[MATCH OVER] 2v2 - IceBug vs Darkamber8828

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Flora

Yep, that tasted purple!
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Random challenge time!

2 vs. 2 Singles
DQ Time: 3 days
2 Recovers, 5 Chills
Arena: No Man's Land - Flat, deserted, and desolate piece of plains in the middle of nowhere, with no real unique terrain features to speak of. Perfect for a no restrictions battle.
Accepted

Switch=KO
No items
All abilities
Ice sends out first mon
DA sends out first mon and orders
Ice orders
Flora
Ice
DA
Flora
DA
Ice
Flora
Ice
so on



Sigilyph(*) Herald (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)

Type: Psychic/Flying
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)

MC: 0
DC: 0/5

Abilities:
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Tinted Lens (DW) (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Attacks:

Gust(*)
Miracle Eye(*)
Hypnosis(*)
Psywave(*)
Tailwind(*)
Whirlwind(*)
Psybeam(*)
Air Cutter(*)
Light Screen(*)

Psycho Shift(*)
Ancientpower(*)
Roost(*)

Psycho Shock(*)
Toxic(*)
Thunder Wave(*)

Vanillite(*) Haagendazs (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)

Type: Ice
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)

Stats:

HP: 90
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 44

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

Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor: (DW)(Can be Enabled) The Pokemon can loosen 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.

Attacks:

Icicle Spear(*)
Harden(*)
Astonish(*)
Uproar(*)
Icy Wind(*)
Mist(*)
Avalanche(*)
Taunt(*)

Imprison(*)
Autotonomize(*)
Magnet Rise(*)

Toxic(*)
Explosion(*)
Frost Breath(*)



Gengar [Dablob] Male
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)

Type: Ghost/Poison

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).


Stats:

HP: 100
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)

x1.15 To Speed, -1 to Special Defense

EC: 9/9
MC: 0
DC: N/A

Abilities:
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:

Hypnosis *
Lick *
Spite *
Mean Look *
Curse *
Confuse Ray *
Night Shade *
Sucker Punch *
Payback *

Fire Punch *
Haze *
Will-O-Wisp *

Shadow Ball *
Sludge Bomb *
Thunderbolt *
Substitute
Explosion
Psychic
Focus Blast


Politag [Ruckingfain] (Female)

Nature: Modest (+1 to Special Attack, -1 Attack)

Type: Water

Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: **
Spe: 90

(+1 to Special Attack, x20/23 to Speed)

EC: 3/9
MC: 0
DC: 1/5

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.

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

Swift Swim: (DW, not activated) (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks

Water Sport
Bubble
Hypnosis
Water Gun
DoubleSlap
Rain Dance
Bubblebeam
Hydro Pump

Refresh
Encore
Mud Shot

Surf
Ice Beam
Hidden Power (Grass, 7 BP, 5 energy)


Good luck and have fun!
 
Alrighty then, we'll start things off with Herald the Sigilyph.


Sigilyph(*) Herald (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)

Type: Psychic/Flying
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)

MC: 0
DC: 0/5

Abilities:
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Tinted Lens (DW) (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Attacks:

Gust(*)
Miracle Eye(*)
Hypnosis(*)
Psywave(*)
Tailwind(*)
Whirlwind(*)
Psybeam(*)
Air Cutter(*)
Light Screen(*)

Psycho Shift(*)
Ancientpower(*)
Roost(*)

Psycho Shock(*)
Toxic(*)
Thunder Wave(*)


Good luck to you, Darkamber.
 
mk. Dablob the Gengar, it's you!

Shadow Ball ~ Thunderbolt ~ Shadow Ball

If he tries to status you with anything that isn't Toxic, including Taunt, Substitute (15 hp)

If he tries to status a Substitute, continue with the original plan, don't bother Substituting again.

Once Taunted, don't Substitute, stick with the original plan.
 
Well now, we certainly aren't going to win a firefight with this thing without some trickery...let's see here...speed first, throw a Tailwind, which will let us close the distance faster and actually try to status 'em without hitting a doll.

