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

GoldenKnight vs rewindman 6v6ing at The Anomaly!

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
ok, i need to fill a battle slot that's been open far too long!

6v6 Doubles
DQ: 2 Days
2 Recovery/5 Chills
Arena: hmmm, let's steal one from earlier days

The Anomaly

Nobody knows how the anomaly got there. Nobody knows what the Anomaly really is. All they know is that it's the perfect stage to conduct battles. When the fight begins, there will be simply nothing, just a blank blanket of white which makes you think you're going mad. However, as the battle progresses, the Anomaly will shift to adapt to the requirements. If a fish pokemon is sent out, then suddenly a pond will appear to swim in. If a Pokemon uses Rock Slide, rocks will be created from nothing. All that is required the anomaly provides.

i'm not sure what i'll be using, be aware :s


I've been looking for a big battle
switch = ok
no items
all abilities

474.png

Porygon-Z [Nimda] (Gender: nope) viruses
Nature: Modest

Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 90

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

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Nasty Plot
Trick Room
Conversion 2
Tackle
Defense Curl
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Tri Attack
Magic Coat
Signal Beam

Thunderbolt
Shadow Ball
Thunder Wave
Teleport
Discharge
Ice Beam

Pain Split

356.png

Dusclops [ionno yet] (Male)
Nature: Quiet

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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3(+)
SpD: Rank 5
Spe: 21 (25 x 0.85)

Counters:
EC: 5/9
MC: 0
DC: infinity/0

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.

Attacks:
Fire Punch
Ice Punch
ThunderPunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will o Wisp
Hex

Ominous Wind
Pain Split
Skill Swap

Toxic
Psychic
Trick Room
Shadow Ball
Ice Beam

frontnormal-mkitsunoh.png

Kitsunoh* [Heyeohkah] [M] think coyote in native american mythology
Nature: Adamant

Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110

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

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:
Curse(*)
Thunder Fang
Ice Fang
Scratch(*)
Shadow Sneak(*)
Copycat
Faint Attack(*)
Odor Sleuth(*)
Iron Defense(*)
Leer(*)
Lick(*)
ShadowStrike
Perish Song
Revenge
Memento

Yawn(*)
Meteor Mash(*)
Psycho Shift(*)

Dig(*)
Will-O-Wisp(*)
Thief(*)
Taunt
Earthquake

Magic Coat
Super Fang
Pain Split

286.png

Breloom [Guthrum] (M) viking who kicked england's ass
Nature: Careful

Type: Grass / Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 70

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

Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Worry Seed
Mach Punch
Counter

Bullet Seed
Seed Bomb
Drain Punch

Toxic
Facade
Swords Dance
Substitute
Protect

frontnormal-mcyclohm.png

Cyclohm [Chaac] (M) mayan god of rain
Nature: Calm

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Stats:
HP: 110
Atk: Rank 1(-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 4(+)
Spe: 80

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

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
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.
Sheer Force (DW): (Can be Enabled) 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:
Whirlwind
Bide
Weather Ball
Tackle
Growl
Dragon Rage
Charge
Thundershock
Rain Dance
Double Hit
Sonicboom
Twister
Spark
Slack Off
Hurricane
Tri Attack

Hydro Pump
Heal Bell
Magnet Rise

Thunderbolt
Flamethrower
Dragon Pulse
Thunder
Roar
Taunt

Draco Meteor

149.png

Dragonair* [Latobius] [M] Celtic god of the sky
Nature: Quiet

Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 4
Spe: 68(-)

Counters:
EC:9/9
MC:3 +1
DC:5/5

Abilities:
Inner Focus: 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.
Multiscale (DW): 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.

Attacks:
Fire Punch
ThunderPunch
Roost
Wrap(*)
Leer(*)
Thunder Wave(*)
Twister(*)
Dragon Rage(*)
Slam(*)
Agility(*)
Outrage
Hurricane
Safeguard

Dragon Dance(*)
Extremespeed(*)
Dragon Pulse(*)

Waterfall(*)
Flamethrower(*)
Dragon Tail(*)
Thunderbolt
Earthquake
Reflect
Light Screen
Brick Break
Sky Drop
Bide

196.png

Espeon(*)(Shine) (F)
Nature: Naive (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Defense)
Type: Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.




Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 127 (+)

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

Abilities:
Synchronize (innate):
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Magic Bounce (DW) (innate):
This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Attacks:
Confusion
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)
Psychic

Wish (*)
Detect (*)
Yawn (*)

Toxic (*)
Shadow Ball (*)
Hidden Power (Fighting 7) (*)
Calm Mind
Reflect

637.png

Volcarona(*) (Helios)(M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Bug/Fire
Bug:Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3 (-)
Spe: 100

EC: 6/6
MC: 1
DC: 5/5

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.
Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Attacks:
Gust
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)
Bug Buzz
Quiver Dance
Fiery Dance
Hurricane

Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)

Will-o-Wisp(*)
Fire Blast (*)
Wild Charge (*)
Hidden Power (Rock 7)

496.png

Servine (Tangle)(F)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

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 1 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 83
EC:7/9
MC:1
DC:5/5

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)
Contrary (DW)(Can be enabled)
This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Attacks:
Level moves :
Tackle
Leer
Vine Whip
Wrap
Growth
Grass Mixer
Leech Seed
Mega Drain
Slam
Giga Drain
Leaf Storm

Glare
Twister
Mirror Coat

Hidden Power (Fire 7)
Taunt
Reflect
Substitute
Light Screen
Toxic

376.png

Metagross [Hyperion] (N/A)
Nature: Adamant

Type:
[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.
[Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:
HP: 90
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 70

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

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species allowing it to attack more swiftly, but can take damage just as well and suffers only a minor degree more knockback.

Attacks:
Magnet Rise
Confusion
Take Down
Metal Claw
Scary Face
Meteor Mash
Hammer Arm

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Earthquake

Thunder punch

Spr_5b_130_m.png

Gyarados (Titan) (M)
Nature: Adamant (Adds + to Attack; Subtracts - From Special Attack)

Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Type: Flying
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:
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.
Moxie: (DW)This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (DW)



Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 81

EC: 6/6
MC: 0
DC: 1/5

Moves:

Splash
Thrash
Tackle
Bite
Dragon Rage
Flail
Ice Fang
Aqua tail

Bounce

TomoM.png

Tomohawk[Chai] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type: Flying/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85

EC: 6/6
MC: 0
DC: 1/5

Abilities:
Intimidate: (Can be Activated) 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
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 by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Sunny Day
Aura Sphere
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Air Slash
Hurricane

Roost
Yawn
Confuse Ray

Taunt
Toxic
Reflect

haha this looks like fun!

GoldenKnight's first two Pokemon
rewindman's first two Pokemon and actions
GoldenKnight's actions

GOOD LUCK AND HAVE FUN!
 
Ill use Chai the Tomohawk and Helios the Volcarona

Chai: Taunt that dusclops, then set up a Sunny Day and finally use Yawn against Porygon-z. If porygon-z uses magic coat on that yawn, hit it with an Aura Sphere instead.

Helios: Will-o-Wisp Dusclops to wear it down, then hit porygon with a Fiery Dance and then finally a Fire Blast. (on porygon)
 
ok

Porygon-Z: I feel like Chai is the biggest threat soooooooooooooo. Let's go with Ice Beam -> Thunderbolt... both attacks will hit Chai before a Thunder Wave on Helios

Dusclops: Taunt is gonna be a bitch, but we can hurt things too! Let's go ahead and hit Chai with an Ice Beam before using ThunderPunch twice on Chai

damn, i really want to give helios more attention, but chai is just so mean :(
 
474.png
356.png

Nimda | Dusclops (M)
HP: 100 | 90
EN: 100 | 100
Trace | Pressure
Adaptability
Analyze
+10% Acc to foes (Dusclops)
TomoM.png
637.png

Chai (M) | Helios (M)
HP: 110 | 100
EN: 100 | 100
Intimidate | Flame Body
Prankster | Swarm

Speed Order:
Helios (100) - Nimda (90) - Chai (80) - Dusclops (who cares)

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

Round 1

What a. Bizarre place. Pretty cool for battling though! Ahh! That Chai is so darn Intimidating though! Looks like both Nimd and Dusclops crapped their pants at the sight of the monster. Hrmm, but Nimda seems to be up to Downloading it seems, eh? Both defense of Chai are equal so it receives a very awesome permanent +1 Atk! Yes!

Anyway, Chai, despite being third in line, uses his hax powers to move first and Taunt Dusclops about how he should get better speed to stay with the cool kids. Helios opens up with a Will-O-Wisp toward Dusclops's face. It looks like it's about to miss... until it suddenly homes onto the ghost and burns him alive! (812/1000 roll, so without that Quiet nature, it would've missed lol). Nimda let's them mind their own business and goes after Chai. From its mouth is a frozen, but very Analytic, Ice Beam that smashes into Chai for a billion damage! Sad about everything, Dusclops just gives Chai an Ice Beam from his mouth. It synchs with Nimda's Ice Beam and creates a rainbow. Not really.

