Mind vs. Muddy Matter: Leader Its_A_Random vs. Challenger Gerard

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#1
This is the fifth time I've come to ref here, and here comes yet another tough challenger. Gerard, a frivolous but respected member of the CAP ASB community has decided to try his luck with the Ground gym. Let's get started, with the rules and arena description:

4v4 Doubles (IAR brings 6, chooses 4)
3 Day Player DQ Time
2 Recoveries/5 Chills Max per Pokemon
2 Substitutions
Switch=OK
Abilities=All
Items=On
Sequences=Off
Turn Order=Coin-Flip
Arena=Earth Mausoleum
Arena: Earth Mausoleum
Field Type: Ground
Complexity: Intense
Format: All

Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena

Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrace, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokemon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing's obvious; This was a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokemon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...

Mechanics:
-Mud patches around the arena have enough water to be considered usable as an external Water Source.
--However, all the mud means that such attacks become Ground Type moves.
--Moves using these Mud Patches are also treated as Water-Type Moves for the purposes of Abilities such as Storm Drain.
--Pokemon hiding in Mud Patches, while retaining the normal properties of Dive (Bar Typing), is also treated as the move: Dig, for the purposes of moves like Earthquake, Earth Power, etc
-Sky Drop, Fly, & Bounce all work like they normally do, but they do not gain enough altitude to successfully evade attacks.

Summary: Ground Type Paradise.


Yup yup, same as always, a bunch of mud and whatnot. Now for the trainers' teams:

Its_A_Random's Pokemon:
Its_A_Random said:

Hippowdon(*) [Stortamus] (M)
NATURE: Sassy (-10% Evasion) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 40 (-)
Size Class: 4
Weight Class: 7
Base Rank Total: 20

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

ATTACKS (59/59)
PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Double-Edge
Earthquake*
Facade
Fire Fang
Fissure
Frustration
Giga Impact
Headbutt
Ice Fang
Iron Head
Iron Tail
Natural Gift
Revenge
Return
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb*
Secret Power
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang

SPECIAL
Earth Power
Hidden Power (Grass, 7)
Hyper Beam
Mud-Slap
Round
Snore
Spit Up
Water Pulse

OTHER
Attract
Captivate
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Whirlwind
Yawn*

Gastrodon [Sleast] (M)
Nature: Quiet (-10% Evasion) (NC)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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. This boost is maintained at the end of each round.
Sand Force (DW): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (71/71)
PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall

SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Fire 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool

OTHER
Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn

Golurk [Robolem] (-)
NATURE: Quiet (-10% Evasion) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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.

ABILITIES
Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Iron Fist: (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

STATS
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

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

ATTACKS (45/71)
PHYSICAL
Astonish
Bulldoze
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Fly
Focus Punch
Hammer Arm
Heavy Slam
Ice Punch
Low Kick
Low Sweep
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
Stone Edge
Thunderpunch
Zen Headbutt

SPECIAL
Earth Power
Grass Knot
Mud-Slap
Night Shade
Signal Beam
Snore

OTHER
Curse
Defence Curl
Double Team
Flash
Gravity
Iron Defence
Magic Coat
Protect
Rest
Rock Polish
Safeguard
Sleep Talk
Stealth Rock
Substitute
Swagger
Telekinesis
Toxic

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

ATTACKS (81/104)
PHYSICAL
Acrobatics
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Knock Off
Low Sweep
Poison Jab
Rapid Spin
Retaliate
Rock Slide
Sand Tomb
Smack Down
Stone Edge
Strength
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Gust
Hidden Power (Ice 7)
Razor Wind
Shadow Ball
Sludge Bomb
Sludge Wave
Struggle Bug
Twister
Venoshock

OTHER
After You
Ally Switch
Attract
Block
Copycat
Disable
Dispel (R)
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Mimic
Protect
Quash
Reflect
Rest
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room

Stunfisk [Shockish] (M)
NATURE: Relaxed (-10% Evasion)

TYPE
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralysing opponents that use contact moves on this Pokemon.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Sand Veil (DW): (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.
Glyph of Thunderbolt: (Raid Glyph) Lowers the threat generated by Thunderbolt by 50%.

STATS
HP: 110
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 27 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 19

EC: N/A
MC: 0
DC: 5/5

ATTACKS (37/62)
PHYSICAL
Bide
Bounce
Earthquake
Fissure
Flail
Payback
Revenge
Stone Edge

SPECIAL
Discharge
Earth Power
Mud Bomb
Mud Shot
Mud-Slap
Muddy Water
Scald
Sludge Bomb
Sludge Wave
Spark
Thunder
Thunderbolt
Thundershock

OTHER
Attract
Camouflage
Double Team
Endure
Flash
Mud Sport
Pain Split
Protect
Rain Dance
Rest
Sandstorm
Sleep Talk
Substitute
Thunder Wave
Toxic
Yawn

Steelix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)

TYPE
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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.
Sturdy: (Innate) 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.
Sheer Force (DW): (Can be Enabled) This Pokemon can energise 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.