Next, I want you to use that boost from the wind to get as close as possible to it's grinning mug and put it to sleep with Hypnosis. Hopefully that'll buy an action to further level the playing field.

Finally, Light Screen, no matter the outcome of Hypnosis. Taking any more than a round of full strength Shadow Balls will be...unfortunate...

So: Tailwind - Hypnosis - Light Screen
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Herald (Sigilyph) (F)
HP: 100
Energy:
100
Boosts/Drops:

Others:
Actions: Tailwind - Hypnosis - Light Screen
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 100
Energy:
100
Boosts/Drops:

Others:

Actions: Shadow Ball - Thunderbolt/Substitute - Shadow Ball
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


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

Round 1, Nowhere...


Yet there is something. Two things in fact. Yes, indeed! There's a mysterious Sigilyph called Herald and a shady Gengar named Dablob. Hmmm... mhm....

Dablob's certainly the faster of the two and conjures a Shadow Ball attack! There's Herald standing guard who takes the ghostly ball proudly as she sets up a anonymous Tailwind! Swooooosh!

Now faster, Herald takes the initiative with a Hypnosis straight upon Gengar's evil eyes. He becomes tired... so tired in fact that he naps in the midst of battle! A deep sleep! And he just snoozes away!

Taking advantage of the sleeping ghost, Herald even more prepares herself for the future with a wall of Light Screen! The creation of the screen was so silent that Dablob barely notices and continues his deep slumber!

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


Herald (Sigilyph) (F)
HP: 79
Energy:
75
Boosts/Drops:

Others: Tailwind (x2 Spe = 224 Spe, 2 more rounds), Light Screen (2 more rounds)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 100
Energy:
95
Boosts/Drops:

Others:
Sleep (Wakes up at the start of Action 1)
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


Herald
A1: Tailwind > [9 Energy]
x2 Spe
A2: Hypnosis > [9 Energy]
2 Action sleep
A3: Light Screen > [7 Energy]
-5 Damage, 6 more actions

Dablob
A1: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = [21 Damage] [5 Energy]
A2: zzz
A3: zzz


IceBug's turn!

@DA lmao good catch!
 
Well...that went so much worse in my head...yay? Anyway, while Tailwind lasts, I want that ghost as crippled as possible, so first, Thunder Wave to drop him into a comfortable speed bracket even after the winds stop blowing.

Start the offensive in the next two actions with a Psybeam, followed by a Psywave. Can't win if all we do is throw status around (well, we could if it wasn't Poison, but that's neither here nor there).

Now, top priority. We die if we are forced to take a nap because of its Hypnosis, so if at any point it looks like it'll try to do it, ignore any current action, fly straight up, looking at the sky. We have a clear advantage in the speed department with this favorable wind pushing us onward, and it doesn't, say, teleport, so avoiding eye contact should be top priority.

So: Thunder Wave - Psybeam - Psywave, replacing any action with flying up to avoid eye contact on a Hypnosis attempt
 
Fucking hell.

Hypnosis ~ chase after and Hypnosis ~ Substitute (15)

Even in ASB, damn things are still annoying.

(but nice maneuvering anyway)

Also, nitpick, Dablob is a Gengar, not an Eevee.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Thanks for that correction!

Herald (Sigilyph) (F)
HP: 79
Energy:
75
Boosts/Drops:

Others: Tailwind (x2 Spe = 224 Spe, 2 more rounds), Light Screen (2 more rounds)
Actions: Thunder Wave/Fly upward - Psybeam/Fly upward - Psywave
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 100
Energy:
95
Boosts/Drops:

Others:
Sleep (Wakes up at the start of Action 1)
Actions: Hypnosis - Hypnosis - Sub (15%)
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


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

Round 2, Getting Somewhere...


Somewhere? Where's that?

I think Herald knows the answer to that! Look, she's... focusing on something. I think she's waiting for the sleeping Dablob to make a move. And a move he makes when he just awakes from the depths of hellish sleep! A Hypnosis move! Does it work? ... Look! Herald's flying up with her splendid wings! Looks like she completely avoided eye contact! Heh, but Dablob doesn't seem satisfied and floats upward to try another Hypnosis! Herald only keeps flying upward to avoid the contact. Guuuuys!??! WHERE ARE YOU???

