Round 2- The Star Gazers vs. Cruel Britannia: waterwarrior vs. Objection! (4v4 Dubs)

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(Curse the thread title character limit! D:<)

In what promises to be an exciting and Phoenix Wright-pun-filled match, waterwarrior of underdog team The Star Gazers will be taking on Objection of heavy-favourite-to-win-it-all Cruel Britannia! (I'm not British, but I figured I should spell "favorite" that way because of the team it's talking about. :P) Let's get this show on the road!

(By the way, I'm trying out a slight variation of my standard reffing format for this match, so I apologize in advance for any errors with anything.)

-4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs

-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.


waterwarrior addresses the chairman:
065.png

Alakazam* (Houdin) Male
Nature: Timid (-Atk, +Spe, +22% accuracy)
Type: 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:
Synchronize:
(Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
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.
Magic Guard (DW ability- UNLOCKED): (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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

Attacks: (30 total)
Physical:
Counter
Fire Punch*

Special:
Confusion
Energy Ball
Focus Blast
Future Sight
Hidden Power (Fire- 7)
Hyper Beam
Psybeam
Psychic*
Psyshock*
Shadow Ball*
Zap Cannon+

Status:
Ally Switch
Calm Mind
Disable
Double Team
Encore*
Endure
Guard Swap*
Kinesis
Light Screen
Miracle Eye
Protect
Recover
Reflect
Substitute
Taunt
Teleport*
Thunder Wave
Telekinesis+
Torment
260.gif

Swampert (Kippy) Male
Nature: Adamant
Type: Water / Ground
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Torrent
: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14
Damp (DW ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19

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

Attacks: (27 total)
Physical:
Avalanche*
Dig*
Dive
Earthquake
Endeavor
Giga Impact
Hammer Arm
Return
Stone Edge
Tackle*
Take Down
Waterfall*
Brick Break+
Frustration+

Special:
Hydro Pump
Mud Bomb
Mud-slap*
Mud Shot
Water Gun*

Status:
Bide*
Curse*
Double Team
Foresight*
Growl*
Mirror Coat
Mud Sport*
Protect
Rest*
Yawn*
132.gif

Ditto (Beast Boy) -
Nature: Quirky
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: N/A
MC: N/A
DC: 5/5

Attacks: (1 total- complete movepool!)
Status:
Transform
547.gif

Whimsicott (Fluttershy) Female
Nature: Calm (+ SpD, - Atk)
Type: 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:
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Infiltrator: (Innate) 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.
Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19

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

Attacks: (23 total)
Physical:
Razor Leaf

Special:
Absorb
Energy Ball
Giga Drain
Gust
Hidden Power Fire (7)
Hurricane
Mega Drain
Solarbeam
Shadow Ball+

Status:
Charm
Cotton Guard
Cotton Spore
Encore
Endeavor
Grasswhistle
Growth
Leech Seed
Poisonpowder
Stun Spore
Substitute
Sunny Day
Switcheroo
Helping Hand+
Taunt

Objection seconds waterwarrior's motion:
ndelv.png

Medicham (*) [Frollo] (M)
Nature: Jolly (+Speed, -Special Attack)

Type: Fighting/Psychic
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.
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.

Stats:
HP: 90
Atk: Rank 2 [5 with Pure Power]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (Accuracy boost: 10% (9.7287356321839080459770114942529% unrounded))
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Moves: 41

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

Abilities:
Pure Power: (Trait) This Pokemon has immense inner strength that grows with its development, raising its Attack by 1 Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack is only raised by one Rank.
Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks:
Bide (*)
Meditate (*)
Confusion (*)
Detect (*)
Hidden Power Fighting 6 (*)
Swagger
Mind Reader (*)
Feint (*)
Calm Mind (*)
Force Palm
Recover
Hi Jump Kick
Reversal
Psych Up

Drain Punch (*)
Ice Punch (*)
ThunderPunch (*)
Fire Punch
Foresight
Bullet Punch
Fake Out
DynamicPunch
Psycho Cut

Bulk Up (*)
Brick Break (*)
Rock Slide(*)
Telekinesis
Low Sweep
Light Screen
Reflect
Focus Punch
Protect
Double Team
Substitute

Magic Coat
Zen Headbutt
Counter
Pain Split
Endure
Metronome
Low Kick

Dispel
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)

Type: Ghost
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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 42

EC: 9/9
MC: 0

Abilities:
Pressure: (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.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight

Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge

Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute
Sleep Talk+

DynamicPunch
Sucker Punch
Counter
Endure
28dLe.png

Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 43

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

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW UNLOCKED): (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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Rain Dance
Heat Wave
Hurricane
Hyper Voice
Sky Drop
Work Up
Rest
Superpower

Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin
Confuse Ray
Haze
Memento

Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect
Hidden Power Ice 7
Focus Blast
Protect
Double Team
Swagger
Grass Knot+
Flash+
Hyper Beam+

Dispel
297.png

Hariyama [Pete] (M)
Nature: Careful (+Special Defence, -Special Attack)

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.

Stats:
Hariyama
HP: 125
Atk: Rank 5
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Moves: 40

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

Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Sheer Force (DW UNLOCKED): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Brine
Force Palm
Endure
Reversal
Heavy Slam

Counter
Focus Punch
Foresight
Revenge
Bullet Punch
Feint
Detect
Faint Attack
Wide Guard
Helping Hand+

Protect
Rock Slide
Substitute
Payback
Swagger
Giga Impact
Earthquake
Brick Break
Smack Down
Dig
Low Sweep

Fire Punch
Ice Punch
Magic Coat
ThunderPunch
Low Kick

waterwarrior had no preference in switch style, while Objection selected Switch = OK. Therefore, this match will be Switch = OK! Both of you PM me your starting 'mons and we can get this match going!
 
waterwarrior will open with Kippy the Swampert and Beast Boy the Ditto!
Objection will lead off with Oogie Boogie the Dusknoir and Scar the Tomohawk!
Dummy007 sends out his American coin!
[Heads = waterwarrior, Tails = Objection]

dimetails.png


Looks like Objection will be ordering first! Let the festivities commence!
 
