[LLAMA Round 2] Complications vs Geodude6

BATTLE RULES
3v3 Singles
Enforced 2 Day DQ Time for players, 3 for referees.
Each player has one DQ warning a match. Go over once, you will use your warning. Go over twice, you will be DQed. This will be at the discretion of the player or one of the hosts if the player takes too long. Referees going over DQ will probably be sacked and replaced.
Infinite Recoveries/Chills per Pokémon.
Three Substitutions per player excluding KO Substitutions.
One Mega Evolution
Switch = OK
Abilities = ALL
Items = ON; you do not have to have the item in possession but the item must not be banned, similar to SICK (Banned Items: Soul Dew, Dark Stone, Light Stone, Diancite, Prison Bottle).
Arena: ASB Tournament Arena
If there are matches still going on come Thursday the 26th of March at Midnight (GMT +00:00), then the DQ Times of those matches will shorten to 1 Day Player, 1 Day Referee.

Team Complications

Sableye [] (M)
NATURE
: Sassy (+SDef, -Spe, -10% Eva)

TYPE: Dark / Ghost

ABILITIES: Keen Eye / Stall / Prankster (Unlocked) / Magic Bounce (Mega)

STATS (NORMAL)
HP: 90
Atk: 3
Def: 3
SpA: 3
SpD: 4 (+)
Spe: 43
Size Class: 1
Weight Class: 2
Base Rank Total: 16

STATS (MEGA/ALTF)
HP: 90
Atk: 3
Def: 5
SpA: 3
SpD: 5 (+)
Spe: X17
Size Class: 1
Weight Class: 5
Base Rank Total: 18

MC: 0
AC: 5/5

ATTACKS (40/40)
Mean Look (*)
Zen Headbutt (*)
Leer (*)
Scratch (*)
Foresight (*)
Night Shade (*)
Astonish (*)
Fury Swipes (*)
Detect (*)
Shadow Sneak (*)
Feint Attack (*)
Fake Out (*)
Punishment (*)
Shadow Claw
Knock Off
Foul Play


Imprison (*)
Metal Burst (*)
Recover (*)
Sucker Punch (*)
Trick (*)
Feint
Ice Punch
Fire Punch
Thunder Punch
Focus Punch
Pain Split
Low Kick
Magic Coat
Role Play
Snatch
Wonder Room


Substitute (*)
Toxic (*)
Torment (*)
Will-O-Wisp (*)
Payback (*)
Brick Break
Poison Jab
Thief

Volcanion [] (Genderless)
NATURE:
Sassy (+SDef, -Spe, -10% Eva)
TYPE: Water / Fire
Abilities: Water Absorb
STATS
HP: 100
Atk: 4
Def: 5
SpA: 5
SpD: 4 (+)
Spe: 60 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 23

MC: 0
ATTACKS (40/40)
Steam Eruption (*)
Flare Blitz (*)
Take Down (*)
Mist (*)
Haze (*)
Flame Charge (*)
Water Pulse (*)
Body Slam
Hydro Pump
Overheat
Explosion
Weather Ball

Earth Power (*)
Heat Wave (*)
Snore (*)
Superpower (*)
Protect (*)
Substitute (*)
Toxic (*)
Flamethrower (*)
Scald (*)
Roar
Solar Beam
Smack Down
Earthquake
Brick Break
Sludge Wave
Flamethrower

Sludge Bomb
Fire Blast
Focus Blast
Will-O-Wisp
Stone Edge
Rock Slide
Gyro Ball
Flash Cannon
Hidden Power (Ground)
Hyper Beam
Sunny Day
Sleep Talk

Rotom [] (Genderless)
NATURE:
Modest (+SAtk, -Atk)
TYPE: Electric / Ghost (Electric / Fire/Water/Ice/Air/Grass Alt-Form)
Abilities: Levitate
STATS (NORMAL)
HP: 90
Atk: 1 (-)
Def: 3
SpA: 4 (+)
SpD: 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16
STATS (MEGA/ALTF)
HP: 90
Atk: 2 (-)
Def: 4
SpA: 5 (+)
SpD: 4
Spe: 86
Size Class: 2/3/4/1/2
Weight Class: 3/4/5/2/3
Base Rank Total: 20

MC: 0
ATTACKS (40/XX)
Discharge (*)
Charge (*)
Trick (*)
Astonish (*)
Thunder Wave (*)
Thundershock (*)
Confuse Ray (*)
Uproar (*)
Double Team (*)
Shock Wave (*)
Ominous Wind
Electro Ball
Hex
Charge