Well, I can see, I'm not blind! Herald's finally going on the offensive with a Psywave attack! Why Psywave though? I always hated that move since RBY but there it goes! Dablob wobbles into distortion and snaps into hurtful gestures! Was it that painful? It really doesn't look like it as Dablob easily sets up a Substitute right in front of him. Oof, looks like things are going pretty bad for Herald now!

... it's so white out here!

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


Herald (Sigilyph) (F)
HP: 79
Energy:
59
Boosts/Drops:

Others: Tailwind (x2 Spe = 224 Spe, 1 more round), Light Screen (1 more round)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 75
Energy:
59
Boosts/Drops:

Others:
Substitute (15 HP remaining)
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


Herald
A1: Fly up high > [3 Energy]
A2: Fly up high > [7 Energy]
A3: Psywave > [10 Damage] [6 Energy]

Dablob
A1: Hypnosis > [10 Energy]
A2: Hypnosis > [14 Energy]
A3: Substitute (15%) > 15-3 = [12 Energy]


Haha, they both are left with the exact energy!

DA's turn!
 
^_____^

Good work, Dablob. Shadow Ball, Thunderbolt, Shadow Ball!

If it ever uses a non-damaging move or Psywave and you have no Substitute, replace your action with a minimum hp Substitute!
 
...with copious facepalms, I remember shortly after issuing orders that Sigilyph laugh in the face of Hypnosis, so all the clever acrobatics just basically stopped me from hitting my opponent. Don't worry, Herald...it's my fault, not yours, sorry for making you channel a rocket last round for no real reason...

Anywho, Psybeam x3. Damage must be done, yes? And on the off chance we can break the sub quickly, abuse these last fleeting moments of favorable gales to Thunder Wave instead.

Oh, this is so going to hurt next round...

Recap: Psybeam - Psybeam - Psybeam, replacing any action with Thunder Wave if not currently blocking with Substitute
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Herald (Sigilyph) (F)
HP: 79
Energy:
59
Boosts/Drops:

Others: Tailwind (x2 Spe = 224 Spe, 1 more round), Light Screen (1 more round)
Actions: Psybeam - Psybeam - Psybeam [replace action with T-wave if not blocked by Sub]
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 75
Energy:
59
Boosts/Drops:

Others:
Substitute (15 HP remaining)
Actions: Shadow Ball - Thunderbolt - Shadow Ball [replace action with Sub if it's broken and Herald uses non-attacking move/Psywave]
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


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

Round 3, White Blood...


Looks like someone's in for a lot of hurt! Or two in fact.

Noticing her mistake... or her trainer's, Herald immediately attempts to remedy the problem by blasting a Psybeam upon Dablob's crude Substitute. The attack goes critical and shatters the Substitute into spirit particles. Upon the shattering, the real Dablob appears right out of nowhere and delivers Herald a message of doom - a Shadow Ball! POOF! And Herald's injured!

Ahhhhh, now that the real Dablob is open wide for a hit, Herald decides to take advantage of this by firing off a crippling Thunder Wave upon him, shocking him into paralysis! Immediately after the shock, Dablob tries to retaliate, but he's rendered fully paralyzed! ARIOIFJWEOGEWWg98gj54wAAARGHHAX11111

Herald is really getting into it, and she is with her Psybeam attacks! Yet again she blasts it and it's Dablob's turn to feel true pain! Heeding his orders, Dablob doesn't go for a Substitute and instead fires off a Shadow Ball of shadowy doom despite his paralysis! And BAM! Herald is shot! But she's still going strong!

Looks like both the Light Screen and the Tailwind have stopped working for Herald. Despite their disappearance, is she able to successfully turn the tables around?

