Weak Kaxtar vs My Ex-Tutor Alchemator, Rigged Training Battle

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LightWolf

lightwoof
is a Forum Moderator Alumnus
5v5 BRAWL [Training]
3 Day DQ
2 Recover / 5 Chills, though I doubt we'll be needing them.

Simple arena, it doesn't make much of a difference.
Accepting Alch's challenge. I'm bringing some fighters, so don't use more than 3 Psychic, please.

Items NO, NO Switch, NO Abilities
I will be using 5 Psychic mons, and I can't be persuaded.
Fine, I'll just have to crush you with SAZANDORA. Maybe.
Arena: Simple

Any boost/drop the Arena receives is doubled. The slower the arena, the slower I update. Dig Yes, EQ Yes, Water Yes, etc.

With the gym leaders being decided any day now everyone is training training training and spamming the Prize Claiming Thread. This is no exception to this golden rule. Alchemator and his Psychic types are ready to show the world their mind reading based team work(so easy that way). Alas Kaxtar wasn't scared and accepted Alchemator's challenge... Then he checked his profile and saw the might of his mons, but it was too late, there was no stepping back. Kaxtar's team is just as able as Alchemators(or will be later, after Alch destroys it) and the fight can go either way, especially when all pokemon forget their respective abilities!!!

Alchemator's Team


Starmie [Steve] (N/A)

Rumor profundi
-Legend of the ocean

Among Starmie it is common for them to gather on beaches, and it is said that they glitter like rubies in the evening. However, there are only a select few which glitter like diamonds. The diamond Starmie, or Rumor profundi as the legends themselves name them, are like gods within their colonies, and it is quite clear as to why. Their mastery over the elements of Water, Ice and even Electricity is unequaled, and it is a foolish thing to get close to them.

It is also said that as they grow weary of their long lives, the Rumor profundi set out to find an opponent worthy of dying against. Alchemator foresaw this occurrence in the behaviour of the waves, and the storms that accompany a travelling Rumor profundi, and intercepted this one. It is but a thin line between foolishness and bravery, and the later-named Steve leaned towards the second when Alchemator came unarmed. Thus, Steve continues his journey with Alchemator, trying to find the opponent for whom he was searching.

Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+21% Acc.], subtracts one (1) Rank from Attack.)

Type:
[Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90

Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Abilities:
Illuminate:
(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure:
(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW Unlocked):
(Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks (24):
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]


Beheeyem [Alchemator] (M)

Rumor stellos - Legend of the stars
aiojvfdsvfdioj

Nature: Relaxed (Adds one (1) Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 3
Spe: 34 (40/1.15v)
Size Class: 2
Weight Class:
3
Base Rank Total: 19

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

Abilities:
Telepathy:
(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.
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.
Analytic (DW UNLOCKED):
(Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks (27):
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Protect

Reflect
Psych Up
Light Screen
Energy Ball
Trick Room
Rain Dance
Double Team


Metagross [Christopher] (N/A)
Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:
[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.

[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.

Stats:

HP: 100

Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class:
9
Base Rank Total: 22

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

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW UNLOCKED):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (20):
Take Down

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball

Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [7]


Girafarig [Anna] (F)
Nature: Quiet (Adds a 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) to opponent's attacks directed at this Pokemon.)

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

[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.

Stats:

HP: 100

Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 4
Weight Class:
3
Base Rank Total: 18

EC:
N/A
MC:
0
DC:
5/5

Abilities:
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.
Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Sap Sipper (DW UNLOCKED):
(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.

Attacks (21):
Power Swap
Guard Swap
Astonish
Tackle
Growl
Confusion
Odor Sleuth
Agility
Psybeam
Baton Pass
Magic Coat
Skill Swap
Wish
Shadow Ball
Thunderbolt
Earthquake
Psychic
Crunch
Sucker Punch

Hidden Power [Ice] [7]
Energy Ball


Gallade [Alexander] (M)
Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100

Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class:
4
Base Rank Total: 21

EC:
9/9
MC:
0
DC:
4/5

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.
Justified (DW):
(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (25):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch

Shadow Sneak


Kaxtar's Team


Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

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.

