Flame v Comp

1v1 Strongmon FE Singles
Switch=KO
All abilities
Items=On
1 Day DQ
2 subs
2 Recovers/5 chills
ASB arena

Let's try to make this quick


Magmortar - Flamestrike (M)
Nature: Naive (+15% Speed, +11% Accuracy, -1 SpD)
Type: Fire
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.

Abilities:
Flame Body: (Passive) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW): (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 96 (83*1.15^)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 54

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

Attacks:
Ember
Smog
Leer
Fire Punch
SmokeScreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Confuse Ray
Sunny Day
Lava Plume
Flamethrower
Fire Blast
Hyper Beam

Barrier
Cross Chop
DynamicPunch
Focus Energy
Mach Punch
ThunderPunch

Dual Chop
Low Kick
Sleep Talk
Uproar

Counter
Endure
Heat Wave
Helping Hand
Mimic

Toxic
Hidden Power Ice 7
Taunt
Protect
SolarBeam
Thunderbolt
Earthquake
Psychic
Brick Break
Double Team
Torment
Flame Charge
Rest
Overheat
Focus Blast
Incinerate
Will-O-Wisp
Bulldoze
Rock Slide
Substitute

Focus Punch
Teleport
Bide


Charizard - Scorchstrike (M)
Nature: Naughty (Adds one Rank to Attack; Subtracts one Rank from Special Defense)
Type: Fire/Flying
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.
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:
Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Total Moves: 52

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

Attacks:
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Flame Burst
Flamethrower
Fire Spin

Counter
Crunch
Dragon Dance
Dragon Pulse
Flare Blitz
Focus Punch

Blast Burn
Fire Punch
Tailwind
ThunderPunch

Hone Claws
Roar
Toxic
Hidden Power Ice 7
Sunny Day
Protect
SolarBeam
Earthquake
Dig
Brick Break
Double Team
Fire Blast
Aerial Ace
Flame Charge
Sky Drop
Will-O-Wisp
Bulldoze
Rock Slide
Dragon Tail
Substitute
Fly

Bide
Reflect
Endure
Roost


Mollux - Toxinstrike (F)
Nature: Timid (+15% Speed, +9% Accuracy, -1 Attack)
Type: Fire/Poison
Fire: Fire STAB; immune to burn, 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.
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:
Dry Skin: (Passive) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Toggle) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76*1.15^)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 26

MC: 1
DC: 1/5

Attacks:
Attacks:
Bide
Ember
Acid
Withdraw
Acid Spray
Confuse Ray
Clear Smog
Lava Plume
Moonlight
Heat Wave
Recover
Toxic Spikes
Eruption

Aqua Ring
Fire Spin
Heal Bell
Heal Pulse
Rapid Spin

Protect
SolarBeam
Thunderbolt
Double Team
Sludge Wave
Fire Blast
Will-O-Wisp
Substitute


Bisharp (Optimus) (M)

"To meet in battle one who has spent their whole life training- that, is the greates honor I can receive."
As noble as his namesake, Optimus, the respected leader of Complications' team, is the exception that makes the rule. Not all Bisharp are evil, and he's more than happy to prove it to you in battle.
Nature: Adamant (+Atk, -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.


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:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are * decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pressure (Unlocked) (DW)
Type: 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.


Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: ---
DC: 5/5

Attacks:
Aerial Ace
Assurance
Attract
Brick Break (*)
Cut
Dark Pulse
Dig
Double Team
Dual Chop
Embargo
Facade
Faint Attack (*)
False Swipe
Fling
Focus Blast
Foul Play
Frustration
Fury Cutter (*)
Giga Impact
Grass Knot
Guillotine
Headbutt
Hidden Power Water (7)
Hone Claws
Hyper Beam
Iron Defense
Iron Head
Knock Off
Leer (*)
Low Kick
Low Sweep
Magnet Rise
Mean Look
Metal Burst
Metal Claw (*)
Metal Sound
Night Slash
Payback
Poison Jab
Protect
Psycho Cut (*)
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Rock Polish
Rock Smash
Rock Tomb
Role Play
Round
Sandstorm
Scary Face (*)
Scratch (*)
Shadow Claw
Slash
Sleep Talk
Snarl
Snatch
Snore
Spite
Stealth Rock (*)
Stone Edge
Substitute
Sucker Punch (*)
Swagger
Swords Dance (*)
Taunt (*)
Thief
Thunder Wave
Torment (*)
Toxic
X-Scissor
Total Obtained: 74
To Obtain: 0 MOVEPOOL COMPETE!!!
 
"Optimus, we may take a beating."
Optimus Bisharp @ Life Orb

Stone Edge-Rock Tomb-Stone Edge
If Charizard uses Counter, use Rain Dance on the first instance, Hidden Power on the second, and Thunder Wave on the third.
If Charizard uses a damaging non-combo fire type move, use Metal Burst, but not consecutively.
 

Charizard
HP: 100
EN: 100
4/3/4/2/100
Status:



HP: 100
EN: 100
6/4/1/3/70
Status:

A1 Charizard dug a hole

Bisharp used Stone edge, but missed
-7 EN

Charizard used Dig
Crit (<625): 6142 (No)
(10+6-6)*1.5= 15
-12 EN

A2
Charizard dug a hole

Bisharp used rock tomb, but it missed
-4 EN

Charizard used Dig
Crit (<625): 824 (No)
(10+6-6)*1.5= 15
-16 EN

A3
Charizard dug a hole

Bisharp used Stone edge but missed
-7 EN

Charizard used Dig
Crit (<625): 6142 (No)
(10+6-6)*1.5= 15
-20 EN


Charizard
HP: 100
EN: 52
4/3/4/2/100
Status:



Bisharp
HP: 55
EN: 82
6/4/1/3/70
Status:
 
There, much better. Now that we have a lead...

Heat Wave -> Fire Blast -> Heat Wave
If damaging Rock-type move use Counter and push actions back
If he uses Metal Burst and you're not Taunted and you're faster use Reflect the first time, Substitute (15 HP) the second time, and Sunny Day the third time, pushing actions back each time
 

Charizard
HP: 100
EN: 52
4/3/4/2/100
Status:



Bisharp
HP: 55
EN: 82
6/4/1/3/70
Status:
A1
Charizard used Heat Wave
Hit (<9000): 4134 (Yes)
Crit (<625): 1558 (No)
Burn (<1000): 9274 (No)
(12+3+6-6)*1.5= 22.5
-8 EN

Bisharp used Substitute
-12 EN

A2
Complications used Rock Throw
Hit (<9000): 1428 (Yes)
Crit (<625): 8505 (No)
Flinch (<3000): 7849 (No)
(5+8.5-4.5)*2.5= 22.5
-3 EN

Charizard used Counter
33.75 HP
-25.25 EN

A3
Complications used Polished Edge!
Crit (<1250): 7241 (No)
(14+7.5-4.5)*2.5= 42.5
+2 Speed
-21 EN

Charizard used Counter
63.75
-33.25


Charizard
HP: KO
EN: KO
4/3/4/2/100
Status:



Bisharp
HP: KO
EN: KO
6/4/1/3/70
Status:



Me: 2 UC

Flamestrike: 1 CC
Charizard: 3 MC +1 KOC

Complications: 5 CC
Bisharp: 1 KOC
 

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