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

ATTACKS (67/87)
PHYSICAL
Aqua Tail
Bide
Bind
Body Slam
Bulldoze
Crunch
Dig
Double-Edge
Dragon Tail
Earthquake
Explosion
Facade
Fire Fang
Flail
Giga Impact
Gyro Ball
Heavy Slam
Ice Fang
Iron Head
Iron Tail
Payback
Rage
Return
Rock Blast
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Sand Tomb
Selfdestruct
Slam
Smack Down
Stone Edge
Tackle
Thunder Fang

SPECIAL
Dark Pulse
Dragon Pulse
Dragonbreath
Earth Power
Flash Cannon
Hidden Power (Grass, 7)
Hyper Beam
Snore
Twister

OTHER
Attract
Autotomise
Block
Curse
Double Team
Endure
Harden
Magnet Rise
Mimic
Mud Sport
Protect
Rest
Roar
Rock Polish
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Swagger
Taunt
Torment
Toxic
Just about every battle, Its_A_Random brings a Pokemon that has not seen this arena before, and this time it's a... Stunfisk. Interesting. And here is Gerard's team:
Gerard said:
Cicuta (Roserade) {}

Nature: Timid (+15% Speed, +12% Accuracy, -1 Atk)
Type: Grass / Poison


  • 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.

  • 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:


  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
  • Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:

HP: 90
Atk:
2 (-)
Def:
2
SpA: 5

SpD: 4

Spe:
104 (90 x 1.15)
SC: 2
WC: 2
BST: 20


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


Attacks: 45

Absorb
Aromatherapy
Bullet Seed
Double Team
Endure
Extrasensory
Giga Drain
Grass Knot
GrassWhistle
Growth
Hidden Power Rock (6)
Hyper Beam
Ingrain
Leaf Storm
Leech Seed
Magical Leaf
Mega Drain
Mud Slap
Nightmare
Petal Dance
Pin Missile
Poison Jab
Poison Sting
Protect
Rain Dance
Rest
Shadow Ball
Sleep Powder
Sleep Talk
Sludge Bomb
SolarBeam
Spikes
Stun Spore
Substitute
Sunny Day
Swagger
Sweet Scent
Swift
Synthesis
Toxic
Toxic Spikes
Venoshock
Water Sport
Weather Ball
Worry Seed

Starmie (Vogue) {O}

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / 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.

  • Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:


  • Illuminate: (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). The accuracy drop will last six (6) actions after the Pokemon is released.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(+)
SC: 2
WC: 4
BST: 19


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



Attacks: 61

Aurora Beam
Barrier
Bide
Blizzard
Brine
Camouflage
Confuse Ray
Cosmic Power
Dive
Double Team
Dream Eater
Endure
Flash
Flash Cannon
Grass Knot
Gravity
Gyro Ball
Hail
Harden
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Pain Split
Power Gem
Protect
Psychic
Psyshock
Rain Dance
Rapid Spin
Recover
Refect Type
Reflect
Rest
Scald
Signal Beam
Skill Swap
Sleep Talk
Substitute
Supersonic
Surf
Swift
Tackle
Telekinesis
Teleport
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick
Twister
Water Gun
Waterfall
Whirlpool
Wonder Room
Zap Cannon
Wilde (Gallade) {♂}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting

  • 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.

  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:


  • Steadfast: (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: (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.

Stats:


HP:
100
Atk:
5
Def:
3
SpA:
4 (+)
SpD:
4
Spe:
69 (-)
SC:
3
WC:
4
BST:
21


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


Attacks: 82

Aerial Ace
Ally Switch
Body Slam
Brick Break
Bulldoze
Calm Mind
Charm
Close Combat
Confuse Ray
Confusion
Destiny Bond
Disable
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
False Swipe
Feint
Fire Punch
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Heal Pulse
Helping Hand
Hypnosis
Ice Punch
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Night Slash
Pain Split
Poison Jab
Protect
Psychic
Psycho Cut
Rain Dance
Recycle
Reflect
Rest
Rock Slide
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Skill Swap
Slash
Sleep Talk
Snatch
Stone Edge
Stored Power
Substitute
Sunny Day
Swords Dance
Taunt
Teleport
ThunderPunch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
X-Scissor
Zen Heabutt
Jinx (Simone) {♀}

Nature: Timid (+15% Speed, +14% Acc, -1 Atk)
Type: Ice/Psychic


  • Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

  • 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.

Abilities:


  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Forewarn: (Innate)
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Stats:

HP: 100
Atk:
1 (-)
Def: 2
SpA:
4
SpD:
3
Spe:
110 (+)
SC:
3
WC:
3
BST:
22


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


Attacks: 55

Attract
Avalanche
Bide
Blizzard
Brick Break
Confusion
Copycat
Counter
DoubleSlap
Double Team
Drain Punch
Dream Eater
Endure
Energy Ball
Fake Out
Fake Tears
Focus Blast
Focus Punch
Frost Breath
Grass Knot
Hail
Heal Bell
Heart Stamp
Helping Hand
Hidden Power Fire [7]
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Lick
Light Screen
Lovely Kiss
Magic Coat
Mean Look
Miracle Eye
Nightmare
Perish Song
Pound
Powder Snow
Protect
Psychic
Rain Dance
Reflect
Shadow Ball
Signal Beam
Sing
Skill Swap
Sleep Talk
Substitute
Swagger
Sweet Kiss
Taunt
Teleport
Torment
Toxic
Wish

Gerard brings a wise variety of typing in his Pokemon, with one Ice, one Water and one Grass Pokemon each.

Coin flip time. Heads, Its_A_Random sends out his Pokemon first; tails, Gerard does.

RNG (<=500=heads): 851/1000


Gerard sends out two Pokemon and equips items
Its_A_Random sends out two Pokemon, equips items, and orders
Gerard orders
I ref


Here we go!
 