Electro Web (*)
Foul Play (*)
Pain Split (*)
Snatch (*)
Signal Beam (*)
Spite

Protect (*)
Will-O-Wisp (*)
Substitute (*)
Thunderbolt (*)
Thunder (*)
Hidden Power (Ice)
Light Screen
Reflect
Hyper Beam
Volt Switch
Thunder Wave
Dark Pulse
Shadow Ball
Charge Beam
Rest
Sleep Talk
Rain Dance
Thief
Round
Note: As Rotom can only gain one of these per form change, and I wasn’t sure of protocol, I elected to select 39 moves asides from Rotom’s form moves.
Overheat
Hydro Pump
Blizzard
Air Slash
Leaf Storm

Team Geodude6

Gengar (M)
Nature: Timid (+15% Spe, +19% Acc, -1 Atk)
Type:

: Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Abilities:
Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.
Shadow Tag: (MEGA ONLY, Passive) Upon entry into battle, this Pokemon's Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats: (Normal)
HP: 90
Atk: Rank 2-
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127+
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Stats: (Mega)
HP: 90
Atk: Rank 2-
Def: Rank 3
SpA: Rank 7
SpD: Rank 3
Spe: 150+
Size Class: 3
Weight Class: 3
Base Rank Total: 23

EC: 9/9
MC: —
AC: N/A

Moves: (40)
Level-up (13)
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Shadow Ball
Destiny Bond
Hex
Nightmare

Egg (5)
Clear Smog
Disable
Grudge
Perish Song
Reflect Type

Tutor (5)
Counter
Giga Drain
Pain Split
Skill Swap
Snatch

TM/HM (16)
Toxic
Venoshock
Hidden Power [Ground]
Taunt
Hyper Beam
Protect
Thunder
Double Team
Bide
Skull Bash
Focus Blast
Endure
Will-O-Wisp
Explosion
Infestation
Substitute

Event (1)
Sludge Wave

Krilowatt (F)
Nature: Naïve (+15% Spe, +17% Acc, -1 SpD)
Type:

: Electric STAB; immune to paralysis status.
: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Trace: (Trigger) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, Burn, and Partial Trapping moves. It can still attack itself in confusion, and will still take damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated as well.
Shell Armour: (Passive) This Pokemon's thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2-
Spe: 121+
Size Class: 1
Weight Class: 2
Base Rank Total: 22

EC: 6/6
MC: —
AC: 5/5

Moves: (40)
Level-up (18)
Tackle
Ice Shard
Charge
Bubble
Thunder Shock
Detect
Confuse Ray
Fairy Wind
Aqua Jet
Mirror Coat
Counter
Imprison
Volt Switch
Guillotine
Copycat
Thunder
Hydro Pump
Zap Cannon

Egg (5)
Me First
Mind Reader
Muddy Water
Sheer Cold
Whirlpool

Tutor (6)
Aqua Tail
Earth Power
Ice Punch
Icy Wind
Low Kick
Thunder Punch

TM/HM (11)
Hail
Blizzard
Hyper Beam
Earthquake
Torment
Low Sweep
Scald
Endure
Thunder Wave
Substitute
Dive

Envy [Aurumoth] (F)
Nature: Sassy (+1 SpD, -15% Spe, -10% Eva)
Type:

: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Weak Armor: (Toggle) No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion: (HA unlocked, Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Stats:
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 5
SpD: Rank 3+
Spe: 81-
Size Class: 4
Weight Class: 5
Base Rank Total: 23

EC: 9/9
MC: —
AC: 5/5

Moves: (40)
Level-up (13)
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Heal Pulse
Confusion
Will-O-Wisp
Final Gambit
Wish
Healing Wish

Egg (7)
Bug Buzz
Close Combat
Counter
Disable
Feint
Hydro Pump
Megahorn


Tutor (4)
Icy Wind
Magic Coat
Skill Swap
Zen Headbutt

TM/HM (16)
Psyshock
Hidden Power [Fire]
Blizzard
Hyper Beam
Light Screen
Protect
Solar Beam
Thunder
Psychic
Shadow Ball
Reflect
Overheat
Steel Wing
Focus Blast
Giga Impact
Infestation

Welcome to the second round of the LLAMA Tournament. Today we have Geodude6, fresh off of his disqualification in the first round, and Complications, subbing in for Dogfish44. While neither player has actually completed a round of the tournament yet their teams are no laughing matter. Both have a great deal of power, flexibility, and trickery available to them and this will almost certainly come down to which player makes the best plays, more so than any particular match up. Pay special attention to Complication's Sableye, always a threatening mon, and Geodude's Aurumoth, the potential for its Illusion ability to throw a wrench in Complication's plans is too great to ignore.

