A Fair Fight in a Gym Arena Preposterous IAR vs Maxim

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Originally Posted by Fat Its_A_Random
EDIT: Issuing an Open Challenge of my own.

3v3 NFE Singles
2 Day DQ Time
2 Recoveries/5 Chills per Pokemon
Sequences=OFF
2 Substitutions per Pokemon
Arena: Earth Mausoleum
Field Type: Ground
Complexity: Intense
Format: All

Restrictions: No Natural Grass, Only Sandstorm & Clear weather permitted, Poorly-lit Indoor arena

Description: The Earth Mausoleum is a dark, desolate place inside a cave situated in a remote desert about 6km from the nearest city. At the entrace, you must proceed down a tunnel that is fairly dark, but is loaded to the gills with harmless Ground Type Pokemon, predominately Hippopotas & Sandshrew, even the occasional Garchomp lurking about the place. After your short walk through a prescribed route, you walk into a large, fairly well lit indoors arena, that looked very dull, but one thing's obvious; This was a Ground Type Paradise...
This arena has virtually the same dimensions as the ASB Tournament arena, but with a few differences. Firstly, the arena has mini-grandstands at the side, & the trainers stand on a Podium elevated up by 3 metres. Lastly, the arena ceiling is rather low at only 20m high.
Now, what does this arena have that gives Ground Types an edge? Firstly, The main arena floor is a hybrid of sand & dirt, mixed together to make a strange material that can easily be dug into. Additionally, the ceiling is low & creates a completely indoor feel, where Moves that require sunlight, like Solarbeam, & all other weathers bar Clear & Sandstorm, fail. Additionally, Pokemon using Sky Drop/Fly/Bounce fail to gain enough altitude to evade, that is, they become a normal attack. Next, there is a fairly large mud patch near the centre of the arena at about 10 metres in diameter, & goes to about 10 metres deep. This mud patch has a little bit of water in it, but enough to be considered an external water source, but in using it, the attack becomes combined with mud & becomes a Ground Type Attack. Additionally, anyone using the patch to dive are still vulnerable to seismic moves & get hit for double power. The arena also has a strange feel to it, as if it was rather hot. As a result, any non-Ground & non-Fire Pokemon using a Water or Ice Type move will have its BAP reduced by 2. Lastly there is a strange, undescribable force in this arena, where if two Pokemon on the same team use a seismic move like Earthquake, they will never hit each other, almost as if to say, they will always synchronise, irrespective of turn order.
Being a Ground Type paradise, how will the average player fare? We shall see soon enough...



Mechanics:
  • Mud patches around the arena have enough water to be considered usable as an external Water Source.
    • However, all the mud means that such attacks become Ground Type moves.
    • These attacks can still be nullified by Storm Drain.
    • Any Pokemon hiding in Mud Patches through the use of moves like Dive can also be affected by seismic moves at x2 Power.
  • Because of the arena heat, any Water & Ice Type move used by any non-Ground Type Pokemon (And any non-Fire Types by default) have their BAP reduced by 2 (Ground Types & Fire Types are used to the heat).
  • If two Pokemon on the same team use a seismic move that has 0 Priority, AND a Pokemon with a speed stat in-between the fastest & the slowest users of the move in question uses a move with 0 priority, then that move in question will be treated as -1 priority attack for the action.
    • In other words, synchroquakes are far easier to pull off successfully
  • Sky Drop, Fly, & Bounce all do not gain altitutde to successfully evade attacks, that is, they instead become 0 Priority attacks
Summary: Ground Type Paradise...

Who wants a fair fight on a Gym Arena? Also Requesting Switch=OK, thanks.
Originally Posted by Fat Maxim
I'll accept that challenge IAR!

Switch=OK
Items=Off
All Abilities
So we have come to see the match between IAR and Maxim so we have the rules and arena but we dont have the pokemon well here they are

Team IAR

Magmar [Thestalos] (M)
NATURE: Lonely

TYPE
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 bushfire areas.

ABILITIES
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW Unlocked): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 93
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 6/9
MC: 0
DC: 5/5

ATTACKS (18)
PHYSICAL
Cross Chop
Faint Attack
Fire Punch
Flare Blitz
Thunderpunch

SPECIAL
Ember
Fire Spin
Flamethrower
Focus Blast
Hidden Power (Ice 7)
Psychic
Smog

OTHER
Confuse Ray
Leer
Protect
Smokescreen
Sunny Day
Will-O-Wisp


Onix [Iron Chain] (M)
NATURE: Brave (-10% Evasion)

TYPE
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power 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.

