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6v6 with C$FP and rickheg!

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Flora

Yep, that tasted purple!
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Challenging rickheg to a duel!
6v6 Singles
DQ Time: 2 Days (this won't be enforced too strictly, but much preferred)
2 Recoveries/5 Chills per Pokemon
This showdown will take place in the Tournament Arena.

I accept your challenge, brother. However, if a 2 day DQ is too small, I'm willing to agree to a 3 day DQ for the ref.

Switch = for the weak (KO)
Full power! (All abilities)
Items are for suckers (No items)

608.gif

Lampent [Street Lighter] (Male)
Nature: Modest (+ * to Special Attack; - * from Attack)
Type: Ghost/Fire
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.
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 brushfire areas.

Abilities:
Ability 1: Flash Fire
Type: 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).

Ability 2: Flame Body
Type: 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.

Ability 3 (DW): Shadow Tag
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55

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

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Hex
Shadow Ball

Acid Armor
Clear Smog
Heat Wave

Will-O-Wisp
Energyball
Toxic

625.gif

Bisharp* [Soul Edge] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Dark/Steel
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.
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:
Ability 1: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Ability 2: Inner Focus
Type: 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.

Ability 3 (DW) [unlocked]: Pressure
Type: 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: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70

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

Attacks:
Scratch *
Leer *
Fury Cutter *
Torment *
Faint Attack *
Scary Face *
Metal Claw *
Night Slash
Iron Head
Metal Burst

Psycho Cut *
Suckerpunch *
Stealth Rock *

Aerial Ace *
Swords Dance*
X-Scissor *
Brick Break
Stone Edge
Taunt

462.gif

Magnezone* [Electro] (Genderless)
Nature: Modest (+ * to Special Attack, - * from Attack)
Type: Electric/Steel
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:
Ability 1: Magnet Pull
Type: Can Be Activated
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.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse) )
Ability 2: Sturdy
Type: 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.
Ability 3 (DW) [unlocked]: Analytic
Type: Can Be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SAtk: Rank 6 (+)
SDef: Rank 3
Spd: 60

EC: fully evolved
MC: 0
DC: unlocked

Attacks:
Metal Sound *
Tackle *
Thundershock *
Supersonic *
Sonicboom *
Thunderwave *
Spark *
Magnet Bomb *
Discharge *
Magnet Rise *
Lock-On
Zap Cannon
Tri-Attack
Mirror Coat
Barrier

Thunderbolt *
Explosion *
Flash Cannon *
Hidden Power (Water, 7)
Toxic
Substitute
Signal Beam

260.gif

Swampert* [Swamp Thing] (Male)
Nature: Adamant (+ * to Attack, - * from Special Attack)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Ability 1: Torrent
Type: 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)

Ability 2 (DW): Damp
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:

HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SAtk: Rank 2 (-)
SDef: Rank 3
Spd: 60

EC: fully evolved
MC: 0
DC: 3/5

Attacks:
Tackle *
Growl *
Mud-Slap *
Water Gun *
Bide *
Foresight *
Mudsport *
Superpower
Mud Shot
Mud Bomb
Earthquake
Protect

Avalanche *
Curse *
Yawn *

Dig *
Rock Slide *
Waterfall *
Rest

149.gif

Dragonite [White Belly] (Female)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.

Abilities:
Ability 1: Inner Focus
Type: 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.

Ability 2: Multiscale (DW)
Type:Innate
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 70 (80/1.15=69.56)

EC: 9/9
MC:
0
DC:
2/5

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Aqua Tail
Safeguard
Outrage
Fire Punch
Thunder Punch
Roost
Hurricane

Dragon Dance
Dragon Pulse
Extreme Speed

Ice Beam
Thunderbolt
Flamethrower
Earthquake

066.gif

Machop [Rocky] (Male)
Nature: Adamant (+ * to Attack; - * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Guts
Type: 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.

Ability 2: No Guard
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Ability 3 (DW): Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foresight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch
Cross Chop

Fire Punch
Ice Punch
Thunder Punch

Bulk Up
Earthquake
Brick Break

499.png

Rotom-H [Plasma Moto] (genderless)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric/Ghost
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.
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 brushfire areas.



