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The Expert Belt Dojo - Two Turn Brawl Battle Thread

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GOoOoO Wooly! You do have the type advantage, so go ahead! I know you're scared, but the Deerling can't touch you if you reduce its attack to nothing with a Growl+Hyper Voice combo! Then, put some damage on it with a simple Ice Beam.
 
Thank you for reffing EP! A few things I didn't agree with, but meh...Also, gg Venser.

Firstly, I have 2 Dojo Counters, & I spend 1 Dojo Counter to raise my TC by 1.

Secondly, I'm issuing a two-turn brawl. Anyone interested?
 
"All right, Temperantia! Let's get this going! Bakugan Brawl!" I call forth Harry the Larvesta, whose ability for this battle will be Flame Body! Quickly use a Flamethrower to break Thunder Wave and hit Murkrow for some damage, then follow up with Sunny Day and restore the damage from Sky Attack with Morning Sun!
 
Oh, cool, my little practice match's going on! Blossom's using Sap Sipper if that matters (probably doesn't).

Okay Blossom, let's go combo vs combo. You're naturally faster, so we can definitely get our combo in before Growl+Hyper Voice goes out! Wild Charge that little fluffy thing toward a wall and Double-Edge him/her (???) from an angle! (I hope you're not strong enough to break down walls Blossom! Oh, and the angle thing shouldn't actually have much of a difference.) Afterward, recharge alongside Wooly. As for the Ice Beam, Agility around the silly, small beam to the righthand side of Wooly! That will make you more prepared to bash her up next round!

(gosh blossom why do you only have "CHARGE" moves?)

Wild Charge+Double-Edge - zzz - Agility (evade around Ice Beam toward Wooly's righthand side)
 
Flora vs. leethoof!!

Flora's mon:
Deerling (Blossom) (F)
Nature: Adamant (+Atk, -SpA).

Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ***(+)
Def: **
SpA: *(-)
SpD: **
Spe: 75

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

Ability:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Attacks:
Tackle
Camouflage
Growl
Sand-attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Double-edge

Wild Charge
Safeguard
Return

Agility
Synthesis
Odor Sleuth

vs.

Leethoof's mon:
Swablu (Wooly)
Modest (Adds * to Special Attack; Subtracts * From Attack)

HP: 90
Atk: *(-)
Def: **
SpA: ***(+)
SpD: ***
Spe: 50

Type
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Ability
Natural Cure: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.
Cloud Nine (DW):This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.

Attacks
Peck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist

Ice Beam
Hidden Power [Electric]
Double Team

Hyper Voice
Roost
Agility

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


And so the little bout finally starts. Flora's Blossom starts off the fight by barrelling towards Wooly. It combines a Wild Charge and a Double Edge to crash painfully into Wooly, creating an electric charge unlike anything seen before. It hurtles into Wooly, crashing down before it can attack and doing a huge amount of damage (15 Energy, 34 Damage, 11 Recoil). Wooly then responds with his own combination attack, Growling cutely and using its Hyper Voice to project and magnify the attack, making it much more effective. It lowers Blossom's attack significantly, and renders it almost unable to attack (-3 Attack, 10 Energy, Attack won't rise at the end of the round like Growl). Then, both Pokemon rest for a bit, exhausted by the effort required to combine those attacks before. Finally, Blossom starts to run quickly around the dojo, ducking and weaving around the Pokemon duking it out (7 Energy, +2 Speed). Its Agility is astounding, and it slowly builds up speed as it runs around and prepares to dodge any attacks which come its way. Finally, Wooly lets off an Ice Beam which follows Blossom as it runs around the dojo, covering the walls in ice, but it doesn't hit Blossom, who evades it easily with her new speed (7 Energy). This leaves the round over, so the participants can issue their last instructions!

Swablu:
56/90 HP
83% Energy

Deerling:
79/90 HP
78% Energy
+2 Speed
-3 Attack
 
Alright, since you're sooo fast Blossom, you should have no problem getting off a Leech Seed, so do it! For the next part, let's smash Wooly as hard as possible with a Double-edge and finish up with a Wild Charge! That should finish up our practice match, my lovely deer!

Leech Seed - Double-edge - Wild Charge

(yeah, I don't think I'll be trying out Double Kick + Jump Kick / Jump Kick + Double Kick anytime soon. doesn't seem necessary.)
 
