Challenging SimonSays
9v9 NFE Brawl
2 day DQ for players, 5 day DQ for ref
1 recovery, 1 chill
ASB Arena
Quote:
Originally Posted by Fat SimonSays
Accepting Texas. For Roman Glory!
Abilities = All
Items = Off
Switch = KO
Battling for Texas Cloverleaf we have:
Shellos
Shellos, Squishy
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities:
Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
(DW) Sand Force: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage
Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance
Body Slam
Recover
Counter
Mirror Coat
Yawn
Earth Power
Toxic
Ice Beam
Substitute
Scald
Protect
Total Moves: 18
Houndour
Houndour, Hellhound, Male
Nature: Mild (+1 SpA, -1 Def)
Fire: Fire STAB; immune to burn, 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.
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.
Abilities: Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire (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.
Unnerve (Innate) *Locked*: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Thunder Fang
Counter
Sucker Punch
Rest
Will-o-wisp
Shadow Ball
Total moves: 14
Dratini
Dratini, Tempest, Female
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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 (Locked): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
Tepig, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
Type: Fire
Fire: Fire STAB; immune to burn, 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)
(Hidden) Thick Fat: (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.)
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Smog
Rollout
Take Down
Heat Crash
Assurance
Head Smash
Flare Blitz
Superpower
Curse
Yawn
Wild Charge
Grass Knot
Flamethrower
Will-o-Wisp
Taunt
Total Moves: 21
Cacnea
Cacnea, Rosey, Female
Nature: Naughty (+1 Atk, -1 SpD)
Type: 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:
Sand Veil: (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.
Water Absorb (Hidden): (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.
Doduo, Pecker, Female
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal/Flying
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Run Away (Innate): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle
(DW) Tangled Feet (Innate): When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.
Slowpoke, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (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.
(DW) Regenerator: 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.
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psychic
Heal Pulse
Sleep Talk
Belly Drum
Zen Headbutt
Rest
Toxic
Scald
Zap Cannon
Total Moves: 18
Onix
Onix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
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; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
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.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
(DW) Weak Armor (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.
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Stone Edge
Double-Edge
Stealth Rock
Explosion
Rock Blast
Toxic
Dig
Taunt
Earthquake
Total Moves: 20
Lapras (But not really)
Lapras, Okeanides, Female
Nature: Quiet (+1 SAtk, -1 Sp3, -10% Evasion)
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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.
Shell Armor (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits
(DW) Hydration (Innate): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Sing
Water Gun
Growl
Mist
Confuse Ray
Ice Shard
Water Pulse
Body Slam
Rain Dance
Perish Song
Curse
Aurora Beam
Dragon Dance
Ice Beam
Thunderbolt
Surf
Total Moves: 16
Metang (The real last NFE)
Metang, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Zen Headbutt
Iron Defense
Iron Head
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Total Moves: 14
And for SimonSays:
Princess the BUNEARY
Buneary (Princess) [F] Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack] Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle. Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. Limber (DW): (Innate) This Pokemon’s body is well trained and immune to paralysis.
Vigoroth (Duke) [M] Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense] Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Attacks:
Uproar
Scratch
Yawn
Encore
Slack Off
Faint Attack
Amnesia
Endure
Flail
Focus Punch
Reversal
Counter
Covet
Crush Claw
Night Slash
Hammer Arm
Body Slam
Pursuit
Return
Double Team
Rock Slide
Earthquake
Facade
Toxic
Moves: 24
Tsar the TAILLOW
Taillow (Tsar) [M] Nature: Adamant; [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack] Type: Normal/ Flying Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities: 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. Scrappy (DW): (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Attacks:
Peck
Growl
Focus Energy
Quick Attack
Wing Attack
Double Team
Aerial Ace
Brave Bird
Sky Attack
Steel Wing
Toxic
Facade
Fly
U-Turn
Counter
Moves: 15
Solid the GEODUDE
Geodude [Solid] (M) Nature: Careful [Adds One (1) to Special Defense; Subtracts One (1) from Special Attack] Type: Rock/Ground Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus. 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: 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. Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. 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.
