• Snag some vintage SPL team logo merch over at our Teespring store before January 12th!

rewindman vs EndQuote!

Status
Not open for further replies.

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Pretty much the same challenge as my last one:
Open Challenge
1 Day DQ, 2 for ref
1v1 Singles
arena: you choose
0 Chills/Recovers
I'd prefer NFE pokes, thanks!

Dropping my other challenge and accepting Rewindman's.

Items=Off
Switch=lol
Abilities=One

Choosing the arena:
Arena: Windswept Meadow
Field Type: Grass
Complexity: Moderate
Format: All

Restrictions:
Weather only lasts one round before being blown away or canceled out.
Digging costs 1 less energy.
Surf is limited (Costs 1 more energy every time it's used)
See each wind direction for specific details.

Description:

The Windswept meadow would be paradise for grass-types, if it weren't for the ever-changing wind. This expansive meadow's location means that winds change rapidly and without warning, bringing different effects to the battlefield. The wind also means that weather-causing moves only last one round, as the storms are blown away or scudding clouds block the sun. The soft earth means that digging costs one less energy, but water sources are limited and cost more energy to find each time.

The arena starts out with no wind. There is a 1/5 chance, each round, of each of the following effects:

1) No Wind: Without wind, grass types can relax and enjoy the sunny meadow. Grass-type moves take 2 less energy to execute, and all grass-type attacks gain 2 BAP. Sunny Day is in effect, though it can be canceled out by another weather.
2) Wind from the North: To the north is a howling wasteland of snow and ice. Northern winds bring hail, so all non-ice-type pokemon suffer normal hail damage. The biting cold means that recovery moves are half as effective.
3) Wind from the East: To the east lies a large rose garden, so the scent is sweet. All pokemon relax, and evasion is reduced by one stage.
4) Wind from the South: To the south, a large group of Bellossum and Vileplume are enjoying the sunshine. The wind carries their spores to the battlefield, causing a 10% chance for 10% paralysis and a 10% chance for poison for each pokemon. (Normal poison, not bad.)
5) Wind from the West: To the west is a desert, with a raging sandstorm. The wind brings with it choking dust and grit, causing accuracy to drop one stage for all Pokemon unused to sandstorm. All non-steel/rock/ground types suffer normal sandstorm damage.

The wind direction can be changed for two rounds with the moves Gust, Whirlwind, and Razor Wind.

Let's find ourselves a ref :)

rewindman:
200.png


Misdreavus (Clare) F
Nature: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like 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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: 3/6
MC: 0
DC: N/A

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex

Nasty Plot
Destiny Bond
Imprison

Substitute
Taunt
Will-o-Wisp

Thunder Wave
Thunderbolt

Moves: 15
EndQuote:
159.png

Croconaw(*) Fang (M)
Nature: Adamant: Adds * to Attack, subtracts * from Special Attack

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 58
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 4/5

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW): (Can be Enabled, Locked) 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.

Attacks: (22)

Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Thrash (*)
Crunch
Superpower

Counter
Seismic Toss
Endure
Mimic

Dragon Dance (*)
Aqua Jet (*)
Mud Sport (*)

Dig (*)
Shadow Claw(*)
Waterfall (*)
Double Team

EndQuote's actions
rewindman's actions

Good luck and have fun!
 
Let's start off with some serious damage, Fang!
We can't do much else, because of Taunt.

Start off with a Waterfall, then Crunch, then Waterfall a second time.
IF Will-O-Wisp is used a2, use Water Gun to put out the flames before they reach you, as well as inflict a little damage.
Make putting out the flames your first priority, though.
I'm assuming that the water generated by waterfall would nullify the flames as well.
Logic, ftw.
 
hmmm, that pesky water may hamper our strategy. Still, burning him would be our number 1 priority... No matter, let's go with plan B, relying on hax!:

Confuse Ray - Will -o - Wisp - Thunder Bolt
 
200.png

Clare (F)
HP: 90
EN: 100
159.png

Fang (M)
HP: 100
EN: 100

Round 1: It's the wind from the... oh wait, there's no wind...

