mewtwo####### VS DFrog

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4 vs 4 Doubles

Restructions:
- 3 day DQ battles, 5 day refs.
- All Pokemon used must be able to evolve.
- If a Pokemon has evolvedyou can't lead with it.
- No items
- Switch = KO
- All abilities

Arena:
A forest clearing with a pond and a storm is brewing. Once the storm has started a lighting bolt may randomly hit any of the combatants at the end of the round. Ref gets to decided when the storm happens and whether weather effects will affect to storm, e.g. rain dance.


Pikachu Gesundheit (F)
Nature: Naughty (Attack up by *, Sp. Def. down by *.)

Pikachu is destined to lead Team VioletEye alongside Mewtwo. She'll be able to quell any argument, soothe any ill tempers, and work out any obstacle to a mission, no matter what the pressure.

She just doesn't know it yet.

Pikachu's evolution has left her with a newfound energy and excitability. Her expanded electrical prowess has led her to prefer blasting foes into oblivion. However, she has the cuteness -- and now, a mind -- for battle strategy, and an interest in espionage to boot.

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.

Stats:

HP: 90
Atk: *** (+)
Def: **
SpA: **
SpD: * (-)
Spe: 90

EC: 4/4/9
MC: 0
DC: 3/5

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.
Lightningrod (DW): (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.

Attacks:
Thundershock(*)
Charm(*)
Tail Whip(*)
Thunder Wave(*)
Sweet Kiss(*)
Nasty Plot(*)
Quick Attack
Swift
Double Team
Electro Ball
Slam

Volt Tackle(*)
Wish(*)
Encore(*)

Hidden Power Ice, 7 Power (*)
Grass Knot(*)
Volt Change(*)


Ralts Gordon (M)
Nature: Adamant (Attack up by *, Sp. Atk. down by *.)

Gordon is a rather quiet boy. He doesn't say much, but when he does speak, he always says the right thing. Guess that's the upside of being an empath. Conversely, the fact that he picks up so much malice from the air around him must burn him on the inside. Maybe that's why he's quiet. Maybe it's because he's not looking forward to evolution; after all, guys NEVER look good in short skirts.

He's not saying, though...

Type: Psychic
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
Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
Atk: ** (+)
Def: *
SpA: * (-)
SpD: **
Spe: 40

EC: 2/4/9
MC: 0
DC: 2/5

Abilities:
Synchronize:(Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace: (Can be Activated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Command: (Ability: Trace (Target Ability) )

Telepathy (DW-Locked): (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind(*)
Psychic

Shadow Sneak(*)
Disable(*)
Memento(*)

Psych Up (*)
Facade (*)
Will-O-Wisp (*)
Thunder Wave


Pawniard Fischer (M)
Nature: Jolly (Speed up by 15%, Sp. Atk. down by *.)

This is Fischer. He's one of 8 siblings; as a result, he's pretty handy in a fight. The annual family chess matches have sharpened his mind, giving him a knack for noticing patterns in and applying experience to his battles. Maybe they're also why he walks deliberately and prefers not to attack foes directly in front of him.

As for his attitude...it's all a game, and the only rule is to have fun. Fischer seems to enjoy everything he does, but he only does anything if he enjoys it. When he battles, he uses whatever ploy he thinks would amuse him the most. He likes high-fives and secret handshakes, though; watch out for that...


Type: Dark / Steel
Dark:
Dark STAB;
Immunity to all telepathic and telekinetic attacks
better performance in all darkened and especially twilight conditions
Can use more devious Dark-type attacks while attracted
Revenge and Vengeance have Energy Cost reduced by one (1)
Steel:
Steel STAB, Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized

Stats:

HP: 90
Atk: ***
Def: ***
SpA: * (-)
SpD: **
Spe: 69 (+)

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

Abilities:
Defiant: (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Inner Focus: (Innate)
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pressure (DW-Locked): (Innate)
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Scratch(*)
Leer(*)
Fury Cutter(*)
Torment(*)
Faint Attack(*)
Scary Face(*)
Metal Claw(*)

Psycho Cut(*)
Revenge(*)
Sucker Punch(*)

Substitute (*)
Rock Polish (*)
Taunt (*)


Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.

Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.

Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.


Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)

EC: 4/9
MC: 2
DC: 3/5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge

Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)

Aerial Ace(*)
Facade(*)
Brick Break(*)



Embirch (Gary) M
Nature: Brave
Type: Fire/Grass

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flammes are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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.

Stats
HP: 90
Atk (+1): Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (factoring nature)

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Moves:
Bullet Seed*
Sweet Scent*
Growth*
Ember*
Leech Seed*
Flame Wheel*
Giga Drain*
Fire Spin*

Dragon Breath*
Earth Power*
Aromatherapy*

Fire Blast*
Reflect*
Brick Break*

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


Breezi (Buster) M
Nature: Bold
Type: Poison/Flying

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.
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.