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


Herald (Sigilyph) (F)
HP: 47
Energy:
44
Boosts/Drops:

Others:
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 55
Energy:
49
Boosts/Drops:

Others:
Paralysis (25%, 20% next round)
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


Herald
A1: Psybeam > 7 + 3 + 3 + (4-2 x 1.5) x 1.5 = [24 Damage] [4 Energy]
A2: Thunder Wave > [7 Energy]
A3: Psybeam > 7 + 3 + (4-2 x 1.5) x 1.5 = [20 Damage] [4 Energy]

Dablob
A1: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = 21-5 = [16 Damage] [5 Energy]
A2: Thunderbolt > 10 + (5-3 x 1.5) x 1.5 = 20-5 = [15 Damage] [7 Energy] | Substitute (15%) > 15-3 = [12 Energy] (not used)
A3: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = 21-5 = [16 Damage] [5 Energy]


Ice's turn!
 
Light Screen! Keep up that lovely defensive wall that has separated us from a Round 1 death! Then, Psybeam, do some more damage, and finally chill to restore some energy from all the goofy things you've been hurling at that phantom.

If, by some twist of fate, you drop below 20 HP and Deblob still has an action, Roost instead of chill.

So: Light Screen - Psybeam - chill, replacing last action with Roost if HP drops below 20 in the first two actions
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Sorry for the delay; I was editing my prize post. I'm getting a Gastly. =D


Herald (Sigilyph) (F)
HP: 47
Energy:
44
Boosts/Drops:

Others:
Actions: Light Screen - Psybeam - Chill/Roost if 20% or under
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 55
Energy:
49
Boosts/Drops:

Others:
Paralysis (20%)
Actions: Confuse Ray - 15% Substitute - Shadow Ball
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


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

Round 4, Confusing Defense


Wanting her precious Light Screen back up, Herald takes advantage of the slow statics surrounding Dablob and sets up the screen. Dablob Watches. Dablob... Spits. Spits... A Confuse Ray (INTENSE)! The ray slowly makes its way through the screen and taps onto Herald's mind, making her a bit confused!

With all her skill, she keenly focuses on where the Confuse Ray hit her from and fires off a Psybeam assault! Looks like the confuse ray didn't go active! Dablob's struck hard by the attack, but can he retaliate? Bits and pieces of static hold him into place, which looks like a full paralysis!

After all of the events, it seems like Herald's getting a little tired and goes for a chill, restoring her energy a tad bit. It seems like the confusion didn't scramble her mind enough! Dablob takes advantage of this opening by delivering a non-paralyzed-prevented Shadow Ball straight at the relaxing Herald, causing her to stagger mid-air! But that alone isn't enough to pull down her weight!

Both are floating around, health slowly depleting, and hax is ready to rip at any moment!

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


Herald (Sigilyph) (F)
HP: 31
Energy:
45
Boosts/Drops:

Others: Light Screen (2 more rounds), Confused (1 more action)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 35
Energy:
40
Boosts/Drops:

Others:
Paralysis (20%, 15% next round)
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


Herald
A1: Light Screen > [7 Energy]
A2: Psybeam > 7 + 3 + (4-2 x 1.5) x 1.5 = [20 Damage] [4 Energy]
A3: Chill > [+12 Energy]

Dablob
A1: Confuse Ray (Intense) > [4 Energy]
A2: Substitute > 15-3 = [12 Energy] (not used)
A3: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = 21-5 = [16 Damage] [5 Energy]


DA's turn!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Herald (Sigilyph) (F)
HP: 31
Energy:
45
Boosts/Drops:

Others: Light Screen (2 more rounds), Confused (1 more action)
Actions: Psybeam - Psybeam - Psybeam
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: 35
Energy:
40
Boosts/Drops:

Others:
Paralysis (15%)
Actions: Shadow Ball - Shadow Ball/Explosion - Shadow Ball/Explosion
Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


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

Round 5, Defeat or Victory?


For Herald, she seeks victory and immediately sprays a Psybeam upon the sinister Dablob, who barely clings onto life. He then tenses up and conjures some shadowy substances in front of him, and right at that moment... BZZBBZBZBZBZBBZBZBZBZ the static intensely curls around him like a baby and he turns out fully paralyzed! Oh god/christ/jesus/zeus! And at that moment, Herald's mind fully clears up from any hindering confusion!

