The Trial: The dead mans oddysey vs Metal Bagon

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The dead mans oddysey VS Metal Bagon


  • 3v3 Singles
  • 3 day DQ
  • recovers & chills
  • 1 Substition
  • Switch = OK
  • All abilities
  • No Items

Sorry, for the dalate, I forgot I couldn't send t the first time


The Judgement Arena

Basically the arena is a great mountain range of snow-capped avalanche prone mountains. There is a very small hot spring dead Centre of this mountain range.

The hot spring has Only enough water to fuel certain water moves (like water pulse and hydro pump, but not surf or muddy water). The spring can only be used 6 times before it empties and starts spewing fire. When the spring empties, there is a 20% chance of any random Pokemon in the arena taking 10 damage from the fire catching on that Pokemon (does not incur a burn) but only for the first turn.


When this happens, If the Pokemon that got burned by the fires survives 9 full actions, they have 20 hp and 100% energy awarded to them, t
hen the sprin fills up and this happens all over again.


The dead mans oddysey's Team


Scylar* (infestation) (female)
Nature: Naive (+15% Speed, +X% Accuracy, -1 SpD)
Height: 1'7"
Weight: 44 lbs / 20 kg

Type/s:
bug: has excellent mobility in forest like areas. guaranteed extra attack wih multi-hit moves.

Ice: can ice synthesize ice and snow into their skin, making them effectively immune to freezing. immune to Hail. under Hail, Blizzard becomes perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field.



Ability/s:
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

techinician: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 mutli-hit attacks is increased by two (2).


Stats: 40 / 76 / 35 / 74 / 34 / 91


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2-1
Spe: 91 x 1.15 (105)

Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 2/6 (used to evovle a poke)
MC: 0 (Each time a Pokemon enters battle, their Move Counter goes up by two. Move Counters are used to add new moves to your Pokemon. Here are the costs associated with Move Counters:
1 MC: Level-Up Moves from any Pokemon at or below the current Evolution stage, Pledge Moves.
2 MC: BW TMs, BW Tutors.
3 MC: Egg Moves, Event Moves, Past Gen TMs, Past Gen Tutors)
DC: 2/5 (used to unlock DW ability)
Ko counters: 1

moves:
level up:
0 Leer(*)
0 Leech Life(*)
4 Scratch(*)
9 Focus Energy(*)
13 Ice Shard(*)
17 Slash(*)
21 Bug Bite(*)
25 Icicle Spear(*)

TM/HM moves:
avalanche (*)
Water Pulse (*)
protect(*)

egg moves:
earth power(*)
Super power(*)
spikes(*)

Embrich (The Burned)(M)

Height: 3’ 3”
Weight: 61.6 lbs / 28 kg
Nature:Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Fire/Grass
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.
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.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW(locked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 60 / 40 / 55 / 65 / 50 / 50

HP: 90
Atk: Rank 2
Def: Rank 2+1 (3)
SpA: Rank 3
SpD: Rank 2
Spe: 43 (50*1.15)(-10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 13



EC: 1/9 (used to evovle a poke)
MC: 2 (Each time a Pokemon enters battle, their Move Counter goes up by two. Move Counters are used to add new moves to your Pokemon. Here are the costs associated with Move Counters:
1 MC: Level-Up Moves from any Pokemon at or below the current Evolution stage, Pledge Moves.
2 MC: BW TMs, BW Tutors.
3 MC: Egg Moves, Event Moves, Past Gen TMs, Past Gen Tutors)
DC: 1/5 (used to unlock DW ability)

5th gen level-up moves:
0 Bullet Seed
0 Sweet Scent
5 Absorb
7 Growth
10 Ember
13 Leech Seed
17 Flame Wheel
25 Giga Drain

TM/HM-
4th Gen:

5th Gen:
Will-O-Wisp
substitute
double team

Egg moves-
4th Gen:

5th Gen:
counter
earth power
dragon breath

4th Gen tutor moves:


Nohface M (despair)
Height: 1’4”
Weight: 66 lbs / 30 kg
Evolution: Nohface -> Level-Up with Curse -> Kitsunoh
Type: Steel/Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Levitate (DW): (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.