Stats:

HP: 90
Atk (-1): Rank 1
Def (+1): Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 85

Abilities:

Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Moves:
Gust*
Sand Attack*
Tailwind*
Encore*
Rapid Spin*
Knock Off*
Heal Pulse*
Copycat*
Whirlwind*
Razor Wind*
Entrainment*

Disable*
Earth Power*
Gastro Acid*

Energy Ball*
Toxic*
Shadow Ball*

EC: 0/6
DW: 0/5

HIDE=Frank]

Scraggy* (Frank) M
Nature: Brave
Type: Dark/Fight
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 90
Atk(+*): Rank 4
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 41 (factoring nature)
Abilities:
Shed Skin (innate):This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie (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.

DW:
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.

Moves:
Leer*
Low Kick*
Sand Attack*
Faint Attack*
Swagger*
Headbutt*
Brick Break*
Payback*
Crunch*
Hi Jump Kick*

Drain Punch*
Dragon Dance*
Detect*

Dig*
Double Team*
Focus Blast*

EC: 1/6
DW: 1/5

MC: 0


Totodile* (Steve) M
Nature: Naughty
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP:90
Atk (+1): Rank 4
Def: Rank 3
SpA: Rank 2
SpD (-1): Rank 1
Spe: 43

Abilities:
Torrent (innate): When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

DW:
Sheer Force (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.

Moves:
Scratch*
Leer*
Water Gun*
Rage*
Bite*
Scary Face*
Ice Fang*
Aqua Tail*
Super Power*

Hydro Pump*
Crunch*
Aqua Jet*

Dig*
Protect*
Ice Beam*

EC: 1/9
DW: 1/5
MC: 0

As the match-seeker, Mewtwo will be the first to choose his Pokemon; then DFrog will issue orders, then Mewtwo his. Then alternating order, I'll remind you whose turn is next after every ref post.

Ready.... Begin!
 
Lets go Gary, the Embirch and Frank the Scraggy

Gary start with Will-o-Wisp (Fischer), then use Fire Blast (Fischer) and then Reflect.

Frank lets start by doing your Dragon Dance then Crunch (Gordon) and wrap it up with Drain Punch (Fischer)

Gary:
Will-o-Wisp (Fischer) > Fire Blast (Fischer) > Reflect
Frank:
Dragon Dance > Crunch (Gordon) > Drain Punch (Fischer)
 
This'll be fu-uh-un.

FISCHER: I open with a Pirc Defense.
Start with a 20 HP Substitute. Next, Taunt Gary, then Revenge on Frank.
---
GORDON: Yecch. Dark-types.

Start by generating 4 Double Team clones and surrounding Frank. Next, use Psychic to throw Gary at Frank, then finish the round with a Psych Up on Frank.

If Frank's boosts are gone by the time you use Psych Up, though, Will-O-Wisp Frank.
 

Gordon (M)
HP: 90
Energy: 100
Ability: Synchronize / Trace
Status: Normal


Fischer (M)
HP: 90
Energy: 100
Ability: Defiant / Inner Focus
Status: Normal

< VS >


Gary (M)
HP: 90
Energy: 100
Ability: Leaf Guard / Battle Armor
Status: Normal


Frank (M)
HP: 90
Energy: 100
Ability: Shed Skin / Moxie
Status: Normal​

BATTLE START! ROUND 1, BEGIN!
Mewtwo's team comes out on the defensive, with Gordon the Ralts flashing brightly to produce 4 illusory clones to Double Team the competition! Gary the Embirch tries to use a Will-O-Wisp to soften the attacks of a vicious-looking Pawniard named Fischer, but Fischer stops the attack solid by producing a very hardy Substitute to take hits for him. Frank the Scraggy, DFrog's other Pokemon, just sits and Dragon Dances, showing off his sick-ass gangsta moves. Fischer Taunts Gary, then Frank is on the offensive as he leaps towards one of the five Gordons, blunt little fangs bared-- and they Crunch down on nothing, dissipating one of the clones. Meanwhile Gary takes aim at Fischer and unleashes a deadly Fire Blast that completely melts Fischer's Substitute, leaving him exposed and vulnerable to Frank's one-man gangbanging. Well Gordon just isn't content to let his bro take the heat by himself, so he (and all his clones mimicking his movements) lifts Gary into the air using his Psychic powahs, and chucks him violently into Frank. Gordon continues his sneaky sideline-fighting by Psyching himself Up and copying Frank's dope dance moves, while Gary picks himself up and forgets cast out a Reflective barrier due to his Taunt-induced anger!. Frank goes in for a devastating Drain Punch to Fischer's face, but the badass known as Fischer is ready for him-- he takes the devastating punch and strikes back in an act of Revenge, cleverly subverting the healing side-effects of Drain Punch-- unfortunately, his decision to wait to strike cost him some extra damage that was alleviated by Gary's Reflect.