Herald smiles like a war goddess filled with luck and charm and spawns one last Psybeam at Dablob, who's just about had it. He attempts to bend the law of physics and speed and summon a Shadow Ball before he falls, but the Psybeam was just too fast for him as he is hit and falls onto the hollow ground as if he were a poor little Gastly.

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


Herald (Sigilyph) (F)
HP: 31
Energy:
33
Boosts/Drops:

Others: Light Screen (1 more round)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Dablob (Gengar) (M)
HP: fuuuuuuu
Energy:
0
Boosts/Drops:

Others:

Nature: Naive (Adds .15% to Speed, Subtracts * from Special Defense)
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
Poison Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).
Levitate This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.
Atk: ***
Def: ***
SpA: *****
SpD: ** (-1)
Spe: 127 (110*1.15)


Herald
A1: Psybeam > 7 + 3 + (4-2 x 1.5) x 1.5 = [20 Damage] [4 Energy]
A2: Psybeam > 7 + 3 + (4-2 x 1.5) x 1.5 = [20 Damage] [8 Energy]
A3: Psybeam > 7 + 3 + (4-2 x 1.5) x 1.5 = [20 Damage] [12 Energy]

Dablob
A1: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = 21-5 = [16 Damage] [5 Energy] (not used)
A2: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = 21-5 = [16 Damage] [9 Energy]
A3: Shadow Ball > 8 + 3 + (5-3 x 1.5) x 1.5 = 21-5 = [16 Damage] [13 Energy]


Oh man, that was fun to see how the RNG played out. THE PAIN!

Anyway, GO RUCKINGFAIN! (Saving 1 post.)


IceBug's turn!
 
Wait...what...

O...kay then, thanks RNG. Um...Herald, just Toxic the Poliwag when it comes out, Roost up, then chill. Just try to buy some time for that poison to run its course. Of course, if it doesn't take the poison the first time due to a karmatic act of God, throw Toxic till it works, then pick up on the next step from the original plan.

So:

Toxic - Roost - Chill, using Toxic until it works if it misses, then continuing with the next action in the order
 
Yes, thanks a million, rng.

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUencoreUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUhydropumpUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUicebeamUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Herald (Sigilyph) (F)
HP: 31
Energy:
33
Boosts/Drops:

Others: Light Screen (1 more round)
Actions: Toxic - Roost - Chill
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Ruckingfain (Poliwag) (F)
HP: 90
Energy:
100
Boosts/Drops:

Others:

Actions: Encore - Hydro Pump - Ice Beam
Nature: Modest (+1 to Special Attack, -1 Attack)
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: **
Spe: 90


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

Round 6, A new challenger approaches!


After the death of Dablob, Ruckingfain comes to pick up the remains! Or try to. But I'm sure tadpoles are pretty smart!

Herald thinks about how to go with a blast... and she thinks up something pretty bad. Immediately she throws up a gas of Toxic at RF, who's immediately intoxicated! Upon contact, RF decides to go for a crippling Encore, locking Herald into doing even more Toxic and drugs! RF giggles a little and uses this time to blast Herald into oblivion with an accurate Hydro Pump and Ice Beam duo assault! The Light Screen manages to lessen the pain from the two attacks, but after the consecutive repeats of THREE Toxics, Herald becomes decisively weary, courtesy of her 0 energy, and falls upon the blank space of No Man's Land. Poor her, she was truly awesome!

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


Herald (Sigilyph) (F)
HP: so weary
Energy:
0
Boosts/Drops:

Others:
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.)
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Wonder Skin (Innate) The Pokemon's skin has an agent that heaviliy resists attempts to change its composition. It rejects burn, paralysis, poison, and sleep attempts by non-damaging attacks, halving their accuracy.
Atk: **(-)
Def: ***
SpA: ****
SpD: ***
Spe: 112 (97*115%)



Ruckingfain (Poliwag) (F)
HP: 87
Energy:
77
Boosts/Drops:

Others:
Toxic (1 DPA, increases by 1 every round)
Nature: Modest (+1 to Special Attack, -1 Attack)
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: **
Spe: 90


Herald
A1: Toxic > [7 Energy]
A2: Toxic > [11 Energy]
A3: Toxic > [15 Energy]

Ruckingfain
A1: Encore > [10 Energy]
A2: Hydro Pump > 12 + 3 + (3-3 x 1.5) = 15-5 = [10 Damage] [7 Energy]
A3: Ice Beam > 10 + (3-3 x 1.5) x 1.5 = 15-5 = [10 Damage] [6 Energy]


Alright, the last stand!