#2

"And so it begins...
This is actually a pretty tought situation, I've checked every possible pair in my head and came to the conclusion that the ones that I trust the most to start this are my always reliable Vogue, and the beautiful Simone, they show me the least amounts of flaws in between, and are a personal favorite of mine, so, here we go!"



Expert Belt & Life Orb...
...
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#3
C$FP you suck. Why must you always make me order first R1? :P

"Robolem @ Expert Belt, & Iron Chain @ Smoke Ball! Throw these marauders off course! Let us see which trick in your 1000 page handbook of ways to fuck me over will be employed!"

Robolem: Rock Slide > Fire Punch (Simone) > Rock Slide
IF Skill Swap is issued, AND No Guard is chosen, AND you are not Taunted, THEN use Protect on the first instance.
IF Simone uses Bide A1, THEN use Fire Punch (Simone) on the first A1, AND use Fire Punch + Fire Punch combo (Simone) A2.

Iron Chain: [Enable Sheer Force] Rock Slide > Iron Head (Simone) > Rock Slide
IF Trick (Iron Chain) is issued, AND you are not Taunted, THEN use Protect on the first instance.
IF Simone uses Counter, THEN use Thunder Fang (Vogue) that action.
 
#4

.
"This is (and I am starting to think I overuse this word) Interesting, I tought you would send out either Iron Chain & Sleast or
Sleast & Robolem, it never crossed my mind you would bring them together, oh, and all the thing I had started to do in my head with those two, oh well, this actually works for me, no more worrying about a 6% chance of missing is nice :3"


Vogue: Hydro Pump (Robolem) ~ Hydro Pump (Robolem) ~ Scald (Robolem)
*If Robolem faints then switch all remaining attacks to Iron Chain

Simone: Blizzard ~ Blizzard ~ Focus Blast (Iron Chain)
.
 
#5
Its_A_Random:

Robolem|Iron Chain
HP: 100|100
Energy: 100|100
Item: Expert Belt|Smoke Ball
Abilities: Klutz [Enabled], Iron Fist, No Guard|Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 5|4
Def: 3|8
SpA: 3|2
SpD: 3|3
Spe: 47|26
Other: -10% Evasion|-10% Evasion

Gerard:

Vogue|Simone
HP: 90|100
Energy: 100|100
Item: Expert Belt|Life Orb
Abilities: Illuminate, Natural Cure, Analytic|Oblivious, Forewarn, Dry Skin
Atk: 2|1
Def: 3|2
SpA: 4|4
SpD: 3|3
Spe: 133|110
Other: +20% Accuracy|+14% Accuracy


The first round opens up and it looks like Gerard intends to start off quite strongly. Vogue immediately shoots a pressurized burst of water at Robolem with great power, while Simone summons a gale of snow towards Its_A_Random's Pokemon, already leaving Robolem significantly weakened. Robolem and Iron Chain team up to throw tons of rocks at Vogue and Simone, although Robolem for some reason has his item tossed to the side. Vogue and Simone once again fire off water and snow and ice, already knocking Robolem to the mud, unable to battle. The ice actually freezes Iron Chain into a large block of cold steel, so he cannot move. Vogue spits some burning hot water onto Iron Chain, which, funnily enough, thaws him out. Simone summons a large ball of orange energy, and shoots it at a high speed at Iron Chain, who just barely dodges it. Iron Chain once again throws a bunch of rocks at Gerard's Pokemon, but does not accomplish nearly as much without Robolem attacking by his side.


Its_A_Random:

Robolem|Iron Chain
HP: KO|49
Energy: KO|88
Item: Expert Belt|Smoke Ball
Abilities: Klutz [Enabled], Iron Fist, No Guard|Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 5|4
Def: 3|8
SpA: 3|2
SpD: 3|3
Spe: 47|26
Other: -10% Evasion|-10% Evasion

Gerard:

Vogue|Simone
HP: 62|47
Energy: 77|74
Item: Expert Belt|Life Orb
Abilities: Illuminate, Natural Cure, Analytic|Oblivious, Forewarn, Dry Skin
Atk: 2|1
Def: 3|2
SpA: 4|4
SpD: 3|3
Spe: 133|110
Other: +20% Accuracy|+14% Accuracy

Action 1:
Vogue: Hydro Pump (Robolem): (12+2+3+1.5) x 1.5 = 27.75 Damage, -7 Energy
Crit: 432/1000: No
Simone: Blizzard (Robolem): (9+3+3+1.5) x 1.5 = 24.75 Damage, 2 Recoil, -7 Energy
Crit: 558/1000: No
Effect: 192/1000: No
......................(Iron Chain): (9-1+3+3+1.5) = 15.5 Damage
Hit: 369/1000: Yes
Crit: 903/1000: No
Effect: 536/1000: No
Robolem: Rock Slide (Vogue): (6+3) = 9 Damage, -6 Energy
Crit: 805/1000: No
...........................(Simone): (6+4.5) x 1.5 = 15.75 Damage
Crit: 537/1000: No
Iron Chain: Rock Slide (Vogue): (6+2+1.5) = 9.5 Damage, -6 Energy
Hit: 24/1000: Yes
Crit: 759/1000: No
..............................(Simone): (6+2+3) x 1.5 = 16.5 Damage
Hit: 788/1000: Yes
Crit: 410/1000: No