Gordon (M)
HP: 90
Energy: 69
Ability: Synchronize / Trace
Status: 3 clones, +1 Attack/Speed


Fischer (M)
HP: 42
Energy: 66
Ability: Defiant / Inner Focus
Status: Normal

< VS >


Gary (M)
HP: 80
Energy: 87
Ability: Leaf Guard / Battle Armor
Status: -1 Special Defense, Taunted (4 more turns)


Frank (M)
HP: 74
Energy: 77
Ability: Shed Skin / Moxie
Status: +1 Attack/Speed​

Pawniard Sub (-17 energy, -20 HP)
Ralts Double Team (-16 energy = 4 clones)
Embirch WoW (-6 energy, miss)
Scraggy DD (-7 energy)

Pawniard Taunt (-9 energy)
Scraggy Crunch (-5 energy, noms a clone)
Embirch Fire Blast (-7 energy, (12+3+1.5)x1.5=25 damage @ Sub)
Ralts Psychic (-6 energy, 9+3-1.5=10, SDef drop succeeds; Scraggy hit for 3 impact damage)

Scraggy Drain Punch (-11 energy, (8+3+1.5)x2.25=28 damage, heals 3 HP)
Embirch Reflect (Taunted)
Ralts Psych Up (-7 energy)
Pawniard gets Revenge (-8 energy, 12x1.5=16 damage)


What an intense match! How will this affect the outcome?! mewtwo, you're up!
 
Um... 'scuse me? I believe Fischer's Taunt was directed at Gary, not Frank.

Also, if a Pokemon uses a STAB move, doesn't that cut the move's Energy cost by 1?

Finally, your calcs say that Gordon got the Sp. Def. drop from Psychic; wouldn't that still be around by the end of the round?

I could be wrong on any of these...
 
OK, then.

FISCHER: Owie.

Start with a Sucker Punch to Gary to take advantage of the Taunt. Next, Revenge Gary, then Sucker Punch Gary again.

SP - Revenge - SP Gary
Target Frank with Revenge if he chooses to attack you.

---
GORDON: We've had worse.

Start by Disabling Frank's Drain Punch attack. Follow it up with a Facade to Frank, then Shadow Sneak Gary.

Disable Drain Punch - Facade Frank - SS Gary

If your clones dissipate, DT again on 3rd action.
 
This is how its going down.

Lets show Gordon that we don't need Drain Punch by making an example of his partner by Hi Jump Kicking him into oblivion. Then share the pain with Gordon by using Faint Attack pin him to the floor. Then while he is pinned to the floor use Crunch on his head.

Now its time to get complex with Gary.
Use Fire Blast on Fischer to draw him in with sucker punch so Frank can kick him. Then follow up with a swift Brick Break while he is still at close range then use Bullet Seed at Gordon to cause him serious pain. If Fischer goes down in action one because of that serious beat down use Bullet Seed on Gordon.

Actions:
Frank:
Hi Jump Kick (Fischer) > Faint Attack (Gordon + a pinning it to the floor) > Crunch (Gordon)
Gary:
Fire Blast (Fisher) > Brick Break (Fischer)/ Bullet Seed (Gordon if Fischer goes down before) > Bullet Seed (Gordon)
 
ROUND 2, BEGIN!
What an intense match! Things have been pretty level so far, but I have a feeling things are about to heat up... Gordon the Ralts immediately begins by Disabling Frank's Drain Punch to ensure that he doesn't get any more healing off. Gary the Embirch plants his feet in a wide stance while he inhales deeply for an impending, and no-doubt powerful, fire-type attack... seeing this, Fischer goes in for a slicey-dicey Sucker Punch, landing a strong hit-- but also putting him right in the way of a spine-shattering Hi Jump Kick from Frank! That attack was so devastating that it's a wonder that Fischer is even still standing-- it looks as though he's hanging on with only 1 HP left! Unfortunately for Fischer it's out of the pan and into the fire quite literally as he is knocked skywards, an easy target for Gary's Fire Blast! Fischer is KO'd!!

But little Gordon bravely battles on despite being outnumbered and outmuscled, putting on a brave Facade to attack Frank-- but Frank isn't buying it, and the attack does minimal damage! Frank meanwhile narrows his eyes and disappears into the shadows-- wherefrom he's able to pick out the real Gordon and knock him to the ground with a nasty Faint Attack, dissipating his remaining clones! Before he can react further, Gordon is nailed with a spray of Bullet Seeds from Gary's little wood guns! What a beating this little guy is taking!

Abandoning orders to attack, Gordon quickly raises his arms and utters a quick chant... Frank goes in to Crunch Gordon to pieces, fangs bared, but thanks to his Psyched Up stats, Gordon just barely manages to emit a flash of light and create 4 clones of Double Team a split-second before he is struck-- and Frank Crunches down on a clone instead, dissipating it!! EDIT: Frank Crunches Gordon first, then Gordon makes 4 clones. ((note to Mewtwo: I assumed you wanted 4 clones again, but don't forget to specify next time.)) Gary notices the sudden reappearance of 4 more Gordons, and picking his target, he blasts away with another barrage of Bullet Seeds-- unfortunately the first seed just dissipates another clone, with the remaining seeds impacting harmlessly into the ground.


