Njigglypuff vs Objection in SPAAAAACE!

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Yes, I have gone insane, thanks for noticing.

Nightmare Jigglypuff's Team:
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Beldum [Onion_Bubs] (Unknown)
Nature: Quiet
Type: Steel/Psychic
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 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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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 Locked): (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, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-4)
Size Class: 1
Weight Class: 4
Base Rank Total: 13

Attacks:
Take Down

Headbutt
Iron Head
Zen Headbutt
Total Moves: 4

594.png

Alomomola [Amore Pesce] (F)
Nature: Rash
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Healer: This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Hydration: This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Regenerator (DW Locked): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 130
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
DC: 0/5

Moves:
Pound
Water Sport
Aqua Ring
Aqua Jet
Doubleslap
Heal Pulse
Protect
Water Pulse

Mirror Coat
Pain Split
Tickle

Ice Beam
Rain Dance
Scald
Total Moves: 14

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610.png

Axew [Sassafras] (Female)
Nature: Adamant
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks 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).
Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Unnerve (DW Locked): (Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 57

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

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe

Counter
Endeavor
Reversal

Protect
Swords Dance
Substitute
Total Moves: 14

200.png
200.png

Misdreavus [Dorothy] (F)
Nature: Modest (Adds a Rank to Special Attack, subtracts a Rank from Attack)

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 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85

EC: 3/6
MC: 2
DC: N/A

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Growl
Psywave
Spite
Astonish
Confuse Ray
Mean Look
Hex
Psybeam
Destiny Bond
Imprison

Nasty Plot
Taunt
Thunderbolt

Will-o-Wisp
Shadow Ball
Pain Split
Total Moves: 16
Objection's Team:
GWIxa.png

Gyarados [Gantu] (M)
Nature: Jolly (+Speed, -Special Attack)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 94 (+) (Accuracy boost: 10% (10.156321839080459770114942528736% unrounded))
Size Class: 6
Weight Class: 6
Base Rank Total: 20
Moves: 14

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 their 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.
Moxie (DW): (Innate) 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.

Attacks:
Splash
Tackle
Flail
Thrash
Bite
Dragon Rage
Ice Fang
Aqua Tail

Bounce
Bubble
Reversal

Earthquake
Giga Impact
Stone Edge

148.png

Dragonair [Queen of Hearts] (F)
Nature: Quiet (+Special Attack, -Speed)

Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60 (-) (Opponent's accuracy boost: 10%)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Moves: 15

EC: 4/9
MC: 0
DC: 1/5

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Safeguard
Outrage

Dragon Pulse
Extremespeed
Light Screen

Ice Beam
Thunderbolt
Flamethrower

331.png

Cacnea [McLeach] (M)
Nature: Brave (+Attack, -Speed)

Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (-) (Opponent's accuracy boost: 10%)
Size Class: 1
Weight Class: 4
Base Rank Total: 14
Moves: 14

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

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Attacks:
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand-Attack
Pin Missile
Ingrain

Counter
Disable
Seed Bomb

Brick Break
Energy Ball
Payback

193.png

Yanma [Yzma] (F)
Nature: Modest (+Special Attack, -Attack)

Type: Bug/Flying
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 95
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Moves: 14

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

Abilities:
Speed Boost: (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Frisk (DW): (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Attacks:
Tackle
Foresight
Quick Attack
Double Team
SonicBoom
Hypnosis
Detect
Supersonic

Pursuit
Reversal
Signal Beam

Psychic
Shadow Ball
Substitute
Rules:
4v4 Singles
2 Recovery / 5 Chill
3 Day DQ
Switch = OK
All Abilities
Items Off
Arena: ASB Galaxy (darn you gravity not letting me throw Objection off of the planetoids)