Abilities:
Ability 1: Levitate
Type: Innate
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.

Stats:

HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86


EC: n/a
MC: 0
DC: n/a

Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge

Light Screen
Shadow Ball
Will-O-Wisp

59.png

Arcanine(*) Ziggy (F)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
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).

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 3(-)
SpD: Rank 3
Spe: 95

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

Abilities:
Intimidate: When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Attacks:
Bite(*)
Roar(*)
Ember(*)
Leer(*)
Odor Sleuth(*)
Take Down(*)
Helping Hand(*)
Flame Wheel(*)
Reversal(*)
ExtremeSpeed
Thunder Fang

Crunch(*)
Morning Sun(*)
Close Combat(*)

Flamethrower(*)
Wild Charge(*)
Will-O-Wisp(*)

frontnormal-msyclant.png

Syclant* (Liberty) F
Type: Ice/Bug
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

HP: 100
Atk: Rank 3(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 121

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

Attacks:
Leer(*)
Leech Life(*)
Ice Shard(*)
Focus Energy(*)
Slash (*)
Icy Wind(*)
Scratch(*)
Slash (*)
Bug Bite(*)
Icicle Spear(*)
Bug Buzz
Hail
Ice Punch

Earth Power(*)
Tail Glow(*)
Silver Wind (*)
Focus Blast
Water Pulse

Ice Beam (*)
Hidden Power Fire 6(*)
Protect (*)

620.png

Mienshao(*) Swifty (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +14.64% increase in accuracy on this Pokemon's attacks; Subtracts * from Special Attack)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2
SpA: Rank 2(-)
SpD: Rank 2
Spe: 121 (105x1.15)

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

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.
Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
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 do two (2) more damage, and recoil percentage is unaffected.

Attacks:
Pound(*)
Meditate(*)
Detect(*)
Fake Out(*)
Double Slap(*)
Swift(*)
Calm Mind(*)
Drain Punch
Hi Jump Kick

Low Kick(*)
Feint(*)
Knock Off(*)

U-Turn(*)
Rock Slide(*)
Brick Break(*)

547.png

Whimsicott (Levi) (M)
Nature: Modest (Adds to Special Attack; Subtracts from Attack)

Type: Grass
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.

Abilties:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

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

Chlorophyll: (Innate)(Dream World Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 116

EC: 6/6
MC: 4
DC: 2/5

Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
Poison Powder
Encore
Sunny Day
Solarbeam

Worry Seed
GrassWhistle
Encore

Protect
Substitute
Energy Ball
Hidden Power Fire (7)

564.png

Tirtouga [Atlantis] (Male)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Ability 1: Solid Rock
Type: Innate
This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).

Ability 2: Sturdy
Type: 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.

Ability 3: Swift Swim (DW)
Type: Innate
The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Stats:

HP: 90
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 19(-)

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

Attacks:
Bide
Withdraw
Water Gun
Rollout
Bite
Protect
Aqua Jet
AncientPower
Crunch
Wide Guard

Body Slam
Flail
Iron Defense

Toxic
Dig
Waterfall

K, so C$FP sends out Street Lighter while rickheg Plasma Moto!
608.png
499.png

rickheg's actions then C$FP's actions!
 
Alright, Plasma, here we go! Start off by putting up a Light Screen, so all of Street Lighter's attacks will hurt less. Then, paralyze him with a Thunder Wave, and finish off by using Hex for some super effective damage!

Light Screen > Thunder Wave > Hex

Also, Street Lighter has Will-O-Wisp listed twice.
 
608.png

Street Lighter (M)
HP: 90
EN: 100
Flash Fire
Flame Body
499.png

Plasma Moto
HP: 90
EN: 100
Levitate

-----------------------------------

Round 1: Fire Up And Spook!

Yay another battle at the tournament arena! Let's go!

Being the fastest of the two, Plasma Moto immediately gets into gear and creates a protective Light Screen around it. Street Lighter doesn't mind it yet and fires off a Toxic that plagues Plasma Moto, but good thing it doesn't make it dysfunctional!

