The Icy Canyon Explosion: Tortferngatr vs Rediamond & Venser & Dummy

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Tortferngatr VS Rediamond & Venser & Dummy


  • 12 vs {4+4+4}
  • 2 day DQ/ 4 day ref
  • 2 recovers, 5 chills
  • Switch = Ok
  • Two (2) abilities
  • No items
  • Only NFE allowed

Arena: The Ice Canyon

A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here.

The icy locale naturally makes Ice-type moves and Hail easier to form...while buffering against most other weather types. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. In fact, it's said that Icy Rock extends Hail's natural duration even further than usual here. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm and regardless of items, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.) Both the Heat Rock and the Smooth Rock seem to lose a little power here-both only extend their respective weathers by a single round. Rain lacks restrictions.


Ice-type moves other than Hail cost 1 less energy.
Hail, whether by move or by Snow Warning, costs 2 less energy to summon. Pokemon holding an Icy Rock extend move-based Hail to 7 rounds rather than 6.
Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon. This +energy effect works regardless of Smooth Rock-Sand Stream will cost 2 energy to activate with Smooth Rock here. Additionally, Smooth Rock only extends the duration of Sand to 5 rounds.
Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still works properly. However, Heat Rock only extends the duration of Sun to 5 rounds.
Rain faces no restrictions.
Dig is considered to be an Ice-type move.
Through various loopholes, all other moves are available.


Tortferngatr'
s Team


Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +8% (58^2/435) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)

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.

Abilities:

Ice Body:
(Innate)
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

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

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard

Disable
Weather Ball
Fake tears
Bide

Shadow Ball
Hidden Power (Fire, base 7)
Substitute
Rest

Cranidos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.


Ability:

Mold Breaker: (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.)

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. HP: 100
Atk: 5
Def: 1 (-)
SpA: 3 (+)
SpD: 2
Spe: 58

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt

Crunch
Hammer Arm
Iron Head

Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt

Scratchet (Flight) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/435 rounded up), -1 attack)

Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

Scrappy: (Innate)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Prankster: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 90
Atk: 2 (-)
Def: 3
SpA: 1
SpD: 3
Spe: 46 (+)

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice

Roost
Yawn
Haze
Confuse Ray

Taunt
Toxic
Substitute
Grass Knot
Focus Blast

Combee [FLADoS] (F)
Nature: Quirky (No effect on stats)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Honey Gather (Innate)
This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 70

Attacks:

Sweet Scent
Gust
Bug Bite

Ominous Wind
Tailwind
Air Cutter


Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
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. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

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.

HP: 90
Atk: 1 (-)
Def: 3
SpA: 3
SpD: 2
Spe: 69 (+)

Attacks:

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Fire Blast
Thunder
Volt Switch
Taunt

Drilbur [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)
Type: 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:

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.

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.

HP: 90
Atk: 3
Def: 2
SAtk: 1 (-)
SDef: 2
Speed: 79 (+)

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws
Rock Slide

Metal Sound
Crush Claw
Skull Bash

Shadow Claw
X-Scissor
Brick Break

Swinub (Frozen) (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Ice/Ground
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: (innate)This Pokemon is incapable of being effected by Attract or Cute Charm.

Snow Cloak: (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.

HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)

Attacks:
Tackle
Odor Sleuth
Mud Sport
Powder Snow
Mud-Slap
Endure
Mud Bomb
Icy Wind
Earthquake
Blizzard

Icicle Crash
Icicle Spear
Stealth Rock

Reflect
Light Screen
Dig
Protect

Eevee [Floe] F
Nature: Calm (-1 rank in attack, +1 rank in special defense)
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Run Away: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Adaptability: (Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 4 (+)
Spe: 55

Attacks:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Fake Tears
Wish
Yawn

Shadow Ball
Protect
Round

Voodoll (Frankenstein) M
Nature: Lonely (+1 Rank in Attack, -1 Rank in defense)
Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:

Insomnia: (Innate)
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Normalize: (Can be deactivated)
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.