ABILITIES
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

STATS
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (-)
Size Class: 7
Weight Class: 6
Base Rank Total: 17

EC: 4/6
MC: 0
DC: 4/5

ATTACKS (22)
PHYSICAL
Bind
Dragon Tail
Earthquake
Flail
Gyro Ball
Heavy Slam
Rage
Rock Throw
Rock Tomb
Sand Tomb
Slam
Smack Down
Stone Edge
Tackle

SPECIAL
None

OTHER
Harden
Mud Sport
Protect
Sandstorm
Screech
Stealth Rock
Substitute
Taunt


Vigoroth [Behemoth] (M)

NATURE: Brave (-10% Evasion)

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

ABILITIES
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 78 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 16

EC: 4/9
MC: 0
DC: N/A

ATTACKS (18)
PHYSICAL
Body Slam
Counter
Faint Attack
Fury Swipes
Hammer Arm
Reversal
Scratch

SPECIAL
Flamethrower
Ice Beam
Thunderbolt
Uproar

OTHER
Amnesia
Encore
Endure
Focus Energy
Slack Off
Sleep Talk
Yawn


Team Maxim

Shelgon [Bahamut] (Male)
Nature: Lonely (+ to Attack; - from Defense)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2 (DW):Overcoat
Type: Innate
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).

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 50
Size Class: 2
Weight Class: 5
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 1/5

Attacks (19):
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Dragonbreath
Crunch
Zen Headbutt
Dragon Claw

Dragon Dance
Hydro Pump
Shadow Claw
Dragon Pulse

Draco Meteor
Outrage

Protect
Fire Blast
Brick Break


Dusclops [Sovereign] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type:
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:
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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 7/9
MC: 0

Attacks (29):
Fire Punch
Ice Punch
Thunder Punch
Shadow Punch
Gravity
Bind
Leer
Nightshade
Disable
Foresight
Future Sight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Mean Look
Payback

Faint Attack
Imprison
Pain Split

Spite

Protect
Shadow Ball
Taunt
Ice Beam
Brick Break
Trick Room


Elekid [Zant] (M)
Nature: Rash (Special Attack increased by *, Special Defense decreased by *)

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.

Abilities:
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.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks (16):
Quick Attack
Leer
Thunderpunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Thunder

Fire Punch
Ice Punch
Cross Chop

Protect
Thunder Wave
Psychic
Brick Break
Volt Switch


Well lets get started

IAR sends out mon
Maxim sends out mon and orders
IAR orders

Edit IAR I have a hipster index of 4 read it weep
 
Well, come on out Zant!

"Hey boss, what do you need?"

"Well, let's start off with a Light Screen, followed by a Thunderbolt, then finish with a Thunderpunch. I'm a bit worried about that Will-o-Wisp, so if you get hit by it, switch all remaining actions to Thunderbolt. Also, if Confuse Ray is used, Protect against it, but only do so once. This takes precedence."

"Alright."

Light Screen~Thunderbolt~Thunderpunch
If Will-o-Wisp is used and hits, use Thunderbolt A3
If Confuse Ray is used, use protect and push actions back, but only do so once.
 
Pre Round

100HP/100EN

90HP/100EN

Calculations
Elekid used Light Screen -8 en
Magmar used Firepunch 8+3+6-3 = 14da ,-5en
Burn = 9123 no
Crit = 5690 no
Static = 2839 yes

Elekid used Thunderbolt 10+3+6-4.5 = 14.5da,-6en
Para 2662 no
Crit 4376 no
Magmar used Flare Blitz 13+3+6-3 = 19da,-8en,6rec
Move 6931 yes
Crit 5565 no
Static 6938 no
Burn 1341 no

Elekid used ThunderPunch 8+3+4.5-1.5 = 14da,-5en
Flame Body 3773 no
Para 8276 no
Crit 9586 no
Magmar used FirePunch 8+3+6-3 = 14da,-5en
Move 3441 yes
Crit 2036 no
Static 2509 yes
Burn 3599 no


Post Round Stats

65HP/82en/Paralysis 20%

43HP/81en/Light Screen 3a
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I have to say for a first reffing, you've done a fairly solid job with the calcs, nice work. Also, FUUUU Static, but we weren't dealing much otherwise...

Let's shake things up.

Initiating Switch Phase
Thestalos OUT, Iron Chain IN


Iron Chain unlocks Weak Armour, yay...But I'll have it off for now...
 
