Shift Arena! IAR vs. Galladiator!

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It'll be interesting to battle another Scrambler. I really need to go back to that thread...

No Items
One Ability
Switch = KO

Issuing an Open Challenge, preferably against someone I haven't battled before.

4v4 Doubles
2 Day DQ Time (Relaxed for the ref)
2 Recoveries/5 Chills
FE Mons, please, also, I'm not looking for a training battle, nor do I want items to be set to Training Items only.
Arena: TELEPORTATION!
Field Type: Variable
Complexity: Variable
Format: Variable

Restrictions: Variable

Description: Yes, you better believe it! At the end of every round (And at the beginning of the match), the referee will roll a number between 0* & however many arena's there are in the arena compendium thread (Each representing an arena in the Arena Compendium Thread in chronological order). Whichever number you roll, for the next round, the battle will take place on that arena. Its as simple as that.

*0 represents the ASB Tournament Arena.

Concept Arenas don't count, either...Neither does TELEPORTATION! itself.
Arena: The Earth Cauldron
Field Type: Ground
Complexity: Moderate
Format: Singles

Restrictions: No weather except Sandstorm, Artificial Field, Limited Ceiling, No Water Source, Rocks must be obtained through digging

Description: At the entrance, there is a staircase you must climb. The case spirals around a circular column, about 20 metres high & 30 metres in diameter. At the top, there is a circular arena. The entrance is shut & is replaced by guardrails 10 metres high, which encircle the arena. you see a rectangular field, 20x15 metres in dimension, the rectangle consisting of some sand & some painted lines. Outside the rectangle is hard rock-like material that cannot be dug into, but the sand is, but only to a certain depth. There also may be loose rocks in the sand as well, only accessible by digging.
When a seismic-based move is used, there is a slight chance that sand will come flinging up from the rectangle, & all Pokemon that is not immune to Sandstorm that is within the confinements of the Cauldron will suffer an accuracy drop of 1 stage. The arena is also rather sturdy, allowing seismic activity to occur. Flying Pokemon also have the ability to fly out of the cauldron, over the guardrails & out of range from most attacks. Lastly, the arena is indoors, so the only weather that can occur is Sandstorm. This arena got its name, due to the fact that it clearly suits Ground-Types & for it's Cauldron-like appearance.

Summary: Circular arena, 30 metres in diameter, surrounded by 10 metre high guardrails. The centre of the arena consists of a rectangle, 20 metres long, 15 metres wide, the rectangle consisting of diggable sand & painted lines, the outside of the rectangle consists of hard, undiggable rock. Sturdy enough for seismic activity to occur. Loose rocks present in the diggable sand, When a seismic move is used, there's a 20% Chance that sand may fling up, lowering accuracy of those vulnerable to Sandstorm, Flyers can fly out of the cauldron, & the only weather that can occur is Sandstorm.


472.png

Gliscor(*) [Capers] (M)
NATURE: Impish

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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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.
Poison Heal (DW Unlocked): (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. Their Toxic counter will still go up should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (59)
LEVEL-UP
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
Screech
Slash
U-Turn
X-Scissor
Guillotine

TM/HM
Hone Claws
Toxic
Venoshock
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Earthquake*
Return
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Giga Impact
Stone Edge
Swords Dance*
Rock Slide*
Swagger
Substitute
Strength

EGG
Counter
Sand Tomb
Agility*
Baton Pass*
Night Slash*
Feint
Power Trick

PAST-GEN
Iron Tail
Roost
Endure
Sleep Talk
Natural Gift
Defog
Aqua Tail
Sky Attack
423-e.png

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
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. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) 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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (38)

LEVEL-UP
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Body Slam
Muddy Water
Recover

TM/HM
Toxic
Ice Beam
Protect
Earthquake
Return
Dig
Double Team
Sludge Wave
Sandstorm
Rest
Scald
Rock Slide
Substitute
Surf
Strength
Waterfall