During action
Plasma Moto (Light Screen) > [8 EN]
Street Lighter (Toxic) > [7 EN]

Post-action
-1 HP due to Toxic (Plasma Moto)

It seems as if Plasma Moto is not in the attacking mood yet! Despite already being faster, Plasma Moto decides to be an a-hole and electrifies Street Lighter with an annoying Thunder Wave! Gladly, Street Lighter doesn't feel the tingling of hate yet and manages to Hexify Plasma Moto up. Ooooo creepy! But it did pretty crappy damage due to the Light Screen. What a pity.

During action
Plasma Moto (Thunder Wave) > [6 EN]
Street Lighter (Hex) > (10-5+3+0) = [8 DMG/6 EN]

Post-action
-1 HP due to Toxic (Plasma Moto)

NOW ready to dish out some damage, Plasma Moto decides to give Street Lighter a creep of its own with a Hex! Now THAT was damage! Ha! It seems like Street Lighter is totally not done yet as he fights over his paralysis victoriously and conjures another Hexing assault. This one seems to be tingling madly within Plasma Moto's eyes! Must this be a critical hit? Still, Street Lighter's Hex was vastly inferior to that of master Plasma Moto's Hex. It seems as if this match-up has been decided already!

During action
Plasma Moto (Hex) > (10+4.5) x 1.5 = 21.75 ~ [22 DMG/6 EN]
Street Lighter (Hex) > (10-5+3+3+0) = [11 DMG/10 EN]

Post-action
-1 HP due to Toxic (Plasma Moto)

Or has it? WE SHALL SEE! MWAHAAHHAHAHAHAHHA!
608.png

Street Lighter (M)
HP: 68
EN: 77
PAR (20%)
Flash Fire
Flame Body
499.png

Plasma Moto
HP: 68
EN: 80
Toxic (2 DPA)
Levitate
Light Screen (3 more actions)

C$FP's actions!
 
It says that Plasma Moto has been getting hurt from Toxic in the calculations (which is correct), but at the bottom it says that Street lighter is the inflicted with Toxic (which I believe is incorrect). (Just a misplacing of the letters. That's fixed.)

Alright, this could be worse. I don't know why I didn't do this before, but Imprison Hex, Shadow Ball, and Confuse Ray. Then Minimize yourself, and then use Confuse Ray. We may as well rely on hax as long as there is a Light Screen!

Imprison (Shadow Ball, Hex, Confuse Ray), Minimize, Confuse Ray
IF one of your actions fails for some reason (esp. paralysis), THEN do that action again and move everything to the right.
 
Okay, so he wants to Imprison us, Plasma? Let's make him pay for it. Start with a Hex before its imprisoned. Then, launch a powerful Discharge so we can start getting STAB damage in there. Then finish up with a Shock Wave so his evasion bonus is useless.

Hex > Discharge > Shock Wave
 
608.png

Street Lighter (M)
HP: 68
EN: 77
PAR (20%)
Flash Fire
Flame Body
499.png

Plasma Moto
HP: 68
EN: 80
Toxic (2 DPA)
Levitate
Light Screen (3 more actions)

-----------------------------------

Round 2: All Locked Up!

Wanting to dish out some more damage, Plasma Moto gives Street Lighter a Hex of a life time. The attack haunts the poor ghost to death, but he doesn't give up as he Imprisons that same Hex, along with Shadow Ball and Confuse Ray! What a trick!

During action
Plasma Moto (Hex) > (10+4.5) x 1.5 = 21.75 ~ [22 DMG/10 EN]
Street Lighter (Imprison) > [8 EN]

Post-action
-2 HP due to Toxic (Plasma Moto)

Now with its Hex sealed away, Plasma Moto's next alternative move to use is Discharge! The fury of lightning connects to everything and sparks fly everywhere! Street Lighter attempts to move, but the static in conjunction with the lightning fury has made him fully paralyzed!

During action
Plasma Moto (Discharge) > (8+3+4.5) = 15.5 ~ [16 DMG/5 EN]
Street Lighter (Full Paralysis)

Post-action
-2 HP due to Toxic (Plasma Moto)

Plasma Moto keeps the barrage of electric attacks going with a Shock Wave, which spread across the arena and slams into Street Lighter with a shocking force. It seems as if Street Lighter is completely uncomfortable with the array of electric that he can't help but be fully paralyzed! What a downer.

