100 page Celebration! 4 player Doubles! NJigglypuff, Texas, Solstice, MK_Ultra

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<MK_Ultra> 100 pages of asb
<MK_Ultra> 'woo'

Open multi-battle!

3v3v3v3 doubles
3 day DQ
2 recoveries / 5 chills
Strongmons are strong, so we'll use them.
Arena: Simulation Chamber

The Simulation Chamber is a large room covered in electrical panels. The Simulation Chamber can also replicate any arena in the Arena Compendium.

After the end of every round, the ref rolls a X-sided die. X being the number of arenas in the compendium. that arena will become the arena for that round. The simulation begins round 1 as the ASB arena.

It is possible to short-circuit the panels in the room. This will lead to the arena becoming the Simulation Chamber, which has no external water source and seismic activity is banned. (You have no idea how much the panels cost.)


1st acceptor chooses switch rules
2nd acceptor chooses items
3rd acceptor chooses abilities
I've never done a switch battle. Let's do it.
I'll go in for that Texas, saying No Items.
Got dis.

All abilities.
The Teams!

Team Nightmare Jigglypuff!

Fidgit [Murdoc] (Female)
Nature: Modest
Type: Poison/Ground
<Poison>: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
<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:
Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Magic Room
Wonder Room
Gust (*)
Sand Attack (*)
Tailwind (*)
Encore (*)
Rapid Spin (*)
Knock Off (*)
Heal Pulse (*)
Copycat (*)
Whirlwind (*)
Razor Wind (*)
Helping Hand
Comet Punch
Entrainment (*)
Gravity
Sludge Bomb
Heal Block
Wide Guard

Wish
Gastro Acid (*)
Earth Power (*)
Icy Wind (*)
Me First

Venom Shock (*)
Double Team (*)
Taunt (*)
Light Screen
Reflect
Quash
Substitute
Toxic
Protect
Total Moves: 34



Swampert [Frederick] [Male]
Nature: Adamant
Type: Water/Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Torrent: When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW Unlocked): This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Bomb
Mud Sport
Counter
Earthquake
Hammer Arm

Mirror Coat
Curse
Waterfall
Yawn

Roar
Double Team
Brick Break
Bulldoze
Rock Slide
Protect
Dig
Total Moves: 22



Feraligatr [Phredd] (Male)
Nature: Adamant
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Sheer Force (DW Unlocked): (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 58
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Thrash
Flail
Agility
Superpower
Aqua Tail

Aqua Jet
Crunch
Mud Sport

Protect
Earthquake
Dig
Waterfall
Total Moves: 19


Team Texas Cloverleaf!

Charizard, Zoan, Male
Nature: Lonely
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Blaze: Type: 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)
(Unlocked) (DW) Solar Power:
Type: 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).

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

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

Moves:
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Scratch
Growl
Leer
Ember
Rage
Smokescreen
Metal Claw
Dragon Rage
Scary Face
Fire Fang
Wing Attack
Slash
Inferno

Dragon Dance
Flare Blitz
Crunch
Belly Drum
Counter
Focus Punch
Dragon Pulse
Blast Burn
Tailwind
Bide
Endure

Flamethrower
Rock Slide
Substitute
Protect
Swords Dance
Hidden Power Grass 7
Total Moves: 35



Slowking, 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 *Unlocked*: 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.

Slowking
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psychic
Heal Pulse
Psych Up
Nasty Plot

Sleep Talk
Belly Drum
Zen Headbutt

Rest
Toxic
Scald
Zap Cannon
Ice Beam
Flamethrower
Trick Room
Dive
Total Moves: 24



Steelix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Steel
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.
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.

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) Sheer Force (Can be Enabled) *Unlocked*: This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Steelix
HP: 100
Atk: Rank 3
Def: Rank 8
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

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

Fire Fang
Ice Fang
Thunder Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Stone Edge
Double-Edge
Crunch
Iron Tail
Curse

Stealth Rock
Explosion
Rock Blast
Block

Toxic
Dig
Taunt
Earthquake
Roar
Torment
Giga Impact
Total Moves: 30


Team Solstice!

