Ultimate Temperantia vs. TheMogRunner 3! The Fate of Two Trainers!

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Good evening, ladies and gentlemen.
ISSUING CHALLENGE!!

3v3 NFE singles
1 sub
1 day DQ/2 days for ref
2 chills/2 recovers
Switch=OK as mandated by Arena

Field Type: Neutral
Complexity: Moderate
Format: Singles, Switch is always OK
Restrictions: none

This arena allows for all possible moves to be used. There are no restrictions on moves requiring water, ground, sunlight, rocks or anything else. For all intents and purposes, this arena is entirely normal...

Except for the gimmick of course.

Inspired by the smash fighting game, Marvel vs. Capcom 3, this arena's special quality is that it allows trainers to send out Pokemon in their reserve to order a single attack each round. Any Pokemon not currently in the battle can be ordered to use a single attack before being returned to its Poke Ball. But be careful, your opponents can attack your assisting Pokemon for great damage!

Details:
-Calling an assist counts as the trainer's action for that round. The trainer's active Pokemon can not attack during an assist from a teammate and is considered to be in a prone position. The exceptions are combos, which will be explained later.
-An Assist can only be ordered once per round.
-Assist attacks cost 1.5x the normal energy (STAB energy reduction is applied afterwards, like in combos) and remain deducted from the assisting Pokemon's energy while on reserve.
-Opponents can attack the assisting Pokemon if ordered, and attacks that can hit more than one opponent will hit both.
-Attacks against assisting Pokemon will do 1.5x damage
-Any attack made against an assisting Pokemon that has effects that wear off on switching (Stat Changes, Taunt, Leech Seed, etc.) will have those effects applied for the assist attack, but will be removed when the assisting Pokemon returns to their Poke Ball.
-For substitutions, an assist with a given Pokemon counts as a valid condition.
--Example: "If Houndoom is used in an assist" would be acceptable.
-Bodyblocks can be ordered as assists to protect the teammate. If Protect or Detect are ordered as an assist, it will automatically protect both Pokemon, much like how a Bodyblock+Protect/Detect combo would normally function. (Obviously, normal rules for bodyblocking are still in effect.)

Combos:
-Combos can be ordered as assists, but they involve one attack from both the active and assisting Pokemon.
-The combo is calculated for damage/effects/etc. as 2 separate attacks used by the respective Pokemon.
--Example: Houndoom uses Flamethrower, Ludicolo assists using Hydro Pump; Total Damage= The final damage of Houndoom's Flamethrower + The final damage of Seadra's Hydro Pump; Effect chance: 10% Burn
-Both Pokemon pay the Energy Cost of the combo. The reserve Pokemon still pays 1.5x the energy cost. STAB energy reduction applies to both
--Example: Above combo's cost is: [(7+8)*1.5]-1=22 for Houndoom, ([(7+8)*1.5]*1.5)-1=33 for Ludicolo
-Combos involving Bodyblock/Protect/Detect of either Pokemon are valid. (Protect/Detect when used in a combo will only protect both Pokemon if the user meets normal Bodyblock criteria)
--Example: Houndoom uses Bodyblock on Ludicolo, Ludicolo assists with Hydro Pump; or Houndoom uses Flamethrower, Ludicolo assists with Protect (covers both)
-Theoretically, virtually any combo could work since two different Pokemon are using the attacks, but ref discretion is still encouraged.


Thanks in advance to whomever excepts this experimental battle (and of course the crazy-awesome ref!)
This sounds AWESOME! Your on!
And since Mog made no specifications about abilities or items, they will be all and none, respectively. Tonight's warriors are...

