Frosty&Frosty Vs. Arcanite! 4v4 Doubles at R_D's place!

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Man, Rising_Dusk has some wierd places. First, there was that "normal" place he dragged me to to ref a match for him, now I'm in this wierd sanctum place, here to ref another match. Hey, where's Rising_Dusk? I'm reffing a match in his house and he's not even here? That's just kinda creepy. Did we break in? I hope not. If he finds out we broke in, he might ban us from Smogon. Don't worry, I'll ask my Dusclops to keep guard, he'll let us know if R_D comes home, and we can all run and hide. Anyway, here's the challenge details;

Open challenge:

4 vs 4 doubles
DQ: 1 day (2 days for the ref)
Limits: 0 Recovers / 0 Chills (oh no you didn't)

Arena: Ageless Sanctum

This sanctuary is a paradox of reality trapped away in a pocket universe, much like the reverse world. This sanctum only benefits one person, however, and that's its tenant: Frosty (Rising_Dusk is the owner <_<). We're in a different room of the sanctum today, however, and this time it operates to clone two of Frosty's Pokemon for the duration of the battle! Frosty will use 2 Pokemon that each exist twice in the same battle, meanwhile his opponent will have to select 4 different of his own Pokemon to battle with.

Summary:
Frosty sends the ref only 2 Pokemon.
Frosty's Pokemon are cloned once in the arena and thus exist twice and are treated as unique Pokemon for battle purposes, but earn double counters since they are in the battle twice.
Opponent sends the ref 4 Pokemon that are played as normal.
No other arena effects.

Arcanite said:
I'll take Frosty's 4Vs4 Doubles!
all abilities, Switch = Banana, No items

Alright, you guys show me your pokemon.

Arcanite, you first;
231.png

Phanpy (*) Don Corneo (Male)

Musical Theme: Don of the Slums

Nature:
Adamant: +1 Atk, -1 SpA

Type:
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.

Abilities:

  • Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
  • Sand Veil: (DW) (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage. (Not yet Active)
Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40

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

Attacks:

Odor Sleuth
Tackle
Growl
Defence Curl
Flail
Take Down
Rollout
Natural Gift
Slam

Ice Shard
Head Smash
Counter

Earthquake
Stone Edge
Protect
embirch2.png

Embirch (M) Barret Wallace

Musical Theme: Barret's Theme

Nature:
Brave: Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.


Type: Fire/Grass
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.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:

  • Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
  • Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
  • Chlorophyll: (DW) (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed. (Not yet Active)
EC: 2/9

MC: 1
DC: 1/5

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (50/1.15, Rounded Down)

Attacks:
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis

Blaze Kick
Earth Power
Seed Bomb

Sunny Day
Will o' Wisp
Flamethrower
Spr_5b_066.png

Machop (M) Gilgamesh

Musical Theme: Clash on the Big Bridge

Nature:
Brave: Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

  • Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
  • No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
  • Steadfast: (DW) (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. (Not yet active)
Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30 (35/1.15, rounded down)

EC: 3/9
MC: 0
DC: 2/5

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge
Vital Throw
Dynamic Punch

Encore
Bullet Punch
Ice Punch

Light Screen
Rock Slide
Substitute

Fire Punch
156.png

Quilava (*) Ifrit (Male)

Nature:
Serious: No effect on stats

Type:
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. Solarbeam has Energy Cost reduced by one (1).

Abilities:

  • 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)
  • Flash Fire: (DW) (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost. (Not yet active)
Stats:


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 80

EC: 4/9
MC: 0
DC: 2/5

Attacks:
Tackle
Leer
Smokescren
Ember
Quick Attack
Flame Wheel
Defence Curl
Rollout
Eruption

Flare Blitz
Crush Claw
Reversal

Protect
Dig
Flamethrower

Okay, and Frosty, your pokemon;

498.png

Ganon (M) Tepig

Type:

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 (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)

Thick Fat (DW) (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.)

