- - (Completed)Frosty and Emma
(http://www.smogon.com/forums/showthread.php?t=3475647)
Texas Cloverleaf
Dec 4th, 2012 12:39:17 PM
Frosty and Emma
Quote:
Originally Posted by Fat Elevator Music
(Post 4480250)
Posting 2 open challenges:
1) 4v4 FE singles
Quote:
Originally Posted by Fat Frosty
(Post 4480545)
Arena: Pokemon Stadium
Subs: 3
Items: OK
Switch: OK
2 Recovery/5 Chill
Abilities: All
DQ: 3 Days
Everything else standard.
Pokemon Stadium
http://fenixware.net/fab/images/arenas/123.jpg Arena: Pokemon Stadium Base Field Type: Neutral Complexity: Intense Format: Singles/Doubles/Melee (4 Pokemon on the field max) Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.
Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:
http://www.serebii.net/ssbb/stages/p...adium-rock.jpg Field Type: Rock Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).
http://www.serebii.net/ssbb/stages/p...dium-grass.jpg Field Type: Grass Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).
http://www.serebii.net/ssbb/stages/p...dium-water.jpg Field Type: Water Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.
http://www.serebii.net/ssbb/stages/p...adium-fire.jpg Field Type: Fire Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).
http://www.serebii.net/ssbb/stages/p...2-electric.jpg Field Type: Electric Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).
http://www.serebii.net/ssbb/stages/p...um2-flying.jpg Field Type: Flying Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.
http://www.serebii.net/ssbb/stages/p...um2-ground.jpg Field Type: Ground Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.
http://www.serebii.net/ssbb/stages/p...adium2-ice.jpg Field Type: Ice Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.
NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.
Frosty chose the Arena so he sends out first apparently
Quote:
Originally Posted by Fat Frosty
Thanks for reffing this!
Dethl the Fidgit
http://cap.smogon.com/Sprites/frontnormal-mfidgit.png
Fidgit (Dethl) Male
Nature: Careful
Type: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Persistent:
Type: (Innate)
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit:
Type: (Innate)
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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. Prankster (Dreamworld) [UNLOCKED]
Type:(Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Levitate: 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
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. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Moves (30) :
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Natural Gift
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Leaf Blade
Sketch
Giga Drain
Leaf Storm
Protect
Psychic
Shadow Ball
Snatch
Synthesis
Skill Swap
Hyper Beam
Knock Off
Trick
Sleep Talk
Stone Edge
Rest
Toxic
Thor the Cyclohm
http://cap.smogon.com/Sprites/frontnormal-mcyclohm.png Cyclohm[Thor] (Male) Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks) Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. 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: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): [UNLOCKED](Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1)
http://veekun.com/dex/media/pokemon/...k-white/38.png
Ninetales(*) [Kyukon] (F) Nature: Timid (+15% Spe, +15% Acc, -1 Atk) Type: Fire 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: Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. Drought (DW): (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Disable(*)
Heat Wave(*)
Hypnosis(*)
Flail
Flare Blitz
Howl
Power Swap
Secret Power
Spite
Tail Slap
Energy Ball(*)
Hidden Power (Rock, 7)(*)
Substitute(*)
Attract
Bide
Calm Mind
Curse
Dark Pulse
Dig
Double Team
Dream Eater
Flame Charge
Frustration
Giga Impact
Hyper Beam
Incinerate
Overheat
Protect
Psych Up
Psyshock
Reflect
Rest
Round
Skull Bash
Sleep Talk
SolarBeam
Sunny Day
Swagger
Swift
Toxic
Charm
Covet
Endure
Foul Play
Iron Tail
Magic Coat
Mimic
Ominous Wind
Pain Split
Role Play
Snore
Zen Headbutt
PorigonZ (Porygon-Z)
http://veekun.com/dex/media/pokemon/...-white/474.png
Porygon-Z [PorigonZ] (N) Nature: Modest (+1 SpA, -1 Atk) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2). Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round. Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Barrier
Dark Pulse
Electroweb
Endure
Foul Play
Gravity
Icy Wind
Iron Tail
Mimic
Pain Split
Swift
Trick
Uproar
Wonder Room
Yadokingu (Slowking)
http://veekun.com/dex/media/pokemon/...-white/199.png
Slowking [Yadokingu] (M) Nature: Quiet (+1 SpA, -15% Spe, -10% Eva) Type: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. 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: Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt
Block
Future Sight
Mud Sport
Dragon Tail
Flamethrower
Ice Beam
Scald
Toxic
Drain Punch
Meganiumu (Megainum)
http://veekun.com/dex/media/pokemon/...female/154.png
Megainum [Megainumu] (F) Nature: Brave (+1 SpA, -15% Spe, -10% Eva) 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: Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14) Leaf Guard (DW): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Elevator Music
Slowking
HP: 100
EN: 84
Status: None
Field: Toxic Spikes (1)
RNG=7
Ground Stadium!
