A newbie vs someone who I constantly forget is female: Classical vs Ziposaki!

Status
Not open for further replies.
Yea, its your third (?) battle already, but you still classify as a newbie.

2vs2 Doubles
LC mons
1 day DQ
3 recoveries, 3 chills
1 Sub
Asb Arena

Accepting.

Items = On.
Switch = Really?
Abilities = One.

Ref?

And now, the Pokemon that will be duking it out:


Classical said:
215.png

Sneasel(*) Shenzi (F)

Nature: Adamant

Type: Dark/Ice

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.

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Stats
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 17

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

Abilities

Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

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

[DW Locked] Pickpocket: (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.


Moves:
Scratch (*)
Leer (*)
Taunt (*)
Quick Attack (*)
Screech (*)
Faint Attack (*)
Fury Swipes (*)
Agility (*)

Dig (*)
Torment (*)
Low Sweep (*)

Ice Shard (*)
Fake Out (*)
Counter (*)

390.png

Chimchar (*) Jack Kelly (M)

Nature: Hasty (+17% Accuracy)

Type: Fire

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.

Stats
HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 70 (61*1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

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)

[DW Locked] Iron Fist: (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)

Moves:
Scratch (*)
Leer (*)
Ember (*)
Taunt (*)
Fury Swipes (*)
Flame Wheel (*)
Nasty Plot (*)
Torment (*)

Dig (*)
Fire Blast (*)
Grass Knot (*)

Fake Out (*)
Encore (*)
Counter (*)
Ziposaki said:
554.png

Darumaka [D2] (F)

Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Fire

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:

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.
Inner Focus (DW): (Innate) (Locked) 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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks:

Tackle
Rollout
Incinerate
Rage
Fire Fang
Headbutt
Uproar
Facade
Fire Punch
Work Up

Focus Punch
Encore
Yawn

Rock Slide
U-Turn
Dig
Protect

Total: 17
361.png

Snorunt [F] (F)

Nature: Naive (+15% Speed, +8% Accuracy, -1 SpD)

Type: Ice

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:

Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) (Locked) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 58 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

Attacks:

Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect

Hex
Weather Ball
Rollout

Toxic
Hail
Shadow Ball

Total: 13
104.png

Cubone [M] (M)

Nature: Adamant (+1 Atk, -1 SpA)

Type: Ground

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Battle Armor (DW): (Innate) (Locked) This Pokemon’s thick armor prevents it from taking critical hits.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:

Bone Club
Growl
Tail Whip
Headbutt
Leer
Focus Energy
Bonemerang

Iron Head
Swords Dance
Rock Slide

Protect
Toxic
Earthquake

Total: 13

And now, without any further delay, begin the battle!

Classical sends out his mons with the chosen ability and equips items
Ziposaki sends out HER mons with the chosen ability, equips items, and makes HER orders
Classical makes his orders
I ref
 
*her

Darumaka with Hustle and an Exp Share.
Cubone with Rock Head and a Thick Club.

Darumaka: Fire Punch > Fire Fang > Fire Punch (all at Sneasel)
If Sneasel Digs, replace that action with Protect and push actions down, but only once.

Cubone: Bonemerang > Headbutt > Bonemerang (all at Chimchar)
 
Damn Zipo, the newbie already found a loophole in your sub.... there's promise in this one all right.

Also, I'm just going to go ahead and call your Cubone "Asshole." Why? Personally, I hate Thick Club in ASB. With a passion.

Pre-Round stats:
215.png

Shenzi
HP: 90
EN: 100
390.png

Jack Kelly
HP: 90
EN: 100
554.png

D2 @ Exp. Share
HP: 90
EN: 100
104.png

Asshole @ Thick Club
HP: 90
EN: 100

Speed order: Shenzi -> Jack -> D2 -> Asshole
Anyways, good luck you two!
Action 1
Jack dug underground! (10 EN)

Fire Punch -> Shenzi (5 EN)
RNG roll (to crit, 1/16 crit) 10 = no crit
RNG roll (to burn, <=10/100 burn) 29 = no burn
(8+3+(4-2)1.5)(1.5) = 21 DMG

Bonemerang -> Jack (6 EN)
But it missed!

