its_a_random vs leethoof

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rules:
Its_A_Random wants a battle.

OPEN CHALLENGE

6v6 Singles
2 Day DQ Time
2 Recoveries, 5 Chills per Pokemon
Will be using a mix of NFE's & FE's
Obsidian Badlands
Field Type- Rock/Ground
Complexity- Simple/Moderate
Format- All
Restrictions- All weather can be used except Sunny Day, No water source

Obsidian Badlands: One of the harshest places out there, the Obsidian Badlands used to be a chain of volcanoes. One day a Heatran erupted from its slumber underneath the volcanoes. Enraged for some unknown reason, the Heatran released an explosive amount of power. The beast channeled the power through its home, and without warning all of the Volcanoes burst open, lava and flames searing the surface. Water types from near and far quickly extinguished the lava, hardening it to the point of transformation. Because of the rapid cooling the lava became obsidian, a black glassy rock. Also the lava went everywhere, so area is coated here and there with thick plates or spikes of obsidian. The black rock gives the already daunting place a dark demeanor, and only the most fearless of trainers train and battle here. In the center of this craggy place is Obsidian Pillar, the only remains of the largest volcano. Its sheer size disheartens the bravest pokemon, and its sharp edges and spikes could fall onto unsuspecting victims at anytime. The weather here is always stormy, though it only rains once every few months. Because of this the place is always in a severe drought. The ground is able to be dug up, but you must be careful; the obsidian is unsteady in some places.
Summary:
Weather is always stormy, though it rarely rains. Rain, sandstorms, and hail can be summoned. Digging and using earthquake is okay, but at your own risk.
TEAM SHIELDON CHARGES HEADLONG INTO A DEFEAT!!

SWITCH=OK
ONE ABILITY
NO ITEMS
team its_a_random:

Colossoil Megawhal (M)
Nature: Adamant

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.

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.

Stats:

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95

EC: 6/6
MC: 0
DC: 3/5

Abilities:
Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

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.

Pressure (DW): (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.

Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Dark Pulse
Dig
Crunch
Muddy Water
Peck
Horn Attack
Bite
Body Slam
Magnitude
Bounce
Megahorn

Fire Fang
Thunder Fang
Sucker Punch

Earthquake
Rock Slide
U-Turn


Turtwig Firmoise (M)
Nature: Adamant

Type:
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 31

EC: 3/9
MC: 2
DC: 1/5

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)

Shell Armour (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain

Seed Bomb
Body Slam
Superpower

Toxic
Double Team
Substitute


Eelektross Sheeldon (M)
Nature: Brave (-10% Evasion)

Type:
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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 43 (-)

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

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.

Attacks:
Tackle
Thunder Wave
Spark
Charge Beam
Headbutt
Bind
Acid
Discharge
Crunch
Thunderbolt
Coil
Wild Charge
Acid Spray
Gastro Acid
Zap Cannon
Thrash
Crush Claw

Acrobatics


Crobat Flapper (M)
Nature: Mild

Type:
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.

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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 130

EC: 9/9
MC: 0
DC: 3/5

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.

Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks:
Leech Life
Supersonic
Astonish
Bite
Wing Attack
Confuse Ray
Air Cutter
Acrobatics
Air Slash
Screech
Cross Poison

Zen Headbutt
Faint Attack
Giga Drain

Shadow Ball
Sludge Bomb
Venoshock
Toxic
Hyper Beam


Mono-Electric-Pachirisu Threadshot (M)
Ability: Quiet (-10% Evasion)

Type:
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 82 (-)

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

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.

Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.

Volt Absorb (DW): (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only receives 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

Attacks:
Growl
Bide
Quick Attack
Charm
Spark
Endure
Swift
Electro Ball
Sweet Kiss

Charge
Iron Tail
Rollout

Thunderbolt
Thunder Wave
Volt Switch


Rhyhorn Granmarg (M)
Nature: Sassy (-10% Evasion)

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

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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 21 (-)

EC: 3/9
MC: 0
DC: 0/5

Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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.

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.

Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast

Crunch
Counter
Thunder Fang

Bulldoze
Rock Slide
Sandstorm


team leethoof:

Castform[Polarity] (genderless)
Nature: Timid (+speed, -attack)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Forecast: Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. It reduces the Energy Cost of all weather changing moves by 4 and Weather Ball by 1.

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 81 (70x1.15=80.5)

EC: ...
MC: 1
DC: ...