Action 2:
Vogue: Hydro Pump (Robolem): (12+2+3+1.5) x 1.5 = 27.75 Damage, -11 Energy
Crit: 228/1000: No
Simone: Blizzard (Robolem): (9+3+3+1.5) x 1.5 = 24.75 Damage, 2 Recoil, -11 Energy, Robolem faints
Crit: 869/1000: No
Effect: 161/1000: No
......................(Iron Chain): (9-1+3+3+1.5) = 15.5 Damage
Hit: 905/1000: Yes
Crit: 170/1000: No
Effect: 65/1000: Yes
Duration: 514/1000: 2 actions
Iron Chain: frozen

Action 3:
Vogue: Scald (Iron Chain): (8-1+2+3+1.5) x 1.5 = 20.25 Damage, -5 Energy, thaws Iron Chain
Crit: 814/1000: No
Effect: 774/1000: No
Simone: Focus Blast (Iron Chain): -8 Energy
Hit: 966/1000: No
Iron Chain: Rock Slide (Vogue): (6+2+1.5) = 9.5 Damage, -6 Energy
Hit: 259/1000: Yes
Crit: 748/1000: No
..............................(Simone): (6+2+3) x 1.5 = 16.5 Damage
Hit: 357/1000: Yes
Crit: 85/1000: No


Its_A_Random sends out a Pokemon and equips an item
Gerard orders
Its_A_Random orders
I ref
 
#7

.
"That sexy accent won't stop us from doing a number on you. If only Focus Bast hadn't missed... Oh well, it's not called Focus Miss for a reason. Time to erase Iron Chain's grin out of his
face, he won't be enjoying some of the waters..."


Vogue: Brine (Iron Chain) ~ Scald (Iron Chain) ~ Psychic (Utilitand)
*If Iron Chain is under the effects of Protect then switch target to Utilitand and push actions
*If Utilitand uses Skill Swap on Simone's Dry Skin & Iron Chain then use Hydro Pump (Utilitand) - Psychic (Utilitand) - Hydro Pump (Utilitand) according to the number of actions remaining since it's use


Simone: Fake Out (Iron Chain) ~ Blizzard ~ Psychic (Utilitand)
*If Utilitand uses Encore on you A2 then use Blizzard A1
*If Iron Chain uses Endure then switch A1 & A2
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#8

"You cannot leave me just yet, Iron Chain! I have plans for you later!"

Utilitand: Encore (Simone) > Bulldoze > Earthquake

Iron Chain: Endure > Heavy Slam (Simone) > Crunch (Vogue)
 
#9
Its_A_Random:

Utilitand|Iron Chain
HP: 100|49
Energy: 100|88
Item: Focus Band|Smoke Ball
Abilities: Persistent, Vital Spirit, Prankster|Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 3|4
Def: 4|8
SpA: 3|2
SpD: 3|3
Spe: 105|26
Other: none|-10% Evasion

Gerard:

Vogue|Simone
HP: 62|47
Energy: 77|74
Item: Expert Belt|Life Orb
Abilities: Illuminate, Natural Cure, Analytic|Oblivious, Forewarn, Dry Skin
Atk: 2|1
Def: 3|2
SpA: 4|4
SpD: 3|3
Spe: 133|110
Other: +20% Accuracy|+14% Accuracy


Iron Chain immediately starts to brace himself for more attacks. Utilitand makes his debut in this match by quickly applauding Simone with his many hands, even though he hasn't even seen her do anything yet. Vogue spits out a bunch of salty water all over Iron Chain, seeping into his wounds to cause extra pain. Simone takes her encouragement from Utilitand by repeating her last move, hitting Iron Chain directly this time with an orange ball of energy, although Iron Chain holds on with his last bit of vitality. Vogue once again spits up some water on Iron Chain, but this time with boiling-hot water. Simone lets out another blast of energy at Iron Chain, who just continues to endure the attacks. Utilitand uses his hands to send out specialized seismic waves throughout the mud, slowing down all of the Pokemon besides himself. Iron Chain suddenly rushes at Simone and tackles her with great might, nearly knocking her out. Utilitand finishes the job by shaking the whole arena more powerfully this time. Vogue, angered at Utilitand now, throws him around a bit with its telekinetic abilities. Iron Chain bites Vogue and thrashes her around a bit, leaving her fairly weakened.


Its_A_Random:

Utilitand|Iron Chain
HP: 75|1
Energy: 81|58
Item: Focus Band|Smoke Ball
Abilities: Persistent, Vital Spirit, Prankster|Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 3|4
Def: 4|8
SpA: 3|2
SpD: 3|3
Spe: 105|26
Other: none|-10% Evasion, Cannot Endure (1 round), -1 SpD, -1 Spe

Robolem
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Klutz [Enabled], Iron Fist, No Guard
Atk: 5
Def: 3
SpA: 3
SpD: 3
Spe: 47
Other: -10% Evasion


Gerard:

Vogue|Simone
HP: 24|KO
Energy: 59|KO
Item: Expert Belt|Life Orb
Abilities: Illuminate, Natural Cure, Analytic|Oblivious, Forewarn, Dry Skin
Atk: 2|1
Def: 3|2
SpA: 4|4
SpD: 3|3
Spe: 133|110
Other: +20% Accuracy, -1 Spe|+14% Accuracy, -1 Spe

Action 1:
Iron Chain: Endure: -15 Energy
Utilitand: Encore (Simone): -10 Energy
Vogue: Brine (Iron Chain): (13-1+2+3+1.5) x 1.5 = 27.75 Damage, -7 Energy
Crit: 252/1000: No
Simone: Focus Blast (Iron Chain): (12-1+3+3+1.5) x 1.5 = 27.75 Damage, 2 Recoil, -8 Energy
Hit: 881/1000: Yes
Crit: 44/1000: Yes
Effect: 89/1000: Yes

