk: **** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 45
Energy: 0

Abilities:
Intimidate: (Can be Activated) 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.

Status:
Burned
355.png


Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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).

Stats:
HP: 28
Atk: *** (+, +1 due to Swagger, -1 due to Intimidate)
Def: ***
SpA: **
SpD: ***
Spe: 5 ((25x0.85v)/4)
Energy: 59

Levitate:(Innate)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.

Status:
Badly Poisoned (4 dpa)
Paralysed (10%)
Gespenst took 3 poison damage and tried to use Astonish, but hit himself in confusion, dealing 7 damage for 2 energy.
Epsilon took 2 burn damage and activated Intimidate for 2 energy.
Gespenst snapped out of its confusion, took 3 poison damage and used Return, dealing 13 damage for 7 energy.
Epsilon took 2 burn damage and used Bite, dealing 6.75 (rounded to 7) damage for 4 energy. This attack flinched Gespenst.
Gespenst was unable to move!
Epsilon took 2 burn damage and used Bite, dealing 6.75 (rounded to 7) damage for 4 energy and expending 4 extra energy for consecutive use. Epsilon then fainted.

Arena Effects:
Trick Room (2 rounds)
 
Shouldn't Duskull's Atk have dropped at the end of that round?

Anyway, two left, go Haunter!

Ok, He's got a speed "Advantage", but let's not fret yet. Cast a Hex on his thoroughly statused body, then follow up with a Shadow Ball. Hex him again after that, and hopefully he'll ge gone by then.
 
Hey, it hasn't finished just yet!

Alrighty Gespenst start by using your superior speed to use PAIN SPLIT and bring the haunter to your level. After that, use Destiny Bond so your iminent loss isn't in vain and the next poke can destroy the ghost for good next turn. Finalize with Astonish to teach it not to be so cocky.

If you get paralysed on the first turn, replace Destiny Bond with Pain Split and astonish with destiny bond.

Pain Split - Destiny Bond - Astonish

If you get paralysed on turn 1:

Pain Split - Pain Split - Destiny Bond
 
Jesseus sends out one of his last pokemon, Iota the Haunter.
Spr_1b_093.png

Haunter(*) [Iota] (Female)
Nature: Timid (+Spe, -Atk)

Type:
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).

Stats:
HP: 90
Atk: * (-1)
Def: **
SpA: ****
SpD: **
Spe: 92 (+15%)
Energy: 100

Abilities:
Levitate: (Innate) 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.
Gespenst, still the faster of the two mons thanks to Trick Room, starts things off with a Pain Split, leaving both on the same HP as auras form around them and even out. Iota uses a massively damaging Hex, and Gespenst responds with a Destiny Bond, tying the battler's souls together. Iota Shadow Balls and Gespenst just manages an Astonish, before fainting due to the toxic poison.
Spr_1b_093.png

Haunter(*) [Iota] (Female)
Nature: Timid (+Spe, -Atk)

Type:
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).

Stats:
HP: 46
Atk: * (-1)
Def: **
SpA: ****
SpD: **
Spe: 92 (+15%)
Energy: 89

Abilities:
Levitate: (Innate) 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.
355.png


Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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).

Stats:
HP: -1
Atk: *** (+)
Def: ***
SpA: **
SpD: ***
Spe: 5 ((25x0.85v)/4)
Energy: -1

Levitate:(Innate)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.

Status:
Fainted
Gespenst took 4 damage and used Pain Split, leaving both mons on 59 HP for 44 energy.
Iota used Hex, dealing 28.5 (rounded to 29) damage for 6 energy.
Gespenst took 4 poison damage and used Destiny Bond for 14 energy.
Iota used Shadow Ball, dealing 18.75 (rounded to 19) damage for 5 energy.
Gespenst took 4 poison damage and used Astonish, dealing 12.75 (rounded to 13) damage for 2 energy. Gespenst then fainted due to toxic.

Arena Effects:
Trick Room (1 Round)
Next mon please Frosty.
And no, DB does not apply as Haunter did not directly KO Duskull.
 
Before anything, two things:
1) Doesn't Destiny Bond apply on this case?
2) Even if not, I think you forgot to include Astonish's damage (bringing the total to at least 46)


That being said: I summon thee Undine the Eevee!

Which evolves to a Vaporeon! (I don't remember if it was already evolved when we started this match <_<).

134.png

Vaporeon [Undine] (Female)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water
Normal: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration (DW): (Innate) [LOCKED] This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55 (65*0.85v)

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


Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-attack (*)
Growl (*)
Quick Attack (*)
Water Gun
Acid Armor
Hydro Pump
Haze

Yawn (*)
Tickle (*)
Charm (*)

Dig (*)
Swift (*)
Shadow Ball (*)
Ice Beam

Time to kick ass!