Dig -> D2
RNG roll (to crit) 5 = no crit
(8+(2-2)1.5)(1.5) = 12 DMG

Counter -> D2 (17 EN)
(21x1.75) = 36.75 DMG

Action 2
D2 used Protect! (7 EN)
Poorly worded sub does cost you...

Shenzi dug underground! (10 EN)

Headbutt -> Jack (5 EN)
RNG roll (to crit) 7 = no crit
RNG roll (to flinch, <=30 flinch) 59 = no flinch
(7+1+(5-1)1.5) = 14 DMG

Dig -> Asshole
RNG roll (to crit) 4 = no crit
(8+(4-3)1.5) = 9.5 DMG

Counter -> Asshole (13 EN)
(14x1.75) = 24.5 DMG

Action 3
Fake Out -> Asshole (4 EN)
RNG roll (to crit) 1 = crit
(4+3+(4-3)1.5) = 8.5 DMG

Encore -> D2 (10 EN)
Protect was Encored!

D2 used Protect! (7 EN)
But it failed!

Asshole flinched!

Wow... just wow. Damn Classical, either Ziposaki is incredibly off her game, or bitches better watch out for this guy!

Post-Round stats:
215.png

Shenzi
HP: 69
EN: 73
390.png

Jack Kelly
HP: 76
EN: 67
554.png

D2 @ Exp. Share
HP: 41
EN: 81
Encored (Protect- 1a)
104.png

Asshole @ Thick Club
HP: 47
EN: 89


You're up, Classical
 
Shenzi: faint attack (cubone) ~ torment (daru) ~ faint attack (cubone)
If darumaka uses rockslide then use counter

Jack: torment (cubone) ~ fire blast (cubone) ~ fire blast (cubone)
If cubone uses protect a1 use nasty plot and slide actions down
 
Huh, imagine that. Ordering half-asleep does kill you. Huh. Good thing I didn't post in RPGs, or else that would've probably been gibberish. But good catch, I have to give you props for that. Hm...

Darumaka: Protect > Focus Punch (Sneasel) > Fire Punch (Sneasel)
If Sneasel faints, redirect attacks to Chimchar.
Cubone: Toxic (Chimchar) > Iron Head (Sneasel) > Protect
 
Hmmm.... maybe Ziposaki can actually make a comeback?

Pre-Round stats:
215.png

Shenzi
HP: 69
EN: 73
390.png

Jack Kelly
HP: 76
EN: 67
554.png

D2 @ Exp. Share
HP: 41
EN: 81
Encored (Protect- 1a)
104.png

Asshole @ Thick Club
HP: 47
EN: 89

Action 1
D2 used Protect! (7 EN)

Faint Attack -> Asshole (3 EN)
RNG roll (To crit) 14 = no crit
(6+3+(4-3)1.5) = 10.5 DMG

Torment -> Asshole (10 EN)
Asshole was tormented!

Toxic -> Jack (7 EN)
RNG roll (to hit, <=90 hit) 22 = hit
Jack was badly poisoned!

Toxic -> Jack (1 DMG)

Action 2
D2 began tightening his focus!

Torment -> D2 (10 EN)
D2 was Tormented!

Fire Blast -> Asshole (7 EN)
RNG roll (to crit) 9 = no crit
RNG roll (to burn, <=10 burn) 19 = no burn
(12+3+(2-2)1.5) = 15 DMG

Iron Head -> Shenzi (6 EN)
RNG roll (To crit) 16 = no crit
(8+1+(5-2)1.5)(1.5) = 20.25 DMG

Focus Punch -> Shenzi (10 EN)
RNG roll (to crit) 4 = no crit
(15+(4-2)1.5)(2.25) = 40.5 DMG

Toxic -> Jack (1 DMG)

Action 3
Asshole used Protect! (7 EN)

Faint Attack -> Asshole (3 EN)
RNG roll (to crit) 2 = no crit
(6+3+(4-3)1.5) = 10.5 DMG = 4 EN

Fire Blast -> Asshole (7 EN)
RNG roll (to crit) 3 = no crit
(12+3+(2-2)1.5) = 15 DMG = 6 EN

Fire Punch -> Shenzi (5 EN)
RNG roll = irrelevant
(8+3+(4-2)1.5)(1.5) = 21 DMG
Shanzi fainted!