GO ICE CREAM POKEMON THINGYMAJIG!


DA's turn!
 
Okay, make 'em feel the vanilla-flavored fury! Taunt so the weather doesn't change (and so this amphibian can't live up to it's namesake). Then, Toxic again. Where's your Refresh now? Then, take the last action to scream...for yourself. Uproar!

So: Taunt - Toxic - Uproar

The ice cream puns won't stop until you die, Poliwag!!!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Haagendazs (Vanillite) (M)
HP: 90
Energy:
100
Boosts/Drops:

Others:
Actions: Taunt - Toxic - Uproar
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 44



Ruckingfain (Poliwag) (F)
HP: 87
Energy:
77
Boosts/Drops:

Others:
Toxic (2 DPA, increases by 1 every round)
Actions: Refresh - Rain Dance - Hydro Pump
Nature: Modest (+1 to Special Attack, -1 Attack)
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: **
Spe: 90


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

Round 7, A tadpole and her ice cream...


So here we are with an amazing matchup! Certainly interesting!

Being intoxicated by venomous gas is totally not fun, and I'm sure Ruckingfain would agree with me here! See, she's Refreshing off her skin and excreting out that nasty Toxic away! Now THAT was cool! But it's only after that she notices a creamy Taunt from Haag... seriously, HOW IS THAT THING EVEN TAUNTING? What's he taunting about anyway? Ruck's lack of sweetness?

Aha, so being taunted makes one thing clear - you can't do the Rain Dance! Instead, Ruck hops over to Haag for a little Struggle wave attack! This apparently did crap damage and made her damage her precious skin at the same time! While she was wagging her body at his, Haag has decides to be sneaky and breath some toxic into Ruck's system. Ugh, now that sucks being poisoned again!

You can tell - Ruck's pretty goddam mad. She backs away, alert and angry, and spouts out a huge Hydro Pump from her mouth at the direction of Haag! The volume of the water seems to be pretty insane! But wait, was that actually Haag? Because apparently, it looks like the attack missed! Jeez, things are just not going in DA's favor AT ALL! That was even a 100 I randomed! I would cry myself to death if I had these things + a bit more happening to me! I think Haag's trying to share his feelings with Ruck a bit. Is it... A TRAP! She freaking SCREAMS in an UPROOOOOOOOOAR in Ruck's... uh ears? But I gotta admit, that hurt like freaking nachos!

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


Haagendazs (Vanillite) (M)
HP: 90
Energy:
76
Boosts/Drops:

Others:
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 44



Ruckingfain (Poliwag) (F)
HP: 71
Energy:
57
Boosts/Drops:

Others:
Toxic (1 DPA, increases by 1 every round), Taunt (4 more actions)
Nature: Modest (+1 to Special Attack, -1 Attack)
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: * (-1)
Def: **
SpA: *** (+1)
SpD: **
Spe: 90


Haagendazs
A1: Taunt > [10 Energy]
A2: Toxic > [7 Energy]
A3: Uproar > 9 + (4-2 x 1.5) = [12 Damage] [7 Energy]

Ruckingfain
A1: Refresh > [8 Energy]
A2: Struggle > 5 + (1-1 x 1.5) = [5 Damage, 2 Damage to self] [5 Energy]
A3: Hydro Miss > [7 Energy]


IceBug's turn!
 
...DA, we'll fight again someday...with a different, less spiteful RNG...

Well, under Taunt it's currently safe to do this, so...

ICE CREAM PURIFICATION!!!

Autotomize - Uproar - Autotomize

That's right, Haag, we gonna be the fastest ice cream on ASB!
 
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