Character: Lupa | papacerberus Badge/Gym Leader: Sabrina, Marsh Elite/Regular: REGULAR TEAM Team:POKEMON ROSTER Coyote (Zoroark, Lv 55), Chala (Umbreon, Lv 55), Yatagarasu (Corviknight, Lv 41), Renard (Thievul, Lv 44), Hoa Sen (Ninetales, lv 66), Cerberus (Houndoom, lv 86) Battle Details: IC Date: Oct 3rd Some juicy new footage (of victories this time) for Lupa's brand new fans. I'd be worried saying that out loud before the mods' judgement would jinx it but Lupa tends to over prepare strategy and /gestures at Lupa's roster.
Anyway, he's prepared with potions and berries just in case (confusion) a status effect happens.
Special note: it may not matter, as Lupa doesn't really use pokeballs for his mons unless they're injured or are too big/ill-suited to an environment, but he has Hoa Sen the Ninetails in the "last spot" of his party, so that Coyote's Illusion will make him look like a Ninetales too.
Vs. Espeon --Renard is sent in first, to get some gym battle experience! Thief to start, just in case Espeon is holding an item! Then Snarl, until either Espeon's Sp. Attack can't go down further, or Renard is about to faint. If the latter, Lupa switches out. If the former, switching to Foul Play until Renard is about to faint. If Lupa thinks Renard can take Espeon out with one last hit, he'll still do the switch to Yatagarasu for advance setup reasons. --Because Lupa doesn't think Renard can do it alone due to the level difference, but that's okay, because Yatagarasu is there to come in and do a Hone Claws (advance setup~) and Power Trip. Rinse and repeat the combo until Espeon is down. (or if Hone Claws won't raise her stats anymore, just Power Trip) --in the event that those two combined can't take out Espeon, Chala will come in and finish it with a couple Dark Pulses.
Vs. Mr. Mime --if Yatagarasu is already out and got some Hone Claws in, she'll Taunt and get right to work with Steel Wing until Mr. Mime is down. (keeping Taunt refreshed, of course) if she wasn't already out, Taunt, then a couple Hone Claws, and then Steel Wing until the end. --if Yatagarasu can't finish it, Coyote will come in, hoping to get a free turn to attack with his Illusion before the super effectives start. Taunt will go on the second (unless it's before Yatagarasu's last Taunt faded), then Torment! Unfortunately his only super-effective is U-Turn and Lupa isn't particularly interested in doing a lot of switching in and out. On the other hand, Fairy only makes Dark neutral, not less than! If Reflect is up, attacking using mostly Night Daze. If not, Night Slash and Night Daze mostly equally. Might throw in a Knock Off if Lupa suspects held item. If things are going rough, though, he will have Coyote start using U-Turn to switch with Hoa Sen (maybe Illusion and the rapid switches will confuse Sabrina!) --If U-turn switches need to happen and Hoa Sen is spending time in, she'll hang around for 1-3 moves each time, Lupa picking and choosing how many on a whim to make it more random (and to incite Psychic vs Fairy on turns he switches Coyote back in), and use moves as follows: Will-O-Wisp, Confuse Ray, Disable, Spite, Imprison, Safeguard, and if it's really dire and Coyote went down, Shadow Ball. She's not super overleveled so Lupa considers that mostly fair. --if Coyote (and Hoa Sen) can't finish it, Chala will come in! Yes, that Dazzling Gleam will hurt, but her Sp. Defense is huge, so Lupa believes she can tank enough to slam Mr. Mime into defeat with her new Iron Tail*. But if the first hurts more than expected (or Mr. Mime gets Reflect up), he'll have her Calm Mind to raise that defense even more before continuing the Iron Tail slams.
*I am... actually uncertain if (not Hisui endemic) Pokemon caught in Hisui can learn TMs if their modern counterparts can? But uh, Iron Tail is also a tutor move so it might not matter anyway. But yeah! One bit of mechanics confusion I thought I'd clarify.
Vs. Alakazam --Unless Sabrina pulls switching tactics, Alakazam is the last of her team, and the worst it can do to 2/3 of Lupa's team is temporarily Disable a move. Probably a forgone conclusion, but just in case: --if Chala has decent HP, she's the first one in. A little bit of Shadow Ball, a little bit of Dark Pulse. If both her primary moves get disabled she'd switch first to Snarl, then Double Edge until her HP got dangerously low, and then Calm Mind if either of her moves hadn't come off being disabled yet. Then back to Shadow Ball and Dark Pulse. Eventually Alakazam will run out of Recover! --if she does run out of PP, and Coyote is still up, his turn! If he didn't have to go in at all against Mr. Mime, free turn for set-up! In which case, Hone Claws. And then Taunt, to end things more quickly. And then either Night Slash or Nasty Plot followed Night Daze, depending on if a Reflect is active. Knock Off if Coyote runs out of PP for the first two. Foul Play if he runs out of PP for Knock Off. --and if even Coyote runs out of PP, Renard will come out to spam his dark attacks until he runs out of PP.