Gordon (M)
HP: 28
Energy: 42
Ability: Synchronize / Trace
Status: 3 clones


Fischer (M)
HP: 0
Energy: 61
Ability: Defiant / Inner Focus
Status: KO!!

< VS >


Gary (M)
HP: 67
Energy: 66
Ability: Leaf Guard / Battle Armor
Status: Taunted (1 more turn)


Frank (M)
HP: 67
Energy: 52
Ability: Shed Skin / Moxie
Status: Normal​
Pawniard Sucker Punch (-5 energy, 8+3+1.5= 13 damage)
Scraggy HJK (-7 energy, (13+3+1.5)*2.25+1.5=41 damage)
Ralts Disable (-6 energy, Drain Punch disabled)
Embirch Fire Blast (-7 energy, **KO Fischer**)

Scraggy Faint Attack (-3 energy, (6+3+4.5)x1.5+1.5=22 damage)
Ralts Facade (-5 energy, 7-1.5+1.5=7 damage)
Embirch Bullet Seed (-5 energy, 4 hits > 12+3+3=16 damage)

Scraggy Crunch (-5 energy, (8+3+4.5)x1.5+1.5=24)
Ralts Double Team (-16 energy = 4 clones)
Embirch Bullet Seed (-5-4 energy, 4 hits > 12+3+3=16 damage *MISS* clone hit)
*Scraggy's DD boost fades, and so does Ralts' with it*

Mewtwo, choose your next Pokemon!
DFrog makes the next move (after Mewtwo chooses)!
 
If I'm right, Gordon's and Frank's boosts ought to be gone by now.

Right, then, let's see how DFrog does razing THIS bulwark.

Go, Uberwocky the Shelgon!

Shelgon(*) Uberwocky (F)
Nature: Naive (Special Defense reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.

Uberwocky, or Ubie for short, is a distant relative of the Rekkuza line. Her family holds that, through rigorous training, a Bagon will eventually sprout wings and fly. Ubie has held that belief ever since she left the egg; as a result, she is vicious in battle, fighting as if every match is her last.

Although she's gained a little girth, Ubie isn't completely discouraged. It doesn't look like she'll get off the ground at all, but she's still working as hard as ever. Ring a bell, too, just in case.


Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: ***
Def: ****
SpA: **
SpD: * (nature cut)
Spe: 58 (nature boost)

EC: 4/9
MC: 2
DC: 3/5

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Double-Edge

Dragon Pulse(*)
Dragon Dance(*)
Fire Fang(*)

Aerial Ace(*)
Facade(*)
Brick Break(*)
 
YEAH the power of team work! I have been worried about this guy the entire game but taunt wears off next turn so Gary lets get down to business.
Start by inhaling deep and give him a taste of your foul Dragon Breath! Next (because taunt wears off) use Will-o-Wisp on Ubie then use Leech Seed this is a game changing combo (I know it first hand). If Will-o-Wisp misses use it again over leech seed

Frank it time for you to get rid of Gordon but because I derped and didn't give you Ice Punch for Ubie you're going to get close to the pair with a Faint Attack on Gordon then you're going to deliver a swift Hi Jump Kick to Ubie's side. Then (pray to RNG it hits) you're going to Crunch down on that Ralts. If he Sets up more clones before this take a Chill pill.

Gary:
Dragon Breath (Uberwocky) > Will-o-Wisp (Uberwocky) > Leech Seed/Will-o-Wisp (Uberwocky)

Frank:
Faint Attack (Gordon) > Hi Jump Kick (Uberwocky) > Crunch/Chill (if he sets up more clones)
 
UBIE: Wow, you're unloved ;_;

Lead with an Aerial Ace to Gary. Next, wait for the "all clear" from Gordon, then Dragon Dance like there's no tomorrow. Finish with a Dragon Claw to Gary!

Aerial Ace Gary -- Dragon Dance -- Dragon Claw Gary
If you're Burned by the third Action, use Facade instead.

---
GORDON: Blegh.

Faint Attack will eat your clones, so let Frank hit you, then Will-O-Wisp Frank before he can get away. Next, Teleport between Gary and Ubie to take the Will-O-Wisp, then Double Team for 4 clones and surround Gary.

WoW Frank -- Teleport to cover Ubie -- Make 4 Clones
If you fall below 25 HP, replace your final action with a Memento to Frank.
 
((LOL thanks. Let's clean up the chatter posts, DFrog.))

