Noob shaman alert! GrassBlade vs Doorknob in Transformice ASBified

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Making a Beginner Battle(yes, I'm a nub) for anyone eligible.
3 vs 3 Singles
3 Day DQ
2 Recovery(how does this work?), 5 chills(I've been told it restores 12 energy for one action)
No move restrictions, Challenger chooses Arena(No idea where to find)
I will accept that battle, GrassBlade

Abilities=All
Items=KO
Switch=OK
Since neither battler picked an arena, I decided to come up with one myself.

Arena: Transformice map 128


This arena has sufficient elements to make all moves usable at their usual capacity. In addition, the pokemon have shaman powers that can be used to give them an edge using the Transformice objects. Summoning an object costs 5 energy. Each pokemon may only summon one object per round. Summoning has a charge-up priority of +1 and an execution priority of -1, and can be interrupted by multi-hit moves such as Fury Swipes. However, it is not subject to consecutive use energy penalty and cannot be Encored, Disabled or Imprisoned. Torment can prevent a pokemon from summoning the same object as it did last round, and Taunt can prevent a pokemon from summoning balls, boxes, planks and balloons. Here are the objects that can be summoned:
  • Summoning a ball is a team-wide effect. More than one ball may be in play at a time on each team's side.
  • Whenever any single-target move is used against a pokemon with at least one ball on its side, the attacking pokemon may be distracted by a ball and attack that instead. The chance of this happening is equal to (number of balls on the target's side) * 10%, capped at 50%. If a ball is attacked, it is removed from play immediately.
  • Multi-target moves will destroy all balls on the target's side and hit their intended target when used, but their BAP will be multiplied by 0.75 as per the usual rules of moves that hit more than one pokemon. Multi-target moves that would also hit allies (eg, Earthquake) destroy all balls in the arena.
  • Balls cannot be unwillingly attacked by a pokemon summoning a spirit or a cannonball, nor can they be selected as targets by an anvil god.
  • Summoning a box is a team-wide effect. More than one box may be in play at a time on each team's side.
  • A box or group of boxes may be used as an object to Take Cover behind as per the Take Cover command's description in the DAT.
  • One box is treated as having a size class of 4 for this purpose, and subsequent boxes add 1 to the group's size class. A box cannot protect from spirits, cannonballs or anvil gods however.
  • Summoning a plank is an arena-wide effect. More than one plank may be in play at a time.
  • By itself, a plank does nothing. However, if at least 3 planks are in play, the external water source will be cut off.
  • If a pokemon is underwater at the time this happens, that pokemon comes up just before the last plank is placed and, if it was using Dive, its attack is cancelled.
  • Summoning a spirit is a single-target effect. Once a spirit is summoned, its effect happens and then it disappears.
  • A spirit does a flat 10 damage to one target pokemon or removes one ball from play.
  • If used against a pokemon, a spirit has a 100% flinch chance (though at priority -1 it will probably not flinch much) and, if that pokemon is attached to a balloon, the spirit's damage is increased to 20.
  • Summoning a balloon is a single-target effect. More than one balloon may be in play at a time.
  • A balloon can be attached to any plank, box or ball, or any pokemon.
  • If it is attached to a summoned object, that object and the balloon are removed from play instantly.
  • If it is attached to a pokemon, that pokemon gains the Levitate trait for 6 actions or until it uses Roost, a seismic move or any damaging move with an evasive action such as Dig, whichever comes first. When the pokemon no longer gains the benefits of the balloon, the balloon is removed from play.
  • Balloons cannot be summoned while Gravity is in effect, nor can they be attached to pokemon under the effects of Smack Down. If, while a pokemon has a balloon attached to it, it is hit by Smack Down or Gravity is used, the balloon is removed from play immediately.
  • A pokemon attached to a balloon may willingly detach itself from the balloon at the start of any round. This does not take up an action, does not use any energy and cannot be Encored or prevented by any moves. Doing this will also immediately remove the balloon from play.
  • Summoning a cannonball is a single-target effect. Once a cannonball is summoned, its effect happens and then it disappears.
  • A cannonball is treated as a 50% accurate 10 BAP physical typeless attack from rank 5 attack or the user's attack rank, whichever is higher. The attack also has a 50% chance of causing confusion if it hits.
  • If the user has any boxes on their side, they may connect the cannonball to one of their boxes, giving the attack 100% accuracy but causing that box to be removed from play.
  • If the target pokemon is taking cover behind a box or group of boxes, the attack has 100% accuracy and removes one box from the target's side.
  • If the target pokemon is attached to a balloon, the cannonball's base power is increased to 20 and the balloon is removed from play.
  • Alternatively, a cannonball can be used to remove a ball or a box from play. If used in such a way, the cannonball is 100% accurate.
  • Summoning an anvil is an arena-wide effect. More than one anvil may be in play at a time. However, only one anvil god may be in play at a time.
  • By itself, an anvil does nothing. However, if at least 3 anvils are in play, they will combine themselves into an anvil god. Additional summoned anvils will attach themselves to the anvil god.
  • An anvil god will attack one pokemon at random each action at priority -0.5, and its attack will be a 6 BAP physical typeless attack from an attack rank equal to the number of anvils. If the target is attached to a balloon, the BAP increases to 12. If there are any balls or boxes on the target's side, these are immediately removed from play and the attack that hits the pokemon does not suffer a BAP reduction.
  • At the end of each round, an anvil god has a chance of leaving play equal to (number of anvils - 2) * 10%, or 100% if the anvil god has at least 8 anvils on it. If an anvil god leaves play, all anvils that make it up are also removed from play.

