Korski vs. Frosty a very, gravitational match

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Heellllooooo people, welcome today to a very exicting match between Korski and Frosty, first off lets see what the rules are!

3 vs 3 singles
2 day DQ
1 Recover/ 5 Chills
Location: The hyperbolic time chamber from DBZ. An infinite white space (not infinite...more like the size of the Earth) with absolutely no trees or lakes or anything other than the floor (not-diggable BTW). The gravity is intensified (aka, the effects of the move "gravity" occur permanently and can't be driven away) and Ground-types pokes have even more difficulty moving around, resulting in +2 energy for each move. Since its a closed space, all weather-changing moves are rendered useless, as well as moves that require big masses of water. Everything else is good to go. The battle is happening far away from the entrance, so we don't get stuck in the chamber in case someone decides to destroy it.
In other words:
- Permanent Gravity
- non-diggable floor
- Ground-type pokes waste +2 energy per action
- Weather changing moves/abilities or attacks that rely on masses of water are useless.
No items
All abilities
Switch=KO


Now lets see what the teams look like here today!
th_ShinyMagikarp.png
ooh a shiny one!

Magikarp(*) Topsy (M)

Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Swift Swim
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rattled (LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Stats:

HP: 80
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 1
Spe: 80

EC: 0/6
MC: 0
DC: 0/5

Attacks:

Splash(*)
Tackle(*)

Bubble(*)
Reversal(*)
Bounce(*)

633.png

Deino(*) Turvy (F)

Nature: Hasty (A 15% increase in Base Speed [Rounded Up] and a +5.28% on this Pokemon's attacks; Defense reduced by *)
Type: Dark/Dragon
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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: Hustle
Hustle: (Can be enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 44 (38x1.15^) (+)

EC: 0/9
MC: 0

Attacks:

Tackle(*)
Dragon Rage(*)
Focus Energy(*)
Bite(*)
Headbutt(*)
Dragonbreath(*)
Roar(*)
Crunch(*)

Dark Pulse(*)
Earth Power(*)
Screech(*)

Taunt(*)
Thunder Wave(*)
Work Up(*)

rhyhorn.png

Rhyhorn(*) Crumbles (M)

Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Ground/Rock
Ground: 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.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities: Lightningrod, Rock Head
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless (LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25

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

Attacks:

Horn Attack(*)
Stomp(*)
Tail Whip(*)
Fury Attack(*)
Scary Face(*)
Rock Blast(*)
Earthquake
Megahorn

Counter(*)
Crush Claw(*)
Swords Dance(*)

Dig(*)
Rock Polish(*)
Toxic(*)

255_torchic_front_norm.png

Torchic Yonderwear (M)

Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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: Blaze
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
Speed Boost (LOCKED): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 45

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

Attacks:

Scratch(*)
Growl(*)
Focus Energy(*)
Ember(*)
Peck(*)
Sand-Attack(*)
Fire Spin(*)

Counter(*)
Baton Pass(*)
Rock Slide(*)

Protect(*)
Will-o-Wisp(*)
Flamethrower(*)


And heres Frosty's!

Monohm [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.
Dragon: Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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.
Sheer Force (DW): [LOCKED](Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 43(+)
SpD: Rank 2
Spe: 51 (60 x 0.85v) (-)

EC: 2/9
MC: 4
DC: 2/5

Attacks:
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom

Hydro Pump
Magnet Rise
Heal Bell

Thunderbolt
Flamethrower
Dragon Pulse

Duskull * (Gespenst) M
Nature: Brave (+ Attack; - Speed)
Type:
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).


Stats:

Duskull
HP: 80
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 21 (25x0.85v)

EC: 3/9
MC: 2
DC: 1/5

Abilities:
Levitate:(Innate)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:
Leer (*)
Night Shade (*)
Disable (*)
Foresight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)

Destiny Bond (*)
Pain Split (*)
Imprison (*)

Trick Room (*)
Will-o-Wisp (*)
Return (*)

Zorua * (Canas) M
Nature: Hasty (Speed +; Defense -, +5 accuracy)

Type:
DarkDark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:

Zorua
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 75 (65 x 1.5^) (+)

EC: 0/6
MC: 0
DC: Nah

Abilities:
Illusion:Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion.

