A Complicated YoB… Wait what? Complications versus Yarnus of Bethany

Status
Not open for further replies.

Someoneelse

Why am I here?
Here we are in yet another battle that I will probably forget about for our battlers, in the ASB arena. This is between Complications and Yarnus of Bethany, two people that I have not been around enough to know.
The rules!
Complications's Rules said:
Seeking a battle!
3 vs. 3 Triples FE (Preferably with 25 moves or less)
2 Subs per Mon
Training Items
2 Day DQ
ASB Arena
Switch=Liam Neeson will find you and kill you
3 Recoveries/6 Chills
All Abilities

In the left corner of the ring is the challenger Complications (another person who has custom sprites):
Complications said:
Starmie (Soundwave) (Genderless)
SoundwaveStarmie.png

"Target acquired."
Soundwave doesn't speak much, unless he's accepting orders, which he does without question or second thought. As a sort of "enforcer" amongst Complications' Pokemon, the leaders of the group like him, while the rebels despise him.
Nature:
Timid (-Atk, +Spe, +20% ACC)

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:
Illuminate:
Type: Can be Activated
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (132.25>132)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 1
DC: 5/5

Attacks:
Attract
Aurora Beam (*)
Avalanche
Barrier (*)
Bide
Blizzard
Brine
Bubblebeam (*)

Camouflage (*)
Confuse Ray
Cosmic Power
Curse
Dive
Double Edge
Double Team
Dream Eater
Endure
Facade
Flash
Flash Cannon
Frustration
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hail
Harden (*)
Hidden Power Fire (7)
Hydro Pump
Hyper Beam
Ice Beam (*)
Icy Wind
Light Screen
Magic Coat
Mimic
Minimize
Natural Gift
Nightmare
Pain Split
Power Gem
Protect
Psych Up
Psychic
Psyshock
Psywave
Rage
Rain Dance
Rapid Spin (*)
Recover (*)
Recycle
Reflect
Reflect Type
Rest
Return
Roll Play
Rollout
Round
Scald
Secret Power
Signal Beam
Skill Swap
Skull Bash
Sleep Talk
Snore
Substitute
Supersonic (*)
Surf (*)
Swagger
Swift (*)
Tackle (*)
Take Down
Telekinesis
Teleport

Thunder
Thunder Wave
Thunderbolt (*)
Toxic
Tri-Attack
Trick
Trick Room
Twister
Water Gun (*)
Water Pulse
Waterfall
Whirlpool
Wonder Room
Zap Cannon (Past Gen)

Total Obtained: 20
To Obtain: 67

Gallade (Slawter) Male
SpartanGallade.png


Nature: Brave (+Atk, -Spe -10 Evasion)

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.

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:
Steadfast
Type: (Innate)*
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Justified (DW)
Type: (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 70 (69.6>70
Size Class: 3
Weight Class: 4
Base Rank Total: *21

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

Attacks
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Calm Mind (*)
Heal Pulse (*)
Psychic
Imprison
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Psycho Cut
Close Combat

Disable (*)
Shadow Sneak (*)
Encore (*)

Toxic (*)
Thunderbolt (*)
Trick Room (*)

Jellicent (Lir) (M)*
Spr_5b_593_m.png

Nature: Modest (+SAtk, -Atk)

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:
Water Absorb
Innate
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.*

Cursed Body
Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (DW, Locked)
Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 18

EC: 6/6
MC: 1
DC: 4/5

Attacks:
Bubble(*)
Water Sport (*)
Absorb (*)
Night Shade (*)
Bubblebeam (*)
Recover (*)
Water Pulse (*)
Hydro Pump
Water Spout

Acid Armor (*)
Confuse Ray (*)
Pain Split (*)

Ice Beam (*)
Shadow Ball (*)
Scald (*)
Toxic
Protect
Trick Room
Taunt

Magic Coat
Giga Drain
And in the other left corner is the acceptor Yarnus of Bethany:

Yarnus of Bethany said:
241.png

Miltank (Moo!) [F]
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Scrappy: Type: Innate This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Sap Sipper(locked): Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 100

Size Class: 3
Weight Class: 4

MC: 11
DC: 3/5

Moves:
Tackle
Growl
Defense Curl
Stomp
Milk Drink
Bide
Rollout
Body Slam

Endure
Hammer Arm
Counter
Heart Stamp
Fire Punch
Ice Punch

Protect
Double Team
Earthquake
Rest
Stealth Rock
22.png

Fearow (Peck!) Male
Nature: Naughty(+1 attack, -1 special defense)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: Type: Innate This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sniper: Type: Innate This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Stats :
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 100
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC:21
DC: 5/5

