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3v3 Doubles at the Oasis Arena! Limewire vs Lord Jesseus!

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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
Lord Jesseus accepts.

No switching/no items/all abilities

82.png


Magneton [Thundah] (Genderless)
Nature: Quiet
Type:

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 61 (70 / 1.15)

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


Abilities:

Sturdy: This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Magnet Pull: 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.

Analyze (DW): 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. (DW)

Moves:
Tri Attack
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electric Ball(*)
Lock-On(*)
Magnet Rise
Zap Cannon

Rain Dance
Thunderbolt(*)
Flash Cannon(*)
Volt Change(*)
Hidden Power [Fire]

176.png

Togetic [Kax$tar] (F)
Nature: Modest (SpA +*, Atk -*)

Type:

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).
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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 40

EC: 6/9
MC: 1
DC: 3/5

Abilities:

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
(DW) Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Moves:

Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Nasty Plot
Morning Sun
Extrasensory
Stored Power

Protect
Energy Ball
Flamethrower
Thunder Wave
Light Screen

533.png

Gurdurr [Clowncrete] (M)
Nature: Adamant (+* Atk, -* SpA)

Type:

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

Guts: (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.
Sheer Force: (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.
Iron Fist: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Gurdurr
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

EC: 6/9
DC: 3/5
MC: 0

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away
Rock Slide
Hammer Arm
Focus Punch

Drain Punch
Mach Punch
Wide Guard
Foresight

Bulk Up
Stone Edge
Payback
Double Team
Focus Punch

596.png

Galvantula [Omicron] (Female)
Nature: Modest (+SpA, -Atk)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 108

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
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:
String Shot
Leech Life
Spider Web
Thunder Wave
Screech
Fury Cutter
Electro Web
Bug Bite
Gastro Acid
Bug Buzz

Cross Poison
Disable
Faint Attack

Protect
Thunderbolt
Energy Ball
Thunder
Toxic

frontnormal-mkrilowatt.png

Krillowatt [Delta]
Nature: Quiet (+SpA, -15% Spe and +5% accuracy on enemy attacks)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 89 (-15%)

EC: 6/6
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.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks:
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Charge
Confuse Ray
Imprison
Aqua Jet
Thunder
Hydro Pump

Counter
Mirror Coat
Signal Beam

Thunder Wave
Thunderbolt
Scald
Earthquake
Hone Claws
Waterfall

404.png

Luxio [Epsilon] (Male)
Nature: Adamant (+Atk, -SpA)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60

EC: 5/9
MC: 10
DC: 5/5

Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
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.
Guts: (DW) (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.

Attacks:
Tackle
Leer
Charge
Bite
Spark
Roar
Swagger
Crunch

Double Kick
Ice Fang
Quick Attack

Toxic
Thunder Wave
Wild Charge

Limewire's first two Pokemon
Lord Jesseus's first two Pokemon and actions
Limewire's actions
gogogogogogo
 
Electric mons, eh? Kax$tar (Togetic), this may sound suicidal but you have the bulk to take on a few Tbolts and and soften up our foes. Take one for the team! Clowncrete (Gurdurr), your powerful punches should help us out here, so go!
 
Ok, let's start with Galvantula and Luxio. Luxio's Intimidate should get things started in our favour before blows are even exchanged which is nice.
Ok, Togetic seems like an easy target, but it also has Protect. I want you both to spam Spark and Thunder (Luxio/Galvantula respectively) against it, but in the event of a Protect, switch targets to Gurdurr, with Galvantula swapping Thunder for Screech.
 
Kax$tar: You will have to take a beating here. I want you to set up a Light Screen first to ease up any damage. Next, take a Yawn at that awfully boring Luxray. Try to finish off by using a Morning Sun to patch up.