HP: 90
Atk: 3 (+)
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 70

Attacks:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile

Perish Song
Imprison
Screech

Protect
Brick Break
Psychic

Riolu (Force) F
Nature: Brave (+1 Attack, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type:
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.

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

HP: 90
Atk: 4 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 52 (-)

Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech

Blaze Kick
Crunch
Hi Jump Kick

Protect
Earthquake
Swords Dance

Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
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.
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:

Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

HP: 90
Atk: 2
Def: 1 (-)
SpA: 4
SpD: 2
Spe: 92 (+)

Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch

Disable
Perish Song
Ice Punch

Toxic
Venoshock
Psychic

Zorua (Fox) F
Nature: Hasty (+15% Speed, +13% Accuracy (75^2/435 rounded to the nearest percent), -1 Def)
Type: 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:

Illusion: (Innate)
Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]


HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 75 (+)

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Extrasensory
Counter
Snatch

Grass Knot
Dig
Protect


Dummy's Team


Foongus [Helaman] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)
Typing: 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 breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Effect Spore: (Can be Disabled)
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.

Stats:
HP: 100
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 3 (+)
Spe: 15

Attacks:
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Spore

Defense Curl
Gastro Acid
Stun Spore

Toxic
Venoshock
Energy Ball

Bidoof [Ammon] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Stats:
HP: 90
Atk: 3 (+)
Def: 2
SpA: 2
SpD: 2
Spe: 26 (31/1.15)

Attacks:
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn
Curse
Amnesia

Aqua Tail
Skull Bash
Water Sport

Toxic
Ice Beam
Charge Beam

Aron [Moroni] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: Steel/Rock
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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:

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.

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.

Stats:
HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 2
Spe: 30

Attacks:
Tackle
Harden
Mud-Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Protect
Metal Burst

Curse
Head Smash
Stealth Rock

Hone Claws
Earthquake
Shadow Claw

Ralts [Nephi] (M)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

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

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

Stats:
HP: 90
Atk: 2 (+)
Def: 1
SpA: 1 (-)
SpD: 2
Spe: 40

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Encore
Shadow Sneak

Taunt
Thunderbolt
Will-O-Wisp


Venser's Team


Nidoran♂ [HULK] (♂)

Nature: Rash (+ Special Attack, - Special Defense)
Type: Poison
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:

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).

Rivalry: (Innate)
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Stats:
HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 1 (-)
Spe: 50

Attacks:
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand

Counter
Disable
Head Smash

Ice Beam
Thunderbolt
Sludge Bomb

Litwick [//ice] (♀)

Nature: Modest (+Special Attack, - Attack)

Type: Ghost / Fire
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.
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. Superior senses in volcanic or brushfire areas.

Abilities:

Flame Body:
(Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 20

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison

Heat Wave
Haze
Acid Armor

Sunny Day
Solarbeam
Shadow Ball

Colloshale [Florist] (♂)

Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

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

Abilities:

Rebound: (Innate)
When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

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.

HP: 100
Atk: 2
Def: 1 (-)
SpA: 4 (+)
SpD: 3
Spe: 85

Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Water Spout
Earth Power
Sucker Punch

Payback
Taunt
Earthquake

Scylar [Vanilluber] (♀)

Nature: Hasty (+15% Speed, +22% Accuracy, -1 Def)

Type: Ice/Bug
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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.

Stats:
HP: 90
Atk: 3
Def: 1 (-)
SpA: 3
SpD: 2
Spe: 105 (+)

Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear

Tail Glow
Earth Power
Counter

Blizzard
Double Team
Acrobatics


Rediamond's Team


Ivysaur [Yoshi] (F)
Nature: Naughty (+
1 Atk, -1 SpD)
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:

Overgrow: (Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 2 (-)
Spe: 60

Attacks:

Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Giga Drain
Light Screen
Power Whip

Toxic
Venoshock
Hidden Power Fire (7)

Togepi [Airplane] (M)
Nature:
Modest (+1 SpA; -1 Atk) Type: Normal
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: 0 (-)
Def: 3
SpA: 3 (+)
SpD: 3
Spe: 20

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)


Attacks:
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd

Extrasensory
Morning Sun
Substitute

Flamethrower
Psychic
Solar Beam

Porygon [Cybrus]
Nature: Modest (+1 SpA; -1 Atk)
Type: Normal
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: 100
Atk: 2 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 60

Abilities:

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

Download: (Innate)
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.