ROUND 3, BEGIN!
Newcomer Uberwocky the Shelgon leads the charge this round! Moving with speed surprising for a girl her size, she leaps into the air, lunging down on Gary and swiping him with all the accuracy and power of a true Aerial Ace! But if Gary is impressed, he doesn't show it, and hits back with a debilitating blast of fiery Dragonbreath! Frank meanwhile focuses on getting rid of Gordon's erstwhile clones, but Gordon and the clones each begin to chant and a circle of spooky Will-O-Wisps surrounds them. Frank's suddenly-superior speed allows his Faint Attack to strike first though, and all the clones again go poof-- with Frank recieving a nasty second-degree burn immediately afterward. While those two scuffle, Uberwocky begins a series of fierce yet graceful motions in an iconic Dragon Dance! Gary knows this spells trouble for his team, and fires from his little guns several blasts of his own Will-O-Wisp! Unforunately, his aim is slightly off, and the bloom of his guns unfortunately causes it to miss! Frank decides to get in on the action, and leaps into the air, coming down with a mighty Hi Jump Kick that deals good damage despite his burn! Gordon suddenly realizes that his role has been fulfilled in this match, and there's nothing more he can do... he forces a psycic connection with Frank and reverses his empathic mental state, forcing Frank to feel his sorrow and the inevitable prediction that he too will fall before this battle is over. The grim Memento uses all of Gordon's remaining mental energy, and he falls to the ground, fainted. While Frank tries to deal with the crushing weight of his reversed-empath state, Ubie and Gary are still duking it out-- Uberwocky charges Gary, slashing at him with concealed yet very powerful Dragon Claws! Despite desperately trying to hold her off, Gary still takes a nasty blow, but realizes that now is the time to fire a point-blank Will-O-Wisp-- the bloom can't possibly make it miss at this close range, and it indeed hits, afflicting Uberwocky with a second-degree burn of her own! Frank plops down into a sitting position, heedless to the action nearby him, and tries to Chill out and relax, removing his pants (and the burn with it)... but even being so relaxed cannot lift the sorrowful weights from his mind...

And at the end of this round, Mewtwo is left at a very unsettling 4-2 disadvantage! Can he and his remaining member possibly overcome such odds?!


Gordon (M)
HP: 0
Energy: 0
Stats: 2/1/1/2/40
Ability: Synchronize / Trace
Status: KO!


Uberwocky (F)
HP: 71
Energy: 84
Stats: 3/4/2/1/58
Ability: Rock Head
Status: +1 Attack/Speed, Burned (2nd Degree)

< VS >


Gary (M)
HP: 42
Energy: 45
Stats: 3/2/3/2/43
Ability: Leaf Guard / Battle Armor
Status: Normal


Frank (M)
HP: 63
Energy: 55
Stats: 4/3/2/3/41
Ability: Shed Skin / Moxie
Status: -2 Attack/Special Attack (persistent), pantsless​
Shelgon Aerial Ace (-4 energy, (6+1.5)x1.5=11 damage)
Scraggy Faint Attack (-3 energy, (6+3+4.5)x1.5+1.5=22 damage)
Embirch Dragonbreath (-5 energy, (6+3)x1.5=14 damage)
Ralts WoW (-7 energy, Scraggy burned)
*Scraggy takes 2 damage from burn*

Shelgon Dragon Dance (-6 energy)
Scraggy HJK (-7 energy, (13+3)-3=13 damage)
Embirch WoW (-6 energy, miss)
Ralts Memento (**Ralts is KO'd** Scraggy suffers -2 drop in both offenses, persistent)
*Scraggy takes 2 damage from burn*

Shelgon Dragon Claw (-5 energy, 8+3+1.5+1.5=14 damage
Scraggy Chill (+12 energy)
Embirch WoW (-6-4 energy, Shelgon burned)
*Shelgon takes 2 damage from burn*
*Scraggy's Shed Skin cures its burn*

Gesundheit the Pikachu is sent out.

Mewtwo issues orders next!
 
GESU: You came out earlier than I would have liked, bu eh, whatev.

Since it gets them before Lv. 25, Pikachu should have Swift, Slam, Electro Ball, Double Team, and Quick Attack.

Does Encore work on chills? If so, Encore Frank. If not, get in close and Sweet Kiss Gary!

Next, fire off a Nasty Plot, then Volt Change Gary!

Encore Frank -- Nasty Plot -- Volt Change Frank
If Encore doesn't work on chills, Sweet Kiss Gary
---
UBIE: Screw.

Lead with a hearty Facade to Gary, then Dragon Pulse Gary from up close. Finish it off with an Aerial Ace to Gary!

Facade Gary -- DP Gary -- Ace Gary
Change last action to Outrage Frank if Gary goes down by then.
 
1 thing, does Frank get a KO counter from Ralts?

Well my actions are as follows:

Gary, unleash another foul Dragonbreath on Ubie, use Earthpower on Gesu to deal some much needed damage. Then not letting up on Ubie use another Dragon Breath.