Action 2:
Vogue: Scald (Iron Chain): (8-1+2+3+1.5) x 1.5 + 1.75 = 22 Damage, -5 Energy
Crit: 280/1000: No
Effect: 670/1000: No
Simone: Focus Blast (Iron Chain): (12-1+3+1.5) x 1.5 + 1.75 = 25 Damage, 2 Recoil, -8 Energy
Hit: 804/1000: Yes
Crit: 132/1000: No
Effect: 583/1000: No
Utilitand: Bulldoze (Vogue): (4.5+3+0) = 7.5 Damage, -4 Energy
Crit: 701/1000: No
.........................(Simone): (4.5+3+1.5) = 9 Damage
Crit: 559/1000: No
.........................(Iron Chain): (4.5-1+3-6) x 1.5 = 0.75 Damage
Crit: 957/1000: No
Iron Chain: Heavy Slam (Simone): (14+3+3) x 1.5 = 30 Damage, -9 Energy
Hit: 201/1000: Yes
Crit: 491/1000: No

Action 3:
Utilitand: Earthquake (Vogue): (7.5+3+0) = 10.5 Damage, -6 Energy
Crit: 882/1000: No
.........................(Simone): (7.5+3+1.5) = 12 Damage, Simone faints
Crit: 852/1000: No
.........................(Iron Chain): (7.5-1+3-6) x 1.5 = 5.25 Damage
Crit: 446/1000: No
Vogue: Psychic (Utilitand): (10+2+3+1.5) x 1.5 = 24.75 Damage, -6 Energy
Crit: 827/1000: No
Iron Chain: Crunch (Vogue): (8+2+2+1.5) x 1.5 = 20.25 Damage, -6 Energy
Crit: 729/1000: No


Gerard sends out a Pokemon and equips an item
Its_A_Random orders
Gerard orders
I ref
 
#10

.
"Grrr..
. I was hoping for Scald to at least be a soft safeguard against something like this from happening, but well, this is why luck is not always the best barrier, well, at least we're still in a good situation. Wilde come on here, you should be helping us get this, just like Utilitand, take a Focus Sash in order to help you survive in this enviroment. We shall revenge Simone"

Expert Belt & Focus Sash
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#13

"First I was afraid what methods you had to stop this...Then...I realised there were better solutions...Go on, find a way to keep your Starmie alive...I dare you!"

Utilitand: After You (Stortamus) > Air Slash (Wilde) > Drill Run (Wilde)
IF Vogue uses (Protective/Evasive Move) successfully without transfer, THEN use Protect that action, pushing actions back.
IF Vogue uses Endure, AND Wilde uses Heal Pulse (Vogue) in the same action, THEN use Follow Me that action.

Stortamus: Crunch + Crunch combo (Vogue) > N/A (Crunch + Crunch combo (Vogue)) > Earth Power (Wilde)
IF Vogue uses (Protective/Evasive Move) successfully without transfer, THEN use Protect that action, pushing actions back.
IF Vogue is in the invulnerable stages of Dive when you are scheduled to use a Crunch + Crunch combo, THEN use Earthquake that action.
IF Vogue faints, THEN replace all remaining actions with Earth Power (Wilde).
 
#14

.
"Challenge Accepted!"
As you might find out now, Wide is a very resourseful poke, and so really selfless


Vogue: Endure ~ Hydro Pump (Utilitand) ~ Brine (Utilitand)

Wilde: Pain Split (Vogue) ~ Pain Split (Stortamus) ~ Helping Hand (Vogue)
.
 
#15
Its_A_Random:

Utilitand|Stortamus
HP: 75|110
Energy: 81|90
Item: Focus Band|Rare Candy
Abilities: Persistent, Vital Spirit, Prankster|Sandstream, Sand Force
Atk: 3|4
Def: 4|4 [5]
SpA: 3|3
SpD: 3|4
Spe: 105|40
Other: none|-10% Evasion

Gerard:

Vogue|Wilde
HP: 24|100
Energy: 59|100
Item: Expert Belt|Focus Sash
Abilities: Illuminate, Natural Cure, Analytic|Steadfast, Justified
Atk: 2|5
Def: 3|3
SpA: 4|4
SpD: 3|4
Spe: 133|69
Other: +20% Accuracy, -1 Spe|-10% Evasion

Sandstorm


Vogue starts the round off by bracing itself to be attacked, a very popular move for Pokemon who are starting to get tired. Utilitand then waves around his hands a lot in a manner that energizes Stortamus, who then spontaneously bites Vogue and thrashes it about. Wilde sees that Vogue is hanging on with the last bit of its energy, so he makes their vitality one and splits it in half for the both of them, hurting him a lot, though aiding Vogue significantly. Utilitand does not like how much Wilde helped Vogue, so he uses his hands to cut a wave of air at him, which is rather ineffective due to Wilde's sturdiness and defensive sash. Vogue retaliates on behalf of Wilde by launching a strong stream of water at Utilitand. Wilde performs the same move he used on Vogue, except this time on Stortamus; however, this time it heals Wilde and hurts Stortamus, since Stortamus was so healthy before. The hippo can do nothing to react because of his exhaustion, so he just sits there in the mud. Wilde claps his hands a couple of times towards Vogue, energizing it, similarly to Utilitand's move at the beginning of the round. Utilitand uses his hands as a drill to fly through the ground towards Wilde before smacking into him, again somewhat weakly. Vogue suddenly spews a great burst of salty and gross water at Utilitand, seeping into his wounds and made all the more powerful by Wilde's boost, although Utilitand's defensive band allows him to just barely hold on to consciousness. Stortamus finally reacts to Wilde's crazy strategies by opening the earth beneath him and hitting him with muddy energy. Neither player seems to have a distinct advantage at this point, although Wilde has nearly worked himself to exhaustion after just one round...