So, let's see what teams we have today:

Team GrassBlade

[pimg]280[/pimg]Ralts[Ace]Male
Nature:Serious(Yay, nothing!)
Type: Psychic
Psychic:
Summary: 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:
Synchronize (Innate):Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace (Can be Activated) :This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Telepathy (Dream World Locked)(Innate):
This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 1
Def: Rank 1
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10
EC: 0/9
MC: 0
DC: 0/5

Attacks:
*Growl
*Confusion
*Double Team
*Teleport
*Lucky Chant
*Magical Leaf
*Heal Pulse

*Shadow Sneak
*Disable
*Will-O-Wisp

*Thunder Wave
*Psyshock
*Shadow Ball
Move Total:13

[pimg]361[/pimg]
Snorunt [Snow] Female
Nature:Timid
Type: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:
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.
Ice Body:
(Innate)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody:(DW Locked)
(Innate)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.
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58(+15% accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 12
EC: 0/9
MC: 0
DC: 0/5

*Powder Snow
*Leer
*Double Team
*Bite
*Icy Wind
*Protect

*Weather Ball
*Disable
*Fake Tears

*Blizzard
*Hail
*Rain Dance
Move Total:12

[pimg]133[/pimg]
Eevee[Dew]Female
Nature:Quirky
Type:
Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:

Run Away:
Type: Innate
This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Adaptability:
Type: Innate
The moves that match this Pokemon’s type deal two (2) more damage.

Anticipation (DW locked):
Type: Innate
This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.
Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13
EC: 0/6
MC: 0
DC: 0/5
Moves:
*Tackle
*Tail Whip
*Helping Hand
*Sand-Attack
*Growl
*Quick Attack

*Wish
*Yawn
*Charm

*Dig
*Sunny Day
*Protect


Team Doorknob


Yamask [Cairo] (M)
Nature:
Quiet (+1 SpA, -15% Speed, -10% Evasion)
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.

Ability
Mummy: (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15=26)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Astonish*
Protect*
Disable*
Haze*
Night Shade*
Hex*
Will-o-wisp*
Ominous Wind*
Shadow Ball
Curse

Endure*
Imprison*
Nasty Plot*

Trick Room*
Toxic*
Telekinesis*

Total: 16



Tyrogue [Bruce] (M)
Nature:
Impish (+1 Def, -1 SpA)
Type:
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
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.
Vital Spirit (DW Locked): (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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 3/6
MC: 0
DC: 1/5

Attacks:
Tackle*
Helping Hand*
Fake Out*
Foresight*

Mach Punch*
Hi Jump Kick*
Counter*

Protect*
Brick Break*
Rock Slide*
Earthquake

Total: 12



Buneary [Peach] (F)
Nature:
Naughty (+1 Atk, -1 SpD)
Type:
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 Locked): (Innate) This Pokemon’s body is well trained and immune to paralysis.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Attacks:
Splash
Pound
Defense Curl
Foresight
Endure
Frustration
Quick Attack
Jump Kick

Encore
Fake Out
Circle Throw

Protect
Dig
Thunder Wave

Total: 14


So, here's how this is gonna start off:
  • GrassBlade, pick your first pokemon
  • Doorknob, pick your first pokemon and give orders
  • GrassBlade, give your orders
  • Objection, ref this (ideally before Christmas)
 
Thanks for the tip. Lol, judging by the cannon descriptions, you play a lot of survivor, don't you? Oh well, come on out, Snow the Snorunt(Starter) [pimg]361[/pimg] Nature:Timid!
 