...and if things just go completely downhill somehow (Sabrina is actually able to read minds or see the future??) the very overleveled Cerberus is waiting in the wings to do clean up. She's neutral to Mr. Mime's Dazzling Gleam, has Taunt, a bunch of dark type attacks plus Smog for the half-fairy, and Double Team to keep the Espeon's normal attacks from hitting as often. And she is willing to Laser Focus everything until she runs out of PP for it. ... if Lupa was more of the bragging type he'd be tempted to see if she could pull a sweep, just to say he did.
Character: Lupa | papacerberus Badge/Gym Leader: Erika, Rainbow Elite/Regular: REGULAR TEAM Team:POKEMON ROSTER Hayatarou (Granbull, lv 31), Varuna (Eevee, lv 38), Mere (Alolan Vulpix, lv 33), Yatagarasu (Corviknight, lv 41), Hoa Sen (Ninetales, lv 66), Cerberus (Houndoom, lv 86) Battle Details: IC Date: Oct 4th Some juicy new footage (of victories this time) for Lupa's brand new fans. I'd be worried saying that out loud would jinx it but Lupa tends to over prepare strategy and /gestures at Lupa's roster.
Oddly enough, for all Lupa's fire types, he's surprisingly low on ones that aren't super overleveled for Erika's team, so he's using a lower level team and bringing extra potions, revives and berries for status effects. His two overleveled fire types could probably sweep (perhaps even singly) with no problem but he's trying to play fair!
Vs Jumpluff --Mere is going in first, and setting up Hail! Then Confuse Ray. With her increased evasion and hopefully a confused Jumpluff decreasing her chances of getting hit by anything, she can settle in to use mostly Ice Shard and Icy Wind, with a big Ice Beam to finish things. She'll try to Disable status moves and the two draining moves if she can, and of course keep Hail refreshed. Lupa will be ready to give her potions and berries whenever she's statused or getting close to a third or less HP. --Hayatarou is ready to alternate between Fire and Ice Fangs to finish it and/or give Mere a much needed break. --if they can't take care of it themselves, Yatagarasu is ready to come in and lay down some Drill Pecks.
Vs Tangrowth --if Tangrowth comes in because Jumpluff U-Turned, or Mere is on the field after Jumpluff goes down and has decent HP, Confuse Ray first! Hail whenever it's needed. And attacking with Ice Beam and Aurora Beam. Disable any status and definitely that Ancient Power. Unless Block is up, Lupa will switch when the battlers are at low HP instead of after fainting. Potions are cheaper! --if Hayatarou is on the field (or is coming in after Mere), Charm first, then alternating Ice/Fire Fangs with Headbutts for flinch chance. --if those two are both in bad shape and/or can't finish it, Varuna comes in! Sand Attack is first, obviously, then Baby-Doll Eyes, then more Sand Attack. He'll use Refresh if he's statused. Then a bunch of Swifts! Maybe a Bite or two for Flinch chance. If he's not able to finish it, he'll Focus Energy and then Baton Pass that on to the next battler. --Yatagarasu comes in with Taunt and Drill Pecks, maybe a Pluck or two if PP for the first is getting low.
Vs Bellossom --if U-Turned in on Mere she'll Ice-Beam once and skedaddle. If Bellossom is the last Pokemon, Mere will do her best to get a faint with Ice Beams, Disable for those nasty status and draining moves, and refreshing Hail. --if Hayatarou is on the field and Bellossom isn't the last Fire Fang, and then Roar. If Bellossom is the last, Ice/Fire Fangs until the bitter end! --Yatagarasu is unlikely to be the one on the field if Bellossom is U-Turned in, but her strategy is mostly the same either way: Taunt, Hone Claws, Drill Pecks! Repeat as necessary, and switch the Drill Pecks to Pluck if out of PP. Brave Bird if it'll definitely take Bellossom out, or the situation is looking desperate. --if Varuna is out when Bellossom comes in, Sand Attack until Bellossom is lowest accuracy possible is the priority, but he will first use Copycat on Toxic before Refresh to cure his bad poison. He will also Copycat Quiver Dance, Growth, and Moonlight whenever they are used! If he's coming in after one or more of the others (or because the other three were in a bad way when it was time to handle Bellossom), during this time, he'll also tank a time or two so that someone else can be revived and/or healed, and then Baton Pass all those stat increases off. See the strategies above for what the others will do.