EGG

Counter
Mirror Coat
Stockpile
Yawn
Fissure
Trump Card
Sludge

PAST-GEN
Endure
Earth Power
Pain Split
String Shot
Block
445.png

Garchomp [Choragon] (M)
NATURE: Mild (NC)

TYPE
Dragon
: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact 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
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.
Rough Skin (DW Unlocked): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

STATS
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22

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

ATTACKS (39)
LEVEL-UP
Fire Fang
Tackle
Sand-Attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Dual Chop
Slash
Dig
Crunch
Dragon Rush

TM/HM
Hone Claws
Dragon Claw
Roar
Protect
Earthquake
Return
Brick Break
Double Team
Flamethrower
Aerial Ace
Facade
Rest
Shadow Claw
Rock Slide
Dragon Tail
Poison Jab
Substitute

EGG
Outrage
Thrash
Body Slam
Iron Head

PAST-GEN

Endure
Stealth Rock
Sleep Talk
Aqua Tail
Earth Power

OTHER
Draco Meteor
frontnormal-mcolossoil.png

Colossoil [Megawhal] (M)
NATURE: Adamant

TYPE
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.
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
Rebound
: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
Pressure (DW Unlocked): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

STATS

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

ATTACKS (41)
LEVEL-UP
Leer
Peck
Tackle
Horn Attack
Mud Shot
Bite
Bubblebeam
Rapid Spin
Body Slam
Magnitude
Mud Bomb
Pursuit
Bounce
Dark Pulse
Stockpile
Dig
Crunch
Muddy Water
Megahorn
Horn Drill

TM/HM

Toxic
Taunt
Protect
Earthquake
Brick Break
Double Team
Torment
Rest
Quash
Payback
Retaliate
Stone Edge
Rock Slide
Dragon Tail
U-Turn
Strength

EGG
Encore
Fire Fang
Sucker Punch
Thunder Fang

PAST-GEN
Endure



Galladiator:
Gallade (*) [Roman] (M)

Nature: Brave (+Attack, -15% Speed, -10% Evasion)
Type:
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (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.
Justified (DW): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 68 (80*.85) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 3
DC: 5/5 (Unlocked)

Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Feint
Psycho Cut
Close Combat
Stored Power

Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)

Return (*)
Psychic (*)
Shadow Ball (*)
Light Screen
Reflect
Stone Edge
Brick Break
Trick Room

Total Moves: 23

Charizard [Jack] (M)
Nature: Rash (+ Sp. Atk, - Sp. Def)
Type:
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)
Solar Power (DW) (Unlocked): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Moves:
Scratch
Growl
Ember
Leer
Dragon Claw
Shadow Claw
Air Slash
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang
Slash
Fire Spin

Dragon Pulse
Flare Blitz
Crunch

Dig
Fire Blast
Overheat
SolarBeam
Earthquake
Fly

Total Moves: 24
frontnormal-mpyroak.png


Pyroak [Gary] (M)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
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.
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:
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.
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.

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Moves:
Flare Blitz
Wood Hammer
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Petal Dance
Leaf Tornado
Iron Defense
Heat Crash

Blaze Kick
Dragonbreath
Seed Bomb

Fire Blast
Energy Ball
Flash Cannon
Will-o-Wisp
Flame Charge
Brick Break

Total Moves: 24
Nature: Modest (+ Sp. Atk, - Atk)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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:
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.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW) (Unlocked): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19


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

Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-o-Wisp
Flame Burst
Imprison
Hex
Overheat

Acid Armor
Clear Smog
Heat Wave

Shadow Ball
Fire Blast
Energy Ball
Calm Mind
Toxic
Psychic
Flamethrower

Total Moves: 22
Galladiator sends out pokes -> IAR sends ouit pokes and issues actions -> Galladiator issues actions -> Quagsires refs.
 
Naturally I packed mostly Fire-types, so of course it picks his Gym arena first. This is going to suck.

I'll send out Roman and Jack first, since they have the best chance for survival.

EDIT: Using Steadfast and Blaze, respectively.
 
