Dummy007 Vs. Gerard, Weird abilities LC battle

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Man, it seems like everyone is trying to be a Gym leader these days. There's like five people trying to be the Steel Gym leader, five people trying to be Water Gym leader, I just can't keep track of it all. Just look at those two; that guy is packing nothing but Grass types, the other is going for Psychic. Wait...

Oh, that's right! I gotta go ref a match between those two!! I'll be back once I'm done. Trust me, you'll want to stick around. This is gonna get wierd...

Issuing a really specific OPEN CHALLENGE.

6 vs 6 Singles (LC Legal)
2 recoveries / 5 chills
2 Day Player DQ / 3 Day Ref DQ

Arena: Abilities Testing Site
This is a specially constructed arena where all moves are allowed and the only catch is, well, that it tests abilities. When you send out a Pokemon, you may give it 3 abilities of your choosing (none of them have to be its actual abilities). The only restrictions on this are: 1) you can't choose an ability more than once over the ENTIRE match (e.g., Rattata gets Stench/Contrary/Wonder Guard, Pidgey cannot have any of those three abilities), 2) you can only choose one "really good" ability per Pokemon (Wonder Guard, Magic Guard, Multiscale, etc.), and 3) you may not give a Pokemon any ability combination that renders it immune to every attack type (e.g., you can give Tynamo Wonder Guard, but, if you do, you can't also give it Levitate).

(I would prefer to face a mono-type team, but that's up to you. I will be using one.)
^^
Acepting challenge, I guess MonoGrass vs MonoPsyquic should be interesting

3 Abilities (lol)
Ok Switch
One Item
Alright, let's take a look at the teams. Here's Dummy007's;


Foongus [Helaman] (M)
Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)
Typing: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. When disabled, the Pokemon's Powder attacks are 10% more accurate.

Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3(+)
Spe: 15

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

Attacks:
Absorb
Growth
Astonish
Bide
Mega Drain
Ingrain
Faint Attack
Sweet Scent
Spore

Defense Curl
Gastro Acid
Stun Spore

Toxic
Venoshock
Energy Ball


Lotad [Beetle] (M)
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)
Typing: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 26 (30/1.15)

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

Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam

Counter
Synthesis
Tickle

Rain Dance
Ice Beam
Energy Ball


Shroomish [Snorri] (F)
Nature: Jolly (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special 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:
Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 41 (35*1.15)

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder

Bullet Seed
Charm
Drain Punch

Toxic
Facade
Swords Dance


Snivy [Jenna] (F)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank 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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Contrary (DW): (Can be Enabled) This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 63

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

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam

Glare
Mean Look
Mirror Coat

Toxic
Taunt
Light Screen


Bulbasaur [Silas] (M)
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)
Typing: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (e.g., Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 3
Spe: 39 (45/1.15)

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

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Light Screen
Nature Power
Power Whip

Toxic
Sunny Day
Energy Ball


Cherubi [Sarah] (F)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [5]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank 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:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 41 (35*1.15)

EC: 1/6
MC: 0
DC: N/A

Attacks:
Morning Sun
Tackle
Growth
Leech Seed
Helping Hand
Magical Leaf
Sunny Day

GrassWhistle
Heal Pulse
Weather Ball

Toxic
SolarBeam
Rest


Okay, and here's Gerard's;
Staryu (Vogue) {O}

Nature: Modest (+1 SpA, -1 Atk)
Type: Water

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


  • Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic (DW): (Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:

HP: 90
Atk: 1 (-)
Def: 2
SpA: 4 (+)
SpD: 2
Spe: 85


EC 1/6
MC 2
DC 1/5


Attacks:

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift
Light Screen
Minimize
Hydro Pump

Surf
Ice Beam
Thunderbolt

Aurora Beam
Barrier
Supersonic
Ralts (Katherine) {F}

Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic

  • 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.
Abilities:


  • Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • Trace: (Can be activated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
  • Telepathy (DW): (Innate)
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats:

