Character: Izuku Midoriya | mightdoriya Badge/Gym Leader: Falkner/Zephyr Badge Elite/Regular: Regular Team:Team here! He'll be bringing Mighty the Eevee, Mirko the Buneary, Burnin' the Charmeleon, Ryuko the Appletun, Hawks the Decidueye, Kamui the Tangrowth Battle Details:
SO LIKE...Izuku is well aware that from the start, most of his team has been (and still is) not the best for taking on Falkner's birds. While the wise thing to do here would be to bring in an electric or rock type to completely sweep the place, Falkner will be faced today with a trainer forced into implementing a lot more strategy since he doesn't actually have any major type advantages (save for one which I'll get to). Each team member has been chosen for a purpose though, even those with weaknesses to flying types. Pokemon will for the most part follow the order as they are listed in when Izuku will send them out, though he will swap members or change his strategy on the fly should it be required.
Mighty (Eevee): While Mighty is one of the strongest members on Izuku's team and beats out all of Falkner's birds in terms of level advantage, he's still a normal type with no obvious strengths against them. While the obvious choice for someone else might have been to grab a thunderstone and make this quick, Izuku respects his Eevee's choice to remain an Eevee for now and instead picked up a TM from Goldenrod on his way through back to Violet: Toxic. Izuku's primary objective is going to be to hinder these birds as much as possible, so Toxic will be the first priority. With Toxic putting a timer on the opponent, Izuku will then switch to alternating other status moves such as Sand Attack, Growl, and Tail Whip, to lower attack, defense, and accuracy. Accuracy and defense will take priority since Izuku expects Mighty to be able to withstand a few hits thanks to the level advantage. Peppered inbetween will be moves like Swift and Quick Attack for the priority, as well as Bite for flinch chance. Take Down will only be used as a last resort to get as much damage off as possible.
Mirko (Buneary > Lopunny): Most of Mirko's moveset is similar to Mighty's in that there's a lot of normal type and varius similar status moves. However, Mirko has access to fighting moves like Jump Kick and Double Kick. They'll only do neutral damage to these dual-typed birds, but hopefully pack an extra punch to help whittle them down. She will also make liberal use of Dizzy Punch in a pinch to try and get a confusion off, as well as Agility to give herself much needed priority over Pokemon that might otherwise outspeed her. Endure remains in the back pocket to withstand a move that would otherwise K.O. her, followed up by a priority move like Quick Attack to get off some more chip damage.
Note: This is just for flavor purposes, but whether or not this challenge is a success, Mirko will evolve during the battling into Lopunny! It may give her a boost in strength due to simply having higher stats at that point, but I don't expect it to completely change the tides of a battle necessarily.
Burnin' (Charmeleon): Burnin' is at a level where he either only just beats out his opponent or is at a slight disadvantage. Nevertheless, he makes up for the disadvantage in sheer ferocity in battle. Izuku plans on letting him go all out with offense, primarily focusing on moves like Flamethrower and Fire Fang for STAB. Smokescreen will be implemented to drop accuracy if things start to get dicey.
Ryuko (Appletun): In the hopes that the other three were able to successfully do a good bit of damage in their time on the field, Izuku has his three Pokemon at potentially the greater risk on the back lines. Ryuko has a stronger chance given the fact that not only is she both Grass and Dragon type, she's incredibly hearty with tons of HP to tank hits if necessary. Izuku's plan is to have her utelize Leech Seed for additional chip damage on top of toxic should she come out, then focus on dealing damage with moves like Stomp, Headbutt, Body Slam for the paralysis chance if Mighty didn't manage to get a Toxic off, and Bullet Seed. Protect will be used to stall between turns of Toxic while she restores her own HP with Recover as necessary. Curse will be used to lay down extra damage over time as a last resort if Izuku sees she's going to go down.
Hawks (Decidueye): Hawks is also a dual-type just like Ryuko, and by the time he's introduced into battle Izuku will have him focus mainly on offensive moves. If multiple Pokemon are left on Falkner's side, he'll use Spirit Shackle to bind them to the battle, ensuring that whatever residual damage they've been taking (be it from poison, leech seed, or curse) can't be nullfied by swapping out. From there, moves like Leafage, Razor Leaf, and Shadow Sneak will be prioritized to take advantage of STAB with usage of Synthesis inbetween to recover health as necessary.
Kamui (Tangrowth): Kamui will come out as Izuku's final resort. Being pure grass type, she has the most obvious weakness against flying types despite being tied with Izuku's strongest. Where she lacks in advantage naturally, she makes up for it in sheer bulk in terms of defense.