Clowncrete: The key to dominating double battles is to cause damage to both foes at the same time. It is a shame you don't carry Earthquake, but you have the next best thing- Rock Slide! In fact, I want you to launch a SheerForce-boosted Rock Slide at both our foes. Whoah, are you intimidated by that Luxio? Don't worry- be a man and Bulk Up! Finish this off by launching another SheerForce-boosted Rock Slide!
 
Special Notice: Although Intimidate is type "Can be Activated" which means "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 will make Intimidate as it is in-game... because it's PO! (Well, honestly, I never see anyone use Intimidate if it uses an action, so this is a good test to see how it works without using an action!)

(lol that was copy/pasta but I figured it could also apply here)
176.png
533.png

Kax$tar (F) | Clowncrete (M)
HP: 90 | 100
EN: 100 | 100
Serene Grace | Guts
Hustle
| Sheer Force
596.png
404.png

Omicron (F) | Epsilon (M)
HP: 100 | 100
EN: 100 | 100
Compoundeyes | Rivalry
Unnerve | Intimidate
Swarm | Guts

Speed Order:
Omicron (108) - Epsilon (60) -
Kax$tar and Clowncrete (40)

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

Round 1: Rumble in the Desert

So there's one trainer who has a force of lightning behind his back and there's another one with a brain full of evil tactics! They unleash their Pokemon and this sandy battle begins!

Epsilon screeches outward into the arena in his warcry of doom, intimidating both Kaxstar and Clowncrete and thus lowering their Attack stat! Omicron, now much less afraid of her foes, joins the fray and calls the Thunder! From the clear sky it zaps perfectly clean, mostly due to Omicron Compoundeyes! Epsilon then leaps into combat and slams into Kaxstar with a mad Spark attack! Kaxstar is immediately thrown onto the ground, with Epsilon on top... until Epsilon grows weary and backs off for a bit. Recovering from the snap of electric and electrical charge, Kaxstar finds the need to set up a Light Screen so the pain next time is lessened. Clowncrete, who sat there staring the entire time, finally grows a pair and, with the help of the neighboring randoms rocks of the oasis, hurls a Rock Slide that smashes both Omicron and Epsilon! Now THAT was Sheer Force!

During action
Epsilon (Intimidate both): [2 EN]
Omicron (Thunder Kaxstar): (12+3+1.5) x 1.5 = 24.75 ~ [25 DMG/7 EN]
Epsilon (Spark Kaxstar): (7+3+1.5) x 1.5 = 17.25 ~ [17 DMG/4 EN]
Kaxstar (Light Screen): [8 EN]
Clowncrete (Rock Slide Both): [6 EN]
Vs Omicron: (6+2+4.5) x 1.5 = 18.75 - 1.5 = 17.25 ~ [17 DMG]
Vs Epsilon: (6+2+4.5) = 12.5 - 1.5 = [11 DMG]

Blind by fury and rage, both Omicron and Epsilon take the next step of their assault and unleash their duo of Thunder and Spark onto Kaxstar! Both attacks strike and although the Thunder portion was greatly weakened by the heavenly screen, it still managed to paralyze (20%) the little female angel for good! Now the faster of the two, Epsilon mans up and bulks his muscles up so that it looks like he just took steroids. Gladly, Kaxstar isn't rendered fully paralyzed yet and manages to scream a Yawn into Epsilon's ears for being a boring move spammer. I would too.

During action
Omicron (Thunder Kaxstar): (12-5+3+1.5) x 1.5 = 17.25 ~ [17 DMG/11 EN]
Epsilon (Spark Kaxstar): (7+3+1.5) x 1.5 = 17.25 ~ [17 DMG/8 EN]
Kaxstar (Yawn Epsilon): [7 EN]
Clowncrete (Bulk Up): [6 EN]

For the last action of the round, guess what, Omicron advances through and calls God to deliver the finishing blow onto Kaxstar. With a smile he does and a Thunder comes crashing onto the ground, electrifying Kaxstar! This does her in as she flutters around, weakened, and collapses onto the sands of the arena, fainted. Epsilon just sits there in awe of the event, but it wasn't like he was ordered to go Spark Clowncrete too (because he wasn't). Angry and frustrated at the lost of his girlfriend Kaxstar, Clowncrete rages hard and summons a terrifying Rock Slide that smashes both Omicron and Epsilon into bits and pieces. They're still in one piece though...