Let's go Bruce the Tyrogue! Take out this Ice-Type!

Brick Break ~ Hi Jump Kick ~ Brick Break
IF he uses Double Team, THEN Earthquake!
 
Snow, First setup some Hail. Then Protect the Hi Jump Kick and Disable the Hi Jump Kick. If for some reason you are out sped, Blizzard Turn 3.
 
FYI: (58^2)/435 is 7.73 so Snorunt's accuracy boost is only 8% not 15%.


Snow (F)
HP: 90 | EN: 100 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None


Bruce (M)
HP: 90 | EN: 100 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: None

Here in Transformice, we are witnessing a battle between two decidedly not-mice. Snow the Snorunt vs Bruce the Tyrogue. And immediately Snow summons some Hail to buffet her opponent while healing herself thanks to her natural abilities. Just in time too, as Bruce Brick Breaks her, dealing a considerable amount of damage. And he's going in for a Hi Jump Kick now! But Snow is smart and Protects herself from the attack. This means that the Tyrogue ends up injuring himself instead of his target. He is about to attack when suddenly he finds a memory disappearing. The Snorunt has just Disabled that powerful attack that missed. Fortunately for Bruce, he was just going in for another Brick Break, all while the hailstorm continues to rage. And so far, neither pokemon is using Transformice shaman powers. Perhaps this might change later on.


Snow (F)
HP: 62 | EN: 69 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None


Bruce (M)
HP: 72 | EN: 83 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Hi Jump Kick disabled (5 actions)

Arena effects: Hail (3 more rounds)

Snow uses Hail for 9 energy
The weather changes to hail for 4 rounds

Bruce uses Brick Break for 5 energy
Roll a D16 for crit: 8 - no crit
Snow takes (8+3+(2-2)*1.5)*1.5=16.5 damage (round to 17)

Bruce takes 2 Hail damage
Snow restores 2 HP due to Ice Body

Bruce uses Hi Jump Kick for 7 energy
Roll a D16 for crit: 15 - no crit
Snow would take (13+3+(2-2)*1.5)*1.5=24 damage


Snow uses Protect for (7+(24/3))=15 energy
Snow protects itself from the attack
Bruce crashes and takes (24/2)=12 damage

Bruce takes 2 Hail damage
Snow restores 2 HP due to Ice Body

Snow uses Disable for 7 energy
Bruce's Hi Jump Kick is disabled for 6 actions

Bruce uses Brick Break for 5 energy
Roll a D16 for crit: 4 - no crit
Snow takes (8+3+(2-2)*1.5)*1.5=16.5 damage (round to 17)

Bruce takes 2 Hail damage
Snow restores 2 HP due to Ice Body
Bruce's Disable counter drops to 5
 
Your orders, then Doorknob's orders, then I ref. And after that it switches back around. And since you are ordering first, you have the option of initiating a switch phase by switching out your Tyrogue for another mon. If you do this, then Doorknob may counterswitch in exchange for ordering first, or he may elect not to counterswitch and you still order first.
 
Continue the offense! We messed up last round, but he can't outdamage us (I think XD)!

Brick Break ~ Rock Slide ~ Brick Break
 

Snow (F)
HP: 62 | EN: 69 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None


Bruce (M)
HP: 72 | EN: 83 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Hi Jump Kick disabled (5 actions)

Arena effects: Hail (3 more rounds)

It appears that both pokemon are confident in their own abilities, with Snow opting to attack with Blizzards and Weather Balls, while Bruce continues to strike with Brick Break and Rock Slide. So far, the two pokemon are trading roughly equal blows. But then disaster strikes for Bruce! The next of Snow's Blizzards is much colder than usual and it freezes him in a block of ice! Luckily, I reckon he'll be out very soon, but this is going to ruin the Tyrogue's plans.