Toxic -> Jack (1 DMG)

Apparently so, as suddenly, Ziposaki has control of the match once more! Can she go ahead and finish this off, or will Classical find a way to take out both Asshole AND D2?!

Post-Round stats:
215.png

Shenzi
HP: -13
EN: KO
390.png

Jack Kelly
HP: 73
EN: 43
Badly poisoned (2 DPA)
554.png

D2 @ Exp. Share
HP: 41
EN: 59
104.png

Asshole @ Thick Club
HP: 21
EN: 59
Torment (3a)

Its your turn Ziposaki
 
Darumaka: Rock Slide > Facade > Rock Slide
If Tormented, replace A3 with Headbutt.

Cubone: Bone Club > Bonemerang > Headbutt
If Sneasel Digs, replace that action with Earthquake and push actions down, but only once.
 
Damn, you guys are fast.

Pre-Round stats:
390.png

Jack Kelly
HP: 73
EN: 43
Badly poisoned (2 DPA)
554.png

D2 @ Exp. Share
HP: 41
EN: 59
104.png

Asshole @ Thick Club
HP: 21
EN: 59
Torment (3a)

Action 1
Rock Slide -> Jack (6 EN)
RNG roll (to hit, <=90 hit) 15 = hit
RNG roll (to crit) 7 = no crit
RNG roll (to flinch) 98 = no flinch
(8+(4-2)1.5)(1.5) = 16.5 DMG

Bone Club -> Jack (4 EN)
RNG roll (to hit, <=85 hit) 7 = hit
RNG roll (To crit) 12 = no crit
RNG roll (to flinch, <=10 flinch) 20 = no flinch
(7+3+1+(5-2)1.5)(1.5) = 23.25 DMG

Counter -> D2 (26 EN)
(39.75x1.75) = 69.5 DMG
D2 got majorly fucked up the ass!

Toxic -> Jack (2 DMG)

Action 2
Fake Out -> Asshole (4 EN)
RNG roll (to crit) 5 = no crit
(4+(2-3)1.5) = 2.5 DMG

Asshole has already been Faked Out!
Bonemerang -> Jack (6 EN)
RNG roll (to hit, <=90 hit) 26 = hit
RNG roll (to crit) 14, 13 = no crit
(10+3+1+(5-2)1.5)(1.5) = 27.75 DMG

Toxic -> Jack (2 DMG)

Action 3
Fire Blast -> Asshole (7 EN)
RNG roll (to crit) 4 = no crit
RNG roll (to burn) 14 = no burn
(12+3+(2-2)1.5) = 15 DMG

Headbutt -> Jack (5 EN)
Believe it or not, it DOES deal 2 DMG!
Jack fainted!
Ziposaki wins!

And what at first looked like a hopeless situation for Ziposaki has turned around into an incredibly close win! Great game, to the both of you!

Post-Round stats:
390.png

Jack Kelly
HP: KO
EN: KO
554.png

D2 @ Exp. Share
HP: -29
EN: KO
104.png

Asshole @ Thick Club
HP: 4
EN: 50

Classical gets 2 CC and a loss!
Shenzi the Sneasel gets 1 EC, 2 MC, and 1 DC
Jack the Chimchar gets 1 EC, 2 MC, 1 DC, and 1 KOC!

Ziposaki gets 2 CC and a win!
D2 the Darumaka gets 1 EC, 3 MC (+1 from EXP. Share), 1 DC, and 1 KOC!
Cubone gets 1 EC, 2 MC, 1 DC, and 1 KOC!

I get 3 UC!
 
Status
Not open for further replies.
Back
Top