EC 0/9
MC 0
DC 0/5

Nature:

Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Tepig
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 39 (-) (45/1.15 = 39)

Attacks

Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down

Yawn
Superpower
Sleep Talk

Fire Blast
Wild Charge
Will-o-Wisp

546.png

Cottonee [Veran] (F)
Nature: Timid (Adds 15% to Speed; Subtracts 1 From Attack)
Typing: Grass
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.
Chlorophyll (DW): LOCKED(Can Be Enabled) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 2
Spe: 76 (+)

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

Attacks:
Absorb
Growth
Leech Seed
Stun Spore
Mega Drain
Cotton Spore
Razor Leaf
PoisonPowder

Encore
GrassWhistle
Worry Seed

Toxic
Taunt
SolarBeam

Okay, so I guess Frosty sends out one copy of Ganon the Tepig and Veran the Cottonee to battle for now, and we'll send in the clones when each one faints? If you want to send in both copies of one pokemon to start, let me know, Frosty. Otherwise, Arcanite will send in his two pokemon and issue orders. Good luck both!
 
Let's go! Gilgamesh the Machop and Barret Wallace the Embirch!

Gilgamesh begin with a Dynamic Punch on Cottonee, then a Dynamic Punch on Tepig! Finish off with a Fire Punch on Cottonee!
Barret, go for a Sunny Day, then a Fire Spin and Flamethrower on Cottonee!

If Encore is ordered to encore sunny day, use Flamethrower instead of Sunny Day!
 
. . .

I have just noticed that Cottonee will only stop sucking when it evolves.

crap.


Let's try to make a lemonade here..

Efreet: Flame Charge (Machop) - Fire Blast (Machop) - Fire Blast (Machop)
Veran: Worry Seed (Machop) - Solar Beam (Machop) - Solarbeam (Machop)
 
546.png
498.png

90 HP/100 HP
100 Energy/100 Energy
1st copy/1st copy

Vs.

Spr_5b_066.png
embirch2.png

100 HP/90 HP
100 Energy/100 Energy

Alright, let's get this match started already! I'm getting nervous about being here. My clone keeps giving me the stink eye.

Cottonee starts off the match by planting a Worry Seed on Gilgamesh. This causes the Machop to gain the ability to never sleep, but he loses his other oh-so-useful abilities!! Barret Wallace the Embirch, despite the fact that he's up against a Cottonee and Tepig, thinks the best course of action would be to brighten the mood with a cheerful Sunny Day. While it's certainly useful to Wallace, it could prove even more useful to his opponents! Ganon the Tepig takes full advantage of the fact and strikes Gilgamesh with a Flame Charge, boosting his speed! Gilgamesh (which I seem to have great difficulty typing, by the way) finishes off the round by throwing an out-of-control Dynamic Punch, and is able to connect and hit Cottonee, causing slight confusion.


Cottonee and Ganon decide it's their turn to lay out some hurting. Cottonee fires a SolarBeam at Gilgamesh, and Ganon tries to roast him with a Fire Blast, but unfortunately he aims wide and misses! Maybe that Worry Seed wasn't a good idea? Barret and Gilgamesh respond with attacks of their own. Barret traps Cottonee in a Fire Spin, that spells big trouble for the little cotton ball! Gilgamesh ends the turn by targeting Ganon with another Dynamic Punch, but much the pig he targetted, he missed.

Cottonee and Ganon once again take the offensive, and they seem to suffer from single-move-spam-syndrome, as they once again launch SolarBeam and Fire Blast at Gilgamesh, and they both connect this time! Ouch! Barret realizes he needs to deal more damage than he currently is, so he releases the Fire Spin to launch a powerful Flamethrower, which hurts so bad I think I just got a sunburn. Gilgamesh finishes the round by Fire Punching Cottonee. I guess the Sunny Day effect does benefit Gilgamesh too after all.

Okay, against my better judgment, let's stop for a second and see how everyone's doing;

Cottonee
Worry Seed Machop
7 Energy

SolarBeam Machop
RNG roll for confusion; (500/1000 = hit self) 907 = success
RNG roll to crit; (63/1000 = crit) 74 = no crit
[12 BAP + 3 STAB + (2 SpA - 2 SpD)*1.5] = 15 Damage, 7 Energy

-2 HP, Fire Spin

SolarBeam Machop
RNG roll for confusion; (500/1000 = hit self) 584 = success
RNG roll to crit; (63/1000 = crit) 107 = no crit
[12 BAP + 3 STAB + (2 SpA - 2 SpD)*1.5] = 15 Damage, 11 Energy