Temperantia:

Flarelm- Surt (M)
Nature: Brave (Atk increased by 1; Spe decreased by 15% and Evasion decreased by a flat 10%)
Type: Fire/Grass
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
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: 100
Atk(+): 3
Def: 3
SpA: 3
SpD: 3
Spe(-): 47 (55/1.15=47.8)
SC: 2
WC: 3
BRT: 13

EC: 4/9
MC: 0
DC: 2/5

Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain

Aromatherapy
Earth Power
Blaze Kick
Seed Bomb

Fire Blast
Will-O-Wisp
Return

Total Moves: 15

Lotad- Marina (F)
Nature: Quiet (SpA increased by 1; Spe decreased by 15% and evasion decreased by a flat 10%)
Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (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.

Stats:
Hp: 90
Atk: 2
Def: 2
SpA(+): 3
SpD: 2
Spe(-): 26 (30/1.15=26.1)
SC: 1
WC: 1
BRT: 12

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
BubbleBeam

Leech Seed
Giga Drain
Counter

Rain Dance
Ice Beam
Scald
Toxic

Total Moves: 15

Duosion- Florence (F)
Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

Hp: 100
Atk: 2
Def: 2
SpA(+): 6
SpD: 2
Spe: 26 (30/1.15=26.1, rounded down to 26)
SC: 1
WC: 1
BRT: 16

EC: 5/9
MC: 0
DC: 3/5

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Fighting, 7)
Light Screen
Charm
Recover
Psyshock
Psychic
Pain Split
Wonder Room

Imprison
Acid Armor
Trick

Calm Mind
Shadow Ball
Trick Room
Thunder Wave

Total Moves: 19


VS.

TheMogRunner:

Stunky[Diet Poison](M)
Rarity: 2

Nature:Lonely (+1 Atk, -1 Def)

Type:
Poison:
Poison shares a lot in common with Normal, at least as far as being generalist and having poor super effective coverage. Its greatest advantage though is its complete immunity to toxins. Poison-types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon. Poison-types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.
Summary: 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.
Dark:
Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark-types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark-types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, Dark-types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark-types are very vengeful by nature and happily use retaliatory attacks. In addition, Dark-types are more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.
Summary: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


Abilities:
Stench:(Innate)
This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Aftermath:(Innate)
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

(DW)Keen Eye:(Innate)
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.(LOCKED)

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 74
Size Class: 1
Weight Class: 2
Base Rank Total: 15


EC:4/6
MC:0
DC:3/5

Attacks:
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash
Acid Spray
Night Slash

Crunch
Flame Burst
Foul Play

Venoshock
Explosion
Taunt
Hone Claws
Dark Pulse
(Attacks=17)

Karrablast [Turkey] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Bug:Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one.
Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.


Abilities:
Swarm: (Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shed Skin: (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
No Guard: (Innate)
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (60 *-1.15=52)
-10% Evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe

Megahorn
Pursuit
Counter

Swords Dance
Protect
X-Scissor
(Attacks=13)

UFO the Magneton
Magneton(*) [UFO] (/)

Nature:
Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Personality:(to be added later)

Type:
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.
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:
Magnet Pull:(Can be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse))

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)Analytic:(Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.(LOCKED)

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4(+)
Spe: 70

EC:7/9
MC:0
DC:3/5

Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electro Ball(*)
Lock-On(*)
Swift(*)
Gyro Ball
Zap-Cannon
Tri-Attack
Magnet Rise

Flash Canon(*)
Thunder(*)
Rain Dance(*)
ThunderBolt
Protect
(Attacks=18)


Order
Temp sends out first pokemon
Mog sends out first pokemon + orders
Temp orders
I take you for a ride
 

"A new age of battles has begun, you'd do well to pay attention to this battle, my foe.
Come out, Surt! I believe our ref is rather well acquainted with you..."

 
"We finally meet, I have been waiting ever since I finished your battle with SoS. I know your are good, and the pokemon you sent out corners me quite a bit. But lets try and over come these things, shall we?"

Go, UFO/Plate!

Lets rain on his Parade! Then lets do some nice damage.
Rain Dance - Thunder - TriAttack
*If Earth power then Magnet rise and push actions back

Thank you Wanderer for reffing, we hold a bond of reffing each others crazy matches.
 