Attacks:
Tackle
Water Gun
Ember
Powder Snow
Headbutt
Rain Dance
Sunny Day
Tailwind

Thunderbolt
Solarbeam
Fire Blast

Blizzard
Weather Ball
Hydro Pump
Energy Ball


Nuzleaf [Locust] (M)
Nature
: Jolly (-Special Attack, 1.15 Boost to speed)
Type:
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.
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:
Early Bird: 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.
Clorophyll:During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Pickpocket (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (+) (Accuracy boost: 8%)

EC: 4/9
MC: 10
DC: 2/5

Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Razor Leaf
Pound
Fake Out
Torment
Razor Wind
ExtraSensory
Faint Attack

Leech Seed
Bullet Seed
Defog

Explosion
Dig
Swords Dance
Rollout
Seed Bomb
Brick Break
Rock Slide


Cranidos [Ragequit] (M)
Nature: Naughty ( + attack, -special defense)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Mold Breaker: 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 (DW): 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: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58

EC: 4/6
MC: 7
DC: 3/5

Attacks:
Headbutt (of course)
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash

Hammer Arm
Curse
Iron Head

Rock Polish
Swords Dance
Earthquake


Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

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

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)

EC:2/6
MC:0
DC:2/5

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Ancientpower
Metal Burst

Flash Cannon
Thunderbolt
Stone Edge
Ice Beam

Curse
Counter
Rock Blast


Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

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

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)

EC:2/6
MC:0
DC:2/5

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Rock Slide
Toxic

Scary Face
Counter
Body Slam
Wide Guard


Magnemite (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

Type:
<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.
<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.

Abilities:
Sturdy: 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.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

EC:2/9
MC:1
DC:2/5

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark

Magnet Rise
Discharge
Lock-On
Signal Beam

Thunderbolt
Light Screen
Flash Cannon


iar sends out the first pokemon with its ability, then leethoof does so too and gives orders, then iar gives orders.
 
I open with my slightly less crappy Nuzleaf, Locust! Ill be using Early Bird since the arena doesnt allow sun!

Okay, Locust, you have now graduated in the ninja academy from ninja acorn to ninja tree! Show your true skills! Begin with Dig, then Swords Dance, and then use Leech Seed!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Hi, my super crappy Pachirisu shall now proceed to troll you!"
Thunder Wave > Electro Ball > Volt Switch; Switch in Flapper
 

pachirisu (threadshot) M
ability: run away
hp: 90
energy: 100%
status: none
boosts: none


nuzleaf (locust) M
ability: early bird
hp: 100
energy: 100%
status: none
boosts: none


threadshot starts off with a quick thunder wave, paralyzing locust as he digs underground, then comes back above ground to strike threadshot. threadshot whips up an electro ball and fires it at locust, dealing less damage due to the small difference in speed; locust does a dance involving swords. threadshot finishes off by volt switching, returning to his pokeball just after locust saps some of his health with leech seed; flapper has entered battle in his stead.

->

pachirisu (threadshot) M -> crobat (flapper) M
ability: run away -> inner focus
hp: 75 -> 100
energy: 82% -> 100%
status: none -> none
boosts: none -> none


nuzleaf (locust) M
ability: early bird
hp: 88
energy: 78%
status: paralysis (20%)
boosts: +2 atk

thunder wave: -6 energy
dig: 467 (no para); 860 (no crit); ((8+(3-3)*1.5)*1.5) = 12 damage, -6 energy
78/94; 100/94 (p:25)

electro ball: 934 (no crit); ((6+3+(3-2)*1.5)*0.67) = 7 damage, -8 energy
swords dance: 729 (no para); -7 energy
78/86; 93/87 (p:25, +2 atk)

volt switch: 444 (no crit); ((7+3+(3-2)*1.5)*0.67) = 8 damage, -4 energy
leech seed: 388 (no para); -9 energy
leech seed (-3 +3)
75/82; 88/78 (p:20, +2 atk)


iar you're up.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"First you see Mono-Electric Pachirisu's, now you see Cheri Berry Crobats!"

Ability: Inner Focus

"We must proceed with caution here."
Confuse Ray > Toxic > Venoshock
IF Toxic misses, replace A3 with Air Slash
 
:(


Okay, Locust, we really needed you to stand a chance against Collosoil, but lets go down fighting! Rollout thrice!
 

crobat (flapper) M
ability: inner focus
hp: 100
energy: 100%
status: none
boosts: none


nuzleaf (locust) M
ability: early bird
hp: 88
energy: 78%
status: paralysis (20%)
boosts: +2 atk


flapper starts off with an eerie confuse ray, slightly confusing locust. locust curls up into a ball and has a rollout, smacking into flapper for some damage. flapper spits toxic poison at locust, who promptly hurts himself in confusion, which also manages to snap out of confusion. flapper then strikes with a venoshock, which deals extra damage thanks to the toxins already in locust's body; locust just curls up and rollouts again.


