Mind over Matter: Dummy 007 vs Leethoof in the Hoenn Battle Arena

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Time for me to flex my reffing muscles, it's been a few months since I reffed a match without someone getting DQed.

And look, here's our competitors entering the Stadium. Today in the Arena we have Dummy 007 the [strike]MI6 agent[/strike] Grass type gym hopeful against L33Th00f, the Bastiodon lover! What twists and turns await us in the arena today?

Today in the arena, the battle will not be won with KOes, but with Points! I'd tell you how they work, but the giant 50 foot Jumbotron screen is showing the rules and I'm too damn lazy to explain them.

6 vs 6 NFE Singles
2-Day Player DQ / 4-Day Ref DQ
2 Recoveries / 5 Chills (you probably won't need them)
Arena: Hoenn Battle Arena
[Copied from Bulbapedia, with a few adjustments]
The Battle Arena pits two Pokémon against one another for three rounds. If both Pokémon last all three rounds, they are rated on how they battled in three aspects, and the Pokémon with the higher score wins, and the losing Pokémon leaves battle. If they somehow tie, both Pokémon leave battle, each receiving a KOC. A knockout results in an automatic win for the Pokémon that is still standing. Pokémon are scored on their mind, skill, and body. The Pokémon with the better rating in each category scores two points, while a tie will award one point to each Pokémon.

Mind
judges Pokémon on their offensive style. One point is awarded if an attack that deals damage is chosen for use (except Counter, Mirror Coat, and Bide, which do not award points, and Fake Out, which deducts one point), and one point is deducted if Protect, Detect, or Endure was chosen. All other moves do not award points. The Pokémon with the higher number of points wins the two points in the overall judgment.

Skill judges Pokémon on accuracy. One point is awarded if an attack lands successfully, while two points are deducted if it does not, unless it was caused by Protect, Detect, Endure, or Fake Out, in which no points are deducted. The Pokémon with the higher number of points wins the two points in the overall judgment.

Body judges the amount of HP and energy remaining at the end of the third round compared to their amount at the start of the first. The Pokémon with the better ratio wins the two points in the overall judgment. [Calculated as: (Current HP + Current Energy) / (Starting HP + Starting Energy)]

Due to the fact that it's in-game, all types of moves are allowed and no bonuses will be awarded based on arena effects. The arena may not be used as part of any attack; all events will be conducted normally. Once a round is finished, whether by KO or judging, the winning Pokemon will be returned to its Trainer's Poke Ball with its current HP and Energy intact. (The losing Pokemon, obviously, can no longer battle.) Once all six Pokemon from each side have battled, Trainers will continue to send out Pokemon to battle until one side runs out of Pokemon. (Example: Trainer A owns Pokemon B, C, D, E, F, and G. Trainer H owns Pokemon I, J, K, L, M, and N. In battle, B>I, J>C, D>K, E>L, M>F, and G>N. They send out their Pokemon again: B>M, J>D, J>E, G>J. Trainer A wins 2-0.)
[/QUOTE]


Dummy 007's team:

Flarelm [Septimus Heap] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Fire/Grass
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.
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.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

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

Attacks (18):
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume

Counter
Earth Power
Seed Bomb

Sunny Day
Swords Dance
Rock Slide
Substitute
SolarBeam


Cherubi [Sarah Heap] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: 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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/6
MC: 0
DC: N/A

Attacks (16):
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Lucky Chant
Worry Seed

GrassWhistle
Heal Pulse
Weather Ball

Toxic
SolarBeam
Rest
Hidden Power [Rock 7]


Sewaddle [Boy 409] (M)
Nature: Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Special Attack)
Typing: Bug/Grass
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (e.g., Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4(+)
SpA: Rank 1(-)
SpD: Rank 2
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 0
DC: 2/5

Attacks (14):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Endure
Flail

Agility
Me First
Mind Reader

Toxic
Sunny Day
Rest
Safeguard


Exeggcute [Alther Mella] (M)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Grass/Psychic
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.
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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 46 (40*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 3/6
MC: 0
DC: 2/5

Attacks (18):
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Confusion
Bullet Seed
Stun Spore
PoisonPowder
Sleep Powder

