Leethoof vs kingofburgerz on a boat!

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A ship is sailing serenely over the surface of the sea. A guy with |-|00\/35 walks out of his 83|27|-|, strolls to the 573|2|\| of the ship, and shouts into the \/\/!|\||).
Leethoof said:
I challenge Kingofburgerz!!

2v2 Doubles
1 Day DQ, 2 for ref
Arena:
"I'm on a boat" - a boat with flip flops and dolphins. Earthquake, dig, magnitude, bulldoze may not be used. Surf can. Getting knocked off the boat can may cause damage or hinder the actions of non-water types. Up to ref on how all this is reffed specifically
A rather creepy-looking guy appears next to a smokestack. He wears a crown, a red butt-length robe, and white breeches. His head is disproportionately large and seems to be made of plastic; no flesh-and-bone head could hold a smile for that long. With a plastic replica of his crown, he ziplines down a communications wire and lands in front of Leethoof.
kingofburgerz said:
I accept

swtch=no

Abillites=all

Items=off
ARENA: We’re on a boat -- Mother’fagrigus.

The squarish rear end of the S. S. Mother’fagrigus. There’s approximately 40 feet by 40 feet of dry floor. The side of the sun deck forms a wall on one side while a 5-foot barrier surrounds the rest. The floor is solid wood. No, seriously, it’s solid; nothing can scratch it. It doesn’t carry ground-based vibrations very well, though…

A Pokemon that can’t fly or Levitate that falls off the ship misses its next action as a dolphin bumps it back onto the ship. Subsequent falls knock 12 Energy off the Pokemon as it swims for a life preserver. Water-types pay half this cost.


Hanging from the wall on the forward side of the arena is a pair of scuba fins. A Pokemon wearing these pays half Energy if it falls off the ship AND can at any time remove them and/or pass them to a nearby teammate. For all intents and purposes, they’re an ITEM.

However, powerful attacks can knock off the fins. Attacks have a (damage done) out of 40 chance to knock off the fins; critical hits always remove them. A Pokemon landing a physical attack that knocks off the fins may elect to pick them up.


Each Pokemon starts in a corner 10 feet from the sides, and the first Pokemon called out by each Trainer starts on the side with the wall that has the scuba fins.


Team Exceptional Ungulate

Seedot [Locust] (M)
Nature
: Jolly (-Special Attack, 1.15 Boost to speed)
Type:
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.

Abilities:
Clorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Pickpocket(DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35 (30x1.15=34.5 rounded up)

EC: 1/9
MC: 2
DC: 1/5

Attacks:
Bide
Harden
Growth
Nature Power
Synthesis

Leech Seed
Bullet Seed
Defog

Explosion
Dig
Swords Dance



Cranidos [Ragequit] (M)
Nature: Naughty ( + attack, -special defense)
Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Mold Breaker: Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Sheer Force (DW): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58

EC: 0/6
MC: 1->0
DC: 0/5

Attacks:
Headbutt (of course)
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Head Smash

Hammer Arm
Curse
Iron Head

Rock Polish
Swords Dance
Earthquake

Voodoll (Stasis) (F)
Nature: Naive (+Speed, -Sp Def)

Type: Normal/Dark
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Normalize: (Can be deactivated) This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.
Cursed Body (DW): (Innate) When This Pokemon is struck by an opponents attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (70x1.15=80.5^81)

Moves:
Astonish
Copycat
Mimic
Pain Split
Spite
Grudge
Charge
Follow Me
Pin Missile

Mach Punch
Counter
Pursuit

Taunt
Psychic
Thunder Wave

- - -- --- ----- -------- ----- --- -- - -

Team McDonalds is a Knave

Deino* Derp (M)
Nature: Rash (Plus Special Attack Minus Special Defense)
Type: Dark Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Hustle: This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Stats:


Plus special attack Minus special Defense

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 38


EC: 0/9
MC: 0

Attacks:
Tackle*
Dragon Rage*
Focus Energy*
Bite*
Head Butt*
Dragon Breath*
Roar*
Crunch*

Taunt*
Dragon Tail*
Thunder Wave*

Earth Power*
Dark Pulse*
Thunder Fang*



Oshawott* Glacies (M)
Nature: Lonley (Plus Attack Minus Defense)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:


HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45

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

Attacks:


Tackle*
Tail whip*
Water Gun*
Water Sport*
Focus Energy*
Razor Shell*
Fury cutter*
Water pulse*
Revenge*

Detect*
Air Slash*
Night Slash*

Water Fall*
Dig*
Ice Beam*

Thank you for Reffing-Kingofburgerz



LEETHOOF sends out his Pokemon.
KINGOFBURGERZ sends out his next and calls in orders.
LEETHOOF calls his orders.
I ref. Et cetera.
 