"Well, our opponent made it quite easy to exploit his substitutions, so why not graciously accept his invitation? Summon a Will-O-Wisp to burn your foe and make the most of any stalling efforts we may wish to employ. Then, summon an Earth Power to force our foe to waste a turn avoiding some of the damage with magnetism. Finish with a powerful Fire Blast that, while weakened, will still do some good damage to Magneton."
 
Temperantia:

Surt
HP: 100
EN: 100
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: None

VS.

TheMogRunner:

UFO
HP: 90
EN: 100
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: None
Buffs/debuffs: None
Other: None​


Round 1: The Wheel of Fate is Tur...Wait, Wrong Game
♫Ghost Rider

Goooooood evening, ladies and gentlemen! Tonight's match pits TheMogRunner, a fellow who I seem to trade reffings with a lot, against the sibling trainers Laharl and Lenneth, a notorious pair who...who...

...I forget, who were these two again?

But I digress. Mog starts the fight with his Magneton UFO, while Laharl sends out his Flarelm, Surt. [insert cheesy CvS2 announcer voice here] This battle is about to explode!

FIGHT!

UFO gets the first move, trying to Dance with its magnet things, most likely to conjure that Rainstorm that just appeared. Surt sees an opening and punishes the Magneton with a Will-o-Wisp, burning it! UFO sets up even further, floating in the air with Magnet Rise, but it seems that Mog didn't take his pokemon's hugeass, glitchy hitbox into account, as Laharl's Flarelm scores damage with Earth Power anyway, albeit with less hits...or maybe Mog forced an opening in doing that? With a bright flash and a close-up of UFO that turns ASB Arena into a blue void with yellow speed lines and stuff, the Magneton drops a pillar of Thunder on Surt, scoring a 12-hit combo! As the arena turns back to normal, Surt ukemis and launches a Hadoken Fire Blast at his opponent while he attempts to close the distance. UFO tries to guard, but its weakness to fire does it no good here.

The first ten seconds or so of the fight are over, and it looks like the siblings currently have the advantage. Of course, there's no time for commercial breaks in this kind of setting, so...let's just put it on pause for a while. Find out what happens next after the break!

Order: Magneton, Flarelm

Action 1
UFO used Rain Dance!
It started to rain! (4 rounds)
Surt used Will-O-Wisp!
-Hit chance (Hit <= 7500): 6182 = Hit
UFO was burned!
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -7 EN
-Magneton: -2 HP, -10 EN

Action 2
UFO used Magnet Rise!
UFO levitated on electromagnetism! (6 actions)
Surt used Earth Power!
-Hit chance: Irrelevant = Hit
-Crit chance: 5532 = no
-Damage: (9 - 3 - 1 + 4.5 - 6) * 2.25 = 7.88 damage (4 hits - Good!)
-Effect chance (-1 SpD <= 1000): 2545 = no
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -7 EN
-Magneton: -9.88 HP, -5 EN

Action 3
UFO used Thunder!
-Hit chance: Irrelevant due to weather = Hit
-Crit chance: Irrelevant due to Battle Armor = no
-Damage: (12 + 3 + 7.5 - 4.5) * .67 = 12.06 damage (12 hits - Bitchin'!)
-Paralysis chance (Paralyzed <= 3000): 4295 = no
Surt used Fire Blast!
-Hit chance (Hit <= 8500): 4321 = Hit
-Crit chance: 6154 = no
-Damage: (12 + 3 - 3 - 1 + 4.5 - 6) * 1.5 = 14.25 damage
-Burn chance: Irrelevant = no
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -12.06 HP, -7 EN
-Magneton: -16.25 HP, -7 EN

Final Numbers:
-Flarelm: -12 (12.06) HP, -21 EN
-Magneton: -28 (28.13) HP, -22 EN

Temperantia:

Surt
HP: 88
EN: 79
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: Rain (4 rounds)

VS.