Kitsunoh(F) Bella Luna
Nature: Adamant (*) increase to Attack, (*) decrease to Special Attack
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 110

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

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body Unlocked (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Attacks:
Scratch(*)
Iron Defense(*)
Lick(*)
Odor Sleuth(*)
Shadow Sneak(*)
Faint Attack(*)
Curse(*)
Tackle(*)
Leer(*)
Shadowstrike
Metal Burst
Meteor Mash(*)
Psycho Shift(*)
Yawn(*)
Roar(*)
Will'O'Wisp(*)
Rock Slide(*)
Super Fang
Superpower

Total Moves: 19



Jolteon (M) (Full Name: Follow the Wind, Nickname: Fellow)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Attack reduced by *)
Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 150 (130x1.15)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Abilities:
Volt Absorb (Innate): This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Quick Feet (DW Unlocked) (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.

Attacks:
Tackle(*)
Tail Whip(*)
Helping Hand(*)
Sand Attack(*)
Growl(*)
Quick Attack(*)
Thunder
Discharge
Thunder Wave
Pin Missile
Agility
Yawn(*)
Detect(*)
Wish(*)
Shadow Ball(*)
Hidden Power Fire Power 6(*)
Substitute(*)
Signal Beam
Thunderbolt
Last Resort
Volt Switch
Dig
Toxic

Total Moves: 23


Octillery
(M) Quickdraw
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpAtk: Rank 5 (+1)
SpDef: Rank 3
Speed: 39 (-10 Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Abilities:
Suction Cups (Innate):
This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Dream World/Innate/Unlocked): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Water Gun
Lock-On
Psybeam
Aurora Beam
BubbleBeam
Focus Energy
Bullet Seed
Ice Beam

Octazooka
Acid Spray
Water Spout
Signal Beam

Flamethrower
Charge Beam
Smack Down
Protect
Surf
Toxic

Total Moves: 18


Team MK Ultra!

Rotom-F [Voltergeist] (U)
Nature: Modest (+Spa, -Atk)
Type: Electric/Ice
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.

Ability:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Stats:
HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86

MC: 1

Moves:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave

Hex
Discharge
Substitute

Will-O-Wisp
Toxic
Thunder

Blizzard
Shadow Ball
Signal Beam
Charge
Pain Split
Sucker Punch
Hidden Power Ground 7
Volt Switch



Infernape [Chimera] (M)
Nature: Lonely (+Atk, -Def)
Type: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108

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

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).
Iron Fist (DW Unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch).

Moves:
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Counter
ThunderPunch
Encore

Will-O-Wisp
Shadow Claw
Fire Blast

Close Combat
Flare Blitz
Acrobatics
Flamethrower
Hone Claws
Slack Off
Fake Out
Calm Mind
Earthquake
Rock Slide
U-Turn
Protect
Stealth Rock
SolarBeam
Encore
Focus Punch
Double Team



Dragonite [Hyperion] (M)
Nature: Quiet (+Spa, -Spe)
Type: Dragon/Flying
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 69 (80/1.15)

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

Abilities:
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.
Multi Scale: (DW) (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

Moves:
Fire Punch
ThunderPunch
Wrap
Roost
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Dragon Pulse
Iron Tail
ExtremeSpeed

Fire Blast
Thunder
Blizzard

Surf
Hurricane
Outrage
Aqua Tail
Safeguard
Dragon Claw
Toxic
Draco Meteor
Earthquake
Light Screen
Brick Break
Rock Slide
Rain Dance
Substitute
Reflect
Double Team
Thunder Wave


Order:
Nightmare Jigglypuff's Mons,
Texas Cloverleaf's Mons,
Solstice's Mons,
MK Ultra's Mons and Actions
Solstice's Actions,
Texas Cloverleaf's Actions,
Nightmare Jigglypuff's Actions,
I'll Ref!