During action

Chai (Taunt) > [10 EN]
Helios (WoW) > [6 EN]
Nimda (Ice Beam) > (10+2+4) x 1.5 = [24 DMG/7 EN]
Dusclops (Ice Beam) > (10+0) x 1.5 = [15 DMG/7 EN]

Post-action
-2 HP (Nimda)

Still not done setting up crap, Chai calls upon the happy sunshines for a Sunny Day! The light rays envelope the area and it's HOT! This combines well with whatever Helios's next action is, which appears to be a Fiery Dance! Poor Nimda is the victim of this fire attack and incinerates in screeching pain. After performing the move, Helios feels a bit stronger than usual, which is definitely not a good sign for lil_gk! Nimda then keeps the heavy barrage of special attacks going with a Thunderbolt blast onto Chai! Dusclops, despite being Intimidated AND burned, goes forth toward Chai for a pathetic ThunderPunch that doesn't warrant any more words to describe it.

During action

Chai (Sunny Day) > [10 EN]
Helios (Fiery Dance) > (8+3+3+4) = [18 DMG/5 EN]
+1 SpA
Nimda (Thunderbolt) > (10+2+4) x 1.5 = [24 DMG/7 EN]
Dusclops (ThunderPunch) > (8-3+0) x 1.5 = 7.5 - 1.5 = [5 DMG/6 EN]

Post-action
-2 HP (Nimda)

Still in the supporting mood, Chai wraps up the round by loudly Yawning at Nimda and making it drowsy! Helios happily flaps around, creates some fire, and blasts it onto Nimda, giving it a serious critical hit! Now seeing the threat that is Helios, Nimda waves the flames of hell off and zaps the moth with a Thunder Wave. Dusclops finally moves in and assaults Chai with another weak ThunderPunch.

During action

Chai (Yawn) > [7 EN]
Helios (Fire Blast + Crit) > (12+3+3+3+4) + 1.5 = [27 DMG/7 EN]
Nimda (Thunder Wave) > [7 EN]
Dusclops (ThunderPunch) > (8-3+0) x 1.5 = 7.5 - 1.5 = [5 DMG/10 EN]

Post-action
-2 HP (Nimda)

I think Dusclops kinda wished to use another move hehehe. You know, something more like in the mind. Like, mindscrew. ^_^
474.png
356.png

Nimda | Dusclops (M)
HP: 49 | 84
EN: 79 | 77
Trace | Pressure
Adaptability
Analyze
+10% Acc to foes (Dusclops)
Drowsy (Nimda, sleeps in 2 actions)
Taunt (Dusclops, 3 actions)
Burn (Dusclops, -3 BAP, 2 DPA)
+1 Atk (Nimda, perm)
-1 Atk (both, perm)
TomoM.png
637.png

Chai (M) | Helios (M)
HP: 37 | 100
EN: 73 | 82
Intimidate | Flame Body
Prankster | Swarm

PAR (Helios, 20%)
+1 SpA (Helios)

Sun shines for 3 rounds!

GoldenKnight's actions!
 
is it bad that i totally forgot about the burn and just saw the punches and decided that would work? kinda

wait
confusion said:
Intimidate:

Type: Can be Activated

confusion cont said:
Can be Activated: This Ability can be activated (specified by each ability) in battle at any time, but it uses an action. Activated abilities use Commands and have variable energy costs.

i don't see a mention of activating intimidate in rewinman's first post because that'd have let me set some shit up :X

anyways...

Porygon-Z: Use Thunderbolt on Chai before using Pain Split on Volcarona and calling it a round. If something weird happens we can Tri Attack Volcarona i guess

Dusclops: Use Psychic on Chai until it gets knocked out, but that roughly estimates to one round. We'll then use Shadow Ball and another Psychic on Volcarona
 
I though that intimidate used up an action initially (which is why I didn't activate it) but I think the wording has been changed? It now reads:
Intimidate:

Type: Can be Activated

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 as an Action, and will affect all opponents.


I suppose this implies that it is automatically activated upon being sent out, but uses up an action if you want to activate it when you opponent sends out a new poke mid battle? If so, it turns from a meh ability to a pretty great one.

Also, I don't think burn damage was taken into account (This has been fixed, thanks!)

Anyway, onto the battle:

Chai: Not looking so good bud, so use Morning Sun in order to heal you health back! The sun is really bright, so you should heal the full 35 hp. Then Taunt Porygon z, preventing that pain split, gotta love prankster, and finally Morning Sun once again to heal back more hp. You're spending a lot of energy this round, but hopefully it's worth it.

Helios: Use Fiery Dance against porygon z, then use Fire Blast against it, and finally use one last Fiery Dance against the same target. If porygon faints, just attack dusclops.
 