TheMogRunner:

UFO
HP: 62
EN: 78
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: None
Buffs/debuffs: None
Other: Rain (4 rounds), Magnet Rise (5 actions)​


Temp, you're up!
 
Just a note: the rain should last 3 more rounds, not four.

"We've gained the advantage, Surt. Let's push the initiative with a Leech Seed to further our stalling capabilities! Then, we can attack with another Fire Blast and follow it up with Blaze Kick. If you are paralyzed, use Aromatherapy any action you are so, excluding the first action."
 
Duly noted. I also forgot to note that UFO is burned.

Temperantia:

Surt
HP: 88
EN: 79
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: Rain (3 rounds)

VS.

TheMogRunner:

UFO
HP: 62
EN: 78
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: Burn
Buffs/debuffs: None
Other: Rain (3 rounds), Magnet Rise (5 actions)​


Round 2:


We're back, ladies and gentlemen! Lemme unpause for a moment...*pause jingle from Super Mario Bros.*

Surt starts the round off by slinging a volley of Leech Seeds at UFO, hoping to score a bit more damage, but ends up whiffing when the Magneton, in its anticipation, rolls forward to Protect itself! To make matters worse, Mog's thumbs are faster and the Flarelm is unable to stop UFO from dropping a hyper combo that turns the arena into that speed liney, earth-ripping void again, and engulfs Surt in all 32 hits of Heaven's Rage (That's what we like to call, "BIG damage!" /CvS2announcerguy)! However, there is a drawback to this attack - UFO is vulnerable for a good deal of frames, allowing Laharl's Flarelm to tech forward and smack it with a Blaze Kick!

*Pausing jingle* Surt still leads, particularly in energy. Can Mog turn this around?

Order: Magneton, Flarelm

Action 1 (Priority: Magneton)
UFO used Protect!
UFO Protected itself!
Surt used Leech Seed!
UFO Protected itself!
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -9 EN
-Magneton: -2 HP, -7 EN

Action 2 (Priority: Flarelm)
Surt used Fire Blast!
-Hit chance (Hit <= 8500): 9963 = miss
UFO used Heaven's Rage!
-Hit chance: Irrelevant due to weather = Hit
-Crit chance: Irrelevant due to ability = no
-Damage: ((12 * 2.25) + 3 + 7.5 - 4.5) * .67 = 22.11 damage! (36 hits - Fantastic!)
-Paralysis chance (Paralyzed <= 6000): 6587 = damn, that sucks.
-Energy Cost: ((8 + 12) * 2) - 1 = 39 EN
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -22.11(!) HP, -7 EN
-Magneton: -2 HP, -39 EN

Action 3
UFO must cool down!
Surt used Blaze Kick!
-Hit chance (Hit <= 9000): 4456 = Hit
-Crit chance (Crit <= 1250): 3399 = no
-Damage: (9 - 3 - 1 + 4.5 - 4.5) * 1.5 = 7.5 damage (2 hits - Good!)
-Burn chance: Irrelevant = no
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -6 EN
-Magneton: -9.5 HP

Final numbers:
-Flarelm: -22 (22.11) HP, -22 EN
-Magneton: -14 (13.5) HP, -46 EN

Temperantia:

Surt
HP: 66
EN: 57
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: Rain (2 rounds)

VS.

TheMogRunner:

UFO
HP: 48
EN: 32
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: Burn
Buffs/debuffs: None
Other: Rain (2 rounds), Magnet Rise (2 actions)​

Your turn, Mog!
 
"How about we serve our foe some pain, while you dine on his energy! Leech Seed your foe, then use Aromatherapy to cure your paralysis. Finish with a Fire Blast to keep the pressure on him! If you were unable to use Aromatherapy on your second action, replace your third action with Aromatherapy!"
 
