http://veekun.com/dex/media/pokemon/...-white/611.png
Fraxure[Chuck](M)* Nature: Adamant (+Att, -SpA) Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Mold Breaker: Type: Innate
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.)
Rivalry: Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender (Monster/Ground are used for Nidorina/Nidoqueen).
Unnerve (DW): Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
http://veekun.com/dex/media/pokemon/...-white/555.png
Damanitan[King Kong](M)* Nature: Adamant Type:
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.
Abilities:
Sheer Force: Type: Can be Enabled.
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.
Zen Mode(DW): Type: Can be Enabled.
Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.
Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Work Up*
Flare Blitz
Belly Drum
Taunt
Thrash
Superpower
Overheat
Flame Wheel*
Focus Punch*
Sleep Talk*
Endeavor
Heat Wave
Substitute*
Rock Slide*
Flame Charge*
Earthquake
Psychic
Arthur the Scraggy
http://veekun.com/dex/media/pokemon/...-white/559.png
Scraggy [Arthur] (M) Nature: Adamant (+Att, -SpA) 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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities: Shed Skin: Type: Innate. This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Moxie: Type: Innate. This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. Intimidate (DW): Type: Can be activated. When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents. Command: (Ability: Intimidate)
Type: Fire/Grass
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.
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, 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:
Synchronize (Innate): Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.
Magic Bounce (Innate) (DW;LOCKED):This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.
Moves:
Helping Hand
Tackle
Tail Whip
Sand Attack
Growl
Quick Attack
Bite
Covet
Take Down
Psychic
Stored Power
Endure
Wish
Return
Shadow Ball
Hidden Power (Fighting, 7)
Heal Bell
Robert the Beldum
http://veekun.com/dex/media/pokemon/...-white/374.png
Beldum [Robert] (M)
Nature: Adamant (+1 Atk, -1 Sp. Atk)
Type: Steel/Psychic
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.
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, 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:
Clear Body (Innate):This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (Trait) (DW;Locked): The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
(I'm not messing around...wanna get rid of that thing)
And just so I can keep track:
3v3 singles
1 FE, 2 NFE
Yay switching
All of the recoveries and chills and abilities
Training items
2 subs
Hephaestus' Forge
This is a battle inside one of the Greek god of fire and smithing's forges, which is in a volcano. As such, it is HOT and a pseudo-sunny day is always up, with it's effects changing other weather effects (Rain Dance neutralizes, Hail becomes rain, Sandstorm is both sandstorm and sun, sun doubles effects (Solarbeam's power becomes 18)) This heat also causes -2 BAP to ice-typed moves. Due to the amazing technology is such a place, all Steel-types gain +1 rank in any two stats of their choice, with +30 base speed being one of them. The legendary aura from Hephaestus's presence gives all Dragon-typed pokemon +1 BAP to all attacks, -1 BAP to all incoming attacks, and all Dragon-typed moves gain +1 BAP. The battle takes place on steel platforms and rocky ledges, and as such, fighting pokemon can be shoved into the lava for 15 fire-typed damage (altered by resistance) and lose a turn climbing out, and there are a few more RPing actions available. Seismic activity has a 30% chance to break the platform you are currently on, letting lava soak in and making everything on the platform take a dunk in lava. It may also cause some rocks to fall from above, hitting all pokemon for 15 rock-type damage (affected by resistance). Dig and Dive will give your pokemon a nice lava bath. There is no water source and no nearby life.
TIO
Oct 31st, 2012 5:11:34 PM
Yup!
Sub 15 ~ Fire Punch ~ Sub 15
Espeon65
Oct 31st, 2012 5:39:05 PM
...crap...
Espeon65
Nov 2nd, 2012 8:46:18 PM
uh, bump for reffing!
Espeon65
Nov 4th, 2012 7:31:24 AM
Yoshi is late on this, and this, and our battle. If he doesn't ref at least one of these matches soon, I'm gonna assume he's not gonna ref any of them and ask for a subref.
yoshinite
Nov 4th, 2012 9:10:37 AM
I'm sorry guys, ive been away from my computer but I can't ref this now because of random.org
Espeon65
Nov 4th, 2012 10:13:08 AM
because of random.org? it works fine for me...
yoshinite
Nov 5th, 2012 6:18:52 PM
Umm, on Sunday Nov.4th, it was down for maitenence. Anyway I'm doing all my reffings now, starting with yours. Espeon used Super Psychic!
Crit: 5052 [No]
-27 EN
32 Damage
Darmanitan used Substitute! (15)
-15 HP
-12 EN
He set up a Substitute (15)!
Espeon Cooled Down!
Darmanitan used Fire Punch!
Crit: 1790 [No]
-5 EN
17 Damage
Secondary Effect: 6168 [No]
Espeon used Super Psychic!
-27 EN
Darmanitan's Substitute Broke!
Darmanitan used Substitute! (15)
-15 HP
-12 EN
He set up a Substitute (15)!
EDIT: Fixed in the Post-Round Stats
EDIT2: Fixed the EN
TIO
Nov 6th, 2012 5:22:41 PM
Combos have negative priority.
As such, Darmanitan should have 80 hp.
Anyways:
Fire Punch ~ Flare Blitz ~ Fire Punch
Nothing I can sub for.
Espeon65
Nov 7th, 2012 6:22:02 PM
If combos have negative priority, then Darmanitan definitely doesn't have a sub up anymore. I would have demolished it in the last action. Anyway, on with my actions:
And most likely die during one of those actions...
EDIT: Oh, yeah, the cooldown... Fix'd
TIO
Nov 7th, 2012 7:00:56 PM
You are aware that you are cooling down a1, right?
And no, my sub is gone.
EDIT: Also, the cost of the first Super Psychic should have been (7+7+4)*1.75-1=30.5 en and the second Super Psychic should have been (7+4+4+7+4+4+4)*1.75-1=58.5 en, so the total en should be 100-30.5-58.5=11 en
Would you like to change your actions, Espeon?
yoshinite
Nov 9th, 2012 10:15:04 AM
I'm going to ask VM Espy if he wants to reorder, if he doesn't within about 12 hours, I will just ref, as it has been two days.
Espeon65
Nov 9th, 2012 5:01:34 PM
I apologize I didn't see this sooner, but as long as the damage is done (which I'm pretty sure it is) then no, I will not change my actions. Espeon will faint soon anyway, so I want to do as much damage as possible.
TIO
Nov 9th, 2012 5:29:22 PM
Wait, I'd like to change my actions to Taunt ~ Sub 25 (Zen mode Activate) ~ Chill
Espeon65
Nov 9th, 2012 5:31:04 PM
You can't change your actions after i order unless your first actions are illegal. That completely defeats the purpose of ordering second! Sorry.
TIO
Nov 9th, 2012 5:55:29 PM
There were some incorrect calcs.
So I changed after they were fixed, because the end-of-round changed.
You can reorder now as well.