Inaugural Sequence Testing Battle! smashlloyd20 Vs Flamestrike

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Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Challenging smashlloyd20 to a match!
2v2 FE Singles
ASB Arena
Switch=KO
All Abilities
Items on
2 day DQ
2 Subs
2 recovers/5 chills
And because D_W wants to test them, sequences are on
Team smash


Machamp [Chuck Norris] (Male)
Nature: Quiet (+1 * Special Attack, -15% Speed and flat -5% accuracy)

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.

Stats:
HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

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

Abilities:
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.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Attacks:
Wide Guard
Low Kick (*)
Leer (*)
Focus Energy (*)
Karate Chop (*)
Ankle Sweep (*)
Foresight (*)
Low Sweep
Seismic Toss (*)
Revenge (*)
Vital Throw
Dynamicpunch
Cross Chop

Focus Blast (*)
Fire Blast (*)
Earthquake (*)
Close Combat (*)
Counter

Knock Off

Ice Punch (*)
Thunderpunch (*)
Bullet Punch
Dig
Focus Punch
Bulk Up
Payback
Stone Edge
Toxic
Bide
Rest
Focus Punch


GAIA CRUSH (Marowak) [M]
Adamant Nature (+1 Attack, -1 Special Attack)

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head: Innate: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod: Innate: These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Battle Armor: (DW) Innate: This Pokemon’s thick armor prevents it from taking critical hits.

HP: 90
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 16

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

Attacks:
Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang
Rage
Endeavor
Double-Edge

Rock Slide
Belly Drum
Detect

Swords Dance
Earthquake
Protect
Bide


Team Flame

Cyclohm - Shockstrike (M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (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.
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).

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20
Total Moves: 38

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

Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
ThunderShock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Discharge
Slack Off
Hyper Beam
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Draco Meteor

Roar
Hidden Power Grass (7)
Sunny Day
Ice Beam
Light Screen
Protect
Thunderbolt
Thunder
Fire Blast
Torment
Volt Switch
Thunder Wave
Dragon Tail
Substitute
Trick Room

Dragon Pulse


Gallade - Mindstrike (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 69 (80/1.15v)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Total Moves: 69

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

Attacks:
Leaf Blade
Night Slash
Leer
Growl
Confusion
Double Team
Teleport
Fury Cutter
Slash
Lucky Chant
Magical Leaf
Calm Mind
Heal Pulse
Swords Dance
Psychic
Psycho Cut
Imprison
Helping Hand
Feint
Protect
Hypnosis
Close Combat
Stored Power

Confuse Ray
Destiny Bond
Disable
Encore
Shadow Sneak
Skill Swap

Endure
Fire Punch
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Mimic
Mud-Slap
Pain Split
Psych Up
Role Play
ThunderPunch
Trick
Vacuum Wave
Zen Headbutt

Taunt
Light Screen
Telekinesis
Safeguard
Thunderbolt
Earthquake
Shadow Ball
Brick Break
Double Team
Reflect
Rock Tomb
Torment
Will-O-Wisp
Stone Edge
Thunder Wave
Rock Slide
X-Scissor
Substitute
Trick Room

Focus Punch
Snatch
Drain Punch
Sleep Talk

Wish
 
Check Norris, you're on! Have some Leftovers!

Dynamicpunch~Ice Punch~Earthquake
IF Cyclohm uses Hurricane as a stand-alone move on actions 2 or 3, use Dig on the preceding action, then stay underground and release it on the action Hurricane is used, then push actions down
IF Cyclohm uses Protect on action 1, use Bulk Up and push actions down
 

"Let's do this! Start by making a Substitute to block that DynamicPunch and the confusion, then use a Thunderbolt to start your own sequence and break his! Finally, use Magnet Rise to dodge his Earthquake and (hopefully) continue your sequence!"

Summary:
Substitute (20 HP) -> Thunderbolt -> Magnet Rise
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

Machamp(Male)
100 HP
100 EN
5/3/4/3/47
Leftovers


Cyclohm(M)
110 HP
100 EN
1/4/5/3/80
Exp. Share

Welcome!