Moves:
Peck
Growl
Leer
Fury Attack
Pursuit
Pluck
Aerial Ace
Mirror Move
Agility
Drill Peck
Drill Run

Quick Attack
Steel Wing
Sky Attack
Roost
Heat Wave
Whirlwind

U-Turn
Return
Bide
Substitute
Double Team
Secret Power
Fly
53.png

Persian [Hiss!] (F)
Nature: Naughty +1 in attack -1 in Sp.Def
Type: Normal
Normal STAB: adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Limber:Type: Innate This Pokemon’s body is well trained and immune to paralysis. P
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.[/SIZE]
Unnerve (DW) (Unlocked): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115
Size Class: 2
Weight Class: 3

EC: 6/6
MC: 4
DC: 5/5

Attacks:
Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Faint Attack
Screech
Switcheroo
Taunt
Slash
Night Slash
Feint

Hyponisis
Snatch
Foul Play
Assist
Thunderbolt

Work Up
Endure
U-turn
Torment
Bide
Return
Dig

How this is going to work:
Complications sends out his Pokemon and attaches items
Yarnus sends out his Pokemon, attaches items and orders
Complications counter-orders
I ref
You tell me my many mistakes and criticise everything I do
Next round​
 
Ok, let's go my friends!
Slawter will hold nothing.
Soundwave will hold nothing.
Lir will take an Exp. Share, and unlock his Dream World Ability, Damp, upon entrance into battle. (Though I doubt any of your Pokemon will be exploding)
 
Miltank gets an XP share, everyone else gets nothing
Peck!
Sky Attack Gallade, Drill Peck Gallade, Sky Attack Gallade
If evasive teleport, Quick Attack Gallade
If disable Sky Attack, Fly a3
Moo!
Body Slam Jellicent, Stomp Jellicent, Body Slam Jellicent
Hiss!
Night Slash Jellicent, Thunderbolt Jellicent, Night Slash Jellicent
 
Sounds like a plan.
Lir: Protect-Water Spout
If Gallade flinches A1, change A2 to Scald (Miltank).
Soundwave (Activate Illuminate): Blizzard-Blizzard
Slawter: Trick Room-Close Combat (Persian)
If Gallade flinches A1, change A2 to Imprison (Thunderbolt, Night Slash).

I don't know if positioning is on or not, but if it is (hence making Gallade's A2 illegal an unreffable), make Gallade's A2 Thunderbolt (Fearow). The sub will still occur if the listed event happens.
 
We'll disable positioning.
Complications
… @ Nothing
SoundwaveStarmie.png

HP: 90
EN: 100

Other: Nay

Slawter @ Nothing
SpartanGallade.png

HP: 100
EN: 100

Other: Nay

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 110
EN: 100

Other: Nay


Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 100
EN: 100

Other: Nay

Peck! @ Nothing
22.png

HP: 100
EN: 100

Other: Nay

Hiss! @ Nothing
53.png

HP: 100
EN: 100

Other: Nay

Round One
Both battlers started by sending out their trios of Pokemon. Lir Protected itself from the incoming onslaught of attacks. Peck! started to Charge its own Attack from the Sky. … reacted with a Chilling Snowstorm, which heavily injured all of Sunray's Pokemon. Hiss! picked itself up and Slashed Lir with Darkness, but it Protected itself. Moo! then attacked Lir as well, Slamming its Body into him. Peck!, finally ready to attack, Attacked Slawter from the Sky. Slawter used its mind to alter the arena, making the Room Tricky, and having the slower Pokemon move first.

Lir, having the room's support, moved quickly, and Spouted Water, heavily injuring all of Sunray's Pokemon. Slawter moved next, Punching and Kicking Hiss! from Close, but also making him defenceless. Moo! didn't notice his troubles and Stomped on the jellyfish. Peck!, however, did notice Slawter's lack of defences and attacked with a Spinning Peck. Hiss! Summoned a Bolt of Lightning at Lir, damaging him more. …, seemingly emotionless about Lir being hurt, summoned another Blizzard, this time stronger, being boosted by …'s waiting and analysis.

This round, Complications seemed to come out on top, but there's still time left for Sunray to make a comeback.

Speed Order: … > Hiss! > Peck! + Moo!> Slawter > Lir
Action One
Lir: Protect (-7+EN)

Peck: Sky Attack (-9EN)
Peck! is charging.