It's a beautiful morning! Ja! Windswept Meadow must be the perfect place for a battle for these two contenders - EndQuote and rewindman! Let's see how they dish out this 1v1!

Being the faster of the two, Clare moves in first and shoots a Confuse Ray that immediately causes Fang to go kookoo for 3 actions (421/1000). Gladly, Fang manages to focus through (505/1000) and smash Clare with a majestic Waterfall attack (169/1000 = no crit)! The water flush the ghost downward like a drain, but she gets right back up, ready for more action!

rewindman orders the sneaky Clare to send a Will-O-Wisp flying, and it does (136/1000)! It strikes Fang right on the face, incinerating his whole head! You'd think he'd snap out of confusion by now, but it just makes him more confused! He's so darn confused he thinks he's a target and slaps himself in confusion (159/1000)! Does he think he's pimp? Ohhh! What a burn! Well, at least he's not confused anymore...

At last, Clare focuses on collecting some electrical particles and creates a Thunderbolt that slams into Fang's fangs with sparkling delight (233/1000 = no crit | 38/1000 = paralysis). Aha! Looks like the Thunderbolt was dead on as it cripples Fang with paralysis (15%)! Tears immediately run down on Fang's face from the pain, but he mans up and manages to run Clare down with a turbo Waterfall (783/1000 = no full paralysis | 252/1000 = no crit)! It deals light damage due to the burn. But hey, damage is damage!

It seems like Clare is obviously at an advantage now, with a physical attacker burned. What - Fang has more HP so he's at the advantage? Cut the crap! But let's see: Can the crocodile keep his cool during this terribad inferno?

Also it's getting windy...

Clare (Confuse Ray): [3 EN]
Fang (Waterfall): (8+3+3) = [14 DMG/5 EN]

Clare (Will-O-Wisp): [7 EN]
Fang (Hit Self): (4+1.5) = 5.5 ~ [6 DMG/3 EN]

-2 HP (Fang)

Clare (Thunderbolt): (10+0) x 1.5 = [15 DMG/7 EN]
Fang (Waterfall): (8+3-3+3) = [11 DMG/5 EN]

-2 HP (Fang)

200.png

Clare (F)
HP: 65
EN: 83
159.png

Fang (M)
HP: 81
EN: 87
Burn
PAR (10%)

rewindman's actions
EndQuote's actions
 
Alright, we're closing up the gap:

Thunder Bolt - Hex - Thunder bolt

If double team is used, taunt him that action (only once though). We won't have him hax us back!
 
200.png

Clare (F)
HP: 65
EN: 83
159.png

Fang (M)
HP: 81
EN: 87
Burn
PAR (10%)

Round 2: It's the wind from the SOUTH! (636/1000)

AAAAAAAAHHHHHHHHH SPORES AND STUFF! AND WIND GOING CRAZY!

Clare:
- (165/1000) = no paralysis
- (692/1000) = no poison

Fang:
- (764/1000) = no paralysis
- (717/1000) = no poison

Oh, seems like both battlers managed to avoid everything. How boring. A_A

Anyway, Clare quickly zaps Fang with a tingling Thunderbolt (743/1000 = no crit) while Fang goes in and snaps onto Clare with a sharp Crunch (463/1000 = no full paralysis | 67/1000 = no crit | 867/1000 = no def drop)! Ghostly dust is pinched away, though Clare keeps her confidence clear and sharp! Like a witch doctor, she Hexes Fang, creating ghostly poofs where she goes (872/1000 = no crit). Fang manages to take the hit with pride and kick in some Mud Sport stuff onto him as to lower the damage of electricity (652/1000 = no full paralysis). Clare couldn't care much as she fires a Thunderbolt at Fang... though the damage is greatly reduced (481/1000 = no crit). Fang goes in and gets a clear shot on Clare with a Crunch (293/1000 = no full paralysis | 933/1000 = no crit | 325/1000 = no def drop). Munch munch munch...