Cleanup: should his lower level quartet be unable to finish it on their own, he'll send in Hoa Sen and then Cerberus to burn it to the ground. Hopefully not literally. /nervous glance at the contents of Erika's gym.
no subject
Badge/Gym Leader: Sabrina, Marsh
Elite/Regular: REGULAR TEAM
Team: POKEMON ROSTER Coyote (Zoroark, Lv 55), Chala (Umbreon, Lv 55), Yatagarasu (Corviknight, Lv 41), Renard (Thievul, Lv 44), Hoa Sen (Ninetales, lv 66), Cerberus (Houndoom, lv 86)
Battle Details: IC Date: Oct 3rd
Some juicy new footage (of victories this time) for Lupa's brand new fans. I'd be worried saying that out loud before the mods' judgement would jinx it but Lupa tends to over prepare strategy and /gestures at Lupa's roster.
Anyway, he's prepared with potions and berries just in case (confusion) a status effect happens.
Special note: it may not matter, as Lupa doesn't really use pokeballs for his mons unless they're injured or are too big/ill-suited to an environment, but he has Hoa Sen the Ninetails in the "last spot" of his party, so that Coyote's Illusion will make him look like a Ninetales too.
Vs. Espeon
--Renard is sent in first, to get some gym battle experience! Thief to start, just in case Espeon is holding an item! Then Snarl, until either Espeon's Sp. Attack can't go down further, or Renard is about to faint. If the latter, Lupa switches out. If the former, switching to Foul Play until Renard is about to faint. If Lupa thinks Renard can take Espeon out with one last hit, he'll still do the switch to Yatagarasu for advance setup reasons.
--Because Lupa doesn't think Renard can do it alone due to the level difference, but that's okay, because Yatagarasu is there to come in and do a Hone Claws (advance setup~) and Power Trip. Rinse and repeat the combo until Espeon is down. (or if Hone Claws won't raise her stats anymore, just Power Trip)
--in the event that those two combined can't take out Espeon, Chala will come in and finish it with a couple Dark Pulses.
Vs. Mr. Mime
--if Yatagarasu is already out and got some Hone Claws in, she'll Taunt and get right to work with Steel Wing until Mr. Mime is down. (keeping Taunt refreshed, of course) if she wasn't already out, Taunt, then a couple Hone Claws, and then Steel Wing until the end.
--if Yatagarasu can't finish it, Coyote will come in, hoping to get a free turn to attack with his Illusion before the super effectives start. Taunt will go on the second (unless it's before Yatagarasu's last Taunt faded), then Torment! Unfortunately his only super-effective is U-Turn and Lupa isn't particularly interested in doing a lot of switching in and out. On the other hand, Fairy only makes Dark neutral, not less than! If Reflect is up, attacking using mostly Night Daze. If not, Night Slash and Night Daze mostly equally. Might throw in a Knock Off if Lupa suspects held item. If things are going rough, though, he will have Coyote start using U-Turn to switch with Hoa Sen (maybe Illusion and the rapid switches will confuse Sabrina!)
--If U-turn switches need to happen and Hoa Sen is spending time in, she'll hang around for 1-3 moves each time, Lupa picking and choosing how many on a whim to make it more random (and to incite Psychic vs Fairy on turns he switches Coyote back in), and use moves as follows: Will-O-Wisp, Confuse Ray, Disable, Spite, Imprison, Safeguard, and if it's really dire and Coyote went down, Shadow Ball. She's not super overleveled so Lupa considers that mostly fair.
--if Coyote (and Hoa Sen) can't finish it, Chala will come in! Yes, that Dazzling Gleam will hurt, but her Sp. Defense is huge, so Lupa believes she can tank enough to slam Mr. Mime into defeat with her new Iron Tail*. But if the first hurts more than expected (or Mr. Mime gets Reflect up), he'll have her Calm Mind to raise that defense even more before continuing the Iron Tail slams.
*I am... actually uncertain if (not Hisui endemic) Pokemon caught in Hisui can learn TMs if their modern counterparts can? But uh, Iron Tail is also a tutor move so it might not matter anyway. But yeah! One bit of mechanics confusion I thought I'd clarify.
Vs. Alakazam
--Unless Sabrina pulls switching tactics, Alakazam is the last of her team, and the worst it can do to 2/3 of Lupa's team is temporarily Disable a move. Probably a forgone conclusion, but just in case:
--if Chala has decent HP, she's the first one in. A little bit of Shadow Ball, a little bit of Dark Pulse. If both her primary moves get disabled she'd switch first to Snarl, then Double Edge until her HP got dangerously low, and then Calm Mind if either of her moves hadn't come off being disabled yet. Then back to Shadow Ball and Dark Pulse. Eventually Alakazam will run out of Recover!
--if she does run out of PP, and Coyote is still up, his turn! If he didn't have to go in at all against Mr. Mime, free turn for set-up! In which case, Hone Claws. And then Taunt, to end things more quickly. And then either Night Slash or Nasty Plot followed Night Daze, depending on if a Reflect is active. Knock Off if Coyote runs out of PP for the first two. Foul Play if he runs out of PP for Knock Off.