Attacks:
Tackle
Defense Curl
Mud Sport
Rock Polish
Rock Throw
Magnitude
Selfdestruct
Rollout
Rock Blast
Smack Down
Earthquake
Stealth Rock
Explosion
Bulldoze
Curse
Hammer Arm
Focus Punch
Sunny Day
Stone Edge
Toxic
Fire Punch
ThunderPunch
Moves: 22
SandGiant the BALTOY
Baltoy (SandGiant) (U) Nature: Relaxed (Add One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.) Type: Ground/Psychic 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. 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Attacks:
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
SelfDestruct
AncientPower
Cosmic Power
Earth Power
Extrasensory
Power Split
Explosion
Calm Mind
SolarBeam
Bulldoze
Rest
Moves: 17
Baron the LAIRON
Lairon (Baron) (M) Nature: Jolly (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts one (1) Rank from Special Attack) Type: Steel/Rock Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities: Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power. 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. Heavy Metal: (DW) (Innate) The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.
Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defense
Roar
Take Down
Metal Burst
Heavy Slam
Protect
Iron Head
Iron Tail
Curse
Head Smash
Dragon Rush
Hone Claws
Earthquake
Aerial Ace
Substitute
Magnet Rise
Moves: 20
Sleuth the SLOWPOKE
Slowpoke [Sleuth] (M) Nature: Relaxed (Adds one (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.) Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities: Own Tempo: (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. Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm. 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.
Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Amnesia
Heal Pulse
Belly Drum
Mud Sport
Zen Headbutt
Trick Room
Telekinesis
Fire Blast
Aqua Tail
Pay Day
Magic Coat
Moves: 19
Viceroy the SYCLAR
Syclar (Viceroy) (M) Nature: Mild (Adds one (1) Rank to Special Attack; Subtracts one (1) Rank from Defense) Type: Ice/Bug Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas. Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Abilities: Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate. Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage 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) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).
Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Sheer Cold
Earth Power
Tail Glow
Counter
Sword Dance
Rock Slide
X-Scissor
Moves: 17
Ace the DRAGONAIR
Dragonair (*) Ace (F) Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense] Type: Dragon Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
(Dragonite line capable of breathing underwater)
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).
Rest(*)
Waterfall(*)
Fire Blast(*)
Thunder
Blizzard
Moves: 19
So, without any delay, lets get this match underway. Due to the match size, all orders should be PMd in to me, so, whenever your ready, send in your orders.
Good luck guys!
__________________
<Kadew> jas isn't boring
<Kadew> he's excitementally challenged
Last edited by Seven Deadly Sins; Jan 4th, 2012 at 4:29:08 AM.
I feel like a retard, Lapras is FE >.< I'll replace it with metang who i think is the more neutral option of my other NFEs.
Metang
Metang, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Shellos:
90 HP, 100 Energy Houndour:
90 HP, 100 Energy Dratini:
90 HP, 100 Energy Tepig:
100 HP, 100 Energy Cacnea:
90 HP, 100 Energy Doduo:
90 HP, 100 Energy Slowpoke:
100 HP, 100 Energy Onix:
90 HP, 100 Energy Metang:
90 HP, 100 Energy
Team Simon
Buneary:
90 HP, 100 Energy Vigoroth:
100 HP, 100 Energy Tailow:
90 HP, 100 Energy Geodude:
90 HP, 100 Energy Baltoy:
90 HP, 100 Energy Lairon:
90 HP, 100 Energy Slowpoke:
100 HP, 100 Energy Syclar:
90 HP, 100 Energy Dragonair:
100 HP, 100 Energy
So, the battle begins with lots of attacks all around. Texas's team goes overkill on Syclar, while Dragonair and Lairon get off the ground to avoid the massive seismic action that has discouraged me from ever reffing a battle like this again.