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

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65

MC: 10
DC: 5/5

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Mummy (DW- Unlocked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip
Revenge
Punishment
Hammer Arm
Mach Punch

Ice Punch

Counter
Drain Punch
Shadow Sneak

Taunt
Substitute
Bulk Up
Protect
Rock Slide
Double Team
Earthquake

Heracross (M)
Nature: Jolly (+15% to Speed, +11% Accuracy, -1 to Special Attack)

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

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

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (+)

EC: N/A
MC: 0
DC: 5/5

Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

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

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Moxie (DW- Unlocked): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Reversal
Feint
Take Down

Bide
Flail
Megahorn
Pursuit

Swords Dance
Toxic
Substitute
Facade
Dig
Stone Edge
Protect

Dusknoir [Requiem] (Male)
Nature: Quiet (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)

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.

HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-)

EC: 9/9
MC: 2
DC: N/A

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Levitate: The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.
Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Shadow Punch

Pain Split
Skill Swap
Destiny Bond

Ice Beam
Shadow Ball
Taunt
Earthquake
Brick Break
Protect

Pupitar (M)
Nature: Bashful (No Effect)

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.

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 51

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

Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Earthquake

Dragon Dance
Stealth Rock
Outrage

Dig
Taunt
Protect
Torment

Hydreigon (Sazandora) [Onyx] (Female)
Nature: Brave (Adds 1 to Attack, Subtracts 15% from Speed, -10% to Evasion flat)

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.

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 85 (-)

EC: 9/9
MC: 0
DC: N/A

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All 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.

Tri Attack
Double Hit
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Outrage
Body Slam
Hyper Voice

Dark Pulse
Earth Power
Thunder Fang
Ice Fang
Head Smash

Draco Meteor

Thunder Wave
Work Up
Torment
Dragon Tail
Taunt
Dragon Pulse
Flamethrower
Double Team
Fire Blast
Stone Edge
Surf
Fly
Earthquake
Focus Blast
U-Turn
Reflect
Protect
Substitute
Charge Beam
Rock Slide


Kaxtar Orders
Alchemator Orders
I ref
Kaxtar Orders
Alchemator Orders
I ref
Repeat the above twice and the battle should be p much over

Or you can PM me your actions, yeah.

Go!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Yeah, I guess it'll need to be rigged for me to win this!

Good luck Kax.
 

LightWolf

lightwoof
is a Forum Moderator Alumnus

90/100
2/3/4/3/133/+21%
Status:

100/100
3/4/5/3/34/-10%
Status:

100/100
5/5/3/4/60/-10%
Status:

100/100
3/3/4/3/73/-10%
Status:

100/100
5/4/2/4/80
Status:

VS


100/100
5/3/2/4/65
Status: (That is not a Yamask, you are imagining things)

100/100
5/3/1/3/98/+11%
Status:

90/100
4/5/4/5/39/-10%
Status:

100/100
3/3/3/3/51/
Status:

100/100
5/3/5/3/85/-10%
Status:

And the battle begins! With blinding speed Steve the Starmie makes the first move, and what a move! The powerful Blizzard strikes Pupitar and Sazandora hard while Revenankh takes some damage too, lucky for them no one gets frozen. Sazandora can't let such an insult pass by, and fires Dark Pulses right in the face(...gem???) of Steve, ouch. Then the pokemon suddenly notice that two pokemon decided to use the last interaction to do their moves. Where Heracross stood is now just hole and Alexander used the chance to get close to Sazandora, and now initialises a Close Combat, dealing major damage, and even hitting the hydra's critical points. Alchemator's team seems to follow the good old hit him while he is down strategy, comanding Anna and Alchemator to release their Hidden Powers, while Christopher just Hammers Sazandora with his Arms. And oh boy it was effective, Sazandora is barely on his feet. Naturally the Kaxtar squad wasn't lazy while this happened, Revenankh unleashes his Power Whip on Steve, while Dusknoir throws a Shadow Ball. Pupitar just decides to follow Heracross underground, only for the two to reemerge from their Dig, catching Christopher off-guard.