Frosty
Emma
Me
Frosty
Dec 11th, 2012 4:05:08 PM
I bet you saw this coming from a mile.
Switch Phase Initiated!
Fidgit OUT
Necturna w/rare candy IN
Counterswitch?
Elevator Music
Dec 12th, 2012 5:47:25 AM
Fidgit has Light Clay, so Light Screen should last an extra 3a. Also, Necturna should have 100 HP.
Ninetales, let's go! Take an Exp. Share.
Will-O-Wisp ~ Flamethrower ~ Fire Blast
IF (a protective/evasive move is used) THEN (use Foul Play and push actions back)
IF (Skill Swap is used) THEN (use Foul Play that action and all future actions)
Elevator Music
Slowking @ Exp. Share
HP: 100
EN: 84
Status: None
Field: Toxic Spikes (1)
EM
Frosty
Me
Arena: 7=Ice Arena
Frosty
Dec 21st, 2012 2:33:22 PM
Switch Phase Initiated!
Necturna OUT
Cyclohm (w/ Magnet) IN
Counterswitch?
Elevator Music
Dec 21st, 2012 2:37:42 PM
Decline to counterswitch.
Frosty
Dec 21st, 2012 2:46:06 PM
Thunderbolt - Discharge - Surf
IF Pain Split AND Cyclohm doesn't have a sub up AND Substitute isn't Imprisioned THEN 15hp Substitute and push back
IF Pain Split at any action AND Imprison is ordered in any action AND Roar isn't ordered in any action THEN 25hp Substitute a1 and push back
IF Bide THEN Rain Dance - Thunder Wave - Thunder
Placeholder saying your friendly neighbourhood Nargacuga is here frosting the jukebox in the elevator - I mean subreffing the match.
EDIT: Done. Ninetales is sleeping with her eyes wide open, so tell me if this isn't possible. Also, did you just initiated Switch Phase twice in a row, Frosty? Everybody reorder. Frosty you can't initiate Switch Phase twice in a row, according to Switch Methods, and therefore must issue actions. I'm still putting my bench here for future reference.
I think that rule was miswritten. Or else Initiating a switch would mean being stuck in a tough spot for 2 rounds <_<;.
I asked on IRC and got this:
<Caffie> Also, question: I heard that the same player can't initiate a switch phase twice in a row, even if said player is the first to move. why is that?
<dogfish44> that sounds wrong to me?
<Objection> i always thought that that wasn't so much a rule as a natural consequence of how the switching system worked
<dogfish44> You can initiate a switch phrase if you are ordering first
<Objection> except actually it's not a natural consequence of how the switching system works
<Caffie> it is on the Referee Resource Thread <_<
<dogfish44> if you switch, AND your opponent doesn't, then you can't initiate another switch phrase
<dogfish44> until the next round
<Caffie> in my match the opponent switched and I started another switch phase. The ref called the rule from referee resource and I have to reorder.
<dogfish44> link?
<Caffie> http://www.smogon.com/forums/showthread.php?t=3475647
<dogfish44> that rule itself is a load of malarkey then 9.9 (Note from translator: malarkey = nonsense)
<IAR> just like confusion always lasting one action less than advertised... >.<
<Objection> then go with a rule set in which confusion duration is not one action less than advertised
<dogfish44> Looking at that rule, it should probably say "cannot switch multiple times within the same round", to clarify you can't go "Switching to X" --> "I don't conterswitch, your orders" --> "Fine, Switching to Y" --> "WTF how is that legal"
<Caffie> load of malarkey as in "we need to change that eventually" or as in "disregard it"?
<Objection> probably both caffie
<dogfish44> ^
<dogfish44> although simply removing it would be better
<dogfish44> Deck_Knight, are you here by any chance?
Any chance you continue to ref with the switch?