Its_A_Random:

Utilitand|Stortamus
HP: 1|85
Energy: 64|56
Item: Focus Band|Rare Candy
Abilities: Persistent, Vital Spirit, Prankster|Sandstream, Sand Force
Atk: 3|4
Def: 4|4 [5]
SpA: 3|3
SpD: 3|4
Spe: 105|40
Other: none|-10% Evasion

Robolem
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Klutz [Enabled], Iron Fist, No Guard
Atk: 5
Def: 3
SpA: 3
SpD: 3
Spe: 47
Other: -10% Evasion


Iron Chain
HP: 1
Energy: 58
Item: Smoke Ball
Abilities: Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 4
Def: 8
SpA: 2
SpD: 3
Spe: 26
Other: -10% Evasion


Gerard:

Vogue|Wilde
HP: 44|41
Energy: 30|14
Item: Expert Belt|Focus Sash
Abilities: Illuminate, Natural Cure, Analytic|Steadfast, Justified
Atk: 2|5
Def: 3|3
SpA: 4|4
SpD: 3|4
Spe: 133|69
Other: +20% Accuracy, Cannot Endure (1 round)|-10% Evasion

Simone
HP: KO
Energy: KO
Item: Life Orb
Abilities: Oblivious, Forewarn, Dry Skin
Atk: 1
Def: 2
SpA: 4
SpD: 3
Spe: 110
Other: +14% Accuracy


Sandstorm

Action 1:
Vogue: Endure: -15 Energy
Utilitand: After You (Stortamus): -6 Energy
Stortamus: Crunch+Crunch (Vogue): (18+1.5) x 1.5 = 29.25 Damage, -28 Energy
Crit: 284/1000: No
Effect: 718/1000: No
Wilde: Pain Split (Vogue): -49.5 Damage, -49.5 HP, -36 Energy
Vogue: -2 HP
Wilde: -2 HP

Action 2:
Utilitand: Air Slash (Wilde): (8-2-1.5) x 1.5 = 6.75 Damage, -6 Energy
Crit: 663/1000: No
Effect: 534/1000: No
Vogue: Hydro Pump (Utilitand): (12+2+3+1.5) x 1.5 = 27.75 Damage, -7 Energy
Crit: 514/1000: No
Wilde: Pain Split (Stortamus): 25 Damage, +25 HP, -33 Energy
Stortamus: cool down
Vogue: -2 HP
Wilde: -2 HP

Action 3:
Wilde: Helping Hand (Vogue): -17 Energy
Utilitand: Drill Run (Wilde): (8-2+3+0) = 9 Damage, -5 Energy
Crit: 592/1000: No
Vogue: Brine (Utilitand): (26-2+2+3+1.5) x 1.5 = 45.75 Damage, -7 Energy
Crit: 455/1000: No
Stortamus: Earth Power (Wilde): (9-2+2+2+3-1.5) = 12.5 Damage, -6 Energy
Crit: 725/1000: No
Effect: 457/1000: No
Vogue: -2 HP
Wilde: -2 HP


Gerard orders
Its_A_Random orders
I ref
 
#18

.
"Who said anything about a sub...

Cicuta, you should be helping us wrapping this whole affair"


Expert Belt & Rose Incense

Vogue: Whirlpool (Utilitand) ~ Chill ~ Hydro Pump (Stortamus)
*If your target is under the effect of a Protective move then use Chill and push actions
*If Utilitand uses Ally Switch then use Icy Wind instead


Cicuta: Magical Leaf (Utilitand) ~ Leech Seed (Utilitand) ~ Spikes
* If your target is under the effect of a Protective move then use Sleep Powder (Stortamus) and push actions, but maintain Spikes
* If Utilitand targets you with Taunt then use Protect (Once) but keep actions

* If Utilitand faints then redirect all remaining actions to Stortamus
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#19
Items are supposed to be specified upon send-out.

"Like I was saying..."

Utilitand: Take Cover (Stortamus) > Dig (Vogue) > Taunt (Cicuta)

Stortamus: Rock Tomb (Vogue) > Crunch (Vogue) > Earth Power (Vogue)
 
#20
Its_A_Random:

Utilitand|Stortamus
HP: 1|85
Energy: 64|56
Item: Focus Band|Rare Candy
Abilities: Persistent, Vital Spirit, Prankster|Sandstream, Sand Force
Atk: 3|4
Def: 4|4 [5]
SpA: 3|3
SpD: 3|4
Spe: 105|40
Other: none|-10% Evasion

Gerard:

Vogue|Cicuta
HP: 44|90
Energy: 30|100
Item: Expert Belt|Rose Incense
Abilities: Illuminate, Natural Cure, Analytic|Natural Cure, Poison Point, Technician
Atk: 2|2
Def: 3|2
SpA: 4|5 [6]
SpD: 3|4 [5]
Spe: 133|104
Other: +20% Accuracy, Cannot Endure (1 round)|+12% Accuracy