Yay I was really nervous about mistakes and I decided to sack flavour in order to get it done faster because of school work
 
Pre Round Stats

65HP/82en/Paralysis 20%

43HP/81en/Light Screen 3a

Calculations
Onix used Protect -16 en
Shelgon used Hydro Pump +22.5da, -8en (10+3-3)*2.25 Blocked
Miss 1049 no
Crit 1878 no

Shelgon used Dragon Pulse 12da, -6en (9+3+3-3)
Crit 5935 no
Onix used Dragon Tail 9da, -5en
Miss 5273 no
Crit 6625 no
Throw Back 8327 Elekid

Onix used Protect -7 en
Shelgon used Hydro Pump +22.5da, -8en (10+3-3)*2.25 Blocked
Miss 8247 yes
Crit 4818 no


Were in the second round of the match and Onix starts of by creating a protective shield protecting it huge amount of water coming at it. The Sheldon thinks its futile to spray water because of the heat and launches an aura that shakes Onix. He hesponds by sending Shelgon flying while he is flying another jet of watere comes out which completly misses Onix.

Post Round


79HP/72en
Bench

65HP/82en/Paralysis 20%



43HP/81en/

Bench

91HP/78en
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Just factor Sturdy & you're fine.

Alrightio Iron Chain, aim for the juggular!

Earthquake > Earthquake > Earthquake
IF Zant uses Protect successfully without transfer, THEN Sandstorm the first time, using Harden IF triggered again
 
Well, you're screwed Zant, so make him pay!

Low Kick x3
If you're somehow alive by the end of the round, Celebrate!
 
Pre Round


79HP/72en
Bench

65HP/82en/Paralysis 20%



43HP/81en/

Bench

91HP/78en

Calculations
Elekid used Low Kick (11+4.5-8.5)*1.5 = 10.5da, -7en
Crit 9916 no
Onix used EQ (10+3+1.5)*1.5 = 22da, -6en
Crit 7296 no

Elekid used Low Kick (11+4.5-8.5)*1.5 = 10.5da, -11en
Crit 5354 no
Onix used EQ (10+3+1.5)*1.5 = 22da, -10en
Crit 4430 no

Elekid is unable to battle


Post Round

Pre Round


56HP/56en
Bench

65HP/82en/Paralysis 20%




KOBench

91HP/78en


Oh and if Zant got the third hit in it would be a crit

Crit 18 yes

Maxim sends out mon and orders
 
Switching in Shelgon.

Hydro Pump~Dragon Pulse~Hydro Pump
If Protect is used, use Draco Meteor the following action.
 
Pre Round


56HP/56en
Bench

65HP/82en/Paralysis 20%




KOBench

91HP/78en


Calculations
Onix used Protect -16 en
Shelgon used Hydro Pump +22.5da, -8en (10+3-3)*2.25 Blocked
Miss 46 no
Crit 7975 no

Shelgon used Draco Meoteor 16da, -8en (13+3+3-3)
Miss 7317 no
Crit 5867
Onix used Dragon Tail 9da, -5en
Miss 817 no
Crit 3323 no

Onix used Protect -16 en
Shelgon used Hydro Pump +22.5da, -8en (10+3-3)*2.25 Blocked
Miss 7924 yes
Crit 4818 no


Post Round


90HP/100en
Bench


82HP/54en



40HP/19en

65HP/82en/Paralysis 20%
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Okay Iron Chain, time to start pegging away at Dusclops!

Taunt > Chill > Earthquake
IF Soverign uses Protect successfully without transfer A1, THEN swap A1 with A2
 
Pre Round


90HP/100en
Bench


82HP/54en



40HP/19en

65HP/82en/Paralysis 20%


Calculations
Onix used Taunt -10en
Dusclops used Eerie Frost (2-3)*1.5 = 13.5da,-14en
Freeze 1912 no
Crit 9787 no

Onix Chilled +12en
Dusclops cooled down

Onix used EQ 10+3-3 = 10da, -6en
Crit 1811 no
Dusclops used Ice Beam (8)*1.5 = 12da, -7en


Pre Round


80HP/79en/Taunted 3a
Bench


82HP/54en



14HP/15en

65HP/82en/Paralysis 20%
 
Pre Round


80HP/79en/Taunted 3a
Bench


82HP/54en



14HP/15en

65HP/82en/Paralysis 20%


Calculations
Onix used EQ 10+3-3 = 10da, -6en
Crit 9166 no
Dusclops used Ice Beam (8)*1.5 = 12da, -7en
Crit 2255 no
Freeze 8466 no

Onix used EQ 10+3-3 = 10da, -6en
Crit 8059 no
Dusclops used Brick Break -5en

Onix was KOed


Pre Round


60HP/67en/Taunted 3a
Bench


82HP/54en



KOHP/KOen

65HP/82en/Paralysis 20%
 
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