During action
Omicron (Thunder Kaxstar): (12-5+3+1.5) x 1.5 = 17.25 ~ [17 DMG/15 EN]
Kaxstar fainted!
Epsilon (did nothing)
Clowncrete (Rock Slide Both): [6 EN]
Vs Omicron: (6+2+4.5) x 1.5 = 18.75 ~ [19 DMG]
Vs Epsilon: (6+2+4.5) = 12.5 = [13 DMG]

176.png
533.png

Kax$tar (F) | Clowncrete (M)
HP: KOed | 100
EN: KOed | 82
Serene Grace | Guts
Hustle
| Sheer Force
+1 Atk/Def (Clowncrete, 1 more round)
-1 Atk (Clowncrete, PERM)
Light Screen (3a)
596.png
404.png

Omicron (F) | Epsilon (M)
HP: 64 | 76
EN: 67 | 88
Compoundeyes | Rivalry
Unnerve | Intimidate
Swarm | Guts

Drowsy (Epsilon, sleeps after 1 more action)

Limewise's new Pokemon and actions!
 
owchy. Limewire sends out Thundah the Magneton!

Thundah: Bleh. That round didn't go so well. Luxio will go to sleep in a while, so let's leave him alone and concentrate on that tarantula! First of all, rattle it with your Metal Sound. Now we can fry it with Hidden Power Fire! Finish this off with another Hidden Power Fire, however, if the tarantula attempts to disable HP Fire, then use Thunderbolt in the third slot instead.

Metal Sound (Gavantula) ~ HP Fire (Gavantula) ~ HP Fire / Thunderbolt (Gavantula)

Clowncrete: Alright, its time to stop fooling around. Luxio should not be too big of a worry, so start off with a Rock Slide of Sheer Force! But wait! Only target Gavantula this time. Why, you ask? Well, Rock Slide becomes a bit weaker if you target multiple mons, or so I'm told. Oh look, Luxio is asleep now! Thundah should take care of the spider, so smash Luxio with a Hammer Arm. If it is still sleeping, then wake Luxio up with a Wake-Up Slap, otherwise, smack it with a Drain Punch.

SheerForce Rockslide (Gavantula only) ~ Hammer Arm (Luxio) ~ Wake-Up Slap / Drain Punch (Luxio)
 
Flora Intimidate's description states that Intimidate activates auomatically when the Pokemon is first sent out, but that future uses take an action:

"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."

I confirmed this on IRC a while back too.

Anyway, they criticise us for being boring and... well they're right. Luckily, now that we move second we no longer have to be paranoid of Bide, so let's make things more interesting this time around.

Clowncrete thinks he's clever but Galvantula let's disable that Rock Slide before he uses it. Luxio, get your Rivalry happening and strike that Clown with a Wild Charge before slep sets in.
Galvantula, Thunder on Gurdurr. After that, use Disable again, this time stopping the damage from Magneton's Hidden Power. Yeah being the fastest is pretty Ace. Luxio if you wake up for any reason Wild Charge Gurdurr until the end of the round. Boring spam because I have not given you enough good moves yet.
 
Oh, it seems Deck Knight has fixed it up when I was unaware. Well, that's clearer now!