Good Luck!
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Rotom and Dragonite.

Rotom: Thunder Octillery-Shock Wave Octillery-Thunder Octillery. If Octillery uses Protect or dies, redirect to a random opponent that is targetable out of Feraligatr and Slowking. If neither is targetable, Charge.
Dragonite: Thunder Octillery-ThunderPunch Octillery-Thunder Octillery. If Octillery uses Protect or dies, redirect to a random opponent that is targetable out of Feraligatr and Slowking. If neither is targetable, Earthquake.

tell me how i fucked up world
 
Bella Luna
Super Fang Dragonite - Rock Slide + Rock Slide Combination (Rotom, Dragonite, Slowking)

Quickdraw (thats a lot of Thunder, time to evade)
Protect - Ice Beam Dragonite - Protect
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Cannon: Rock Blast Dragonite, Stealth Rock, Ice Fang Dragonite
Ivory: Nasty Plot, Zap Cannon Octillery, Flamethrower Kitsunoh

Redirect any attacks targeting a fainted Pokemon to a random choice of Feraligatr, Rotom and Fidgit.
 
Round 1 Start!

Nightmare Jigglypuff

HP: 100 | 100
EN: 100 | 100
Buffs: None
Debuffs: None
Other: None

Texas Cloverleaf

HP: 100 | 100
EN: 100 | 100
Buffs: None
Debuffs: None
Other: None

Solstice

HP: 100 | 100
EN: 100 | 100
Buffs: None
Debuffs: None
Other: None

MK Ultra

HP: 90 | 100
EN: 100 | 100
Buffs: None
Debuffs: None
Other: None

Speed Order: Kitsunoh, Fidgit, Rotom, Dragonite, Feraligatr, Octillery, Steelix/Slowking.