Just a quick note, guys: Tonight at 7 o'clock, I'm gonna request a subref - see, I'm gonna be away for a few days and it's highly unlikely I'll be able to get onto Smogon during that time.
Temperantia:

Surt
HP: 66
EN: 57
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: Rain (2 rounds)

VS.

TheMogRunner:

UFO
HP: 48
EN: 32
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: Burn
Buffs/debuffs: None
Other: Rain (2 rounds), Magnet Rise (2 actions)​


Round 3: Pressuring

*pausing jingle* We're back, folks! Things seem to be going in Surt's favor at the moment, as while UFO opens up by paralyzing him with a Thunder Wave, it doesn't stop the Flarelm from firing a volley of Leech Seeds! Perhaps it was just a lucky shot and Surt won't be able to move this time around, as UFO drops another Thunder...a theory that's proven wrong when the fire-blasting tree thing uses Aromatherapy to alleviate his joints, and then hadokens his nemesis with another Fire Blast. UFO, on the other hand, just Chills.

Unless Mog can speed up his thumbwork, it's starting to look like first blood will go to the siblings. Will UFO go down within the next round, or will one of his allies step in? Find out next time! *pause*

Order: Magneton, Flarelm

Action 1
UFO used Thunder Wave!
-Hit chance: Irrelevant = Hit
Surt was paralyzed! (25% paralysis)
-Move chance (Paralyzed <= 2500): 6630 = move
Surt used Leech Seed!
-Hit chance (Hit <= 9000): 7044 = Hit
UFO was seeded! (6 actions)
UFO's life was drained! (-2 HP Magneton, +2 HP Flarelm)
UFO was hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: +2 HP, -9 EN
-Magneton: -4 HP, -6 EN

Action 2
UFO used Thunder!
-Hit chance: Irrelevant due to weather = hit
-Crit chance: 3774 = no
-Damage: (12 + 3 + 7.5 - 4.5) * .67 = 12.06 damage (12 hits - Bitchin'!)
-Paralysis chance: Irrelevant = no
-Move chance (Paralyzed <= 2500): 5419 = move
Surt used Aromatherapy!
Surt was cured of paralysis!
UFO's life was drained! (-2 HP Magneton, +2 HP Flarelm)
UFO was hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: -10.06 HP, -8 EN
-Magneton: -4 HP, -7 EN

Action 3
UFO used Chill!
UFO recovered 12 EN!
Surt used Fire Blast!
-Hit chance (Hit <= 8500): 4142 = Hit
-Crit chance: 4034 = no
-Damage: (12 + 3 - 3 - 1 + 4.5 - 6) * 1.5 = 14.25 damage
-Burn chance: Irrelevant = No
UFO's life was drained! (-2 HP Magneton, +2 HP Flarelm)
UFO was hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: +2 HP, -7 EN
-Magneton: -18.25 HP, +12 EN

Final numbers:
-Flarelm: -6 (6.06) HP, -24 EN
-Magneton: -26 (26.25) HP, -1 EN

Temperantia:

Surt
HP: 60
EN: 33
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: Rain (1 round)

VS.

TheMogRunner:

UFO
HP: 22
EN: 31
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: Burn, Leech Seed (3 actions)
Buffs/debuffs: None
Other: Rain (1 round)​


Your turn, Temp!
 
Well, I hope you have fun Wanderer! lets see... I am sooo going down, but I will take the one advantage I have.

Thunder wave - tri-attack - tri-attack
*if he uses aromatherapy then thunder wave on next action
 
"Come now, Flarelm! We can dance circles around our foe, while feasting in his life force! Begin with a Chill to rest you for rounds to come! Then, launch a Fire Blast at our foe that should finish him in addition to Leech Seed and his burn. If that fails to KO him, end with an Earth Power to unfailingly KO him. If your foe uses Protect on your Fire Blast, I want you to use Growth to ensure his swift defeat with your next action!"
 
Temperantia:

Surt
HP: 60
EN: 33
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: Rain (1 round)

VS.