As for Rivalry, the description says the Pokemon in question must be of the same egg group, otherwise Luxio isn't receiving a boost or drop. Gurdurr isn't of a Field-type Pokemon (which Luxio is). So yeah, no Rivalry.
82.png
533.png

Thundah | Clowncrete (M)
HP: 90 | 100
EN: 100 | 82
Sturdy | Guts
Magnet Pull
| Sheer Force
Analyze
+1 Atk/Def (Clowncrete, 1 more round)
-1 Atk (Clowncrete, PERM)
Light Screen (3a)
596.png
404.png

Omicron (F) | Epsilon (M)
HP: 64 | 76
EN: 67 | 88
Compoundeyes | Rivalry
Unnerve | Intimidate
Swarm | Guts

Drowsy (Epsilon, sleeps after 1 more action)

Speed Order:
Omicron (108) - Thundah (61) - Epsilon (60) - C
lowncrete (40)

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

Round 2: A Shocking Entrance!

The trainer who got owned first round decides to recall Kaxstar and send out a bit more healthier foe for the opponent - Thundah! However, Omicron take total caution of the bodybuilder known as Clowncrete and Disables his ability to use Rock Slide right off the bat! Not liking the evil tarantula, Thundah gives her a very loud BEEPing noise in the form of Metal Sound! Whooo, now HER eyes are ringing! Epsilon quickens his pace as the inevitable that is sleep is about to come. He wildly charges Clowncrete with incredible force before suddenly closing his eyes for a 2-action sleep! Poor Clowncrete. He can't manage a single attack!

During action
Omicron (Disable Clowncrete's Rock Slide): [6 EN]
Epsilon (Wild Charge Clowncrete): (9+3+1.5) = 13.5 - 1.5 = [12 DMG/3 Recoil/6 EN]
Thundah (Metal Sound Omicron): [5 EN]
Clowncrete (Nothing)

Happy about the success from Disable, Omicron goes onto the offensive and slams Clowncrete with a smacking Thunder! Gladly, the Light Screen is still there and deflected some of the charges. Thundah grows weary of this annoying tarantula and attempts to eradicate her existence by unleashing the Hidden Power within it. This one's pretty fiery and burns Omicron up a bit, but of course it can't really burn. :( Clowncrete, still rattling from the electric shock, picks up some courage and makes his way toward Epsilon. He smiles with crackling electrical fury and smashes down on the lion's head with a Hammer Arm of great justice! Afterward, he's now slower than a slug.

During action
Omicron (Thunder Clowncrete): (12-5+3+4.5) = 14.5 ~ [15 DMG/7 EN]
Epsilon (Nap time)
Thundah (HP Fire Omicron): ((7+2)+4.5) x 1.5 = 20.25 + 1.5 = [22 DMG/5 EN]
Clowncrete (Hammer Arm Epsilon): (10+3+4.5) = 17.5 ~ [18 DMG/6 EN]

Sensing danger from the Hidden Power assaults, Omicron immediately flips out and Disables the move from Thundah's mind. Sheesh, Disabling everything, huh? Epsilon, oh I forgot about you. He's still sleeping, that sleepyhead! As for Thundah, it looks like it was prepared for the Disable as instead of trying to remember the move, it fires a Thunderbolt at Omicron instead... for not very effective damage. Last in line is Clowncrete, and he seems to want to take advantage of Epsilon's sleepiness. He creeps toward the lion's face and IT'S WAKE UP TIME! A wake-up slap is performed for major damage and Epsilon is immediately shaken up! Oh, but sorry, your action has already passed! Too bad!

During action
Omicron (Disable Thundah's HP Fire): [6 EN]
Epsilon (snore)
Thundah (Thunderbolt Omicron): ((10+2)+3+4.5) x .67 = 11.7 + 3 = [16 DMG/6 EN]
Clowncrete (Wake-Up Slap): (12+3+4.5) = 19.5 ~ [20 DMG/4 EN]

Afterward, it seems like it's time to say good-bye to the Light Screen that shrouded Thundah and Clowncrete! Oh, and the Bulk Up boosts too. Bye-bye!