Action 1
Octillery used Protect!
Octillery is Protected! -7ENG
Kitsunoh used Super Fang! (Dragonite)
Auto Hit due to Nature (Dragonite's)
100/5=20 20DMG! -13ENG
Fidgit used Gravity!
Gravity Turned Heavy! Rotom and Dragonite Plummet to the ground! -10ENG
Rotom used Thunder! (Feraligatr)
6684 no crit
(12+3+(5-3)*1.5)*1.5=27 27DMG -7ENG
7395 no para
Dragonite used Thunder (Slowking)
(12+(5-4)*1.5)*1.5=20.25=20 20DMG -8ENG
3139 no para
Feraligatr used Aqua Tail! (Steelix)
Auto Hit Due to Gravity
9620 no crit
(9+3+(5-8)*1.5)*1.5=11.25=11 11DMG -6ENG
Speed Tie Roll: 4670, Steelix Moves First!
Steelix used Rock Blast! (Dragonite)
Number of hits: 5
All Auto Hit
No crits.
3*1.5=4.5=5*5=25 25DMG -6ENG
Slowking used Nasty Plot!
Slowkings SpA rose 2 stages! -7ENG
Action 2
Fidgit used Protect!
Fidgit is Protected! -12ENG
Rotom used Shock Wave! (Octillery)
auto hit
7944 no crit
(6+3+(5-3)*1.5)*1.5=18 18DMG -3ENG
Dragonite used Thunderpunch! (Octillery)
2954 no crit
(8+(5-3)*1.5)*1.5=16.5=17 17DMG -6ENG
1494 no para
Feraligatr used Earthquake (GOD DANG U JIGGLY!)
Fidigt is protected! (F: 14DMG Blocked)
Steelix:
2252 no crit
(7.5+(5-8)*1.5)*1.5=4.5=5 5DMG
Slowking:
5021 no crit
7.5+(5-4)*1.5=9 9DMG
Kitsunoh:
7603 no crit
(7.5+(5-3)*1.5)*1.5=15.75=16 16DMG
Octillery:
4371 no crit
7.5+(5-3)*1.5=10.5=11 11DMG
Rotom:
6269 no crit
(7.5+(5-4)*1.5)*1.5=13.5=14 14DMG
Dragonite:
5947 no crit
7.5+(5-3)*1.5=10.5=11 11DMG
-7ENG
Octillery used Ice Beam! (Dragonite)
2516 no crit
(10+(5-4)*1.5)*2.25=25.875=26 26DMG -7ENG
2634 no freeze
Speed Tie Roll: 3409 Steelix moves first!
Steelix used Stealth Rock!
Pointed Stones Hang in the Air! -12ENG
Slowking used Zap Cannon! (Octillery)
Auto hit (For once without lock-on, huh)
(12+(4-3)*1.5)*1.5+(2*1.75)=23.75=24 24DMG -9ENG
Kitsunoh used Rock Slide Combo! (Rotom, Dragonite, Slowking)
Rotom:
664 No crit
(6+(5-4)*1.5)*1.5=11.25=11 11DMG
Dragonite:
5965 no crit
(6+(5-3)*1.5)*1.5=13.5=14 14DMG
Slowking:
1180 no crit
6+(5-4)*1.5=7.5=8 8DMG
-6ENG
Action 3
Octillery used Protect!
Octillery is protected! -7ENG
Kitsunoh is Cooling Off!
Fidgit used Encore! (Rotom)
Rotom recieved an Encore! -10ENG
Rotom used Shock Wave (Slowking)
3937 no crit
(6+3+(5-4)*1.5)*1.5=15.75=16 16DMG -7ENG
Dragonite used Thunder! (Slowking)
8822 no crit
(12+(5-4)*1.5)*1.5=20.25=20 20DMG -8ENG
7220 no para
Feraligatr used Aqua Tail (Steelix)
8050 no crit
(9+3+(5-8)*1.5)*1.5=11.25=11 11DMG -6ENG
Speed Tie Roll: 887 Steelix moves First!
Steelix used Ice Fang (Dragonite)
8183 no crit
7*2.25=15.75=16 16DMG -5ENG
Dragonite is KOED!
Slowking used Flame Thrower! (Kitsunoh)
3519 no crit
(10+(4-3)*1.5)*1.5+(2*1.75=20.75=21 21DMG -7ENG
7061 no burn!
Slowkings SpA boost Fell to 1!
End!


Round 1 Start!

Nightmare Jigglypuff

HP: 100 | 63
EN: 68 | 81
Buffs: None
Debuffs: None
Other: Gravity (3 more rounds), Stealth Rock

Texas Cloverleaf

HP: 47 | 53
EN: 84 | 77
Buffs: +1SpA (2 more actions) | None
Debuffs: None
Other: Gravity (3 more rounds)

Solstice

HP: 30 | 63
EN: 66 | 81
Buffs: None
Debuffs: None
Other: Gravity (3 more rounds), Stealth Rock

MK Ultra

HP: 65 | -12
EN: 83 | 78
Buffs: None
Debuffs: None
Other: Gravity (3 more rounds), Stealth Rock

K, Order of Operations, right....

MK Ultra Sends out Infernape (No post Necessary)
Nightmare Jigglypuff's Actions
MK Ultra's Actions
Soltice's Action
Texas Cloverleaf's Actions
Ill ref.

Arena is now: Engineer's Toad's Factory!
Arena: Toad's Factory
Field Type: All Types
Complexity: Intense
Formats: All Formats

Restrictions: Artificial Environment, no Water source.