Temperantia vs. Dummy007
separator.gif

198.png

Eclipse
4 / 1 / 3 / 2 / 91
HP: 100
Energy: 100
636.png

Harry
3 / 1 / 3 / 2 / 60
HP: 90
Energy: 100

Round One Start!

Welcome to another Two-Turn Brawl, where you should be able to learn tons of things!!!

Eclipse the Murkrow starts this brawl off by sending a small spark of electricity towards Harry. The spark travels lazily down Harry's moth spine, paralyzing him! Despite this, Harry manages to respond by shooting a jet of red flames, frying the small crow in the fire. MmmMMmmmMMMmmmmMm, does anyone else smell something good?

Taking the hit in stride, Eclipse attacks Harry with a ferocious Sky Attack, diving down in a horrifying kill spiral. It deals a mammoth amount of damage, but luckily for Harry, his fiery body manages to burn Eclipse! As if to pour salt in Eclipse's wounds, Harry summons the Sun that will last for the entirety of this two-turn brawl!

Eclipse isn't doing so well, but he(?) does manage to snarl viciously at Harry, dealing decent damage and lowering Harry's Special Attack by one stage. It seems that he's unaffected, though, as he heals himself back to full health with a Morning Sun.

Round One End.

198.png

Eclipse
4 / 1 / 3 / 2 / 91
HP: 82
Energy: 89
Burned.
636.png

Harry
3 / 1 / 3 / 2 / 60
HP: 79
Energy: 85

Paralyzed (20)
-1 Sp.A

SUNSUNSUNSUN

DUMMY!!!
 
"We're in a bit of a tight spot here, Harry! Use your mighty SolarBeam to knock some sense into that Murkrow! Follow up with a Sun-boosted Flamethrower, and close with a second Morning Sun to keep your health high!"

EDIT: Whoops, recoveries aren't allowed (even though I already used one...my bad). Make that last action a second Flamethrower to make some KFC!

Summary: SolarBeam -> Flamethrower -> Flamethrower
 
That really hurt Wooly, but don't be scared! Finish strong my small flying cotton-ball! Sing him to sleep, and continues to do so until it is succesful. With any actions leftover, shoot Ice Beams at him, but make sure to get at least some damage on it.

Summary:Sing->Ice Beam/Sing->Ice Beam
 
Apologies for the wait, SDS and Objection. I couldn't get on this morning, and have been out all day.

Spiffy will be using Shield Dust as her ability.

Alright, little chica, let's start off with a Charge to boost your power, then zap away with a double Thunderbolt.

Charge >>> Thunderbolt >>> Thunderbolt.
 
bleh missed Fire Blast's bpost

Hydro Pump ~ Surf ~ Hydro Pump

12 BP<60 BP, amirite

(in case it actually does use protect, bubblebeam instead on the last action
 
Temperantia v Dummy007 continues!
198.png

Eclipse
4 / 1 / 3 / 2 / 91
HP: 82
Energy: 89
Burned.
636.png

Harry
3 / 1 / 3 / 2 / 60
HP: 79
Energy: 85

Paralyzed (20)
-1 Sp.A

Round Two Start!

Welcome to the last turn of this short brawl; I hope you'll learn something interesting.

Eclipse starts us off with a vicious Snarl at Harry, who takes some damage and has his special attack lowered by one stage! Seems strange that that would happen, but that's Pokemon for you! Harry responds with a powerful SolarBeam, but it doesn't seem to deal much due to the Special Attack drop and natural resistances.

Eclipse then does some real damage with another powerful Sky Attack. Though his pesky burn does some real crippling to his attack, the raw power of the kill spiral is undeniable, dealing significant amount of damage to the poor moth. However, Harry manages to get his mojo back by shooting a jet of red-hot flames into the sky, aided by the power of the Sun. It deals quite a bit of damage, considering the Sp.A drop; very nice.

As Harry shoots another Flamethrower and the almost-fried crow, Eclipse Snarls viciously at him again, dealing their respective amounts of damage.

Round Two End.
198.png

Eclipse
4 / 1 / 3 / 2 / 91
HP: 40
Energy: 75
Burned.
636.png

Harry
3 / 1 / 3 / 2 / 60
HP: 43
Energy: 61

Paralyzed (20)
-2 Sp.A

Murkrow:
HP:
100 - 60 = 40
Energy: 75/2 = 37.5 (38)
Status Caused: +5
Stats Boosted:
Stats Lowered: +15
Sub Intact:
+0
TOTAL: 98

Larvesta:
HP:
90 - 47 = 43
Energy: 61/2 = 31
Status Caused: +5
Stats Boosted: +0
Stats Lowered:
+0
Sub Intact:
+0
TOTAL: 79

Temperantia and Eclipse gain 2 DT; Dummy007 and Harry gain 1 DT! Thanks for playing, and I hope you learned something.

