ASB Team Tournament Round 1! Will Gerard Have Some Complications?

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That is a horrible pun, but I love it. Les rules!

I've been made aware that Complications won't be able to post until Monday, so please be patient folks.

-3v3 Singles / 4v4 Doubles / 5v5 Triples (Positioning OFF)
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs (explained later)
-Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses.

And, because Gerard is the only one who bothered to give a preference, Switch = OK. Aight?

Team Complications:
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Bisharp (Optimus) (M)
Nature: Adamant (+Atk, -SAtk)

Type:

Dark: 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.


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:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are * decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that round.

Inner Focus:
Type: 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.

Pressure (Unlocked) (DW)
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Metal Burst
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Iron Head
Night Slash

Sucker Punch (*)
Psycho Cut (*)
Stealth Rock (*)
Revenge

Swords Dance (*)
Taunt (*)
Brick Break (*)
Dig
Thunder Wave
Aerial Ace
Stone Edge

Background: Optimus, the chosen one. He is leader of Complications' Pokemon; his signature Pokemon. He is a true warrior, fighting with his blades for the honor of his companions, and will never go down without a final blow.
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Gengar (Frenzy) (M)
Nature:
Timid (-Atk, +Spe, +19% ACC)

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.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (126.5>127)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Night Shade (*)
Confuse Ray (*)
Sucker Punch (*)
Shadow Punch
Shadow Ball
Destiny Bond
Hex

Perish Song (*)
Disable (*)
Clear Smog (*)

Dream Eater (*)
Will-O-Wisp (*)
Sludge Bomb (*)
Thunderbolt
Hidden Power Ice (7)
Giga Drain (Past Gen)
Focus Blast

Pain Split

Background: Frenzy is a brute. He goes in and out, launching quick and powerful attacks, leaving the opponent maimed and out cold. He often does the dirty work of the team.
Spr_5b_121.png

Starmie (Soundwave) (Genderless)
Nature:
Timid (-Atk, +Spe, +20% ACC)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)

Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (132.25>132)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Power Gem
Hydro Pump

Surf (*)
Ice Beam (*)
Thunderbolt (*)
Psychic
Zap Cannon (Past Gen)

Aurora Beam (*)
Barrier (*)
Supersonic (*)

Background: A high-pitched whining noise. A flash. A massive roar as the beam of energy launches into his opponent, knocking it into next week. Optimus often relies on Soundwave to help cover his weaknesses, just as Soundwave does for Optimus.
RevenankhLoss.png

Lord Loss (Revenankh) [M]

Nature: Quiet (+SAtk, -Spe, -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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator (DW): (Innate, Locked) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 56 (- 65/1.15~56)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 1
DC: 1/5

Moves:
Wrap (*)
Bide (*)
Sand Tomb (*)
Wring Out (*)
Rock Tomb (*)
Arm Thrust (*)
Mean Look (*)
Glare (*)
Shadow Punch (*)
Power Whip

Mach Punch (*)
Shadow Sneak (*)
Nasty Plot (*)

Bulk Up (*)
Shadow Ball (*)
Focus Blast (*)

Background: Lord Loss is a one-on-one type of guy. He relies on no one to help him, preferring to beat foes by himself, even if they have an advantage. He doesn't take being KOd lightly

Team Gerard:
Wilde (Gallade) {♂}
475.png

Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Psychic / Fighting


  • 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.



  • Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. 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.
  • Justified (DW): (Innate)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Stats:

HP: 100
Atk: 5
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 69 (-)
SC: 3
WC: 4
BST: 21


EC 9/9
MC 0
DC 5/5


Attacks: 65

Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Slash
Leer
Fury Cutter
Swords Dance
Psycho Cut
Helping Hand
Feint
False Swipe
Protect
Close Combat
Hypnosis
Imprison
Psychic

Disable
Confuse Ray
Encore
Confuse Ray
Shadow Sneak
Fire Punch
ThunderPunch
Ice Punch
Pain Split
Vacuum Wave
Mean Look
Sleep Talk
Magic Coat
Endure
Snatch
Wish