Steve knows he doesn't haver much time, ignoring the dangers of using it again, he blast the same guys with Blizzard yet again, who manage to avoid freezing again, bar Sazandora who freezes up in a different way as he becomes the first one down!!! Kaxtar's team is in range, and yet again Heracross has vanished from where he stood just a second ago, but this time not underground... Steve only realised where he was when it was already too late for him to save himself. Heracross came crashing down from the sky ramming Steve with his Megahorn, nearly breaking him into pieces, Steve follows Sazandora to the bench... Revenankh and Dusknoir are so happy about their success at KOing Steve that they'd just love to beat up the fainted pokemon, alas they just waste their energy. Unlike Pupitar, who yet again decides to hide underground. On the other side, with mixed emotions swirling inside their extremly big brains, Team Alch gets ready to change targets. While Christopher and Alexander deliver Revenankh Zen Headbutts at the same time, Alchemator and Anna decide to use their Psychic powers to play Basketball with the mummy, Psychic Slam Dunk FTW. Pupitar having missed some of the action looks around confused after hitting Metagross with another Dig.

Revenankh is nearly dead(again) while Pupitar didn't enjoy those Blizzards either, but at least the other remaining half of the team is unscratched. Things are looking much better on Alch's side where only Metagross is hurt due to his underground foes. Alas nothing has been decided yet an Kaxtar could turn this match around in a single round, if he can read what Alch wants to do(and lets be honest, mind reading is Alch specialty)
Action 1:
Blizzard
Vs Revenankh
Hit (<91 => Yes) 100/24 Yes
Freeze (1 => Yes) 10/2 No
Crit (1 => Yes) 16/6 No
(12*0.75+0)=9 Hp
Vs Pupitar
Hit (<91 => Yes) 100/60 Yes
Freeze (1 => Yes) 10/10 No
Crit (1 => Yes) 16/14 No
(12*0.75+1.5)*1.5=15.75 16 Hp
Vs Sazandora
Hit Yes
Freeze (1 => Yes) 10/3 No
Crit (1 => Yes) 16/3 No
(12*0.75+1.5)*1.5=15.75 16 Hp
8-1=7 En

Heracross Digs Underground

Dark Pulse Starmie
Crit (1 => Yes) 16/4 No
(8+3+3)*1.5=21 Hp
6-1=5 En

Close Combat Sazandora
Crit (1 => Yes) 16/1 Yes
(12+3+3+3)*1.5=31.5 32 Hp
8-1=7 En
-1 Def/SpD

Hidden Power Ice Sazandora
Crit (1 => Yes) 16/7 Yes
(7+1.5)*1.5=12.75 13 Hp
5 En

Power Whip Starmie
Hit (<85 => Yes) 100/41 Yes
Crit (1 => Yes) 16/15 No
(12+3)*1.5=22.5 23 Hp
8 En

Hammer Arm Sazandora
Hit Yes
Crit (1 => Yes) 16/8 No
(10+3)*1.5=19.5 20 Hp
-1 Spe
7 En

Pupitar Digs Underground

Shadow Ball Starmie
Crit (1 => Yes) 16/11 No
SpD (1 => Yes) 10/8 No
(8+3+1.5)*1.5=18.75 19 Hp
6-1=5 En

Hidden Power Fighting Sazandora
Crit (1 => Yes) 16/11 No
(7+3)*1.5=15 Hp
5 En

Dig Metagross
Crit (1 => Yes) 16/15 No
(8*1.5)=12 Hp
10 En

Dig Metagross
Crit (1 => Yes) 16/15 No
(8+3-3)*1.5=12 Hp
10-1=9 En

Action 2:
Blizzard
Vs Revenankh
Hit (<91 => Yes) 100/30 Yes
Freeze (1 => Yes) 10/4 No
Crit (1 => Yes) 16/10 No
(12*0.75+0)=9 Hp
Vs Pupitar
Hit (<91 => Yes) 100/20 Yes
Freeze (1 => Yes) 10/7 No
Crit (1 => Yes) 16/4 No
(12*0.75+1.5)*1.5=15.75 16 Hp
Vs Sazandora
Hit Yes
Crit (1 => Yes) 16/12 No
(12*0.75+1.5)*1.5=15.75 16 Hp
Sazandora is KOd
8-1+4=11 En