Was a Gym Arena, but I ditched it...Also, I'm sending out second instead of first...Okay...

"Capers & Choragon, come on out!"
472.png
|
445.png

Abilities: Poison Heal | Rough Skin

"No Protect? Goody!"

Capers: Taunt (Roman) > Acrobatics (Roman) > Acrobatics (Roman)
IF Jack Bodyblocks Roman when you are using Taunt, AND you don't have a Substitute up, THEN Substitute (15 HP) AND push actions back
IF Roman faints before your final action, THEN replace all remaining actions with Rock Slide


Choragon: Shadow Claw (Roman) > Aerial Ace (Roman) > Shadow Claw (Roman)
IF Roman faints before your final action, THEN replace all remaining actions with Rock Slide
 
Why do I get myself into these situations? I should've spent those MC on something worthwhile.

Anywho, let's see if we can't figure a way out of this, shall we?

Roman: Will-o-Wisp Choragon, Brick Break Choragon, Close Combat Choragon
IF Chora is dead by A3 THEN replace A3 with Psychic Capers

Jack: Dragon Pulse Choragon, Dragon Claw Choragon, Dragon Pulse Choragon
IF Chora is dead by A3 THEN change target to Capers
 
Turn 1:

Garchomp used Shadow Claw!
Crit = 8824/10000 = No
((7+ 7.5 - 4.5) 1.5) =15 damage
-5 energy

Charizard used Dragon Pulse!
Crit = 22/10000 = CRIT
(9+3+7.5-4.5) * 1.5 = 23 damage (rounded up)
-7 energy

Gliscor used Taunt!
Gliscor taunted Gallade!
-10 energy

Gallade used Will-o-Wisp!
Silly Galladiator! Gallade's taunted!


Turn 2:

Garchomp used aerial ace!
Crit = 1128/10000 = No
(( 6+ 7.5 - 4.5) 1.5) =13 damage (rounded down)
-4 energy

Charizard used Dragon Claw!
Crit = 3160/10000 = No
(8+4.5-4.5)*1.5 = 12 damage
-3 damage
-6 energy

Gliscor used acrobatics!
Crit = 1927/10000 = No
(11+4.5-4.5) * 1.5= 17 damage (rounded up)
-5 energy

Gallade used Brick Break!
Crit = 1387/10000 = No
(8+4.5-4.5) = 8 damage!
-2 damage
-5 energy


Turn 3:

Garchomp used Shadow Claw!
Crit = 3232/10000 = No
((7+ 7.5 - 4.5) 1.5) =15 damage
-5 energy

Charizard used Dragon Pulse!
Crit = 4475/10000 = No
(9+7.5-4.5) * 1.5 = 18 damage
-7 energy


Gliscor used acrobatics!
Crit = 9838/10000 = No
(11+4.5-4.5) * 1.5= 16 damage (rounded down)
-4+5 = 9 energy

Gallade used Close Combat!
Crit = 1207/10000 = No
(12 +4.5-4.5) = 12 damage
-1 Special Defense!
-1 Defense!
-3 damage
-7 energy

This arena is an ancient and wonderous place. The central (and only feature) is an ENORMOUS crystal in the center of the arena 20ft above the ground that glows with a special aura. The crystal mimics a random pokemon type, radiaiting that type(which is completly random) the effect of this glow gives any pokemon of the same type a bonus of one rank (1) to all of it's stats while penalizing any pokemon of a opposite type (ie, fire aura weakens grass, bug, steel, ice) the second effect strengthens any attack of the same type by adding +3 to it's BAP(it weakens attacks of the opposite type ie fire aura weakens fire, bug, steel, ice type moves) the aura switches after every round. The arena consists of a fifty(50) foot prefect circle with no walls, the ground itself is marble meaning, No digging! Going outside this 50 foot arena means a 5 hp reduction. and you're teleported directly under the crystal. the lighting is simulated daylight with the execption of dark which completly darkens the field. hopefully i don't get to many questions about this arena(because I hopefully explained it well).
rng says 3rd alphabetical type, which is Dragon