AncientPower
Leaf Storm
Power Swap

Telekinesis
Psychic
Energy Ball
Sunny Day
Sludge Bomb


Deerling [Marcia Overstrand] (F)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)
Typing: Normal/Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper: (Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW): (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (e.g., paralysis from Thunderbolt)

Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 3/6
MC: 0
DC: 2/5

Attacks (18):
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Nature Power
Double-Edge

GrassWhistle
Synthesis
Worry Seed

Sunny Day
Thunder Wave
Wild Charge
Flash


Seedot [Simon Heap] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: 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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Pickpocket (DW): (Innate) 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. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 26 (30/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 2/9
MC: 0
DC: 1/5

Attacks (11):
Bide
Harden
Growth
Nature Power
Synthesis

Foul Play
Leech Seed
Nasty Plot

Sunny Day
SolarBeam
Shadow Ball
Hidden Power [Fire 7]


Leethoof's team:

Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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.

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Ancientpower
Metal Burst

Flash Cannon
Thunderbolt
Stone Edge
Ice Beam
Smack Down

Curse
Counter
Rock Blast



Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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.

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Rock Slide
Toxic
Roar

Scary Face
Counter
Body Slam
Wide Guard



Shieldon (Bulwark) (M)
Nature: BRAVE (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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.

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Head Class: 3

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Metal Burst
Iron Head
Endure

Sandstorm
Dig
Stone Edge
Rock Smash

Body Slam
Counter
Rock Blast
Earthquake
Rock Tomb



MagneTON (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

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.
<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.

Abilities:
Sturdy: 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.
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. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70
Diameter Class: 2
Magnetic Force Class: 3

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark
Mirror Shot
Zap Cannon
Tri Attack

Magnet Rise
Discharge
Lock-On
Signal Beam
Bide
Teleport

Thunderbolt
Light Screen
Flash Cannon



Sewaddle [Seamstress] (F)
Nature: Brave (+ attack, - Speed, 10% evasion loss)
Type:
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Swarm: (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, X-Scissor from 8 to 10)
Clorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.


Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 36 (42/1.15) (10% evasion loss)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks (Total: 11):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Endure

Camoflague
Me First
Air Slash

Toxic
Light Screen
Double Team
Grass Knot
Sunny Day
Solarbeam


Spinarak (Lure) (M)
Nature: Brave (+Atk; Speed/1.15, -10 EVA)
Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Swarm: (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, X-Scissor from 8 to 10)
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
BST: 12

EC: 3/6
MC: 0
DC: 2/5

Attacks:
Poison Sting
String Shot
Scary Face
Leech Life
Constrict
Night Shade
Shadow Sneak
Fury Swipes
Sucker Punch
Spider Web
Pin Missile
Cross Poison

Disable
Night Slash
Toxic Spikes

Substitute
Protect
Dig

Total: 18


The pokemon have taken the field! Round 1 of this battle is Frontier the Shieldon against Septimus Heap the Flarelm! (unless that's not how it's supposed to work, idk)

Dummy 007 gives orders->Leethoof gives orders->I ref


 
(I hadn't intended it that way, but since that's how the actual Battle Arena works, I say go with it, unless Leethoof wants otherwise.)

"Let's see just how effective your massive amount of Shieldon really are!"

Summary:
Earth Power -> Lava Plume -> Earth Power; if Protect is used, change that action to Sunny Day (first time) and Growth (all successive times) without moving any other actions
 
i see a little spam-o-ett-o of a ground moves. metal burst-metal burst-can you get the round KO?

super metal burst-metal burst-metal burst
 
Round 1.1


Flarelm [Septimus Heap] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Fire/Grass
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.
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.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

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

Attacks (18):
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume

Counter
Earth Power
Seed Bomb

Sunny Day
Swords Dance
Rock Slide
Substitute
SolarBeam

100/100 HP
100/100 Energy
No boosts
No status
0 points
vs.

Shieldon (Frontier) (F)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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.

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger
Ancientpower
Metal Burst

Flash Cannon
Thunderbolt
Stone Edge
Ice Beam
Smack Down

Curse
Counter
Rock Blast

90/90 HP
100/100 Energy
No boosts
No status
0 Points
Flavor
The crowd holds their breath, waiting for the first move. Ever since the introduction of the Thought Order Relay System, trainers thought their orders, and Abras would extract the orders and relay them to their pokemon, preventing the other trainer from hearing and adjusting his orders. So nobody knew what was coming.