Snow (F)
HP: 39 | EN: 49 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None


Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Hi Jump Kick disabled (2 actions), frozen (0 actions)

Arena effects: Hail (2 more rounds)

Snow uses Blizzard for 7 energy
Accuracy at 100% due to Hail
Roll a D16 for crit: 10 - no crit
Roll a D100 for freeze: 22 - no freeze
Bruce takes (12+3+(2-2)*1.5)=15 damage

Bruce uses Brick Break for 9 energy
Roll a D16 for crit: 13 - no crit
Snow takes (8+3+(2-2)*1.5)*1.5=16.5 damage (round to 17)

Bruce takes 2 Hail damage
Snow restores 2 HP due to Ice Body
Bruce's Disable counter drops to 4

Snow uses Weather Ball for 6 energy
Roll a D16 for crit: 7 - no crit
Bruce takes (10+3+(2-2)*1.5)=13 damage

Bruce uses Rock Slide for 6 energy
Roll a D100 for accuracy: 70 - hit
Roll a D16 for crit: 16 - no crit
No flinch roll because Snow has already acted
Snow takes (8+(2-2)*1.5)*1.5=12 damage

Bruce takes 2 Hail damage
Snow restores 2 HP due to Ice Body
Bruce's Disable counter drops to 3

Snow uses Blizzard for 7 energy
Accuracy at 100% due to Hail
Roll a D16 for crit: 16 - no crit
Roll a D100 for freeze: 3 - freeze
Roll a D2 for freeze duration: 1 - 1 action
Bruce takes (12+3+(2-2)*1.5)=15 damage

Bruce is frozen
Bruce's freeze counter drops to 0

Bruce takes 2 Hail damage
Snow restores 2 HP due to Ice Body
Bruce's Disable counter drops to 2
 
Snow, good job against that fighting type. Now I'll send in Dew.
Edit: Thanks!
Dew, First use Quick Attack to get close to Peach, then pull up a Yawn, followed by a Charm.
If Peach tries to evade by using Run Away or just moves out of Yawn Range after the First Quick Attack, Use it Again and use Yawn Turn 3. If During Turn 2 for some reason you cannot reach Peach after the yawn, use Wish Turn 3 Instead.
 
Man, I really want to use these cool arena effects, but my regular attacks work just fine!

Jump Kick ~ Dig ~ Splash (Evasive jumping away from the Charm)
 
FYI: Evasive splash has not been codified and, after conferring with other ASBers, I have decided to ref it as a fail.


Dew (F)
HP: 90 | EN: 100 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: None


Peach (F)
HP: 90 | EN: 100 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: None


Snow (F)
HP: 39 | EN: 49 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: Hail (2 more rounds)

With both battlers' pokemon looking very badly beaten up, they recall their pokemon and send out others in their places. GrassBlade opts for Dew the Eevee while Doorknob chooses Peach the Buneary. Dew wastes no time and strikes Peach with a Quick Attack, but the Buneary's Jump Kick in retaliation inflicts much more pain. Peach then Digs into the ground to avoid seeing and hearing a Yawn from Dew. She then strikes hard from underground and, suspecting that the Eevee is going to try something on, Splashes about. Wait, why is Peach splashing about? What can that possibly accomplish? Realising how ineffective that was, she becomes even more susceptible to Dew's cuteness and Charm. Suddenly she feels bad about hurting her. But the hailstones don't.


Dew (F)
HP: 53 | EN: 87 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: None


Peach (F)
HP: 75 | EN: 81 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -2 attack (2 more rounds)


Snow (F)
HP: 39 | EN: 49 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: Hail (1 more round)

Dew uses Quick Attack for 2 energy
Roll a D16 for crit: 10 - no crit
Peach takes (4+3+(2-2)*1.5+2)=9 damage

Peach uses Jump Kick for 7 energy
Roll a D100 for accuracy: 3 - hit
Roll a D16 for crit: 7 - no crit
Dew takes (10+(4-2)*1.5)*1.5=19.5 damage (round to 20)

Dew takes 2 Hail damage
Peach takes 2 Hail damage

Peach uses Dig for 10 energy
Peach burrows underground

Dew uses Yawn for 6 energy
The move misses due to Dig

Peach unleashes Dig
Roll a D16 for crit: 10 - no crit
Dew takes (8+(4-2)*1.5)=11 damage

Dew takes 2 Hail damage
Peach takes 2 Hail damage

Peach uses Splash for 2 energy
The move does nothing

Dew uses Charm for 5 energy
Peach's attack is lowered by 2 stages

Dew takes 2 Hail damage
Peach takes 2 Hail damage
 
Keep it up Peach, don't let its charmingness get to you!

Circle Throw ~ Thunder Wave ~ Jump Kick
If he uses Protect, then Defense Curl.
 
Dew, I know you can do this!

Quick Attack (Get Close)-Yawn-Wish
If Quick Attack fails to get within Yawn Range, Then use Wish instead of Yawn and Turn the Last Action into another Quick Attack.
 

