-Some lame pun about Doorknob and EndQuote- in the ASB Arena

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-some kinda clever tidbit before I c/p the rules-
1v1 LC Singles
1 Day DQ
Arena: ASB Arena

You're on, Doorknob!

Switch=Impossible
Items=Training
Abilities=One

I assume it's the standard 2 recoveries/5 chills/1 sub.

Ref, anyone?

-other quip about the teams-

EndQuote said:
175.png

Togepi: Joy (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

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

Stats:

HP: 90
Atk: Rank 1
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 17 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 2/9
MC: 0
DC: 2/5

Abilities:

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate, Locked) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Attacks: (25)

Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
After You

Morning Sun
Mirror Move
Psycho Shift

Flamethrower
Shadow Ball
Thunder Wave
Grass Knot
Toxic
Psychic
Solarbeam
Reflect
Light Screen
Dream Eater
390.png

Chimchar Kindle (M)

Nature: Lonely (Adds one (1) Rank to Attack, Subtracts one (1) Rank from Defense)

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)
Iron Fist (DW): (Locked, 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)

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks: (14)
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Counter
Encore
ThunderPunch

Dig
Shadow Claw
U-turn

Thanks!
Doorknob said:
446.png

Munchlax [Snorri] (M)
Nature:
Brave (+1 Atk, -15% Speed)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities
Pickup: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Gluttony (DW Locked): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 4 (5/1.15)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

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

Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch
Swallow

Counter
Whirlwind
Zen Headbutt

Earthquake
Rock Slide
Return

Total: 19

175.png

Togepi [Aurora] (F)
Nature:
Timid (+15% Speed, -1 Atk) (2% Accuracy Boost)
Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck (DW Locked): (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 23 (20*1.15) (2% Accuracy Boost)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancientpower
Follow Me
Bestow

Mirror Move
Morning Sun
Extrasensory

Thunder Wave
Flamethrower
Shadow Ball

Total: 15

-random thing saying the match has begun-

Doorknob chooses his mon and item
EndQuote chooses his mon, items, and actions
Doorknob chooses his actions
I ref
 
Kindle, he resists your STAB, and I don't want your first battle to be a loss.
Go, Joy! Hold this EXP Share!
175.png

Toxic ~ Solarbeam ~ Yawn
IF Toxic misses, try it again A2.
 
Wow. Just wow. I am soooo fucking late. However, its really late, and I'm about to collapse, so I'll ref this tomorrow. Sorry guys :(
 
Yea, I didn't get to this today, and I have a test to study for tonight. If you guys will wait til ~9 PM EST tomorrow, to have this reffed, that's fine, but if you want to get a sub-ref go ahead.
 
Yes, the reffing will be on-time (give or take, I might accidentally go over into 2 days territory) for the most part.

Also, Kindle only has 6 EC instead of 9. You should probably fix that.

Pre-Round stats:
175.png

Joy @ Exp. Share
HP: 90
EN: 100
446.png

Snorri
HP: 120
EN: 100

I am so fucking busy both irl and here... ;~;
Toxic -> Snorri (7 EN)
Snorri was badly poisoned!

Return -> Joy (6 EN)
RNG roll (to crit, 1/16 crit) 4 = no crit
(10+3+(4-3)1.5) = 14.5 DMG

Toxic -> Snorri (1 DMG)

Action 2
Joy absorbed sunlight! (8 EN)

Snorri used Amensia! (7 EN)
Snorri's SpD rose!

Solarbeam -> Snorri
RNG roll (to crit) 11 = no crit
(12+(3-3)1.5) -3.5 = 8.5 DMG

Toxic -> Snorri (1 DMG)

Action 3
Yawn -> Snorri (6 EN)
Snorri became drowsy!