Also claiming a WC, which brings my WC total to 2.
 
Agreed. I hate Snarl, though.

As for my 1 Dojo Counter, I would like to buy a Trainer Counter with it. This Counter will be used for the direct benefit of Harry, who fought valiantly despite a disadvantage. Also, congratulations to Eclipse, who is pretty much a beast.

While I'm here, I would like to say that I am eagerly seeking another Two-Turn Brawl. And this time, I'll actually know what I'm doing. :P
 
Flora vs. leethoof!!

Flora's mon:
Deerling (Blossom) (F)
Nature: Adamant (+Atk, -SpA).

Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ***(+)
Def: **
SpA: *(-)
SpD: **
Spe: 75

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

Ability:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Attacks:
Tackle
Camouflage
Growl
Sand-attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Double-edge

Wild Charge
Safeguard
Return

Agility
Synthesis
Odor Sleuth

vs.

Leethoof's mon:
Swablu (Wooly)
Modest (Adds * to Special Attack; Subtracts * From Attack)

HP: 90
Atk: *(-)
Def: **
SpA: ***(+)
SpD: ***
Spe: 50

Type
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Ability
Natural Cure: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.
Cloud Nine (DW):This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered.

Attacks
Peck
Growl
Astonish
Sing
Fury Attack
Safeguard
Mist

Ice Beam
Hidden Power [Electric]
Double Team

Hyper Voice
Roost
Agility

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

Swablu:
56/90 HP
83% Energy

Deerling:
79/90 HP
78% Energy
+2 Speed
-3 Attack

And so the second round of this little bout starts. It begins with Flora's Blossom summoning up some seeds from nowhere and throwing them at Wooly. The Leech Seeds almost miss, but just manage to attach themselves (9 Energy, 3 HP sapped per turn). They begins to slowly sap at Wooly, taking in energy and delivering it back to Blossom. In responce, Wooly begins to Sing some weird song (6 Energy, Blossom falls asleep). As a result, Blossom falls completely asleep, and will remain so for the rest of the match. Wooly takes this chance to let off a few Ice Beams at Blossom, which hurt it while it sleeps (7 + 11 Energy, 17 + 17 Damage). This leaves the match over, and while Blossom has more HP left, the scores will certainly be close!


Swablu (Wooly):
47/90 HP
59% Energy

Deerling(Blossom):
54/90 HP
69% Energy
Asleep
+1 Speed
-3 Attack


Wooly's Score:
HP Remaining: 47
Energy Remaining: 29.5
Status Caused: 5
Stat Dropped: 5 (5 per move, not per stage)
Stat Boosted: 0
Total: 86.5

Blossom's Score:
HP Remaining: 54
Energy Remaining: 34.5
Status Caused: 0
Stat Dropped: 0
Stat Boosted: 5
Total: 93.5

And this means that Flora and Blossom Win! It was a close match, and congrats to both players. This means Flora gets two DKs and leethoof gets one. Congrats!
Also I get a WC if anyone cares.


Also, this means I can take:

Rediamond vs. Dogfish44!

Rediamond's mon:
38.png

Ninetales (F) [Sunshine] (Female)
Nature: Modest (+SpAtt, -Att)

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: **(-)
Def: ***
SpAtt: ****(+)
SpDef: ****
Spe: 100


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

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

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

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split

Protect*
Toxic*
Return*
Dig

Dogfish's mon:
587.png

Emonga [Boltair] (Female) (*)
Nature: Mild

Type:
Electric/Flying: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain, Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ***
Def: **
SpA: **** (+)
SpD: * (-)
Spe: 103


EC: N/A
MC: 3
DC: 2/5

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.
Motor Drive (DW - NOT ACTIVATED): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit
Double Team (*)
Shock Wave (*)

Air Slash (*)
Iron Tail (*)
Roost (*)

Toxic (*)
Thunderbolt (*)
Acrobat (*)
Electro Ball
Light Screen
Agility

Rediamond, you're up first.

EDIT: The queue is kinda behind Solstice. Dogfish and Rediamond are next, then I think Venser and someone. We'll get to you.
 