TheMogRunner:

UFO
HP: 22
EN: 31
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: Burn, Leech Seed (3 actions)
Buffs/debuffs: None
Other: Rain (1 round)​


Round 4: I am disappoint, Smogon

I just got back from Vegas, only to find out that NOBODY bothered to subref this match.

...Really, guys?

But I'll skip out on the tirade, and reclaim refhood because there's a battle to be fought (and this means I get UC after all). *pausing jingle* The round starts off with a bit of setup, UFO Locking its next attack Onto Surt, who in turn Chills off some of his fatigue. Both pokemon then fire projectiles at one another - UFO's Zap Cannon paralyzes its nemesis, while Surt sears off the rest of the Magneton's life bar with another Fire Blast!

The siblings are ahead 1-0. Who is Mog gonna send out next? Find out after the break!

Order: Magneton, Flarelm

Action 1
UFO used Lock-On!
UFO took aim at Surt!
Surt used Chill!
Surt recovered 12 EN!
UFO's life was drained! (-2 HP Magneton, +2 HP Flarelm)
UFO is hurt by its burn! (-2 HP Magneton)
Numbers:
-Flarelm: +2 HP, +12 EN
-Magneton: -4 HP, -6 EN

Action 2
UFO used Zap Cannon!
-Hit chance: Locked on! = Hit
-Crit chance: Irrelevant = no
-Damage: (12 + 3 + 7.5 - 4.5) * .67 = 12.06 damage (3 hits - Good!)
-Paralysis chance: Irrelevant = Paralyzed
Surt was paralyzed! (25% paralysis)
-Move chance (Paralyzed <= 2500): 6063 = move
Surt used Fire Blast!
-Hit chance (Hit <= 8500): 4286 = Hit
-Crit chance: 7959 = no
-Damage: (12 + 3 - 3 - 1 + 4.5 - 6) * 1.5 = 14.25 damage
-Burn chance: Irrelevant = no
UFO's life was drained! (-2 HP Magneton, +2 HP Flarelm)
UFO is hurt by its burn! (-2 HP Magneton)
DPA finish! (UFO fainted!)
Numbers:
-Flarelm: -10.06 HP, -7 EN
-Magneton: -18 HP, -8 EN

Final numbers:
-Flarelm: -8 (8.06) HP, +5 EN
-Magneton: -22 HP, -14 EN

Temperantia:

Surt
HP: 52
EN: 38
Spe: 12 (47 / 4)
Abilities: Leaf Guard, Battle Armor
Status ailments: Paralysis (20%)
Buffs/debuffs: Speed- nature (-10 evasion)
Other: None

VS.

TheMogRunner:

UFO
HP: KO
EN: 17
Spe: 70
Abilities: Magnet Pull, Sturdy
Status ailments: Faint
Buffs/debuffs: None
Other: None​


Mog, send out your next mon, because you're up!
 
You may want to note that Flarelm is paralyzed (20%) in the end round statistics.

"Well, our foe yet again out-speeds us, so he seems likely to not allow you to be free of the effects of Taunt. But that is no matter; we need not any tricks to severely wound this odoriferous Pokemon! Flarelm, start with a super-effective Earth Power, then blast him with a burning Fire Blast. Finally, use Earth Power again. With any luck, we may be able to out-damage him despite your handicaps."
 
Duly noted and corrected. Thanks for pointing that out.

Temperantia:

Surt
HP: 52
EN: 38
Spe: 12 (47 / 4)
Abilities: Leaf Guard, Battle Armor
Status ailments: Paralysis (20%)
Buffs/debuffs: Speed- nature (-10 evasion)
Other: None

VS.

TheMogRunner:

Diet Poison
HP: 100
EN: 100
Spe: 74
Abilities: Stench, Aftermath
Status ailments: None
Buffs/debuffs: None
Other: None​


Round 5: TAUNT BUTTON!
♫Deadpool


We're back, folks! That nasty smell invading your nostrils is Mog's next pokemon - Diet Poison the Stunky! And thanks to Surt's paralysis and being faster in general, the skunk gets the first move, faces the audience and says...hey Rico, can you translate that for us?