Frank my old buddy, you did it. Nothing more can be asked of you, you have survived the sh*tstorm and survived you deserve a rest. But before then lets wreck them. Start by giving Gesu and Ubie a taste of your dope Dragon Dance then use combine with Gary and attack Gesu with Dig after that, stay behind Gesu and use Drain Punch

Gary:
Dragon Breath (Ubie) > Earthpower (Gesu) > Dragon Breath (Ubie)

Frank:
Dragon Dance > Dig (Gesu) > Drain Punch(Gesu)
 

Gesundheit (F)
HP: 90
Energy: 100
Stats: 3/2/2/1/90
Ability: Static
Status: Normal

ROUND 4, BEGIN!
Mewtwo's final Pokemon, Gesundheit the Pikachu, takes the stage and immediately leads the offensive for her team. She goes to Encore Frank's last move, but not knowing what it was, and sensing her trainer's doubt, she decides it's best to use the alternative route. Prancing up to Gary, she Sweetly Kisses him right on the cheek, severely confusing him! Gary grapples with the sudden strange feelings he has for his opponent-- or was it his opponent? She seemed to like him, so maybe... in his daydreamy state, he botches the Dragonbreath that was rising in his throat, coughing and sputtering and injuring himself internally from the confusion. Uberwocky meanwhile presses the attack, performing an elaborate Facade of the pain her burn inflicted on her before striking back at Gary vengefully. Frank finally gets to his feet, sluggishly attempting to deal with his depression as best he can, and performs a half-hearted Dragon Dance to boost his offensive prowess once more.

After watching Gary's attacks backfire, Gesu gives a self-satisfied little smirk as she concocts a Nasty Plot as to how best to take advantage of the situation. While she plots, however, she is hit by a powerful joint ground-type assault-- Frank Digs shallowly through the dirt for a rising-from-the-underground punch, while Gary (after clearing his vision and regaining control) knocks her up again as soon as she lands with a burst of Earth Power! But Uberwocky makes it perfectly clear that she isn't done with Gary yet, and she exposes her normally-hidden mouth to blast him with a mighty Dragon Pulse!

Gary only just has time to shake it off before he sees a shadow descending from above, as Uberwocky swoops down with an Aerial Ace that puts Gary in his place-- it's a KO!! Gesundheit meanwhile growls irritably and dashes at Frank, who prepares his Drain Punch to strike her-- but he is too slow to properly react to the Voltage-switch that Gesundheit pulls on him-- he still gets the attack off, but it's a weak clipping blow that only just manages to strike her as she dashes away. Nonetheless he still manages to suck some HP out of it. The round ends as Uberwocky's Dragonly boosts fade and the burn begins to take its toll on her... both she and Gesu remain weakened, but still have fight in them yet. DFrog, choose your next Pokemon!


Gesundheit (F)
HP: 51
Energy: 84
Stats: 3/2/2/1/90
Ability: Static
Status: +2 Special Attack

Uberwocky (F)
HP: 65
Energy: 66
Stats: 3/4/2/1/58
Ability: Rock Head
Status: Burned (2nd Degree)
< VS >

Gary (M)
HP: 0
Energy: 0
Stats: 3/2/3/2/43
Ability: Leaf Guard / Battle Armor
Status: KO!

Frank (M)
HP: 55
Energy: 31
Stats: 4/3/2/3/41
Ability: Shed Skin / Moxie
Status: -1 Attack, -2 Special Attack, (persistent) +1 Speed​
Pikachu Sweet Kiss (-5 energy, Embirch confused for 3 turns)
Shelgon Facade (-8 energy, 14-3+1.5+1.5=14 damage)
Embirch hits himself in confusion (-3 energy, 4+1.5=6 damage to self)
Scraggy Dragon Dance (-7 energy)
*Shelgon takes 2 damage from burn*

Pikachu Nasty Plot (-7 energy)
Shelgon Dragon Pulse (-6 energy, 9+3=12 damage)
Scraggy Dig (-6 energy, (8+3)x1.5-1.5=15 damage)
Embirch Earth Power (-7 energy, (9+3)x1.5=18 damage)
*Shelgon takes 2 damage from burn*

Pikachu Volt Change (-4 energy, 7+3-1.5+3 damage=11 damage)
Shelgon Aerial Ace (-4 energy, **Embirch is KO'd**)
Scraggy Drain Punch (-11 energy, 8+3+1.5-1.5=11-5 for Volt Change evasion= 6 damage 3 HP healed)
*Shelgon takes 2 damage from burn*
*Shelgon's initial DD boost fades*

NOTE: Just realized I forgot to have something letting people know when Disable was gonna wear off. x__X Well it's gone now, but still... my bad.

DFrog sends out a new Pokemon and issues orders next!
 
Come on out Steve, the Totodile, and avenge your dinosaur brother.

Begin with an nice cold Ice Beam to send Ubie packing, next use Dig get the upper hand on Gesu, time the dig so you can avoid any electrical attacks sent you way. Then once you come back up from the dig distance your self from Gesu then fire another Ice Beam at Ubie. If Gesu uses attacks you with an electric move sub ice beam with Protect.