Description:
Toad's Factory is the fourth and last course in the Mushroom Cup. Situated in a rather isolated location, Toad's Factory covers a sprawl of land and seems to be in charge of manufacturing item boxes. As such, item boxes are dotted around this racetrack, but the more exotic ones have been shipped to more beginner racetracks, such as Luigi's Circuit. The course leads you through the factory, from the item-manufacturing conveyor belts to the distribution belts to other conveyor belts for seemingly unknown purposes; of course, Toad has been gracious and allowed racing on these conveyor belts, so make sure that you use these to your advantage! After you pass all the conveyor belts, a boost pad leads to to the tractor zone, where Toad's employees seem to be mucking about with the tractors; nobody knows what they are doing, but they do reveal boosting pads, so zoom on by if you have the skill to do so!

Conveyor Belt Rounds
On the first round and every third round after that, karts enter what is known by Toad's employees as the "conveyor belt room." Here, there seem to be three belts, two of which head backwards and carry manufactured items, and one of which heads forwards and has hydraulic machines that stamp the item boxes with Toad's insignia. It seems that the movement of these belts can alter the speed of your kart... when you issue actions to your Pokemon, you must specify if you want them to go on the Backwards Belt, the Forwards Belt, or neither. If a Pokemon goes on the Backwards Belt, then its speed will be reduced by fifty (50) percent for that round, but all attacks aimed at it will have two (2) less BAP. If a Pokemon goes on the Forwards Belt, then its speed will be increased by fifty (50) percent attacks that round, and all attacks used by the Pokemon will have one (1) more BAP. If the Pokemon chooses to go on one of these two belts, there is a 30% chance that it will get smashed by the hydraulic machine at the end of the round; getting smashed will result in a flat 5 DMG and -10% Evasion for the next round. If the Pokemon declines to go on either Belt, then nothing interesting happens.

Distribution Belt Rounds
On the second round and every third round afterwards, racers exit the conveyor belt room and make a right turn, heading into the distribution belts. The distribution belts are situated on platforms that are floating on water, so moves that require a water source can be used while in the distribution belt area. Combat here behaves like normal, except that moves that have more than twelve (12) BAP and deal more than twenty-two (22) damage to a target knocks the target off the belt and into the water, forcing them to lose 10 HP and 10 Energy in addition to foregoing their next action, if applicable; each Pokemon may only be knocked into the water once per round. When ordering actions, you must also choose one of the following options: "Skip the item boxes" or "Grab an item box." If a Pokemon chooses to skip the item boxes, nothing interesting will happen. However, if a Pokemon chooses to grab in item box, they will enter a certain area of the distribution belt where plain wooden crates and item boxes are gathered. At the end of the round, the Pokemon will run into a random box and hope to grab an item; there is a 40% chance for the Pokemon to crash into a wooden box, dealing five (5) DMG and a 60% chance for the Pokemon to grab an item box; the possible items and their probabilities are listed below.

50% - Green Shell: 5 DMG to target, 30% to Flinch.
35% - Banana Peel: -1 Spe to target, 50% to Flinch.
15% - Mushroom: +1 Spe, +1 Crit Rate, +5% Acc

A Pokemon can only hold up to one item at a time (Pokemon with Pick Up can hold up to two), and they may be used without an action either before the first action, after the third action, or between any two actions; however, you may not use more than one item between each action. Items are thrown in standard Speed order, and as throwing an item does not count as an action, the use of these items cannot be prevented by means of Mario Kart items or moves such as Fake Out. You may also discard an item with a command such as "Discard Green Shell," but it will count as using an item between an action interval. Stage drops and boosts decay at the end of the round that the item was thrown.

Tractor Area Rounds
On the third round and every third round after that, all racers will exit the Distribution Belt area and turn once again into what is known as the Tractor Area. Here, oversize tractors push mud back and forth with no apparent reason whatsoever besides blocking launch pads that are near impossible to get onto anyways. The mud is quite slippery here, so Pokemon will have more trouble controlling their karts. As such, all Pokemon will suffer a flat ten (10) percent loss in Evasion and a flat twenty-five (25) percent loss in Speed; both of these effects can be negated by use of a Mushroom, however. After sliding along the mud, Pokemon encounter a wooden ramp with a boost pad attached to the top of it. At the end of the round, each Pokemon takes their turn to sidle up to the wooden ramp and perform a stunt after zooming into the air, hopefully gaining certain effects. The stunt has a 25% chance to do nothing, a 50% chance to increase the Pokemon's speed by one stage (this is a normal stage boost), or a 25% chance to increase all of the Pokemon's stats by one stage (a la AncientPower) for the next round.