Tepig
Flame Charge Machop
RNG roll to crit; (63/1000 = crit) 258 = no crit
[8 BAP +3 STAB + (3 Atk - 2 Def)*1.5] = 12.5 (rounded to 13) Damage, 3 Energy

Fire Blast Machop
RNG roll to hit; (850/1000 = hit) 869 = miss
7 Energy

Fire Blast Machop
RNG roll to hit; (850/1000 = hit) 117 = hit
RNG roll to crit; (63/1000 = crit) 631 = no crit
RNG roll to burn; (100/1000 = burn) 928 = no burn
[15 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5] = 19.5 (rounded to 20) Damage, 11 Energy

Machop
Dynamic Punch Cottonee
RNG roll to hit; (500/1000 = hit) 415 = hit
RNG roll for duration; (1,2,3/3) 1 = 2-turn confusion
[10 BAP + 3 STAB + (4 Atk - 2 Def)*1.5] = 16 Damage, 9 Energy

Dynamic Punch Tepig
RNG roll to hit; (500/1000 = hit) 508 = miss
13 Energy

Fire Punch Cottonee
RNG roll to crit; (63/1000 = crit) 478 = no crit
RNG roll to burn; (100/1000 = burn) 2 = burn
[11 BAP + (4 Atk - 2 Def)*1.5]*1.5 SE = 21 Damage, 6 Energy

Embirch
Sunny Day
9 Energy

Fire Spin Cottonee
RNG roll to hit; (850/1000 = hit) 249 = hit
RNG roll to crit; (63/1000 = crit) 538 = no crit
[7 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 17.25 (rounded to 17) Damage, 3 Energy

Flamethrower Cottonee
RNG roll to crit; (63/1000 = crit) 221 = no crit
RNG roll to burn; (100/1000 = burn) 791 = no burn
[13 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 26.25 (rounded to 27) Damage, 6 Energy

546.png
498.png

7 HP/100 HP
75 Energy/79 Energy
1st copy/1st copy
--/+1 Speed

Vs.

Spr_5b_066.png
embirch2.png

37 HP/90 HP
72 Energy/82 Energy
Insomnia for 3 actions/--

Sunny for 3 more rounds

Frosty, you're up.
 
Veran Taunt at Embirch - Solarbeam Machop - Solarbeam Machop

Efreet Fire Blast at Machop - Fire Blast at Machop - Smog at Embirch
If Machop happens to be alive by the time of your third action, replace Smog with Flame Charge at Machop
 
Barret, Flamethrower Cottonee. Then, Earth power on Tepig, then Growth.

Gilgamesh, I reckon you should set up a light screen, then take revenge on Tepig twice!
 
546.png
498.png

7 HP/100 HP
75 Energy/79 Energy
1st copy/1st copy
--/+1 Speed

Vs.

Spr_5b_066.png
embirch2.png

37 HP/90 HP
72 Energy/82 Energy
Insomnia for 3 actions/--

Sunny for 3 more rounds

I have 4 matches to ref today, I'll post the skeleton here, and hopefully come back later for flavor.

Cottonee
Taunt Embirch
10 Energy

Tepig
Fire Blast Machop
RNG roll to hit; 603 = hit
RNG roll to crit; 856 = no crit
RNG roll for effect; 636 = no burn
[15 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5] = 19.5 (rounded to 20) Damage, 11 Energy

Fire Blast Machop
RNG roll to hit; 940 = hit
RNG roll to crit; 399 = no crit
RNG roll for effect; 579 = no burn
[15 BAP + 3 STAB - 5 Light Screen + (3 SpA - 2 SpD)*1.5] = 14.5 (rounded to 15) Damage, 15 Energy

Smog Embirch
RNG roll to hit; 309 = hit
RNG roll to crit; 770 = no crit
RNG roll for effect; 158 = poison
[4 BAP - 5 Light Screen + (3 SpA - 2 SpD)*1.5]*1.5 = 0.75 (rounded to 1) Damage, 3 Energy

Machop
Light Screen
8 Energy

Embirch
Flamethrower Cottonee
RNG roll to crit; 937 = no crit
RNG roll for effect; 694 = no burn
[13 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 26.25 (rounded to 27) Damage, 10 Energy

Earth Power Tepig
RNG roll to crit; 846 = no crit
RNG roll for effect; 992 = no SpD drop
[9 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE = 15.75 (rounded to 16) Damage, 7 Energy

Growth
Failed, 6 Energy

-2 HP, poison

546.png
498.png

90 HP/84 HP
100 Energy/50 Energy
2nd copy/1st copy
--/+1 Speed

Vs.

