Espyowner vs. Lupus

LupusAter said:

Weavile Skadi (F)
Nature: Jolly (+Spe, - SAtk)
Type:
Dark:Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Pressure: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.
Pickpocket:(Locked)This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.


HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 144 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21

EC 6/6
MC 0
DC 3/5

Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Metal Claw
Snatch

Ice Punch
Reflect
Counter
Fake Out

Aerial Ace
Dig
Double Team
Dynamicpunch
Cut
X-Scissor
Low Kick



Colossoil Jormungandr (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Ground
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Pressure (DW): (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.

6/6 EC
0 MC
5/5 DC

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

Attacks:
Drill Run
Peck
Bite
Horn Attack
Body Slam
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit
Dig
Muddy Water
Bounce
Crunch
Megahorn

Fire Fang
Sucker Punch
Aqua Tail

Earthquake
Rock Slide
Payback
U-Turn
Taunt
Snatch
Superpower
Brick Break
Poison Jab
Snarl
Giga Impact
Knock Off



Tyranitar Thrym (M)
Nature:Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Glyph of Crunch: Raises the base power of Crunch by 1

Stats:
HP: 110
Atk: Rank 6 +
Def: Rank 4
SpA: Rank 3
SpD: Rank 3 -
Spe: 61

EC 9/9
MC 0
DC 4/5

Abilities:
Sand Stream (Innate):When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Dark Pulse

Dragon Dance
Ancient Power
Iron Head
Aqua Tail
Assurance

Snarl
Stone Edge
Earthquake
Thunderbolt
Hone Claws
Ice Beam
Flamethrower
Aerial Ace

Superpower
Fire Punch
Ice Punch
Thunder Punch
Stealth Rock
EspyOwner said:

Steelix (Hard Man) [Male]
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Steel/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:

Rock Head
:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

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

Sheer Force (Dream World):
Type: 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.

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 7
Weight Class: 8

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

Attacks:

Mud Sport
Tackle
Harden
Bind
Curse
Screech
Rock Throw
Rage
Rock Tomb
Stealth Rock
Rock Polish
Smack Down
DragonBreath
Sandstorm
Slam
Rock Slide
Dig
Autotomize
Thunder Fang
Ice Fang
Fire Fang
Crunch
Double-Edge

Defense Curl
Rollout
Block

Aqua Tail
Earth Power
Iron Head
Magnet Rise

Taunt
Earthquake
Torment
Roar
Protect
Giga Impact
Bulldoze
Dragon Tail


Conkeldurr (Clown Man) [Male]
Nature: Adamant: (+1 Attack, -1 Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:

Guts:
Type: Innate
This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Sheer Force:
Type: 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 (DW):
Type: Innate
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)

Stats:

HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4

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

Attacks:

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Hammer Arm
Rock Slide
Focus Punch
Scary Face

Drain Punch
Mach Punch
Endure
Wide Guard
Counter

Ice Punch
ThunderPunch
Fire Punch
Helping Hand

Payback
Stone Edge
Taunt
Protect
Earthquake


Kitsunoh (Shadow Man) [Female]
Nature: Jolly (+15% Speed, -1 Special Attack, +19% Accuracy)
Type: Steel/Ghost
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.
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:

Frisk
:
Type: 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.

Limber:
Type: Innate
This Pokemon's body is well trained and immune to paralysis.

Cursed Body (Dream World):
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 4

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

Attacks:

Scratch
Tackle
Iron Defense
Lick
Leer
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Fake Out
Iron Head
Metal Claw
Imprison
Revenge
Shadow Claw
Perish Song

Meteor Mash
Psycho Shift
Yawn

Magic Coat
Sleep Talk
Low Kick
Ice Punch
Fire Punch
ThunderPunch
Spite
Snatch
Super Fang
Knock Off