Sandstorm


Utilitand realizes that his safety is completely in jeopardy, so he hides behind his large hippo friend for protection before he can be hurt. Vogue and Cicuta quickly send attacks their way; Vogue traps Stortamus in a persistent vortex of water, and Cicuta shoots several energized leaves at him. Stortamus responds by heaving a few heavy rocks at Vogue, partially trapping it and slowing Vogue down. Utilitand, still on the defensive, digs a hole underground and goes through it. Vogue simply relaxes, and Cicuta plants some seeds in the mud, how lovely... Stortamus, completely unappreciative of the zen that Gerard's Pokemon have created, bites down upon Vogue and throws it around. Utilitand bursts out of the ground beneath Vogue and strikes it. Cicuta quickly then puts up a magical, protective barrier before Utilitand can make fun of her. Vogue, with a quick change of pace, shoots high-pressure water at Stortamus, who uses his earthy powers to open the ground beneath Vogue and hit it with some energy, knocking Vogue down, unconscious. Its_A_Random now has a 2-to-1 KO advantage, but two Pokemon who are on the brink of being knocked out. Lets see how this plays out.


Its_A_Random:

Utilitand|Stortamus
HP: 1|19
Energy: 40|40
Item: Focus Band|Rare Candy
Abilities: Persistent, Vital Spirit, Prankster|Sandstream, Sand Force
Atk: 3|4
Def: 4|4 [5]
SpA: 3|3
SpD: 3|4
Spe: 105|40
Other: none|-10% Evasion

Robolem
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Klutz [Enabled], Iron Fist, No Guard
Atk: 5
Def: 3
SpA: 3
SpD: 3
Spe: 47
Other: -10% Evasion


Iron Chain
HP: 1
Energy: 58
Item: Smoke Ball
Abilities: Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 4
Def: 8
SpA: 2
SpD: 3
Spe: 26
Other: -10% Evasion


Gerard:

Vogue|Cicuta
HP: KO|84
Energy: KO|80
Item: Expert Belt|Rose Incense
Abilities: Illuminate, Natural Cure, Analytic|Natural Cure, Poison Point, Technician
Atk: 2|2
Def: 3|2
SpA: 4|5 [6]
SpD: 3|4 [5]
Spe: 133|104
Other: +20% Accuracy, -1 Spe|+12% Accuracy, Cannot Protect/Evade (1 action)

Simone
HP: KO
Energy: KO
Item: Life Orb
Abilities: Oblivious, Forewarn, Dry Skin
Atk: 1
Def: 2
SpA: 4
SpD: 3
Spe: 110
Other: +14% Accuracy


Wilde
HP: 41
Energy: 14
Item: Focus Sash
Abilities: Steadfast, Justified
Atk: 5
Def: 3
SpA: 4
SpD: 4
Spe: 69
Other: -10% Evasion


Sandstorm

Action 1:
Utilitand: Take Cover (Stortamus): -5 Energy
Vogue: Whirlpool (Utilitand Stortamus): (4+2+3+0) x 1.5 = 13.5 Damage, -4 Energy
Crit: 475/1000: No
Cicuta: Magical Leaf (Utilitand Stortamus): (9+1+3+2.5) x 1.5 = 23.25 Damage, -4 Energy
Crit: 137/1000: No
Stortamus: Rock Tomb (Vogue): (5+2+1.5) = 8.5 Damage, -4 Energy
Hit: 794/1000: Yes
Crit: 730/1000: No
Stortamus: -2 HP
Vogue: -2 HP
Cicuta: -2 HP

Action 2:
Utilitand: burrows underground
Vogue: chill: +12 Energy
Cicuta: Leech Seed (Utilitand): miss, -9 Energy
Stortamus: Crunch (Vogue): (8+1.5) x 1.5 = 14.25 Damage, -6 Energy
Crit: 996/1000: No
Effect: 214/1000: No
Utilitand: Dig (Vogue): (8+3+0) = 11 Damage, -9 Energy
Crit: 94/1000: No
Stortamus: -2 HP
Vogue: -2 HP
Cicuta: -2 HP

Action 3:
Cicuta: Protect: -7 Energy
Utilitand: Taunt (Cicuta): fail, -10 Energy
Vogue: Hydro Pump (Stortamus): (12+2+3+0) x 1.5 = 25.5 Damage
Crit: 890/1000: No
Stortamus: Earth Power (Vogue): (9+2+2+3+0) = 16 Damage, -6 Energy, Vogue faints
Crit: 132/1000: No
Effect: 783/1000: No
Cicuta: -2 HP


Gerard automatically sends out Wilde
Its_A_Random orders
Gerard orders
I ref
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#21
"No reason to let them pull one of those little tricks on you"
>implying Gallade will not be En KOed


"Iron Chain, back out! np: U Cant Touch This - MC Hammer! Utilitand, show them you can enrage people by flailing around & get around Magic Coat!"

Switch Phase: Stortamus > Iron Chain
Gerard has no reserve.

Utilitand: Dodge + Taunt combo (Wilde) > N/A (Earth Power (Cicuta)) > Earth Power (Cicuta)

Iron Chain: [Enable Sheer Force] Endure > Earth Power (Cicuta) > Earth Power (Cicuta)
IF Cicuta uses Leech Seed (Iron Chain) A1, THEN use a Selfdestruct + Explosion combo A1.
 