474.png
356.png

Nimda | Dusclops (M)
HP: 55 | 84
EN: 79 | 77
Trace | Pressure
Adaptability
Analyze
+10% Acc to foes (Dusclops)
Drowsy (Nimda, sleeps in 2 actions)
Taunt (Dusclops, 3 actions)
Burn (Dusclops, -3 BAP, 2 DPA)
+1 Atk (Nimda, perm)
-1 Atk (both, perm)
TomoM.png
637.png

Chai (M) | Helios (M)
HP: 37 | 100
EN: 73 | 82
Intimidate | Flame Body
Prankster | Swarm

PAR (Helios, 20%)
+1 SpA (Helios)

Speed Order:
Nimda (90) - Chai (80) -
Helios (25) - Dusclops (21)

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

Round 2

Using his Prankster ability, Chai immediately calls upon the empty space to make some sunshine and cast a Morning Sun to replenish A TON of health! Seriously? Seriously. Nimda fires off a Thunderbolt at the broken bird, but it's too late to deal any major damage to him. Helios, despite the paralysis, flaps his wings much harder this round and goes into a Fiery Dance against Nimda, making it burn in the sizzling heat. Heh too bad he doesn't get his fancy SpA boost there! Dusclops helps put some damage into Chai by delivering a Psychic attack to the mind! Ah, too bad Chai is already recovering too fast!

During action

Chai (Morning Sun) > +35 HP [16 EN]
Nimda (Thunderbolt) > (10+2+4) x 1.5 = [24 DMG/7 EN]
Helios (Fiery Dance) > (8+3+3+4) = 18 + 1.5 = [20 DMG/5 EN]
Dusclops (Psychic) > (9+0) x 1.5 = [14 DMG/7 EN]

Post-action
-2 HP (Dusclops)

Yet again, Chai is a meany and Taunts Nimda, preventing it from doing anything except attacking! This stops Nimda from doing its oh-so-wanted Pain Split, making it fail! It seems like Helios fears no paralyze yet as he "freely" breaths the flames of hell within and shoots the Fire Blast onto Nimda, which almost manages to knock it out! Dusclops then joins the hate on Chai with another Psychic blast to the mind. Chai is a bit too healthy to die though! The leftover burns layered across Nimda scorch the toy and leave it with exactly 1 HP! But then it sleeps for 3 actions...

During action

Chai (Taunt) > [10 EN]
Helios (Fire Blast) > (12+3+3+4) + 1.5 = [24 DMG/7 EN]
Nimda (Pain Split) > CAN'T
Dusclops (Psychic) > (9+0) x 1.5 = [14 DMG/11 EN]

Post-action
-2 HP (Dusclops)

As Nimda sleeps away, Chai happily uses his Morning Sun move again and recovers a crapload of HP. Gladly, that's the last of it, but 70 HP? C'mon, wtf. Helios just finishes Nimda off with his Fiery Dance, which engulfs the toy in the flaming hells of hell hell, demolishing the little sucker into a deep, long faint. And would you look at that? Helios has gained a goodie SpA boost! Does paralyze like not have an effect on moths or what? Poor Dusclops though. He just keeps on trying to pound Chai away with his Psychics, but they only manage a quarter of what Morning Sun did. No luck there.

During action

Chai (Morning Sun) > +35 HP [16 EN]
Nimda (sleep)
Helios (Fiery Dance) > (8+3+3+4) = 18 + 1.5 = [20 DMG/5 EN]
Dusclops (Psychic) > (9+0) x 1.5 = [14 DMG/15 EN]

Post-action
-2 HP (Dusclops)

At the end, it looks like Dusclops no longer fears Chai's Taunt! He has evolved into a man!

474.png
356.png

Nimda | Dusclops (M)
HP: KOed | 78
EN: KOed | 44
Trace | Pressure
Adaptability
Analyze
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
+1 Atk (Nimda, perm)
-1 Atk (both, perm)
TomoM.png
637.png

Chai (M) | Helios (M)
HP: 41 | 100
EN: 31 | 65
Intimidate | Flame Body
Prankster | Swarm

PAR (Helios, 15%)
+1 SpA (Helios)

Sun shines for 2 rounds!

GoldenKnight's next Pokemon then rewindman's actions!
 
That cyclohm could be really bad for us, so let's play smart.

Chai: Start off with a Taunt against Duskclops again, since that makes it pretty much useless. Then Confuse Ray Cyclohm and finally Yawn the dragon. If Cycome tries to taunt you at any time, go ahead and Taunt it before he has a chance.

Helios: You're doing great so far! Bug Buzz against that cyclohm, then Fiery Dance against Dusclops and finish off the round with a Bug Buzz against cyclohm again
 
well, ok

Cyclohm: As fun as sun is, let's do a little rain dance so things don't look as badly for us. Then, we'll (hopefully) use Thunder on Chai before (hopefully) using Gale on Volcarona.