Septimus Heap waved his arm, and the ground beneath Frontier began to glow. But she sat on top of the glowing light, unmoving, until the blast knocked her into the air for serious damage! She landed flat on her back, and rebuffed Flarelm's attempt at an unordered finishing move with a massive blast of metal that knocked Septimus almost into the stands around the arena! What a counter!

Septimus popped back to his feet, causing lava to rain from the sky and hit Frontier as she flipped back right side up. But she seemed tired from her enormous effort in the previous round.

Septimus seemed a little confused of how the tiny little Shieldon was hitting him so hard, but another explosion in the ground knocked Frontier towards him, and she took the opportunity for a second burst attack!

All RNG out of 1000

Earth Power
no crit (567) no effect (431) (9+4.5-4.5)*2.25=20 damage, 1 point, - 7 energy

Metal Burstx2 combo
(20*1.5625)=31.25 damage, -60 energy, +1 point

Lava Plume
no crit (320) no effect (670) (8+3+4.5-4.5)*1=11 damage, +1 point, -5 energy

Combo cooldown

Earth Power
no crit (904) no effect (261) 20.25 damage, +1 point, -7 energy

Metal Burst
25 damage, 1 point, -13 en

Frontier is on top in HP, but Septimus has 30 more energy and more speed! How will this matchup end?
End Round


Flarelm
48/100 HP
81/100 Energy
No boosts
No status
3 points
vs.

Shieldon
39/90 HP
27/100 Energy
No boosts
No status
3 points

Leethoof gives orders->Dummy 007 gives orders->I ref
 
rock attacks, oh, rock attacks, oh, rock attacks will get KOs! The AncientPowerhas a KO put aside for meeeeee, for meeeeeeeee, for meeeeeeee!

Ancient Power->Rock Blast->Stone Edge
IF Earth Power, THEN Metal Burst
 
Round 1.2



Flarelm
48/100 HP
81/100 Energy
No boosts
No status
3 points
vs.

Shieldon
39/90 HP
27/100 Energy
No boosts
No status
3 points

Round 1.2 start
The round is started with Septimus absorbing sunlight in the middle of the open arena. Frontier wastes no time with a glowing, energized rock, which she launches at Septimus. In the process, the light clings to her, seemingly making her a juggernaut! Septimus unleashes his solar powered attack for little damage in the meantime.

Another blast of lava comes from Septimus, and Frontier shoots a barrage of rocks at her more evolved opponent almost simultaneously! It seems that glowing light is really working wonders for her!

Both pokemon look extremely tired from the hammer blows they've been trading, but Septimus manages to hit Frontier with another blast from the earth. She climbs back onto her feet, but collapses again before she can prepare one of her blasts from the previous round. Septimus and Dummy 007 take the first round!
Solarbeam Charge

Ancientpower
no crit (780) effect succeeds (99) (6+3+(4.5-4.5))*1=9 damage, - 3 en, +1 point, +1 to all stats

Solarbeam
(12+3+(4.5-6))*1=13.5=14 damage, - 7 en, +1 point

Lava Plume
no crit (456) no effect (321) (8+3+(4.5-6))=9.5=10 damage, -5 energy, +1 point

Rock Blast
hit (807) strikes 3 times (554) (9+3+4.5-4.5)=12 damage, - 5 en, +1 point

Earth Power
no crit (223) (9+4.5-6)*2.25=16.875 damage, -7 en, Shieldon KOed.



Flarelm
27/100 HP
62/100 Energy
No boosts
No status

vs.

Shieldon

-1/90 HP
KO/100 Energy
No boosts
No status

Next round: Sarah Heap the Cherubi vs. Warden the Shieldon!

Dummy 007 Orders->Leethoof orders->I ref

 
"Excellent work, Septimus! You deserve a long break. Unfortunately, you probably won't get one...

Sarah, I know we're at a disadvantage, but let's make do with what we have!"