ZhengTann
Dec 30th, 2012 10:19:18 PM
Well, with that log, it seems that the next proposal I'm gonna draft to the Council is: Lookover The Whole Reff Thread OP. Also if you want to change orders, EMma (Hypnosis DAT description mandates eye contact, which probably makes it unusable via Sleep Talk) you have a minimum 24 hours.
EDIT: Done without flavour. I think I've bitten off more than I chew here, reffing 5 matches at a time when it's my exams month, so forgive my lapse of creativity.
Action 1: Cyclohm used Thunderbolt!
RNG Roll (CRIT) [<=625 CRIT]: 505/10000 (CRIT)
RNG Roll (EFFECT) [<=1000 EFFECT]: 1598/10000 (NO)
10+3+3+4+(7.5-6) = 21.5 damage (Ninetales)
-6 energy Ninetales used Rest! Ninetales went to sleep and recovered some vitality!
Stat changes: SLP 2a (Ninetales)
+12 HP (Ninetales)
-15 energy
Post Action:
-2 HP due to Poison (Ninetales)
Action 2: Cyclohm used Discharge!
RNG Roll (CRIT) [<=625 CRIT]: 724/10000 (NO)
RNG Roll (EFFECT) [<=3000 EFFECT]: 9148/10000 (NO)
8+3+4+(7.5-6) = 16.5 damage (Ninetales)
-5 energy Ninetales used Pain Split under Sleep Talk!
RNG Roll (SLEEP TALK) [<=2500 PAIN SPLIT ; 2501<=5000 FLAME CHARGE ; 5001<=7500 TOXIC ; 7501< ROAR]: 2499/10000 (PAIN SPLIT) Both Pokemon shared wounds and life-force! 110-25 = 85 HP (Cyclohm)
30+25 = 55 HP (Ninetales)
Stat changes: SLP 1a (Ninetales)
+12 HP (Ninetales)
-35.667 energy
Post Action:
-2 HP due to Poison (Ninetales)
Action 3: Cyclohm used Surf!
RNG Roll (CRIT) [<=625 CRIT]: 724/10000 (NO)
[10-3+(7.5-6)]*1.5 = 12.75 damage (Ninetales)
-7 energy Ninetales used Sleep Roar!
RNG Roll (SLEEP TALK) [<=2500 PAIN SPLIT ; 2501<=5000 FLAME CHARGE ; 5001<=7500 TOXIC ; 7501< ROAR]: 9625/10000 (ROAR)
Stat changes: SLP 0a (Ninetales) Ninetales is waking up!
-14 energy
Post Action:
-2 HP due to Poison (Ninetales)
Other changes: Light Screen 0a, Tailwind 3a (Cyclohm)
RNG Roll (FROSTY) [<=3333 FIDGIT ; 3333<=6666 ROTOM ; 6666< NECTURNA]: 9637/10000 (NECTURNA) Necturna is dragged into battle!
RNG Roll (STADIUM) [1<=STADIUM<=6]: 3 (WATER) The Stadium switched onto the Water Arena!
Post Round:
Cyclohm: -25 HP, -18 EN
Ninetales: -8 HP, -64.667 EN
Arena : Pokemon Stadium Water Arena (Ice, Ground) [Drought]
EMma decides Switch Phase
Frosty responds either way
I reff
Elevator Music
Jan 1st, 2013 1:07:30 PM
Chill ~ Fire Blast ~ Chill
IF (Skill Swap is used) THEN (use Foul Play when you would use Fire Blast)
IF (Snatch is used) THEN (use Ominous Wind and push actions back)
Frosty
Jan 1st, 2013 2:00:04 PM
if that is the case
Snatch - Snatch - Chill
ZhengTann
Jan 2nd, 2013 6:54:15 AM
I forgot to calculate Poison damage to Ninetales last round, and it is just fixed. Sorry about that. Doubly sorry EMma. Also, assuming EMma didn't make that sub, how exactly do you Snatch a universal command? I'm very curious...
Arena : Pokemon Stadium Water Arena (Ice, Ground) [Drought]
Calcs
Action 1: Necturna used Snatch!
(+4 Priority) But it failed!
-4 energy Ninetales used Ominous Wind!
RNG Roll (CRIT) [<=625 CRIT]: 6875/10000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 2594/10000 (NO)
[6+(4.5-8.5)]*1.5 = 3 damage (Necturna)
-4 energy
Post Action: -2 HP due to Burns (Necturna)
-2 HP due to Poison (Ninetales)
Action 2: Necturna used Snatch!