Body Slam -> Joy (7 EN)
RNG roll (to crit) 3 = no crit
RNG roll (to para, <=30 para) 61 = no para
(9+3+1.5) = 13.5 DMG

Toxic -> Snorri (1 DMG)

As we begin our INCREDIBLY delayed match, Joy flings some toxic sludge at Snorri, which doesn't seem to do any damage at all, but it does poison him! However, Snorri seems to just be smiling away, and he slams into Joy with all of his... joy... dealing quite a bit of damage, while that poison seems to be doing almost nothing right now!

As Joy gathers up all the energy she can from the sun, Snorri just dazes off, forgetting all of his cares, and when Joy releases the Solarbeam, it appears that Snorri has almost absorbed it due to the Amnesia!

IT seems that Joy is already tired of this match (probably from the giant wait), and she lets out a yawn, making Snorri a bit drowsy! Snorri then runs up to Joy, jumps up, and hits her with a giant body slam, dealing quite a bit of damage there as well!

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 62
EN: 79
446.png

Snorri
HP: 108
EN: 80
Toxic (2 DPA)
+2 SpD
Drowsy
 
Oh. My. Gods. That is a ton of health.

Metronome (Secret Sword, Venoshock, Leech Seed, Will-O-Wisp, Scald, Future Sight, Fake Out, Spacial Rend, Foul Play, Air Slash) ~ Solarbeam ~ Solarbeam

On all actions Munchlax is asleep, use Dream Eater.
 
Yep, this is being reffed before DQ. Swag. I have it.

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 62
EN: 79
446.png

Snorri
HP: 108
EN: 80
Toxic (2 DPA)
+2 SpD
Drowsy

I still hate my schedule
Action 1
Metronome -> Snori (6 EN)
RNG roll (for move) 89 = Foul Play
Foul Play -> Snorri (7 EN)
RNG roll (to crit) 4 = no crit
(10+(4-2)1.5) = 13 DMG

Return -> Joy (6 EN)
RNG roll (to crit) 15 = no crit
(10+3+(4-3)1.5) = 14.5 DMG

Toxic -> Snorri (2 DMG)

Snorri fell asleep!
RNG roll (to intensity, 1-66 1 turn, 67-100 2 turns) 43 = 1 turn

Action 2
Dream Eater -> Snorri (12 EN)
RNG roll (to crit) 5 = no crit
(10) -3.5 = 6.5 DMG = 3.25 HP

Snorri is asleep!

Toxic -> Snorri (2 DMG)

Action 3
Joy absorbed light! (8 EN)

Return -> Joy (6 EN)
RNG roll (to crit) 4 = no crit
(10+3+(4-3)1.5) = 14.5 DMG

Solarbeam -> Snorri
RNG roll (to crit) 14 = no crit
(12+(3-3)1.5) -3.5 = 8.5 DMG

Toxic -> Snorri (2 DMG)

As we enter our on-time second round, Joy started wiggling his fingers around, and randomly selects... Foul Play! It appears that that's the only way Joy will be able to severely damage Snorri, as it did a lot of damage! On the verge of falling asleep, Snorri uses Return again, dealing massive damage... and then falls asleep on the spot!

Joy, in a really creepy attack, suddenly starts eating Snorri's dreams... wait what? I'm sorry, it's just that the whole concept of Dream Eater creeps me out... Oh yea, and Snorri's still asleep, and Toxic damage is racking up.

And now, we have the same old actions as before. Yet another Solarbeam and Return later, we're that much closer to the end of this match, and it seems like Joy might be the first to fall, but EndQuote could make a comeback too!

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 36
EN: 46
446.png

Snorri
HP: 74
EN: 68
Toxic (3 DPA)
+1 SpD
 
Alrighty then, Joy, let's try...this...

Reflect ~ Morning Sun ~ Metronome (Secret Sword, Venoshock, Leech Seed, Will-O-Wisp, Scald, Psyshock, Fake Out, Dragon Claw, Foul Play, Earthquake)

IF Snatch is used a1 or a2, Encore it and replace all remaining actions with Solarbeam.
 
Snorri, keep pushing through!

