[Won by Temperantia] Battle! Doominic77 vs Temperantia (ref: Zarator)

2v2 Singles
DQ Time: 1 day
Arena: Desert Crossing

A weird place with a desert with no water on one side and a grassy field with a huge lake on the other side. On the lake side there is never-ending rain while in the desert there is never ending sandstorm.
Switch=KO
One Ability
Items Disabled

Doominic, you're the match seeker. Send out your first Pokémon.
Temperantia, you're the match challenger. Send out your first Pokémon and issue his orders. Doominic will do the same afterwards.

Battle on heroes!
 
Jump into the pond in the Rainy Area then Swords Dance and fire off a Vicegrip.
Jump into Pond -> Swords Dance -> Vicegrip
 

Croagunk(*) Mr. Bubbles (M)
Nature: Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type: Poison/Fighting
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Abilities:
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.
Poison Touch (DW): (Can Be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.


Stats:

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


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

Attacks:
Astonish(*)
Mud Slap(*)
Poison Sting(*)
Taunt(*)
Pursuit(*)
Faint Attack(*)
Revenge(*)
Swagger(*)

Vacuum Wave(*)
Cross Chop(*)
Fake Out(*)

Rain Dance(*)
Poison Jab(*)
Earthquake(*)




Corphish (*) [Corph] (M)
Nature: Brave (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)
Type: Water
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).

Abilities:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Shell Armour: [Innate] This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Adaptability (DW): [Innate] The moves that match this Pokemon’s type deal two (2) more damage.

Stats:

HP: 90
Atk: **** (+)
Def: ***
SpA: **
SpD: **
Spe: 30 (-)

EC: 0/4
MC: 0
DC: 0

Attacks:
Bubble (*)
Harden (*)
Vicegrip (*)
Leer (*)
Bubblebeam (*)
Protect (*)

Dragon Dance (*)
Metal Claw (*)
Superpower (*)

Swords Dance (*)
Sharpen Claws (*)
X-Scissor (*)



Our battle today will took place in a strange place, on a sort of fence between abundance and wasteland. Corph doesn't like so much the environment, and quickly (well, relatively) runs towards the pond of water. The Croagunk easily intercepts him and strikes him with a deadly Cross Chop.

Nonetheless, the Corphish manage to reach the lake, even if still harassed by a swift Vacuum Wave sent to his back by his foe, and begins to sharpen up his pincers in a Swords Dance. Mr. Bubbles quickly (less relatively, this time) catches upon the opponent and mauls him with yet another Cross Chop, but this time Corph retaliates with a polished Vicegrip. The Croagunk feels somehow relieved by being in the water, however he finds himself less agile than usual...


HP 80
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: 82
Status: None


HP 51
Atk **** (+)
Def ***
SpA **
SpD **
Spe 30 (-)

Energy: 89
Status: +2 Atk

doominic goes first now.
 
Ok I got to get on the offense.

First use Vicegrip to hold him in the water then use Metal Claw. Finally go for another Vicegrip. If he goes out of the water focus the Vicegrip on pulling him back in.

Vicegrip -> Metal Claw -> Vicegrip
 
Ok Croagunk, first aim a Vacuum wave at the corphish to hit him b4 he can grip you and try to push him away. Then, Cross chop the corphish and follow up with another Vacuum wave to push him away again. You're amphibious so being in the water shouldn't bother you too much.
 
Round 2


Forgot he was amphibious the round before when I made that final comment, lol...

HP 80
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: 82
Status: None


HP 51
Atk **** (+)
Def ***
SpA **
SpD **
Spe 30 (-)

Energy: 89
Status: +2 Atk

Mr. Bubbles attempts to repel the assault of Corph with a swift Vacuum Wave, but the little lobster swims forward at inusual speed and grabs him in a painful Vicegrip.

The Croagunk vengefully retaliates with a Cross Chop, but the Corphish is unphazed by the attack (albeit heavily wounded) and pierces through his skin with his sharpened Metal Claws.

Mr. Bubbles, despite the water mending his wounds slowly, starts to feel weakened and tired, and tries to keep that damned son of a... err, fish, away^^ The quick Vacuum Wave he fires off however doesn't prevent Corph from squeezing the frog with another Vicegrip.

Forgot he was amphibious the round before when I made that final comment, lol...

HP 51
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: 68
Status: None


HP 18
Atk **** (+)
Def ***
SpA **
SpD **
Spe 30 (-)

Energy: 73
Status: +1 Atk

Temperantia goes first now.
 
Let's finish the lobster!
Cross Chop, then Vacuum Wave and then just Chill after he's gone. If Cross chop misses, use it on the 2nd action and use Vacuum Wave on the 3rd. If Cross chop kills it, Chill 2nd and 3rd actions.

