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Athenodorosososos vs iiiiiiiiMKUltra!!! Ref: elDino

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elDino

Deal With It.
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Da Battle of Magikarps (in a tournament arena).
Hey guys, welcome to this upcoming battle between Athendoros and iiMKUltra. This match seems set to be an exciting prospect, and I hope you all enjoy the battle. Good luck, and have a prosperous battle!

Rules:
Pokemon: 1v1
Format: Singles
DQ: 1 days
Items: None
Abilities: One only
Switch: KO (I get hanged...)
Move restrictions: 2 Recovers / 5 Chills

Now that thats over, lets check out the arena for today's match!

The Arena!!!

FD.jpg


Final Destination. Not really sure what this is, but I googled it...
EDIT: ahhhh, my bad. I thought it was a bit strange...

The Teams!!!

Athenodoros

129.png

Magikarp (M), "Jormungandr"

Nature:
Rash - Special Attack increased by *. Special Defense decreased by *

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).


Abilities:
Swift Swim - (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (DW) - (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types

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

EC: 4/6
MC: 8
DC: 4/5

Attacks:
-Splash
-Tackle
-Flail
-Bounce
-Bubble
-Reversal

iiMKUltra:
Spr_5b_037.png

Vulpix [Helios] (M)
Nature: Modest (+Spa, -Atk)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (DW Locked) (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 65

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

Moves:
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst

Hex
Hypnosis
Extrasensory

Overheat
Protect
Energy Ball


How the match will be played:

iiMKUltra chooses ability and moves.
Athenodoros chooses ability and moves.

I ref.

Lets do this.
 
Okay, Jorm, on the first action Bounce up and stay up so that Hypnosis can't hit you. Then, stay up until the end of the round, and just come back down at the end on Vulpix.

And Swift Swim.
 
Turn One

Athenodoros's Magikarp

129.png


Name: Jormungandr
HP: 80
Energy: 100
Speed: 80
Nature: Rash
Stat Boosts: None
Other: None

Vs.

iiMKUltra's Vulpix

Spr_5b_037.png


Name: Helios
HP: 90
Energy: 100
Speed: 65
Nature: Modest
Stat Boosts: None
Other: None​


Action 1:

Right, so this quick battle begins, and Athenodoros gets things moving by sending out Jormungandr. Today however, I'll just stick to calling it Jorm, for obvious reasons. iiMKUltra responds immediately by sending out his Helios, and the battle begins! Jorm gets things moving first thanks to his superior speed, and he Bounces up high into the sky, way out of reach of the Hypnosis from Helios. And the funny thing about how high he bounced, was that he's still up there!

Jorm: 7 energy from Bounce
Helios: 10 energy from Hypnosis

Action 2:

So, this next action begins with Jorm still up in the air! What on earth is he doing? Unfortunately, not even a bouncy Magikarp like Jorm can stay in the air for a whole two actions, and as such, he returns to the ground, smashing into Helios on the way, although this attack does not pack as much power as normal... Helios then retaliates with a Hypnosis, and it hits dead on, causing Jorm to fall into a light sleep, only lasting one turn.

Jorm: 3 energy for falling back to earth, and falling asleep from Hypnosis. Will wake up next turn.
Helios: 10 energy from Hypnosis, 6 damage from a falling Magikarp.

Action 3:

So with Jorm sleeping for this turn, Helios takes the time to gather up some energy, and launch it in a grass-type photosynthesized kind of ball thing, also known as an Energy Ball, at the sleeping fish, and it hits, super effectively to be precise.

Jorm: 17 damage from Energy Ball, will wake up next action.
Helios: 6 energy from Energy Ball.

End of Turn 1


Athenodoros's Magikarp

129.png


Name: Jormungandr
HP: 63
Energy: 90
Speed: 80
Nature: Rash
Stat Boosts: None
Other: Will wake up next action.

Vs.

iiMKUltra's Vulpix

Spr_5b_037.png


Name: Helios
HP: 84
Energy: 74
Speed: 65
Nature: Modest
Stat Boosts: None
Other: None​

Move Order

Anthenodoros issues actions.
iiMKUltra issues actions.

I ref.

Lets do this.
 
lol, I'm buggered. Energy Ball is going to destroy me.

Anyway, Jorm, you might as well just try to get some damage on Helios. Use Bubble against her three times to try to get some water around on the stage, and we might be able to use it later.
 