--and if even Coyote runs out of PP, Renard will come out to spam his dark attacks until he runs out of PP.
...and if things just go completely downhill somehow (Sabrina is actually able to read minds or see the future??) the very overleveled Cerberus is waiting in the wings to do clean up. She's neutral to Mr. Mime's Dazzling Gleam, has Taunt, a bunch of dark type attacks plus Smog for the half-fairy, and Double Team to keep the Espeon's normal attacks from hitting as often. And she is willing to Laser Focus everything until she runs out of PP for it. ... if Lupa was more of the bragging type he'd be tempted to see if she could pull a sweep, just to say he did.
Character: Lupa |
Badge/Gym Leader: Erika, Rainbow
Elite/Regular: REGULAR TEAM
Team: POKEMON ROSTER Hayatarou (Granbull, lv 31), Varuna (Eevee, lv 38), Mere (Alolan Vulpix, lv 33), Yatagarasu (Corviknight, lv 41), Hoa Sen (Ninetales, lv 66), Cerberus (Houndoom, lv 86)
Battle Details: IC Date: Oct 4th
Some juicy new footage (of victories this time) for Lupa's brand new fans. I'd be worried saying that out loud would jinx it but Lupa tends to over prepare strategy and /gestures at Lupa's roster.
Oddly enough, for all Lupa's fire types, he's surprisingly low on ones that aren't super overleveled for Erika's team, so he's using a lower level team and bringing extra potions, revives and berries for status effects. His two overleveled fire types could probably sweep (perhaps even singly) with no problem but he's trying to play fair!
Vs Jumpluff
--Mere is going in first, and setting up Hail! Then Confuse Ray. With her increased evasion and hopefully a confused Jumpluff decreasing her chances of getting hit by anything, she can settle in to use mostly Ice Shard and Icy Wind, with a big Ice Beam to finish things. She'll try to Disable status moves and the two draining moves if she can, and of course keep Hail refreshed. Lupa will be ready to give her potions and berries whenever she's statused or getting close to a third or less HP.
--Hayatarou is ready to alternate between Fire and Ice Fangs to finish it and/or give Mere a much needed break.
--if they can't take care of it themselves, Yatagarasu is ready to come in and lay down some Drill Pecks.
Vs Tangrowth
--if Tangrowth comes in because Jumpluff U-Turned, or Mere is on the field after Jumpluff goes down and has decent HP, Confuse Ray first! Hail whenever it's needed. And attacking with Ice Beam and Aurora Beam. Disable any status and definitely that Ancient Power. Unless Block is up, Lupa will switch when the battlers are at low HP instead of after fainting. Potions are cheaper!
--if Hayatarou is on the field (or is coming in after Mere), Charm first, then alternating Ice/Fire Fangs with Headbutts for flinch chance.
--if those two are both in bad shape and/or can't finish it, Varuna comes in! Sand Attack is first, obviously, then Baby-Doll Eyes, then more Sand Attack. He'll use Refresh if he's statused. Then a bunch of Swifts! Maybe a Bite or two for Flinch chance. If he's not able to finish it, he'll Focus Energy and then Baton Pass that on to the next battler.
--Yatagarasu comes in with Taunt and Drill Pecks, maybe a Pluck or two if PP for the first is getting low.
Vs Bellossom
--if U-Turned in on Mere she'll Ice-Beam once and skedaddle. If Bellossom is the last Pokemon, Mere will do her best to get a faint with Ice Beams, Disable for those nasty status and draining moves, and refreshing Hail.
--if Hayatarou is on the field and Bellossom isn't the last Fire Fang, and then Roar. If Bellossom is the last, Ice/Fire Fangs until the bitter end!
--Yatagarasu is unlikely to be the one on the field if Bellossom is U-Turned in, but her strategy is mostly the same either way: Taunt, Hone Claws, Drill Pecks! Repeat as necessary, and switch the Drill Pecks to Pluck if out of PP. Brave Bird if it'll definitely take Bellossom out, or the situation is looking desperate.
--if Varuna is out when Bellossom comes in, Sand Attack until Bellossom is lowest accuracy possible is the priority, but he will first use Copycat on Toxic before Refresh to cure his bad poison. He will also Copycat Quiver Dance, Growth, and Moonlight whenever they are used! If he's coming in after one or more of the others (or because the other three were in a bad way when it was time to handle Bellossom), during this time, he'll also tank a time or two so that someone else can be revived and/or healed, and then Baton Pass all those stat increases off. See the strategies above for what the others will do.
Cleanup: should his lower level quartet be unable to finish it on their own, he'll send in Hoa Sen and then Cerberus to burn it to the ground. Hopefully not literally. /nervous glance at the contents of Erika's gym.