Syclar: Bug Buzz [Enemy Slowpoke] (9+3+[4-2]*1.5)*1.5 = 22.5 -> 23 Damage, 6 Energy Vigoroth: Rock Slide [Houndour, Tepig & Doduo] 6 Energy
vs Houndour: (6+[4-1]*1.5)*1.5 = 15.75 -> 16 Damage
vs Tepig: (6+[4-2]*1.5)*1.5 = 13.5 -> 14 Damage
vs Doduo (6+[4-2]*1.5)*1.5 = 13.5 -> 14 Damage Buneary wins speed tie Buneary: Buneary Bounces up high! Tailow: Brave Bird [Cacnea] (11+3+[3-2]*1.5)*1.5 = 23.25 -> 23 Damage, 7 Energy, 8 Recoil Damage Doduo: Brave Bird [Syclar] (13+3+[4-1]*1.5)*1.5 = 30.75 -> 31 Damage, 8 Energy, 10 Recoil Damage Dragonair: Levitate Command, 5 Energy Houndour: Shadow Ball [Dragonair] 8+[4-3]*1.5 = 9.5 -> 10 Damage, 6 Energy Onix: Stone Edge [Syclar] Syclar’s Mountaineer lets it avoid damage, 6 Energy Lairon: Magnet Rise, 5 Energy Metang wins speed tie Metang: Meteor Mash [Syclar] (10+3+[4-1]*1.5)*1.5 = 26.25 -> 26 Damage, 6 Energy Dratini: Flamethrower [Syclar] (10+[3-2]*1.5)*2.25 = 25.875 -> 26 Damage 7 Energy Tepig: Flare Blitz [Syclar] (11+3+[4-1]*1.2)*2.25 = 41.625 -> 42 Damage, 7 Energy Cacnea: Nasty Plot, 7 Energy Shellos: Ice Beam [Dragonair] (10)*1.5 = 15 Damage, 7 Energy Texas’s Slowpoke wins speed tie Slowpoke T: Psychic [Dragonair] 8+3+[2-3]*1.5 = 9.5 -> 10 Damage, 5 Energy Slowpoke S: Pay Day [Enemy Slowpoke] 4+[3-4]*1.5 = 2.5 -> 3 Damage, 2 Energy Buneary: Bounce [Cacnea] (8+[4-2]*1.5)*1.5 = 16.5 -> 17 Damage, 9 Energy, Paralysis inflicted Baltoy: Earth Power + Bulldoze Combo, 17 Energy
vs Shellos: 13 Damage, -1 Spe
vs Houndour: 24 Damage, -1 Spe
vs Dratini: 14 Damage, -1 Spe
vs Tepig: 21 Damage, -1 Spe
vs Cacnea: 11 Damage, -1 Spe, -1 SpD
vs Slowpoke T: 13 Damage, -1 Spe
vs Onix: 9 Damage, -1 Spe
vs Metang: 15 Damage
vs Buneary: 14 Damage, -1 Spe
vs Vigoroth: 14 Damage, -1 Spe, -1 SpD
vs Geodude: 15 Damage, -1 Spe
vs Slowpoke S: 13 Damage, -1 Spe Geodude: Earthquake + Magnetude Combo: Magnetude 9! 19 Energy
vs Shellos: 20 Damage
vs Houndour: 33 Damage
vs Dratini: 20 Damage
vs Tepig: 30 Damage
vs Cacnea: 14 Damage
vs Slowpoke T: 19 Damage
vs Onix: 21 Damage
vs Metang: 26 Damage
vs Buneary: 20 Damage
vs Vigoroth: 20 Damage
vs Slowpoke S: 19 Damage
At least action two was a bit quieter. Tailow flew up high and half of Texas's team tried and failed to hit it. But then, so did Vigoroth trying to activate Tailows Guts, an unfortunate consequence of last actions big Bulldoze. Oh, and, while not as overkill as on Syclar, that Head Smash on Houndour did look like it hurt.