Cross Chop -> Vacuum Wave -> Chill

Cross Chop (Miss) -> Cross Chop -> Vacuum Wave

Cross Chop (KO) -> Chill -> Chill
 
Use Protect first to block his Cross Chop, then use Vicegrip and Vicegrip again.

Protect -> Vicegrip -> Vicegrip

Ya did good Corph!
 

HP 51
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: 68
Status: None


HP 18
Atk **** (+)
Def ***
SpA **
SpD **
Spe 30 (-)

Energy: 73
Status: +1 Atk


Mr. Bubbles starts to feel the blunt of the fight, and attempts to quickly put an end to the match with a Cross Chop. However, Corph promptly Protects himself, and the Croagunk's attack end up bouncing on the barrier summoned by his opponent.

The Croagunk is not satisfied by the result, and assaults again the foe with a deadly Cross Chop. This time the move hits its intended target, but the Corphish retaliates with a brutal Vicegrip. Mr. Bubbles sorely suffers as he's squeezed by the critical hit.

The end is nigh for the crustacean, however, as the frog seals the match with a swift Vacuum Wave which takes down the last fighting in his body and knocks him out.


HP 43
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: 49
Status: None


HP 0
Atk **** (+)
Def ***
SpA **
SpD **
Spe 30 (-)

Energy: N/A
Status: Knocked Out

Doominic goes first now. Send out your next Pokémon and issue his actions.
 
Lets go Chomp!

First go for an Earthquake. Next if he found some fancy way to dodge the first Earthquake use Earthquake again. If not use Dig. Finally use another Earthquake to (hopefully) knock him out.

Earthquake -> Dig/Earthquake if he dodged the first one -> Earthquake
 
First Bubbles, let's take a breather just Chill and don't worrry about that first Earthquake because we want him to use Dig. While he's digging give him a nice, healthy dose of his own medicine with Earthquake. Finally, if the description of the move is accurate you can use Fake Out then and prevent that 2nd Earthquake. You might just barely survive this round yet...

Chill-> Earthquake -> Fake Out
 
Round 4


Trapinch (*) [Chomp] (M)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Sheer Force (DW): [Can be Enabled] This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 90
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

EC: 1/9
MC: 1
DC: 1
KOC: 1

Moves:
Bite(*)
Sand-Attack (*)
Faint Attack (*)
Sand Tomb (*)

Quick Attack (*)
Bug Bite (*)
Endure (*)

Earthquake (*)
Dig (*)
Toxic (*)



HP 43
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: 49
Status: None

Mr. Bubbles reaches the edge of the water pond in order to come out and Chill while doominic sends out his next Pokémon. Out of the Poké Ball comes Chomp the Trapinch! Without losing time, the termite instantly sends a seismic wave in all directions, causing a massive Earthquake under the Croagunk's feet.

Looking to finish his enemy as soon as possible, Chomp exploits Mr. Bubbles' apparent exhaustionand burrows underground. However the Croagunk's unability to react was only a facade! With cunning reflexes, Mr. Bubbles pays his debt with the opponent and causes an Earthquake on his own. The Trapinch, albeit severely hurt by the seismic waves, manages to shrug off the worst consequences and makes the Croagunk fall into a Dig from below. The "kiss with the ground" is too much for Mr. Bubbles, who can't manage to recover from the blow and faints!



HP 69
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 89
Status: None



HP 0
Atk **** (+)
Def **
SpA ***
SpD * (-)
Spe 50

Energy: N/A
Status: Knocked Out

Temperantia goes first now. Send out your next Pokémon and issue your actions.
 
My Tranpinch learned Crunch after the battle started, does it still count? If it does can you update it.

E: Also my Trapinch's ability is Arena Trap.
 
Let's go, Venipede! First, we'll start out offensively with a Bug Bite! Follow it up by surrounding Trapinch with Toxic Spikes. Finally finish the round off with a harsh Screech. If Trapinch uses Dig on the 2nd turn use Defense Curl.

Bug Bite-> Toxic Spikes -> Screech
Or if Dig is used on 2nd turn
Bug Bite-> Defense Curl -> Screech


Edit: w/ Swarm
 
First use Dig to avoid the Bug Bite then stay underground till after he puts down the Toxic Spikes and use Earthquake to collapse the ground under the Toxic Spikes rendering them useless and finally cover your ears (does Trapinch even have ears) to try and block out the Screech or at least only make it a -1 def drop.

Dig -> Earthquake (to collapse the ground under Toxic Spikes) -> Cover your Ears
 
Round 5

@doominic: No it doesn't count, sorry.