Megahorn Starmie
Hit (<96 => Yes) 100/35 Yes
Crit (1 => Yes) 16/1 Yes
(12+3+3+3)*1.5=31.5 32 Hp
Starmie is KOd
8-1=7 En

Zen Headbutt Revenankh
Hit (<90 => Yes) 100/25 Yes
Crit (1 => Yes) 16/6 No
Flinch (1 => Yes) 5/5 No
(8+3+3)*1.5=21 Hp
6-1=5 En

Psychic Revenankh
Crit (1 => Yes) 16/11 No
SpD (1 => Yes) 10/6 No
(6+3+3+0)*1.5=18 Hp
4+1.5-1=5 En

Power Whip Starmie
No Starmie
8+4=12 En

Pupitar Digs Underground

Zen Headbutt Revenankh
Hit (<90 => Yes) 100/80 Yes
Crit (1 => Yes) 16/2 No
(8+3+3)*1.5=21 Hp
6-1=5 En

Shadow Punch Starmie
No Starmie
4-1=3 En

Psychic Revenankh
Crit (1 => Yes) 16/9 No
SpD (1 => Yes) 10/10 No
(6+3+3+1.5)*1.5=20.25 20 Hp
4+1.5-1=5 En

Dig Metagross
Crit (1 => Yes) 16/4 No
(8+3-3)*1.5=12 Hp
10-1+4=13 En



KO
2/3/4/3/133/+21%
Status: xxx

100/90
3/4/5/3/34/-10%
Status:

64/88
5/5/3/4/60(45)/-10%
Status: -1 Spe

100/90
3/3/4/3/73/-10%
Status:

100/88
5/4/2/4/80
Status: -1 Def/SpD

VS


2/80
5/3/2/4/65
Status: (That is not a Yamask, you are imagining things)

100/83
5/3/1/3/98/+11%
Status:

90/92
4/5/4/5/39/-10%
Status:

68/78
3/3/3/3/51/
Status:

KO
5/3/5/3/85/-10%
Status: xxx
 

LightWolf

lightwoof
is a Forum Moderator Alumnus

100/90
3/4/5/3/34/-10%
Status:

64/88
5/5/3/4/60(45)/-10%
Status: -1 Spe

100/90
3/3/4/3/73/-10%
Status:

100/88
5/4/2/4/80
Status: -1 Def/SpD

VS


2/80
5/3/2/4/65
Status: (That is not a Yamask, you are imagining things)

100/83
5/3/1/3/98/+11%
Status:

90/92
4/5/4/5/39/-10%
Status:

68/78
3/3/3/3/51/
Status:

The round hasn't even started, when two pokemon already let out their attacks. At first neither side realised what was going on but soon they noticed the two dark spots running over the arena clashing again and again, Alexander's and Revenankh's shadows were fighting. Alas Revenankh's shadow was twice the size of Alexander's and it eventually overpowered him with his Super Sneak. As Revenankh emerges from the shadow victorious, his team cheers, till they see Revenankh fall on the ground knocked out with Alexander behind him, his Shadow Sneak wasn't in wain either. Angered by the KO of his teammate, Heracross slams Alexander with his Megahorn. Pupitar is not interested in revenge though, he is a hunter who never gets his pray get away. Since he ate enough mountains as a Larvitar, he now hungers for something harder, Christopher fit that criteria easily, so Pupitar took a good bite of him, Crunching on the metal beast. Suddenly the ground starts shaking, with Dusknoir in the center of it. Team Alchemator doesn't like, they don't like it at all, and decide to punish him with a triple Shadow Ball! After the first two hit, Alchemator's big one hits Dusknoir so hard, that his special defensive powers go way down! Things aren't looking good for the ghost, seems like he will soon be with his mate Revenankh in afterlife.