And now to decide the turn order:
[1:Complications|2:Geodude]:1/2

Turn Order
Complications sends out and equips.
Geodude6 sends out, equips, and orders.
Complications orders.
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
This is your DQ Warning Geodude6. I understand you are on LoA but this is too long given you did not give a definite time for how long it lasts for.
 

Geodude6

Look at my shiny CT!
Sorry next time I get sick I'll try to heal myself sooner.

Krilowatt @ Life Orb

Hydro Pump~Thunder~Hydro Pump
IF Knock Off THEN Me First.
IF Metal Burst THEN Imprison (Counter, Imprison, Confuse Ray) the first time, Confuse Ray the second time, and Torment the third time.
 
Team Complications AOO

Sableye (M) @ Everstone
Typing
: Dark/Ghost
Ability: Keen Eye/Prankster/Stall
HP/EN: 73 / 71
Stats
: 5 / 5 / 3 / 4 / 43
SC/WC/BRT: 1 / 2 / 16
Buffs: +1 Dark/Ghost STAB
De-Buffs: -10% Evasion

FIELD EFFECTS
N/A

Team Geodude AOO

Krilowatt (F) @ Life Orb
Typing
: Electric/Water
Ability: Magic Guard/Shell Armor/Trace
HP/EN: 89 / 86
Stats
: 3 / 3 / 3 / 2 / 121
SC/WC/BRT: 1 / 2 / 22
Buffs: +17% Accuracy
De-Buffs: N/A
Round 1: Begin!
And now, the second round of the tournament begins! Leading off for Complications is his tricky Sableye while Geodude sends out his unreasonable bulky Krilowatt. Both powerful mons with a chance at victory here.

Complications starts us off with a lightning fast one-two punch. The first fake out happening too fast for his opponent to respond to while the second hit was a sucker punch blindsiding his already shaken foe. Krilowatt just took those hits like they were nothing though, still looking healthier than most mons did before a fight starts, and responded by calling a bolt of lightning down from the heavens! Sableye was sent reeling from the blow... but it was all a trick! While he was staggering away he was drawing life from his opponent! Suddenly he looked nearly good as new while Krilowatt was the bruised and charred. Krilowatt responded with a torrent of water, sending Sableye flying and creating a break in the action.

A solid start for Complications, greatly reducing Krilowatts staggering life lead while taking only modest damage in return. But that was with him having the turn advantage... How will he fare with the tables turned?

BEGIN ROUND
---
ACTION ONE
Sableye used Fake Out!
(4 + 7.5 - 4.5) = 7 DMG (Krilowatt)
-4 EN (Sableye)

Krilowatt flinched!
---
ACTION TWO
Sableye used Sucker Punch!
(8 + 3 + 7.5 + 1 - 4.5) = 15 DMG (Krilowatt)
-5 EN (Sableye)

Krilowatt used Thunder!
(Hit Roll [<=9700]: 3035/10000; Yes)
(Crit Roll [<=625]: 7355/10000; No)

(Effect Roll {Paralysis} [<=3000]: 9595/10000; No)

(11 + 3 + 4.5 + 3 - 6) = 15.5 DMG (Sableye)
-7 EN (Krilowatt)
---
ACTION THREE
Sableye used Pain Split!
Life totals evened at 103+74.5/2=88.75
-20.25 EN (Sableye)

Krilowatt used Hydro Pump!
(Crit Roll [<=625]: 1896/10000; No)
(11 + 3 + 4.5 + 3 - 6) = 15.5 DMG (Sableye)
-7 EN (Krilowatt)
---
END ROUND

TURN ORDER
Complications issues actions.
Geodude6 issues actions.
TSRD referees.​
 
Earth Power-Earth Quake-Earth Power
If Krillowatt uses Mirror Coat when you would use Earth Power, change that action to Earthquake and push down.
If Earth Power is Imprisoned when you would use it, change that action to Solar Beam.
If Krillowatt uses Me First, use Steam Eruption on the first instance, Scald on the second, and Steam Eruption on the third.
 