472.png

Gliscor(*) [Capers] (M)
NATURE: Impish
STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Energy: 76
445.png

Garchomp [Choragon] (M)
NATURE: Mild (NC)

STATS
HP: 31
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
Energy: 87



Gallade (*) [Roman] (M)

Nature: Brave (+Attack, -15% Speed, -10% Evasion)

Stats:
HP: 10
Atk: Rank 6 (+)
Def: Rank 3 (-1 temporarily)
SpA: Rank 3
SpD: Rank 4 (-1 temporarily)
Spe: 68 (80*.85) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
Energy: 88


Charizard [Jack] (M)
Nature: Rash (+ Sp. Atk, - Sp. Def)
Type:
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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Energy: 80
 
...

I'm an idiot...

Anyway...let's try and get things back in our favor. This one may not be pretty.

Roman: Brick Break Chora x3
IF Chora faints before your next action AND you are still alive THEN replace all remaining actions with Psychic Capers

Jack: Dragon Pulse Chora x2, Fire Blast Capers
IF Chora is dead before you attack A2 THEN switch target to Capers
IF Chora is still alive by A3 THEN replace A3 with Dragon Claw Chora
 
You seem to have not applied STAB. By my calcs, Roman should have 10 HP & Choragon should have 31 HP.

"Hmmm..."

Capers: Sky Attack (Roman) > Rock Slide (Jack) > Rock Slide (Jack)
IF Roman is still alive at the end of A1, THEN Acrobatics (Roman) A2


Choragon: Endure > Draco Meteor (Jack) > Dragon Claw (Jack)
 
Turn 1:

Garchomp used endure!
It is enduring!
-15 energy

Charizard used Dragon Pulse!
Crit = 868/10000 = No
(9+7.5-4.5) * 1.5 = 18 damage
-11 energy (uesd it last of last round)

Casper used Sky attack!
Hit = 3848/10000
-10 energy

Gallade used Brick Break!
Crit = 3808/10000 = No
(8+4.5-4.5) = 8 damage!
-2 damage
-5 energy

Casper used Sky attack!
Hit = 3848/10000
(Not even going to bother, it's probably double digits negative hp).


Turn 2:
Garchomp used Draco meteor!
Hit = 1092/10000 = hit
Crit = 1417/10000 = no
(14 + 3 + 6 -3) + 1.75 = 22 damage!
-2 SpA ranks
-9 energy


Charizard used Dragon Pulse!
Crit = 2668/10000 = No
(9+7.5-4.5) * 1.5 = 18 damage
Garchomp endured the hit!
-15 energy

Casper used rock slide!
Hit = 1226 = hit
crit = 4760 = no
(8+4.5-4.5)*2.25 = 18 damage!
-6 energy

Turn 3:

Garchomp used Dragon Claw!
Crit = 5624/10000 = No
((7+ 7.5 - 4.5) 1.5) + 1.75 =17 damage
-5 energy

Charizard used fire blast!
Hit = 177/10000 = MISS
-7 energy

Casper used rock slide!
Hit = 7206= hit
crit = 8501 = no
(8+4.5-4.5)*2.25 = 18 damage!
-6 energy


You'll never believe you are now in the ASB TOURNAMENT ARENA
Charizard [Jack] (M)
Nature: Rash (+ Sp. Atk, - Sp. Def)
Type:
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.

Stats:
HP: 25
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Energy: 47
Garchomp [Choragon] (M)
NATURE: Mild (NC)

STATS
HP: 1
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+) (-2 temporarily)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22
Energy: 65

472.png

Gliscor(*) [Capers] (M)
NATURE: Impish
STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Energy: 54
My apologies again for taking so long.
 
Sigh. I knew this would happen. It's practically GG already.

But to keep up the appearance of actually trying, I'll send out Jean next, and use Flame Body for her ability for trolling purposes.
 
