Rediamond vs Engineer Pikachu. Who will win? (ref: lucarioisawesome)

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The Challenge
Challenging Engineer

4 vs 4 singles (NFE)
0 recovers/2 chills
ASB Arena
36 hour DQ
1 sub


Accepting this, woohoo.

Switch = KO
Items ON
One Ability

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Hello im L.I.A the mysterious aura ref who thinks lucario is awesome but doesnt have one.... and im here to ref your battle!
Let's move on to the teams:



Team Engineer:

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Gurdurr (Hurrdurr) (M)
Nature: Adamant (Atk increased by *, Sp.A decreased by *)

Kills: 2

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

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
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.
Iron Fist (Locked): (Innate) 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)

Stats: 85 / 105 / 85 / 40 / 50 / 40

HP: 100
Atk+: ***** (5)
Def: *** (3)
SpA-: * (1)
SpD: ** (2)
Spe: 40

Size Class: 2
Weight Class: 3
Base Rank Total: 16

Evolution Counter: 4 / 9
Move Counter: 0
Dream Counter: 2 / 5

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Stone Edge

Counter (#)
Drain Punch (#)
Mach Punch (#)

Bulk Up (#)
Payback (#)
Rock Slide (#)
Earthquake

Move Count: 16
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Dusclops (Yukai) (F)
Nature: Brave (Attack increased by *, -15% Speed, -10% Evasion)

Kills: 1

Type: 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.

Ability:
Pressure: (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.

Stats: 40 / 70 / 130 / 60 / 130 / 25

HP: 90
Atk+: **** (4)
Def: ***** (5)
SpA: ** (2)
SpD: ***** (5)
Spe-: 21 (25 / 1.15)

Size Class: 1
Weight Class: 2
Base Rank Total: 12

Evolution Counter: 8 / 9
Move Counter: 0
Dream Counter: Not Applicable.

Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Evil Eye
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Shadow Punch
Payback

Destiny Bond (#)
Imprison (#)
Pain Split (#)

Toxic (#)
Ice Beam (#)
Psychic (#)
Charge Beam
Flash
Taunt
Rock Slide
Double Team

Move Count: 27
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Happiny (Koken) (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)

Kills: 1

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Friend Guard (LOCKED): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Stats: 100 / 5 / 5 / 15 / 65 / 30
HP: 110
Atk-: (0)
Def: * (1)
SpA+: ** (2)
SpD: *** (3)
Spe: 30

Size Class: 1
Weight Class: 2
Base Rank Total: 11

Evolution Counter: 3 / 9
Move Counter: 0
Dream Counter: 1 / 5

Attacks:
Pound
Charm
Copycat
Refresh
Sweet Kiss

Heal Bell (#)
Counter (#)
Endure (#)

Thunder Wave (#)
Toxic (#)
Flamethrower (#)
Light Screen

Move Count: 12
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Pikachu (Pika) (M)
Nature: Rash (Special Attack increased by *, Special Defense decreased by *)

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.

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 (Unlocked): (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. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Stats: 35 / 55 / 30 / 50 / 40 / 90

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

Size Class: 1
Weight Class: 1
Base Rank Total: 13

Evolution Counter: 4 / 9
Move Counter: 0
Dream Counter: 5 / 5

Attacks:
ThunderShock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot
Quick Attack
Swift
Electro Ball
Double Team
Slam
Thunderbolt
Agility

Encore (#)
Endure (#)
Fake Out (#)

Surf
Fly

Hidden Power [Ice 7] (#)
Protect (#)
Grass Knot (#)

Move Count: 21


Team Rediamond:

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Geodude [Quartz] (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Rock/Ground: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus. Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

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.
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Selfdestruct
Rock Blast
Smack Down

Hammer Arm
Autotomize
Rock Slide

Flamethrower
Earthquake
Hidden Power Grass 7
Substitute

Total moves: 16
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Feebas (Selena) Female
Nature:
Bold
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim:
Type: Innate
The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Adaptability:(DW)
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).


Stats:
HP: 80
Atk: Rank 0 (-)
Def: Rank 2 (+)
SpA: Rank 1
SpD: Rank 2
Spe: 80
Size Class: 1
Weight Class: 1
Base Rank Total: 9

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


Attacks: 8 Total
Splash
Tackle

Brine
Mirror Coat
Confuse Ray

Scald
Ice Beam
Light Screen
Scraggy(*)
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SWAG (M)
Nature: Adamant (+1 Rank to Attack, -1 Rank from Special Attack)

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

Abilities: Shed Skin, Moxie
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.
Intimidate (DW LOCKED): (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 their 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 as an Action, and will affect all opponents. (Not yet Active)

