Normal Gem heaven--2v2 doubles, Yarnus vs. typon

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Time to end your winning streak!
Challenging Typon:
2v2 NFE doubles
2 day DQ
2 Recovers, 5 chills
1 substitution
Field Type: Normal
Complexity: Moderate
Format: All
Restrictions: No sandstorm or hail, artificial water source, no diving

Indoors in a large barren white-walled room is the Normal gym of Yarnus senior. However, due to the immense power of the stash of Normal gems Yarnus has kept, the room of able to alter itself to get rid of another type. As a result, fighting type moves become *1.1 against Normal types and other resistances and weaknesses are only .9 and 1.7, respectively. If something would be neutral against an attack due to a combination, e.g. Venasaur vs Ground, it instead becomes 1.53(.9*1.7) Also, non-STAB moves gain two (2) extra BP. All moves not specified to be disallowed are allowed. Nature Power is a random type each time it is used. En for each normal mon starts at 110. Due to the bright artificial and natural light everywhere, all moves requiring light or benefiting from it take 2 less energy. Chlorophyll is activated automatically, and only goes away if Rain is summoned.


Edit: cool! 8888th post
typon77 said:
Thanks for reffing


Magneton(*) [Resistor]
Nature: Calm (Special Defense increased by 1 Rank; Attack decreased by 1 Rank.)

Bio: Resistor was obtained immediately after I recieved Junior, and was my first wild catch. While originally shy and quiet, Resistor formed a strong bond with Junior. With the ability to stay calm even in tough situations, Resistor provides a much needed backbone to the team, thanks to a calm personality and abundant resistances in battle. Resistor brings out the best in all of its friends and teammates, and will always try as hard as it can to bring out the best in others.

Type: Electric/Steel
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.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

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

Size Class: Class 2
Weight Class: Class 3
Base Rank Total: 18

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

Attacks: (19)

Physical
Spark(*)
Tackle(*)

Special
Discharge
Flash Cannon(*)
SonicBoom(*)
ThunderShock(*)
Thunderbolt(*)
Tri Attack
Zap Cannon

Status
Lock-On
Magic Coat(*)
Magnet Rise(*)
Metal Sound(*)
Protect(*)
Reflect(*)
Substitute
Supersonic(*)
Thunder Wave(*)


Bolderdash (Clem)
Nature: Modest (+1 SpA, -1 Atk)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).
Mold Breaker (DW): (LOCKED) (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 110

EC: 8/9
MC: 0
DC: 3/5

Size Class: 1
Weight Class: 2
Base Rank Total: 16

Attacks: (18)

Physical
Rock Blast
Rollout
Tackle

Special
Ancientpower
Earth Power
Flamethrower
Giga Drain
Hidden Power (Fighting 6)
Mud Shot
Ominous Wind
Paleo Wave
Power Gem
Shadow Ball
Vacuum Wave
Volt Switch

Status
Acupressure
Disable


Riolu [Odin] (M)
Nature: Naive (+15% Spd, +11% Accuracy, -1 SpD)

Type: Fighting
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:
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.
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.
Prankster: (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: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 69 (60*1.15)
+11% Accuracy

Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 1/5

Attacks: (19)

Physical
Blaze Kick
Circle Throw
Counter
Crunch
Dig
Feint
Force Palm
Hi Jump Kick
Quick Attack
Reversal

Special
Final Gambit

Status
Copycat
Double Team
Endure
Foresight
Nasty Plot
Protect
Screech
Substitute

Yarnus of Bethany said:
Thanks for reffing!

Togepi [Crack!] (F)
Nature: Modest (+1 SpA, -1 Atk)

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

Abilities:
Hustle: Type: 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: Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck: (locked) Type: 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 3 (+)
SpD: Rank 3
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 3/9
MC: 2
DC: 1/5

Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow

Psycho Shift
Future Sight
Morning Sun

Shadow Ball
Thunder Wave
Flamethrower

Deerling [Aww!] (F)
Nature: Mild (+1 SpA, -1 Def)

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

Grass: Summary: 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:
Chlorophyll: Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Serene Grace: (locked)Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Moves:
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromtherapy
Nature Power
Energy Ball

Agility
Grass-Whistle
Synthesis
Odor Sleuth

Wild Charge
Solar Beam
Sunny Day
Shadow Ball
Light Screen
Safeguard
This is going to be hell to ref...

-Yarnus sends out, items.
-typon sends out, items, orders.
-Yarnus orders.
-I ref.
 
Actually the order is reversed. Yarnus sends out and first. Also, I specified training items in my acceptance post.
 