Tailow: Flys up and stays up, 11 Energy Doduo: Brave Bird [Dragonair] 13+3+[4-2]*1.5 = 19 Damage, 12 Energy, 6 Recoil Damage Dragonair: Thunder [Shellos] (12+[3-3]*1.5)*1.5 = 18 Damage, 8 Energy Vigoroth: Toxic [Tailow] Miss, 7 Energy Buneary: Substitute (15 HP), 12 Energy Baltoy: cool down Lairon: Head Smash [Houndour] (19+3+[3-1]*1.5)*1.5 = 37.5 -> 38 Damage, 11 Energy Metang: Meteor Mash [Tailow] Miss, 10 Energy Onix: Stone Edge [Tailow] Miss, 10 Energy Dratini: Ice Beam [Dragonair] (10+[3-3]*1.5)*1.5 = 15 Damage, 7 Energy Tepig: Flare Blitz [Tailow] Miss, 11 Energy Cacnea: Energy Ball [Geodude] (8+3+[3-3]*1.5)*2.25+2*1.75 = 28.25 -> 28 Damage, 5 Energy) Shellos: Ice Beam [Dragonair] (10)*1.5 = 15 Damage, 11 Energy Geodude: cool down Texas’s Slowpoke wins speed tie Slowpoke T: Psychic [Dragonair] 8+3+[2-3]*1.5 = 9.5 -> 10 Damage, 9 Energy Slowpoke S: Zen Headbutt [Shellos] 8+3+[3-2]*1.5 = 12.5 -> 13 Damage, 5 Energy
Team Texas
Shellos:
26 HP, 82 Energy
-1 Spe Houndour: KO Dratini:
56 HP, 86 Energy
-1 Spe Tepig:
35 HP, 82 Energy
-1 Spe
1 KO Cacnea:
42 HP, 88 Energy
+2 SpA, -1 Spe, -1 SpD
15% Paralyzed Doduo:
60 HP, 80 Energy Slowpoke:
45 HP, 86 Energy
-1 Spe Onix:
60 HP, 84 Energy
-1 Spe Metang:
69 HP, 84 Energy
Team Simon
Buneary:
41 HP, 79 Energy
15 HP Substitute
-1 Spe Vigoroth:
66 HP, 87 Energy
-1 Spe, -1 SpD Tailow:
82 HP, 82 Energy
Flying up high Geodude:
47 HP, 81 Energy
-1 Spe Baltoy:
90 HP, 83 Energy Lairon:
90 HP, 84 Energy
Magnet Rise (4 Actions)
1 KO Slowpoke:
68 HP, 93 Energy
-1 Spe Syclar: KO Dragonair:
6 HP, 87 Energy
Levitating (1 Action)
__________________
<Kadew> jas isn't boring
<Kadew> he's excitementally challenged
Last edited by jas61292; Dec 12th, 2011 at 11:57:35 PM.
Shellos:
26 HP, 82 Energy
-1 Spe Dratini:
56 HP, 86 Energy
-1 Spe Tepig:
35 HP, 82 Energy
-1 Spe
1 KO Cacnea:
42 HP, 88 Energy
+2 SpA, -1 Spe, -1 SpD
15% Paralyzed Doduo:
60 HP, 80 Energy Slowpoke:
45 HP, 86 Energy
-1 Spe Onix:
60 HP, 84 Energy
-1 Spe Metang:
69 HP, 84 Energy
Team Simon
Buneary:
41 HP, 79 Energy
15 HP Substitute
-1 Spe Vigoroth:
66 HP, 87 Energy
-1 Spe, -1 SpD Tailow:
82 HP, 82 Energy
Flying up high Geodude:
47 HP, 81 Energy
-1 Spe Baltoy:
90 HP, 83 Energy Lairon:
90 HP, 84 Energy
Magnet Rise (4 Actions)
1 KO Slowpoke:
68 HP, 93 Energy
-1 Spe Dragonair:
6 HP, 87 Energy
Levitating (1 Action)
Evasive Agility is too slow to avoid Extremespeed, and Texas's team starts out the round with a quick KO. But then it all goes down hill for him, as another Meteor Mash is wasted on an opponent who is not there. Well, at least Onix's mega Earthquake got 4 KOs. It's just too bad that 3 of them were teammates.