Attacks:
Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt

Counter
Dark Pulse
Extrasensory

Snarl
Protect
Grass Knot

I believe it goes,
Frosty releases a pokemon
Korski then sends out his pokemon and abilities w/actions
Next Frosty will choose actions
I'll ref
Then Frosty goes first
Korski next
SO on and so forth. GOod luck to both battlers,
 
I'll send out Turvy to kick things off.

I don't want any foul play here, so start off with a Taunt. Then Screech at the little thing, get up close, and lay down with a mighty Crunch!

Taunt~Screech~Crunch
 
crap. he has taunt. should have used another poke <_<;.

Oh well, let's make a lemonade out of this!

return - night shade - return
 
Duskull and Deino take the field and prepare to battle eachother to the end. Both pokemon look super intense too, its crazy! Deino pulls a low blow, Taunting (10 Energy) Duskull because he doesn't have any legs! What a jerk! Duskull decides to just think good thoughts about Frosty and then charges Deino with Return.(7 energy)

Deino returns the favor by Screeching (6 Energy)right in Duskull's face! (I'm assuming Duskull has some sort of ear holes to hear it) Duskull is very upset by this and Night Shade (7 Energy)

Duskull decides to keep his momentum going and hits Deino with a second Return (7 energy) Duskull must really be liking his trainer right now or something! While Deino takes a nice bite of Duskull with Crunch (6 energy)

Duskull's attacks

Return- 11 Damage to Deino
Night Shade does 10 damage
Return does 11 damage

Deino
Taunt- taunts for 5 turns
Screech- Lowers defence -2
Crunch- 25 damage



Afterwards

633.png

Hp: 58
Energy: 88


355.png

Hp:55
Energy: 79
 
That's some good damage, Turvy, try and keep it up! Hit it with a Dark Pulse, followed by a Crunch and another Crunch. That ought to do.

Dark Pulse~Crunch~Crunch
 
Round 2! Battle of Darkness

Deino who is just running circles around Duskull decides to try out a new move, Dark pulse (6 Energy, no flinch) Bad thoughts fly through Duskulls mind, but not enough to flinch him, with all of these bad thoughts Duskull gets really angry at Deino and moves in for a Return (7 Energy) attack!

Duskull goes first this round and is still steaming from that Dark pulse firing off a Return attack (7 energy) Deino is probably getting really tired of those, as he grabs a bite of Duskull with Crunch (6 energy) which is enough to put the poor ghost pokemon back in his Pokeball.

Duskulls attacks
Return did 11 damage x2= 22damage

Deino attacks
Dark pulse did 30 damage
and Crunch did 39 damage

633.png

Hp: 36
Energy:76

355.png

Hp: KO
Energy: KO

Need your new pokemon Frosty
 
Great work, Turv, but it's now duelling Dragons and you're at a definite disadvantage. Thunder Wave it to slow it down, then Screech and Crunch if you can make it that far.

Thunder Wave~Screech~Crunch
 
that is a big if.

alrighty almighty god of thunder, start by firing a Dragon Pulse at Mr. Ringo and his adorable hairdo. After that heal the paralysis with Heal Bell. Finalize with another dragon pulse to make it submerge like a yellow submarine (oh god that was awful). If paralysis attacks (OMGHAX) replace the second dragon pulse with heal bell.