HP: 90
Atk: 0 (-)
Def: 1
SpA: 3 (+)
SpD: 2
Spe: 40


EC 0/9
MC 0
DC 0/5


Attacks:

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Thunderbolt
Shadow Ball
Will-O-Wisp

Disable
Confuse Ray
Encore
Abra (Nessarose) {M}

Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
Type: Psychic

  • 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.
Abilities:


  • Synchronize (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
  • Inner Focus (Innate)
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
  • Magic Guard (DW) (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.
Stats:

HP: 90
Atk: 1
Def: 0 (-)
SpA: 4
SpD: 2
Spe: 104 (90 x 1.15 = 103.5)


EC 0/9
MC 0
DC 0/5


Attacks:
Teleport

Guard Split
Light Screen
Encore

Psychic
Shadow Ball
Energy Ball
Slowpoke (Kurt) {M}


Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Water/Psyquic

  • Psyquic: 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.

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


  • Oblivious: (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.
  • Own Tempo: (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.

  • Regenerator (DW) : (Innate)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.


Stats:

HP: 100
Atk: 4 (+)
Def: 3
SpA: 2
SpD: 2
Spe: 13 (15/1.15)


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


Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Zen Headbutt

Safeguard
Sleep Talk
Mud Sport

Fire Blast
Earthquake
Trick Room
Grass Knot
Flamethrower
Ice Beam

Protect
Endure

Scald
Surf
Bide

Meowth (Isis) {F}


Nature: Rash (+1 SpA, -1 SpD)
Type: Normal

  • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:


  • Pick Up: (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.
  • Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
  • Unnerve (DW):(Innate)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:

HP: 90
Atk: 2
Def: 2
SpA: 3 (+)
SpD: 2 (-)
Spe: 90


EC: 2/6
MC: 6
DC: 2/5


Attacks:

Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt

Hypnosis
Assist
Snatch

Hone Claws
Body Slam
Thunderbolt
Dratini (Christine) {F}

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon

  • Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Abilities:


  • Shed Skin: (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
  • Marvel Scale (DW): (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Stats:

HP: 90
Atk: 3
Def: 2
SpA: 3 (+)
SpD: 2
Spe: 43 (-)


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


Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Outrage

Light Screen
ExtremeSpeed
Dragon Pulse

Flamethrower
Thunderbolt
Ice Beam
Surf
Reflect
Protect


Okay, let's get this match started! Since Dummy007 issued the challenge, he will send out his first pokemon, and pick 3 abilities for it. Then Gerard will do the same and issue orders, just remember the rules on abilities, you two!
 
I think I'll lead off with Snorri (Shroomish)!

Abilities: Drought / Flower Gift / Klutz (For all intents and purposes, weather abilities are "very good," but weather-induced abilities are not. I can change this if you think more than one of these is "too good" [by itself, not in conjunction].)

She'll be equipped with an Oran Berry, but Klutz will start Enabled.
 

So, my little ... whatever that little pink salamander is will be the one that should beat your team, with her new abilities Christine can stand anything, Poison should be a worry since you can Heal with it, you should be able to stand those attacks, in conjunction with Perseverance and Liquid Ooze that shroomish will have some trouble to deal with you, not item to you, since the're only one and i'm saving it...

Obviously you have to bee aware of the chance of paralysis so beware that since if he tries to use it, your big winds should be enough to prevent him from trying to stun you without stunning himself in the process, we should protect ourselves, but other than that, just use your powerful screens to avoid those attacks, as long as the sun is shining we'll have an edge

Christine: Reflect ~ Flamethrower ~ Ice Beam
*if he uses Stun Spore use Twister to blow it away (and maybe hitting Snorri with it)
 
"All right, Drought + Flower Gift gives us an early edge. Lead off with Stun Spore, since that gives us an advantage: either her substitution kicks in, delaying Reflect (I don't think it can, since Snorri is two Speed points slower), or Christine ends up paralyzed. If the substitution fails, use Swords Dance followed by Drain Punch. If the substitution succeeds, use...exactly the same moves."