Taunt
Shadow Ball
Will-O-Wisp
Light Screen
Reflect
Safeguard
Thunderbolt
Earthquake
Brick Break
Torment
Drain Punch
Low Sweep
Ally Switch
Focus Punch
Thunder Wave
Rock Slide
Skill Swap
Grass Knot
Substitute
Stone Edge
Focus Blast
Sunny Dance
Rain Dance
Trick Room
Fantine (Kitsunoh) {}
frontnormal-mkitsunoh.png

Nature: Jolly (+15% Speed, +20% Accuracy, -1 SpA)
Type: Ghost/Steel



  • 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.



  • 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:


  • Frisk: (Can be Activated)
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
  • Limber: (Innate)
This Pokemon’s body is well trained and immune to paralysis.
  • Cursed Body: (Innate)
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:


HP: 100
Atk: 4
Def: 3
SpA: 1 (-)
SpD: 3
Spe: 127 (+)
SC: 3
WC: 4
BST: 19



EC: 6/6
MC: 8
DC: 5/5


Attacks: 32

Imprison

Tail Whip
Scratch
Iron Defense
Lick
Odor Sleuth
Faint Attack
Shadow Sneak
Metal Claw

Curse
Fake Out
Shadow Claw
ShadowStrike
Perish Song
Revenge
Copycat


Taunt
Double Team
Earthquake
Will-o-Wisp
Substitute
U-Turn
Protect
Roar
Dig
Rock Slide
Rain Dance
Safeguard
Knock off
Low Kick

Yawn
Meteor Mash
Foul Play
Psycho Shift

Magic Coat
Ice Punch
Thunder Punch
Éponine (Togekiss) {}
Spr_5b_468_s.png

Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)
Type: Normal / Flying



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



  • Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.


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.
  • Super Luck: (Innate)
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 25% of the time.
Stats: 37

HP: 100
Atk:
1 (-)
Def:
3
SpA:
5
SpD: 4

Spe:
96 (+)
SC: 3
WC: 3
BST: 20


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


Attacks:

Magical Leaf
Growl

Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Safeguard
Sky Attack
ExtremeSpeed
Aura Sphere
Air Slash

Wish
After You

Psychic
Flamethrower
Grass Knot
Shadow Ball
Light Screen
Thunder Wave
Double Team
Reflect
Protect
Sunny Day
Hidden Power Ice (7)
Solarbeam
Hyper Beam

Psych Up
Nasty Plot
Morning Sun
Signal Beam
Magic Coat
Counter
Tri Attack

Heat Wave
Heal Bell
Psycho Shift
Endure
Starmie (Vogue) {O}
Spr_5b_121.png

Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
Type: Water / 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.

  • Water Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


Abilities:



  • Illuminate: (Can be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
  • Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic: (Innate)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
Stats:

HP: 90
Atk: 2 (-)
Def:
3
SpA: 4
SpD: 3
Spe: 133
(115*1.15)
SC: 2
WC: 4
BST: 19


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



Attacks:

Tackle
Harden
Water Gun
Rapid Spin
Recover
Camouflage
Swift

Light Screen
Minimize
Hydro Pump
Confuse Ray
Power Gem

Surf
Ice Beam
Thunderbolt
Psychic
Substitute
Grass Knot
Signal Beam
Protect
Reflect
Thunder
Blizzard
Brine
Scald
Zap Cannon
Thunder Wave
Double Team
Thunder Wave
Skill Swap
Hidden Power Fire (7)
Rain Dance

Endure
Teleport
Dive
Hyper Beam
Flash Cannon

Aurora Beam
Barrier
Supersonic

Pain Split
Sleep Talk

Bide

Gentlemen, please PM me your two opening Pokémon, and then we'll decide our order.
 
Our opening standings!

