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Rock on, Smash v Leet, 2v2 Singles

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Recalling my earlier challenge with LJ (sorry, but it cant be that hard to find) for a

2v2 Singles FE in need of training
1 Day DQ, 2 for Ref
Arena: Mesa Verde (potential gym arena)
images

In the dusty deserts of the US Southwest, a strange and mystical cliff dwelling hides, carved out of the edge of a cliff. Though a major tourism spot, Leethoof has commandeered it for use of a ROCK GYM ARENA. The desert environment provides no external water, though pokemon may use their internal water sources to fill some of the kivas (underground churches basically) for use of Surf and Muddy water if they desire so. As the area is a frail overhang, any seismic activity will shake the roof a lot, causing a Rank 3 STAB Rock throw to crush all pokemon (though rock-types expect and take half damage), though it will never fully do so. In addition, the Southwest has a very fickle and dry climate (and maybe a tyranitar hiding offstage), so a Sandstorm will renew itself every other round, starting from the beggining of the battle.

Summary: No external water, semi-permenant sandstorm renews itself at the start of every other round, seismic attacks cause STAB Rank 3 Rock Throw to hit all pokemon (half-damage to rock-types)

LET'S GET IT ON

SWITCH=PUSSY
NO ITEMS
ALL ABILITIES

And here's Leethoof's team;
345.png

Lileep [Reef] (Female)
Nature: Quiet (+ Sp.Atk, -Speed)

Type:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 20 (23/1.15) (+10% accuracy on foe's moves)
Size Class: 2
Weight Class: 2
Base Rank Total: 15

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

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW): (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. 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.

Attacks:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Gastro Acid
AncientPower
Swallow
Stockpile
Spit Up

Mirror Coat
Recover
Barrier
Synthesis

Toxic
Grass Knot
Rock Slide
Giga Drain

142.png

Aerodactyl [Jet] (Male)
Nature: Jolly (+ Speed, -Sp.Atk)

Type:
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: Nope
MC: 0
DC: 0/5

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.
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.
UnNerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Crunch
Iron Head
Sky Drop
Giga Impact
Rock Slide

Roost
Tailwind
Pursuit
Sky Attack
Aqua Tail
Endure

Aerial Ace
Stone Edge
Earthquake
Taunt
Protect
Swagger
Substitute
Reflect
Bide

476.png

Probopass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Surdy: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.
Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked: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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 6
SpA: Rank 4 (+)
SpD: Rank 6
Spe: 34 (40/1.15) (-10% evasion)
Short Class: 3
Magnetic Force Class: 7
Rank Total: 21

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

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power
Zap Cannon
Lock On
Magnet Rise
Gravity
Magnet Bomb
Iron Defense
Rest
Discharge

Endure
Double Edge
Stealth Rock
Pain Split
DynamicPAUNCH
Role Play

Smack Down
Thunderbolt
Sandstorm
Toxic
Protect
Flash Cannon
Volt Switch
Torment
Substitute
Hyper Beam
Taunt
Shock Wave

And the challenger Smashlloyd20's team;
306.png

Aggron [Hardhead] (Male)
Nature: Adamant (+1 * Attack, -1 * Special Attack)

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earthquake and Magnitude have Energy Cost reduced by one (1).
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 100
Atk: 5 (+)
Def: 6
SpA: 1 (-)
SpD: 2
Spe: 50
Size Class: 4
Weight Class: 8 (360kg)
Base Rank Total: 20

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

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9.

Attacks:
Tackle (*)
Harden (*)
Mud-Slap (*)
Headbutt (*)
Metal Claw (*)
Iron Defense (*)
Roar (*)
Take Down (*)
Double-Edge
Iron Tail
Autotomize
Dig (*)
Rock Tomb (*)
Rock Polish (*)
Head Smash (*)
Endeavor
Superpower (*)
Iron Head (*)
Heavy Slam
Metal Burst
Protect
530.png

Excadrill [Durr] (M)
Adamant Nature (+Atk, -SpA)

Type: Ground/Steel
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.

Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:

Sand Force (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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Sand Rush (Innate): This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

Mold Breaker (DW) (Innate): Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:
HP: 110
Atk: 6 (+)
Def: 2
SpA: 1 (-)
SpD: 3
Spe: 88
Size Class: 1
Weight Class: 3
Base Rank Total: 19

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

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Drill Run
Sandstorm
Horn Drill

Iron Defense
Skull Bash
Metal Sound

Earthquake
Rock Slide
Swords Dance
Toxic

You both know what to do by now. I'm going to bed.
 
No matter what, I enter a poor mathup. Go Lileep. WAIT A SEC

346.png

Cradily [Reef] (Female)
Nature:
Quiet (+ Sp.Atk, -Speed)

Type:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 37 (43/1.15) (+10% enemy accuracy)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW): (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. 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.

Attacks:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Gastro Acid
AncientPower
Swallow
Stockpile
Spit Up

Mirror Coat
Recover
Barrier
Synthesis

Toxic
Grass Knot
Rock Slide
Giga Drain
 
POOR MATCHUPS ALL THE WAY ACROSS THHE SKY

306.png

Hardhead the Aggron, let's do this!

Heavy Slam~Head Smash~Heavy Slam
IF he uses Grass Knot, use Metal Burst
 
You seem quite dependent on your abilities...eh, who am I kidding, let's just try and salvage this. Gastro Super Acid to corrode both him and his abilities in one action, and then poison him.

Acid+Gastro Acid Combo-> cooldown-> Toxic

IF that combo would not work, then split the acid and gastro acid.
 
346.png

100 HP
100 Energy

Vs.

306.png

100 HP
100 Energy

Alright, Steel v Rock, and Rock v Grass. Or, is it Steel v Grass, and Rock v Rock? Anyway, here's the first round.
Aggron
Heavy Slam
no crit; [14 + 3 + (5 - 4)*1.5]*1.5 = 27.75 ~ 28 Damage, 10 Energy

Head Smash
hit, no crit; [18 + 3 + (5 - 4)*1.5] = 22.5 ~ 23 Damage, 11.5 ~ 12 recoil, 11.2 ~ 11 Energy

Heavy Slam
no crit; [12 + 3 + (5 - 4)*1.5]*1.5 = 24.75 ~ 25 Damage, 9.33 ~ 9 Energy
-1 HP, toxic

Cradily
Acid+Gastro Acid Combo
no crit; [4 + (4 - 2)*1.5]*2/3 = 4.67 ~ 5 Damage, 12 Energy

Cooldown

Toxic
hit; 7 Energy

346.png

24 HP
81 Energy

Vs.

306.png

82 HP
70 Energy
No abilities (3a), Toxic (2 DPA)

Holy fuckballs, Batman. Is this right? I've checked the numbers 3 times, but that seems off. Point out any mistakes I made. Otherwise, Leethoof is up!
 
O.O Goodbye Cradily. Your purpose is not to destroy steel-types. Also, Head Smash is 50% recoil iirc, and most defenitely not super-effective against Cradilly

Grass Knot thrice.
 
346.png

24 HP
81 Energy

Vs.

306.png

82 HP
70 Energy
No abilities (3a), Toxic (2 DPA)

Go ahead and guess what happened here.
Aggron
Heavy Slam
no crit; [12 + 3 + (5 - 4)*1.5]*1.5 = 24.75 ~ 25 Damage, 13.33 ~ 13 Energy

-2 HP, toxic

346.png

0 HP
0 Energy

Vs.

306.png

82 HP
57 Energy
No abilities (2a), Toxic (3 DPA)

Leethoof, your next pokemon, then Smashlloyd20's orders!
 
Slag...you are a true Bropobass. Let's see if your anti-steel mastery can face up against a top-condition aggron!
 
Hehehe...I didn't notice this last time, but I'm slower and Metal Burst has 0 priority.

Earth Power->Earth Power->Earth Power
 
hurrdurr

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
 
476.png

90 HP
100 Energy

Vs.

306.png

82 HP
57 Energy
No abilities (2a), Toxic (3 DPA)

Oh snap! Guess what happened this round guys!
Aggron
Metal Burst
5 Energy

- 3 HP, Toxic

Metal Burst
9 Energy

-3 HP, Toxic

Metal Burst
13 Energy

-3 HP, Toxic

Probopass
Earth Power
no crit, no SpD drop; [9 + (4 - 2)*1.5]*2.25 = 27 Damage, 7 Energy

Earth Power
no crit, no SpD drop; [9 + (4 - 2)*1.5]*2.25 = 27 Damage, 11 Energy

Earth Power
no crit, SpD drop; [9 + (4 - 2)*1.5]*2.25 - 1 = 26 Damage, 15 Energy

476.png

90 HP
67 Energy

Vs.