Attacks:
Conversion 2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Discharge
Tri Attack

Solarbeam
Hidden Power Fire (7)
Ice Beam
Trick Room

Caterpie [-Charmander-'s Revenge] (M)
Nature: Modest (+1 SpA; -1 Atk)

Type:
Bug
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

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.)

Stats:

HP: 90
Atk: 1 (-)
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 50

Attacks:
Tackle
String Shot
Bug Bite
Snore



.Actions:
  1. Tortferngatr will send out.
  2. Rediamond will send out
  3. Venser will send out
  4. Dummy will send out
  5. Dummy will issue actions
  6. Venser will issue actions
  7. Rediamond will issue actions
  8. Tortferngatr will issue actions
  9. I will ref
  10. Tortferngatr will issue actions
  11. Dummy will issue actions
  12. Venser will issue actions
  13. Rediamond will issue actions
  14. I will ref
  15. Rediamond will issue actions
  16. Tortferngatr will issue actions
  17. Dummy will issue actions
  18. Venser will issue actions
  19. I will ref
  20. Venser will issue actions
  21. Rediamond will issue actions
  22. Tortferngatr will issue actions
  23. Dummy will issue actions
  24. I will ref
  25. Jump to step five and Go on...
....So you're up Tortferngatr...

Try to use the arena as much as you can, since this seems like a very interesting field. Using a summary of you actions at the end of each post would be really appreciated (especially you Tort), try to use as much flavor and RP-like actions as you want, flavor posts will be rewarded, and remember, since this is 3 vs 3 only 2 actions per round, good luck to all of you :3 (and thank you for financing my LO)
 
Surveying his massive arsenal, Victor chooses which mons will be moving first today.

"Good luck to you guys too.

Go, Frankenstein, Flight, and Flash!"

 
First multi in a long time. i readjust my coat before deciding upon my 'mon. Ivysaur is new from a trade, Togepi's stats are lacking, and Caterpie is... a Caterpie. Porygon2 is the only member of my normal team I'm using here. Good thing I brought 'em. I've got myself a dragon to slay. "Alright, Cybrus. We can abuse this arena to our advantage here, and we'll fo so to the fullest." I try to make sure the others can hear me over the wind. It's always nice to sound like you have a plan.
 
This is going to be difficult, but I think we can pull through. Moroni (Aron), get out there!

"You know what will be really helpful in this match? Stealth Rock. Next, let's do some heavy damage to Frankenstein with Head Smash. But beware! If Flash successfully hits you with Hydro Pump, change that action to Metal Burst. Let's get it started!"

Summary:
Stealth Rock -> Head Smash Frankenstein; if Flash hits you with Hydro Pump, change that action to Metal Burst while keeping the other the same

EDIT: Oh, and Venser, you should definitely post in our Middle Cup battle. It's your move.

EDIT2: Fixed to 2 actions.
 
I will be doing that soon but i gtg soon which is not enough time. :( Sorry for procrastinating.

Start with a Water Spout and then Taunt Monohm. If it taunts you, use Earth Power on it instead.
 
This could be annoying. I can deal with most of my opponents, but with no idea what's coming next, this could be a bad start. I think back subconsciously to the battle that always seems to be on my mind and cringe. But I've had worse. Cyclohm. Monohm. Is the difference enough to avoid another defeat? Regardless, Monohm will have to wait. I have bigger problems

"Alright, Cybrus start off with an Ice Beam on Scratchet. Follow it up by using Tri Attack on him."
 
"Let's wait until we can deal with Porygon2 before we deal with him.