Dusclops: We're getting taunted again, but this time we won't use physical attacks! We'll go ahead and use Shadow Ball on Chai before going with dual Psychics on the same target. If things go well and Chai is knocked out, we can chill, since we'll need the energy for later!
 
frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 110 | 78
EN: 100 | 44
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
+1 Atk (Nimda, perm)
-1 Atk (both, perm)
TomoM.png
637.png

Chai (M) | Helios (M)
HP: 41 | 100
EN: 31 | 65
Intimidate | Flame Body
Prankster | Swarm

PAR (Helios, 15%)
+1 SpA (Helios)

Speed Order:
Chaac (80) = Chai (80) -
Helios (25) - Dusclops (21)

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

Round 3

puny_gk recalls his fallen Nimda and sends out Chaac, who's definitely a force to be reckoned with! Watch out rewindman!

Chai, being the cheeky bastard he is, Taunts Dusclops once again, making the ghost a little boy instead of the man he wanted to be. Chaac doesn't feel the mood of the sun and eliminates it with his Rain Dance! The sun disappears and a torrent of rain swarms the arena! Aha! Helios looks a bit shocked at the incident and feels the wrath of electric particles and rain mixed in for a full paralysis internal assault! Dusclops just focuses his mind onto Chai and fires a Shadow Ball at the target. It hits and poofs, and it certainly left its mark with a SpD drop!

During action

Chai (Taunt) > [10 EN]
Chaac (Rain Dance) > [10 EN]
Helios (Fully Paralyzed)
Dusclops (Shadow Ball) > (8+30) = [11 DMG/5 EN]

Post-action
-2 HP (Dusclops)

Not done being an annoying !@#$, Chai goes ahead and gives Chaac a Confuse Ray. Oh! It wants to last for 4 actions okay. Cheerfully, Chaac had a good eye to mark down Chai before getting confused and strikes the flying thing with Thunder! Despite the rain pouring down... err wait, I think Helios can't move a muscle! He's tensed up and those wings don't want to flutter due to paralysis! Sparks fly out and Dusclops comes along to inflict some seizures on Chai with his Psychic attack! The burst of mindscrew does Chai in as he circles around aimlessly and crashes onto the ground, fainted!

During action

Chai (Confuse Ray) > [5 EN]
Chaac (Thunder) > (12+3+1.5) x 1.5 = 24.75 + 1.5 = [26 DMG/7 EN]
Helios (haxed)
Dusclops (Psychic) > (9+0) x 1.5 = 13.5 + 1.5 [15 DMG/7 EN]
Chai fainted!

Post-action
-2 HP (Dusclops)

Happy that Chai is finally gone but not happy with Helios's presence, Chaac calls upon the winds of The Anomaly to grant him a nice, friendly Hurricane to swarm the moth within. The winds rush in and crash into the moth viciously, even to the point of confusing him for 3 actions! Mind you, Chaac is so skilled he hasn't hit himself yet (but he's still confused...). Luckily, Helios manages to sense Chaac and fires a noisy Bug Buzz at the demon, inflicting some nice damage. Dusclops sits back and enjoys the show - he's so chill.

During action

Chaac (Hurricane) > (12+1.5) x 1.5 = [20 DMG/8 EN]
Helios (Bug Buzz) > (9+3+2.5) + 1.5 = [16 DMG/5 EN]
Dusclops (Chill) > [+12 EN]

Post-action
-2 HP (Dusclops)

edit: oops copy/pasta

frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 94 | 72
EN: 75 | 44
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
Taunt (Dusclops, 3 actions)
Confused (Chaac, 2 actions)
+1 Atk (Nimda, perm)
-1 Atk (both, perm)
TomoM.png
637.png

Chai (M) | Helios (M)
HP: KOed | 80
EN: KOed | 60
Intimidate | Flame Body
Prankster | Swarm

PAR (Helios, 10%)
Confused (Helios, 2 actions)

Rain pours for 3 more rounds!

rewindman's next Pokemon then GoldenKnight's actions!
 
let's not switch just yet

Cyclohm: Servine can taunt one of us, but not both of us, so Taunt it on the first action with Dusclops using its set up move. If you are the one hit by Taunt on the first action, go ahead and use Hurricane to Dragon Pulse to Hurricane and tier the attacks if you do use Taunt.