Woot, thanks for that Athenodoros! =D

I'm still no good with combos, lol. Maybe it's because I need more tokens to buy more moves...

Anyway, with the 2 Dojo Counters, I'd like one swapped into a Trainer Counter. And, it seems I have to keep the other one in reserve here. I think that's enough for today, Blossom!

*returns her to my Pokeball and patiently waits for one nice counter*
 
Hey guys. First off, I've compiled a list of all of the battles which are done, which are being done and which need refs:

Battles:
Its_A_Random vs. Darkamber8828 - DarkSlay, Completed
Son of Shadoo vs. Objection - SDS
Venser vs. Its_A_Random - EP, completed
Fire Blast vs. Darkamber8828 - DarkSlay
Venser vs. Random - EP, completed
Temperentia vs. Dummy007 - EP, completed
Leethoof vs. Flora - Athen, completed
Rediamond vs. Dogfish44 - Athen
Venser vs. smashlloyd20 - Athen
Solstice vs. Random -
Dummy007 vs. IceBug -

Also, I'll match up Dunny007 and IceBug for a bout, which we'll have to get to later. In addition, because of the backlog, DarkSlay has said that it is fine to ref two battles at once, so I will now also begin this battle (which I have included in the list above):

Venser vs. smashlloyd20

smash's team:
bronzor.png

Bronzor [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)

Type:
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats:
HP: 100
Atk: *
Def: ***
SpA: *
SpD: ****(+)
Spe: 20 (-)

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

Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison

Trick
Ancientpower
Signal Beam

Trick Room
Dream Eater
Flash Cannon

Venser's team:
Gempre2-1.png

Bolderdash* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.

HP: 100
Atk: **
Def: * (-)
SpA: ****
SpD: **
Spe: 127 (110 * 1.15)


EC: 6/9
MC: 1
DC: 5/5


Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW) (Unlocked): (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.)

Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute

Venser, you're up.

Also:

XVIcaliber said:
-Flail (I'm assuming some sort of reckless Rollout with additional power based on lower HP)

I can't really see it working like normal. Rollout is about increasing momentum with each passing, and the flailing would not help this. At most, perhaps it could increase the power of one hit at the cost of removing all of the momentum built up until then. Then, perhaps it would just be the sum of the powers, or I would suggest twice the product of Rollout's power and the fraction of Flail's full power it is at at the time.

-Fire Fang / Thunder Fang (Elementally charged Rollouts?)

When a Pokemon is rolling out, its mouth is unlikely to be on the outside, meaning the fang will not have any effect. It would need something like Flare Blitz or Wild Charge.

-Ice Shard (Perhaps using Rollout in snowy areas to kick up snow without using an action?)

You could kick up snow with Rollout and direct it with Ice Shard, resulting perhaps in more than one hit after Rollout has been hit with enough momentum. Although I would think that this would not be the most efficient way of dealing damage, even if it works.

-Bulldoze (Literally?)

That sounds like a good combo. It would combine both effects, and still retain the boosts and such of each.

-Head Smash / Superpower (Well, it does say Donphan can take out a house...)

Both would be good comboes. I would say both would add substantially to the base power of the Rollout because they would combine well with when the attack hits. I would say that it would be something like adding the boost to Rollout to the power of the attack, especially given the momentum would all be used given you would have to wait for a turn afterwards.

-Knock Off (More energy to aim for the item, but more damage when the item comes off?)

It would work to knock off the item as it rolls past, but it would work just as well to use one after the other. I don't think it would really gain anything.

IceBug said:
1. What are the best ways to get the most out of Weedle and Kakuna's extremely limited movepools? One idea I have to get a bit of damage out of the support half, at least for Kakuna, is to try using Harden or Iron Defense, then using String Shot to grapple onto something, using the momentum of the swing as a body tackle of sorts. Do you believe this would work? Are there any other potential combos out there for the under-evolved duo?

For one thing, check this: http://www.smogon.com/forums/showthread.php?t=86641

Basically, you'll need to just use flavour, and pick matches which are similar. For instance, I've been training up a Magikarp, and you just need to get the matches. The other option is reffing, using the counters to add to EC, and then evolving as soon as it gets in a battle, which is often done. But yes, those comboes sound reasonable, and you'll have to ask, but things like that work very well.

2. Would Iron Defense in any way benefit Sharpness when it finally becomes a Beedrill? I know it won't do much in terms of aiding survivability, but the quirkiness of the move has me almost wanting to teach it while I still can!