Flight-Taunt Colosshale-since Monohm won't have issued the Taunt it won't trigger his substitution-then Roar at Porygon2! Force him out!
Frankenstein-Brick Break Colosshale twice!
Flash-Taunt Aron, then Thunder Colosshale!
 

Round 1
"Just be careful to don't catch a Cold..."



Frankenstein.&. Flash. &. Flight ...............
..........
........
HP: 90 | HP: 90 | HP: 90....
..........Energy: 100% | Energy: 100% | Energy: 100%
Abilities: | Abilities: | Abilities:.
.............Insomnia | Shield Dust | Scrappy..........
Normalize | Static | Prankster......
....Status: x.x | Status: x.x | Status: x.x
.....Boosts: x.x | Boosts: x.x | Boosts: x.x


vs


.........Cybrus .&. Florist .&. Moroni.
............

.........
...
...

.........HP: 100 | HP: 100 | HP: 90...
.Energy: 100% | Energy: 100% |.Energy: 100%.....
...........Abilities: | Abilities: | Abilities:...
...............Trace | Rebound |.Rock Head
.Download | Storm Drain |.Sturdy......
.......Status: x.x | Status: x.x | Status: x.x....
.....Boosts: x.x | Boosts: x.x |.Boosts: x.x...


.::::::::::::::::::::::::::::::::::::::::::::::::.

Hello, and welcome to the Ice Canyon, a place where only the bravest trainers would dare to fight, an a place where only the pokemon that can defeat the cold and don't care about the ice being everywhere, first on my left, Tortferngatr and his huge team, on my right, the team composed of Rediamond, Dummy and Venser, this is gonna be a triples battle, two actions per pokemon and only one pokemon from everyone on team ... (name your team if you want to), so, let's start this!

Tort sends out some very little mons, a tinny dragon, a rag doll, and a little cub, while on the other side of this glacier a mouse with a hockey mask, an electronic Duck, and a not-so-little sub-whale

Florist starts by shotting a big wave odd water trhough it's air hole, wetting everyone on the opposite side, and even hitting harder on Frankenstein because of his absorbing capabilities, he is not all wet and slow, flash and flight don't seem to mind a little water thanks to their respective fur and clouds, but Frank's fighting nature helped him to avoid being so affected by the freezing atmosphere, hitting Florist for some normal damage (pun intended), meanwhile flash and flight are too busy laughing inn the othere teams face, making them angry, making them completely forget about their trainers, Cybrus is looking incredibly relaxed, launching a powerful beam of ice in this place must be really helpful in here, making Flight take some damage, is amazing how he didn't freeze after being hit by such a cold attack, and after reciving a cold shower, poor little guy, at least Moroni completely lost his sh!t, angry about the faces of flash he goes berserker agaist this place, destroying some of the ice cones on the ground, at least there are no rocks on the field

Venser orders to Florist to do exactly what Flash and Flight did last round, but he is angry at both of them, he wants to fight them bacause of they underestimating his power, being unable to actually perform the taunt, charging against Flight, but he is fast enough to not aoid all the attack, he is just playing with Florist, and Florist is not enjoying it...,meawhile Flash and Frankenstein both unite forces to hit Florist, Frankentein moves fast to use another brick break on Florisht, while Flash launches a big electric attack, that instead of hurting Frankenstein only makes him gain more energy, this doesn't look good or Florist, but he is not alone, Moroni charges agaist frankenstein to make him stop hurting his big partner, while Cybrus helps him against Flight using the energy of nature that this cave seems to have, Flight doesn't look happy at all... he is so pissed he launches a big ror that makes Cybrus return to his pokeball scared, Rediamond pull another pokeball fast, not even looking if it's the correct one, and from it... a little egg comes out Airplane has come to the field with it's happy self, how will he alter the battle, coming with a big shake... wait, that's not Airplane... something's wrong in the field, Flight's roar has made the ice a little shaky, maybe they have to be more careful with the field

::::::::::::::::::::::::::::::::::::::::::::::::::



Frankenstein.&. Flash. &. Flight ...............
..........
........
HP: 57 | HP: 79 | HP: 44....
........Energy: 86% | Energy: 83% | Energy: 84%
Abilities: | Abilities: | Abilities:.
.............Insomnia | Shield Dust | Scrappy..........
Normalize | Static | Prankster......
....Status: x.x | Status: x.x | Status: x.x
.....Boosts: x.x | Boosts: x.x | Boosts: x.x


vs


......Airplane .&. Florist .&. Moroni.
............