Stats: 80 / 53 / 85 / 25 / 80 / 10

Jolly (+1.15% spE, -1.15% spA. Provides a 13% accuracy boost to all attacks)
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 0 (1-1)
SpD: Rank 3
Spe: 12 (10*1.15)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

5th Gen Level-Up:
Scratch
Iron Defense
Lick
Metal Burst
Faint Attack
Shadow Sneak
Curse

Egg Moves:
Meteor Mash
Yawn
Metal Sound
perish song

5th Gen TM's:
Protect
Double Team
Will-o-Wisp


Metal Bagon's Team

Blaziken - KFC (F)
Nature: Quirky (Neutral Nature)
Type: Fire/Fighting
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..
Fighting STAB: ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Attacks (24):
Scratch
Growl
Focus Energy
Ember
Double-Kick
Peck
Sand-Attack
Fire Spin
Quick Attack
Slash
Sky Uppercut
Flare Blitz

Double Team
Return
Flame Charge
Subsitute
Swords Dance
Brick Break
Flamethrower

Agility
Flame Burst
Rock Slide

Counter
Overheat

Kitsunoh- Shadow Mafia (M)

Nature: Adamant Attack increased by *; Special Attack reduced by *
Type: Steel/Ghost
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.
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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Descrption:
Shadow Mafia is very loyal, but just plain irratating sometimes. he is very adamant that he must train 4 hours a day! What a way to spend 1/6th of the day (or night in Shadowbones case). He sometimes keeps the other pokemon awake which they are very annoyed with and because he is a ghost he is usually lonely. He is still waiting for MB to get his gengar.

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW) (Unlocked): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks (28):
Ice Fang
Thunder Fang
Tail Whip
Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Faint Attack
Shadow Sneak
Curse
Shadow Strike
Perish Song
Fake Out
Iron Head
Revenge

Dig
Subsitute
Will-o-Wisp
Rock Slide
Taunt

Yawn
Meteor Mash
Foul Play

Pain Split
Super Fang
Superpower
Mirror Coat

Cyclohm - Zeus' Pet (F)
Nature: Modest Nature Special Attack increased by*; Attack reduced by*
Type: Electric/Dragon
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 STAB: More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 3
DC: 5/5

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.
Overcoat (DW) (Locked): (inmate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Moves (33):
Whirlwind
Bide
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Sonicboom
Twister
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball

Hyper Beam
Flamethrower
Thunder Wave
Thunder
Protect
Substitute
Surf
Toxic
Light Screen
Charge Beam
Torment
Volt Swtich

Hydro Pump
Magnet Rise
Power Gem

Signal Beam
Draco Meteor
Heal Bell



Actions:
  1. TDMO will send out.
  2. MB will send out
  3. MB will issue actions
  4. TDMO will issue actions
  5. I will ref
  6. TDMO will issue actions
  7. MB will issue actions
  8. I will ref
  9. Jump to step three

....So you're up TDMO..
 

"I'm so sorrrrrrry."

Anyway, sending in Blaziken may be a bit unfair so I'll go with Nofaces FATHER Kistunoh.

Taunt - Yawn - Faint Attack
SUB: IF protect is used successfully on any action, THEN, use iron defense on that action and push all actions down
 

Round 1
"Don't play with your food..."


.Despair


.
..Hp: 100
..En: 100
..Status: x.x
..Boosts:
...+5 Acc
...Abilities:
...Frisk....
...Limber....
...Cursed Body....


vs


Shadow Mafia
.

.
.
.Hp: 100...
.En: 100...
.Status: x.x..
.Boosts: x.x..
.Abilities:...
Frisk....
Limber....
Cursed Body....


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

In probably the most inbalanced fight I've seen, Despair tries to protect itself from the powerful Shadow Mafia, but SM doesn't seem to be really interested in finishing thi quick as he just invokes some little spirits, increasing in size and power, and in number of masks, while despair watches afraid of what might come, so trying to at least reduce him the most he tries to cause a burn on him, sadly Mafia is just too scary to really focus and he can't do anything, this doesn't even seems like a fight anymore as Shadow is so bored with the little nohface he can only Yawn, despair falling deeper and deeper in desesparation struggles to do something but thanks to the powerful defenses of SM can't even touch him, so, tired and week, how can Despair try to match his opponent now?