Team Complications:
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Frenzy (Levitate)
HP: 90
Energy: 100
Speed: 127
Stats: 0
Status: Fine

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: 90
Energy: 100
Speed: 133
Stats: 0
Status: Fine

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 100
Speed: 127
Stats: 0
Status: Fine

Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: 90
Energy: 100
Speed: 133
Stats: 0
Status: Fine

Well, an interesting matchup here! Four fast, furious, frail Pokémon, a Starmie on each team, and two speed ties! I'm looking forward to this. Now to decide our turn order. Heads will have Gerard order first, tails will have Complications order.

coins-thumb17390509.jpg


Heads it is! Gerard, you're up.
 
VSWill.png


"Ohh, good to see I managed to predict this correctly, with Illuminate being not really a huge problem we shall try to eliminate the biggest treath in the playground, but first is first, and we can't have all those speed ties if we want to succeed, so Vogue, you'll paralyse that annoying ghost, meanwhile Fantine you shall copy Vogue's last used move (I wonder which one will be), then well, it's gonna be time for a us to get ourselves behind a little barrier, let's try not to give them the chance to do anything to us

Vogue: [Illuminate] Thunder Wave (Frenzy) ~ Light Screen ~ Thunderbolt (Soundwave)
*If Fantine's sub activates A1 then replace your last action with Thunder Wave (Soundwave)
Fantine: Copycat [Vogue's Thunder Wave] (Soundwave) ~ ShadowStrike (Soundwave) ~ Rock Slide
*If Frenzy uses Will-o-Wisp or Hypnosis (and is not already taunted) then Taunt him before he can and push actions (replace Copycat with ShadowStrike)
 
Thank god Metagross isn't being used... Oh well, my second mos feared opponent is on the field, but let's see if we can't just outsmart him... Analytic actually appreciates the loos is speed. (It may be a suicide mission, but desperate times call for desperate measures.)

Soundwave: [Illuminate] Thunderbolt (Vogue)-Power Gem (Vogue)-Thunderbolt (Vogue)
Frenzy: Perish Song-Mean Look (Kitsunoh)-Shadow Ball (Vogue)
If Frenzy cannot move due to paralysis A2, sub A3 for Mean Look.
If Frenzy cannot move A1 due to Paralysis, sub A2 for Perish Song and A3 for Mean Look.
 
God I hate doubles.

Team Complications:
Spr_5b_094.png

Frenzy (Levitate)
HP: 90
Energy: 100
Speed: 127
Stats: 0
Status: Fine
Actions: Perish Song-Mean Look (Kitsunoh)-Shadow Ball (Vogue)
If Frenzy cannot move due to paralysis A2, sub A3 for Mean Look.
If Frenzy cannot move A1 due to Paralysis, sub A2 for Perish Song and A3 for Mean Look.

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: 90
Energy: 100
Speed: 133
Stats: 0
Status: Fine
Actions: [Illuminate] Thunderbolt (Vogue)-Power Gem (Vogue)-Thunderbolt (Vogue)

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 100
Speed: 127
Stats: 0
Status: Fine
Actions: Copycat [Vogue's Thunder Wave] (Soundwave) ~ ShadowStrike (Soundwave) ~ Rock Slide
*If Frenzy uses Will-o-Wisp or Hypnosis (and is not already taunted) then Taunt him before he can and push actions (replace Copycat with ShadowStrike)

Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: 90
Energy: 100
Speed: 133
Stats: 0
Status: Fine
Actions: [Illuminate] Thunder Wave (Frenzy) ~ Light Screen ~ Thunderbolt (Soundwave)
*If Fantine's sub activates A1 then replace your last action with Thunder Wave (Soundwave)

And after a considerable delay, we begin... And what a beginning. Gerard's team works together to quickly paralyse their foes and drastically cut their speed! At the same time, they save me from rolling a fuckload of speed ties. Meanwhile, Frenzy sings an eerie chant and Soundwave analyses his fellow Starmie before electrifying it. Oh my. That chant is hurting my ears... A Perish Song! This whole battle's on a timer folks!

Things get worse for Complications as Vogue sets up a Light Screen to protect her team from the devastating special attacks Gengar and Starmie are known for, and Fantine's Rock Slide scores a critical hit against Soundwave! Frenzy however cannot move for his paralysis, and Soundwave's counterattack does meagre damage at best.