Summary:
Stun Spore -> Swords Dance -> Drain Punch
 
I hate to be such a jerk, but I've taken on too much at once. You'll have to find a subref. I'm really sorry, guys. Feel free to hate me.

EDIT: Okay, sorry to keep screwing you guys around. I can ref this match again, since you haven't found a subref. Expect it up shortly. After that, it'll be smooth sailing and staying on-schedule after this, if you guys still want me to ref.
 
I assume by "perseverance" you meant "persistent" Gerard. It was the closest thing I could find. If I was wrong, please say so.


@nothing
90 HP
100 Energy
Poison Heal/Persistent/Liquid Ooze

Vs.

@Oran Berry
90 HP
100 Energy
Drought/Flower Gift/Klutz

Alright, let's get this match started between these two hopeful Gym leaders!! Gerard sends out Christine the Dratini to counter Dummy007's Shroomish, Snorri.

Christine sees that her opponent is primarily physical, so she sets up a Reflect to weaken any physical blows Snorri sends her way. Snorri decides to play a little trick on Christine, and covers Christine with Stun Spore instead of attacking.

Snorri, now the faster of the two, chooses to waste even more time on the Reflect counter by boosting her stats with a Swords Dance. It certainly does seem to be a good time for such an act, as Christine is fully paralyzed!!

Snorri finally goes on the offensive, smacking Christine with a Drain Punch, but since she never took damage, Snorri doesn't gain any health from it! Christine is finally able to attack Snorri, and chills her to the bone with an Ice Beam.

Let's take a moment and see how everything's going;

Dratini
Reflect
8 Energy

Flamethrower
RNG roll for paralysis; 12 = fully paralyzed
7 Energy

Ice Beam
RNG roll for paralysis; 307 = success
RNG roll to crit; 119 = no crit
RNG roll for effect; 344 = no freeze
[8 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE = 14.25 (rounded to 14) Damage, 7 Energy

Shroomish
Stun Spore
RNG roll to hit; 675 = hit
6 Energy

Swords Dance
7 Energy

Drain Punch
RNG roll to crit; 988 = no crit
[10 BAP - 5 Reflect + (2 Atk - 2 Def)*1.5] + (2 Atk boost)*1.75 = 8.5 (rounded to 9) Damage, 11 Energy
4.5 (rounded to 5) Damage, Liquid Ooze


@ nothing
91 HP
78 Energy
Paralyzed (20%)
Poison Heal/Persistent/Liquid Ooze
Reflect (3 more actions)

Vs.

@ Oran Berry
71 HP
76 Energy
Drought/Flower Gift/Klutz

Alright, both trainers are testing the waters, despite the fact that there's little water to use, so let's see how they move forward with it!
 
... Shroomish doesn't has STAB fighting ... and Liquid Ooze would make him lose health (even if she wasn't supposed to gain it) :3
 
(Don't forget about Flower Gift; I'm pretty sure it applies to the user of the ability as well, though the Data Audit Thread might say otherwise...)

"Solid start. We'll keep Klutz Activated. Go for a Headbutt to start, hoping for flinchhax. Use your mighty(?) Bullet Seed next, and finish with another Headbutt. If you get Thunder Waved, use Facade on you next to capitalize on this. Push all actions back."

Summary:
Headbutt -> Bullet Seed -> Headbutt; insert Facade if it uses Thunder Wave
 
... Shroomish doesn't has STAB fighting ... and Liquid Ooze would make him lose health (even if she wasn't supposed to gain it) :3
(Don't forget about Flower Gift; I'm pretty sure it applies to the user of the ability as well, though the Data Audit Thread might say otherwise...)
Okay, I think I've fixed both of these. I forgot Shroomish didn't have Breloom's fighting STAB, and I misread Flower Gift. It's a very strange ability. Liquid Ooze was another brain fart.
 