I'm hungry.

Clare (Thunderbolt): (10+0) x 1.5 = [15 DMG/11 EN]
Fang (Crunch): (8+3-3) x 1.5 = [12 DMG/6 EN]

-2 HP (Fang)

Clare (Hex): (10+3+0) = [13 DMG/6 EN]
Fang (Mud Sport): [5 EN]

-2 HP (Fang)

Clare (Thunderbolt): (10+0) x 1.5 = 15 / 2 = [8 DMG/7 EN]
Fang (Crunch): (8+3-3) x 1.5 = [12 DMG/6 EN]

-2 HP (Fang)

200.png

Clare (F)
HP: 41
EN: 59
159.png

Fang (M)
HP: 39
EN: 70
Burn
PAR (5%)
Mud Sport (5a)

EndQuote's actions
rewindman's actions
 
edit: i totally forgot torrent. will add in the respectful actions.
200.png

Clare (F)
HP: 41
EN: 59
159.png

Fang (M)
HP: 39
EN: 70
Burn
PAR (5%)
Mud Sport (5a)

Round 3: It's the wind from... wait, no wind again? (77/1000)

The arena dudded.

Despite the fact that he's burned, Fang goes into Endure mode. Clare goes in and inflicts some Hex into Fang's mind for major damage (860/1000 = no crit). Oddly, Clare strikes Fang with a dual Thunderbolt (955/1000 = no crit (1), 84/1000 = no crit (2)), which is greatly weakened thanks to the Mud Sport. Fang just retaliates with a dual Waterfall (52/1000 = crit (1), 13/1000 = crit (2)), which surprisingly manages to smash the ghost into hallow pieces! Both attacks ignored the burn drop. Neat! She's not quite done yet though!

Oh yeah, it seems like Fang is no longer paralyzed. Like WTF?

Fang (Endure): [15 EN]
Clare (Hex): (10+3+0) = [13 DMG/6 EN]
Torrent activated!

-2 HP (Fang)

Clare (Thunderbolt): (10+0) x 1.5 = 15 / 2 = [8 DMG/7 EN]
Fang (Waterfall): (8+2+3+3+3) = [19 DMG/5 EN] (Crit)

-2 HP (Fang)

Clare (Thunderbolt): (10+0) x 1.5 = 15 / 2 = [8 DMG/11 EN]
Fang (Waterfall): (8+2+3+3+3) = [19 DMG/9 EN] (Crit)

-2 HP (Fang)

200.png

Clare (F)
HP: 3
EN: 35
159.png

Fang (M)
HP: 4
EN: 41
Burn
Mud Sport (2a)

rewindman's actions
EndQuote's actions
 
I didn't even know he put up a mud sport, should have payed more attention...
Well then, looks like aqua jets gonna kill us, destiny bond - hex - hex
maybe our opponent will show mercy and settle for a tie?
 
200.png

Clare (F)
HP: 3
EN: 35
159.png

Fang (M)
HP: 4
EN: 41
Burn
Mud Sport (2a)

Round 4: It's the wind from the... oh who the hell cares

Fang leaps like a frog into Clare's face in an Aqua Jet formation and smashes the female ghost into oblivion. After taking the hit, Clare is all shooken up and faints! Fang takes a little damage from the burn... but barely manages to keep his cool and survive!

GOOD GAME!

200.png

Clare (F)
HP: KOed
EN: KOed
159.png

Fang (M)
HP: 2
EN: 39
Burn
Mud Sport (1a)

haha yeah rewindman's not seeing of mud sport cost him the match. SNEAKY

Rewards:
rewindman: 2 TCs
- Clare: 1 EC | 2 MCs
EndQuote: 2 TCs
- Fang: 1 EC | 2 MCs | 1 DC | 1 KOC
Flora: 2 RTs
 
Status
Not open for further replies.
Back
Top