.........
...
...

..............HP: 90 | HP: 44 | HP: 90...
Energy: 100% | Energy: 84% |.Energy: 80%.....
...........Abilities: | Abilities: | Abilities:...
..............Hustle | Rebound |.Rock Head
Serene Grace | Storm Drain |.Sturdy...........
.........Status: x.x | Status:| Status: ...
........................| Taunted (4a) | Taunted (4a)
.....Boosts: x.x | Boosts: x.x |.Boosts: x.x...

..Cybrus

HP: 100
En: 89


Cybrus Download's activates!
RNG Roll (Pokemon) [Fr/Fla/Flg]: 2/3 (Flash)
Cybrus Special Attack Rose!
+1 SpA

Flight used Taunt!
Florist fell for the Taunt
-10 energy

Florist used Water Spout!
RNG Roll (To Crit) [<=62 Crit]: 26/1000 (Yes) (Frankenstein)
RNG Roll (To Crit) [<=62 Crit]: 662/1000 (No) (Flash)
RNG Roll (To Crit) [<=62 Crit]: 128/1000 (No) (Flight)
A Critical Hit!
(15 + 3 + 3 + 3) x 1.0 x 3/4 = 18 ~ 18 damage (Frankenstein)
(15 + 3 + 3) x 2/3 x 3/4 = 10.5 ~ 11 damage (Flash)
(15 + 3 + 1.5) x 1.0 x 3/4 = 14.625 ~ 15 damage (Flight)
-7 energy

Frankenstein used Brick Break!
RNG Roll (To Crit) [<=62 Crit]: 260/1000 (No)
(8 + 3 + 3) x 1.0 = 14 ~ 14 damage (Florist)
-5 energy

Flash used Taunt!
Moroni fell for the Taunt
-10 energy

Cybrus used Ice Beam!
RNG Roll (To Crit) [<=62 Crit]: 691/1000 (No)
RNG Roll (To Freeze) [<=150 Yes]: 545/1000 (No)
(10 + 3) x 1.0 + 1.75 = 14.75 ~ 15 damage (Flight)
-6 energy

Moroni used Stealth Rock!

Moroni can't use Stealth Rock after the Taunt!
-12 energy



Florist used Taunt!
Florist can't use Taunt after the Taunt!
-9 energy

Frankenstein used Brick Break!
RNG Roll (To Crit) [<=62 Crit]: 511/1000 (No)
(8 + 3 + 3) x 1.0 = 14 ~ 14 damage (Florist)
-9 energy

Flash used Thunder!
RNG Roll (To Hit) [<=870 Hit]: 371/1000 (Hit)
RNG Roll (To Crit) [<=62 Crit]: 581/1000 (No)
RNG Roll (To Paralysis) [<=300 Yes]: 363/1000 (No)
(12 + 3) x 1.5 = 22.5 ~ 23 damage (Florist)
-7 energy

Cybrus used Tri Attack!
RNG Roll (To Crit) [<=62 Crit]: 126/1000 (No)
RNG Roll (To Status) [<=200 Yes]: 919/1000 (No)
(8 + 3 + 3) x 1.0 + 1.75 = 15.75 ~ 16 damage (Flight)
-5 energy

Moroni used Head Smash!

RNG Roll (To Hit) [<=800 Hit]: 424/1000 (No)
RNG Roll (To Crit) [<=62 Crit]: 263/1000 (No)
(15 + 3 + 4.5) x 2/3 = 15 ~ 15 damage (Frankenstein)
-8 energy

Flight used Roar!
Cyrus was Roared out!
RNG Roll (Pokemon) [Y/A/C]: 2/3 (Airplane)
Airplane was pulled out!
-6 energy
.