"He's saying 'This is my Taunt!' Coulda done better with that..."

So he's basically making fun of Surt, huh? If that's the case, it worked. But it looks like it didn't matter much, as Laharl's Flarelm scores eight hits with an Earth Power. Unfortunately, his paralysis kicks in on the next move, leaving him helpless as Diet takes a nice big Crunch out of his arm, and lingers long enough for the Stunky to extend the combo with another Crunch! He only scored a grand total of four hits, but that took out a sizable chunk of Surt's lifebar. Speaking of sizable chunks of lifebars, Surt takes one of Diet's by letting loose another Earth Power!

Slowly but surely, Surt is running out of gas. Will Diet take him down within the next round? Find out next time! *pausing jingle*

"Boss, I've been meaning to ask...what's with adding combos to all those attacks? They aren't multi-hit, so-"

Fluff, Rico. Fluff.

Order: Stunky, Flarelm

Action 1
Diet Poison used Taunt!
Surt is pissed off! (6 actions)
-Move chance (Paralyzed <= 2000): 5233 = move
Surt used Earth Power!
-Hit chance: Irrelevant = Hit
-Crit chance: 2200 = no
-Damage: (9 + 4.5 - 3) * 1.5 = 15.75 damage (8 hits - Great!)
-Effect chance (-1 SpD <= 1000): 9220 = no
Numbers:
-Flarelm: -7 EN
-Stunky: -15.75 HP, -9 EN

Action 2
Diet Poison used Crunch!
-Hit chance: Irrelevant = Hit
-Crit chance: Irrelevant = No
-Damage: 8 + 3 + 6 - 4.5 = 12.5 damage (2 hits - Good!)
-Effect chance (-1 Def <= 2000): 3154 = no
-Stench chance (Flinch <= 1000): 1322 = OHHHHHHHHHH...
-Move chance (Paralyzed <= 2000): 1177 = Paralyzed
Surt is paralyzed! He can't move! (-5% paralysis)
Numbers:
-Flarelm: -12.5 HP
-Stunky: -5 EN

Action 3
Diet Poison used Crunch!
-Hit chance: Irrelevant = Hit
-Crit chance: Irrelevant = No
-Damage: 8 + 3 + 6 - 4.5 = 12.5 damage (4 hits - Good!)
-Effect chance (-1 Def <= 2000): 6072 = no
-Stench chance (Flinch <= 1000): 2764 = no
-Move chance (Paralyzed <= 1500): 3895 = move
Surt used Earth Power!
-Hit chance: Irrelevant = Hit
-Crit chance: 2506 = no
-Damage: (9 + 4.5 - 3) * 1.5 = 15.75 damage (8 hits - Great!)
-Effect chance (-1 SpD <= 1000): 5836 = no
Numbers:
-Flarelm: -12.5 HP, -7 EN
-Stunky: -15.75 HP, -9 EN

Final Numbers:
-Flarelm: -25 HP, -14 EN
-Stunky: -32 (31.5) HP, -23 EN

Temperantia:

Surt
HP: 27
EN: 24
Spe: 12 (47 / 4)
Abilities: Leaf Guard, Battle Armor
Status ailments: Paralysis (10%), Taunt (3 actions)
Buffs/debuffs: Speed- nature (-10 evasion)
Other: None

VS.

TheMogRunner:

Diet Poison
HP: 68
EN: 77
Spe: 74
Abilities: Stench, Aftermath
Status ailments: None
Buffs/debuffs: None
Other: None​


Temp, you're up!
 
"I'm well aware of our options, Surt, and I'm sure this will be your last round. However, do not despair; you dismantled that nasty metal foe of yours before he could do much, and this foe will be taken down more quickly by one of your allies thanks to your work. All I want you to do is attack with Earth Power until you fall!"
 