…: Blizzard (-8EN)
Crits: H=3503 (N), P=2370 (N), M=2217 (N)
Peck: [(12*0.75)+6-3]*1.5
=18HP
Hiss:[(12*0.75)+6-3]
=12HP
Moo:[(12*0.75)+6-4.5]*0.67
=6.5HP
Freeze: <=1000
H=5650 (N), P=8063 (N), M=2402 (N)

Hiss!: Night Slash (Lir)(-5EN)
Crit=8043 (N)
[7+6-4.5]*1.5
=12.75
Lir Protected himself.

Moo!: Body Slam (-5EN)
Crit=7492 (N)
[7+3+2+6-4.5]
=13.5HP
Lir Protected himself.

Peck!: Sky Attack
Hit: <=9000
=3377
[14+3+6-4.5]*1.5
=27.75HP
Flinch: <=3000
=9216 (N)

Slawter: Trick Room (10EN)
Trick room is in the arena.

Action Two
Lir: Water Spout (7EN)
Hiss: [15*0.75+3+6-3]
=17.25HP
Peck: [15*0.75+3+6-3]
=17.25HP
Moo: [15*0.75+3+6-4.5]
=15.75HP

Slawter: Close Combat (7EN)
Hiss: [12+3+8.5-3]*1.5
=30.75HP
Slawter: -1Def, SpDef

Speed tie: <=5000 Moo
873: Moo

Moo!: Stomp (6EN)
Lir: [9+3+3-4+6-4.5]
=12.5HP
Flinch: No

Peck!: Drill Peck (5EN)
Slawter: [8+3+4-3]*1.5+1.75
=20.75HP

Hiss!: Thunderbolt (-7EN)
Lir: [10+4.5-6]*1.5
=12.75
Paralyse: <=1000
=8785 (N)

…: Blizzard (-12EN)
Crits: H=5935 (N), P=8927 (N), M=6573 (N)
Peck: [(12*0.75+2)+6-3]*1.5
=21HP
Hiss:[(12*0.75+2)+6-3]
=14HP
Moo:[(12*0.75+2)+6-4.5]*0.67
=8.33HP
Freeze: <=1000
H=3939 (N), P=6063 (N), M=9052 (N)

Summary
…:-0HP, -20EN
Slawter:-48HP, 17EN
Lir:-25HP, -24EN

Moo!:-31HP, -11EN
Peck!:-56HP, -14EN
Hiss!:-74HP, -10EN

Arena: Trick Room (3R)

Complications
… @ Nothing
SoundwaveStarmie.png

HP: 90
EN: 80

Other: Nay

Slawter @ Nothing
SpartanGallade.png

HP: 52
EN: 83

Other: -1Def, -1SDef

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 85
EN: 76

Other: Nay


Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 71
EN: 89

Other: Nay

Peck! @ Nothing
22.png

HP: 47
EN: 86
Other: Nay

Hiss! @ Nothing
53.png

HP: 28
EN: 90
Other: Nay
(People that complain about not being able to do these things because they're on their iPods suck, I did it)
 
NOTE: To save space, I have condense all of my edit posts into one post per round.

Lir has 110 max HP so his total should be 86, and as all three opponents moved before Starmie A2, the BAP of Blizzard should be 11 on all three of them.
(12*.75+2)

-----

Actually, it should be:
9+(3-4)+3+6-4.5=12.5 Damage.
Stomp's BAP is determined by the 9+the user's size class-the target's size class. Miltank's size class is 3, and Jellicent's size class is 4, so it becomes 9-1=8 BAP. As Miltank has Rank 4 Attack and Jellicent has rank 3 defense, they become 6-4.5.

-----

Ok, let's see what we can do here...
Lir: Scald (Miltank)-Hydro Pump (Fearow)
If Gallade flinches A1, use Trick Room on that action.
If Persian uses Endure and Lir is not Taunted, use Toxic (Persian) on that action.
Soundwave: Thunder (Fearow)-Thunder (Fearow)
If Fearow uses Double Team, use Bubblebeam. (Alrhough it's not in black, that was a typo; Bubblebeam is a pre-level 25 past-gen move so it knows it upon obtaining.)
Slawter: Close Combat (Persian)-Psycho Cut (Miltank)
If Slawter flinches A1, change A2 to Close Combat (Persian.)
 
Hiss!
Fake Out Gallade, Fake Out Starmie
Peck!
Sky Attack+Sky Attack Gallade, cooldown
Moo!
Stomp Starmie, Body Slam Starmie

BTW, I do my reffing on my phone as well, and it takes me a real long time. How do you work so fast?
 