And they get even worse as Frenzy still fails to move as Fantine inflicts huge damage with a mighty rush from the shadows. Vogue's Thunderbolt sails overhead, but this is the only bright spot, minus Soundwave's own Thunderbolt.

Calcs:
Pre Round
Speed tie between Comp Starmie (Soundwave) and Ger Starmie (Vogue): Roll - 6364 - Gerard's Starmie moves first
Speed tie between Gengar and Kitsunoh: Roll - 399 - Gengar moves first
Vogue's Illuminate activated! (Soundwave and Gengar -1 Acc 6a)
Soundwave's Illuminate activated! (Kitsunoh and Vogue -1 Acc 6a)

Action 1:
Vogue used Thunder Wave! (hit roll: 474 - yes) (Gengar paralysed 25%, 7 energy)
Soundwave used Thunderbolt! (hit roll: 5317 - yes, crit roll: 6161 - no, para roll: 4983 - no) (20.25 damage Vogue, 7 energy)
Kitsunoh used Copycat! Thunder Wave was copied! (hit roll: 4268 - yes) (Soundwave 25% paralysed, 9 energy)
Para roll: 7428 - move succeeds!
Gengar used Perish Song! (15 energy, Perish Song started)

Action 2:
Vogue used Light Screen! (7 energy, Light Screen 6a)
Kitsunoh used ShadowStrike! (hit roll: 288 - yes, crit roll: 6935 - no, drop roll: 5039 - no) (18.75 damage Soundwave, 5 energy)
Para roll: 5468 - move succeeds!
Soundwave used Power Gem! (hit roll: 5700 - yes, crit roll: 7230 - no) (7.50 damage Vogue, 5 energy) (this is correct if Analytic occurs before Light Screen, which makes sense to me from a flavour perspective)
Para roll: 1374 - move fails!
Gengar is fully paralysed!

Action 3:
Vogue used Thunderbolt! (hit roll: 8823 - miss) (7 energy)
Kitsunoh used Rock Slide!
(hit roll Gengar: 309 - yes, crit roll: 5927 - no, flinch roll: 8364 - no) (9 damage Gengar)
(hit roll Soundwave: 2455 - yes, crit roll: 197 - yes, flinch roll: 8919 - no) (10.50 damage Soundwave, 6 energy)
Para roll: 9922 - move succeeds!
Soundwave used Thunderbolt! (hit roll: 4892 - yes, crit roll: 7539 - no, para roll: 7603 - no) (20.25 damage Vogue, 7 energy)
Para roll: 1679 - move fails!
Gengar is fully paralysed!

Gengar and Soundwave's paralysis stages drop.

Team Complications:
Spr_5b_094.png

Frenzy (Levitate)
HP: 81
Energy: 85
Speed: 127
Stats: -1 acc (3a)
Status: 10% paralysed

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: 61
Energy: 74
Speed: 133
Stats: -1 acc (3a)
Status: 20% paralysed

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 80
Speed: 127
Stats: -1 acc (3a)
Status: Fine

Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: 42
Energy: 86
Speed: 133
Stats: -1 acc (3a)
Status: Fine

Light Screen on Gerard's side 4a
Perish Song 2r

Complications!
 
Oh jeeze
Soundwave: Thunderbolt Starmie-Zap Cannon Starmie-Thunderbolt Starmie
Frenzy: Shadow Ball Vpgue-ShadowBall Vogue-Shadowball Vogue
If Kitsunoh does not switch out, change actions to Mean Look Kitsunoh-Pain Split Kitsunoh-Shadow Ball Vogue, unless Frenzy is Taunted, in which case retain original actions.
If Kitsunoh uses Protect A1 and does not switch, use Sub #1, but change Mean Look to A2.
 
