Pwnemon Takes The Subway To Heaven: SubwayJ vs Pwnemon



"Welcome mortals to our tower. Tread carefully."




"Be cautious and mindful of our laws. The rules and first laws:"

1v1 FE Singles
1 Day DQ2 Subs
2 Recovers/5 Chills
Items = Training
Abilities = All
Switch = KO
Tower of Heaven 3 Laws to start match

Seeker: SubwayJ

Nature: Quiet (+Sp Atk, -Spe)

Type: Bug/Psychic

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
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 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:
Weak Armor: (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (DW LOCKED) (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats: (Quiet Nature)

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 81 (-) (-10 EVA Flat)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

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

Moves:

Tackle
String Shot
Bug Bite
Sunny Day
Heal Pulse
Ancientpower
Wish
Dragon Dance
Quiver Dance
Silver Wind
Will-O-Wisp
Final Gambit

Psychic
Shadow Ball
Hidden Power (Ground 7)
Thunderbolt
Ice Beam
Focus Blast
Overheat
Solarbeam

Megahorn
Hydro Pump
Bug Buzz
Close Combat
Disable

Magic Coat

Total Moves: 26


Challenger:

(Jumpluff) Dave (M)

Nature: Naive (+17 Spe, +19% accuracy, -1 SpD)

Types:
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.
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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: 2
Def: 3
SpA: 2
SpD: 2 (-)
Spe: 127 (+)
SC: 1
WC: 1
BRT: 17

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

Attacks:
Splash
Synthesis
Tail Whip
Tackle
PoisonPowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Rage Powder
Acrobatics
Giga Drain
U-turn
Bounce
Memento
Worry Seed

Encore
Endure
Helping Hand
Aromatherapy

Protect
Double Team
Reflect
Sleep Talk
Energy Ball
Attract
Aerial Ace
Toxic

Agility


(Abomasnow) Maylene (F)

Nature: Sassy (+SpD, -8 Spe, -10% evasion)

Types:
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.
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:
Snow Warning: (Innate) This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Soundproof (DW): (Innate) 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: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Stats:
HP: 100
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 52 (-)
SC: 4
WC: 5
BRT: 17

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

attacks:
Ice Punch
Powder Snow
Leer
Razor Leaf
Icy Wind
GrassWhistle
Swagger
Mist
Wood Hammer
Blizzard
Ice Shard
Sheer Cold
Ingrain

Avalanche
Leech Seed
Seed Bomb
Giga Drain
Role Play
Iron Tail
Sleep Talk

Water Pulse
Safeguard
Ice Beam
Light Screen
Bulldoze
Brick Break
Substitute
Protect
Endure
Earthquake
Focus Punch
Hidden Power (Fire, 7)
Shadow Ball
Frost Breath
Double Team


(Cradily) Pete (M)

Nature: Quiet (+SpA, -6 Spe, -10% Evasion)

Types:
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.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its 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.

Stats:
HP: 100
Atk: 3
Def: 4
SpA: 4 (+)
SpD: 4
Spe: 37 (-)
SC: 3
WC: 4
BRT: 19

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

Attacks:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
AncientPower
Energy Ball
Gastro Acid
Wring Out
Stockpile

Mirror Coat
Recover
Endure

Pain Split
Stealth Rock
Earth Power
Bind

Hidden Power [FIRE, 7]
Sandstorm
Earthquake
Smack Down
Rock Slide
Stone Edge
Double Team
Protect
Sludge Bomb
Substitute




I Decree NO CONSECUTIVE ACTIONS




I Decree NO CRITICAL HITS




I Decree NO P/E ACTIONS


1. NO CONSECUTIVE ACTIONS
2. NO CRITICAL HITS
3. NO P/E ACTIONS


SubwayJ equips

Pwnemon sends out Pokemon, equips, and moves

SubwayJ moves
 

Stratos

Banned deucer.
cradily @ exp share

stone edge ~ ancientpower ~ stone edge

if will-o-wisp and will-o-wisp wasn't used last action then sandstorm ~ ancientpower ~ hp fire from wherever you left off
if disable (stone edge) then rock slide a3
 
Weather: Clear
Field: Clear

**Clear**
HP 110/100
EN 100/100
OK
VS
Field: Clear

**Clear**
HP 100/100
EN 100/100
OK

Calculations

Action 1
1. Aurumoth: Mega Horn 8-1=7 EN / Hit <=9500 (368=Yes) / Crit <=625 (7959=No)
Total: 1.5(12+3+7.5-6)=24.75 Damage
2. Cradily: Stone Edge 7-1=6 EN / Hit <=9000 (8087=Hit) / Crit <=1250 (8679=No)
Total: 1.5(10+3+4.5-6)=17.25 Damage

Action 2
1. Aurumoth: Bug Buzz 7-1=6 EN / Hit 100% / Crit <=625 (6689=No) / -1 SpD <=1000 (602=Yes)
Total: 1.5(9+3+7.5-6)=20.25 Damage / -1 SpD
2. Cradily: Ancient Power 4-1=3 EN / Hit 100% / Crit <=625 (4042=No) / +1 All <=1000 (4311=No)
Total: 1.5(6+3+6-3)=18 Damage

Action 3
1. Aurumoth: Mega Horn 8-1=7 EN / Hit <=9500 (8693=Yes) / Crit <=625 (7442=No)
Total: 1.5(12+3+7.5-6)=24.75 Damage
2. Cradily: Stone Edge 7-1=6 EN / Hit <=9000 (4437=Hit) / Crit <=1250 (3773=No)
Total: 1.5(10+3+4.5-6)=17.25 Damage






OUTCOME
Weather: Clear
Field: Clear

**Clear**
HP 57/100
EN 80/100
OK
VS
Field: Clear

**Clear**
HP 30/100
EN 85/100
OK




"I am appalled at such brutality!"

I Decree NO SUPER EFFECTIVE MOVES

Law Book

1. NO CONSECUTIVE ACTIONS
2. NO CRITICAL HITS
3. NO P/E ACTIONS
4. NO SUPER EFFECTIVE MOVES
 
Final Gambit-Bug Buzz-Megahorn
***IF Protective/Evasive action A1 Change actions to Chill-Bug Buzz-Megahorn
***IF Endure, use Will-O-Wisp that action, followed by Bug Buzz-Megahorn
 
Weather: Clear
Field: Clear

**Clear**
HP 57/100
EN 80/100
OK
VS
Field: Clear

**Clear**
HP 30/100
EN 85/100
OK

Action 1
1. Aurumoth: Final Gambit 20 EN / Hit 100% / User KO​

Total: 30 Damage / User KO



Weather: Clear
Field: Clear

**Clear**
HP 0/100
EN 80/100
KO
VS
Field: Clear

**Clear**
HP 0/100
EN 85/100
KO

Prizes:
Faylion: 2 UC​

SubwayJ: 1 CC
Aurumoth: 4 MC + 1 KOC​

Pwnemon: 1 CC
Cradily: 4 MC + 1 KOC​
 

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