Go Derp and Glacies!

First Derp Tackle Rage Quit then Use Thunder Wave on Stasis Last use head butt on rage quit and try to knock him off the boat!


Glacies I want you to use Water gun on Rage quit then use razor shell on Stasis then follow up with another water gun on stasis.
 
Marvelous flavor-text kingofburgerz!

Ok Ragequit...it looks like they really want you out of the fight, which is okay because you also want them out of the fight. Start with a Hammer Arm on that silly Derpdragon, and then follow up with a HEAD SMASH of epic proportions on Derp to knock him flying off the boat. Finish with a Swords Dance in preparation for next round.

Lets go Stasis the epic Voodoolllllll!!! Even with that crippling fighting-weakness, you are still epic. Begin by normalized psychicing Derp, then Taunt him so he cannot thunder wave, and then normalized psychic Derp for epic damage!

THIS IS OUR BOAT, AND WE'RE ON IT
 
As I said here, I am taking over from mewtwonumbers. I would like to request that ref DQ time be changed to 3 days.

Team Leethoof


HP: 100
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
Energy: 100%



HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+) (Accuracy boost: (81^2)/500=13.122 (round to 14%))
Energy: 100%


Team kingofburgerz


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 38
Energy: 100%



HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Energy: 100%


Starting positions



OK everybody, we're on a boat and there are four pokemon on this boat! Two teams face each other on this boat: Ragequit the Cranidos and Stasis the Voodoll against Derp the Deino and Glacies the Oshawott. The match begins with Stasis using her normalize ability to allow a Psychic attack to do damage to Derp. This doesn't move him though, but Ragequit reckons he can move the Deino with a Hammer Arm. The only thing is, after running up to Derp, Ragequit somehow manages to miss and hit the ground beside the Deino. Glacies blasts him in the side with a Water Gun, knocking him towards the wall at the north where there is a pair of flippers that he might be able to use. Derp helps Ragequit get to the flippers by Tackling him closer to the wall.

Stasis is getting bored so she decides to Taunt Derp, enraging him to the point where he can't use the move he was planning to. Glacies doesn't like this one bit so he runs up to the Voodoll and slashes her with a Razor Shell. The force of the attack knocks her towards the west edge of the deck. Meanwhile, Ragequit Smashes his Head into Derp's head. Ragequit's head hurts a little after that but Derp is knocked over 8 feet south!

Once again, Stasis uses a Psychic attack on Derp but attaches to it her own energy of plainness so that Derp can feel the pain. Ragequit does a Swords Dance to strengthen himself for his next attack, but Derp isn't having it. He Headbutts the Cranidos back towards the north wall while Glacies shoots a Water Gun at Stasis, sending her closer to the west edge.

Team Leethoof


HP: 63
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
Energy: 78%
Other: +2 attack due to Swords Dance (1 more round)



HP: 67
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+) (Accuracy boost: (81^2)/500=13.122 (round to 14%))
Energy: 77%


Team kingofburgerz


HP: 30
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 38
Energy: 92%
Other: Taunt (4 more actions)



HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Energy: 91%


Raw data

  • I will use the following formula for knockback: (attack base power*10)/weight in kg, rounded to 1 decimal place. Not all attacks have knockback.
  • Any attack that would have to be used in close quarters will result in the user running up to their target, stopping 1ft away from them. This will not cost extra energy.
  • The north edge has a wall that prevents pokemon from being knocked off of that edge of the arena, but being knocked into the wall will cause damage equal to the knockback remainder. The other edges of the arena have a barrier but the barrier can be broken and pokemon can be knocked off of the arena by those edges.