Spr_5b_066.png
embirch2.png

0 HP/88 HP
0 Energy/59 Energy
KO'ed/Taunted for 3 actions, poisoned
Light Screen for 3 actions

Sunny for 2 more rounds

Arcanite, your next pokemon, then actions.
 
Gilgamesh, Bullet punch Cottonee as much as you can!

Embirch, you are going to take some bating this round, so instead, dael some!

Flamethrower, then Blaze Kick, then flamethrower, all on Cottonee!

:-( Changed orders posted below!
 
Machop has a Brave Nature, which increases my Fire Blast accuracy to 95%. Since the RNG rolled 94, it should have hit (and KO'd Machop). Since it kinda matters a lot, I'll abstain from giving orders until it is fixed, if you don't mind.

Of course if I am wrong let me know.
 
Okay, that should do it. I fixed it. Needless to say, Arcanite will have to re-issue orders. Sorry about that, guys.
 
Alright, Ifrit (Quilava) you're up! Spam eruption on Them both! If you fall below 63 HP, use Flamethrower on Cottonee! If Cottonee faints, replace all remaining actions with Rollout on Tepig!

Barret, go for a flamethrower on Cottonee, then a Blaze Kick on Cottonee, then a flamethrower on Cottonee. If Cottonee faints, replace all remaining actions with Earth power on Tepig.
 
Holy Crap I forgot about this.

Veran: Stun Spore (Quilava) - Grasswhistle (Quilava) - Solarbeam (Quilava)
Efreet: Rollout x3 (quilava)
 
546.png
498.png

90 HP/84 HP
100 Energy/50 Energy
2nd copy/1st copy
--/+1 Speed

Vs.

156.png
embirch2.png

90 HP/88 HP
100 Energy/59 Energy
--/Taunted for 3 actions, poisoned
Light Screen for 3 actions
Sunny for 2 more rounds

You know, I wouldn't expect much flavor out of me for a while. I kinda
overloaded myself with reffings.

Cottonee
Stun Spore Quilava
RNG roll to hit; 610 = hit
6 Energy

GrassWhistle Quilava
RNG roll to hit; 180 = hit
RNG roll for duration; 3 = 2-turn sleep
4 Energy

SolarBeam Quilava
RNG roll to crit; 105 = no crit
[12 BAP - 5 Light Screen + 3 STAB + (2 SpA - 3 SpD)*1.5]*2/3 resist = 5.67 (rounded to 6) Damage, 7 Energy

Tepig
Rollout Quilava
RNG roll to hit; 464 = hit
RNG roll to crit; 101 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 8.25 (rounded to 8) Damage, 5 Energy

Rollout Quilava
RNG roll to hit; 455 = hit
RNG roll to crit; 619 = no crit
[7 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 12.75 (rounded to 13) Damage, 6 Energy

Rollout Quilava
RNG roll to hit; 945 = miss
miss, 7 Energy

Quilava
Eruption Cottonee
RNG roll for paralysis; 746 = success
RNG roll to crit; 597 = no crit
[13.5 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 27 Damage, 7 Energy

Eruption Tepig
RNG roll to crit; 161 = no crit
[13.5 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*2/3 resist = 12 Damage

Sleep

Sleep

Embirch
Flamethrower Cottonee
RNG roll to crit; 659 = no crit
RNG roll for effect; 986 = no burn
[13 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 = 26.25 (rounded to 26) Damage, 6 Energy
-2 HP, poison

Blaze Kick Cottonee
RNG roll to hit; 328 = hit
RNG roll to crit; 584 = no crit
RNG roll for effect; 883 = no burn
[12 BAP + 3 STAB + (3 Atk - 2 Def)*1.5]*1.5 SE = 24.75 (rounded to 25) Damage, 6 Energy
-2 HP, poison

Flamethrower Cottonee
RNG roll to crit; 291 = no crit
RNG roll for effect; 180 = no burn
[13 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 26.25 (rounded to 26) Damage, 6 Energy
-2 HP, poison

546.png
498.png

0 HP/72 HP
0 Energy/32 Energy
2nd copy/1st copy
KO'ed/--

Vs.