Summary:
Conveyor Belt Rounds: Optional Belts for effects.
Distribution Belt Rounds: High-power moves knock target into the water, item boxes to be gained.
Tractor Area Rounds: -10% Eva, -25% Spe, stunts that can give effects.
 
By the way, the way that this match is played with this arena would make me say that it would be the second round in the toad factory. (I guess you'll also have your items for the rest of the match until used.)

Murdoc: Light Screen ~ Toxic Quickdraw ~ Protect
Phredd: Aqua Tail Cannon ~ Mud Sport ~ Earthquake (Sorry ranger...)

Also, Phredd will grab an item box while Murdoc will skip the item boxes.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Both mons grab an item box

Brotom: Thunder Feraligatr-Volt Switch Feraligatr-Protect
Infernrape: Fake Out Fidgit-ThunderPunch Feraligatr-Protect
 
Bella Luna will grab an item box, Quickdraw will skip.

Quickdraw
Octazooka Infernape - Protect - Octazooka Fidgit

Bella Luna
Meteor Mash+Meteor Mash Combo Rotom (hopefully knocks him in the water) - Cooldown - Shadowstrike Feraligatr
 

Texas Cloverleaf

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Slowking: Zap Cannon+Zap Cannon Feraligatr, cool down, Zap Cannon Octillery /me loves Gravity
Steelix: Dig Feraligatr, Earthquake+Earthquake, cool down

Fuk items
 
Nightmare Jigglypuff

HP: 100 | 63
EN: 68 | 81
Buffs: None
Debuffs: None
Other: Gravity (3 more rounds), Stealth Rock

Texas Cloverleaf

HP: 47 | 53
EN: 84 | 77
Buffs: +1SpA (2 more actions) | None
Debuffs: None
Other: Gravity (3 more rounds)

Solstice

HP: 30 | 63
EN: 66 | 81
Buffs: None
Debuffs: None
Other: Gravity (3 more rounds), Stealth Rock

MK Ultra

HP: 65 | 100
EN: 83 | 100
Buffs: None
Debuffs: None
Other: Gravity (3 more rounds), Stealth Rock

Speed Order: Kitsunoh, Infernape, Fidgit, Rotom, Feraligatr, Octillery, Steelix/Slowking