Taunt -> Hurricane -> Dragon Pulse if taunt is used on you action 1
Hurricane -> Dragon Pulse -> Hurricane if taunt isn't used on you action 1

Dusclops: If Taunt doesn't hit you, start off the round with a Toxic on Servine before using Ice Beam on the same target and using Shadow Ball on Volcarona. If Taunt is aimed at you, go ahead and use Shadow Ball on Volcarona to start off
 
Tangle: Looks like they're aiming for you, let's see how this goes. Start of by activatin Contrary, and i will be keeping it active until stated otherwise. Then fire a Glare against Cyclohm, making him have to deal with parafusion and hopefully not attack this round. From there, use Mirror Coat, which works even if you're taunted. You either hit cyclohm or Dusclops for massive damage, whichever one hits last. Finally, Use Leafstorm against Dusclops to net a nice special attack boost for later.

Helios: You're confused for sometime, which is unfortunate. But we'll still manage! Start off with a Bug Buzz against cyclohm, then attack Dusclops with a Hurricane, hopefullwe we can get some confusion hax there too. Finally use Bug Buzz against Cyclohm once more.
 
frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 94 | 72
EN: 75 | 44
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
Taunt (Dusclops, 3 actions)
Confused (Chaac, 2 actions)
-1 Atk (Dusclops, perm)
496.png
637.png

Tangle (F) | Helios (M)
HP: 90 | 80
EN: 100 | 60
Overgrow | Flame Body
Contrary | Swarm

PAR (Helios, 10%)
Confused (Helios, 2 actions)

Speed Order:
Tangle (83) - Chaac (80) - Helios (25) - Dusclops (21)

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

Round 4

rewindman recalls his lost Chai and sends out a... Tangle? How is this guy - someone contrary to victory - supposed to work against a Dragon AND a haunted ghost? Let's find out!

Tangle is so fast she moves in first and starts Glaring at Chaac. Ooo! This stare horrifies Chaac so much he's paralyzed in fear! (20 Spe for Chaac.) Despite having 25 Spe, Helios goes second and... despite the confusion, fires a raging Bug Buzz into Chaac's multiple heads for damage. Damage, yeah. Dusclops ain't liking the looks of Tangle and begins to mess her up by... uh... wait a minute, he's Taunted so he can't use Toxic! Uuuurgh! Chaac finally moves his fat butt and trips himself in confusion! At the very least, he didn't really harm himself and this makes him free of confusion!

During action

Tangle (Glare) > [6 EN]
Helios (Bug Buzz) > (9+3+2.5) = [15 DMG/9 EN]
Dusclops (Toxic) > Can't
Chaac (Hit Self) > (4-4.5) = [0 DMG/3 EN]

Post-action
-2 HP (Dusclops)

Hey, what's Tangle up to? She's staying low here it seems. Helios attempts to flap his wings for a Hurricane, but accidentally falls onto the ground for some odd reason in confusion! Dusclops shrugs at Helios and goes after Tangle - he fires a frosty Ice Beam that frostifies parts of her body! Chaac's anger grows from everything and he summons a Hurricane into the arena that smashes... I think it's Tangle! Aha! And would you look at that? Tangle seems a bit confused from the latest attack! It's only for 2 actions though. Still, Tangle was waiting for the last attack and successfully Mirror Coats it right back at Chaac for a huge amount of damage!

During action

Helios (Hit Self) > (4-1.5) = [3 DMG/3 EN]
Dusclops (Ice Beam) > (10+0) x 1.5 = [15 DMG/7 EN]
Chaac (Hurricane) > (12+1.5) x 1.5 = [20 DMG/8 EN]
Tangle (Mirror Coat) > [30 DMG/16 EN]

Post-action
-2 HP (Dusclops)

Happy that her plans have worked out so far, Tangle goes on the offensive... or tries to. She kinda slips on her tail and falls in confusion however! That's the last bit of it, so that's good. Happily, Helios has nothing (really) bad on himself and manages to squeak out a Bug Buzz onto Chaac for damage wamage. Dusclops charges up some ghostly matter and fires a Shadow Ball onto Volcarona for... damage. Ah, look at Chaac! He's all rattled up and fully paralyzed! This match is getting gayed very fast...

During action

Tangle (Hit Self) > (4-3) = [1 DMG/3 EN]
Helios (Bug Buzz) > (9+3+2.5) = [15 DMG/5 EN]
Dusclops (Shadow Ball) > (8+3+0) = [11 DMG/5 EN]
Chaac (Fully Paralyzed)

Post-action
-2 HP (Dusclops)

As the round wraps up, Dusclops is finally free from that flyer guy's Taunt! Yay!

frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 34 | 66
EN: 64 | 32
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
PAR (Chaac, 20%, 20% of Spe)
-1 Atk (Dusclops, perm)
496.png
637.png

Tangle (F) | Helios (M)
HP: 54 | 66
EN: 75 | 46
Overgrow | Flame Body
Contrary | Swarm

PAR (Helios, 5%)

Rain pours for 2 more rounds!

rewindman's actions!
 