@Sunray: That did take me a couple of hours to do the calculations alone. How do you consider that fast?
Arena: Trick Room (3R)

Complications
… @ Nothing
SoundwaveStarmie.png

HP: 90
EN: 80

Other: Nay

Slawter @ Nothing
SpartanGallade.png

HP: 52
EN: 83

Other: -1Def, -1SDef

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 85
EN: 76

Other: Nay


Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 71
EN: 89

Other: Nay

Peck! @ Nothing
22.png

HP: 47
EN: 86
Other: Nay

Hiss! @ Nothing
53.png

HP: 28
EN: 90
Other: Nay

Round Two
Flavour will come later.

Speed order: Lir, Slawter, Moo + Peck, Hiss, …
Action One
Hiss!: Fake Out (-3EN)
Slawter: [4+3+6-4.5]+1.75
=10.25HP

Peck!: Sky Annihilation (-42EN)
Peck! is charging.

Slawter is flinching.

Moo!: Stomp (-10EN)
…: [9+3-2+3+6-4.5]
=14.5HP
Flinch: <=3000
=414 (Y)

… is flinching.

Peck unleashed Sky Annihilation!
Hit: <=9000
=3672 (Y)
Slawter: [31.5+3+6-4.5]*1.5
=54HP
Slawter was KOed.

Lir: Trick Room (-10EN)
Space was reverted to normal.

Action Two
Speed Order: …, Hiss, Moo + Peck, Lir

Hiss!: Fake Out (-7EN)
…: [4+3+2+6-4.5]
=10.5HP

… is flinching.

Peck! is cooling down.

Moo!: Body Slam (-5EN)
…: [9+3+6-4.5]
=13.5HP

Lir: Hydro Pump (-9EN)
Hit: <=8000
=4158 (Y)
Peck!: [12+3+6-3]
=18HP

Summary:
Complications:
…:-30HP, -0EN
Slawter: 52+HP, KOed!
Lir:-0HP, -20EN

Sunray:
Moo!:-0HP, -15EN
Peck!:-18HP,-42EN
Hiss!:-0HP, -10EN

Arena: Nay

Complications
… @ Nothing
SoundwaveStarmie.png

HP: 60
EN: 80

Other: Nay

Slawter @ Nothing
SpartanGallade.png

HP: 0
EN: KO

Other: KO

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 85
EN: 56

Other: Nay


Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 71
EN: 74

Other: Nay

Peck! @ Nothing
22.png

HP: 29
EN: 44
Other: Nay

Hiss! @ Nothing
53.png

HP: 28
EN: 80
Other: Nay
 
Hiss!
Hypnosis Starmie, Thunderbolt Starmie
Moo!
Stomp Starmie, Body Slam Starmie
Peck!
Roost, Sky Attack Starmie

KO sub: if your target is knocked out, switch to attacking Jellicent

Fake out gets the technician boost, so Starmie should have 2 less hp
 
I was afraid you would pick out that loophole, but more afraid of what could happb if I used SUVs to protect against it...
Soundwave: Teleport (Evasive)-Surf
Lir: Recover-Water Spout+Water Spout
 
Arena: Nay

Complications
… @ Nothing
SoundwaveStarmie.png

HP: 60
EN: 80

Other: Nay

Slawter @ Nothing
SpartanGallade.png

HP: 0
EN: KO

Other: KO

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 85
EN: 56

Other: Nay


Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 71
EN: 74

Other: Nay

Peck! @ Nothing
22.png

HP: 29
EN: 44
Other: Nay

Hiss! @ Nothing
53.png

HP: 28
EN: 80
Other: Nay

Round Three

Speed Order: …, Hiss!, Moo! and Peck!, Lir
Action One
…: Recover (-11EN)
… gained 20HP

Hiss!: Hypnosis (-7EN)
Hit: <=7000
=4808 (Y)
… was put into a deep sleep (1a)

Peck!: Roost (-12EN)
Peck! gained 20HP

Moo!: Stomp (-6EN)
Crit: <=625
=9143
…: [9+3+3-2+6-4.5]
=14.5HP

Lir: Recover (-13EN)
Lir gained 20HP

Action Two

Peck!: Sky Attack (-9EN)
Peck! is charging its Sky Attack.