VSWill.png


"Well Vogue, it's time for us to go for a little swim, that should give us some time to get back on our feats, we can't really switch out, but that won't be necessary as we can't just get back on our ball pretty fast, not even that mean look should do anything to us at that speed, after that let's see how much can we do with a little teasing and a lot of speed

Vogue: Dive (Soundwave) ~ Teleport (Evasive) ~ Dive (Soundwave)
Fantine: ShadowStrike (Frenzy) ~ Dig (Soundwave) ~ U-turn (Soundwave)
.
 
Team Complications:
Spr_5b_094.png

Frenzy (Levitate)
HP: 81
Energy: 85
Speed: 127
Stats: -1 acc (3a)
Status: 10% paralysed
Actions: Shadow Ball Vogue-Shadow Ball Vogue-Shadow Ball Vogue
If Kitsunoh does not switch out, change actions to Mean Look Kitsunoh-Pain Split Kitsunoh-Shadow Ball Vogue, unless Frenzy is Taunted, in which case retain original actions.
If Kitsunoh uses Protect A1 and does not switch, use Sub #1, but change Mean Look to A2.

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: 61
Energy: 74
Speed: 133
Stats: -1 acc (3a)
Status: 20% paralysed
Actions: Thunderbolt Starmie-Zap Cannon Starmie-Thunderbolt Starmie

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 80
Speed: 127
Stats: -1 acc (3a)
Status: Fine
Actions: ShadowStrike (Frenzy) ~ Dig (Soundwave) ~ U-turn (Soundwave)

Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: 42
Energy: 86
Speed: 133
Stats: -1 acc (3a)
Status: Fine
Actions: Dive (Soundwave) ~ Teleport (Evasive) ~ Dive (Soundwave)

Light Screen on Gerard's side 4a
Perish Song 2r

Despite no parahax, Complications' efforts are made entirely useless by Vogue's tricky tactics, allowing Fantine to gravely wound Soundwave, and escape to its Pokéball unseen. On the bright side, Soundwave's paralysis is cured by its ability, but with the Perish Song about to bite, is it enough to turn the tide?

Calcs:
Action 1:
Vogue dived underwater! (9 energy)
Kitsunoh used ShadowStrike! (hit roll: 3343 - yes, crit roll: 1053 - no, drop roll: 3728 - yes) (18.75 damage Soundwave, 5 energy, Soundwave -1 Def)
Para roll: 2150 - success
Soundwave used Thunderbolt! (miss, 11 energy)
Para roll: 8430 - success
Gengar used Shadow Ball! (miss, 5 energy)
Vogue used Dive! (hit roll: 7543 - no)

Action 2:
Vogue used Teleport! (6 energy, dodging)
Kitsunoh dug underground! (10 energy)
Para roll: 6676 - success
Soundwave used Zap Cannon! (miss, 9 energy)
Para roll: 8841 - success
Gengar used Shadow Ball! (miss, 9 energy)
Kitsunoh used Dig! (hit roll: 3701 - yes, crit roll: 9994 - no) (11.25 damage Soundwave)

Action 3:
Vogue dived underwater! (9 energy)
Kitsunoh used U-Turn! (hit roll: 1201 - yes, crit roll: 1341 - no) (14.50 damage Soundwave, 5 energy)
Para roll: 3101 - success
Soundwave used Thunderbolt! (miss, 7 energy)
Para roll: 1145 - success
Gengar used Shadow Ball! (miss, 13 energy)
Vogue used Dive! (hit roll: 5181 - yes, crit roll: 8135 - no) (6.11 damage)

Kitsunoh returned to its Pokéball!
Gengar and Soundwave's paralysis decayed!
Natural Cure cured Soundwave's paralysis!

Team Complications:
Spr_5b_094.png

Frenzy (Levitate)
HP: 81
Energy: 58
Speed: 127
Stats: -1 acc (3a)
Status: 5% paralysed

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: 11
Energy: 47
Speed: 133
Stats: -1 Def
Status: Fine

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 60
Speed: 127
Stats: 0
Status: Fine

Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: 42
Energy: 60
Speed: 133
Stats: 0
Status: Fine

Light Screen on Gerard's side 1a
Perish Song 1r

Gerard, send in your new mon and give your orders.
 