Dratini: Extremespeed [Dragonair] 8+[3-2]*1.5 = 9.5 -> 10 Damage, 6 Energy, KO Tailow: Is glowing Baltoy: Absorbs light Doduo: Brave Bird [Vigoroth] 13+3+[4-2]*1.5 = 19 Damage, 16 Energy, 6 Recoil Damage Vigoroth: Rock Slide [Doduo, Tepig, Cacnea] 6 Energy
vs Doduo (6+[4-2]*1.5)*1.5 = 13.5 -> 14 Damage
vs Tepig: (6+[4-2]*1.5)*1.5 = 13.5 -> 14 Damage, Flinched
vs Cacnea: 6+[4-2]*1.5 = 9 Damage Buneary: Digs underground Lairon: Head Smash [Doduo] (19+3+[3-2]*1.5)*1.5 = 26.5 -> 35.25 -> 35 Damage, 15 Energy Metang: Meteor Mash [Buneary] Miss, 14 Energy Shellos: Earth Power [Lairon] (6+[3-2]*1.5)*2.25 = 16.875 -> 17 Damage, 7 Energy Simon’s Slowpoke wins speed tie Slowpoke S: Fire Blast [Cacnea] (12+[2-1]*1.5)*1.5+(0+1)*1.75= 22 Damage, 8 Energy, Burn Inflicted Slowpoke T: Zap Cannon [Enemy Slowpoke] (12+[2-2]*1.5)*1.5 = 18 Damage, 9 Energy, 25% Paralysis Inflicted Cacnea: Energy Ball [Geodude] (8+3+[3-3]*1.5)*2.25+2*1.75 = 28.25 -> 28 Damage, 5 Energy) Baltoy: SolarBeam [Shellos] (12+[2-3]*1.5)*1.5 = 15.75 -> 16 Damage, 8 Energy Buneary: Dig [Tepig] (8+[4-2]*1.5)*1.5 = 16.5 -> 17 Damage, 10 Energy Onix: Earthquake + Earthquake Combo, 36 Energy
vs Shellos: 20 Damage, KO (KOC goes to Baltoy)
vs Dratini: 20 Damage
vs Tepig: 30 Damage, KO (KOC goes to Buneary)
vs Cacnea: 13 Damage, KO (KOC goes to Slowpoke)
vs Slowpoke: 17 Damage
vs Metang: 25 Damage
vs Buneary: 20 Damage, Substitute breaks
vs Vigoroth: 20 Damage
vs Geodude: 25 Damage, KO
vs Slowpoke: 17 Damage Tailow: Fly+Sky Attack Combo [Slowpoke] 23+3+[3-4]*1.5 = 24.5 -> 25 Damage, 32 Energy
Self-Damage and seismic activity all around. First Doduo self KOs with Brave Bird recoil, then Buneary tries to Jump Kick an already KOd Pokemon, and a pair of Earthquakes round out this slightly easier to ref (but still really long) action. And as the dust clears, it would appear that only 8 Pokemon remain. Can Texas make a comeback, or will Simon wrap this one up?
Baltoy: Absorbs light Tailow: Cool Down Doduo: Brave Bird [Vigoroth] 13+3+[4-2]*1.5 = 19 Damage, 20 Energy, 6 Recoil Damage, Self-KO (KOC goes to Lairon) Vigoroth: Earthquake, 7 Energy
vs Dratini: 11 Damage
vs Slowpoke: 8 Damage, KO
vs Onix: 7 Damage
vs Metang: 11 Damage
vs Buneary: 11 Damage
vs Slowpoke: 8 Damage Buneary: Jump Kick [Cacnea] Target was KOd with no redirect, so Buneary kept going and crashed, 7 Recoil, 7 Energy Lairon: Earthquake, 7 Energy
vs Dratini: 9 Damage
vs Onix: 5 Damage
vs Metang: 9 Damage
vs Buneary: 9 Damage
vs Slowpoke: 6 Damage Metang: Meteor Mash [Buneary] 10+3+[4-2]*1.5 = 16 Damage, KO Onix: Cool Down Dratini: Thunderbolt [Tailow] (10+[3-2]*1.5)*1.5 = 17.25 -> 17 Damage, 7 Energy Slowpoke S: Aqua Tail [Onix] (9+3+[3-6]*1.5)*2.25 = 16.875 -> 17 Damage, 6 Energy) Baltoy: SolarBeam [Onix] (12+[2-3]*1.5)*2.25 = 23.625 -> 24 Damage, 12 Energy)