For questions like this, the best resource is the Data Audit thread. In this case, Iron Defence infuses the skin with iron, increasing defence, which means that it would not really help the barbs, because they are not skin. It would help defense though.

This gives me a WC, and brings me up to 1/3
 
OK then Boltair, this is gonna be a tough one, but we can take it. Start off with a toxic, but let that Flamethrower hit you, to prevent the Toxic from being burnt up.

Then, use your impressive speed to set up a Light Screen.

Finish up with an Agility.
 
OBJECTION VS. SON_OF_SHADOO

308.gif

Medicham (*) [Frollo] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Fighting/Psychic
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
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.

Code:
[B]Stats:[/B]
HP:  90
Atk: *** (+) (3)
Def: ***     (3)
SpA: * (-)   (1)
SpD: ***     (3)
Spe: 80

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

Abilities:
Pure Power: (Innate) This Pokemon has immense inner strength, raising its Attack by **. If skill swapped, the swapped Pokemon's Attack is only raised by *.
Telepathy (DW UNLOCKED): (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:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight

Bulk Up (*)
Brick Break (*)
Rock Slide(*)

Monohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Sheer Force (DW): (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.

Code:
[B]Stats:[/B]
HP: 90
Atk: * (-)    (1)
Def: ***      (3)
SpA: **** (+) (4)
SpD: **       (2)
Spe: 60

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Thunderbolt
Dragon Pulse
Flamethrower

Heal Bell
Hydro Pump
Signal Beam

Let's get this brawl underway!

Frollo starts things offby sitting down in a cross-legged stance... it looks like he's Calming his Mind! Spiffy looks like he's got the same thing in mind, as he starts Charging up for some powerful electric attacks!

However, Frollo's still not done preparing for this brawl, as he Bulks Up, squeezing every bit of muscle mass out of its frighteningly skinny arms. However, Spiffy draws first blood, as a powerful Thunderbolt arcs across the battlefield, striking Frollo dead on in the chest! It's a Critical Hit!

Dazed by the powerful jolt, Frollo decides it's time for action! His hand glows fiercely blue and a mist rises off of it as he delivers a powerful Ice Punch directly to Spiffy's face, causing a couple ice crystals to form on Spiffy's face. Undaunted, Spiffy fires off yet another powerful Thunderbolt, throwing off sparks in every direction from the charge it built up in the first round. Frollo staggers back about 5 feet before steeling itself for the next round.

Frollo: Calm Mind (+1 SAtk/SDef, 6 Energy), Bulk Up (+1 Atk/Def, 6 Energy), Ice Punch (19 damage, 6 Energy)

Spiffy: Charge (Charged for 6 actions, 7 Energy), Thunderbolt (19 damage, Critical Hit, 6 Energy), Thunderbolt (16 Damage, 10 Energy)

Medicham:
5 / 3 / 1 / 3 / 80
HP: 55
Energy: 82
Effects: +1 Atk, +1 Def

Monohm:
1 / 3 / 4 / 2 / 60
HP: 71
Energy: 77
Effects: Charged (3 Actions)

Son_of_Shadoo orders next, followed by Objection!
 
Rediamond vs. Dogfish44!

Rediamond's mon:
38.png

Ninetales (F) [Sunshine] (Female)
Nature: Modest (+SpAtt, -Att)

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: **(-)
Def: ***
SpAtt: ****(+)
SpDef: ****
Spe: 100


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

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

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

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split

Protect*
Toxic*
Return*
Dig

Dogfish's mon:
587.png

Emonga [Boltair] (Female) (*)
Nature: Mild

Type:
Electric/Flying: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain, Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ***
Def: **
SpA: **** (+)
SpD: * (-)
Spe: 103


EC: N/A
MC: 3
DC: 2/5

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.
Motor Drive (DW - NOT ACTIVATED): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Attacks:
ThunderShock (*)
Quick Attack (*)
Tail Whip (*)
Charge (*)
Spark (*)
Pursuit
Double Team (*)
Shock Wave (*)

Air Slash (*)
Iron Tail (*)
Roost (*)