HOLY SH*T Frank your still alive!!! Use Drain Punch on Ubie then if Ubie uses a contact move on this turn give it a taste of Hi Jump Kick if not Crunch down on Gesu. Then chill out, take of your pants and have a break.

Steve:
Ice Beam (Ubie) > Dig (Gesu) > Ice Beam(Ubie)/Protect (If Gesu attacks with an electric move)

Frank:
Drain Punch (Ubie) > Hi Jump Kick (if Ubie makes contact)/Crunch (Gesu)/ ~Chill~
 
UBIE: I think you can take one Ice Beam. XD

Start by sending a Facade Frank's way. Next, Dragon Dance up, then fire off an Outrageous Outrage!

Facade Frank -- DD -- Outrage

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

GESU: Dear, dear, you're quite unpopular, too.

Lead with a Volt Change to Steve. Next, go over to Frank and set up 4 Double Team clones. Finish with a Thundershock to Steve. Why Thundershock? You'll see ;)

Volt Change Steve -- DT 4 clones -- Thundershock Steve
 

Steve (M)
HP: 90
Energy: 100
Stats: 4/3/2/1/43
Ability: Torrent
Status: Normal

Round 5, BEGIN!
Steve, a Totodile of noble and heroic namesake, takes the field and is immediately assaulted by Gesundheit's electric fury-- She zaps him with her Volt Switch, redirecting her momentum to take her toward Frank, who was swapping blows with the furious Uberwocky (who's still apparently steamed about her burn). Frank socks her with a very Draining Punch (for Frank both in terms of HP AND energy), while she retaliates with another Facade! Irwin, after recovering from his initial shock, focuses on Uberwocky and fires off an Ice Beam at her, which in a stroke of terrible luck freezes one of her legs solid!

Now Gesu gets up in Frank's face, again with her smirk, and begins to Double Team him with the sudden appearance of 4 clones! While the five Pikachu leer mockingly at him, Steve charges to the rescue, Digging underground to come up under one of the five-- but alas, it was just a clone! Frank snorts and leaps past the clones toward Uberwocky, who is desperately attempting to Dragon Dance, however her frozen limb keeps her from performing the steps properly! Frank flies toward the air at her, but in a stroke of nasty luck, she stumbles out of his path and he collides with the ground, injuring himself.

The ever-clever Gesundheit notices Steve preparing to fire an Ice Beam off at her cohort, and she zaps Steve with a light Thundershock, who hastily Protects himself from it! Seems her nasty plots and clever tactics are beginning to pay off. Ah, but what's this....? Uberwocky finally seems to have decided she has had enough of getting statused and haxed and everything. Her pupils slowly contract into nothingness and a purplish-red flame begins to envelop her body, and she lets out a mighty roar of Outrage!! Her rising body temperature not only melts, but completely vaporizes the ice on her limb as she charges at the again-chilling Frank in a blind fury, slashing, ripping, and tearing at him in a frenzy of draconic might! Oh man, this battle only gets hotter as it moves closer to completion!

Pikachu Volt Change (-4-4 energy, (7+3+1.5)x1.5+3=20 damage)
Scraggy Drain Punch (-11-4 energy, 8+3-1.5=10 damage, 5 HP healed)
Shelgon Facade (-8 energy, 14-3+1.5+=13 damage)
Totodile Ice Beam (-7 energy, (10+1.5)x1.5=17 damage, leg freezes over)
*Shelgon takes 2 damage from burn*

Pikachu Double Team (-16 energy = 4 clones)
Scraggy HJK (-7 energy, 13+3-1.5=14 damage, miss=2 damage to self)
Totodile Dig (-6 energy, hit a clone)
Shelgon Dragon Dance (-3 energy, fails due to frozen limb)
*Shelgon takes 2 damage from burn*

Pikachu Thundershock (-2 energy, (4+3+1.5)x1.5+3=16 damage, failed due to Protect)
Scraggy Chill (+12 energy)
Shelgon Outrage (-7 energy, 12+3-3=12 damage to Frank)
Totodile Protect (-12 energy)
*Shelgon takes 2 damage from burn*
*Scraggy's initial DD boost fades*
*Pikachu's NP boost degrades to +1*



Gesundheit (F)
HP: 51
Energy: 58
Stats: 3/2/2/1/90
Ability: Static
Status: +1 Special Attack, 3 clones

Uberwocky (F)
HP: 32
Energy: 45
Stats: 3/4/2/1/58
Ability: Rock Head
Status: Burned (2nd Degree)
< < VS > >

Steve (M)
HP: 70
Energy: 75
Stats: 4/3/2/1/43
Ability: Torrent
Status: Normal

Frank (M)
HP: 33
Energy: 21
Stats: 4/3/2/3/41
Ability: Shed Skin / Moxie
Status: -2 Attack/Special Attack​

Mewtwo issues orders next!
 
GESU: Bingo. ;)

Start by Encoring Steve's Protect! That'll put him out of commission for the whole round. Next, Electro Ball Frank to soften him up for Ubie, then make a restorative Wish!