82.png
533.png

Thundah | Clowncrete (M)
HP: 90 | 73
EN: 84 | 72
Sturdy | Guts
Magnet Pull
| Sheer Force
Analyze
Disable (Clowncrete, Rock Slide, 3 more actions)
Disable (Thundah, HP Fire, 5 more actions)
-1 Atk (Clowncrete, PERM)
-1 Spe (Clowncrete, 1 more round)
596.png
404.png

Omicron (F) | Epsilon (M)
HP: 26 | 35
EN: 48 | 82
Compoundeyes | Rivalry
Unnerve | Intimidate
Swarm | Guts

-1 SpD (Omicron)

Lord Jesseus's actions!
 
Ok, let's try and pick off that Clown.
Luxio, hit Clowncrete with Wild Charge, Spark, Wild Charge!
Omicron, you hit him Thunder, Thunderbolt, Thunder! But if he targets you with Bide beginning action 1, change the last action to Protect!
also, I saw Limewire's message. If after 4 days it appears he's not able to get internet, I'l push for DQ but until then I'm happy to wait. Also If he does get DQ'd, I think its only fair that he still gets his counters for the fair warnign he gave.
 
Clowncrete: Quickly! Our foe's have very little health left, so we can hopefully pick them off before they do too much damage. Your attack is lowered and we don't have enough time to use bulk up, so it is time for some creativity. I want you to use Hammer Arm on Gavantula- according to the data thread, Hammer Arm can send Gavantula a-flying if it hits, so try to knock it into the water. Now we'll focus on Luxio. Patch up with a Drain Punch, and quickly Mach Punch it in the face.

Thundah: Try to focus on Gavantula. First, hit it with a Flash Cannon. By your second action, Gavantula should be in the water (I hope), where your electric attacks will hopefully deal a bit more damage. If so, then fry the bug with Thunderbolt and Thunderbolt! Also, remember to switch your attacks to Luxio if Gavantula faints.
 
82.png
533.png

Thundah | Clowncrete (M)
HP: 90 | 73
EN: 84 | 72
Sturdy | Guts
Magnet Pull
| Sheer Force
Analyze
Disable (Clowncrete, Rock Slide, 3 more actions)
Disable (Thundah, HP Fire, 5 more actions)
-1 Atk (Clowncrete, PERM)
-1 Spe (Clowncrete, 1 more round)
596.png
404.png

Omicron (F) | Epsilon (M)
HP: 26 | 35
EN: 48 | 82
Compoundeyes | Rivalry
Unnerve | Intimidate
Swarm | Guts

-1 SpD (Omicron)

Speed Order:
Omicron (108) - Thundah (61) - Epsilon (60) - C
lowncrete (rly slw)

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

Round 3: ThunderChargePunch!

Omicron can't think of doing anything else so she just pummels Clowncrete with a strong Thunder from the skies. Thundah is about the same too and just flashes her err its cannon onto Omicron for a bit of metallic damage. Epsilon doesn't feel like doing supporting too and just wildly charges into Clowncrete because he's a hater. Clowncrete finally moves his butt and thrashes a Hammer Arm into Omicron, which for some reason manages to smack her all over to the righthand lake! Ploop! After the attack, Clowncrete is feeling a bit slowed...

During action
Omicron (Thunder Clowncrete): (12+3+4.5) = 19.5 ~ [20 DMG/7 EN]
Thundah (Flash Cannon Omicron): ((8+2)+3+4.5) x .67 = 11.7 + 1.75 = 13.4 ~ [13 DMG/5 EN]
Epsilon (Wild Charge Clowncrete): (9+3+1.5) = 13.5 ~ [14 DMG/4 Recoil/6 EN]
Clowncrete (Hammer Arm Omicron): (10+3+4.5) x .67 = 11.7 - 1.75 ~ [10 DMG/6 EN]

Mm, water. Omicron doesn't really mind it too much yet and floats on top of the lake. From there, she manages to charge up a Thunderbolt, shocking all the fishies and killing them while mostly firing a beam onto Clowncrete! How shocking! Now the doombringer - Thundah - floats toward the lake and eyeballs down Omicron with a mean eye. Suddenly, it zaps the wet Omicron with an incredible Thunderbolt that explodes with water and electric until it's all over. As a result of the attack, it seems like Omicron has fainted to the huge discharge of electricity! Epsilon roars in anger, with Sparks popping uncontrollably out of his cheeks. He then runs over to Clowncrete and smashes him with all his power. Clowncrete takes the attack like a pimp and smacks him up with a Drain Punch!