I'm here wait, sorry I couldn't get online today... Or yesterday
also all abilities

Magneton @ Amulet Coin
Thunderbolt (togetic)*3
If yawn targets you, then use magic coat

Bolderdash @ Exp Share (remember technician in calcs)
Ancientpower -> Paleo Wave -> Ancientpower (all togetic)

Please take back dq
 
Yeah, Whatever.
Whoosh! Magical Leaf + Magical Leaf, cooldown, Flamethrower (Magneton)
Aww! Light Screen, Solar Beam, Solar Beam+ Solar Beam,
All target Boulderdash except Flamethrower
 
Yarnus AA

Whoosh!
HP: 90
EN: 90
Other: none


Aww!
HP: 90
EN: 110
Other: none

VS

typon77 AA

Clem
HP: 90
EN: 110
Other: none


Resistor
HP: 90
EN: 110
Other: none


Action 1:
Aww! used Light Screen!
-6 Energy

Clem used Ancientpower (Whoosh!)!
Crit: [<=625] 9607/10000 (No)
Raise stats: [<=1000] 8356/10000 (No)
Calculation: (6+3+5*1.5-4*1.5)*1.7=17.85
-4 Energy

Resistor used Thunderbolt (Whoosh!)!
Crit: [<=625] 9557/10000 (No)
Para: [<=1000] 253/10000 (Yes)
Calculation: (20/3+3+5*1.5-4*1.5)*1.7=18.98
-6 Energy

Whoosh! used Enchanted Forest (Clem)! (Magical Leaf combo)
Full para: [<=1500] 9540/10000 (No)
Crit: [<=625] 182/10000 (Yes)
Calculation: (13.5+3+4*1.5-2*1.5)*1.7=29.75
-24.5 Energy

Action 2:
Aww! soaked up light!

Clem used Paleo Wave (Whoosh!)!
Crit: [<=625] 8336/10000 (No)
-Attack: [<=2000] 166/10000 (Yes)
Calculation: (6+3+5*1.5-4*1.5)*1.7=17.85
-6 Energy

Resistor used Thunderbolt (Whoosh!)!
Crit: [<=625] 7521/10000 (No)
Calculation: (20/3+3+5*1.5-4*1.5)*1.7=18.98
-10 Energy

Whoosh! must recharge!

Aww! used Solarbeam (Clem)!
Crit: [<=625] 6520/10000 (No)
Calculation: (12+3+3*1.5-2*1.5)*1.7=28.05
-5 Energy

Action 3:
Aww! soaked up sunlight!

Clem used Ancientpower (Whoosh!)!
Crit: [<=625] 6775/10000 (No)
Raise stats: [<=1000] 2822/10000 (No)
Calculation: (6+3+5*1.5-4*1.5)*1.7=17.85
-4 Energy
Whoosh! fainted!

Resistor used Thunderbolt (Whoosh)!
But there was no target!
-14 Energy

Aww! is still soaking up light!

WTF is Aww! doing?

Aww! used Solar Blast (Clem)!
Crit: [<=625] 6398/10000 (No)
Calculation: (27+3+3*1.5-2*1.5)*1.7=53.55
-24.5 Energy

Whoosh!'s paralysis degraded!

END OF ROUND


Yarnus XA (Light Screen 3A)

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 90
EN: 74
Other: Recharge A1

VS

typon77 XA

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 90
EN: 80
Other: none


typon77 underestimates the arena, causing Resistor to lose a valuable turn, Thunderbolting an already fainted Whoosh!. Meanwhile, the assaults on Clem bring it down and out, with -21 HP. Aww! must recharge next turn, but it has Jump Kick... Light Screen is still up.

-Yarnus
-typon
-Me
 
Yarnus XA (Light Screen 3A)

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 90
EN: 74
Other: Recharge A1

VS

typon77 XA

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 90
EN: 80
Other: none


Action 1:
Aww! must recharge!

Resistor used Substitute (15 HP)!
-12 Energy

Action 2:
Aww! used Leech Seed!
-10 Energy

Resistor used Thunder Wave!
-7 Energy
Aww! was paralyzed!

Action 3:
Resistor used Flash Cannon!
Crit: [<=625] 3442/10000 (No)
-Sp.Def: [<=1000] 6119/10000 (No)
Calculation: 8+3+5*1.5-2*1.5=15.5
-5 Energy

Aww! used Double Kick!
Full para: [<=2500] 4187/10000 (No)
Crit: [<=625] 539/10000 (Yes)
Calculation: (6+2+3+2*1.5-3*1.5)*1.7=15.55
-4 Energy

END OF ROUND


Yarnus XA (Light Screen 3A)

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 74
EN: 60
Other: Paralyzed (20%)

VS

typon77 XA

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 74
EN: 56
Other: none


-typon77
-Yarnus
-Me
 
Reflect -> Flash Cannon -> Tri Attack
If Leech Seed is used and you don't have a Substitute up, use Magic Coat and push actions back
 
AOPS user, unlike In the games, Two or Multi hit moves work by adding the BP together.
The resulting damage should be (3+3+3-)*1.7=15.3
Another thing to note is that crits ignore low comparative stats.