… is sleeping

Hiss!: Thunderbolt (-7EN)
Crit: <=625
=3577
…: [10+4.5-4.5]1.5
=15HP
Paralyse: <=1000
=8753

Moo!: Body Slam (-5EN)
Crit: <=625
=4316
…: [9+3+6-4.5]
=13.5HP
Paralyse: <=3000
=1188 (Y)

Lir: Water Spout+Water Spout (-36EN)
Crits: <=625: 2381, 9228, 9579 (None)
Peck!:[(15*0.75*0.95)+3+6-3]
=30HP
Hiss!:[(15*0.75*0.95)+3+6-3]
=30HP
Moo!:[(15*0.75*0.95)+3+6-4.5]
=28.5HP

Peck!: Sky Attack
…: [14+3+6-4.5]
=18.5HP

Summary:
Complications:
…:-41HP, -11EN, Paralysed 15%
Lir:+20HP, -49EN, Cooling Down (1a)

Sunray:
Peck!:+4HP, -21EN
Hiss!:-16HP, -14EN
Moo!:-15HP, -11EN

Arena: Nay

Complications
… @ Nothing
SoundwaveStarmie.png

HP: 19
EN: 69
Other: Paralysed 15%

Slawter @ Nothing
SpartanGallade.png

HP: 0
EN: KO

Other: KO

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 105
EN: 7
Other: Cooling Down 1a

Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 42
EN: 63
Other: Nay

Peck! @ Nothing
22.png

HP: 19
EN: 23
Other: Nay

Hiss! @ Nothing
53.png

HP: KO
EN: KO
Other: kO
 
Someoneelse you forgot to add the x2.25 multiplier to the Water Spout+Water Spout combo. It should be ((15x2.25).95).75+3+6-3 for Persian and Fearow, doing 30.04 Damage, and ((15x2.25).95).75+3+6-3 to Miltank, doing 28.54 damage.

-----

I don't see anything wrong.
15x2.25=33.75. 33.75x.95=32.0625. 32.0625x.75=24.0468. 24.0468+3=27.0468+6=33.0468-3=30.0468, and the same thing goes for Moo but 1.5 damage less.

Also it doesn't matter in this case but Hypnosis has 60 Acc, no 70.

-----

Illuminate has no effect on damage output.

-----

Mah derp with Illuminate. It's actually my turn to order first I believe? Orders coming soon.
 
He means illuminate has an effect on Hypnosis's accuracy, which it does.
As you will notice, the post-round has changed.

I'm ordering now.
Moo!
Earthquake, Body Slam Lir
Peck!
Drill Peck Soundwave, Roost
 
Arena: Nay

Complications
… @ Nothing
SoundwaveStarmie.png

HP: 19
EN: 69
Other: Paralysed 15%

Slawter @ Nothing
SpartanGallade.png

HP: 0
EN: KO

Other: KO

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 105
EN: 7
Other: Cooling Down 1a

Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 42
EN: 63
Other: Nay

Peck! @ Nothing
22.png

HP: 19
EN: 23
Other: Nay

Hiss! @ Nothing
53.png

HP: KO
EN: KO
Other: kO

Round Four
… would have started by summoning a Large Wave, healing Lir and hurting Sunray's Pokemon, but it was paralysed and couldn't move quickly. Peck! Spins around and Pecks …. Moo Shakes the Ground, not hurting Peck! but hurting Lir and Knocking … Out! Lir had to Cool Down.
Moo! then Falls on Lir. Peck! lands and recovers health, while Lir chills to get some more energy.

Action One
Speed Order: …, Moo + Peck, Lir


Speed tie, 1=Moo!
=2 (Peck!)

Peck!: Drill Peck (-5EN)
…: [8+3+6-4.5]
=-12.5HP

Moo!: Earthquake (-7EN)
Peck is immune.
…: [10*0.75+6-4.5]
=-9HP
… was KOed.
Lir: [10*0.75+6-4.5]
=-9HP
Cursed Body: <=3000
=3149 (N)

Lir is cooling down.

Action Two
Speed tie: 1=Moo!
=1 (Moo!)
Moo!: Body Slam (-5EN)
Lir: [9+3+6-4.5]
=-13.5HP
Cursed Body: <=3000
=1613 (Y)

Peck!: Roost (-12EN)
Peck! gained 20HP

Lir: Chill
Lir gained 12EN

Summary:
Complications:
…-21.5HP, -7EN, KO
Lir: -19HP, +12EN

Him:
Moo!: -12HP, -12EN
Peck!: +6.5HP, -17EN

Arena: Nay

Complications
… @ Nothing
SoundwaveStarmie.png

HP: KO
EN: KO
Other: KO

Slawter @ Nothing
SpartanGallade.png

HP: 0
EN: KO

Other: KO

Lir @ Exp. Share
Spr_5b_593_m.png

HP: 82
EN: 19
Other: Nay

Yarnus of Bethany
Moo! @ Exp. Share
241.png

HP: 41
EN: 51
Other: Body Slam Disabled (6a)

Peck! @ Nothing
22.png

HP: 40
EN: 6
Other: Nay

Hiss! @ Nothing
53.png

HP: KO
EN: KO
Other: kO
 
Status
Not open for further replies.
Back
Top