crobat (flapper) M
ability: inner focus
hp: 76
energy: 82%
status: none
boosts: none


nuzleaf (locust) M
ability: early bird
hp: 48
energy: 65%
status: paralysis (20%), toxic (2)
boosts: +1 atk

confuse ray: 256 (slight confusion); -5 energy
rollout: 789 (attacks); 743 (hit); 914 (no para); 111 (no crit); ((4+(3-2)*1.5)*1.5)+3.5 = 12 damage, -5 energy
88/95; 88/73 (p:20, +2 atk, c:1)

toxic: 662 (hit); -6 energy
rollout: 300 (hurts); (4+(3-2)*1.5)+3.5 = 9 damage, -3 energy
toxic damage
88/89; 78/70 (p:20, +2 atk, t:1)

venoshock: 927 (no crit); ((13+3+(4-2)*1.5)*1.5) = 29 damage, -7 energy
rollout: 669 (no para); 256 (hit); 826 (no crit); 12 damage, -5 energy
toxic damage
76/82; 48/65 (p:15, +1 atk, t:2)


leethoof you're up.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
^Yes, this, unlike Switch by U-Turn/Volt Switch, does initiate a Switch phase.^

"Okay, if it's a switch you want, it's a switch you get!"

Flapper Out, Granmarg In


Ability: Rock Head

Rhydon Granmarg (M)
Nature: Sassy (-10% Evasion)

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

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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 5
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 34 (-)

EC: 4/9
MC: 2
DC: 1/5

Abilities:
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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.

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.

Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Attacks:
Horn Attack
Tail Whip
Stomp
Fury Attack
Scary Face
Rock Blast

Crunch
Counter
Thunder Fang

Bulldoze
Rock Slide
Sandstorm

"Initiating a Switch Phase isn't always the wisest choice, that's why U-Turn/Volt Switch Switches are really cool!"
Bulldoze > Crunch > Bulldoze
IF Magnet Rise is used, THEN replace A1 & A3 with Rock Blast
 

rhydon (granmarg) M
ability: rock head
hp: 110
energy: 80%
status: none
boosts: none


magnemite (maglev)
ability: sturdy
hp: 90
energy: 100%
status: none
boosts: none


after its foe's evolution, maglev thinks it's a good idea to magnet rise, even though he's already levitating... odd stuff. granmarg blasts rocks at maglevv, hitting twice and dealing a bit of damage. maglev retaliates by charging up and firing a flash cannon, while granmarg rushes at him and crunches down on maglev's metal body. maglev fires another flash cannon, and granmarg tries a rock blast again but this time he misses.


rhydon (granmarg) M
ability: rock head
hp: 72
energy: 64%
status: none
boosts: none


magnemite (maglev)
ability: sturdy
hp: 76
energy: 81%
status: magnet rise (3)
boosts: none

evolution: -20 energy

magnet rise: -5 energy
rock blast: 289 (hit); 35 (2 hits); 565 (no crit); ((5+3+(5-3)*1.5)*0.67) = 7 damage, -5 energy
110/75; 83/95 (mr:5)

flash cannon: 913 (no drop); 381 (no crit); ((8+3+(4-3)*1.5)*1.5) = 19 damage, -5 energy
crunch: 231 (no drop); 772 (no crit); ((7+(5-3)*1.5)*0.67) = 7 damage, -6 energy
91/69; 76/90 (mr:4)

flash cannon: 381 (no drop); 951 (no crit); 19 damage, -9 energy
rock blast: 86 (miss); -5 energy
72/64; 76/81 (mr:3)


i'm not sure but i believe that iar is up now? switches are so confusing.
 
Im pretty sure im, since I ordered second when the real orders came out.

Maglev, you may have a remotely ok type matchup for now, but lets get a little tricky! Get out some reliable damage with Sonicboom, and then get that overweight hardheaded rhino with a LOCK-ON. Now that your target has been acquiered, Supersonic away!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Leethoof is correct, he is first.