This battle starts with Cyclohm smartly establishing a Substitute to avoid getting confused by Machamp's DynamicPunch, which however starts a sequence! Cyclohm proceeds to break his opponent's sequence and start his own with a Thunderbolt, while Machamp is left performing an unfocused Ice Punch to the Substitute, breaking it! Cyclohm volunatarily ends its own sequence with a Magnet Rise to avoid the incoming Earthquake.

Cyclohm used Substitute(20)!
Cyclohm created a Substitute!
-18 EN

Machamp used DynamicPunch!
RNG Roll-To Crit(<=625 crit): 1909 No
10+3+1.5=14.5 damage
-6 EN

Machamp initialized a sequence!

Cyclohm used Thunderbolt!
RNG Roll-To Crit(<=625 crit): 7602 No
10+3+3=16 damage
-6 EN

Machamp's sequence was broken!
Machamp became unfocused!
Cyclohm initialized a sequence!

Machamp used Ice Punch!
RNG Roll-To Crit(<=625 crit): 4727 No
RNG Roll-To FRZ(<=1000 FRZ): 9643 No
(8+1.5)*1.5=14.25 damage
The Substitute faded!
-6 EN

Machamp is no longer unfocused!

Cyclohm used Magnet Rise!
Cyclohm levitated using electromagnetism!
-5 EN

Cyclohm's sequence ended!

Machamp used Earthquake!
But it failed!
-7 EN



Machamp(Male)
84 HP
81 EN
5/3/4/3/47
Leftovers


Cyclohm(M)
90 HP
71 EN
1/4/5/3/80
Exp. Share
Magnet Rise(5A)
 
You forgot to update Machamp's health

"Alright, let's go on the offensive! Start another sequence with a Thunderbolt, then follow it up with a Dragon Pulse! Finish off with a Discharge! If he uses Bide, then set up a Rain Dance that action and if necessary follow it up with another Substitute!"

Summary:
Thunderbolt -> Dragon Pulse -> Discharge
If he uses Bide use Substitute (20 HP) that action and if necessary Roar the following action, pushing actions down
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus
Machamp should have 6 more HP due to Leftovers.


Machamp(Male)
90 HP
81 EN
5/3/4/3/47
Leftovers


Cyclohm(M)
90 HP
71 EN
1/4/5/3/80
Exp. Share
Magnet Rise(5A)

For once we see an actual sequence! Cyclohm begins a sequence with Thunderbolt, while Machamp Bulks Up, Cyclohm then continues with a Dragon Pulse, while Machamp uses DynamicPunch in a possible attempt to break, except he's using the wrong kind of break! Cyclohm takes advantage of this to Dishcharge and continue the sequence, while Machamp futilely Ice Punches to get in some more damage.

Cyclohm used Thunderbolt!
RNG Roll-To Crit(<=625 Crit): 2714 No
RNG Roll-To PAR(<=1000 PAR): 5341 No
10+3+3=16 damage
-6 EN

Cyclohm initialized a sequence!

Machamp used Bulk Up!
Machamp's Attack and Defense rose!
-6 EN

Machamp restored some HP with Leftovers!

Cyclohm used Dragon Pulse!
RNG Roll-To Crit(<=625 Crit): 9156 No
9+3+3+3=18 damage
-6 EN

Machamp used DynamicPunch!
RNG Roll-To Crit(<=625 Crit): 664 No
Cyclohn became confused!
10+3+1.5+1.75=16.25 damage
-6 EN

Machamp restored some HP with its Leftovers!

Cyclohm used Discharge!
RNG Roll-To Attack(<=5000 No): 8202 Yes
RNG Roll-To Crit(<=625 Crit): 6436 No
RNG Roll-To PAR(<=3000 PAR): 3093 No
8+3+3+6=20 damage
-5 EN

Machamp used Ice Punch!
RNG Roll-To Crit(<=625 Crit): 5004 No
(8+1.5)*1.5+1.75=16 damage
-6 EN

Machamp restored some HP with its Leftovers!



Machamp(Male)
42 HP
57 EN
5/3/4/3/47
Leftovers
+1 Atk, +1 Def


Cyclohm(M)
58 HP
60 EN
1/4/5/3/80
Exp. Share
Magnet Rise(2A)
Sequence Counter(3)
 
Focus Blast~Dynamicpunch~Ice Punch
IF Cyclohm uses a damaging Flying-type move OR Substitute A1, change your action string to Ice Punch+Close Combat~Cooldown~Dynamicpunch
 

"Time to take full advantage of our sequence! Do some massive damage with a Lightning Hurricane! Then rest up and go for a Thunderbolt!"