VSWill.png


"Fantine shall be replaced by Wilde"
arrow.png
475.png


Vogue: Thunderbolt (Soundwave) ~ Teleport (Regular) ~ Recover
*If you're still under Perish Song A3 then Teleport A3
Wilde: Taunt (Frenzy) ~ Psycho Cut (Frenzy) ~ Psychic (Frenzy)
*If Soundwave hasn' been KOed A2 then use ThunderPunch (Soundwave) A2
.
*Shamelessly copying objection*
 
Ok then let's see if this works!
Soundwave: Get in a dusty area and try to use Camoflauge to become ground type. Follow it up with a Thunderbolt~Thunderbolt combo (Vogue), and then cool down. (Curse you cruel Perish Song!!! (Oh how ironic)
If there are no dusty enough areas early to qualify as desert, sub A1 for Thunderbolt.

Frenzy: Hit Wilde with a brutal Shadow Ball~Shadow Ball combo, and then cool down for a little while. After that, Switch out! (Bisharp)

... I think that switch is legal. If not, can someone elaborate on how to do so properly? (It should be a reprder since only illegal subs get ignored)
 
It is absolutely not legal. Switch phases can only be initiated by the player who orders first, and it doesn't take actions. Please reorder.
 
Okay I thought so. Thanks.
Soundwave: Get in a dusty area and try to use Camoflauge to become ground type. Follow it up with a Thunderbolt~Thunderbolt combo (Vogue), and then cool down. (Curse you cruel Perish Song!!! (Oh how ironic)
If there are no dusty enough areas early to qualify as desert, sub A1 for Thunderbolt.

Frenzy: Hit Wilde with a brutal Shadow Ball~Shadow Ball combo, and then cool down for a little while. After that, Shadow Ball-Shadow Ball (both of my Pokemon get hit by the song, so it doesnt matter too much...)
 
18:05 SoS Folks, in a switch=OK battle, does a Pokémon using teleport switch out before Perish Song?
18:07 Objection a pokemon using teleport switches out at the end of the round after all other effects
18:08 SoS Tough luck Gerard.
18:08 SoS So the Teleport doesn't break Perish Song's effect, or Taunt/Torment etc?
18:08 Objection in switch=ok, not directly
18:08 SoS Cheers.
18:09 Objection so, if gerard's mon has 1 round of perish song left and it's switch=ok, then he's fucked like a prostitute after a hard day's work
18:09 SoS ... This is so going in my reffing.

Team Complications:
Spr_5b_094.png

Frenzy (Levitate)
HP: 81
Energy: 58
Speed: 127
Stats: -1 acc (3a)
Status: 5% paralysed

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: 11
Energy: 47
Speed: 133
Stats: -1 Def
Status: Fine

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 60
Speed: 127
Stats: 0
Status: Fine
Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: 42
Energy: 60
Speed: 133
Stats: 0
Status: Fine

475.png

Wilde (Steadfast, Justified)
HP: 100
Energy: 100
Speed: 69
Stats: 0
Status: Fine

Light Screen on Gerard's side 1a
Perish Song 1r

As the IRC discussion with Objection shows, Gerard's Teleport trick falls flat on its face, and Vogue is lost. Frenzy overexerts itself on its combo, and Soundwave also falls to the song.

Calcs:
Action 1:
Speed tie roll: <5001 Vogue. Roll: 7546 - Soundwave.
Soundwave used Camouflage! Soundwave became the Ground type! (8 energy)
Vogue used Thunderbolt! (No effect, 7 energy)
Wilde used Taunt! (10 energy, Gengar Taunted 6a)
Para roll: 3105 - success
Frenzy used Super Shadow Ball! (crit roll: 4391 - no, drop roll: 7767 - no) (24.75 damage Gallade, 76 energy)
Gengar fainted!
Light Screen dissipated.