Dew (F)
HP: 53 | EN: 87 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: None


Peach (F)
HP: 75 | EN: 81 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -2 attack (2 more rounds)


Snow (F)
HP: 39 | EN: 49 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: Hail (1 more round)

The two Normal-types keep on going at it, with Dew landing a Quick Attack on Peach, but Peach does not like her opponent and, using a Circle Throw, tosses her onto the other side of the map! The shock combined with a Thunder Wave from the Buneary have Dew begging to return to her pokeball, but to Peach it looks more like she's Yawning, and this makes her feel drowsy. So drowsy, in fact, that her Jump Kick sends her crashing into the platform Dew is standing on, completely missing the Eevee! That's gotta hurt! And before Dew does return to her pokeball, she makes a Wish for her replacement. Part of that wish seems to come true as the hailstorm that has bothered the two pokemon is now subsiding. But judging by who just came out to replace Dew, I don't think it's going to stay gone for long.


Snow (F)
HP: 39 | EN: 49 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: Will restore 23 HP in 1 action


Peach (F)
HP: 52 | EN: 62 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -2 attack (1 more round), will fall asleep in 1 action


Dew (F)
HP: 31 | EN: 62 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: 25% paralysis



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: None

Dew uses Quick Attack for 2 energy
Roll a D16 for crit: 6 - no crit
Peach takes (4+3+(2-2)*1.5+2)=9 damage

Peach uses Circle Throw for 5 energy
Roll a D100 for accuracy: 56 - hit
Roll a D16 for crit: 1 - crit
Dew takes (4+(1/2)+3+(4-2)*1.5)*1.5=15.75 damage (round to 16) (crits ignore attack drops)
Dew will return to its pokeball at the end of the round

Dew takes 2 Hail damage
Peach takes 2 Hail damage

Peach uses Thunder Wave for 7 energy
Dew is inflicted with 25% paralysis

Roll a D100 for paralysis: 46 - no paralysis
Dew uses Yawn for 6 energy
Peach is feeling sleepy

Dew takes 2 Hail damage
Peach takes 2 Hail damage

Peach uses Jump Kick for 7 energy
Roll a D100 for accuracy: 100 - miss
Roll a D16 for crit: 10 - no crit
Dew would take (10+(4-2)*1.5)*1.5+(-2-0)*1.75=16 damage

Peach takes (16/2)=8 crash damage

Roll a D100 for paralysis: 78 - no paralysis
Dew uses Wish for (6+(90/7.5)-1)=17 energy
Dew makes a wish for (90/4)=22.5 HP (round to 23)

Dew takes 2 Hail damage
Peach takes 2 Hail damage
The hailstorm subsides

Dew returns to its pokeball
Roll a D2 for replacement (1 = Ace, 2 = Snow): 2 - Snow


Now, since Peach's Circle Throw forced GrassBlade to switch, Doorknob gives orders first.
 
"Well, we're not in a great position, so let's switch things up again!"

Circle Throw ~ Frustration ~ Thunder Wave
If he uses Protect A1, then Summon Ball.
 

Snow (F)
HP: 39 | EN: 49 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: Will restore 23 HP in 1 action


Peach (F)
HP: 52 | EN: 62 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -2 attack (1 more round), will fall asleep in 1 action


Dew (F)
HP: 31 | EN: 62 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: 25% paralysis



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: None

And just when the Hail was over, Snow brings it back! Peach is not happy with this and tosses the Snorunt with a Circle Throw that, like the last one, deals critical damage and has Snorunt begging to return to her pokeball. However, Dew's earlier wish is finally granted and Snow restores all of the health she lost from Peach's attack, and then some. The hail also seems to be helping her while hurting the Buneary, who just went straight to sleep! While she takes a nap, however, Peach is hit hard by a Blizzard that causes her to wake up just in time to launch a Thunder Wave at Snow. Unfortunately, Snow is easily able to Protect herself from this attempt to paralyse her, and then she returns to her pokeball. And Dew the Eevee is sent out to replace her. What could happen next?