During action
Plasma Moto (Shock Wave) > (6+3+4.5) = 13.5 ~ [14 DMG/3 EN]
Street Lighter (Full Paralysis)

Post-action
-2 HP due to Toxic (Plasma Moto)

Wow, that didn't go well at all for little Street Lighter! Just... ouch! Hey, at least the Light Screen is gone!
608.png

Street Lighter (M)
HP: 16
EN: 69
PAR (15%)
Flash Fire
Flame Body
499.png

Plasma Moto
HP: 62
EN: 62
Toxic (3 DPA)
Levitate
Imprison (Hex, Shadow Ball, Confuse Ray, 3 more actions)

rickheg's actions!
 
Gotta love me some paralysis! Sorry, Street Lighter, but that's just the way things go sometimes. Trust me, you'll get your turn being on the other side of such extreme hax, just you wait. Anyway, I have to destroy you know.

Plasma, let's net your first KO, yeah? Hit him with another Discharge, keep firing until he drops, which should be the first hit.

Discharge x 3
 
608.png

Street Lighter (M)
HP: 16
EN: 69
PAR (15%)
Flash Fire
Flame Body
499.png

Plasma Moto
HP: 62
EN: 62
Toxic (3 DPA)
Levitate
Imprison (Hex, Shadow Ball, Confuse Ray, 3 more actions)

-----------------------------------

Round 3: Stupidest Shit Ever

Plasma Moto decides to end Street Lighter's life by firing off a crackling Discharge in every direction. Street Lighter was caught in the cross fire and was thus KOed. bs.

During action
Plasma Moto (Discharge) > (8+3+4.5) = 15.5 ~ [16 DMG/5 EN]

Post-action
-3 HP due to Toxic (Plasma Moto)

...
608.png

Street Lighter (M)
HP: KOed
EN: KOed
499.png

Plasma Moto
HP: 59
EN: 57
Toxic (4 DPA)
Levitate
Imprison (Hex, Shadow Ball, Confuse Ray, 2 more actions)

C$FP's new Pokemon and actions!
 
Alright, go Swamp Thing the Swampert!

Waterfall, Rock Slide, Waterfall
IF Plasma Moto uses Will-o-Wisp, THEN use Protect and follow with Waterfall and then Rock Slide
 
I was actually expecting you to lead with Swamp Thing. But anyway, let's do this! Start off with a Confuse Ray, make him hurt himself! Then hit him with Will-O-Wisp, I think that'll make him protect instead of Rock Slide? Then finish up with a Shadow Ball, it's our strongest attack until he's status'ed.

Confuse Ray > Will-O-Wisp > Shadow Ball
 
I guess you had the feeling that if you KOed the Imprisoner, the effects of Imprison would go away and allow Confuse Ray. I think Imprison remains for the full 6 actions though.
260.png

Swamp Thing (M)
HP: 110
EN: 100
Torrent
499.png

Plasma Moto
HP: 59
EN: 57
Toxic (4 DPA)
Levitate
Imprison (Hex, Shadow Ball, Confuse Ray, 2 more actions)

-----------------------------------

Round 4: Back to Square

Angered at the loss of Street Lighter, C$FP furiously grabs a new PokeBall and tosses out Swamp Thing the Swampert! Now this looks to be a good match-up for him!

Sadly, Plasma Moto is faster and still has tricks up its sleeves. It fires off a Confuse Ray that shrouds the air and consumes Swamp Thing's mind. Luckily, Swamp Thing has good self-control and manages to not hit himself yet for the 3 actions this Confuse Ray lasts. Or that's what Plasma Moto thought as it thought it had Confuse Ray, but it was sealed away from the Imprison and thus it couldn't use it in the first place! Swamp Thing goes ahead and slams into Plasma Moto with a hasty Waterfall assault, but the oven is still alive and well!