Yay...

"Alright you two, do me proud!"

Capers: Taunt (Jean) > Rock Slide > Rock Slide
IF Jack Bodyblocks Jean A1, THEN Aqua Tail (Jack) AND push actions back if you are not burned
IF Jack faints, THEN replace all remaining actions (Except Taunt) with Earthquake (KO Sub)

Choragon: Rock Slide x3
IF Jack faints, THEN replace all remaining actions with Earthquake
(KO Sub)
 
Jean: Shadow Ball Capers, Energy Ball Capers, Fire Blast Capers

Jack: Dig Chora, Air Slash Capers, Fire Blast Capers

Thank God for Flying-types that learn Dig. (That aren't named Gliscor, anyway.)
 
Obligatory asking to check for errors:

Turn 1:


Garchomp used rock slide
hit = (2353/10000) (236/10000) = MISS for charizard only
flinch = 2485/10000 = no
crit = 9231/10000 = no
(6+7.5-4.5) * 1.5 = 14 damage (rounded up)
-6 energy

Charizard digs
Charizard dug underground!
Quagsires is confused as to how this is possible!
He hurt himself in his confusion!

Gliscor used Taunt!
Gliscor taunted Chandelure!
-10 energy

Chandelure used shadow ball!
drop = 4072/10000 = no
crit = 4205/10000 = no
(8+3+9.5-4.5 = 16 damage!
-5 energy

Charizard used dig!
crit = 1991 = no
(8+4.5-3)= 9 damage (rounded down)
-10 energy
Garchomp fainted!
-2 damage


Turn 2:
Charizard used air slash!
hit = 7880/10000 = hit
crit = 3989/10000 = no
flinch = 7331/10000 = no
(8+3+7.5-4.5) = 14 damage!
-5 energy

Gliscor used rock slide!
hit = (8763/10000) (1119/10000) = 2 hits
flinch = (4425/10000)(7923/10000) = no
crit = (8872/10000)(6025/10000) = no

(6+4.5-4.5)*2.25 = 14 damage to charizard (rounded up)
(6+4.5-4.5)*1.5 = 9 damage to chandelure!
-6 energy


Chandelure used energy ball!
drop = 3684/10000 = no
crit = 378/10000 = CRIT
(8+3+3+9.5-4.5) = 19 damage!
-6 energy

Turn 3:

Charizard used fire blast!
hit = 6040/10000 = hit
burn = 8079/10000 = no
crit = 6164/10000 = no
(14+3+7.5-4.5) = 20 damage!
-7 energy

Gliscor used rock slide!
hit = (2819/10000) (1826/10000) = 2 hits
flinch = (811/10000)= flinch chandelure!
crit = (99/10000)(3580/10000) = Crit chandelure!

(6+4.5-4.5)*2.25 = 13 damage to charizard (rounded down)
(6+3+4.5-4.5)*1.5 = 14 damage (rounded up)
-6 energy
Charizard fainted!

Chandelure flinched!
Arena: Chrono Stadium

This arena resembles a giant version of the face of Prague’s Astronomical Clock. There is a moat around the edge of the arena but there are no natural elements such as grass nearby. The flow of time in this arena can change radically with the following effects:
  • Normal time flow - nothing special.
  • Fast time flow - every pokemon's attack and special attack ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 evasion.
  • Slow time flow - every pokemon's defence and special defence ranks are multiplied by 1.5 with halves rounded up; every pokemon has +1 accuracy.
  • Reverse time flow - turn order is completely reversed (ie, higher priority attacks happen after lower priority ones and a slower mon's attack happens before a faster mon's one of the same priority); for attacks with a charge-up or evasive action (eg, Focus Punch, Sky Attack, Dig), swap the priorities of the charge-up/evasive action and attacking action before reversing the turn order; the "cooldown" action for combos occurs on the action before the combo is executed rather than after.
  • Crazy time flow - turn order is randomised, disregarding priority and speed completely; attacks with a charge-up or evasive action still have that action occur before the attacking action.
Round 1 has normal time flow, then at the end of every round, each of the five time flows has an equal chance of being chosen for the next round. A time flow's effects remain until the time flow changes to something else.
Fast time flow was rolled.
472.png