Shadow Ball - Shadow Ball - Water Gun
If Shadow Ball is disabled, replace the 2nd one with Hydro Pump
 
That's... a lot of special attack.
Ok Haunter, let's not try to avoid the inevitable here. We'll let off a double dose of Thunderbolt and then go out on our on terms: WITH A BANG! Explosion! If Vappy's first attack saps more than half your HP (I don't think it should, but I may have calculated wrong), move Explosion to the second action.
 
It was not a Vaporeon, as Frosty sends out one of his last pokemon, Undine the Eevee, and it suddenly reacts to the water in the lake, evolving into a beautiful Vaporeon!

LJ greets her with about as much respect as he has Frosty's other pokemon - ordering a supereffective Thunderbolt on Undine. However, the Trick Room still lingers, and Undine is able to get in there first, hitting Iota with a summoned ball of shadows. Iota then releases a jolt of lightning, hitting Undine hard. The Water-type then goes for another Shadow Ball, hitting just as hard as the first one. Iota responds with a thoroughly interesting Thunderbolt, critically hitting Undine, who finally decides on a different move, forming a torrent of water in her jaws, and releasing it... in a little piddle of a Water Gun. However, Iota is so weak that the puny Water Gun is enough to knock it out!
Spr_1b_093.png

Haunter(*) [Iota] (Female)
Nature: Timid (+Spe, -Atk)

Type:
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).

Stats:
HP: -4
Atk: * (-1)
Def: **
SpA: ****
SpD: **
Spe: 92 (+15%)
Energy: 0

Abilities:
Levitate: (Innate) 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.
134.png

Vaporeon [Undine] (Female)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water
Normal: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration (DW): (Innate) [LOCKED] This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 81
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55 (65*0.85v)
Energy: 64
Undine lost 20 energy through evolution used Shadow Ball, dealing 18.75 (rounded to 19) damage for 6 energy.
Iota used Thunderbolt, dealing 17.25 (rounded to 17) damage for 7 energy.
Undine used Shadow Ball, dealing 18.75 (rounded to 19) damage for 10 energy.
Iota used Thunderbolt and got a critical hit, dealing 21.75 (rounded to 22) damage for 11 energy.
Undine used Water Gun, dealing 11.5 (rounded to 12) damage for 2 energy. This attack KOed Iota.
To speed up the process, here is LJ's final mon.
Spr_5b_479W.png

Rotom-W [Gamma]
Nature: Timid (+Spe and +5% accuracy, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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).

Stats:
HP: 90
Atk: **(-1)
Def: ****
SpA: ****
SpD: ****
Spe: 99(+15%)

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.
Trick Room is no longer in effect.
 
Uh, evolving takes 20% energy remember.
Also, nads. I forgot about Trick room.

OK Rotom, I'm not sure we can win this, but hopefully we can at least take out Vaporeon. Sadly, I haven't taught you many decent attacks yet so we'll have to try Shock Wave. Trip him up with Confuse Ray if you can, then fire another Shock Wave. If he tries to hide underwater, just fire you're electric attacks at the water and conduction should take care of the rest.
 
Couldn't you have a Rotom-F or Rotom-H....it would make it sooooo much easier for me. Now I am stuck against an annoying poke strong against both of my remaining pokes <_>.

Anyway, Undine, we gotta plain the field for the next poke, so we are GOING ALL OUT NO MERCY LEAVE NO PRISIONERS USE YAWN. After that hit it good with shadow ball and finalize with a Hydro Pump. Also, even though you are a water poke, you are amphibious and going into water means trouble against an electric poke, so stay where you are ok?


Yawn - Shadow Ball - Hydro Pump
 
With the battle nearing its conclusion, LJ's newest competitor starts things off with a spark of electricity. Gamma's Shock Wave attack connects with Undine, who responds with... a yawn. Gamma becomes very drowsy, looking like it's about to fall asleep. The washing machine's eyes perk up though, and it lets off a Confuse Ray, causing Undine to trip and stumble when she attempts a Shadow Ball. Gamma then goes for another Shock Wave, the sparks dissipating like snowflakes in an ocean just as Undine tries a Hydro Pump, but can only shoot the floor, before slipping again and hurting herself.
Spr_5b_479W.png

Rotom-W [Gamma]
Nature: Timid (+Spe and +5% accuracy, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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).

Stats:
HP: 90
Atk: **(-1)
Def: ****
SpA: ****
SpD: ****
Spe: 99(+15%)
Energy: 89

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.

Status:
Drowsy (1 action)
134.png

Vaporeon [Undine] (Female)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water
Normal: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration (DW): (Innate) [LOCKED] This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 38
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55 (65*0.85v)
Energy: 44

Status:
Confused (1 action)
Gamma used Shock Wave, dealing 15.75 (rounded to 16) damage for 3 energy.
Undine used Yawn for 7 energy.
Gamma used Confuse Ray for 5 energy.
Undine tried to use Shadow Ball, but hit herself in confusion, dealing 5.5 (rounded to 6) damage for 6 energy.
Gamma used Shock Wave, dealing 15.75 (rounded to 16) damage for 3 energy.
Undine tried to use Hydro Pump, but hit herself in confusion, dealing 5.5 (rounded to 5) damage for 7 energy.
 