Metronome (Aromatherapy, Heal Bell, Brick Break, Taunt, Rest, Poison Gas, Rain Dance, Sandstorm, Blue Flare, Draco Meteor) ~ Amnesia ~ Return
 
FUCKING METRONOMES UP IN THIS BITCH.

Pre-Round stats:
175.png

Joy @ Exp. Share
HP: 36
EN: 46
446.png

Snorri
HP: 74
EN: 68
Toxic (3 DPA)
+1 SpD

So many moves, so little energy...
Action 1
Joy used Reflect! (8 EN)
Joy became protected by Reflect!

Snorri used Metronome! (6 EN)
RNG roll (for move) 44 = Rest
Snorri used Rest! (15 EN)
Snorri fell asleep! Snorri was cured of toxic!
+12 HP

Action 2
Joy used Morning Sun! (14 EN)
Joy recovered HP! (+25 HP)

Snorri is asleep! (+12 HP)

Action 3
Joy used Metronome! (6 EN)
RNG roll (for move) 23 = Leech Seed
Leech Seed -> Snorri (10 EN)
Snorri was seeded! (4 HPPA)

Snorri is asleep! (+12 EN)

Leech Seed -> Both (+4 J, -4 S)

As we begin our on-time second round, Joy sets up a reflective shield, but instead of attacking, Snorri begins waggling his fingers around! Suddenly, he decided that he'll take a nap, and his HP began to soar, and he's now cured of Toxic!

Taking full advantage of his sleeping foe, Joy decides to call on the morning sun shining on the arena to restore HP, and he restored a lot in just one move, even more than Snorri gained from both turns of resting up!

Following Snorri's lead, Joy decides to wiggle his fingers... and suddenly, she spits out seeds that latch on to Snorri, which instantly begin to sap his health away! While both fighters have more than enough health, it looks like Joy could keel over at any second from all the energy he is using!

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 65
EN: 8
Reflect (3a)
446.png

Snorri
HP: 106
EN: 47
Leech Seed (5a- 4 DPA)
 
Ugh. Someone end this already...

Pre-Round stats:
175.png

Joy @ Exp. Share
HP: 65
EN: 8
Reflect (3a)
446.png

Snorri
HP: 106
EN: 47
Leech Seed (5a- 4 DPA)

Please, one of you, just run out of energy...
Action 1
Joy chilled! (+12 EN)

Snorri used Amensia! (7 EN)
Snorri's SpD rose!

Leech Seed (+4 J -4 S)

Action 2
Toxic -> Snorri (7 EN)
Snorri was badly poisoned!

Snorri chilled! (+12 EN)

After turn (+4 J, -5 S)

Action 3
Encore -> Snorri (9 EN)
Snorri received an Encore!

Snorri chilled! (+12 EN)

After turn (+4 J, -5 S)

Honestly, this round is so boring, its actually kind of hard to put in flavor for it. Joy started out with a chill, Snorri raised his SpD because I don't know.

Next, Toxic with perfect accuracy is going to slowly whittle at Snorri's HP (although we all know this will end through energy exhaustion), while Snorri takes time to chill.

In a questionable choice be me, I decided to ref Encore like EndQuote said in the SQSA thread instead of Objection, so Snorri is forced to chill again. Fun.

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 77
EN: 4
446.png

Snorri
HP: 92
EN: 64
+2 SpD
Leech Seed (2a- 4 DPA)
Toxic (2 DPA)
Encored (Chill- 1a)
 
Chill ~ Metronome (U-Turn, Volt Switch, Rest, Aromatherapy, Heal Bell, Hi Jump Kick, Taunt, Magic Coat, Poison Gas, Will-o-wisp) ~ Return
 
Oh my fucking god. Why the hell did you have to choose 5 chills, EndQuote..?

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 77
EN: 4
446.png

Snorri
HP: 92
EN: 64
+2 SpD
Leech Seed (2a- 4 DPA)
Toxic (2 DPA)
Encored (Chill- 1a)

Grrrrrrrrrrrrr
Action 1
Both chilled (+12 EN each)

After turn (+4 J, -6 S)

Action 2
Yawn -> Snorri (6 EN)
Snorri/Waterwarrior became drowsy!