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


.Despair


.
..Hp: 100
..En: 100
..Status:
...Drowsy
..Boosts:
...+5 Acc
...Abilities:
...Frisk....
...Limber....
...Cursed Body....


vs


Shadow Mafia
.

.
.
.Hp: 100...
.En: 100...
.Status: x.x..
.Boosts: x.x..
.Abilities:...
Frisk....
Limber....
Cursed Body....

Despair used Protect!
Despair's protecting itself!
-7 energy

Shadow Mafia used Iron Defense!
Shadow Mafia's defense sharply rose!
+2 Def (3 actions)
-6 energy




Shadow Mafia used Taunt!
Despair fall for the Taunt!
-10 energy

Despair used Will-o-Wisp!
But it Failed!
-7 energy




Shadow Mafia used Yawn!
Despair became drowsy!
-7 energy

Despair used Struggle!
RNG Roll (To Crit) [<=625 Crit]: 8677/10000 (No)
(5 - 1.5) x 1.0 - 3.5 = 0 ~ 0 damage (Shadow Mafia)
-0 Hp (Recoil)
-5 energy
.

MB your actions
.
 

"Just saying that I'm still sorry."

Substitute 15 HP - Shadow Strike - Chill

Also shouldn't I have +2 or at least +1 defense?
 

Round 2
"Playing with dolls"


.Despair


.
..Hp: 100
..En: 81
..Status:
...Drowsy
..Boosts:
...+5 Acc
...Taunted
...Abilities:
...Levitate


vs


Shadow Mafia
.

.
.
.Hp: 100...
.En: 77...
.Status: x.x..
.Boosts:..
+1 Def....
.Abilities:...
Frisk....
Limber....
Cursed Body....


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

Despait tries to finish SM as fas as possible, but sadly that's nearly impossible due to the difference between the two of them, Shadow shrugs the little nohface attaks like they're nothing, even going as fas as to start playing with her little rhydon doll in front of Despair, she can't stand it so after taking a little nap to recover some energy she tries to break the puffy plusie, which doesn't seem to be right in Mafia's eyes because he attacks the little ghost striking fear on him, just beoe heading back to play and relax a bit

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


.Despair


.
..Hp: 86
..En: 77
..Status: x.x
..Boosts:
...+5 Acc
...Abilities:
...Levitate


vs


Shadow Mafia
.

.
.
.Hp: 81...
.En: 71...
.Status: x.x..
.Boosts: x.x..
.Abilities:...
Frisk....
Limber....
Cursed Body....

Despair used Shadow Snake!
RNG Roll (To Crit) [<=625 Crit]: 9119/10000 (No)
(4 + 3 - 1.5) x 1.0 - 1.75 = 3.75 ~ 4 damage (Shadow Mafia)
RNG Roll (Cursed Body) [<=3000 Yes]: 7470/10000 (No)
-2 energy

Shadow Mafia used Substitute [15]!
Shadow Mafia's created a Substitute
-15 Hp [Sub]
-12 energy

Despair fall sleep
RNG Roll (Sleep) [1/1/2]: 1312/10000 (Light Sleep)
Despair is lighty sleep!



Despair is fast asleep!

Shadow Mafia used ShadowStrike!
RNG Roll (To Crit) [<=9500 Hit]: 7300/10000 (No)
RNG Roll (To Crit) [<=625 Crit]: 1493/10000 (No)
RNG Roll (-1 Def) [<=5000 Yes]: 3915/10000 (No)
(8 + 3 + 3) x 1.0 = 14 ~ 14 damage (Despair)
-6 energy




Despair woke up!
Despair used Shadow Snake!
RNG Roll (To Crit) [<=625 Crit]: 6423/10000 (No)
(4 + 3 - 1.5) x 1.0 - 1.75 = 3.75 ~ 0 damage (Shadow Mafia)
Shadow Mafia subtitute took the damage!
RNG Roll (Cursed Body) [<=3000 Yes]: 6100/10000 (No)
[11 Sub]
-2 energy

Shadow Mafia Chilled!
Shadow Mafia chilled on the ground!
Shadow Mafia recovered some energy!
+12 energy
.

MB your actions
.
 

"Where has SM's sub gone?"

Taunt - Shadow Strike - Faint Attack
SUB: IF protect is used and he is not taunted then chill and push all actions back.
 
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