Gliscor(*) [Capers] (M)
NATURE: Impish
STATS
HP: 51
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Energy: 32

Nature: Modest (+ Sp. Atk, - Atk)

Stats:
HP: 67
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Energy: 89
Total Moves: 22
 
Garchomp's Rock Slide should've hit Charizard, since Chomp outruns Zard. All said & done, I shall send in Sleast.
423-e.png

Ability: Sand Force

Over to you, Galladiator (Mon & Actions)!
 
Aha! Now the real fun begins...

Gary, your Rock Head will finally be put to some use!

Jean: Energy Ball Sleast, Psychic Capers, Energy Ball Sleast
IF Sleast tries to use Mirror Coat, THEN replace action with Fire Blast Capers (only once)

Gary: Wood Hammer Sleast, Flare Blitz Capers, Wood Hammer Sleast
IF Sleast tries to use Counter THEN replace action with Fire Blast Capers (only once)
 
"Ummm...Okay..."

Capers: Defog > Dig (Gary) > Earthquake

Sleast: Pain Split (Gary) > Muddy Water > Protect
IF Both opponent's A1 attacks miss, THEN change A1 to Earth Power (Jean)
 
Gliscor used defog!
-1 evasion to Pyroak!
-1 evasion to Chandelure!
-10 energy
Chandelure used energy ball!
Environment is artificial
drop = 539/10000 = SpD drop!
crit = 3738/10000 = no
(6+13.5-4.5)*2.25= 34 damage!
-6 energy
Pyroark used wood hammer on gastrodon!
crit = 6541/10000 = no
(15+3+8.5-4.5)*2.25 = 50 damage (rounded up)!
-9 energy

Gastrodon used pain split!
Gastrodom's hp is now 73!
Pyroark's hp is now 73!
-37 energy

Turn 2:

Gliscor used dig!
Gliscor dug!

Chandelure use fire blast!
Chandelure's attack missed!

Pyroak used Flare Blitz!
Pyroak's attack missed!

Gastrodon used muddy water!
hit = (5978/10000)(9710/10000) = hit
Crit = (9806/10000)(6513/10000) = no
Drop = (8471/10000)(4324/10000) = no
(7.5 + 3+8.5-3.0) = 16 damage to pyroak!
(7.5 + 3+8.5-4.5)*1.5 = 22 damage to chandelure!
-6 energy

Gliscor used dig!
crit = 8511/10000 = no
(8+3+7.5-6) = 12 damage (rounded down)!
-9 energy

Turn 3:

Gastrodon used protect!
Gastrodon protected itself!
-7 energy

Capers used earthquake!
Crit = (9525/10000)(5253/10000) = no
(7.5+3+7.5-6) = 12 damage to Pyroark!
(7.5+3+7.5-4.5)*1.5 = 20 damage to chandelure!
-6 energy

Chandelure used energy ball!
Environment is artificial
drop = 7979/10000 = no
crit = 5002/10000 = no
(6+13.5-4.5)*2.25 + 2 = 35.75
-6 energy

Pyroark used wood hammer on gastrodon!
crit = 3098/10000 = no
(15+3+8.5-4.5)*2.25 = 49.5 +35.75 = 85.25
-9 energy

(85.25/3) = -28 energy from gastrodon due to protect



472.png

Gliscor(*) [Capers] (M)
NATURE: Impish
STATS
HP: 51
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Energy: 7

Nature: Modest (+ Sp. Atk, - Atk)

Stats:
HP: 25
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Energy: 70
Total Moves: 22


frontnormal-mpyroak.png


Pyroak [Gary] (M)

Stats:
HP: 33
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Energy:73
423-e.png