He will not get those flinch hax he wants so much, you have a way to bypass those headbutts, and that is, moving really fast, fast enough to don't care about your stunned limbs (?), also now that the sun is shining our fire attacks should deal a TON of damage, we shall take adventage of that

Christine: ExtremeSpeed ~ Flamethrower ~ ExtremeSpeed
 
@ nothing
91 HP
78 Energy
Paralyzed (20%)
Poison Heal/Persistent/Liquid Ooze
Reflect (3 more actions)

Vs.

@ Oran Berry
71 HP
76 Energy
Drought/Flower Gift/Klutz

Alright, let's get back to business!!

Christine the Dratini attempts to show the world how stunning and fast she can be, but she ends up stunned herself as she is fully paralyzed. Snorri takes full advantage of the situation by Headbutting Christine, although it certainly doesn't seem to do much after Snorri makes her way through the Reflect.

Snorri, feeling confident that she won't be getting hit any time soon, opts for a different move, Bullet Seed! It hits one...two...three...four...five times! Yowza! Christine is able to respond with a Flamethrower, that probably wasn't too friendly on Snorri...

The flames shake up Snorri quite a bit. So much so, that she thinks Bullet Seed was the problem, and recalls not taking any damage when she Headbutted Christine. So as she tries to make that happen again, Christine is able to perform her ExtremeSpeed maneuver this time around, and hits Snorri for decent damage. Snorri does still manage to connect with Headbutt, but once again the Reflect gets in her way. The good news for Snorri is that the Reflect finally fades away, though.

Dratini
ExtremeSpeed
RNG roll for paralysis; 6 = paralyzed
6 Energy

Flamethrower
RNG roll for paralysis; 786 = success
RNG roll to crit; 179 = no crit
RNG roll for effect; 530 = no burn
[11 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE = 18.75 (rounded to 19) Damage, 7 Energy

ExtremeSpeed
RNG roll for paralysis; 249 = success
RNG roll to crit; 121 = no crit
[8 BAP + (3 Atk - 2 Def)*1.5] = 9.5 (rounded to 10) Damage, 6 Energy

Shroomish
Headbutt
RNG roll to crit; 862 = no crit
[9 BAP - 5 Reflect + (2 Atk - 2 Def)*1.5] = 4 Damage, 5 Energy

Bullet Seed
RNG roll for duration; (2,3,4,5/2-5) 5 hits
RNG rolls to crit; 746, 246, 819, 727, 853 = no crits
[17 BAP - 5 Reflect + 3 STAB + (2 Atk - 2 Def)*1.5]*2/3 resist = 10 Damage, 5 Energy

Headbutt
RNG roll to crit; 600 = no crit
[9 BAP - 5 Reflect + (2 Atk - 2 Def)*1.5] = 4 Damage, 5 Energy


@ nothing
73 HP
59 Energy
Paralyzed (10%)
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
42 HP
61 Energy
Drought/Flower Gift/Klutz

Gerard, your actions please!
 
Just a heads up, i don't know if i'll having internet this week (if you could tell I didn't have last week) so sorry for the delay but it may happen again

Christine: Thunder Wave ~ Flamethrower ~ Ice Beam
 
@ nothing
73 HP
59 Energy
Paralyzed (10%)
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
42 HP
61 Energy
Drought/Flower Gift/Klutz

no flavor today, but I can post this now for you guys

Dratini
Thunder Wave
RNG roll for paralysis; 447 = success
7 Energy

Flamethrower
RNG roll for paralysis; 146 = paralyzed
7 Energy

Ice Beam
RNG roll for paralysis; 718 = success
RNG roll to crit; 457 = no crit
RNG roll for effect; 18 = frozen
RNG roll for duration; 292 = 1-turn freeze
[8 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE = 14.25 (rounded to 14) Damage, 7 Energy