During action
Plasma Moto (Confuse Ray) > (NOPE)
Swamp Thing (Waterfall) > (8+3+1.5) x 1.5 = [19 DMG/5 EN]

Post-action
-4 HP due to Toxic (Plasma Moto)

Swamp Thing anticipates great danger this action and creates a Protect shield around himself. Plasma Moto goes furious and spouts flames of Will-O-Wisps all over the place! Gladly, the Protect negates any effect from the wispy flames!

At last, the Imprison from Street Lighter has broken off and Plasma Moto remembers how to use Confuse Ray, Hex, and Shadow Ball! How useful will they be?

During action
Plasma Moto (Will-O-Wisp) > [6 EN]
Swamp Thing (Protect) > [7 EN]
(This is Rock Slide if it were to be used: (8-3+1.5) x 1.5 = [10 DMG/6 EN])

Post-action
-4 HP due to Toxic (Plasma Moto)

At last, Plasma Moto is in the attacking mood and spirals a Shadow Ball at Swamp Thing's way. The ball crashes down and envelopes the mudfish with horrifying images of his past. This confuses him so much he hits himself in confusion - perhaps he really wanted those memories dead! Well, darn you!

Heh, that's what Plasma Moto wanted, but is that what it got? No! Swamp Thing was never confused in the first place and thus is able to smack Plasma Moto with a delightful Waterfall! The water cruises through the oven and, with the aid of the finishing Toxic, puts a mighty dent in the little sucker!

During action
Plasma Moto (Shadow Ball) > (8+3) = [11 DMG/6 EN]
Swamp Thing (Waterfall) > (8+3+1.5) x 1.5 = [19 DMG/5 EN]

Post-action
-4 HP due to Toxic (Plasma Moto)
260.png

Swamp Thing (M)
HP: 99
EN: 83
Torrent
499.png

Plasma Moto
HP: 9
EN: 45
Toxic (5 DPA)
Levitate

rickheg's actions!
 
Has Swamp Thing been taking burn damage? You have it there in the hide tags, even though I'm pretty sure it isn't in the calculations, and he did protect... (No, I honestly have no clue where that came from lol. Fixing.)

Anyway, let's try burning it! Will-O-Wisp until he's burned. If you can get in another action, use Shadow Ball.

Will-O-Wisp until burned > Shadow Ball
 
260.png

Swamp Thing (M)
HP: 99
EN: 83
Torrent
499.png

Plasma Moto
HP: 9
EN: 45
Toxic (5 DPA)
Levitate

-----------------------------------

Round 4: Who pulled the trigger?

As a farewell gift, Plasma Moto constructs some fiery particles and fires a Will-O-Wisp, but sadly it seemed a bit distorted and it misses! Swamp Thing laughs at Plasma Moto and shoots a Water Gun at its face. The damage was so bad that Plasma Moto manages to survive the attack... until it succumbs to the last of the poison.

During action
Plasma Moto (Will-O-Wisp) > (6 EN)
Swamp Thing (Water Gun) > (4+3-3) x 1.5 = [6 DMG/2 EN]

Post-action
-5 HP due to Toxic (Plasma Moto)
260.png

Swamp Thing (M)
HP: 99
EN: 81
Torrent
499.png

Plasma Moto
HP: KOed
EN: KOed
Levitate

rickheg's new Pokemon then C$FP's actions!
 
Alright, we probably can put a dent in Whimsicott for the next Pokemon at least.

Avalanche, Mud-Slap, Avalanche
 
Okay, Levi, let's do what we do best. Start off with a Leech Seed. Then fire off a Stun Spore to paralyze him. Those two attacks should mitigate the damage you take this round and moving forward. Then finish the round with a Mega Drain to further undo the damage he causes.

Leech Seed > Stun Spore > Mega Drain
 
260.png

Swamp Thing (M)
HP: 99
EN: 81
Torrent
547.png

Levi (M)
HP: 90
EN: 100
Prankster
Infiltrator


-----------------------------------

Round 5: A Dent?