"Well, that went well...Anyways, let's roll!"
Scary Face > Rock Blast + Rock Blast Combo > Recharge

Use the Combination Testing thread for help if you're unsure about combo's
 

rhydon (granmarg) M
ability: rock head
hp: 72
energy: 64%
status: none
boosts: none


magnemite (maglev)
ability: sturdy
hp: 76
energy: 81%
status: magnet rise (3)
boosts: none


maglev starts off with a sonicboom for reliable damage, and granmarg screeches horribly; maglev doesn't seem to hear though. maglev uses his magnetic shenanigans to lock-on to granmarg, who in turn uses a combo of rock blast+rock blast, doing not as much damage as one would've thought really, but hitting thrice. maglev takes advantage of granmarg's recovery turn to use supersonic to slightly confuse its foe.


rhydon (granmarg) M
ability: rock head
hp: 62
energy: 28%
status: confused (2)
boosts: none


magnemite (maglev)
ability: sturdy
hp: 58
energy: 64%
status: none
boosts: none

sonicboom: 936 (hit); 10 damage, -7 energy
scary face: 121 (miss); -6 energy
62/58; 76/74 (mr:2)

lock-on: -6 energy
rock blast+rock blast: 202 (hit); 501 (3 hits); 500 (no crit); ((20.25+3+(5-3)*1.5)*0.67) = 18 damage, ((6+(6+4)-1)*2) = -30 energy
62/28; 58/68 (mr:1)

supersonic: 101 (slight confusion); -4 energy
combo rest
62/28 (c:2); 58/64


iar now it's your turn surely. ;p
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Alright, time to show the superiority of the drill!"
Body Slam > Dig & Stay Underground > Unleash Dig
IF Castform is Paralysed by Body Slam, THEN replace your final two actions with Thunder Fang > Dig
 

colossoil (megawhal) M
ability: guts
hp: 120
energy: 100%
status: none
boosts: none


castform (polarity)
ability: forecast
hp: 100
energy: 100%
status: none
boosts: none


megawhal starts off with a body slam on polarity, paralyzing the little cloud puff. polarity shrugs off paralysis though and does a rain dance, and transforming into a water-type. megawhal, wanting to take advantage of the paralysis, strikes with a thunder fang, while polarity whips up a tailwind to boost its speed; the paralysis means this does not much, though. megawhal then quickly digs underground, sending polarity's weather ball flying through where he used to be; he then strikes polarity from beneath as he surfaces.


colossoil (megawhal) M
ability: guts
hp: 120
energy: 82%
status: none
boosts: none


castform (polarity)
ability: forecast
hp: 49
energy: 79%
status: paralyzed (15%)
boosts: none

tailwind (5), rain (3)

body slam: 180 (para); 607 (no crit); (9+(6-3)*1.5+1) = 15 damage, -7 energy
rain dance: 692 (no para); -6 energy
120/93; 85/94 (p:20)

thunder fang: 962 (hit); 356 (no flinch); 776 (no crit); ((7+(6-3)*1.5+1)*1.5) = 19 damage, -6 energy
tailwind: 909 (no para); -10 energy
120/87; 66/84 (p:20, tailwind:6)

weather ball: 315 (no para); -5 energy
dig: 302 (no crit); (8+3+(6-3)*1.5+1) = 17 damage, -5 energy
120/82; 49/79 (p:15, t:5)
rain (3)


iar's up.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
"Looks like it's game over for your Ground Type Counter..."
Thunder Fang x3
IF Weather Ball is used, THEN replace your current action with Dig
 

colossoil (megawhal) M
ability: guts
hp: 120
energy: 82%
status: none
boosts: none


castform (polarity)
ability: forecast
hp: 49
energy: 79%
status: paralyzed (15%)
boosts: none

tailwind (5), rain (3)


megawhal tastes blood and seems to like it, as he crunches down with another thunder fang, while polarity fires off a super powerful hydro pump, but it sails harmlessly wide of its target. megawhal crunches down with another thunder fang, and this time polarity's hydro pump manages to hit a critical spot; megawhal thunder fangs once more to knock out polarity. the first ko of the match proves to be a crucial one.


colossoil (megawhal) M
ability: guts
hp: 88
energy: 52%
status: none
boosts: none


castform (polarity)
ability: forecast
hp: KO
energy: KO
status: none
boosts: none

tailwind (2), rain (2)

thunder fang: 540 (hit); 562 (no flinch); 898 (no crit); 19 damage, -6 energy
hydro pump: 815 (no para); 87 (miss); -7 energy
120/76; 30/72 (p:15)

thunder fang: 951 (hit); 720 (no flinch); 728 (no crit); 19 damage, -10 energy
hydro pump: 270 (no para); 645 (hit); 21 (crit); ((12+3+3+3+(3-3)*1.5)*1.5) = 32 damage, -11 energy
88/66; 11/61 (p:15)

thunder fang: 995 (hit); 41 (crit); kos, -14 energy
88/52; KO


leethoof sends out his next mon and gives orders first.
 
Oh this is going terrible. Since Im ordering first, Ill have to sacrifice LOCUST now.

Locust, just Leech Seed->Seed Bomb->Bullet Seed.
 
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