Toxic (*)
Thunderbolt (*)
Acrobat (*)
Electro Ball
Light Screen
Agility

Flamethrower => Fire Blast => Flamethrower
Toxic => Light Screen => Agility

And so Dogfish's Boltair's and Rediamond's Sunshine's bout finally begins, and just at the start of the battle Ninetails somehow summons intense sunlight inside the Dojo (10 Energy). Emolga starts off the battle by a wisker, just outspeeding to lunge in and expel a Toxic gas all around Ninetails, badly poisoning her (7 Energy). In responce, she lets off a huge Flamethrower at Emolga, which hurts her badly because of the boost given by the sun (6 Energy, 23 Damage). Next, Emolga just outspeeds Ninetails once again to let up a Light Screen between them for the rest of the match to deflect some of Ninetail's powerful fire attacks (8 Energy). In responce, Ninetails ups the ante by this time launching a powerful Fire Blast at Emolga, partially overcoming the limitations of the screen to still hurt Emolga badly (7 Energy, 21 Damage). Finally, Emolga finishes up boosting its speed for the rest of the match, sitting and focussing to increase its Agility for the rest of the match (7 Energy). However, Ninetails uses the chance to let off another huge Flamethrower at Emolga, which does another bucketload of damage, but still doesn't burn (6 Energy, 18 Damage). This leaves the round over, and while Ninetails has a clear advantage in HP, it will be interesting to see if Emolga can turn it around in the next turn!

38.png

Rediamond's Sunshine
HP: 97
Energy: 71%
Toxic (1)

587.png

Dogfish's Boltair
HP: 28
Energy: 78%
Light Screen
+2 Speed

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------​


Venser vs. smashlloyd20

smash's team:
bronzor.png

Bronzor [Rolf] (Male)
Nature: Sassy (+1 * Special Defense, -15% Speed and flat -5% accuracy)

Type:
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats:
HP: 100
Atk: *
Def: ***
SpA: *
SpD: ****(+)
Spe: 20 (-)

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

Moves:
Confuse Ray
Confusion
Extrasensory
Hypnosis
Tackle
Imprison

Trick
Ancientpower
Signal Beam

Trick Room
Dream Eater
Flash Cannon

Venser's team:
Gempre2-1.png

Bolderdash* [Rube] ()
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Nature:Hasty (Subtracts * from Defense, a 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks.

HP: 100
Atk: **
Def: * (-)
SpA: ****
SpD: **
Spe: 127 (110 * 1.15)


EC: 6/9
MC: 1
DC: 5/5


Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW) (Unlocked): (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.)

Moves:
Giga Drain*
Weather Ball*
Vacuum Wave*
Tackle*
Defense Curl*
Rollout*
Rock Blast*
Disable*
Acupressure*
Mud Shot*
Power Gem*
Rock Polish*
Flamethrower*
Shadow Ball*
Volt Change*
Energy Ball*
Ancientpower*
Earth Power*
Head Smash*
Substitute

Flamethrower => Earthpower => Flamethrower
Trick Room => Hypnosis => Hypnosis / Flash Cannon

And we get to our second bout of the day: Venser's Rube vs. smashlloyd's Rolf. It begins with Rube, who I will assume is using Mold Breaker because the other two would be silly. Rube lets off a Flamethrower at Rolf, which hurts it badly because Mould Breaker stops Bronzor from being too Heatproof (7 Energy, 15 Damage). In responce, Rolf constructs a weird Trick Room around the pair of them, which disrupts the normal flow of events so that the order of the Pokemon within the box will be reversed (10 Energy). Thus, Rolf can move again straight afterward, and jumps towards Rube, letting off a weird Hypnosis at him so that he falls asleep for a couple of rounds (10 Energy). While he sleeps, Rolf lets off a Flash Cannon at Rube, hitting it very effectively and doing a lot of damage (3 Energy, 10 Damage). This leaves the round done, as soon as Rube wakes up, which he does, now.


Trick Room is in effect.
Gempre2-1.png

Venser's Rube
HP: 90
Energy: 93%

bronzor.png

smash's Rolf
HP: 85
Energy: 77%

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------​

This has also been updated up to here:

Its_A_Random vs. Darkamber8828 - DarkSlay, Completed
Son of Shadoo vs. Objection - SDS
Venser vs. Its_A_Random - EP, completed
Fire Blast vs. Darkamber8828 - DarkSlay
Venser vs. Random - EP, completed
Temperentia vs. Dummy007 - EP, completed
Leethoof vs. Flora - Athen, completed
Rediamond vs. Dogfish44 - Athen
Venser vs. smashlloyd20 - Athen
Solstice vs. Random -
Dummy007 vs. IceBug -
Arcanite vs. Leethoof -
 
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