Tortferngatr -> Dummy -> Venser -> Rediamond
 
Sorry I'm late.

Meh. Accursed Togepi.

Frankenstein: Follow Me, then Protect!
Flash: Thunder Colosshale, then Volt Switch him! If Togepi uses Follow Me, use Fire Blast turn two!
Flight: Taunt Togepi, then Grass Knot Colosshale! If Togepi uses Follow Me or Colosshale's fainted turn 2, use Focus Blast on Togepi instead!
 
(I just noticed that Head Smash seems to have been calced as though it was on Flight when it was really on Frankenstein. By my calc, it should have done 24 damage [15+3+{4*1.5}=24]. I hope this doesn't affect Tort's actions.)

Nice work, Moroni. Tort doesn't appear to be targeting you, so we can use the distraction to deal some heavy damage! Nail Frankenstein with Take Down, then switch it up to nail Flash with Head Smash! (I made a rhyme. :P)

Summary:
Take Down Frankenstein -> Head Smash Flash
 
I had a mistake, yes that actually changed Frankenstein's and Flight's HP in a important way, so tort, if you want to chance your actions completely do so, everyone (so... Dummy) can re-order again if Tort changes his actions
 
I had a mistake, yes that actually changed Frankenstein's and Flight's HP in a important way, so tort, if you want to chance your actions completely do so, everyone (so... Dummy) can re-order again if Tort changes his actions
You still calced it on Scratchet. I attacked Voodoll, so (if I calced correctly) Scratchet should have 44 HP and Voodoll should have 48.
 
now i know where it went wrong, i calc right, but i reduced twice from frank, he got (18+15) damage so he ends up in 33

EDIT: sorry thought you did, you can chance them if you will
 
Ok, i've kind of re-reffed the round, sorry for the inconvenient but everyone should re-order, i hope to do it right from now on :3
 
"Frankenstein: Let's Disable Normalize-"can be disabled" is the correct description. Follow Me, then Pain Split Togepi! If Flash doesn't hit Colosshale with Thunder turn 1, use Brick Break on Colosshale turn 2!
Flash: Thunder Colosshale, then Volt Switch him! If Togepi uses Follow Me, use Charge!
Flight: Taunt Togepi, then Grass Knot Colosshale! If Colosshale's fainted turn 2, use Focus Blast on Togepi instead!"
 
"Excellent. Let's deal some more damage. Take Down Frankenstein on Action 1, since Follow Me will probably work. Redirect it to Flight if Frankenstein faints before it's your turn to move. Finish up with a Head Smash on Flash."

Summary:
Take Down Frankenstein -> Head Smash Flash; redirect Action 1 to Flight if Frankenstein faints
 
Venser is DQ

If you want to continue either:

  • Choose 4 pokemon that haven't been used and remove them
  • Bring someone with a Colloshale with the same stats than Florist
Pm me with the decision :3
 
Even if we were to remove four Pokemon, it wouldn't work, because Dummy and I would have to field 3 mons at a time between us. Who has two mons out at once? So I think the battle ends in DQ for Venser, and tie for the rest of us. I see no way to continue this.
 
^I think that's about the only way it can end. In theory, we could restart it as a Doubles match and Rediamond and I could each pick two more Pokemon (or Tort drops four), but I'm not sure that's legal. Sadly, this also means I should probably DQ Venser from the other match I'm having against him...
 
Meh. I also agree this is best cancelled. I REALLY do not want to continue repeatedly resending my actions.

Man is typing on an iPhone tedious...
 
Meh. I also agree this is best cancelled. I REALLY do not want to continue repeatedly resending my actions.

Man is typing on an iPhone tedious...
I ref, have iRC debates, and make 2K+ word posts on an iPhone. In fact, I only give a few reffings from a computer. 95% of my SotG posts, half of my reffings, and everything written thus far on my RP project has been typed on an iPhone. You get used to it.
 
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