Turn Two

Athenodoros's Magikarp

129.png


Name: Jormungandr
HP: 63
Energy: 90
Speed: 80
Nature: Rash
Stat Boosts: None
Other: Will wake up next action.

Vs.

iiMKUltra's Vulpix

Spr_5b_037.png


Name: Helios
HP: 84
Energy: 74
Speed: 65
Nature: Modest
Stat Boosts: None
Other: None

Action 1:

Right, so turn two begins, and Jorm gets things moving by firstly waking up, and then firing some Bubbles from his mouth, all over the stage and Helios, causing some pain as some of the fire is extinguished from Helios's flaming tail. (Not really sure how Bubble does do any damage...) Helios then decides to retaliate, by firing off another Energy Ball at Jorm, and that sure does hurt!

Jorm: 2 energy from Bubble, 17 damage from Energy Ball.
Helios: 11 damage from Bubble, 6 energy from Energy Ball.

Action 2:

Then next action results in Jorm, once more firing Bubbles from his gaping mouth, straight towards Helios, and now the ground has gotten slippery! With any moving about, there's a small chance that the Pokemon might fall from the arena, having to return back again after losing 10HP! Wow, this is getting scary now... Helios, however, seems to brush this off, and he immediately hits back with a Confuse Ray, sending Jorm into a state of confusion.

Jorm: Slighty confused, 6 energy from Bubble.
Helios: 11 damage from Bubble, 5 energy from Confuse Ray.

Action 3:

Once more, Jorm starts off by using Bubble, despite being confused, and Helios retaliates with Energy Ball, and this hurts, putting Jorm into a bad position...

Jorm: Slighty confused, 10 energy from Bubble, 17 damage from Energy Ball
Helios: 11 damage from Bubble, 6 energy from Energy Ball.

End of Turn 2


Athenodoros's Magikarp

129.png


Name: Jormungandr
HP: 29
Energy: 72
Speed: 80
Nature: Rash
Stat Boosts: None
Other: Slightly Confused

Vs.

iiMKUltra's Vulpix

Spr_5b_037.png


Name: Helios
HP: 51
Energy: 57
Speed: 65
Nature: Modest
Stat Boosts: None
Other: None​

Move Order

iiMKUltra issues actions.
Anthenodoros issues actions.

I ref.

Lets do this.
 
The always wonderful Data-audit thread tells me that Splash can be used for propulsion, so use Splash and the water around after the Bubbles to dodge the first Energy Ball and cover yourself with water! Then, combine the flailing actions of Splash + Flail to coat yourself in water and attack Vulpix, and hit Vulpix with it while it uses Energy Ball and then Overheat, which will hopefully be dampened by the water left on both of you by the Splash attacks.
 
Turn Three

Athenodoros's Magikarp

129.png


Name: Jormungandr
HP: 29
Energy: 72
Speed: 80
Nature: Rash
Stat Boosts: None
Other: Slightly Confused

Vs.

iiMKUltra's Vulpix

Spr_5b_037.png


Name: Helios
HP: 51
Energy: 57
Speed: 65
Nature: Modest
Stat Boosts: None
Other: None​

Action 1:

Right, so Jorm tries to pull things back, but before he even gets a chance, he hurts himself in his confusion, all but ruining his chances of an amazing comeback. Helios then pretty much dooms Jorm, by firing off yet another Energy Ball, and this virtually ends all hopes of his survival.

Jorm:4 damage from Confusion, 17 damage from Energy Ball
Helios: 6 energy from Energy Ball

Action 2:

Jorm comes into the battle field, and feeling weak, he uses a Splash + Flail Combo!!! It's super duper effective and its a super critical hit! Helios fainted!!! Nah, only joking. He hits himself in his confusion again, and is finished off by Energy Ball.

Action 3:

Helios uses Overheatttttt!!!!!!!!!! It kills everyone in the crowd, and Helios decides to do a little dance, something like this:
rastafarian_dancing.gif

End of the Match!!!


Athenodoros's Magikarp

129.png


Name: Jormungandr
KOed!!!

Vs.

iiMKUltra's Vulpix

Spr_5b_037.png


Name: Helios
The winner!!!

Counters!!!

iiMKUltra gets 2 TC. Helios gets 1 EC, 2 MC, 1 DWC and 1 KOC
Anthenodoros gets 2 TC. Jorm gets 1 EC, 2 MC and 1 DWC

I get two ref counters!!!

Everyone have fun spending counters!!
Lets do this.
 
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