  • Meadow Planetoid
    • Grass present.
    • No rocks.
    • No water.
    • While on this planetoid, all pokemon are treated as having the ability Natural Cure.
    • This is the planetoid that the battle starts on.
  • Craggy Planetoid
    • Rocks present.
    • No grass.
    • No water.
    • Seismic moves have a 30% chance of triggering a rock slide, which is treated as a 15 BAP physical rock-type attack from rank 5 attack. The rock slide hits all active pokemon.
  • Ocean Planetoid
    • Water present.
    • No grass.
    • No rocks.
    • Pokemon that cannot swim, fly or levitate are confined to sandy islands dotted around the planetoid and cannot use contact moves against opponents that can swim, fly or levitate.
  • Barren Planetoid
    • No grass.
    • No rocks.
    • No water.
    • Sandstorm does 3 damage per action instead of 2.
    • Sand-Attack lowers accuracy by 2 stages instead of 1.
  • Swampy Planetoid
    • Grass present.
    • Water present.
    • No rocks.
    • Moves that require an external water source (except Dive) have a 30% chance to lower the target's speed by 1 stage.
    • Dive has a 30% chance to lower the user's speed by 1 stage on the action the user goes underwater.
  • Muddy Planetoid
    • No grass.
    • No rocks.
    • No water.
    • While on this planetoid, all pokemon are subject to Mud Sport.
    • Mud-Slap lowers accuracy by 2 stages instead of 1.
    • Mud Bomb, Mud Shot and Muddy Water have +3 BAP.
    • Seismic moves have a 30% chance of causing mud to splash up from the ground. This lowers every active pokemon's accuracy by 1 stage.
  • Volcanic Planetoid
    • Rocks present.
    • No grass.
    • No water.
    • Fire-type moves have +3 BAP.
    • Water-type and Ice-type moves have -3 BAP.
    • Seismic moves have a 30% chance of triggering a volcanic eruption, which is treated as a 15 BAP special fire-type attack from rank 5 special attack. The volcanic eruption hits all active pokemon.
  • Tundra Planetoid
    • No grass.
    • No rocks.
    • No water.
    • Ice-type moves have +3 BAP.
    • Fire-type moves have -3 BAP.
    • All non-Ice-type moves cost 10% more energy (use normal rounding rules for decimals)
  • Polluted Planetoid
    • Rocks present.
    • Water present.
    • No grass.
    • Poison-type moves have +3 BAP and a flat +10 base accuracy.
    • Energy Ball has -2 BAP as per the line about artificial environments in its description in the Data Audit thread.
    • Moves that require an external water source (except Dive) corrode Steel-type targets when used.
    • Dive corrodes a Steel-type user on the action the user goes underwater.
  • Night Planetoid
    • Grass present.
    • Rocks present.
    • Water present.
    • Ghost-type and Dark-type attacks have +3 BAP.
    • While on this planetoid, all Ghost-type and Dark-type pokemon are treated as having the ability Stench.
Objection, choose your first Pokemon, then NJiggs chooses his Pokemon, actions, and three planetoids he wants to go to, then Objection chooses his actions and the next planetoid from the above three and the current one (Meadow), then I'll shoot myself, then I'll ref, in that order
 
Alright, Sassafras, let's get this going!

Dual Chop ~ Slash ~ Dual Chop
If he uses Protect, Swords Dance!

Planets: Volcanic Planetoid, Polluted Planetoid, or Night Planetoid.
 
The match begins on a small planetoid, about the size of Honolulu, where both trainers are ready to start. Nigglypuff sends out his Axew, Sassafras, while Objection sends out his Cacnea, McLeach.

Axew begins the battle by chopping Cacnea with her tusks, twice. Cacnea decides to counter the attack for big damage.

Axew then slashes Cacnea, adding up the damage as well as the amount of cactus juice on the ground. Cacnea disables Axew's Dual Chop by firing a sticky cactus syrup at the small dragon's tusks.

Axew wanted to use Dual Chop, but was too busy cleaning cactus sap off of her tusks from the Disable. Cacnea capitalizes on the situation by shooting some cactus seeds at Axew, not only causing damage over time, but healing Cacnea as well.

8252 (<625, Dual Chop Crit 1, no)
495 (<625, Dual Chop Crit 2, yes)
3814 (<1250, Slash Crit, no)
3719 (<9000, Leech Seed Hit, yes)

Dual Chop: 8 + 2 + 3 = 13 DMG
Counter:
Damage: 13 * 1.5 = 19.5 DMG
Energy: 6 + 20 / 3 = 12.67 EN
Slash: 7 + 3 = 10 DMG

Post Round:
610.png

Sassafras
HP: 67
EN: 91
Status: Leech Seed (5 Actions), Disable (Dual Chop) (4 Actions)
331.png

McLeach
HP: 70
EN: 71
Status: None
Current Planetoid: Night

Objection, choose your actions for next round
 
Payback - Brick Break - Payback
If Sassafras uses Counter, change to Ingrain the first time and Growth subsequent times.