Temperantia:

Surt
HP: 27
EN: 24
Spe: 12 (47 / 4)
Abilities: Leaf Guard, Battle Armor
Status ailments: Paralysis (10%), Taunt (3 actions)
Buffs/debuffs: Speed- nature (-10 evasion)
Other: None

VS.

TheMogRunner:

Diet Poison
HP: 68
EN: 77
Spe: 74
Abilities: Stench, Aftermath
Status ailments: None
Buffs/debuffs: None
Other: None​


Round 6: IT'S MAHVEL, BAYBEE!

*pausing jingle* We're back, folks! Just like in the last round, Diet gets the first move, Honing his Claws to break out some nasty damage, while Surt's paralysis kicks in again, preventing him from doing anything. Mog's Stunky takes advantage of this and pulls off another Crunch, but this time he doesn't get to extend the combo, as Surt counters with his bread-and-butter Earth Power. What looks to be a finish by Diet's Slash actually gets cut off by all that armor covering Laharl's Flarelm, giving him one last Earth-Powered assault!

*pause* Astonishingly, Surt survived the round, but he's at Death's door now, and falling within the next round is all but certain. What'll happen next? Stay tuned!

Order: Stunky, Flarelm

Action 1
Diet Poison used Hone Claws!
Diet Poison's attack and accuracy rose! (1 round)
-Move chance (Paralysis <= 1000): 784 = Paralyzed
Surt is paralyzed! He can't move! (-5% paralysis)
Numbers:
-Flarelm: No changes
-Stunky: -5 EN

Action 2
Diet Poison used Crunch!
-Hit chance: Irrelevant = Hit
-Crit chance: Irrelevant = No
-Damage: 8 + 3 + 6 - 4.5 + 1.75 = 14.25 damage (2 hits - Good!)
-Effect chance (-1 def <= 2000): 9853 = no
-Stench chance (flinch <= 1000): 5936 = no
-Move chance (Paralysis <= 500): 7448 = move
Surt used Earth Power!
-Hit chance: Irrelevant = Hit
-Crit chance: 3535 = No
-Damage: (9 + 4.5 - 3) * 1.5 = 15.75 damage (8 hits - Great!)
-Effect chance (-1 SpD <= 1000): 8014 = no
Numbers:
-Flarelm: -14.25 HP, -7 EN
-Stunky: -15.75 HP, -5 EN

Action 3
Diet Poison used Slash!
-Hit chance: Irrelevant = Hit
-Crit chance: Irrelevant = No
-Damage: 7 + 6 - 4.5 + 1.75 = 10.25 damage (3 hits - Good!)
-Stench chance (flinch <= 1000): 9753 = No
-Move chance (Paralysis <= 500): 3355 = move
Surt used Earth Power!
-Hit chance: Irrelevant = Hit
-Crit chance: 5377 = no
-Damage: (9 + 4.5 - 3) * 1.5 = 15.75 damage (8 hits - Great!)
-Effect chance (-1 SpD <= 1000): 3288 = no
Numbers:
-Flarelm: -10.25 HP, -11 EN
-Stunky: -15.75 HP, -5 EN

Final Numbers:
-Flarelm: -25 (24.5) HP, -18 EN
-Stunky: -32 (31.5) HP, -15 EN

Temperantia:

Surt
HP: 2
EN: 6
Spe: 47
Abilities: Leaf Guard, Battle Armor
Status ailments: None
Buffs/debuffs: Speed- nature (-10 evasion)
Other: None

VS.

TheMogRunner:

Diet Poison
HP: 36
EN: 62
Spe: 74
Abilities: Stench, Aftermath
Status ailments: None
Buffs/debuffs: +1 Atk (1 round), +1 Accuracy (1 round)
Other: None​


Mog?
 
"Oh dear, it appears we're bound to fail no matter what! Let us merely relax, Flarelm. Chill while your opponent finishes you..."
 
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