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)​
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 2/6
MC: 0​
DC: 2/5

Attacks (20)
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Head Smash
Focus Punch
Head Smash
Crunch
Facade
Rock Climb

Fire Punch
Ice Punch
Thunderpunch

Dragon Claw​
Rock Slide
Double Team
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Swinub [Crystal] (F)
Nature: Lonely(+1* atk, -1*Def)
Type:
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Oblivious:
Type: Innate
This Pokemon is incapable of being affected by Attract or Cute Charm.
Snow Cloak:
Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Think Fat (DW):
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Moves:
Level ups:
Tackle (*)
Odor Sleuth (*)
Mud Sport (*)
Powder Snow (*)
Mud Slap (*)
Endure (*)
Mud bomb (*)
Icy Wind (*)

Breeding:
Curse (*)
Stealth Rock (*)
Rock Slide (*)

Tm Moves:
Earthquake (*)
Substitute (*)
Protect (*)
Smack Down
[/QUOTE]

Rediamond sends out mon and choose abillity
Engineer sends out mon and chooses abillity and orders
Rediamond orders
i ref
 
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Hurrdurr, I guess you're up. Guts should serve you well; take this
Bag_Big_Root_Sprite.png
Big Root to aid your health.

Wake-Up Slap - Drain Punch - Wake-Up Slap
IF (Scraggy has DT Clones when it is your turn) THEN (Earthquake instead)
 
Moxie. Charcoal. Sorry about forgetting that stuff.

Swagger~Sand Attack~Hi Jump Kick

If he's snapped out of confusion by your third action (protip: it doesn't happen until the first action free of confusion), use Swagger again.

I am playing such a dangerous game here...

Don't fail me now Jirachi.
 
Round 1

Round 1​

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Hp: 100/100
energy: 100%
status: n/a​
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Hp: 90/90
Energy: 100%
status: n/a​

Round 1
Scraggy used swagger
To hit: 39/100 (YES)
Gurdurr got confused
Confusion intesnity: 2 (severe)
-7en

To hit himself in confusion: 5/100 (YES)
6 damage to gurdurr
-3 en

Round 2
Scraggy used sand attack
Gurdurr's accuresy lowered
-4 en

Gurdurr snapped out of it's confusion
Gurdurr used drain punch
To hit: 35/100 (YES)
20 damage to scraggy
-11 en
Gurdurr got healed 20 hp

Round 3
Scraggy used hi jump kick
To hit: 33/100 (YES)
17 damage to gurdurr
-7 en

Gurdurr used wake up slap
To hit: 49/100 (YES)
20 damage to scraggy
-4 en

End of round 1​
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Hp: 83/100
energy: 82%
status: -1 acc (decay at the end of next round)​
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Hp: 50/90
Energy: 82%
status: n/a​

Rediamond orders
EP orders
i ref
 
Round 2

Round 2​
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Hp: 83/100
energy: 82%
status: -1 acc (decay at the end of next round)​
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Hp: 50/90
Energy: 82%
status: n/a​

Action 1

Scraggy used sand attack
gurdurr's accurecy lowered
-4 en

Gurdurr used Wake up slap
To hit: 27/100 (YES)
20 damage to scraggy
-4 en

Action 2
Scraggy used hi jump kick
Hit: 91/100 (No)
17 damage to gurdurr
-7 en

Gutdurr used drain punch
20 damage to scraggy
-11 en
Gurdurr healed 20 hp

Action 3
Scraggy used fire punch
14 damage to gurdurr
-6 en
To burn: 5/100 (YES)

Gurdurr used wake up slap
To hit: 28/100
18 damage to scraggy
-4 en
Scraggy fainted

End of round 2​
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Hp: 72/100
energy: 63%
status: -1 acc (decay at the end of next round), burned​
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Hp: KO
Energy: KO
status: KO​

Rediamond sends out new mon
EP orders
redia orders
i ref
 
Well, let's see how we can pull this.

The ASB arena has a moat. Granted, most tournament-ready Pokemon are too large to be hindered by it, but we could make this work...

Use your swift swim to get to the other side of the moat. After this, use Scald to heat the water, possibly making it too hot to walk through. Heck, it might not even be able to swim properly at all. Finish things with an Ice Beam.

Swift Swim to other side of moat (away from Gurdurr)~Scald~Ice Beam
 
Round 3

Round 3​
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Hp: 72/100
energy: 63%
status: -1 acc (decay at the end of next round), burned​
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Hp:90/90
Energy: 100%
Status: none​

Action 1
Feebas swift swim to get to the other side of the moat
-5 en

Gurdurr used drain punch
It failed due to feebas not being in range
-11en

Action 2
Feebas used scald to heat up the water
-5 en

Gurdurr used wake up slap
It failed due to feebas not being in range
-4 en

Action 3
Feebas used ice beam
9 damage to gurdurr
to freeze: 87/100 (NO)
-7 en

Gurdurr used mach punch
It failed due to feebas not being in range
-2 en

End of Round 3​
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Hp: 63/100
energy: 46%
status: burned​
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Hp:90/90
Energy: 83%
Status: none​

Redia, you're up!
 