Turn order: Stasis, Ragequit, Glacies, Derp

Stasis uses Normalize Psychic on Derp for 7 energy
Roll a D16 for crit: 16 - no crit
Roll a D100 for special defence drop: 11 - no special defence drop (RNG says "trololol")
Derp takes (9+3+(3-1)*1.5+3)=18 damage
No knockback

Ragequit uses Hammer Arm on Derp for 7 energy
Ragequit moves in close to use the move
Roll a D100 for accuracy: 92 - miss

Glacies uses Water Gun on Ragequit for 2 energy
Roll a D16 for crit: 7 - no crit
Ragequit takes (4+3+(3-1)*1.5)*1.5=15 damage
Ragequit takes extra damage from electric attacks for the rest of the round
Ragequit gets knocked (4*10)/31.5=1.3 ft towards the north wall

Derp uses Tackle for 3 energy
Derp moves in close to use the move
Roll a D16 for crit: 3 - no crit
Ragequit takes (5+(3-2)*1.5)*0.67=4.355 damage
Ragequit is knocked (5*10)/31.5=1.6 ft towards the north wall


Turn order: Stasis, Ragequit, Glacies, Derp

Stasis uses Taunt on Derp for 9 energy
Derp is taunted for 6 actions

Ragequit uses Head Smash on Derp for 8 energy
Ragequit moves in close to use the move
Roll a D100 for accuracy: 35 - hit
Roll a D16 for crit: 6 - no crit
Derp takes (15+3+(6-5)+(5-2)*1.5)=23.5 damage
Ragequit takes 23.5/2=11.75 recoil damage
Derp is knocked (15*10)/17.3=8.7ft towards the south edge

Glacies uses Razor Shell on Stasis for 5 energy
Glacies moves in close to use the move
Roll a D100 for accuracy: 29 - hit
Roll a D16 for crit: 13 - no crit
Roll a D100 for defence drop: 80 - no defence drop
Stasis takes (8+3+(3-2)*1.5)=12.5 damage
Stasis is knocked (8*10)/25=3.2 ft towards the west edge

Derp is unable to use Thunder Wave due to Taunt


Turn order: Stasis, Ragequit, Glacies, Derp

Stasis uses Normalize Psychic on Derp for 7 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for special defence drop: 42 - no special defence drop
Derp takes (9+3+(3-1)*1.5+3)=18 damage
No knockback

Ragequit uses Swords Dance for 7 energy
Ragequit's attack is raised by 2 stages

Glacies uses Water Gun on Stasis for 2 energy
Roll a D16 for crit: 14 - no crit
Stasis takes (4+3+(3-1)*1.5)=10 damage
Stasis is knocked (4*10)/25=1.6 ft towards the west edge

Derp uses Headbutt on Ragequit for 5 energy
Derp moves in close to use this move
Roll a D16 for crit: 11 - no crit
No flinch roll because it's the last action of the round
Ragequit takes (7+(3-2)*1.5)*0.67=5.695 damage
Ragequit is knocked (7*10)/31.5=2.2 ft towards the north wall


Ragequit: 36.8
Stasis: 22.5
Derp: 59.5
Glacies: 0




Leethoof is up next.
 
OK...good job Ragequit and Stasis! Lets keep it up and finish Derp the Dragon! Ragequit..hit him hard with another HEAD SMASH. Then start looking at Glacies, leering angrily at him. Then proceed to Headbutt his face.

Stasis..another normalized psyhic should finish Derp, and then hit it with a Mach Punch just in case. If Derp is fainted by action two, then Thunder Wave Glacies and Normalized Psychic him as well.


Ragequit: HEAD SMASH Derp->Leer Glacies->Headbutt Glacies\
Stasis: Normalized Psychic Derp->Mach Punch Derp/Thunder Wave Glacies->Normalized Psychic Glacies
Thanks Objection for subreffing this.
 
Allrighty Galacies use Water gun on Ragequit then use another water gun on Rage quit. Then follow up with a razor shell to Stasis's face!