Heracross takes the initiative and starts pounding Christopher in a Close Combat, but he takes the hits fairly well. Alexander sure felt left out last turn, with everyone but him hitting Dusknoir, but better late than never! Alas Blades over Balls for Alexander, so he uses Night Slash instead, which while Dusknoir doesn't enjoy, it at least hits his intact defense. Speaking of which, Anna rushes in for another Shadow Ball strike not only hitting the hole in his defense, but also widening it even more, things are definitely looking grim for the Grim Reaper. Pupitar decides to use the tunnels in the ground again to vanish from sight, and while Christopher can feel that he is the target, he ignores Pupitar to launch another boring Shadow Ball at Dusknoir... yawn. Dusknoir decides to feed Metagross some of his own medicine, and send out his very own even more boring Shadow Ball... At last Alchemator decides to get creative by firing a Ball of Sha... Of wait nevermind nothing to see here, bar you know, Pupitar knocking Christopher over with a Dig again, at least it wasn't a ghost attack!

Dusknoir has ended up in the very same position as Revenankh was last turn, will he suffer the same fate? It's up to Kaxtar and what he comes up with. Christopher also took some light wounds, but those rack up quickly too, he should be on the look out. Everyone is getting beaten up and tired, conclusion isn't far.

tl;dr version: Shadows
Action 1
Super Sneak(SS+SS) Gallade
Crit (1 => Yes) 16/16 No
(9+3+1.5)*1.5+1.75=22 Hp
20 En

Shadow Sneak Revenankh
Pointless Calc is pointless
3 En

Megahorn Gallade
Hit (<96 => Yes) 100/21 Yes
Crit (1 => Yes) 16/14 No
(12+3+1.5)+1.75=18.25 18 Hp
8-1+4=11 En

Shadow Ball Dusknoir
Crit (1 => Yes) 16/13 No
SpD (1 => Yes) 10/2 No
(8-1.5)*1.5=9.75 10 Hp
6 En

Crunch Metagross
Crit (1 => Yes) 16/3 No
Def (1 => Yes) 10/6 No
(8-3)=5 Hp
6 En

Shadow Ball Dusknoir
Crit (1 => Yes) 16/8 No
SpD (1 => Yes) 10/4 No
(8-3)*1.5=7.5 8 Hp
6 En

Earthquake
Vs Pupitar
Crit (1 => Yes) 16/6 No
(7.5+1.5)*1.5=13.5 14 Hp
Vs Heracross
Crit (1 => Yes) 16/13 No
(7.5+1.5)*0.66=5.94 6 Hp
Vs Gallade
Crit (1 => Yes) 16/9 No
(7.5)=7.5 8 Hp
Vs Metagross
Crit (1 => Yes) 16/2 No
(7.5-1.5)*1.5=9 Hp
Vs Girafarig
Crit (1 => Yes) 16/13 No
(7.5+1.5)=9 Hp
Vs Beheeyem
Crit (1 => Yes) 16/5 No
(7.5)=7.5 8 Hp
7 En

Shadow Ball Dusknoir
Crit (1 => Yes) 16/11 No
SpD (1 => Yes) 10/1 Yes
(8+1.5)*1.5=14.25 14 Hp
-SpD Dusknoir
6 En

Action 2:
Close Combat Metagross
Crit (1 => Yes) 16/9 No
(12+3)=15 Hp
8-1=7 En

Night Slash Dusknoir
Crit (1 => Yes) 8/8 No
(7)*1.5=10.5 11 Hp
5 En

Shadow Ball Dusknoir
Crit (1 => Yes) 16/6 No
SpD (1 => Yes) 10/1 Yes
(8-1.5)*1.5+1.75=11.5 12 Hp
-SpD
6+4=10 En

Pupitar Digs Underground

Shadow Ball Dusknoir
Crit (1 => Yes) 16/3 No
SpD (1 => Yes) 10/5 No
(8-3)*1.5+3.5=11 Hp
6+4=10 En

Shadow Ball Metagross
Crit (1 => Yes) 16/10 No
SpD (1 => Yes) 10/2 No
(8)=8 Hp
6-1=5 En