During action
Omicron (Thunderbolt Clowncrete): (10+3+4.5) = 17.5 ~ [18 DMG/6 EN]
Thundah (Thunderbolt Omicron): ((10+2)+3+4.5) x .67 = 13 + 1.75 = 14.8 ~ [15 DMG/6 EN]
Epsilon (Spark Clowncrete): (7+3+1.5) = 11.5 ~ [12 DMG/4 EN]
Clowncrete (Drain Punch Epsilon): (8+3+4.5) = 15.5 - 1.75 ~ [14 DMG/7 HEAL/11 EN]

With Omicron out of the way, it's time to gank on Epsilon! Clowncrete uses the force of Mach to Punch Epsilon right in the face! Thundah just shocks the lightning lion with a sharp Thunderbolt blast from its inside. Oh no! Epsilon seems a bit dizzy... and he dazes off into Wonderland. Well, it's more like he fainted!

During action
Clowncrete (Mach Punch Epsilon): (4+3+4.5) = 11.5 - 1.75 = [10 DMG/2 EN]
Epsilon (hi)
Thundah (Thunderbolt Epsilon): ((10+2)+3+4.5) x .67 = [13 DMG/10 EN]

82.png
533.png

Thundah | Clowncrete (M)
HP: 90 | 16
EN: 63 | 54
Sturdy | Guts
Magnet Pull
| Sheer Force
Analyze
Disable (Thundah, HP Fire, 2 more actions)
-1 Atk (Clowncrete, PERM)
-1 Spe (Clowncrete, 1 more round)
596.png
404.png

Omicron (F) | Epsilon (M)
HP: KOed | KOed
EN: KOed | KOed
Compoundeyes | Rivalry
Unnerve | Intimidate
Swarm | Guts


K Lord Jesseus has:
frontnormal-mkrilowatt.png


Limewire's actions!
 
:O it actually worked!?

Clowncrete: Eh, you'll probably be floored by this shrimp thing, but that does not mean we can't go out with a bang! If Krillowatt tries to use Hone Claws on the first action, pummel it with a Hammer Arm. If not, then quickly use Mach Punch before it does too much damage. Your last two actions are to use Mach Punch.

Hammer Arm (if it uses Hone Claws) / Mach Punch (if not) ~ Mach Punch ~ Mach Punch

Thundah: We have no idea what Krillowatt is capable of, so be careful. For now, it is best if we straight-out attack it with Thunderbolt, Volt Change, and another Thunderbolt. Oh wait, that thing learns Mirror Coat!? Oh dear, that will be troublesome. Well, if Krillowatt uses Mirror Coat, then replace your move on that action with Metal Sound, but do this only once.

Thunderbolt ~ Volt Change ~ Thunderbolt. Replace action with Metal Sound if Krillowatt uses Mirror Coat on the same action, but do this only once.
 
lol i forgot about the Analyze boost the entire match - it's only now that i've implemented it, sorry, but at least it looks so darn close now (maybe)! i think i'll go back and add in the +2s and see what happens.
(edit: nothing interesting happened)
82.png
533.png

Thundah | Clowncrete (M)
HP: 90 | 16
EN: 63 | 54
Sturdy | Guts
Magnet Pull
| Sheer Force
Analyze
Disable (Thundah, HP Fire, 2 more actions)
-1 Atk (Clowncrete, PERM)
-1 Spe (Clowncrete, 1 more round)
frontnormal-mkrilowatt.png

Delta
HP: 125
EN: 100
Trace
Magic Guard
Shell Armor
+10% Acc to foes

Speed Order:
Delta (89) - Thundah (61) - C
lowncrete (slowbutt)

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

Round 4: DESTROY ALL FOES!