Okay! Derp If you'r not dead then headbutt Stasis then bite Stasis and then bite him agin assuming your alive

Glacies: Water Gun Ragequit-> Water Gun Ragequit-> Razor Shell Stasis
Derp: Headbutt Stasis-> Bite Stasis-> Bite stasis
 
Team Leethoof


HP: 63
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
Energy: 78%
Other: +2 attack due to Swords Dance (1 more round)



HP: 67
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+) (Accuracy boost: (81^2)/500=13.122 (round to 14%))
Energy: 77%


Team kingofburgerz


HP: 30
Atk: Rank 3
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 1(-)
Spe: 38
Energy: 92%
Other: Taunt (4 more actions)



HP: 90
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Energy: 91%


And round 2 begins. Stasis normalises her Psychic powers to hit Derp again, this time doing a little more damage than normal, while Ragequit finishes him off with a Head Smash. The Deino is recalled to his pokeball while Glacies fires another Water Gun at Ragequit.

With one opponent down, Stasis and Ragequit focus their energies on Glacies, but instead of attacking, Stasis emits a Thunder Wave that takes a hold of the Oshawott's muscles and Ragequit Leers at him, unnerving him as he fires yet another Water Gun at the Cranidos.

Ragequit then starts charging towards Glacies while Stasis puts pressure on him with a normalised Psychic attack. Suddenly, Ragequit's attack connects and he Headbutts Glacies through the south barrier and off the ship! But, as fate would have it, Glacies gets bumped back on by a friendly dolphin. He is still dangerously close to the edge though.

Team Leethoof


HP: 20
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
Energy: 61%
Other: +1 attack due to Swords Dance (1 more round)



HP: 67
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+) (Accuracy boost: (81^2)/500=13.122 (round to 14%))
Energy: 52%


Team kingofburgerz


HP: Psyched out
Energy: 92%



HP: 55
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Energy: 75%
Other: 20% paralysis, -1 defence due to Leer (1 more round)


Raw data

This round, a pokemon gets knocked off the arena. I have decided that if a pokemon falls off, and gets back on, it gets back on 1ft away from the edge, leaving them open to being knocked off again unless they act quickly.


Turn order: Stasis, Ragequit, Glacies, Derp

Stasis uses Normalize Psychic on Derp for 11 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for special defence drop: 79 - no special defence drop
Derp takes (9+3+3+(3-1)*1.5+3)=21 damage
No knockback

Ragequit uses Head Smash on Derp for 8 energy
Ragequit moves in close to use the move
Roll a D100 for accuracy: 56 - hit
Roll a D16 for crit: 4 - no crit
Derp takes (15+3+(6-5)+(5-2)*1.5)+(2-0)*1.5=26.5 damage
Derp is KO'd by the attack
Ragequit takes 26.5/2=13.25 recoil damage

Glacies uses Water Gun on Ragequit for 6 energy
Roll a D16 for crit: 10 - no crit
Ragequit takes (4+3+(3-1)*1.5)*1.5=15 damage
Ragequit takes extra damage from electric attacks for the rest of the round
Ragequit gets knocked (4*10)/31.5=1.3 ft towards the north wall


Turn order: Stasis, Ragequit, Glacies

Stasis uses Thunder Wave on Glacies for 7 energy
Glacies is inflicted with 25% paralysis

Ragequit uses Leer on Glacies for 4 energy
Glacies' defence is lowered by 1 stage

Roll a D100 for paralysis: 61 - no paralysis
Glacies uses Water Gun on Ragequit for 10 energy
Roll a D16 for crit: 10 - no crit
Ragequit takes (4+3+(3-1)*1.5)*1.5=15 damage
Ragequit gets knocked (4*10)/31.5=1.3 ft towards the north wall


Turn order: Stasis, Ragequit, Glacies

Stasis uses Normalize Psychic on Glacies for 7 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for special defence drop: 64 - no special defence drop
Glacies takes (9+3+(3-2)*1.5+3)=16.5 damage
No knockback

Ragequit uses Headbutt for 5 energy
Ragequit moves in close to use the move
Roll a D16 for crit: 6 - no crit
Roll a D100 for flinch: 56 - no flinch
Glacies takes (7+(6-5)+(5-1)*1.5)+(2--1)*1.5=18.5 damage
Glacies is knocked (7*10)/5.9=11.9 ft towards the south edge
Glacies is knocked off of the arena

Glacies is bumped back onto the ship by a dolphin


Ragequit: 80.05
Stasis: 22.5
Derp: 101
Glacies: 35




kingofburgerz, you're up.
 