I asked around, and apparently it makes more sense for Gurdurr to move to Feebas' location, then attacking (albeit at the cost of one or two actions), instead of just sitting there and punching thin air. Your call, though.

Drain Punch - chill - Drain Punch
 
Round 4

Round 4​
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Hp: 63/100
energy: 46%
status: burned​
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Hp:90/90
Energy: 83%
Status: none​

Action 1
Feebas used scald
8 damage to gurdurr
-5 en

Gurdurr moved over to where feebas was and used drain punch
5 damage to gurdurr (for walking over boiling hot water)
16 damage to feebas
Feebas got her hp drained
+8 hp gurdurr
-11 en gurdurr

Action 2
Feebas used brine
15 damage to gurdurr
-7en

Gurdurr chilled out :D
+12 en

Action 3
Feebas used brine
15 damage to gurdurr
-11 en

Gurdurr used drain punch
16 damage to feebas
Feebas got her hp drained
+8 hp gurdurr
-11 en gurdurr

End of Round 4​
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Hp: 36/100
energy: 36%
status: burned​
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Hp:48/90
Energy: 60%
Status: none​

EP orders
 
two minor nitpicks: a) feebas has 80 HP max, and b) don't forget about big root

Wake-Up Slap - Drain Punch - Wake-Up Slap
IF (Feebas attempts to evade by swimming) THEN (Move to its location instead)
 
Evening, gentlemen. I shall be your subref today.

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HP: 36 / 100 En: 36% Speed: 40 Ranks: 5/3/1/2 Status: Big Root, Burn
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HP: 90 / 90 En: 100% Speed: 21 Ranks: 4/5/2/5 Status:
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HP: 110 / 110 En: 100% Speed: 30 Ranks: 0/1/2/3 Status:
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HP: 90 / 90 En: 100% Speed: 90 Ranks: 2/2/3/1 Status:

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HP: 90 / 90 En: 100% Speed: 17 Ranks: 4/4/2/2 Status:
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HP: 48 / 80 En: 60% Speed: 80 Ranks: 0/2/1/2 Status:
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HP: 0 / 90 En: 65% Speed: 48 Ranks: 4/3/1/3 Status: Fainted
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HP: 90 / 90 En: 100% Speed: 50 Ranks: 3/1/2/2 Status:

Is this all correct?
 
I think there's enough water in this moat for the hot patch to have drifted off by now. Don't expect to boil the whole moat in a single Scald.

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HP: 36 / 100 En: 36% Speed: 40 Ranks: 5/3/1/2 Status: Big Root, Burn
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HP: 48 / 80 En: 60% Speed: 80 Ranks: 0/2/1/2 Status:

Turn 1

Selena used Brine!
Critical Roll: 625 > 8959 (No)
(13 + 3 + 1.5 - 3) = 14.5 ~ 15 Damage
-7 En

Hurrdurr used Wake-Up Slap!
Critical Roll: 625 > 8438 (No)
(6 + 2 + 7.5 - 3) = 12.5 ~ 13 Damage
-4 En
Hurrdurr is hurt by his burn! -2 HP

Turn 2

Selena swam away!
Treated as Dodge
40 + ((160 - 40) / 5) = 64% ~ 50% Dodge
-5 En

Hurrdurr used Drain Punch!
Attack Roll: 5000 > 3736 (Hit)
Critical Roll: 625 > 8438 (No)
(8 + 2 + 7.5 - 3) = 14.5 ~ 15 Damage
Hurrdurr recovered 15 HP!
Hurrdurr is hurt by his burn! -2 HP
-11 En

Turn 3

Selena used Brine!
Critical Roll: 625 > 8959 (No)
(13 + 3 + 1.5 - 3) = 14.5 ~ 15 Damage
-7 En

Hurrdurr used Wake-Up Slap!
Critical Roll: 625 > 8438 (No)
(6 + 2 + 7.5 - 3) = 12.5 ~ 13 Damage
-4 En
Hurrdurr is hurt by his burn! -2 HP

533.png
HP: 14 / 100 En: 17% Speed: 40 Ranks: 5/3/1/2 Status: Big Root, Burn
349.png
HP: 8 / 80 En: 41% Speed: 80 Ranks: 0/2/1/2 Status:

Now, Rediamond gives orders.
 
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