156.png
embirch2.png

63 HP/82 HP
93 Energy/41 Energy
Paralyzed (20%)/poisoned

Sunny for 1 more Round

Frosty, you're up next. If you'd like, you can send in the second Tepig now to keep it as a doubles, or you can wait for the first one to faint like with Cottonee. Your call.
 
What a surprise XD!

Ifrit, let's be terribly imaginative, Rollout x3 on Tepig #1 (The one with 72HP), Barret, Earth Power x3 on Tepig #1! If it faints, redirect to Tepig #2 both of you!
 
498.png
498.png

100 HP/72 HP
100 Energy/32 Energy
2nd copy/1st copy

Vs.

156.png
embirch2.png

63 HP/82 HP
93 Energy/41 Energy
Paralyzed (20%)/poisoned

Sunny for 1 more Round

Guess what? You guys actually get a little flavor this time.

Wallace the Embirch, who has been in this match since the beginning, leads the charge by assaluting the original Ganon, who has also been fighting since the start of the match, by blasting him with an Earth Power. The two Ganons seem to be able to communicate with each other, I think they've both agreed to double team Wallace by Rolling Out and ramming into him. Ifrit joins the rolling action, and Rolls Out into the original Ganon.

Every combatant seems to suffer from a terrible disease I've dubbed one move spam syndrome, as everyone does exactly what they did last round. What is interesting to note, however, is that Wallace's Earth Power lowered Ganon's Special Defense!! That will make surviving difficult!

Okay, I probably should have seen this coming. The pokemon continue to suffer from one move spam syndrome, all on the same targets as the beginning of the round. At least, I think that's what happened. I can't be sure, since Ifrit was fully paralyzed.

Alright, the pokemon keep going, but I'll show you guys what went down;

Tepig #1
Rollout Embirch
RNG roll to hit; 148 = hit
RNG roll to crit; 68 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 8.25 (rounded to 8) Damage, 5 Energy

Rollout Embirch
RNG roll to hit; 657 = hit
RNG roll to crit; 817 = no crit
[7 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 12.75 (rounded to 13) Damage, 6 Energy

Rollout Embirch
RNG roll to hit; 425 = hit
RNG roll to crit; 89 = crit
[11 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 17.25 (rounded to 17) Damage, 7 Energy

Tepig #2
Rollout Embirch
RNG roll to hit; 293 = hit
RNG roll to crit; 751 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 8.25 (rounded to 8) Damage, 5 Energy

Rollout Embirch
RNG roll to hit; 567 = hit
RNG roll to crit; 36 = crit
[7 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 12.75 (rounded to 13) Damage, 6 Energy

Rollout Embirch
RNG roll to hit; 303 = hit
RNG roll to crit; 455 = no crit
[11 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 17.25 (rounded to 17) Damage, 7 Energy

Quilava
Rollout Tepig #1
RNG roll for paralysis; 522 = success
RNG roll to hit; 841 = hit
RNG roll to crit; 463 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 8.25 (rounded to 8) Damage, 5 Energy

Rollout Tepig #1
RNG roll for paralysis; 634 = success
RNG roll to hit; 760 = hit
RNG roll to crit; 564 = no crit
[7 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 12.75 (rounded to 13) Damage, 6 Energy

Rollout Tepig #1
RNG roll for paralysis; 138 = paralyzed
7 Energy

Embirch
Earth Power Tepig #1
RNG roll to crit; 447 = no crit
RNG roll for effect; 420 = no drop
[9 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE = 15.75 (rounded to 16) Damage, 7 Energy

Earth Power Tepig #1
RNG roll to crit; 224 = no crit
RNG roll for effect; 62 = SpD drop
[9 BAP + (3 SpA - 2 SpD)*1.5*1.5 SE = 15.75 (rounded to 16) Damage, 11 Energy

Earth Power Tepig #1
RNG roll to crit; 566 = no crit
RNG roll for effect; 327 = no drop
[9 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE + (1.0 SpD drop)*1.75 = 17.5 (rounded to 18) Damage, 15 Energy

498.png
498.png

100 HP/1 HP
82 Energy/14 Energy
2nd copy/1st copy

Vs.