Dew (F)
HP: 31 | EN: 62 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: 25% paralysis


Peach (F)
HP: 29 | EN: 50 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -1 attack (1 more round)


Snow (F)
HP: 51 | EN: 26 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: Hail (3 more rounds)

Snow uses Hail for 9 energy
The weather changes to hail for 4 rounds

Peach uses Circle Throw for 5 energy
Roll a D100 for accuracy: 45 - hit
Roll a D16 for crit: 1 - crit
Snow takes (4+(2/2)+3+(4-2)*1.5)*1.5=16.5 damage (round to 17) (crits ignore attack drops)
Snow will return to its pokeball at the end of the round

Peach takes 2 Hail damage
Snow restores 2 HP due to Ice Body
Peach falls asleep
Roll a D3 for sleep duration: 1 - 1 action
Snow restores 23 HP due to Dew's Wish

Peach is fast asleep
Peach's sleep counter drops to 0

Snow uses Blizzard for 7 energy
Accuracy at 100% due to Hail
Roll a D16 for crit: 6 - no crit
Roll a D100 for freeze: 32 - no freeze
Peach takes (12+3+(2-1)*1.5)=16.5 damage (round to 17)
Peach wakes up

Peach takes 2 Hail damage
Snow restores 2 HP due to Ice Body

Peach uses Thunder Wave for 7 energy
Snow uses Protect for 7 energy
Peach's Thunder Wave is cockblocked

Peach takes 2 Hail damage
Snow restores 2 HP due to Ice Body

Snow returns to its pokeball
Roll a D2 for replacement (1 = Ace, 2 = Dew): 2 - Dew
 
Peach, keep it up, and get a KO!

Frustration ~ Jump Kick ~ Quick Attack
If he uses protect, then use Defense Curl.
 

Dew (F)
HP: 31 | EN: 62 | Spe: 55
Ranks: 2/2/2/3 | Total: 13
Size: 1 | Weight: 1
Abilities: Run Away, Adaptability
Other: 25% paralysis


Peach (F)
HP: 29 | EN: 50 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -1 attack (1 more round)


Snow (F)
HP: 51 | EN: 26 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: Hail (3 more rounds)

Peach is getting annoyed at facing the same opponents over and over, and unleashes her Frustration on the just-returned Eevee. For a moment, Dew looks like she is unable to act, but then at the last moment she manages to Charm Peach, making her feel bad for hitting her. Still, the Buneary lands a Jump Kick on Dew and, even though it only does as much damage as Peach's previous attack, it causes Dew to seize up and prevents her from doing anything. Finally, as if the hailstones aren't wearing Dew down enough, Peach lands a Quick Attack to knock her out. The remaining pokemon count is now no longer 3 against 3.


Dew (F)
HP: KO | EN: 57


Peach (F)
HP: 23 | EN: 35 | Spe: 85
Ranks: 4/2/2/1 | Total: 14
Size: 1 | Weight: 1
Abilities: Run Away, Klutz
Other: -2 attack (1 more round)


Snow (F)
HP: 51 | EN: 26 | Spe: 58 (+) (Acc boost: 8%)
Ranks: 1/2/2/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Inner Focus, Ice Body
Other: None



Bruce (M)
HP: 23 | EN: 68 | Spe: 35
Ranks: 2/3/1/2 | Total: 12
Size: 1 | Weight: 2
Abilities: Guts, Steadfast
Other: Frozen (0 actions)


Arena effects: Hail (2 more rounds)

Peach uses Frustration for 6 energy
Roll a D16 for crit: 15 - no crit
Dew takes (10+3+(4-2)*1.5)+(-1-0)*1.75=14.25 damage (round to 14)

Roll a D100 for paralysis: 26 - close but no cigar
Dew uses Charm for 5 energy
Peach's attack is lowered by 2 stages

Dew takes 2 Hail damage
Peach takes 2 Hail damage

Peach uses Jump Kick for 7 energy
Roll a D100 for accuracy: 48 - hit
Roll a D16 for crit: 15 - no crit
Dew takes (10+(4-2)*1.5)*1.5+(-3-0)*1.75=14.25 damage (round to 14)

Roll a D100 for paralysis: 1 - Dew is fully paralysed
Dew's paralysis drops to 20%

Dew takes 2 Hail damage
Peach takes 2 Hail damage

Peach uses Quick Attack for 2 energy
Roll a D16 for crit: 5 - no crit
Dew takes (4+3+(4-2)*1.5)+(-3-0)*1.75=4.75 damage (round to 5)
Dew is KO'd by the attack

Peach takes 2 Hail damage


GrassBlade, new pokemon and orders.
 
Come on out, Snow!
Let's even up the score!
Hail-Blizzard-Weather Ball
If he uses Protect, then Defense Curl and push actions down.
If he uses Thunder Wave, Protect, then push actions down.
Edit: Ok then. I'll keep that in mind.
 
You only get one substitution, but no problem. See if you can grab another KO, Peach!

Frustration ~ Jump Kick ~ Fake Out
 
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