Shroomish
Bullet Seed
RNG roll for duration; (2,3,4,5/2-5) 4 = 4 hits
RNG rolls to crit; 709, 950, 981, 814 = no crits
[14 BAP + 3 STAB + (2 Atk - 2 Def)*1.5]*2/3 resist = 11.33 (rounded to 11) Damage, 5 Energy

Headbutt
RNG roll for paralysis; 502 = success
RNG roll to crit; 277 = no crit
[9 BAP + (2 Atk - 2 Def)*1.5] = 9 Damage, 5 Energy

Bullet Seed
RNG roll for paralysis; 339 = success
RNG roll for duration; 4 = 4 hits
RNG rolls for crits; 344, 371, 553, 691 = no crits
[14 BAP + 3 STAB + (2 Atk - 2 Def)*1.5]*2/3 resist = 11.33 (rounded to 11) Damage, 5 Energy



@ nothing
53 HP
38 Energy
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
28 HP
46 Energy
Paralyzed (20%)
Drought/Flower Gift/Klutz
 
@ nothing
53 HP
38 Energy
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
28 HP
46 Energy
Paralyzed (20%)
Drought/Flower Gift/Klutz

I'm not feeling well today, so no flavor. Again. Sorry about this. But I'll give you guys the next round.

Dratini
Protect
7 Energy

Flamethrower
RNG roll to crit; 280 = no crit
RNG roll for effect; 506 = no burn
[11 BAP + (3 SpA - 2 SpD)*1.5]*1.5 SE = 18.75 (rounded to 19) Damage, 7 Energy

Chill
+12 Energy

Shroomish
Stun Spore
RNG roll for paralysis; 600 = success
6 Energy

Headbutt
RNG roll for paralysis; 375 = success
RNG roll to crit; 122 = no crit
[9 BAP + (2 Atk - 2 Def)*1.5] = 9 Damage, 5 Energy

Bullet Seed
RNG roll for paralysis; 296 = success
RNG roll for duration; 2 = 2-hits
RNG rolls to crit; 996, 243 = no crits
[8 BAP + 3 STAB + (2 Atk - 2 Def)*1.5] = 11 Damage, 5 Energy


@ nothing
33 HP
36 Energy
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
9 HP
30 Energy
Paralyzed (20%)
Drought/Flower Gift/Klutz
 
Okay, it's been 2 days since Dummy007's DQ, and he's been online since you posted. What do you want to do, Gerard?
 
since he wait for me for the two weeks when i was limited i think it's only fair to give him a couple of days more, after that i guess dq
 
I'm back! That one time I got on was for 5 minutes to edit my signature...to say that I was going to be out for a while. :P

"Just spam Bullet Seed. At least the Sun's out!"

Summary:
Bullet Seed x3
 
@ nothing
33 HP
36 Energy
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
9 HP
30 Energy
Paralyzed (20%)
Drought/Flower Gift/Klutz

Christine launches herself with an ExtremeSpeed attack, and it finally KO'es Snorri. The match is finally picking up! What? I like KO'es...

Dratini
ExtremeSpeed
RNG roll to crit; 326 = no crit
[8 BAP + (3 Atk - 2 Def)*1.5] = 9.5 (rounded to 10) Damage, 6 Energy


@ nothing
33 HP
36 Energy
Poison Heal/Persistent/Liquid Ooze


Vs.

@ Oran Berry
0 HP
0 Energy
KO'ed
Drought/Flower Gift/Klutz

Alright, Dummy, your next pokemon, item, and abilities, then actions! Remember guys, no re-using abilities on your team!
 
"I think I'll send in Helaman (Foongus)! You get Regenerator, Prankster, and Solar Power! (and no item)

Let's send Christine packing! Start off with your Prankster Spore, followed up by Prankster Toxic! The recovery doesn't matter when we can spam Solar Power-boosted Venoshock!"

(It's good to be back.)

Summary:
Spore -> Toxic -> Venoshock
 
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