156.png
embirch2.png

63 HP/6 HP
75 Energy/8 Energy
Paralyzed (10%)/poisoned

Both of the starting combatants are low on health and energy. Who will come out on top? Let's find out quick, I think Rising_Dusk is coming back soon! Arcanite, your actions!
 
Ifrit, go for two rollouts on Tepig 2. Then go for a Dig on tepig 2.

Barret, go for a pound on Tepig 1, then a Double Earth Power Combo on Tepig 1.
 
I am a creative fella.

Tepig #1: roll over and faint (read: rollout embirch)
Tepig #2: Rollout (Embirch) - Rolloutx2 (Quilava)
 
498.png
498.png

100 HP/1 HP
82 Energy/14 Energy
2nd copy/1st copy

Vs.

156.png
embirch2.png

63 HP/6 HP
75 Energy/8 Energy
Paralyzed (10%)/poisoned

Alright guys, let's hurry! My Dusclops just told me R_D just pulled into the driveway!

Wallace the Embirch Pounds into the original Ganon, which is quite impressive seeing as he's in the middle of Roll Out, which is just enough to finish the fire pig off, Ganon has been KO'ed!! The cloned Ganon, outraged that he's been left alone to finish the fight, and continues his Roll Out into Wallace, which is more than enough to finish him off, Barret Wallace has been KO'ed! Ifrit keeps the party rolling by Rolling Out into Ganon clone.

It's hard to tell exactly what is happening, as they both continue to Roll Out each other. Ifrit seems to land a lucky strike, however, as he lands a critical hit, causing Ganon to end his Roll Out to gain his bearings.

Ganon knows a good thing when he sees it, and decides that Roll Out was a great tactic, so he goes for it again on Ifrit. Doesn't deal quite as much as it just did, though...Ifrit, still slower thanks to the paralysis, tries to avoid the attack, but gets hit before he is able to Dig down and pop up underneath Ganon, hurting him some.

Tepig #2
Roll Out Embirch
RNG roll to hit; 497 = hit
RNG roll to crit; 880 = no crit
[13 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 21.75 (rounded to 22) Damage, 8 Energy

Roll Out Quilava
RNG roll to hit; 199 = hit
RNG roll to crit; 899 = no crit
[16 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 26.25 (rounded to 26) Damage, 9 Energy

Roll Out Quilava
RNG roll to hit; 406 = hit
RNG roll to crit; 78 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 8.25 (rounded to 8) Damage, 5 Energy

Embirch
Pound Tepig #1
RNG roll to crit; 88 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5] = 5.5 (rounded to 6) Damage, 2 Energy

Quilava
Roll Out Tepig #2
RNG roll for paralysis; 842 = success
RNG roll to hit; 477 = hit
RNG roll to crit; 327 = no crit
[4 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 8.25 (rounded to 8) Damage, 5 Energy

Roll Out Tepig #2
RNG roll for paralysis; 462 = success
RNG roll to hit; 61 = hit
RNG roll to crit; 43 = crit
[7 BAP + 3 crit + (3 Atk - 2 Def)*1.5]*1.5 SE = 17.25 (rounded to 17) Damage, 6 Energy

Dig Tepig #2
RNG roll for paralysis; 699 = success
RNG roll to crit; 971 = no crit
[8 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 14.25 (rounded to 14) Damage, 6 Energy

498.png
498.png

61 HP/0 HP
60 Energy/0 Energy
2nd copy/KO'ed

Vs.

156.png
embirch2.png

29 HP/0 HP
58 Energy/0 Energy
Paralyzed (5%)/KO'ed

I'll send in Arcanite's last pokemon, Don Corneo the Phanpy. Frosty, you're up!
 
I will let you guess my actions.

...

rollout x3 on quilava
If Quilava faints, replace rollout with Fire Blast at phanpy
 
Ifrit, go for a Reversal+Dig Combo! then just dig.