With Plasma Moto gone, it's up to Levi to save rickheg! There he begins to pluck some Leech Seed onto Swamp Thing, which hits with success! Swamp Thing feels the life-sucking pain of the seeds, but that doesn't stop him from thrashing Levi with a super effective Avalanche! Recovering from the icy assault, Levi goes ahead and showers the mudfish with a Stun Spore! Oh ho ho! Swamp Thing may not like hax, but he sure can move! He uses the ground's mud to slap some dirt onto Levi's face in hopes of hax going his way. Hey! Look, Levi's looking at the wrong direction when he's attempting to Mega Drain! What a miss! Sadly, this means no boosted Avalanche for Swamp Thing, but that's okay, isn't it? The icy crash of the move is sure to linger pain in the grass demon!

lol i think i'll stick with this for singles, the other is more suited for doubles

Swamp Thing
A1: Avalanche > (6+3) x 1.5 = [14 DMG/6 EN]
-4 HP
A2: Mud-slap > (4+3-1.5) x .67 = [4 DMG/2 EN]
-4 HP
A3: Avalanche > (6+3) x 1.5 = [14 DMG/6 EN]
-4 HP

Levi
A1: Leech Seed > [9 EN]
+4 HP
A2: Stun Spore > [6 EN]
+4 HP
A3: Mega Drain > (6+3+1.5) x 2.25 = [24 DMG/12 Heal/8 EN] (MISS)
+4 HP
260.png

Swamp Thing (M)
HP: 87
EN: 67
Torrent
Leech Seed (3 actions)
Stun Spore (20%)

547.png

Levi (M)
HP: 70
EN: 77
Prankster
Infiltrator
-1 ACC

rickheg's actions!
 
Alright, I was really hoping that wouldn't miss...
Anyway, we've done enough setting up for you, Levi, let's get straight to the damage! Mega Drain to recover some delicious health, then Energy Ball to start really dishing out the pain. Finish with another Mega Drain. I really aughta invest in teaching you giga drain...

Mega Drain > Energy Ball > Mega Drain
 
260.png

Swamp Thing (M)
HP: 87
EN: 67
Torrent
Leech Seed (3 actions)
Stun Spore (20%)

547.png

Levi (M)
HP: 70
EN: 77
Prankster
Infiltrator
-1 ACC


-----------------------------------

Round 6: WHERE ALL YOUR ATTACKS MISS

Not really. Well, good thing Swamp Thing isn't feeling the paralyze yet! He somehow quickly puts a Protect around himself, which defends him from the evilness that is Levi's Mega Drain! Afterward, Levi's impatience grows out of control and he constructs a fresh Energy Ball and, with accuracy, fires it onto Swamp Thing! It strikes with perfection and deals a huge amount of damage! Swamp Thing takes the energetic hit with bravery and strikes back with a boosted Avalanche! How fierce! Afterward, Levi's feeling lucky and sucks Swamp Thing's life with a Mega Drain. No hax wax there! Apparently Swamp Thing is a big strong man though and takes it all for another Avalanche splash!

And nope, Swamp Thing hasn't been fully paralyzed yet. Isn't that aaaaamazing?

Swamp Thing
A1: Protect > [15 EN]
-4 HP
A2: Avalanche > (12+3) x 1.5 = [23 DMG/6 EN]
-4 HP
A3: Avalanche > (12+3) x 1.5 = [23 DMG/10 EN]
-4 HP

Levi
A1: Mega Drain > (6+3+1.5) x 2.25 = [24 DMG/12 Heal/8 EN] (BLOCKED)
+4 HP
A2: Energy Ball > (8+3+1.5) x 2.25 = [28 DMG/5 EN]
+4 HP
A3: Mega Drain > (6+3+1.5) x 2.25 = [24 DMG/12 Heal/8 EN]
+4 HP
260.png

Swamp Thing (M)
HP: 23
EN: 36
Torrent
Stun Spore (15%)

547.png

Levi (M)
HP: 48
EN: 56
Prankster
Infiltrator

C$FP's actions!
 
Alright, try to get in another Avalanche, and if possible even a Yawn too, and maybe even another Avalanche.

Avalanche, Yawn, Avalanche
 
Great work Levi. Finish off Swamp Thing with Energy Ball. If he survives the first Energy Ball, Use Mega Drain to recover health. And if that somehow doesn't do it, fire another Energy Ball.

Energy Ball > Mega Drain > Energy Ball
 
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