Action 2:
Speed tie roll: 2680 - Vogue.
Vogue used Teleport! Vogue will return at the end of the round! (6 energy)
Wilde used ThunderPunch! (No effect, 6 energy)
Soundwave used Super Thunderbolt! (crit roll: 2880, para roll: 3413 - no) (39 damage Vogue, 36 energy)

Action 3:
Vogue used Recover! (+20 HP, 11 energy)
Soundwave is cooling down!
Wilde used Psychic! (no target, 6 energy)

Perish Song!
Vogue fainted!
Soundwave fainted!

Team Complications:
Spr_5b_094.png

Frenzy (Levitate)
HP: 81
Energy: KO
Speed: 127
Stats: -1 acc (3a)
Status: 5% paralysed

Spr_5b_121.png

Soundwave (Illuminate, Natural Cure, Analytic)
HP: KO
Energy: 3
Speed: 133
Stats: -1 Def
Status: Ground type

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 60
Speed: 127
Stats: 0
Status: Fine
Spr_5b_121.png

Vogue (Illuminate, Natural Cure, Analytic)
HP: KO
Energy: 36
Speed: 133
Stats: 0
Status: Fine

475.png

Wilde (Steadfast, Justified)
HP: 76
Energy: 78
Speed: 69
Stats: 0
Status: Fine

Complications' Bisharp and Revenankh are sent out automatically. Gerard, pick your new mon, then Complications will order.
 
VSWill.png


Teleport happens before Perish Song counts down as both are at the end of the round and one of it's main effects is getting rid of it, so it's only logic this would save Vogue from it's effect

Either way Fantine's in again:
frontnormal-mkitsunoh.png
 
Complications: You're looking at the energy cost for a combo of different moves. The one for a combo of the same move is (EC + (EC+4))*2

Thus (17+ (17+4))*2 = 38*2 = 76.

Gerard: I posted the discussion I had with Objection on the subject in the reffing. It's after all other effects. Teleport has the phazing effect in switch = KO, yes, but in switch = OK, it has it because of the switch. Which happens after the round. I'm explaining this horribly, but I'm sticking with it unless I'm overturned by someone in authority.
 
Optimus: Thunder Wave-Taunt-Sucker Punch (ALL Kitsunoh)
If Will-O-Wisp is used on Optimus, Dig and push actions back, unless Gallade is using Will-O-Wisp and Kitsunoh uses Earthquake. In that case, Revenankh body block for Bisharp.
Lord Loss: Shadow Ball-Shadow Punch-Shadow Ball (All Gallade)
If Gallade uses a fighting type move on Optimus, change actions to Shadow Ball~Shadow Ball-Cooldown-Shadow Ball (All Gallade)
 
VSWill.png


"Well Kit, our opponent has forgot about Limber so let's use that to our advantage, taunt him about such a horrible mistake and make him pay by hearing you beautiful song, he won't enjoy it for long, Gallade, you can go now we've done our part and we don't want you going down like this two, and it's now or never

Fantine: ShadowStrike (Lord Loss) ~ Taunt (Optimus) ~ Perish Song
Wilde: Imprison [Shadow Ball / Shadow Snake / Focus Blast] (Lord Loss) ~ Encore (Optimus) ~ Teleport

Edit: yeah, that's what I meant :p
 
Team Complications:
Spr_5b_625.png

Optimus (Defiant, Inner Focus, Pressure)
HP: 100
Energy: 100
Speed: 70
Stats: 0
Status: Fine
Actions: Thunder Wave-Taunt-Sucker Punch (ALL Kitsunoh)
If Will-O-Wisp is used on Optimus, Dig and push actions back, unless Gallade is using Will-O-Wisp and Kitsunoh uses Earthquake. In that case, Revenankh body block for Bisharp.