Venipede(*) Dokuto (M)
Nature:Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Bug/Poison
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

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 Poison-type attacks will inflict Toxic level poison.
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, Scissor Cross from 8 to 10)
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Stats:

HP: 90
Atk: ***(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 57

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

Attacks:
Defense Curl(*)
Rollout(*)
Poison Sting(*)
Screech(*)
Pursuit(*)
Protect(*)
Poison Tail*)
Bug Bite(*)

Spikes(*)
Toxic Spikes(*)
Twinneedle(*)

Poison Jab(*)
Double Team(*)
Payback(*)



HP 69
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 89
Status: None

Out of Temperantia's Poké ball comes Dokuto the Venipede, eager to pick up the slack. He immediately looks for his opponent, but in the meantime Chomp already burrowed underground in a Dig! The Venipede, since his opponent is nowhere to be seen, reinforces himself with a Defense Curl, but suddendly the ground shakes under his little legs as Chomp causes an Earthquake from underneath! Sadly, the seismic waves also squeeze the Trapinch fairly hard and cause him to take some damage.

Dokuto emits a defeaning Screech to try and lower Chomp's defenses, but several meters of sand and rock divide the two, making the noise unable to reach his intended target!


HP: 75
Atk: ***(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 57

Energy: 89
Status: +1 Def


HP 56
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 72
Status: Underground for (2) actions

doominic goes first now.
 
First pop out of the ground and use Sand Attack to blind him, next use Sand Tomb to trap him and drag him underground and finish with a deadly Earthquake

Sand Attack -> Sand Tomb -> Earthquake

E:
Also I used Dig on the first turn so technically he should've used Toxic Spikes instead of Defense Curl.
 
Well, we can dodge that Sand Attack by Curling into a ball Defens(e)-ively and covering your eyes. Then we can Rollout (while still curled up) to bypass that Sand tomb and hit him dead on. (If it's the same as in the games, Rollout's power should increase used after Defense Curl). And Finally, after closing in on him, give him a Bug Bite! If for some reason He's underground and we have to chase him down, give Pursuit down the (antlion) rabbit hole for your 2nd action.

Defense Curl (to protect eyes) -> Rollout -> Bug Bite
If for some ungodly reason he can Sand Attack while underground and I have to chase him
Defense Curl-> Pursuit -> Bug Bite
 
Round 6

@doominic:

If Trapinch uses Dig on the 2nd turn use Defense Curl.

HP: 75
Atk: ***(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 57

Energy: 89
Status: +1 Def


HP 56
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 72
Status: Underground for (2) actions

The Trapinch decides it's time to stop hiding and comes to the surface, hitting harshly the Venipede on his way out. Dokuto instinctively protects himself in a Defense Curl, avoiding the Sand-attack of his opponent.

One moment after, he start spinning swiftly on himself and smack Chomp in a Rollout. The termite does not seem to be really damaged by the attack, but opts for caution and envelops the other bug in a Sand Tomb.
While the Venipede is hopelessly immobilized, the Trapinch summons a shocking wave across the soil, causing yet another Earthquake under Dokuto's little legs. Luckily for him, this causes his sandy prison to dissolve.


HP: 42
Atk: ***(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 57

Energy: 84
Status: +2 Def


HP 50
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 61
Status: None

Temperantia goes first now.
 
Okay Venipede, now that we've got the distance barrier overcome, give him the ol' one-two with Twinneedle! Follow this up with one heck of a Bug Bite. Finally, Defense Curl, but if on the last turn he tries to hide by using Dig, use Pursuit to chase him down!

Twinneedle-> Bug Bite-> Defense Curl
or If Dig is used on last turn
Twinneedle-> Bug Bite -> Pursuit
 
First use Earthquake to do some damage. Then use Dig and finally pop up and use Earthquake.

Earthquake -> Dig -> Earthquake

Also sorry about the long wait time, (please don't DQ me).
 

HP: 42
Atk: ***(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 57

Energy: 84
Status: +2 Def


HP 50
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 61
Status: None

Now Dokuto closed upon Chomp, and gives him a warm welcome with a two-timed Twinneedle. The first needle penetrates deeply into the Trapinch's soft skin, resulting in a critical hit. The second hit is less painful, but injects some nasty toxins inside the opponent's battered body, poisoning him. Chomp retaliates with a destructive seismic wave, but Dokuto's hardened body resists the Earthquake decently.

The Trapinch opts then for an underground assault, but before he can burrow its way undeground, the Venipede manages to catch him with a Bug Bite. Not long after, the termite erupts from below and causes a Dig under Dokuto's feet.

The Venipede seems to love defensive play, and opts for hardening his shell again in a Defense Curl. Chomp attempts to thwart his attempts with a shattering Earthquake, but Dokuto's defenses are still strong...


HP: 6
Atk: ***(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 57

Energy: 73
Status: +2 Def, Swarm


HP 17
Atk: *****(+)
Def: **
SpA: *(-)
SpD: **
Spe: 10

Energy: 40
Status: Poisoned

doominic goes first now.
 

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