Shadow Ball Dusknoir
Crit (1 => Yes) 16/14 No
SpD (1 => Yes) 10/3 No
(8+1.5)*1.5+3.5=17.75 18 Hp
6+4=10 En

Dig Metagross
Crit (1 => Yes) 16/15 No
(8+3-3)*1.5=12 Hp
10-1=9 En



92/74
3/4/5/3/34/-10%
Status:

15/72
5/5/3/4/60(45)/-10%
Status: -1 Spe

91/74
3/3/4/3/73/-10%
Status:

52/80
5/4/2/4/80
Status: -1 Def/SpD

VS


KO
5/3/2/4/65
Status: No dead Yamask here

94/65
5/3/1/3/98/+11%
Status:

6/80
4/5/4/5/39/-10%
Status: -2 SpD

54/63
3/3/3/3/51/
Status:
 

LightWolf

lightwoof
is a Forum Moderator Alumnus

92/74
3/4/5/3/34/-10%
Status:

15/72
5/5/3/4/60(45)/-10%
Status: -1 Spe

91/74
3/3/4/3/73/-10%
Status:

52/80
5/4/2/4/80
Status: -1 Def/SpD

VS


94/65
5/3/1/3/98/+11%
Status: -1 SpD/Def

6/80
4/5/4/5/39/-10%
Status: -2 SpD

54/63
3/3/3/3/51/
Status:

With the game drawing close, we have a repeat of the last round, kinda... This time around Dusknoir goes for the Super Sneak as his last action, again going for Alexander. Christopher doesn't want to let that happen though, and starts pounding the gigantic shadow with his Bullet Punches, with no visible effect. Dusknoir can't be stopped and manages to strike Alexander very hard, alas he forgets about Christopher smashing his shadow furiously, and tries to leave it, BONK! Dusknoir is out cold. Heracross doesn't want Dusknoir's sacrifice be wasted, and slams Alexander with his Megahorn, which delivers quite a punch thanks to his defences being still down due to the Close Combat. Alexander doesn't feel well, his pain is on the level where it feels like you can see it, wait you actually can! Alexander is Splitting the Pain with Heracross! The bug sure doesn't enjoy his attack backfiring. Anna lets another Ball go, at least it's a green Energy one, not a shadowy... Pupitar would enjoy the latter more though, with the attack exploiting his weaknesses. He decides it's time to get out of here no, not wanting to take another hit, escaping underground yet again. He waits and waits, but Alchemator just doesn't want to make his move. Pupitar got annoyed quite fast and just decided to hit Christopher there and then, who is left with little life in his metallic body. Alchemator finally decides to move, enclosing the arena in a Room, a quite Tricky one(to ref...). Seems like the Dig was predicted.

Christopher not wanting to risk it in this weird place, goes for another Bullet Punch, this time against Pupitar, who hates himself for not having destroyed the metal spider yet. Alchemator on the other hand enjoys his room a lot, making him the fastest guy around. Releasing his inner Hidden Power to try and finish off Pupitar, who manages to pull through. Knowing it's his last move, Pupitar doesn't want to waste it and he always wondered what Gallades tasted like. Crunching down on Alexander, he gets a good bite of him. While Alexander is trying to shake the rocky cocoon down, Anna decides to butt in and finishes him off with another Energy Ball. His last words echo through the arena: "8 points out of 10, would eat again...". Free of the crunching, Alexander decides to Cut Heracross, what a Psycho. Heracross doesn't enjoy being dead last at all, but knows he can do nothing about the room for now, so he decides to do his own sword move against Alexander, which he calls Aerial Ace, confusing name but the attack worked nicely.

Heracross is left alone against 4 opponents while being quite weakened. While Christopher is nearly dead, and Alexander is hurt too, Alchemator and Anna are still standing strong. The only question remains is if Heracross can do anything before being torn to pieces by the Psychics...