You know Shadow Ball isn't super effective right, Frosty?

Ok, use Shock Wave again. Go in with a lesser Thundershock, and then (hopefully) finish him with Shock Wave!
 
Gamma again starts things off with a never-miss jolt of sparks, bringing Undine ever closer to fainting. She is however able to overcome her confusion this action, and her Shadow Ball snaps her out of it, hitting Gamma. The washing machine then tries to use a ThunderShock, but its drowsiness overcomes it, and it falls asleep, unable to move as Undine Hydro Pumps itself to recover a small amount of health thanks to her Water Absorb ability. Gamma remains asleep as it is hit by another ball of shadows from Undine. It wakes up just as the round ends.
Spr_5b_479W.png

Rotom-W [Gamma]
Nature: Timid (+Spe and +5% accuracy, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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).

Stats:
HP: 71
Atk: **(-1)
Def: ****
SpA: ****
SpD: ****
Spe: 99(+15%)
Energy: 82

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.
134.png

Vaporeon [Undine] (Female)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water
Normal: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration (DW): (Innate) [LOCKED] This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 25
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55 (65*0.85v)
Energy: 45
Gamma used Shock Wave, dealing 15.75 (rounded to 16) damage for 7 energy.
Undine used Shadow Ball, dealing 9.5 (rounded to 10) damage for 6 energy.
Gamma fell asleep.
Undine used Hydro Pump on herself, healing 3 for 7 energy.
Gamma was asleep.
Undine used Shadow Ball, dealing 9.5 (rounded to 9) damage for 6 energy.
 
...the double confusion hit was a killer...now my situation is at best dangerous

Oh well...

Yawn

PS: I do know that Shadow Ball isn't SE. It was more a matter of lacking a better move (and me forgeting that Hydro Pump actually deals more damage and that resistances are accounted for when you exploit water absorb. Live and learn, I guess.
 
Gamma, sensing a battle almost won, releases a wave of sparks. Undine, with its dying breath, yawns to make Gamma drowsy once again. The washing machine then goes for another Shock Wave to knock Undine out.
Spr_5b_479W.png

Rotom-W [Gamma]
Nature: Timid (+Spe and +5% accuracy, -Atk)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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).

Stats:
HP: 71
Atk: **(-1)
Def: ****
SpA: ****
SpD: ****
Spe: 99(+15%)
Energy: 72

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.
134.png

Vaporeon [Undine] (Female)
Nature: Quiet (Adds * to Special Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water
Normal: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration (DW): (Innate) [LOCKED] This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: -6
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55 (65*0.85v)
Energy: 38
Gamma used Shock Wave, dealing 15.75 (rounded to 15) damage for 3 energy.
Undine used Yawn for 7 energy.
Gamma used Shock Wave, dealing 15.75 (rounded to 16) damage for 7 energy. This attack KOed Undine.
Here is Frosty's last pokemon.
37.png

Vulpix [Ruki] (Female)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).


Abilities:
Flash Fire: (innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **
SpD: ***
Spe: 75 (65 x 1.5)

Attacks:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst

Disable (*)
Extrasensory (*)
Energy Ball (*)

Double Team (*)
Fire Blast (*)
Dig (*)
And it is I think Frosty to order, though someone can correct me if I'm wrong.
 
yeah it is my turn.

Just in the nick of time Vulpix evolves :D (Seriously it evolved like 3-4 hours ago).

38.png


Nature: Timid (A 15% increase (rounded up) in Base Speed and a +12% increase in accuracy on this Pokemon's attacks; Subtracts * from Attack)
Type: Fire
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.



Abilities:
Flash Fire: (innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought (DW): (Innate) [LOCKED] When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 x 1.5)

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


Attacks:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst
Will-o-Wisp
Nasty Plot
Safeguard

Disable (*)
Extrasensory (*)
Energy Ball (*)

Double Team (*)
Fire Blast (*)
Dig (*)
Bide

No Drought yet though.

Anyway, let's finish this Ruki. It is an uphill battle, but we should be able to make it work!

Let's start with something simple:

Confuse Ray - Energy Ball - Fire Blast
if it uses Hydro Pump, replace current action with Double Team (3 clones) and the following action with Disable (to disable Hydro Pump), leaving the remaning as is (for example, if hydro pump is used on the first action, my actions would be Double Team (3 clones) - Disable - Fire Blast)
 
Ok Gamma, we're disadvantaged health wise and theirs sleep on the way. Luckily we've been asleep already so it shouldn't take too long, especially if he wakes us up with Fire Blast. Start with Thunder Wave. Hopefully you'll be able to not hurt yourself and put us at a significant advantage. Use shock Wave (but actually sleep) and then if you wake up for the final action, use Hydro Pump, or Thunder Wave if he wasn't paralysed before.

Keen to finish this match, I only have one pokemon not in this battle which prevents me from roleplaying.
 
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