Sableye (M) @ Everstone
Typing
: Dark/Ghost
Ability: Keen Eye/Prankster/Stall
HP/EN: 73 / 71
Stats
: 5 / 5 / 3 / 4 / 43
SC/WC/BRT: 1 / 2 / 16
Buffs: +1 Dark/Ghost STAB
De-Buffs: -10% Evasion
Team Complications BAO

Volcanion (X) @ Expert Belt
Typing
: Fire/Water
Ability: Water Absorb
HP/EN: 36 / 86
Stats
: 4 / 5 / 5 / 4 / 60
SC/WC/BRT: 4 / 5 / 23
Buffs: N/A
De-Buffs: -10% Evasion, Paralysis [15%]

FIELD EFFECTS
N/A

Team Geodude AOO

Krilowatt (F) @ Life Orb
Typing
: Electric/Water
Ability: Magic Guard/Shell Armor/Trace
HP/EN: 42 / 64
Stats
: 3 / 3 / 3 / 2 / 121
SC/WC/BRT: 1 / 2 / 22
Buffs: +17% Accuracy
De-Buffs: N/A
Round 2: Continuing...
Apparently feeling that Sableye had done enough for the moment, Complications sends in his Legendary Volcanion to face the electrifying Krilowatt. Not the best match up but lets see what happens...

Krilowatt starts things off with a daring Zap Cannon shot! While this is normally an extremely inaccurate move, Krilowatt's massive speed advantage combined with Volcanion's slower pace turns this attack from a coin flip to a reasonable choice. And what do you know but it pays off handsomely, dealing savage damage to the opposing water type while also paralyzing it! Volcanion struggles through the lingering effects of the electrical surge still flowing through its body and answers back with a surge of power from the earth itself. A strong hit but the odds are against it here. Again Krilowatt turns a rather inaccurate move into a safe bet when it throws down a massive bolt of lightning, again striking the Volcanion with numbing force. This second surge of electricity proves too much for even a legendary pokemon and it can only lock its joints to keep from jerking wildly as lightning flows around it. Tired of playing with the power of Zues, Krilowatt decides to return the hit it took from the Volcanion in their first exchange. It clearly lacks the same punch though and the Volcanion, having shaken of its spasms for the moment, shows it how its done.

The switch did not seem to go in Complications favor at all this round. Krilowatt manages to shave its opponent down to only a shadow of its former self though it took a few good hits doing so. Will Geodude be able to finish it off next round?
BEGIN ROUND
---
ACTION ONE
Krilowatt used Zap Cannon!
(Hit Roll [<=7700]: 7453/10000; Yes)
(Crit Roll [<=625]: 5412/10000; No)

[(12 + 3 + 4.5 + 3 - 6) × 1.5] = 24.75 DMG (Volcanion)
-8 EN (Krilowatt)
Volcanion was Paralyzed! [25%]

Volcanion used Earth Power!
(Effect Roll {Paralysis} [<=2500]: 6318/10000; No)
(Effect Roll {SpD Drop} [<=1000]: 1235/10000; No)

[(9 + 7.5 + 2 - 3) × 1.5] = 23.25 DMG (Krilowatt)
-7 EN (Volcanion)
---
ACTION TWO
Krilowatt used Thunder!
(Hit Roll [<=9700]: 4415/10000; Yes)
(Crit Roll [<=625]: 8304/10000; No)

[(11 + 3 + 4.5 + 3 - 6) × 1.5] = 23.25 DMG (Volcanion)
-7 EN (Krilowatt)

Volcanion used Earthquake!
(Effect Roll {Paralysis} [<=2500]: 590/10000; Yes)
Volcanion was fully paralyzed! [20%]

---
ACTION THREE
Krilowatt used Earth Power!
(Crit Roll [<=625]: 2983/10000; No)
(Effect Roll {SpD Drop} [<=1000]: 2459/10000; No)

[(9 + 4.5 + 3 - 6) × 1.5] = 15.75 DMG (Volcanion)
-7 EN (Krilowatt)

Volcanion used Earth Power!
(Effect Roll {Paralysis} [<=2000]: 4578/10000; No)
(Effect Roll {SpD Drop} [<=1000]: 6136/10000; No)

[(9 + 7.5 + 2 - 3) × 1.5] = 23.25 DMG (Krilowatt)
-7 EN (Volcanion)
---
END ROUND

TURN ORDER
Geodude6 issues actions.
Complications issues actions.
TSRD referees.​
 

Geodude6

Look at my shiny CT!
Thunder~Thunder Punch~Thunder
(this counts as 3 subs) IF damaging Ground-type combination OR Explosion OR damaging Normal-type combination THEN Detect and push actions back.
 
I would like to request my surrender of this match and withdrawal from the tournament. Unfortunately, I do not find myself with the time, nor the willingness, to maintain a consistent presence for the match, and apologize for the inconvenience. Thanks, and sorry for the trouble.
 

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