Allrighty Glacies use Water Gun Ragequit another Water Gun on Rage quit then give it all you got and Razor Shell Stasis

Water Gun Ragequit-> Water Gun Ragequit-> Razor Shell Stasis
 
Good job guys! Now that Derp is out of the fight, lets swab the deck with Glacies face!

Ragequit...you don't have long to stay, so I suggest you HEAD SMASH Glacies, hopefully knocking him off the boat. Then, Dodge the next attack, and HEAD SMASH again, probably KO'ing you from recoil. Oh well, its what you always wanted.

Stasis, this battle is up to you. Normalized Psychic for some good damage, and then proceed to help protect your buddy Ragequit with a Normalized Astonish. Between the flinch chance, his paralysis, and the dodge command, Ragequit should have a good chance of living. Then finish by Countering that Razor Shell for some more damage!
 
Team Leethoof


HP: 20
Atk: Rank 6 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58
Energy: 61%
Other: +1 attack due to Swords Dance (1 more round)



HP: 67
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81 (+) (Accuracy boost: (81^2)/500=13.122 (round to 14%))
Energy: 52%


Team kingofburgerz


HP: 55
Atk: Rank 3(+)
Def: Rank 1(-)
SpA: Rank 3
SpD: Rank 2
Spe: 45
Energy: 75%
Other: 20% paralysis, -1 defence due to Leer (1 more round)


The Oshawott finds himself caught between a rock and a hard place. The hard place strikes first in the form of another normalised Psychic from Stasis, and then the rock follows up by Head Smashing him off of the arena again. This time, he has to expend his own energy to get back on. No sooner does Glacies get back on, however, than he is Astonished by Stasis' other normalised attack, and this time he just can't take any more.

Team Leethoof


HP: 6
Energy: 53%



HP: 67
Energy: 38%


Team kingofburgerz


HP: Took a lickin', couldn't keep on kickin'
Energy: 69%


Raw data

Turn order: Stasis, Ragequit, Glacies

Stasis uses Normalize Psychic on Glacies for 11 energy
Roll a D16 for crit: 12 - no crit
Roll a D100 for special defence drop: 50 - no special defence drop
Glacies takes (9+3+(3-2)*1.5+3)=16.5 damage
No knockback

Ragequit uses Head Smash on Glacies for 8 energy
Ragequit moves in close to use the move
Roll a D100 for accuracy: 75 - hit
Roll a D16 for crit: 5 - no crit
Glacies takes (15+3+(6-5)+(5-1)*1.5)+(1--1)*1.5=28 damage
Ragequit takes 28/2=14 recoil damage
Glacies is knocked (15*10)/5.9=25.4 ft towards the south edge
Glacies is knocked off of the arena

Glacies jumps back onto the arena for 6 energy


Turn order: Stasis, Ragequit, Glacies

Stasis uses Normalize Astonish for 3 energy
Stasis moves in close to use the move
Ragequit is blocking the shortest route so Stasis picks the next shortest route
Roll a D16 for crit: 16 - no crit
Roll a D100 for flinch: 98 - no flinch
Glacies takes (4+3+(2-1)*1.5+3)+(0--1)*1.5=13 damage
Glacies is KO'd by the attack


Ragequit: 94.05
Stasis: 22.5
Glacies: 92.5




Prizes
  • Leethoof gets 2 TC
  • kingofburgerz gets 2 TC
  • Ragequit the Cranidos gets 1 EC, 2 MC, 1 DC and 1 KOC
  • Stasis the Voodoll gets 1 EC, 2 MC, 1 DC and 1 KOC
  • Derp the Deino gets 1 EC and 2 MC
  • Glacies the Oshawott gets 1 EC, 2 MC and 1 DC
  • Objection gets 4 RC for reffing the entire 2v2 doubles
  • mewtwo15026 gets nothing because he reffed 0 rounds
 
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