(+4 Priority) But it failed!
-8 energy Ninetales used Ominous Wind!
RNG Roll (CRIT) [<=625 CRIT]: 602/10000 (CRIT)
RNG Roll (EFFECT) [<=1000 EFFECT]: 3291/10000 (NO)
[6+3+(4.5-8.5)]*1.5 = 7.5 damage (Necturna)
-8 energy Ninetales fainted due to exhaustion!
Post Action: -2 HP due to Burns (Necturna)
Other changes: Tailwind 1a (Necturna)
RNG Roll (STADIUM) [1<=STADIUM<=5]: 2 (GRASS) The Stadium switched onto the Grass Arena!
Post Round:
Necturna: -14.5 HP, -12 EN
Ninetales: -2 HP, -12 EN, KO'ed
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.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Levitate: 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Thunderbolt
Will-o-Wisp
Protect
Light Screen
Electroweb
Pain Split
Snatch
Volt Switch
Toxic
Shadow Ball
Endure
Spite
Reflect
Hidden Power Grass (7BP)
Charge Beam
Signal Beam
Psych Up
Thunder
Sucker Punch
Rain Dance
Mudslap
Rest
Sleep Talk
Sunny Day
Telekinesis
Thief
Dark Pulse
Leaf Storm
Elevator Music
Jan 2nd, 2013 6:50:28 PM
Decline to counterswitch.
Frosty
Jan 4th, 2013 6:52:45 PM
Light Screen - Hidden Power - Hidden Power
IF Protective/Evasive AND Rotom is ordered to Hidden Power THEN Chill and push back
IF Double Team clones are up when Rotom attacks A2 or A3 THEN Discharge and push back
IF Conversion 2 is used A2 (for whatever reason <_<) THEN Thunderbolt A3
Elevator Music
Jan 4th, 2013 7:00:40 PM
Conversion (Fire/Bug/Steel/Grass) ~ Hidden Power ~ Hidden Power
IF (Bug is selected from Conversion) THEN (use Signal Beam a2 and a3)
ZhengTann
Jan 5th, 2013 9:07:43 AM
Because Porygon-Z was poisoned before Conversion to Steel, it still takes toxic damage, right?
Porygon-Z is Badly Poisoned by the Toxic Spikes! Status changes: BPSN (Porygon-Z) Porygon-Z activated Special Download!
Stat changes: +1 Sp.Atk (Porygon-Z)
Action 1: Rotom-C used Light Screen!
Rotom-C shielded its team from Special attacks!
Other changes: Light Screen 6a (Rotom-C)
-10 energy Porygon-Z used Conversion!
RNG Roll (CONVERSION) [<=2500 FIRE ; 2501<=5000 BUG ; 5001<=7500 STEEL ; 7501< GRASS]: 7316/10000 (STEEL) Porygon-Z converted to Steel-type data! Other changes: Steel (Porygon-Z)
-6 energy
Post Action:
-1 HP due to Poison (Porygon-Z)
Other changes: Tailwind 0a (Rotom-C)
Action 2: Porygon-Z used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 5765/10000 (NO)
[(7/2)+3+(8.5-6)]*1.5+1.75 = 15.25 damage (Rotom-C)
-5 energy Rotom-C used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 113/10000 (CRIT)
[7+3+3+4+2+(7.5-4.5)]/1.5 = 14.667 damage (Rotom-C)
-3 energy
Post Action:
-1 HP due to Poison (Porygon-Z)
Action 3: Porygon-Z used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 5145/10000 (NO)
[(7/2)+3+(8.5-6)]*1.5+1.75 = 15.25 damage (Rotom-C)
-9 energy Rotom-C used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 3177/10000 (NO)
[7+3+4+2+(7.5-4.5)]/1.5 = 12.667 damage (Rotom-C)
-7 energy
Post Action:
-1 HP due to Poison (Porygon-Z)
Other changes: Light Screen 3a (Rotom-C)
RNG Roll (STADIUM) [1<=STADIUM<=4]: 4 (FLYING) The Stadium switched onto the Flying Arena!
Post Round:
Rotom-C: -30.5 HP, -18 EN
Porygon-Z: -30.333 HP, -20 EN