Out pops a small fry! Let's see what it's capable of doing!

Before anyone makes a move, Clowncrete immediately rushes to Delta and smacks him with a hard, swift Mach Punch. Delta waves the attack off and starts heating his mouth and spitting out a Scald onto Clowncrete for a nice amount of damage! Aha! This leaves Clowncrete with exactly 2 HP - Lucky! What's also lucky is that no burn came to finish the job! Thundah comes from behind and ganks Delta with a shocking Thunderbolt, though the shrimp still has plenty of oomph left in it! At the very least, Thundah is very Analytic about its attacks!

During action
Clowncrete (Mach Punch): (4+3+3) = [10 DMG/2 EN]
Delta (Scald Clowncrete): (8+3+3) = [14 DMG/5 EN]
Thundah (Thunderbolt): ((10+2)+3+3) = [18 DMG/6 EN]

Yet again, Clowncrete races time to smash Delta up with another painful Mach Punch! This pisses the shrimp off so much he makes an Earthquake that makes not only the desert mad, but Clowncrete and Thundah too! Ah! Clowncrete! Look at him! He's in a daze! He has totally lost it! And he just collapses, oh boy! That's a faint for sure! As for Thundah, despite the fact that its terrible Electric/Steel typing holds a horrifying dual weakness to Ground, it's still Sturdy enough to rock on! There it fires a Volt Change onto Delta that manages to deal some decent damage albeit no switching to a Grass-type! Sorry! You must remain in Hell!

Oh by the way, Thundah seems to have remembered how to shoot Hidden Power Fires! Not like it matters though...

During action
Clowncrete (Mach Punch): (4+3+3) = [10 DMG/2 EN]
Delta (Earthquake): [7 EN]
Vs Clowncrete: KO
Vs Thundah: ((7.5-1)+0) x 2.25 = 14.6 ~ [15 DMG]
Thundah (Volt Change): ((7+2)+3+3) = [15 DMG/4 EN]

With Clowncrete out of the field, Delta's Earthquakes are about to destroy Thundah's world now! It doesn't stop the advantage as it does indeed summon a Earthquake to smash Thundah's dreams and shatter its desires. By then, the electrical anger within Thundah awakens and a fury of Thunderbolts is raises to strike Delta! The sparks of war have just started and are about to end...

During action
Delta (Earthquake): ((10-1)+0) x 2.25 = 20.25 ~ [20 DMG/11 EN]
Thundah (Thunderbolt): ((10+2)+3+3) = [18 DMG/6 EN]

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533.png

Thundah | Clowncrete (M)
HP: 55 | KOed
EN: 47 | KOed
Sturdy | Guts
Magnet Pull
| Sheer Force
Analyze
frontnormal-mkrilowatt.png

Delta
HP: 54
EN: 77
Trace
Magic Guard
Shell Armor
+10% Acc to foes


Lord Jesseus's actions!
 
Ok Krilly, just keep on Quakin. If he tries to escape with Magnet Rise, replace the next relevant action with Hydro Pump and continue that for the round.

Earthquake~Earthquake~Earthquake
If Magnet Rise is used, replace all following Earthquakes with Hydro Pump.

Why do I get +10% accuracy?
Floraedit: It's Krilly's Quiet nature that gives 10% Acc to foes
edit: lol right now i get it
 
Oh crap how did I not realize it had Earthquake?

Thundah, it is vital that you avoid earthquake at all costs. Magnet Rise ~ Thunderbolt ~ Thunderbolt.
 