Izuku's plan? Have her spam Ancient Power until they faint. That is his ace in the hole here. If she manages to get an omni-boost, all the better. If things get risky he'll chance Sleep Powder to buy time if they're not already afflicted by status, but mainly the goal here is to sweep up the rest of what's left if the rest of Izuku's team has since fallen.
no subject
Badge/Gym Leader: Falkner/Zephyr Badge
Elite/Regular: Regular
Team: Team here! He'll be bringing Mighty the Eevee, Mirko the Buneary, Burnin' the Charmeleon, Ryuko the Appletun, Hawks the Decidueye, Kamui the Tangrowth
Battle Details:
SO LIKE...Izuku is well aware that from the start, most of his team has been (and still is) not the best for taking on Falkner's birds. While the wise thing to do here would be to bring in an electric or rock type to completely sweep the place, Falkner will be faced today with a trainer forced into implementing a lot more strategy since he doesn't actually have any major type advantages (save for one which I'll get to). Each team member has been chosen for a purpose though, even those with weaknesses to flying types. Pokemon will for the most part follow the order as they are listed in when Izuku will send them out, though he will swap members or change his strategy on the fly should it be required.
Mighty (Eevee): While Mighty is one of the strongest members on Izuku's team and beats out all of Falkner's birds in terms of level advantage, he's still a normal type with no obvious strengths against them. While the obvious choice for someone else might have been to grab a thunderstone and make this quick, Izuku respects his Eevee's choice to remain an Eevee for now and instead picked up a TM from Goldenrod on his way through back to Violet: Toxic. Izuku's primary objective is going to be to hinder these birds as much as possible, so Toxic will be the first priority. With Toxic putting a timer on the opponent, Izuku will then switch to alternating other status moves such as Sand Attack, Growl, and Tail Whip, to lower attack, defense, and accuracy. Accuracy and defense will take priority since Izuku expects Mighty to be able to withstand a few hits thanks to the level advantage. Peppered inbetween will be moves like Swift and Quick Attack for the priority, as well as Bite for flinch chance. Take Down will only be used as a last resort to get as much damage off as possible.
Mirko (Buneary > Lopunny): Most of Mirko's moveset is similar to Mighty's in that there's a lot of normal type and varius similar status moves. However, Mirko has access to fighting moves like Jump Kick and Double Kick. They'll only do neutral damage to these dual-typed birds, but hopefully pack an extra punch to help whittle them down. She will also make liberal use of Dizzy Punch in a pinch to try and get a confusion off, as well as Agility to give herself much needed priority over Pokemon that might otherwise outspeed her. Endure remains in the back pocket to withstand a move that would otherwise K.O. her, followed up by a priority move like Quick Attack to get off some more chip damage.
Note: This is just for flavor purposes, but whether or not this challenge is a success, Mirko will evolve during the battling into Lopunny! It may give her a boost in strength due to simply having higher stats at that point, but I don't expect it to completely change the tides of a battle necessarily.
Burnin' (Charmeleon): Burnin' is at a level where he either only just beats out his opponent or is at a slight disadvantage. Nevertheless, he makes up for the disadvantage in sheer ferocity in battle. Izuku plans on letting him go all out with offense, primarily focusing on moves like Flamethrower and Fire Fang for STAB. Smokescreen will be implemented to drop accuracy if things start to get dicey.
Ryuko (Appletun): In the hopes that the other three were able to successfully do a good bit of damage in their time on the field, Izuku has his three Pokemon at potentially the greater risk on the back lines. Ryuko has a stronger chance given the fact that not only is she both Grass and Dragon type, she's incredibly hearty with tons of HP to tank hits if necessary. Izuku's plan is to have her utelize Leech Seed for additional chip damage on top of toxic should she come out, then focus on dealing damage with moves like Stomp, Headbutt, Body Slam for the paralysis chance if Mighty didn't manage to get a Toxic off, and Bullet Seed. Protect will be used to stall between turns of Toxic while she restores her own HP with Recover as necessary. Curse will be used to lay down extra damage over time as a last resort if Izuku sees she's going to go down.
Hawks (Decidueye): Hawks is also a dual-type just like Ryuko, and by the time he's introduced into battle Izuku will have him focus mainly on offensive moves. If multiple Pokemon are left on Falkner's side, he'll use Spirit Shackle to bind them to the battle, ensuring that whatever residual damage they've been taking (be it from poison, leech seed, or curse) can't be nullfied by swapping out. From there, moves like Leafage, Razor Leaf, and Shadow Sneak will be prioritized to take advantage of STAB with usage of Synthesis inbetween to recover health as necessary.
Kamui (Tangrowth): Kamui will come out as Izuku's final resort. Being pure grass type, she has the most obvious weakness against flying types despite being tied with Izuku's strongest. Where she lacks in advantage naturally, she makes up for it in sheer bulk in terms of defense.
Izuku's plan? Have her spam Ancient Power until they faint. That is his ace in the hole here. If she manages to get an omni-boost, all the better. If things get risky he'll chance Sleep Powder to buy time if they're not already afflicted by status, but mainly the goal here is to sweep up the rest of what's left if the rest of Izuku's team has since fallen.