Action 1:
Super Sneak(SS+SS) Gallade
Crit (1 => Yes) 16/16 No
(9+3)*1.5+1.75=19.75 20 Hp
20 En

Bullet Punch Dusknoir
Crit (1 => Yes) 16/14 No
(4+3)=7 Hp
Dusnoir is KOd
3-1=2 En

Megahorn Gallade
Hit (<96 => Yes) 100/91 Yes
Crit (1 => Yes) 16/6 No
(12+3+1.5)+1.75=18.25 18 Hp
8-1=7 En

Pain Split
+39 Hp Alexander
-39 Hp Heracross
32 En

Energy Ball Pupitar
Crit (1 => Yes) 16/3 No
SpD (1 => Yes) 10/6 No
(8+1.5)*2.25=21.375 21 Hp
6 En

Pupitar digs underground

Dig Metagross
Crit (1 => Yes) 16/16 No
(8+3-3)*1.5=12 Hp
10-1+4=13 En

Trick Room
Speeds are switched up!
10-1=9 En

Action 2:
Bullet Punch Pupitar
Crit (1 => Yes) 16/9 No
(4+3+3)*1.5=15 Hp
3-1+4=6 En

Hidden power Pupitar
Crit (1 => Yes) 16/8 No
(7+3)*1.5=15 Hp
5 En

Crunch Gallade
Crit (1 => Yes) 16/12 No
Def (1 => Yes) 10/7 No
(8-1.5)+1.75=8.25 8 Hp
6 En

Energy Ball Pupitar
Crit (1 => Yes) 16/2 No
SpD (1 => Yes) 10/5 No
(8+1.5)*2.25=21.375 22 Hp
Pupitar is knocked out!
6+4=10 En

Psycho Cut Heracross
Crit (1 => Yes) 8/3 No
(7+3+3)*1.5+1.75=21.25 21 Hp
5-1=4 En

Aerial Ace Gallade
Crit (1 => Yes) 16/8 No
(6+1.5)*1.5=11.25 11 Hp
4 En



92/59
3/4/5/3/34/-10%
Status:

3/64
5/5/3/4/60(45)/-10%
Status:

91/58
3/3/4/3/73/-10%
Status:

36/44
5/4/2/4/80
Status:

VS


34/54
5/3/1/3/98/+11%
Status:

KO
4/5/4/5/39/-10%
Status: xxx

KO
3/3/3/3/51/
Status: xxx

Trick Room 3 Rounds
 

LightWolf

lightwoof
is a Forum Moderator Alumnus

92/59
3/4/5/3/34/-10%
Status:

3/64
5/5/3/4/60(45)/-10%
Status:

91/58
3/3/4/3/73/-10%
Status:

36/44
5/4/2/4/80
Status:

VS


34/54
5/3/1/3/98/+11%
Status:

Alchemator enjoys the bonus of his room again, throwing around Heracross with his Psychic abilities. Heracross is beat, but not ready to give up just yet. He begins to run after Christopher, hoping to pursuit him to death, which went just as planned, he pursued him till dying... Christopher mercilessly crushed the beetle with a Zen Headbutt. Alchemator has defeated Kaxtar, and showed that his gym team can get around their weaknesses just fine. On the other hand for their next battle Kaxtar will surely be ready with a fully evolved Tyranitar at his side.

Action 1:
Psychic Heracross
Crit (1 => Yes) 16/3 No
SpD (1 => Yes) 10/7 No
(10+3+3)*1.5=24 Hp
6-1=5 En

Zen Headbutt Heracross
Crit (1 => Yes) 16/9 No
(8+3+3)*1.5=21 Hp
6-1=5 En
Heracross is out cold!!!!



92/54
3/4/5/3/34/-10%
Status:

3/59
5/5/3/4/60/-10%
Status:

91/58
3/3/4/3/73/-10%
Status:

36/44
5/4/2/4/80
Status:

VS


KO
5/3/1/3/98/+11%
Status: xxx


You both get 4 TC.
Every mon gets 3 MC, bar:
- Alexander(unless he got a DC from some other battle already)
- Pupitar
who get 1 EC, 1 DC and 2 MC

KOC go to the following mons:
Heracross 1
Christopher 2
Alexander 1
Anna 1
Steve 1

and I get 11 RC.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Don't forget to change the tag to completed!

Thanks for reffing LW, and gg Kax.
 
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