Summary:
Sunny Day -> SolarBeam -> Weather Ball; if Sandstorm is ordered prior to Action 3, change all actions after its use to Magical Leaf
 
((Okay, same song.))

Anyway the sand blows, doesn't really matters to me.....
Shieldon, just killed a fruit, put a rock against his head, pulled the swagger now hes dead.

Sandstorm->Swagger->Rock Slide
 
Round 2.1


Cherubi [Sarah Heap] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: 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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/6
MC: 0
DC: N/A

Attacks (16):
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day
Lucky Chant
Worry Seed

GrassWhistle
Heal Pulse
Weather Ball

Toxic
SolarBeam
Rest
Hidden Power [Rock 7]

90/90 HP
100/100 EN
no boosts
no status
vs.

Shieldon (Warden) (M)
Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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.

Abilities:
Sturdy: 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.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 4
Spe: 26 (30/1.15 = 26)
Short Class: 1
Armour Class: 3

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

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Rock Slide
Toxic
Roar

Scary Face
Counter
Body Slam
Wide Guard

90 HP
100 EN
no boosts
no status
Round 2.1

Sunny Day
-10 en

Sandstorm
-9 en

Cherubi takes 2 damage from SS

Magical Leaf
no crit (234) (4+3+4.5-6)*1=5.5=6 damage, -4 energy, +1 point

Swagger
hit (157), Cherubi confused, +2 attack for cherubi, -7 energy

Cherubi takes 2 damage from SS

Magical Leaf
attack succeeds (545) no crit (888) 6 damage, -4 energy, +1 point

Rock Slide
hit (332) no crit (660) (8+3+3-3)*1=11 damage, -5 energy, +1 point

Cherubi takes 2 damage from SS


Cherubi
73/90 HP
82/100 EN
+2 attack
Severly Confused
Sandstorm- 2 damage per action
vs.

Shieldon
78/90 HP
79/100 EN
No boosts
No status
Sandstorm- BP of incoming special attacks decreased by 2

Leethoof->Dummy 007->Ref
 
nitpicks, sorry: rock is neutral against grass offensively, so rock slide does 11 damage. magical leaf is 6 bap, so will do 5 damage due to sand, sturdy, and 1 rank difference.

take down - body slam - rock slide
 
"Good thing he didn't include any Sunny Day substitutions."

Summary:
Sunny Day -> GrassWhistle (70% accuracy is good enough) -> SolarBeam
 
Round 2.2


Cherubi
73/90 HP
82/100 EN
+2 attack
Severly Confused
Sandstorm- 2 damage per action
vs.

Shieldon
78/90 HP
79/100 EN
No boosts
No status
Sandstorm- BP of incoming special attacks decreased by 2

Round 2.2 Start

Sunny Day
attack successful (709) -10 EN, 2 actions of confusion remaining

Take Down
(hit) 234 (no crit) 555
((7+3)/1.5)=7|(7+3-3)=7 damage, 2 recoil, 4 energy, 1 point

Grasswhistle
441 (fail) 4+3-3=4 damage, - 3 energy, 1 action of confusion remaining

Body Slam
parahax succeeds (121) no crit (541) (((7+3)/2.5)+3-3)=4 damage, -3 energy, 1 point

Rock Slide
hit (999) flinch hax succeeds (003) no crit (865) (8+3+3-3)=11 damage, -5 energy, +1 point

Flinch



Cherubi
47/90 HP
69/100 EN
+1 attack
Paralysed (x0.25 speed)
Sunny Day-Speed Doubled
vs.

Shieldon
76/90 HP
67/100 EN
No boosts
No status
Sunny Day-No effects

 
Over VM, me and dummy agreed to call this a tie (he wins matchup 1, i win matchup 2).

Dummy007: 2 TC
Flarelm: 1 EC, 2 MC, 1 DC, 1 KOC
Cherubi: 1 EC, 2 MC, 1 DC

Leethoof: 2 TC
Frontier the shieldon: 1 EC, 2 MC, 1 DC
Warden the shieldon: 1 EC, 2 MC, 1 DC, 1 KOC

GG Dummy!
 
gg, Leethoof! Shame this couldn't have finished, but that's the way things are sometimes. Thanks for reffing, shinyskarmory!
 
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