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Ullar's looking a little Frosty!!

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Awesome. My Team:

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Dusclops * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (25*0.85v) (-)

EC: 7/9
MC: 0
DC: doesn't matter

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:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Fire Punch
Thunder Punch
Ice Punch
Gravity
Bind
Shadow Punch
Curse

Destiny Bond (*)
Pain Split (*)
Imprison (*)

Trick Room (*)
Will-o-Wisp (*)
Return (*)
Earthquake
Rock Slide
Focus Punch
Counter
Substitute
Protect

126.png


Magmar [Efreet] (Male)
Nature: Hasty (+15% to speed, +19% accuracy; Subtracts One (1) Rank From Defense)

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. Superior senses in volcanic or brushfire areas.

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.
Vital Spirit (DW): [LOCKED] (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 106 (+)

EC: 4/9
MC: 3
DC: 2/5

Moves:
Ember
Smog
Leer
Fire Punch
Smokescreen
Faint Attack
Fire Spin
Confuse Ray
Fire Blast
Sunny Day
Flamethrower

Mach Punch
Cross Chop
Flare Blitz

Psychic
Will-o-Wisp
Protect
Counter

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Lampent [Jalhalla] (M)

Nature: Relaxed (+ Defense, - Speed)

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:
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.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Shadow Tag (DW): [LOCKED] (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 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 47 (-)

EC: 6/9
MC: 0
DC 2/5

Attacks:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Hex
Pain Split

Heat Wave
Haze
Endure

Trick Room
Solarbeam
Shadow Ball
Sunny Day
Fire Blast

Thanks.
Can Frosty handle the heat??

UllarWarlord said:
172.png

<Pichu> [Battery] (Male)
Nature: Rash (+SpA, -SpD)
Type: Electric
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.

Abilities:
Static: (Type: 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.

Lightningrod: (Type: Innate) [DW, Locked]
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.

Stats:
HP: 80
Atk: Rank 2
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 10

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

Attacks:
Thundershock
Charm
Tail Whip
Thunder Wave
Sweet Kiss
Nasty Plot

Volt Tackle
Wish
Fake Out

Thunderbolt
Substitute
Grass Knot

Pain Split
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<Duskull> [Count Black] (Male)
Nature: Quiet (+SpA, -Spe)
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate: (Type: Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 80
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 21 (-, -10% evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/9
MC: 0
DC: N/A

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit

Imprison
Dark Pulse
Pain Split

Toxic
Shadow Ball
Ice Beam

Can Ullar battle both the heat and the cold?

Rules said:
2v2 Training NFE Singles
2 Day DQ Time
1 Substitution
0 Recovery Moves
2 Chills
Items On
Switch = yeah right
Abilities = one
Arena: The Underground Arena of Doom.
In the frenzy to find a good place to fight, the battlers have the terrible idea to go underground. They reach a cavern with rock-solid floor, conveniently placed Stalagtites and Stalagmites, near a big lava lake. The lake itself is unreachable, but it emits so much heat that all water bodies in the cave are boiling and all fire attacks are enhanced. The cavern is as stable as it gets and it won't go down that easily. The stalagtites, in the other hand, may go down if one tries hard enough.

And yeah, you (stupid) are there to enjoy the weather and battle.

Summary:
- Stalagmites and Stalagtites.
- Intense Heat
- +1BP for all Fire Attacks
- All Water Attacks have 30% burn chance (ya hallo thar Scald) and Scald itself gets guaranteed burn.

Ok, according to the arena, I am assuming that there are 6 Stalagmites and 6 Stalagtites. Each of them will be a Size Class of 7. They can be destroyed by a move of 9BAP or more.

With the Intense Heat, I am assuming that water attacks have their BAP decreased by 2.

The hot water will have a 50% burn chance for any pokemon using Dive unless they have Thick Fat or are a Fire Type. There will also be a 50% chance for any pokemon using Dig of being Burned unless they have Thick fat or are a Fire Type.

Ullar made the challenge, so he sends out his mon and equips his item.
Frosty does the same plus actions
Ullar makes his actions.
I ref.
 
I meant LC, but owell. WE CAN DO THIS.

GO, COUNT BLECK! TAKE THIS EXPERT BELT!

FOR VICTORYYYYYYYYYYY
 
I send out Efreet the Magmar with Flame Body and Jalhalla the Lampent with Flame Body and Eviolite.

Actions:

Efreet: Fire Blast (Pichu) - Flamethrower (Duskull) - Fire Blast (Pichu)
Sub 1:
If Pichu uses Thunder Wave against Efreet, replace action with Protect, but only once.

Lampent: Imprison (Duskull) [Confuse Ray - Pain Split - Imprison] - Shadow Ball (Duskull) - Heat Wave
 
Oh. Didn't see that. Sorry.

I'll send out Jalhalla the Lampent with Eviolite

Lampent: Imprison (Duskull) [Confuse Ray - Pain Split - Imprison] - Shadow Ball - Fire Blast
 
Please note that I'll be gone for the next couple of days and will be unable to ref due to crappy Internet. I'll ref upon my return. Sorry for the inconvenience.
 
BUMP

Couple of days has passed <_<. Will you be able to ref this? Personally I can wait 2 more days, but I really don't want this to be forgotten.
 