Summary:
Thunder+Hurricane -> cooldown -> Thunderbolt
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

Machamp(Male)
42 HP
57 EN
5/3/4/3/47
Leftovers
+1 Atk, +1 Def


Cyclohm(M)
58 HP
60 EN
1/4/5/3/80
Exp. Share
Magnet Rise(2A)
Sequence Counter(2)

Cyclohm picks up where it left off last round, and with an almighty Electric Gale to end its destructivesequence, it sends Machamp out of the match. To add insult to injury, it was a critical hit!

Cyclohm used Electric Gale!
RNG Roll-To Crit(<=625 Crit): 530 Crit
A critical hit!
RNG Roll-To PAR(<=3000 PAR): 6421 No
RNG Roll-To Confuse(<=3000 Yes): 5409 No
(24+9+3+3)*1.5=58.5 damage
-24 EN



Machamp(Male)
KO


Cyclohm(M)
58 HP
36 EN
1/4/5/3/80
Exp. Share
Magnet Rise(1A)
Unfocused(2A)
Cooldown(1A)
 

"Great job Shockstrike, now enjoy your rest, then Torment him to make Mindstrike's life a bit easier! Finish off with a Hydro Pump!"

Summary:
cooldown -> Torment -> Hydro Pump
If he uses Protect A2 or A3 use Rain Dance and push actions down, but not twice in a row
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

Marowak(M)
90 HP
100 EN
4/4/1/3/45
Thick Club


Cyclohm(M)
58 HP
36 EN
1/4/5/3/80
Exp. Share
Magnet Rise(1A)
Unfocused(2A)
Cooldown(1A)

While Cyclohm cools down from his mighty combo the previous round, Marowak, the new arrival, takes the chance to boost his attack up with a Swords Dance. This is followed up by an Earthquake while Cyclohm Torments him. Finally, Marowak Detects to avoid the incoming Hydro Pump.

Cyclohm cooled down!

Marowak used Swords Dance!
Marowak's Attack sharply rose!
-7 EN

Cyclohm's Magnet Rise ended!

Cyclohm used Torment!
Marowak was tormented!
-10 EN

Marowak used Earthquake!
RNG Roll-To Crit(<=625 Crit): 702 No
(10+3+4.5)*1.5=26.25 damage
-6 EN

Marowak initialized a sequence!

Marowak used Detect!
Marowak protected itself!
-7 EN

Marowak's sequence ended!

Cyclohm used Hydro Pump!
RNG Roll-To Hit(<=2000 Miss): 3276 Hit
RNG Roll-To Crit(<=625 Crit): 6110 No
Marowak protected itself!
-9 EN(Marowak)
-8 EN



Marowak(M)
90 HP
71 EN
4/4/1/3/45
Thick Club
+1 Atk
Torment(4A)


Cyclohm(M)
24 HP
26 EN
1/4/5/3/80
Exp. Share
 
fbhdljafbdjlagbfgbfd

Bonemerang~Bone Club~Bonemerang
IF he uses Protect, Chill and push actions down
IF he uses Substitute A1 BUT does not use Protect A2, change your second action to Bone Club+Bone Club
 

"Not much else you can do Shockstrike but Hydro Pump him, you did great!"

Summary:
Hydro Pump x3

EDIT: Sticking with this.
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

Marowak(M)
90 HP
71 EN
4/4/1/3/45
Thick Club
+1 Atk
Torment(4A)


Cyclohm(M)
24 HP
26 EN
1/4/5/3/80
Exp. Share

Cyclohm fires off a single Hydro Pump to do significant damage, before Marowak downs it with a Bonemerang!

Cyclohm used Hydro Pump!
RNG Roll-To Hit(<=2000 Miss): 9865 Hit
RNG Roll-To Crit(<=625 Crit): 1148 No
(12+3)*1.5=22.5 damage
-8 EN

Marowak used Bonemerang!
RNG Roll-To Hit(<=1000 Miss): 6792 No
RNG Roll-To Crit(<=625 Crit): 4673 No
RNG Roll-To Crit(<=625 Crit): 844 No
(10+3+4.5)*1.5=26.25 damage
-6 EN

Marowak initialized a sequence!