Snorri used Metronome! (6 EN)
RNG roll (for move) 85 = Magic Coat
Snorri used Magic Coat! (10 EN)
But it failed!

After turn (+4 J, -6 S)

Action 3
Joy chilled! (+12 EN)

Return -> Joy (6 EN)
RNG roll (to crit) 13 = no crit
(8+3+(4-3)1.5) = 14.5 DMG

Toxic -> Snorri (2 DMG)

Yep. Still pretty boring. In the first action... literally nothing happened. They both chilled -.-

In the second action... SHIT ACTUALLY HAPPENED! As Joy is incredibly bored with the way this match is going, she lets out a giant Yawn... which appears to have made both Snorri and me incredibly tired! In a gigantic oversight by Doorknob, Snorri wiggles his fingers and selects a move... that won't work! Snorri shrouds himself in a Magic Coat to protect from Joy's status moves... that already happened!

And now, back to the boring. Yet another Chill, greeted by a Return, which really doesn't bring us any closer to the end of this match.

Both of you have 2 chills left, use them wisely...

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 70
EN: 22
446.png

Snorri
HP: 78
EN: 54
+1 SpD

Toxic (3 DPA)
Drowsy
 
Sorry!
I'd also like to point out that Togepi is out of recovers (Leech Seed and Morning Sun), just for future reference!

Metronome (U-Turn, Volt Switch, Rest, Aromatherapy, Heal Bell, Taunt, Toxic, Will-o-wisp, Confuse Ray) ~ Body Slam ~ Amnesia
 
To my knowledge, Leech Seed is a recovery move indeed. Sorry EndQuote. However, think of it this way: this match will end that much sooner!

Pre-Round stats:
175.png

Joy @ Exp. Share
HP: 70
EN: 22
446.png

Snorri
HP: 78
EN: 54
+1 SpD

Toxic (3 DPA)
Drowsy

However, it is in no way going to end this round.
Action 1
Joy chilled! (+12 EN)

Snorri used Metronome! (6 EN)
RNG roll (for move) 59 = Taunt
Taunt -> Joy (10 EN)
Joy was taunted!

Snorri fell asleep!
RNG roll (for duration) 9 = 1 action
Toxic -> Snorri (3 DMG)

Action 2
Dream Eater -> Snorri (12 EN)
RNG roll (to crit) 8 = no crit
(10) -1.75 = 8.25 DMG = 4.125 HP

Snorri is asleep!

Toxic -> Snorri (3 DMG)

Action 3
Joy absorbed light! (8 EN)

Snorri used Amensia! (7 EN)
Snorri's SpD rose!

Solarbeam -> Snorri
RNG roll (to crit) 10 = no crit
(12) -5.25 = 6.75 DMG

Toxic -> Snorri (3 DMG)

As we continue this shitfest, Joy chills out yet again. However, it looks like she'll have to be a lot more careful now, as she only has one left! In an attempt to get rid of those nasty statuses Joy keeps throwing at him, Snorri wiggles his fingers... but he just starts shouting at Joy instead, taunting her! ... Oh, and then he falls asleep. Nighty night!

Repeating the creepy attack of long ago, Joy eats Snorri's dreams yet again (he was dreaming about unicorns... now they're gone forever :( ), dealing some damage while mentally scarring both me and Snorri, who stays asleep as the toxic continually eats at him.

As Joy starts to suck in some sunlight, Snorri wakes up... then completely forgets what the hell he is doing. Hey, at least it means that he's going to take almost no damage from the incoming Solarbeam!

While Joy looks like she can fall over at any moment from energy exhaustion, it appears that Snorri is quickly losing all of his HP! Who will fall first, and why do I only get 3 UC for this?!

Post-Round stats:
175.png

Joy @ Exp. Share
HP: 74
EN: 14
Taunted (3a)
446.png

Snorri
HP: 54
EN: 31
+3 SpD

Toxic (4 DPA)
 
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