Planetoids of choice: Meadow Planetoid, Barren Planetoid, Swampy Planetoid
 
DAILY DOUBLE!

Sassafras sets up a substitute to block McLeach's payback (probably for making it leak cactus juice all over the planetoid).

Sassafras makes a very scary face at McLeach, scaring it so much that it is slowed down. McLeach uses a Brick Break to dispel Sassafras's substitute.

Sassafras prepares to counter McLeach, who simply ingrains itself in the ground (cacti have roots?) to heal itself. When the counterattack happens, Sassafras does nothing.

Post Round:
610.png

Sassafras
HP: 38
EN: 49
Status: Leech Seed (2 Actions), Disable (Dual Chop) (1 Action)
331.png

McLeach
HP: 82
EN: 50
Status: -1 Spe, Ingrain (1 Round)
Current Planetoid: Swamp
Nigglypuff, choose your actions
 
Nah, McLeach can handle this, although since we moved to a different planetoid, I believe I said in the arena description that his Ingrain would be removed.
 
Okay then. With that in mind...

Rain Dance ~ Scald ~ Water Pulse
If he uses Leech Seed, Protect that action and then use Ice Beam the next action.

EDIT: Planetoids, right. Ocean Planetoid, Muddy Planetoid, and Tundra Planetoid.
 
The round begins with me uprooting McLeach and launching it and Amore Pesce (fish love!?) to the Swamp Planetoid which I forgot to do last round.

Fish Love decides to make it rain here in the Swamp, causing all of the muddy water to obscure both Pokemon's vision. McLeach simply ingrains its roots itself like the local mangrove forest, bending and adding some additional coverage from the incoming assault from the giant sunfish.

Amore Pesce then decides to boil some of the much cleaner water it stores inside itself and shoots it at the cactus in an attempt to scald it. McLeach, wishing it were dreaming, counters the wannabe Luvdisc evolution by shaking some of the seeds out of the many trees to bomb it.

Amore Pesce, feeling hydrated from the rain, shoots off a pulse of water, exhausting its internal water pounch, while McLeach harvests the energy of the planetoid to fire off a Spirit Bomb Energy Ball.

Due to Objection's choice to chill on the Swamp Planetoid, I don't fire the cannon to another one, so I'll just aim it at him.

3792 (Scald Crit, no)
3704 (Scald Burn, no)
1402 (Seed Bomb Crit, no)
7401 (Water Pulse Crit, no)
9897 (Water Pulse Confuse, no)
4035 (Energy Ball Crit, no)
6736 (Energy Ball -SpD, no)
Scald: (8 + 3 + 3 + 1.5) * 2/3 = 10.33 DMG
Seed Bomb: (8 + 3 + 1.5) * 1.5 = 18.75 DMG
Water Pulse: (6 + 3 + 3 + 1.5) * 2/3 = 9 DMG
Energy Ball: (8 + 3 + 3) * 1.5 = 21 DMG
Post Round:
594.png

Amore Pesce
HP: 90
EN: 83
Status: None
610.png

Sassafras
HP: 38
EN: 49
Status:None
331.png


McLeach
HP: 72
EN: 32
Status: Ingrain (1 Round)

Current Planetoid: Swamp
Field Effects:
Rain (Swamp, 3 Rounds)
Objection, you're up
 
Leech Seed - Chill - Seed Bomb
If he uses Protect on action 1, change action 1 to Chill and action 2 to Leech Seed

As for planetoids, let's see ... Meadow Planetoid, Volcanic Planetoid or Night Planetoid?
 
The round begins with Fish Love surrounding itself with a ring of water, causing it to be healed over each action. McLeach decides to live up to its nickname and fires off a Leech Seed assault, sucking off a portion of Amore Pesce's HP.

Amore Pesce freezes some of its internal water and fires off a powerful, icy beam. McLeach feels comfortable with its current condition and simply chills, and not just from the Ice Beam.