Marowak(M)
67 HP
65 EN
4/4/1/3/45
Thick Club
Torment(3A)


Cyclohm(M)
KO
 

"Alright Mindstrike, time to take over and bring this home! Start with a Knock Off to get rid of that Thick Club, then use a Leaf Blade to break his sequence! Finish off with a Will-O-Wisp to further weaken his attacks! If he uses Protect or Detect, then break through it with a Feint!"

Summary:
Knock Off -> Leaf Blade -> Will-O-Wisp
If he uses a protective action, use Feint and push actions down but not twice in a row
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

Gallade(M)
100 HP
100 EN
5/3/4/4/69/-10% Eva


Marowak(M)
67 HP
65 EN
4/4/1/3/45
Thick Club
Torment(3A)

Not much to see here folks...while Marowak Swords Dances aimlessly, Gallade initializes a new sequence with Knock Off, and follows up with a Leaf Blade to take advantage of it! Marowak breaks free with an Endeavor, calling forth its pain! Gallade then Feints passed Marowak's Detect to land a critical hit!

Gallade used Knock Off!
RNG Roll-To Crit(<=625 Crit): 5163 No
4+1.5=5.5 damage
-3 EN

Gallade initialized a sequence!

Marowak used Swords Dance!
Marowak's Attack sharply rose!
-7 EN

Gallade used Leaf Blade!
RNG Roll-To Crit(<=1250 Crit): 1820 No
(9+3+1.5)*1.5=20.25 damage
-7 EN

Marowak used Endeavor!
30.7 damage
-24 EN

Gallade's sequence was broken!
Gallade became unfocused!

Marowak used Protect!
-7 EN

Gallade used Feint!
RNG Roll-To Crit(<=625 Crit): 137 Crit
A critical hit!
4+3+1.5=8.5 damage
-2 EN

Gallade is no longer unfocused!



Gallade(M)
69 HP
88 EN
5/3/4/4/69/-10% Eva


Marowak(M)
33 HP
27 EN
4/4/1/3/45
+1 Atk
 
damn

endeavor~chill~endeavor
IF he uses Substitute (15) A1, change that action to Earthquake
If he Disables Endeavor, change all instances of Endeavor to Earthquake
 

"Those Endeavors hurt, so use an evasive Teleport to dodge that first one, then Leaf Blade him while he's chilling out! Then finish him off with a final Leaf Blade!"

Summary: evasive Teleport -> Leaf Blade -> Leaf Blade
 

Destiny Warrior

also known as Darkwing_Duck
is a Smogon Media Contributor Alumnus

Gallade(M)
69 HP
88 EN
5/3/4/4/69/-10% Eva


Marowak(M)
33 HP
27 EN
4/4/1/3/45
+1 Atk

And the inaugural sequence match draws to a close(and incidentally the first reffing happened only AFTER another sequence match ended, which started after this...)! Gallade evasively teleports away from Marowak's mighty Endeavor, then he initializes a sequence with a Leaf Blade while Marowak chills, and then KOes it with a follow-up Leaf Blade!

Gallade used Evasive Teleport!
-6 EN

Marowak used Endeavor!
But it failed!
-26 EN

Gallade used Leaf Blade!
RNG Roll-To Crit(<=1250 Crit): 642 Crit
A critical hit!
(9+3+3+1.5)*1.5=24.75 damage
-7 EN

Marowak chilled out!
+12 EN

Gallade used Leaf Blade!
RNG Roll-To Crit(<=1250 Crit): 4405 No
(9+3+3+1.5)*1.5=24.75 damage
-7 EN

Marowak was KO'd!



Gallade(M)
69 HP
75 EN
5/3/4/4/69/-10% Eva


Marowak(M)
KO

Rewards
Both Battlers: 2 CC
Flamestrike's mons: 3 MC, 1 KOC each
smashlloyd20's mons: 3 MC each
Marowak: 1 KOC
Destiny Warrior: 5+2=7 UC
 
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