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Count Bleck (M) @Expert Belt
HP: 80 | EN: 100 | Spe: 21
Ranks: 2/3/3/3
Size: 1 | Weight: 2
Abilities: Levitate
Other: -10% eva
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Jalhalla (M) @Eviolite
HP: 90 | EN: 100 | Spe: 47
Ranks: 2/5/3/3
Size: 5 | Weight: 7
Abilities: Flame Body, Flash Fire
Other:

And we’re off! The battle of the two ghost type pokemon at this strange place…Jalhalla starts of by locking some of Count Bleck’s moves. One has to wonder why he locked Confuse Ray instead of, say Shadow Ball. Count Bleck then goes ahead and uses Toxic, getting in some long-term advantage. The two pokemon then exchange attacks, and even through eviolite, Count Bleck seems to be doing the more damage. How will this battle play out…?

Jalhalla uses Imprison -8 en
(Confuse Ray-Pain Split-Imprison) imprisoned for 6 actions
Count Bleck uses Toxic -7 en

Jalhalla uses Shadow Ball -5 en
To crit 4322 no
To drop 2751 no
(8+3)*1.5=16.5
Count Bleck uses Dark Pulse -6 en
To crit 2877 no
(8+2)*1.5=15

Jalhalla uses Fire Blast -7 en
To hit 8911 yes
To crit 9484 no
To burn 2581 no
(12+3+1)=16
Count Bleck uses Shadow Ball -5 en
To crit 1943 no
To drop 3046 no
(8+3+2)*1.5=19.5
Jalhalla -3 hp Toxic
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Count Bleck (M) @Expert Belt
HP: 47 | EN: 82 | Spe: 21
Ranks: 2/3/3/3
Size: 1 | Weight: 2
Abilities: Levitate
Other: -10% eva, Confuse Ray|Pain Split|Imprison locked for 3a
608.png

Jalhalla (M) @Eviolite
HP: 52 | EN: 80 | Spe: 47
Ranks: 2/5/3/3
Size: 5 | Weight: 7
Abilities: Flame Body, Flash Fire
Other: BPSN (2 NR)
 
Fire Blast - COMBO (Shadow Ball + Shadow Ball) - cooldown.

IF Fire Blast Misses A1, replace A2 with Shadow Ball and A3 with COMBO (Shadow Ball + Shadow Ball).
 
355.png

Count Bleck (M) @Expert Belt
HP: 47 | EN: 82 | Spe: 21
Ranks: 2/3/3/3
Size: 1 | Weight: 2
Abilities: Levitate
Other: -10% eva, Confuse Ray|Pain Split|Imprison locked for 3a
608.png

Jalhalla (M) @Eviolite
HP: 52 | EN: 80 | Spe: 47
Ranks: 2/5/3/3
Size: 5 | Weight: 7
Abilities: Flame Body, Flash Fire
Other: BPSN (2 NR)

Jalhalla uses Fire Blast -11 en
To hit 5396 yes
To crit 8672 no
To burn 3955 no
(12+3+1)=16
Count Bleck uses Dark Pulse -6 en
To crit 5042 no
(8+2)*1.5=15
Jalhalla uses Fire Blast -11 en

Count Bleck uses Shadow Ball -5 en
To crit 8094 no
To drop 7984 no
(8+3+2)*1.5=19.5
Jalhello uses Super Ball -25 en
To crit 9797 no
To drop 4624 no
(18+3)*1.5=31.5
count Bleck is KOd!

Jalhallla -4 hp
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Count Bleck (M) @Expert Belt
HP: KO | EN: KO | Spe: 21
Ranks: 2/3/3/3
Size: 1 | Weight: 2
Abilities: Levitate
Other: -10% eva, Confuse Ray|Pain Split|Imprison locked for 3a
608.png

Jalhalla (M) @Eviolite
HP: 13 | EN: 44 | Spe: 47
Ranks: 2/5/3/3
Size: 5 | Weight: 7
Abilities: Flame Body, Flash Fire
Other: BPSN (3 NR), Cooldown 1a
 
Sub costs 12 en, tbolt costs 6

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Battery (M) @Eviolite
HP: 65 | EN: 82 | Spe: 60
Ranks: 2/1/3/1
Size: 1 | Weight: 1
Abilities: Static
 
172.png

Battery (M) @Amulet Coin
HP: 65 | EN: 82 | Spe: 60
Ranks: 2/1/3/1
Size: 1 | Weight: 1
Abilities: Static
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Magmar (M) @
HP: 90 | EN: 100 | Spe: 106
Ranks: 3/1/4/3
Size: 3 | Weight: 3
Abilities: Flame Body, +19% Acc

Magmar uses Flamethrower -6 en
To crit 2184 no
To burn 1210 no
(10+3+4.5)=17.5
Battery uses Surf-7en
To crit 1272 no
(10)*1.5=15

Magmar uses Flare Blitz -8 en
To crit 5177 no
To burn 6407 no
(13+3+3)=19
6 recoil
Battery uses Thunderbolt -7 en
To crit 1787 no
To paralyze 5145 no
(10)=10

Magmar uses Fire Blast -7 en
To crit 4320 no
To burn 8783 no
(12+3+4.5)=19.5
Battery 5013 Surf-7en
To crit 1272 no
(10)*1.5=15


172.png

Battery (M) @Amulet Coin
HP: 12 | EN: 61 | Spe: 60
Ranks: 2/1/3/1
Size: 1 | Weight: 1
Abilities: Static
126.png

Magmar (M) @
HP: 50 | EN: 79 | Spe: 106
Ranks: 3/1/4/3
Size: 3 | Weight: 3
Abilities: Flame Body, +19% Acc
 
one thing:

Pichu had a 15hp sub, so the hp should probably be redone.

Anyway, orders:

Fire Blast - Flamethrower - Fire Blast
Sub 1: If Thunder Wave is used, replace action with protect, but only once.
 
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