Infernape takes Stealth Rock Damage!
12DMG!
Action 1
Infernape wants an item!
8597 grabs item!
8724 Mushroom!
Infernape used Fake Out! (Fidgit)
5590 no crit
4+(5-4)*1.5=5.5=6 6MG! -4ENG
Fidgit wants an item!
6856 grabs item~
5257 banana peel!
Fidgit Flinched!
Rotom wants an item!
3069 hits box! 5DMG
Rotom used Thunder! (Feraligatr)
auto hit
4625 no crit
(12+3+(5-3)*1.5)*1.5=27DMG! -7ENG
1044 Feraligatr is paralyzed! 25%
Feraligatr is knocked off the Edge! 10DMG -10ENG (F)
Feraligatr wants an item!
6842 gets item
2154 green shell!
Feraligatr is getting back on! no action
Octillery used Octazooka! (Infernape)
Auto hit
8534 no crit
(7+3+(5-3)*1.5)*1.5=19.5=20 20DMG -4ENG
7248 No acc drop
Steelix used Dig!
Steelix dug underground!
Kitsunoh wants an item box!
2658 Hits a box! 5DMG
Kistunoh used Meteor Mash COMBO! (Rotom)
Auto hit!
526 CRIT!
(22.5+3+3+(5-4)*1.5)*0.67=20.1=20 20DMG! -36ENG
Rotom is kncoked off! (BAP) 10DMG -10ENG R
5817 no atk increase
speed tie: 5831 Slowking moves first!
Slowking used Zap Cannon Combo! (Feraligatr)
Auto hit
(27+(4-3)*1.5)*1.5+(1*1.75)=44.5=45 45DMG! -44ENG
Feraligatr fainted!
Steelix used dig!
Buth there was no target! -9ENG
Action 2
Octillery used Protect!
Octillery is protected! -7ENG
Kitsunoh is cooling off!
Infernape used Thunderpunch (Feraligatr)
NO TARGET -6ENG
Fidgit used Toxic!
octillery is protected. -9ENG
Rotom is getting back on.
No action.
slowking is cooling down.
Steelix used EQ EQ COMBO! (EVEN WORSE YOU ARE!)
Fidgit
8439 no crit
(16.875+3+(3-4)*1.5)*1.5=27.5625=28 28DMG
Fidgit fell of edge! 10DMG -10ENG F
Slowking:
1804 no crit
16.875+3+(3-4)*1.5=18.375=18 18DMG
Octillery:
8005 no crit
16.875+3=19.875=20 20DMG
Kitsunoh:
4630 no crit
(16.875+3)*1.5=29.8125=30 30DMG
Kitsunoh fell off the edge
10DMG -10ENG K
Rotom:
4168 no crit
(16.875+3+(3-4)*1.5)*1.5=27.5625=28 28DMG
Rotom fell of the edge! 10DMG -10ENG R
Rotom is koed!
Infernape:
3224 no crit
(16.875+3+(3-2)*1.5)*1.5=32.0625=32 32DMG
Infernape fell off teh edge! 10DMG -10ENG I
-35ENG
Action 3
Kitsunoh got back up... NO action
Infernape got back up. No action
Fidgit got back up... No action
Octillery used Octazooka! (Infernape)
auto hit
6563 no crit
(7+3+(5-3)*1.5)*1.5=19.5=20 20DMG -4ENG
Slowking used Zap Cannon (Octillery)
auto hit
(12+(4-3)*1.5)*1.5=20.25=20 20DMG -9ENG
Octillery is koed!
Steelix is collong off!
Gravity ENded!
END!
.

Nightmare Jigglypuff

HP: 56 | -19
EN: 49 | 71
Buffs: None
Debuffs: None
Other: Stealth Rock

Texas Cloverleaf

HP: 29 | 53
EN: 31 | 33
Buffs: None
Debuffs: None
Other: None

Solstice

HP: -10 | 23
EN: 51 | 35
Buffs: None
Debuffs: None
Other: Stealth Rock

MK Ultra

HP: -8 | 6
EN: 46 | 80
Buffs: None
Debuffs: None
Other: Stealth Rock

K order:
Nightmare sends out Swampert (NO POST NECESSARY)
Solstice sends out Jolteon (NO POST NECESSARY)
Texas Cloverleaf's Actions
Nightmare Jigglypuff's Actions
MK Ultra's Actions
Soltice's Action

Arena is now: Galladator's Seina city Gym 2.0!
Arena: Sienna City Gym (v2.0)
Field Type: Fire
Complexity: Intense
Format: Singles / Doubles
Restrictions:
-No Weather
-No Digging
-No Seismic Moves
-No Water Source

Description:

Located in Sienna City just south of Route 9001, the Sienna City Gym focuses on the Fire-type above all else. The battlefield itself is found deep underground in a conveniently placed volcanic chamber. The field is roughly 20' x 20', and is suspended 15 feet over a magma pit by tempered steel girders. While the steel is fairly sturdy, using moves such as Magnitude and Earthquake will severely damage the structure, which means that those moves, as well as all like them, are banned for safety's sake. The main platform is also made of tempered steel, so Digging is impossible. Rock moves are usable, but as the only rocks around are molten, moves using them require 3 more energy to keep the rocks from melting. If a Pokemon is knocked into / falls into the lava, they lose 15 HP and have a 50% chance of being burned (unless they are Fire-type, in which case they only lose 10 HP, or the Pokemon has Flash Fire, in which case they suffer no damage but do not get the Flash Fire boost; in neither case can the Pokemon in question be burned). If the Pokemon has wings / can Fly or Teleport (not including Pokemon such as the Gliscor line or other Pokemon that cannot actually "fly"), they take no damage, but must use their next action to return to the platform, using 2/3 of the move's usual Energy cost. If this occurs after the last action of the round, the Pokemon will still return to the platform, but cannot move for the first action next round. At the end of each round, a jet of fire may erupt from underneath one of the Pokemon; this happens roughly 30% of the time. The damage done to the Pokemon will be given as follows:

If the Pokemon in question resists Fire 4x, they lose 3 HP.

If they resist 2x, they lose 5 HP.

If they are neutral to Fire, they lose 10 HP.

If they are 2x weak to Fire, they lose 15 HP.

If they are 4x weak to fire, they lose 20 HP.



If the Pokemon has the ability Flash Fire, they lose no HP, but do not gain the Flash Fire bonus.

And that's about it.
 

Texas Cloverleaf

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Steelix: Taunt Fidgit, Explode, chill

Slowking: Sclad Fidgit+Ice Beam combo at Fidgit, cool down, chill

(Does Scald get boosted since hot environment?)

If an action cannot be executed, scale actions down.
 
Fidgit: Take Cover Frederick (Don't forget Prankster!) ~ Protect ~ Chill
Frederick: Yawn Cannon ~ Earthquake ~ Brick Break Quickdraw
If Chimera is still alive by the end of a2, change a3 to Waterfall Chimera.
 
Bella Luna
Super Fang Swampert-Shadowstrike Slowking-Shadowstrike Swampert

Follow the Wind
Thunder Slowking-Detect-Yawn Swampert-
 
Nightmare Jigglypuff

HP: 56 | 110
EN: 49 | 100
Buffs: None
Debuffs: None
Other: Stealth Rock

Texas Cloverleaf

HP: 29 | 53
EN: 31 | 33
Buffs: None
Debuffs: None
Other: None

Solstice

HP: 100 | 23
EN: 100 | 35
Buffs: None
Debuffs: None
Other: Stealth Rock

MK Ultra

HP: 6
EN: 80
Buffs: None
Debuffs: None
Other: Stealth Rock

Speed Order: Jolteon, Kitsunoh, Infernape, Fidgit, Swampert, Steelix/Slowking

Jolteon took Steath Rock damage!
12DMG!
Swampert took Stealth Rock damage!
9DMG!
Action 1
Fidgit took cover behind Swampert! -5ENG
Jolteon used Thunder! (Slowking)
999 hit
2442 no crit
(12+3)*1.5=22.5=23 23DMG -7ENG
9332 no para
Kitsunoh used Super Fang! (Swampert)
20DMG! -13ENG
Infernape used Close Combat! (Swampert)
7940 no crit
12+3+(5-3)*1.5=18 18DMG -7ENG
Infernape's SpD and Def fell!
Swampert used Yawn! (Steelix)
Steelix is drowsy! -7ENG
Speed tie Roll: 4836
Steelix
Steelix used Taunt! (Fidgit)
Fidgit is being covered by Swampert!
Swampert is taunted! -10ENG
TEXAS NO LEGAL


Texas, I decided that that combo of yours would not work, and need you, then everyone else *sob* to redo actions.
 

Texas Cloverleaf

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I'll just have the combo separate into Scald, Ice Beam

Isnt really fair to completely change my orders, and that should only affect Niggly's a1 and a2 actions.
 
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