Tangle: Alright, things are really looking up! Start off with a Leaf Storm against Cyclohm, racking up damage and gaining some special attack. Then use Giga Drain against Dusclops to steal some health, and finally use one last Leafstorm against the ghost!
If Cyclohm tries to slack off, go ahead and taunt it before hand.

Helios: Hurricane Cylclohm then Bug Buzz it. If it is somehow still standing, go ahead and finish it off with a Fiery Dance, but if not, then hammer Dusclops with a Hurricane!
 
oh, hello loophole

Clohm: Taunt Servine until it works and Slack Off (hopefully) twice to draw the taunts that will hopefully fail, but who knows in this thing

Dusclops: We can't finish Servine off here, but we can get him to the brink while saving Clohm! Use Trick Room -> Shadow Ball -> Ice Beam on Servine and hope nothing stops us
 
sorry gk if you're feeling a bit bad

frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 34 | 66
EN: 64 | 32
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
PAR (Chaac, 20%, 20% of Spe)
-1 Atk (Dusclops, perm)
496.png
637.png

Tangle (F) | Helios (M)
HP: 54 | 66
EN: 75 | 46
Overgrow | Flame Body
Contrary | Swarm

PAR (Helios, 5%)

Speed Order:
Tangle (83) - Helios (25) - Dusclops (21) - Chaac (20)

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

Round 5

Hating how she couldn't get her last Leaf Storm, Tangle foes for it again, this time on Chaac! The winds blow and the leaves slice and dice the dragon into multiple puffs. After executing the move, Tangle feels stronger all of a sudden! Helios takes advantage of the rain's presence and summons a swirling Hurricane that slams into Chaac with insane pressure. Well, good thing Shield Dust is there to protect Chaac from confusion! Dusclops helps aid his partner by setting up a Trick Room that's sure to make an advantage! Chaac then uses this action to Taunt Tangle about how screwed she's about to get. Oooo!

During action

Tangle (Leaf Storm) > (14+3-1.5) x .67 = [10 DMG/8 EN]
+2 SpA
Helios (Hurricane) > (12+2.5) = [15 DMG/8 EN]
Dusclops (Trick Room) > [10 EN]
Chaac (Taunt) > [10 EN]

Post-action
-2 HP (Dusclops)

Chaac shakes himself and attempts to control his paralyze... to a successful degree! Now he just Slacks Off like the lazy bum he is. Dusclops then moves in and shoots a horrifying Shadow Ball that pounds Tangle with a ghostly force. Helios tries to "finish off" Chaac with his Bug Buzz, which does manage to smack the dragon's eardrums hard, but he's still alive! Ah! Tangle has her attention immediately turned to Chaac, seeing how he Slacked Off. She then tries to Taunt... but as she's Taunted, she can't!

During action

Chaac (Slack Off) > +20 HP [13 EN]
Dusclops (Shadow Ball) > (8+3+0) = [11 DMG/5 EN]
Helios (Bug Buzz) > (9+3+2.5) = [15 DMG/5 EN]
Tangle (Taunt) > IMPOSSIBLE

Post-action
-2 HP (Dusclops)

Liking how things have turned out, Chaac just ignores the paralysis and soothes his body with another Slack Off. Dusclops bravely keeps his offensive pressure on Tangle and shoots a Ice Beam at her face, freezing parts of her cheeks with frosty pads. Seeing the mighty dragon still standing, Helios takes him to a dance class and shows him his fiery will. The flames crash down but don't seem to deal any significant damage. At the very least, it manages to upgrade Helios's SpA! Tangle keeps trying to Taunt Chaac, but the scary force of his manly Taunt is too much for her to bear.

During action

Chaac (Slack Off) > +20 HP [17 EN]
Dusclops (Ice Beam) > (10+0) x 1.5 = [15 DMG/7 EN]
Helios (Fiery Dance) > (8+3+2.5) x .67 = [9 DMG/5 EN]
+1 SpA
Tangle (Taunt) > IMPOSSIBLE

Post-action
-2 HP (Dusclops)

Helios is no longer paralyzed!

frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 25 | 60
EN: 24 | 10
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
PAR (Chaac, 15%, 20% of Spe)
-1 Atk (Dusclops, perm)
496.png
637.png

Tangle (F) | Helios (M)
HP: 28 | 66
EN: 67 | 28
Overgrow | Flame Body
Contrary | Swarm

Taunt (Tangle, 4 actions)
+1 SpA (Tangle and Helios, 1 round)

Rain pours for 1 more round! Trick Room for 3 more rounds!