Just to like Limewire know that Magneton has Rank 3 SpD, not Rank 2.
82.png

Thundah
HP: 55
EN: 47
Sturdy
Magnet Pull

Analyze
frontnormal-mkrilowatt.png

Delta
HP: 54
EN: 77
Trace
Magic Guard
Shell Armor
+10% Acc to foes


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

Round 5: ThunderPump

LET'S D-D-D-D-D-DUEL!

As Delta attempts to create another makeshift Earthquake, Thundah puts the rise in its magnets - it's now floating! Delta immediately shifts gears and shoots a Hydro Pump that pounds Thundah's face with pressurized water. And again! Another shot of Hydro Pump is shot and Thundah is just drowning in misery! At the very least, Thundah is able to man up, take the water heroically, and fire a Thunderbolt to shock Delta! The round ends with the two being uncreative bastard and firing off a Hydro Pump and Thunderbolt at each other, respectively. Who's dying?

During action
Delta (Hydro Pump): ((12-1)+3+1.5) = 15.5 ~ [16 DMG/7 EN]
Thundah (Magnet Rise): [4 EN]

Delta (Hydro Pump): ((12-1)+3+1.5) = 15.5 ~ [16 DMG/11 EN]
Thundah (Thunderbolt): ((10+2)+3+3) = [18 DMG/6 EN]

Delta (Hydro Pump): ((12-1)+3+1.5) = 15.5 ~ [16 DMG/15 EN]
Thundah (Thunderbolt): ((10+2)+3+3) = [18 DMG/10 EN]

82.png

Thundah
HP: 7
EN: 27
Sturdy
Magnet Pull

Analyze
Magnet Rise (3a)
frontnormal-mkrilowatt.png

Delta
HP: 18
EN: 44
Trace
Magic Guard
Shell Armor
+10% Acc to foes


Limewire's actions!
 
Ok so I'm probabaly going to win anyway but the Earthquakes were not to be replaced by Hydro Pumps until after the Magnet Rise, and since Krillowatt is faster he could've gotten one in before Magneton escaped. (You weren't clear enough on that sorry!)

Oh well, it only has 7 HP, let's not mess around with Hydro Pump when a Scald will comfortably finish him off.
Scald x3

edit: alternatively detect chill detect for the energy loss ko... nah
And yes Limewire, EQ is the reason I saved Krillowatt. :D
 
82.png

Thundah
HP: 7
EN: 27
Sturdy
Magnet Pull

Analyze
Magnet Rise (3a)
frontnormal-mkrilowatt.png

Delta
HP: 18
EN: 44
Trace
Magic Guard
Shell Armor
+10% Acc to foes


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

Round 6: A Scald to End

Seeing how weak its opponent is, Delta laughs maniacally, breaths in some of the oasis heat, mixes it with the water in its mouth, and fires a steaming Scald that splashes over the poor Thundah and causes it to faint, mostly due to malfunctioning magnets! All the sands of the area turn bloody cold and it's only then that we know who the true victor is...

During action
Delta (Scald): ((8-1)+3+1.5) = 11.5 ~ [12 DMG/5 EN]

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Thundah
HP: KOed
EN: KOed
Sturdy
Magnet Pull

Analyze
Magnet Rise (3a)
frontnormal-mkrilowatt.png

Delta
HP: 18
EN: 39
Trace
Magic Guard
Shell Armor
+10% Acc to foes


good game! it was actually a lot closer than i thought! another tbolt would've finished delta off!

Prizes!

Limewire (L) - 3 TCs
- Thundah > 1 EC | 2 MCs
| 2 KOCs
- Kaxstar > 1 EC | 2 MCs | 1 DC
- Clowncrete > 1 EC | 2 MCs | 1 DC

Lord Jesseus (W) -
3 TCs
- Omicron >
3 MCs | 1 KOC
- Delta > 3 MCs | 2 KOCs
- Epsilon > 1 EC | 2 MCs

Flora - 6 Ref Tokens
 
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