Encore Steve -- Electro Ball Frank -- Wish yourself
If Steve Protects against the Encore, switch it in the queue with Electro Ball.
If Encore would fail for any other reason, Volt Change Steve.


---
UBIE: Hopefully, we can pick up your final Evolution Counter so you can grow some wings after the battle.

See that Scraggy? That's the cause of your Outrage. Try to direct it at him. Then chill off your confusion.

Outrage -- Outrage -- Chill
DO try to hit Frank with your attacks.
If you're not confused on your third action AND Frank's still up, Dragon Pulse him.
 
STEVE BLOCK YOUR EARS AND EYES WITH Protect to avoid the encore, then double ice beam and put that dragon out of commission.

Frank chill out then gain some energy then dodge both attacks with Detect then Chill again buddy, if by some miracle you survive this round you'll get some well earned revenge.

Steve: Protect > Ice Beam > Ice Beam (both at Ubie)
Frank: Chill > Detect > Chill
 
ROUND 6, BEGIN!
Seeing that Gesundheit is about to give him an Encore, Steve immediately attempts to Protect himself from the move, but-- the energy shield breaks and Gesu's warm and hearty Encore washes over him, encouraging him to repeat the same move some more! Uberwocky continues her rampant Outrage, whaling away at Frank who STILL is just chillin' like a bro.

Gesundheit follows Ubie's lead by firing off an Electro Ball at Frank, but he Detects the move as well as Ubie's further assaults and leaps out of the way! Ubie, losing sight of him, turns her Outrageous attention to Steve, who successfully manages to Protect himself this time! It's a strange round of no damage occurring, save Uberwocky's ever-present burn!

Now Gesundheit makes a very special (not to mention energy-costly) Wish, lighting up the heavens with the intensity of it... Uberwocky's flames fade and her pupils return, but she stumbles in her exhaustion and knocks her face against a tree trunk, hurting herself in confusion before she can remember what her orders were. Frank chills out again, relaxin' like a mofo, while Steve attempts another (failed, and also pointless) Protect. Suddenly Steve realizes how foolish using 4 protects in a row must have looked, and it's clear he won't be falling for any MORE of those tricks for a while... Gesundheit takes grim note of this, and it seems that all her nasty plots seem to have run out.

Totodile Protect (-7-4 energy, failed due to consecutive use)
Pikachu Encore (-10 energy, encored Protect)
Shelgon Outrage (-7 energy, 12+3-3=12 damage to Frank)
Scraggy chill (+12 energy)
*Shelgon takes 2 damage from burn*

Pikachu ElecBall (-8 energy, 6+3-1.5+1.5=9 damage, failed due to Detect)
Shelgon Outrage (-7 energy, 12+3+1.5-3=12 damage to Steve, failed due to Protect)
Totodile Protect (-7-4 energy, Protected from Outrage)
Scraggy Detect (-6-3 energy, detect and avoid Electro Ball)
*Shelgon takes 2 damage from burn*
*Shelgon becomes intensely confused from confusion

Pikachu Wish (-17 energy, will restore 20 HP and end of next turn)
Shelgon hits self in confusion (-3 energy, 4-1.5=3 damage
Totodile Protect (-7 energy, failed due to consecutive use)
Scraggy chill (+12 enery)
*Shelgon takes 2 damage from burn*
*Pikachu's NP boost fades completley*



Gesundheit (F)
HP: 51
Energy: 23
Stats: 3/2/2/1/90
Ability: Static
Status: 3 clones

Uberwocky (F)
HP: 23
Energy: 28
Stats: 3/4/2/1/58
Ability: Rock Head
Status: Burned, (2nd Degree) Confused (3 more turns)
< < VS > >

Steve (M)
HP: 70
Energy: 50
Stats: 4/3/2/1/43
Ability: Torrent
Status: Normal

Frank (M)
HP: 21
Energy: 37
Stats: 4/3/2/3/41
Ability: Shed Skin / Moxie
Status: -2 Attack/Special Attack​

Dfrog issues orders next!
 
edit: okay no problem, I was contemplating using swagger on uberwocky, luckily i decided against it

Anyways:
Steve use Ice Beam at Uberwocky finishing that dastardly dragon once and for all! then use Aqua Tail on Gesu, for some reason if Uberwocky isn;t down use Ice Beam instead of aqua tail this action (action 2) then use Dig on Gesu.

Frank lets break those clones with Faint Attack then Chill then use Hi Jump Kick. Frank you are the biggest mofo ever the only remaining mon from the first round.

Steve:
Ice Beam (Ubie) > Aqua Tail (Gesu)/Ice Beam (if Ubie is still standing) > Dig (Gesu)
Frank:
Faint Attack (Gesu) > Chill > Hi Jump Kick (Gesu)
 
(Yes it is, my mistake. Uberwocky got quite unlucky with the RNG and suffered Intense confusion, which is the most lengthy brand of confusion there is.)
 
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