If I forgot anything, please tell me.
Edit: thanks for telling me
In that case it should do (3+3+3-1.5)*1.7=12.76 damage
The reason this matters is that double hit moves go through Substitute: that is, leftover damage goes through.

Orders: Aroma therapy, Light Screen, Safeguard
 
AOPS user, unlike In the games, Two or Multi hit moves work by adding the BP together.
The resulting damage should be (3+3+3-)*1.7=15.3
Another thing to note is that crits ignore low comparative stats.

If I forgot anything, please tell me.
Edit: thanks for telling me
In that case it should do (3+3+3-1.5)*1.7=12.76 damage
The reason this matters is that double hit moves go through Substitute: that is, leftover damage goes through.

Orders: Aroma therapy, Light Screen, Safeguard
Fixed. All that happened was 2 more damage lol.
 
Yarnus XA

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 74
EN: 60
Other: Paralyzed (20%)

VS

typon77 XA

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 74
EN: 56
Other:


Action 1:
Resistor used Reflect!
-8 Energy

Aww! used Aromatherapy!
Full para: [<=2000] 3125/10000 (No)
-9 Energy

Action 2:
Aww! used Light Screen!
-6 Energy

Resistor used Flash Cannon!
Crit: [<=625] 5567/10000 (No)
-Sp.Def: [<=1000] 7873/10000 (No)
Calculation: 4+3+5*1.5-2*1.5=11.5
-5 Energy

Action 3:
Aww! used Safeguard!
-10 Energy

Resistor used Tri Attack!
Crit: [<=625] 4624/10000 (No)
Calculation: 4+2+5*1.5-2*1.5=10.5
-6 Energy

END OF ROUND


Yarnus XA (Light Screen 3A, Safeguard 3R)

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 52
EN: 35
Other: 1 KOC

VS

typon77 XA

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 75
EN: 37
Other: Substitute (3 HP)


-Yarnus
-typon
-Me
 
Thunder Wave -> Flash Cannon -> Tri Attack

Deerling Jump Kick is actually not very threatening under reflect. (10/2-3)*1.5= 3 Damage... LOL
 
I am a true derp.

Yarnus XA (Light Screen 3A, Safeguard 3R)

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 52
EN: 35
Other: 1 KOC

VS

typon77 XA (Reflect 3A)

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 74
EN: 37
Other: none


Action 1:
Resistor used Thunder Wave!
Ultimate derp!
-7 Energy

Aww! used Double Jump Kick!
Hit: [<=9750] 6461/10000 (Yes)
Crit (hit 1): [<=625] 2429/10000 (No)
Crit (hit 2): [<=625] 229/10000 (Yes)
Calculation: (11+2+3+2*1.5-3*1.5)*1.7=25.65
-16.5 Energy

Action 2:
Aww! must recharge!

Resistor used Flash Cannon!
Crit: [<=625] 8422/10000 (No)
-Sp.Def: [<=1000] 2216/10000 (No)
Calculation: 4+3+5*1.5-2*1.5=11.5
-5 Energy

Action 3:
Aww! used Jump Kick!
Hit: [<=9500] 8653/10000 (Yes)
Crit: [<=625] 9982/10000 (No)
Calculation: (5+3+2*1.5-3*1.5)*1.7=9.35
-7 Energy

Resistor used Tri Attack!
Crit: [<=625] 1393/10000 (No)
Calculation: 4+2+5*1.5-2*1.5=10.5
-6 Energy


Yarnus XA (Safeguard 2R)

Whoosh!
HP: -2
EN: 65
Other: KO


Aww!
HP: 30
EN: 11
Other: 1 KOC

VS

typon77 XA

Clem
HP: -21
EN: 96
Other: KO, 1 KOC


Resistor
HP: 39
EN: 19
Other: none


Drawing closer to the inevitable typon77 win end...

-typon
-Yarnus
-Me
 
AOPS user, unlike In the games, Two or Multi hit moves work by adding the BP together.
The resulting damage should be (3+3+3+2+10-5-1.5)*1.7=24.65 damage. For Reflect, BAP reduction for combos caps at 5.
The plain Jump Kick should do (10-5+2-1.5)*1.7=9.35 damage

The reason this matters is that double hit moves go through Substitute: that is, leftover damage goes through.
Don't forget the arena.
/nitpicking
 
Oh, leftover damage goes through. Now I understand. Wait for me to re-ref.

EDIT: Fixed. Your calculations I've found to be off, Jump Kick does (5+2*1.5-3*1.5)*1.7=3.5*1.7=5.95 damage, not 9.35. The combo also did less than you said, unless I'm missing something here.
 
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