Amore Pesce turns the thermometer up a few hundred degrees and fires off a scalding hot shot of water. McLeach shakes the trees again and bombs Amore Pesce with more seeds.

4466 (Leech Seed Hit, yes)
8524 (Ice Beam Crit, no)
8370 (Ice Beam Freeze, no)
243 (Scald Crit, yes)
8948 (Scald Burn, no)
7345 (Seed Bomb Crit, no)
Ice Beam: (10 + 3) * 1.5 = 19.5 DMG
Scald: (8 + 3 + 3 + 3 + 3) * 2/3 = 13.33 DMG
Seed Bomb: (8 + 3 + 1.5) * 1.5 = 18.75 DMG
Post Round:
594.png

Amore Pesce
HP: 58
EN: 63
Status: Leech Seed (3 Actions)
331.png

McLeach
HP: 62
EN: 30
Status: None
Current Planetoid: Meadow
Field Effects:
Rain (Swamp, 2 Rounds)
Nigglypuff, choose actions
 
The giant ocean sunfish decides it wants to cool off the little cactus again, and shoots off another Ice Beam. McLeach, not fond of the cold, decides to disable the Ice Beam.

Amore Pesce, thinking McLeach looks a bit cold now, tries to Scald it, but only harms it. McLeach realizes it has nearly stalled out two Pokemon, and decides to take a chill pill.

Amore Pesce tried to make McLeach take another chill pill with Ice Beam, but can't due to Disable. McLeach bombs Amore Pesce with a couple more seeds to end the round.

2628 (Ice Beam Crit, no)
4422 (Ice Beam Freeze, no)
4121 (Scald Crit, no)
3285 (Scald Burn, no)
1916 (Seed Bomb Crit, no)
Ice Beam: (10 + 3) * 1.5 = 19.5 DMG
Scald: (8 + 3 + 3) * 2/3 = 9.33 DMG
Seed Bomb: (8 + 3) * 1.5 = 16.5 DMG
Post Round:
594.png

Amore Pesce
HP: 28
EN: 50
Status: Ice Beam Disabled (3 Actions)
331.png

McLeach
HP: 49
EN: 28
Status: None
Objection, you're up
 
Energy Ball - Seed Bomb - Energy Ball
If he uses Mirror Coat, use Leech Seed the first time and Chill the second time.

Planetoids: Barren Planetoid, Muddy Planetoid or Volcanic Planetoid
 
Amore Pesce protects itself from any attacks launched by the stocky cactus, which ended up being another Energy Ball.

Amore Pesce struggles with the fact that Ice Beam is still Disabled. McLeach just bombs it with seeds once more.

Both Pokemon have a bit of deja vu due to the third action being exactly the same as the first.

8495 (Seed Bomb Crit, no)
Energy Ball: (8 + 3 + 3) * 1.5 = 21 DMG
Protect: 6 + 21/3 = 13 EN
Seed Bomb: (8 + 3 + 1.5) * 1.5 = 18.75 DMG
Struggle: (5 + 1.5) = 6.5 DMG
Recoil = 2.6 DMG

Post Round:
594.png

Amore Pesce
HP: 7
EN: 19
Status: None
331.png

McLeach
HP: 42
EN: 13
Status: None
NJigglypuff, you're up
 
The round begins with Amore Pesce using Pain Split to even its HP with McLeach's. McLeach decided to steal back some HP with an Absorb.
Amore Pesce goes for one last attack by using Aqua Jet and then faints from exhaustion. McLeach chills because it's the only one there.
462 (Absorb Crit, yes)
3174 (Aqua Jet Crit, no)
Pain Split:
New HP: (7 + 42) / 2 =24.5 HP, 25 HP
Energy Cost: 6 + (42 - 7) / 3 = 18 EN
Absorb: (4 + 3 + 3 + 3) * 1.5 = 19.5 DMG
Heals 10 Back
Aqua Jet: (4 + 3 + 1.5) * 2/3 = 6.33 DMG
Post Round:
594.png

Amore Pesce
HP: KO
EN: KO
Status: This ticker quit ticking
331.png

McLeach
HP: 29
EN: 20
Status: Suck to be you
 
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