306.png

0 HP
0 Energy
KO'ed

Smashlloyd sends out his Excadrill, and Leethoof gives his orders!
 
Let's get to work, noming steel-types for a healthy iron-filled breakfast.

Magnet Rise->Magnet Push->Rest.

IF rickheg decides Magnet Push is stopped by Mold Breaker (it is a command, ask deck or something), then A2 should be DynamicMagnetBombPunch. Send your mini-noses to home in on him and smash that silly steel-type with pure friggin power.
 
476.png

90 HP
67 Energy

Vs.

530.png

110 HP
100 Energy

Alright, here's the next round.
Excadrill
Earthquake
no crit; [11 + 3 + (6 - 6)*1.0]*2.25 = 31.5 ~ 32 Damage, 6 Energy

Swords Dance
7 Energy

Drill Run
too far away, 5 Energy

Probopass
Magnet Rise
6 Energy

Magnet Repel
5 Energy

Rest
+12 HP, 15 Energy

476.png

70 HP
41 Energy
Sleep (2a)

Vs.

530.png

110 HP
82 Energy
+2 Atk

I'll point out that thanks to resting, Probopass will be unable to use his powers of magnetism to repel Excadrill any further. Smashlloyd, you're up!
 
Well...the arena does have permanent sandstorm, and Drill Run will wake us up.

DynamicMagnetBombPunch->DynamicMagnetBombPunch->Magnet Rise

IF I cannot renew Magnet Rise during its duration, then Magnet Push.
 
476.png

70 HP
41 Energy
Sleep (2a)

Vs.

530.png

110 HP
82 Energy
+2 Atk

I bet you're just dying to see what happens next. I am too! I typed this part up before I actually started reffing, so I dunno how this goes down yet.
Excadrill
Drill Run
hit, no crit; [9 + 3 + (6 - 6)*1.0]*2.25 + (2)*1.75 = 30.5 ~ 31 Damage, 5 Energy

Drill Run
confusion; [4 + (6 - 5)*1.0 + (5 - 2)*1.5] + (2)*1.75 = 13 Damage, 3 Energy to self

Sandstorm
10 Energy

Probopass
DynamicMagnetBombPunch
no crit; [16 + (2 - 2)*1.5]*1.5 = 21.75 ~ 24 Damage, 18 Energy, 2-Turn Confusion

Cooldown

Magnet Repel
5 Energy

476.png

39 HP
18 Energy

Vs.

530.png

73 HP
69 Energy
+1 Atk

That was not quite what I expected...

Leethoof, you're up!
 
Slag, we might have this! Also, rickheg, I think you have forgotten Sturdy in your calcs.

Magnet Rise->chill->Earth Power

IF Earthquake is NOT ordered A2 and/or A3, then use Earth Power A1
 
476.png

39 HP
18 Energy

Vs.

530.png

73 HP
69 Energy
+1 Atk

Okay, time to wrap this one up!! I know I handled abilities weird in this match. Reach out to me if you want me to explain my choices.
Excadrill
Drill Run
hit, no crit; [9 + 3 + (6 - 6)*1.0]*2.25 + (1)*1.75 = 28.75 ~ 29 Damage, 5 Energy

Swords Dance
7 Energy

Drill Run
hit, no crit; [9 + 3 + (6 - 6)*1.0]*2.25 + (3)*1.75 = 32.25 ~ 32 Damage, 5 Energy

Probopass
Earth Power
no crit, no SpD drop; [11 + (4 - 3)*1.5]*1.5 = 18.75 ~ 19 Damage, 7 Energy

Chill
+12 Energy

476.png

0 HP
0 Energy

Vs.

530.png

54 HP
52 Energy
+2 Atk

Prizes
Smashlloyd20; 2 TC
Aggron; 3 MC, 1 KOC
Excadrill; 3 MC, 1 KOC

Leethoof; 2 TC
Cradily; 1 EC (already used), 2 MC
Probopass; 3 MC, 1 KOC

rickheg; 4 RC

GG both and thanks for playing!
 
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