Team Texas
Shellos: KO Dratini:
16 HP, 63 Energy
1 KO Tepig: KO
1 KO Cacnea: KO Doduo: KO Slowpoke: KO Onix:
7 HP, 48 Energy
1 KO Metang:
24 HP, 70 Energy
1 KO
Team Simon
Buneary: KO
1 KO Vigoroth:
8 HP, 74 Energy
-1 SpD
1 KO Tailow:
65 HP, 50 Energy Geodude: KO Baltoy:
90 HP, 63 Energy
1 KO Lairon:
73 HP, 62 Energy
Magnet Rise (2 Actions)
2 KO Slowpoke:
19 HP, 79 Energy
20% Paralyzed
1 KO Dragonair: KO
__________________
<Kadew> jas isn't boring
<Kadew> he's excitementally challenged
Dratini:
16 HP, 63 Energy
1 KO Onix:
7 HP, 48 Energy
1 KO Metang:
24 HP, 70 Energy
1 KO
Team Simon
Vigoroth:
8 HP, 74 Energy
-1 SpD
1 KO Tailow:
65 HP, 50 Energy Baltoy:
90 HP, 63 Energy
1 KO Lairon:
73 HP, 62 Energy
Magnet Rise (2 Actions)
2 KO Slowpoke:
19 HP, 79 Energy
20% Paralyzed
1 KO
Metang starts it off quickly and finishes off Vigoroth with Bullet Punch. And while a pair of seismic moves is enough to take down Dratini, Onix is able to barely hang on and get off a critical Stone Edge Combo. Unfortunately for Onix, Tailow was waiting. While it seems like it was prepared for Metang to hit it, its Counter always hits who hit it last (just so you know. No need to list a target), and Onix got hit with more overkill than I think I have ever seen in my life (-63 HP. Really).
Action 1 Calcs
Speed Order Vigoroth, Tailow, Onix, Baltoy, Lairon, Metang/Dratini, Slowpoke
Metang: Bullet Punch [Vigoroth] 4+3+[4-2]*1.5 = 10 Damage, 2 Energy, KO Baltoy: Bulldoze, 4 Energy
vs Dratini: 8 Damage, -1 Spe
vs Onix: 0 Damage, -1 Spe
vs Metang: 2 Damage
vs Slowpoke: 2 Damage, -1 Spe Lairon: Earthquake, 11 Energy
vs Dratini: 9 Damage, KO
vs Onix: 5 Damage
vs Metang: 9 Damage
vs Slowpoke: 6 Damage Slowpoke: Pay Day [Metang] (4+[3-4]*1.5)*.67 = 1.675 -> 2 Damage, 2 Energy, +1 CC Onix: Stone Edge + Stone Edge Combo [Tailow] Crit (22.5+3+3+[2-2]*1.5)*1.5 = 42.75 -> 43 Damage, 36 Energy Tailow: Counter [Onix] 65 Damage, 24 Energy, KO
And with just Metang left, this battle winds down, as Lairon picks up its 4th KO with a final EQ (which also happens to take down Slowpoke), and ends the match.
Metang: Bullet Punch [Slowpoke] (4+3+[4-4]*1.5)*.67 = 4.69 -> 5 Damage, 6 Energy Tailow: U-Turn [Metang] 7+[3-4]*1.5 = 5.5 -> 6 Damage, 5 Energy Baltoy: Bulldoze, 8 Energy
vs Metang: 2 Damage
vs Slowpoke: 2 Damage, -1 Spe Lairon: Earthquake, 15 Energy
vs Metang: 9 Damage, KO
vs Slowpoke: 6 Damage, KO (KOC goes to Metang)
Team Texas
Dratini: KO
1 KO Onix: KO
1 KO Metang: KO
3 KO
Team Simon
Vigoroth: KO
1 KO Tailow:
22 HP, 21 Energy
1 KO
Baltoy:
90 HP, 51 Energy
1 KO Lairon:
73 HP, 36 Energy
Magnet Rise (2 Actions)
4 KO Slowpoke: KO
1 KO