Taunt
Torment
Will-O-Wisp
Protect
Trick Room
Rest
Earthquake
U-Turn
Rock Slide
Dig
Roar
Substitute
This mythical ship, constructed from the nails of the dead, houses a full fledged arena, permitting every move save those who require natural plant life or weather changing moves.
Mournful shades are watching the match, and at the end of every action there's a 60% chance that they'll try to copy a move that was used, targetting it randomly. Due to their unliving nature, they use the moves at 50% their BAP, and with a Rank 3 Attack/Special Attack.
The dark and gloomy nature of the surroundings makes it hard to see for mons who are not accustomed to it, reducing their accuracy on ranged moves by 10%. Dark and Ghost types, conversely, enjoy a 10% accuracy increase against those unwary targets.
Take care when using powerful and inaccurate moves, since they could damage the ship, bringing on you the wrath of the shades .
Summary:
-10% accuracy on non contact-making moves for non Dark or Ghost types.
10% accuracy bonus for Dark and Ghost types.
If a >10 BAP move misses, it is bounced back at the user at 75% of the BAP, if the same mon does it again the percentage modifier increases by 25%, until 150%, reflected moves ignore immunities.
Shadows can randomly copy used moves.

3v3 FE singles
All Abilities
All Items
Switch= OK
Arena: Naglfar
 
No time for flavor sorry
Colossoil used Muddy Water!
Crit: 3387 [No]
-7 EN
8.5 Damage
Accuracy: 41 [Yes]
Conkeldurr's Accuracy Fell! (1)


Conkeldurr used Low Kick!
Hit: 8540 [Yes]
Crit: 3502 [No]
-8 EN
32.25 Damage

ShadeMove: 6954 [No]

Colossoil used Earthquake!
Crit: 2154 [No]
-6 EN
15.5 Damage

Conkeldurr used Hammer Arm!
Hit: 860 [Yes]
Crit: 4609 [No]
-6 EN
23.25 Damage
Conkeldurr's Speed Fell! (1)

ShadeMove: 4805 [Yes]
Shade used Hammer Arm (7574) on Conkeldurr (8526)
Hit: 649 [Yes]
Crit: 1579 [No]
4.25 Damage

Colossoil used Muddy Water!
Crit: 3035 [No]
-7 EN
8.5 Damage
Accuracy: 7592 [No]

Conkeldurr used Low Kick!
Hit: 8908 [Yes]
Crit: 1705 [No]
-8 EN
32.25 Damage

ShadeMove: 5481 [Yes]
Shade used Muddy Water (3438) on Conkeldurr (6334)
Hit: 3524 [Yes]
Crit: 861 [No]
5 Damage
Accuracy: 8898 [No]

31 HP
78 EN
Other Effects: N/A


69 HP
76 EN
Other Effects: Accuracy (-1)
 
Earthquake- Bounce- Giga Impact.

IF Low Kick not in a combo, sub that action with Bounce and push down
IF Low Kick in a combo, sub that action with a Bounce+Bounce combo and push down.
 

31 HP
78 EN
Other Effects: N/A


69 HP
76 EN
Other Effects: Accuracy (-1), Speed (-1)

Colossoil used Earthquake!
Crit: 3715 [No]
-6 EN
15.5 Damage

Conkeldurr used Drain Punch!
Hit: 1668 [Yes]
Crit: 3748 [No]
-11 EN
20.25 Damage
Conkeldurr Restored 10.125 Health!

ShadeMove: 7800 [No]

Conkeldurr used Mach Punch!
Hit: 9790 [No]
-3 EN

Colossoil used Bounce!
It Sprang up!
-12 EN

Colossoil Came Down!
Hit: 6926 [Yes]
Crit: 5307 [No]
20.25 Damage
Paralysis: 746 [Yes]
Conkeldurr was Paralyzed! (20%)


ShadeMove: 1503 [Yes]
Shade used Bounce (9545) on Conkeldurr (5186)
It Sprang up!

Shade Came Down!
Hit: 8669 [I'm gonna give it the +10% Acc bonus Yes]
Crit: 7680 [No]
4.5 Damage [Treating them as a WC of 0]

Paralysis: 7778 [No]
Conkeldurr used Mach Punch!
Hit: 8706 [Yes]
Crit: 1885 [No]
-5 EN
KILL CONFIRMED

ShadeMove: 2929 [Yes]
Shade used Mach Punch on Conkeldurr!
1 Damage

KO HP
78 EN
Other Effects: DED


38 HP
57 EN
Other Effects: Paralysis (15%)

My RNG gets funky at night...
 
Drain Punch - Hammer Arm - Hammer Arm
IF Counter THEN Focus Punch + Focus Punch combo
IF Dig THEN Earthquake and push actions back
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top