OK Don Corneo, begin with a Stone Edge on Tepig, then Earthquake, followed up by a stone edge!
 
498.png

61 HP
60 Energy
2nd copy

Vs.

156.png
231.png

29 HP/100 HP
58 Energy/100 Energy
Paralyzed (5%)/--

Okay guys, I heard R_D unlock the front door. Let's wrap this up and get the hell out of here!

Don Corneo the Phanpy enters the match as the last participant for Arcanite's side, ready to square off against the lone Ganon. He starts his fight in a big way, slamming Ganon with a Stone Edge, since he trolls Ganon by being one point faster. Ganon doesn't seem to mind, as he continues to Roll Out into Ifrit, who is wearing his fatigue. Ifrit, realizing he's near the end, waits until Ganon hits him, then burrows his way underground, but it wasn't the usual Dig attack... He bursts out of the ground with a Reversal+Dig Combo!! Clever move!

Don Corneo apparently doesn't like anyone, and opts to attack us all by unleashing a devastating Earthquake on the entire house. If Dusk didn't know we were here before, he does now...the hit is so strong is stops Ganon's Roll Out, and it knocks out Ifrit! Jeez, what happened to all the teamwork we saw this match? Ifrit has been KO'ed! Ganon thanks the Don for his trouble by Fire Blasting him. Pokemon have a weird way of showing gratitude...

The Don is clearly irritated that he is still fighting after his attempts to destroy the entire house, and smacks Ganon with another Stone Edge, which is enough to finally end the brave fire pig's battle, Ganon has been KO'ed! That means Frosty is out of pokemon, Arcanite wins! Now please recall your Phanpy before he comes after me next!!

Tepig
Roll Out Quilava
RNG roll to hit; 285 = hit
RNG roll to crit; 518 = no crit
[7 BAP + (3 Atk - 2 DEF)*1.5]*1.5 SE = 12.75 (rounded to 13) Damage, 6 Energy

Fire Blast Phanpy
RNG roll to hit; 770 = hit
RNG roll to crit; 559 = no crit
RNG roll for effect; 824 = no burn
[12 BAP + 3 STAB + (3SpA - 2 SpD)*1.5] = 16.5 (rounded to 17) Damage, 7 Energy

Quilava
Reversal+Dig Combo Tepig
RNG roll for paralysis; 979 = success
[8 BAP + 10 BAP + (3 Atk - 2 Def)*1.5] = 19.5 (rounded to 20) Damage, 6 + 7 = 15 Energy

Phanpy
Stone Edge Tepig
RNG roll to hit; 770 = hit
RNG roll to crit; 718 = no crit
[10 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 17.25 (rounded to 17) Damage, 7 Energy

Earthquake Quilava
RNG roll to crit; 482 = no crit
[7.5 BAP + 3 STAB + (3 Atk - 2 Def)*1.5]*1.5 SE = 18 Damage, 6 Energy

Earthquake Tepig
RNG roll to crit; 167 = no crit
[7.5 BAP + 3 STAB + (3 Atk - 2 Def)*1.5]*1.5 SE = 18 Damage

Stone Edge
RNG roll to hit; 257 = hit
RNG roll to crit; 800 = no crit
[10 BAP + (3 Atk - 2 Def)*1.5]*1.5 SE = 17.25 (rounded to 17) Damage, 7 Energy

498.png

0 HP
0 Energy
KO'ed

Vs.

156.png
231.png

0 HP/83 HP
0 Energy/80 Energy
KO'ed/--

Alright, Prizes time!

Arcanite; 3 TC
Embirch; 1 EC, 2 MC, 1 DC, 3 KOC (Cottonee, Cottonee, Tepig)
Machop; 1 EC, 2 MC, 1 DC
Quilava; 1 EC, 2 MC, 1 DC
Phanpy; 1 EC, 2 MC, 1 DC, 1 KOC (Tepig)

Frosty; 3 TC
Cottonee; 2 EC, 4 MC, 2 DC
Tepig; 2 EC, 4 MC, 2 DC, 3 KOC (Machop, Embirch, Quilava)

rickheg; 8 RC

I gave the KOC for Quilava to Tepig, even though Phanpy gave the final blow, since I look at who on the opposing team dealt the final blow.

GG both, and thanks for playing!
 
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