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

STATS
HP: 73
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Energy: 22

Waterfall_Collosseum.JPG

Field Type: Water
Complexity: Moderate
Restrictions: Team Battles only, no digging

This arena is specifically made for a "Team Battle". Here is an example of a Team Battle for a 3v3 Singles: each trainer brings 4 Pokemon. Once they see each other's teams, they PM the ref the order they want their Pokemon to battle. Then, a series of 1v1's take place, Trainer 1's first Pokemon against Trainer 2's first Pokemon, etc. Best out of 3 is the victor (if there is an even amount of battles, like an 8v8 Doubles, the winning Pokemon from each match will be fully healed and the trainers will reorder their Pokemon via PMing the ref). For the actual arena, it is on the side of a mountain on an island. There is a platform built with an arena painted on the stone floor. There is a waterfall flowing down the mountain and into the arena. There are stone pillars just outside of a moat created by the water coming in. Otherwise, the only specific restriction is that there is no digging, because it is a stone floor. There is enough water for continuous use, any weather can take place, the whole structure can endure seismic activity. Enjoy Team Battling!
 
Gastro should be at 73 HP.

"Alrightio, nearly time to finish this..."

Capers: Chill > Acrobatics (Gary) > Earthquake
IF Sleast Faints A1, THEN replace A2 with Earthquake


Sleast: Muddy Water > Endure > Muddy Water
 
...Sometimes I'm too hammy for my own good.

Gary: Wood Hammer + Wood Hammer combo Sleast, cool down, Fire Blast Capers

Jean: Will-o-Wisp Capers, Hex Capers x2
 
Turn 1:

Gliscor chilled.
+12 energy

Chandelure used will-o-wisp!
hit = 8583/10000 = no
Gliscor was burned!
-6 energy

Pyroak used wood hammer + wood hammer combo!
crit = 9575/10000 = no
crit = 5677/10000 = no
(33.75 + 3 + 6 - 4.5)*2.25 = 86 damage!
Gastrodon faints!
-46 energy

Turn 2:

Capers used earthquake!
Crit = (4640/10000)(3046/10000) = no
(7.5+3+7.5-6-3) = 9 damage to Pyroark!
(7.5+3+7.5-4.5-3)*1.5 = 16 damage to chandelure!
-6 energy
-2 damage

Chandelure used hex!
crit = 4591/10000 = no
(10+3+9.5-4.5) = 18 damage!
-6 energy

Pyroak is chillaxin'

Turn 3:

Capers used earthquake!
Crit = (3020/10000)(4624/10000) = no
(7.5+3+7.5-6-3) = 9 damage to Pyroark!
(7.5+3+7.5-4.5-3)*1.5 = 16 damage to chandelure!
-10 energy
-2 damage
Chandelure fainted!

Pyroak used fire blast!
hit = 61/10000 = MISS
-7 energy



472.png

Gliscor(*) [Capers] (M)
NATURE: Impish
STATS
HP: 33
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Energy: 3

frontnormal-mpyroak.png

Pyroak [Gary] (M)
Stats:HP: 15
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 2
(-)Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Energy:21
Muddy Plains
Field Type- Ground/Water
Complexity- Simple-Moderate
Format- All
Restrictions- No digging

Muddy Plains: a simple yet challenging place to battle on. A large area filled with thick and slippery mud. In most places the mud is shallow, only going 7 inches. However, the center of the plains is deeper, with the mud going down one foot. The mud makes pokemon unable to dig, but earthquake is usable. The sky is cloudy and will stay that way unless a pokemon tampers with the weather. Summary: large area with mud, the center has deeper mud. No digging, but earthquake and weather moves are allowed. Mud slows down all pokemon in it (as if they had a -1 speed stat drop on them)​

frontnormal-mcolossoil.png

Colossoil [Megawhal] (M)
NATURE: Adamant

TYPE
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.
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
Rebound
: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
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.
Pressure (DW Unlocked): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

STATS

HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

IAR sends out colossoil -> Galladiator sends actions -> IAR wins -> Quagsires refs
 
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