RevenankhLoss.png

Lord Loss (Air Lock, Shed Skin)
HP: 100
Energy: 100
Speed: 56
Stats: 0
Status: Fine
Actions: Shadow Ball-Shadow Punch-Shadow Ball (All Gallade)
If Gallade uses a fighting type move on Optimus, change actions to Shadow Ball~Shadow Ball-Cooldown-Shadow Ball (All Gallade)

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 60
Speed: 127
Stats: 0
Status: Fine
Actions: ShadowStrike (Lord Loss) ~ Taunt (Optimus) ~ Perish Song

475.png

Wilde (Steadfast, Justified)
HP: 76
Energy: 78
Speed: 69
Stats: 0
Status: Fine
Actions: Imprison [Shadow Ball / Shadow Sneak / Focus Blast] (Lord Loss) ~ Encore (Optimus) ~ Teleport

And once again, Gerard completely locks down Complications, rendering every single one of his attacks absolutely useless!

Calcs:
PRAISE THE LORD, NO MORE DUPLICATES AND SPEED TIES.

Action 1:
Kitsunoh used ShadowStrike! (crit roll: 3386 - no, drop roll: 170 - yes) (18.75 damage, 5 energy, Revenankh -1 def)
Bisharp used Thunder Wave! The foe Kitsunoh is Limber! (7 energy)
Gallade used Imprison! (7 energy, Revenankh's Shadow Ball, Shadow Sneak and Focus Blast Imprisoned 6a)
Revenankh used Shadow Ball! But it failed!

Action 2:
Kitsunoh used Taunt! (12 energy, Bisharp Taunted 6a)
Bisharp used Taunt! But it failed!
Gallade used Encore! Revenankh received an encore! (10 energy, Shadow Ball Encored 2a)
Revenankh used Shadow Ball! But it failed!

Action 3:
Bisharp used Sucker Punch! But it failed!
Gallade used Teleport! (6 energy, Gallade returns to its Pokéball at the end of the round)
Revenankh used Shadow Ball! But it failed!
Kitsunoh used Perish Song! All Pokémon will faint in three rounds! (15 energy)

Perish Count fell to 2.
Gallade returned to its Pokéball!
Togekiss was sent out!

Team Complications:
Spr_5b_625.png

Optimus (Defiant, Inner Focus, Pressure)
HP: 100
Energy: 93
Speed: 70
Stats: 0
Status: Taunted 4a

RevenankhLoss.png

Lord Loss (Air Lock, Shed Skin)
HP: 82
Energy: 100
Speed: 56
Stats: -1 Def
Status: Shadow Sneak, Shadow Ball, Focus Blast Imprisoned 3a

Team Gerard:
frontnormal-mkitsunoh.png

Fantine (Frisk, Limber, Cursed Body)
HP: 100
Energy: 28
Speed: 127
Stats: 0
Status: Fine

475.png

Wilde (Steadfast, Justified)
HP: 76
Energy: 54
Speed: 69
Stats: 0
Status: Fine
 
VSWill.png


"Now that I have your full atention Lord Loss may I introduce you to Éponine our powerful friend, cause she has a very special gift for you, fantine, don't let Optimus feel less love, we must be warm with out guests"

Fantine: Will-o-Wisp (Optimus) ~ ShadowStrike (Lord Loss) ~ Chill
*If Lord Loss uses Glare in Éponine then use Safeguard and push actions
Éponine: Air Slash (Lord Loss) ~ Air Slash (Lord Loss) ~ Air Slash (Lord Loss)
*If Lord Loss uses Bide A1 then use Aura Sphere (Optimus) - Aura Sphere (Optimus) - Aura Sphere (Optimus) unless he (Optimus) uses Metal Burst in which case use Wish - Reflect - Chill (according to how many times it's used)
 
It seems I fall to the unlucky circumstances of facing an opponent with many battles' more experience than mine own. I know if his Pokemon don't take me, the cursed song will, but I will fight honorably until the end. In knowledge of my unstoppable demise, I say GG to you Gerard. You outsmarted me.
Optimus: Dig~Dig (Fantine)-Cooldown-Dig (Fantine)
Lord Loss: Bide-Release Energy (Fantine)-Shadow Punch~Shadow Punch (Fantine)

Not to SoS. If Releasing Energy immediately after bide is illegal, then my actions for LL will be Bide-Store Energy-Release Energy (Fantine)
 
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