Dragon Pulse - Heal Bell - Dragon Pulse/heal bell
 
Monohm looks very upset from Duskull going down against this Deino and he's looking for revenge. He throws a powerful Dragon Pulse down range towards Deino (7 Energy), but Deino throws a thunder wave right back at him, Paralyzing him (7 Energy)

But Paralyzing isn't the only thing Deino wants to do to poor Monohm, he moves in closer to him and screechs, lowering Mono's Defence by 2! (6 energy). But you can hear Monohm's Heal bell begin to ring in the air, healing him of that paralyzation. (9 Energy)

Monohm, now not Paralyzed Fires off a second Dragon Pulse and effectively Knocks Deino out (7 energy)


Dragon Pulse did 21 damage x 2= 42


633.png

Hp: Ko
Energy: Ko


Monohm.png

Hp: 90
Energy: 77


Fix'd thanks Frosty
 
erm... that does not seem right. According to my calcs, it was supposed to deal (9 + 3 (stab) + 1.5(4-2))x1.5(SE) = 22.5.

I may be wrong, but I really doubt it would deal 42 damage in one shot.
 
Let me check my calculator. I probably added a wrong number in somewhere... Sorry guys.

I got 21 damage upon seeing I multiplied by 2 and added 2 extra damage in somewhere, I must have been on drugs, I'll edit it into the last post, My bad guys.
 
okay, thor. I think we should be gentle and use more strategic moves.


....


naaaaah

Hydro Pump x 3. The increased gravity may make those earthquakes inavoidable, but it should make it unable of escaping your attacks.
 
Yep no Magnet Rise for you, no hope of a miss for me. Yikes. Crumbles, try and take advantage of Thor's devastated defense. Don't let Turvy go down in vain!

Earthquake x3
 
We have Monohm starting off our fine Round this time, running laps around Rhydon in speed, who throws a nice little Hydro Pump (8 energy)into Rhydon's face, really making him upset, as he is scared of water. He throws his front legs up in the air and smashes them down in a powerful Earthquake (7 energy)

Rhyhorn is so mad that he does the same thing, but instead, he decides to show off and use his back legs, shooting off a second Earthquake (11 energy), Monohm also seems to like how the last round went down and smashes Rhyhorn with a second Hydro Pump (12 Energy)

Monohm, just like a broken Record Shoots a record 3rd Hydro Pump (16 energy) and Rhyhorn must be the other side of the same record and uses a third Earthquake (15 Energy)

Hydro Pump= 26 damage x 3
Earthquake= 22 Damage x 3

111.png

Hp: KO
Energy: KO



Monohm.png


Hp:46
Energy:41

Hopefully my math is right this time. Those are the fix'd things, Obviously now Rhyhorn is KO'd new pokemon please
 
erm...I am not 100% sure of this, but I think the math is wrong at places. Lemme try to explain.

The damage formula is: ((Base Attack Power + STAB + Critical Hit + [Rank Difference 1-5] *1.5 + [Rank Difference 0 or >5] * 1 + Ability Effects + Field Effects - Reflect/Light Screen - Burn Degree) * Type Effectiveness) + (Stage Boost Difference *1.5).

For Hydro Pump, the result is supposed to be: ((12 + 0 + 0 + 2*1.5 + 0 + 0 + 0 - 0 - 0)*2.25) + 0. 12 is te base power, 2 is the rank difference (4 spa and 2 spd) and 2.25 is the multiplier for x4 weaks. Result being 33.75

For Earthquake, the result is supposed to be: ((10 + 3 + 0 + 3*1.5 + 0 + 0 + 0 - 0 - 0) * 1.5) + 0. 10 is the base power, 3 for STAB, 3 is also the rank difference due to screech and 1.5 is the multiplier for x2 weak. Result being 26.25.

I believe for EQ you just forgot screech. and for Hydro Pump the rank difference. not sure though.

Also, the energies are off:

Rhyhorn: 100 - 7 - 11 - 15 = 67
Monohm: 77 - 8 - 12 - 16 = 41


Again, I am not sure. Just trying to help.
 
My god, I'm just going to stop reffing after this. I clearly can't do this math right.
I don't know if you guys want a new ref or what, I keep doing this wrong...
 
I'd prefer if you continued. The match is already on its way to the finish and mistakes happen really.


But if you want, I can find another ref.
 
That's pretty weak, Crumbles. Bad rhino.If I'm going down, I'll go down with crucial EC. Topsy, you're up.

Tackle~Tackle~Flail
 
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