GoldenKnight's actions!
 
ok, it's looking like both of your runs are ending soon :c

Clohm: Hurricane Servine -> Dragon Pulse on Servine if it's alive, chill and probably accept the fainting if Servine is knocked out -> Chill

Dusclops: Shadow Ball on Servine -> Chill -> Chill
 
Alright

Tangle, not much you can do here... Just use Mirror Coat, hopefully paralysis will kick in allowing you to take a hit. Spam leafstorm twice if by some miracle you survive after that, both at dusclops.

Helios: Bug Buzz the Cyclohm, then chill, and finally Bug Buzz Cyclohm.
 
frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: 25 | 60
EN: 24 | 10
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
PAR (Chaac, 15%, 20% of Spe)
-1 Atk (Dusclops, perm)
496.png
637.png

Tangle (F) | Helios (M)
HP: 28 | 66
EN: 67 | 28
Overgrow | Flame Body
Contrary | Swarm

Taunt (Tangle, 4 actions)
+1 SpA (Tangle and Helios, 1 round)

Speed Order:
Chaac (20) - Dusclops (21) - Tangle (83) - Helios (100)

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

Round 6

In an attempt to finish off the severely weakened Tangle, Chaac, despite the paralysis, calls upon the storming winds of Hurricane to come and smack the grass snake into common sense. Dusclops then joins in the fight against Tangle and fires off the finishing touch - a Shadow Ball! It shoots like a bullet and strikes the innocent girl without mercy. By then, Tangle wobbles, wobbles, and falls onto the ground, fainted! Angered at the lost of Tangle, Helios lets loose a Bug Buzz that screams into Chaac's ears! This effectively cut his remaining HP in half (or about that) - one more hit to go!

During action

Chaac (Hurricane) > (12+1.5) x 1.5 = [20 DMG/8 EN]
Dusclops (Shadow Ball) > (8+3+0) = [11 DMG/5 EN]
Helios (Bug Buzz) > (9+3+2.5) + 1.75 = [16 DMG/5 EN]

Post-action
-2 HP (Dusclops)

After the triumph, Chaac and Dusclops are severely worn out and decide to just chill out. This soothes their soul to recover a nice bit of energy! And would you look at that? Helios decides to chill alongside them too! But who would accept such an ugly moth to the party?

During action

Chaac (Chill) > [+12 EN]
Dusclops (Chill) > [+12 EN]
Helios (Chill) > [+12 EN]

Post-action
-2 HP (Dusclops)

Despite the fact that they've recovered, the crew of Chaac and Dusclops decide to chill again, although for a lessened amount. However, Helios is more than ready to continue the battle and rages a Bug Buzz into Chaac, which ultimately makes him so freaking annoyed he faints!

During action

Chaac (Chill) > [+8 EN]
Dusclops (Chill) > [+8 EN]
Helios (Bug Buzz) > (9+3+2.5) + 1.75 = [16 DMG/5 EN]

Post-action
-2 HP (Dusclops)

Suddenly, the skies start to clear up and the rain stops dropping. It's a clear sky after all! But it's still kinda tricky...

frontnormal-mcyclohm.png
356.png

Chaac (M) | Dusclops (M)
HP: KOed | 54
EN: KOed | 25
Shield Dust | Pressure
Static
Sheer Force
+10% Acc to foes (Dusclops)

Burn (Dusclops, -3 BAP, 2 DPA)
-1 Atk (Dusclops, perm)
496.png
637.png

Tangle (F) | Helios (M)
HP: KOed | 66
EN: KOed | 33
Overgrow | Flame Body
Contrary | Swarm


Rain is gone! Trick Room for 2 more rounds!

GoldenKnight's new Pokemon, then rewindman's new Pokemon and actions!
 
Ill go with Hyperion the Metagross

Hyperion: Start off with a Meteor Mash against Dusclops. Then use an Earthquake and finish it with a Meteor mash against Dusclops. If Meteor mash is disabled, replace the last action with Zen Headbutt

Helios: Start off with a Magnet Rise, and follow it up with a Fire Blast against Kitsunoh, and finally attack Kitsunoh with a Fiery Dance.
 
Dusclops: chill once and use pain split on hyperion. if we didn't faint because of energy loss, we can chill again, since that makes 5

Kitsunoh: lol woops, you shouldn't be in the battle. dig and stay under for the next action because i'm guessing that a boosted eq won't do as much as an eq/fire blast combo. We can then limp out and use will-o-wisp on metagross

let's pretend this is a complex plan to ride pain split to victory ;L;
 
Status
Not open for further replies.
Back
Top