#22

.
"Unless I'm missing something I'm pretty sure Wilde will survive this, Iron Chain and Utilitand... not so much"



Wilde: Protect ~ Chill ~ Vacuum Wave (Utilitand)

Cicuta: Sleep Powder (Iron Chain) ~ Nightmare (Iron Chain) ~ Magical Leaf (Utilitand)
* If Sleep Powder misses A1 then use it again A2 and push actions
* If Utilitand & Iron Chain have already fainted A3 then use Substitute (20)
 
#23
Its_A_Random:

Utilitand|Iron Chain
HP: 1|1
Energy: 40|58
Item: Focus Band|Smoke Ball
Abilities: Persistent, Vital Spirit, Prankster|Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 3|4
Def: 4|8
SpA: 3|2
SpD: 3|3
Spe: 105|26
Other: none|-10% Evasion

Gerard:

Wilde|Cicuta
HP: 41|84
Energy: 14|80
Item: Focus Sash|Rose Incense
Abilities: Steadfast, Justified|Natural Cure, Poison Point, Technician
Atk: 5|2
Def: 3|2
SpA: 4|5 [6]
SpD: 4|4 [5]
Spe: 69|104
Other: -10% Evasion|+12% Accuracy, Cannot Protect/Evade (1 action)

Sandstorm


Wilde immediately guards himself with a magical wall, and Iron Chain braces himself for impact. Utilitand does a dance and sings a funky song, directed at Wilde, but he doesn't even notice, since he's too busy protecting himself. Cicuta releases a green spore over Iron Chain, who suddenly falls asleep, despite his high level of adrenaline. Utilitand slows and can do nothing but relax due to his intense dance moves. Cicuta performs some voodoo shit on Iron Chain; Wilde relaxes like Utilitand, but Iron Chain sleeps in a very uneasy fashion until he spontaneously collapses, knocked out. Wilde quickly sends a wave of energy at Utilitand, who cannot withstand the attack, and thus falls down next to his partner. Its_A_Random only has Stortamus left, who is pretty worn out, so it looks like the challenger is probably gonna take this one for once.


Its_A_Random:

Utilitand|Iron Chain
HP: KO|KO
Energy: KO|KO
Item: Focus Band|Smoke Ball
Abilities: Persistent, Vital Spirit, Prankster|Rock Head, Sturdy, Sheer Force [Enabled]
Atk: 3|4
Def: 4|8
SpA: 3|2
SpD: 3|3
Spe: 105|26
Other: none|-10% Evasion

Robolem
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Klutz [Enabled], Iron Fist, No Guard
Atk: 5
Def: 3
SpA: 3
SpD: 3
Spe: 47
Other: -10% Evasion


Stortamus
HP: 19
Energy: 40
Item: Rare Candy
Abilities: Sandstream, Sand Force
Atk: 4
Def: 4 [5]
SpA: 3
SpD: 4
Spe: 40
Other: -10% Evasion


Gerard:

Wilde|Cicuta
HP: 35|78
Energy: 6|67
Item: Focus Sash|Rose Incense
Abilities: Steadfast, Justified|Natural Cure, Poison Point, Technician
Atk: 5|2
Def: 3|2
SpA: 4|5 [6]
SpD: 4|4 [5]
Spe: 69|104
Other: -10% Evasion, Taunted (3 actions)|+12% Accuracy

Simone
HP: KO
Energy: KO
Item: Life Orb
Abilities: Oblivious, Forewarn, Dry Skin
Atk: 1
Def: 2
SpA: 4
SpD: 3
Spe: 110
Other: +14% Accuracy


Vogue
HP: KO
Energy: KO
Item: Expert Belt
Abilities: Illuminate, Natural Cure, Analytic
Atk: 2
Def: 3
SpA: 4
SpD: 3
Spe: 133
Other: +20% Accuracy


Sandstorm

Action 1:
Utilitand: Dodge+Taunt (Wilde): blocked, -23 Energy
Wilde: Protect: fail
Iron Chain: Endure: -15 Energy
Cicuta: Sleep Powder (Iron Chain): -6 Energy
Hit: 366/1000: Yes
Duration: 654/1000: 1 action
Wilde: -2 HP
Cicuta: -2 HP

Action 2:
Utilitand: cool down
Cicuta: Nightmare (Iron Chain): -7 Energy
Wilde: Struggle (Iron Chain): (5-1-3) = 1 ~ 0 Damage, 0 Recoil, -5 Energy
Target: 732/1000: Iron Chain
Iron Chain: asleep
Iron Chain: -4 HP, faints
Wilde: -2 HP
Cicuta: -2 HP

Action 3:
Wilde: Vacuum Wave (Utilitand): (4-2+3+1.5) = 8.5 Damage, -3 Energy, Utilitand faints
Crit: 304/1000: No
Wilde: -2 HP
Cicuta: -2 HP


Its_A_Random automatically sends out Stortamus
Gerard orders
Its_A_Random orders
I ref
 
#25

.
"THis has been a great batte, but everything good has to come to an end..."



Wilde: Confusion (Stortamus) ~ Psychic (Stortamus) ~ Confusion (Stortamus)
* If Stortamus (Succesfuly) uses Protect then use Feint (Stortamus) and push actions

Cicuta: Magical Leaf (Stortamus) ~ Grass Knot (Stortamus) ~ Magical Leaf (Stortamus)
* If Stortamus uses Endure then use Leech Seed (once) and push actions
 
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