Oogie Boogie: Taunt (Beast Boy) - Future Sight (Beast Boy) - Psychic (Beast Boy)
If Beast Boy (or whatever pokemon Beast Boy transforms into) uses a protective/evasive move on action 1, change action 1 to Will-O-Wisp (Kippy) and push actions back.
If Beast Boy (or whatever pokemon Beast Boy transforms into) uses Taunt on Oogie Boogie on the action Oogie Boogie uses Taunt, change that action to Psychic (Beast Boy).

Scar: Taunt (Kippy) - Air Slash (Beast Boy) - Hidden Power (Beast Boy)
If Beast Boy (or whatever pokemon Beast Boy transforms into) uses Rain Dance on action 1, change action 1 to Sunny Day and push actions back.
If Beast Boy (or whatever pokemon Beast Boy transforms into) uses Taunt on Oogie Boogie on the action Oogie Boogie uses Taunt, change action 1 to Taunt (Beast Boy) and push actions back.
 
Are you a gambling man, Santa Objection?

Beast Boy, use your Imposter and transform yourself into Oogie Boogie the Dusknoir!

Kippy: Waterfall Oogie -> Stone Edge Oogie -> Waterfall Oogie
Beast Boy: Imprison (Taunt, Future Sight, Psychic) Oogie -> Toxic Oogie -> Shadow Ball Oogie
If Taunted, change actions to Shadow Ball Oogie -> Psychic Scar -> Shadow Ball Oogie
 
Round 1: Will the Real Oogie Boogie Please Stand Up?

Rules:
-4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs

-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.

waterwarrior's Star Gazer-er-ers:
260.gif

Swampert (Kippy) Male
Nature: Adamant

Stats:
HP: 110
Energy: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
Boosts: none
Other: none
132.gif

Ditto (Beast Boy) -
Nature: Quirky

Stats:
HP: 90
Energy: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 48
Size Class: 1
Weight Class: 1
Base Rank Total: 12
Boosts: none
Other: none

Objection's Cruel Brits:
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet

Stats:
HP: 90
Energy: 100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Boosts: none
Other: none
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 110
Energy: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: none

Round 1 Begin!

As soon as he exits his Poke Ball, Beast Boy pulls out a Dusknoir costume and puts it on, somehow gaining its powers in the process. Scar then gives the evil eye to waterwarrior's team, reducing their attack stats and sending waterwarrior to the corner to once again mourn the loss of Mufasa. We'll check on him in a minute...

Scar opens the action here in the arena by shouting something about "haeting Mudkipz" at Kippy. Kippy takes offense at this, as he was once an adorable Mudkip, so he runs quickly to Venezuela, picks up Angel Falls, runs back, and drops the whole thing on Oogie Boogie's head. (Or was that Beast Boy? I can't tell anymore...) Somehow, it does pathetic damage. One of the Dusknoir (SO CONFUSED) taps into the other's mind, fusing the two together temporarily! When the two break apart, the other one just kind of floats there, not doing anything. According to my calcs here, that was an Imprison. Okay, sure, let's go with that! *is banned from ASB for breaking the fourth wall* (I've got the moves like Ullar, I've got the moves like Ullar, I've got the moo-oo-oo-oo-oo-oo-oo-oo-ooves like Ullar...)

*returns after decade-long hiatus* All right, what happened here while I was gone?...Nothing? What is wrong with you people? Can't you battle with a referee? HAVE YOU NO FREE WILL? /endrant Anyway, Scar calls forth the power of the wind to slice at Beast Boy/Oogie Boogie (I haven't gotten any better at differentiating between them in ten years), which prompts Kippy to leap (albeit a little more slowly now) to his partner's defense. For some inexplicable reason, though, he decides to attack a Dusknoir instead of Scar; I don't know which one he hit, but the hit was a critical one! One of the Dusknoir sprays some toxic gas at the other one...who responds by flailing his arms around a bit. How that did damage, I will never understand, but at least I can kind of tell them apart now!

Scar conjures up his hidden power, culminating in a freezing blast that actually doesn't do a whole lot to the Dusknoir he attacked. Kippy gets defensive again, picking Angel Falls back up and dropping it on a Dusknoir's head. (I hear angry Venezuelans in the distance; they don't like it when people steal their waterfalls.) One of the Dusknoir then smashes the other with a ball of shadows (a "Shadow Ball," as they're called), prompting an instinctive response of more flailing. Yeah, folks, this is the kind of action we on Smogon live for!

It seems that waterwarrior has finally convinced himself that Mufasa is in a better place. Fortunately, he's come out ahead this round despite not seeming to have done anything. Can he keep this lead up, or will the advantage of ordering second allow Objection to take the lead? Find out next reffing!

End Round 1

waterwarrior's Star Gazer-er-ers:
260.gif

Swampert (Kippy) Male
Nature: Adamant

Stats:
HP: 110
Energy: 77
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
Boosts: -1 Atk
Other: Taunted (3 actions)
477.png
(
132.gif
)
Dusknoir/(Ditto) (Beast Boy) -
Nature: Quiet (Quirky)

Stats:
HP: 72
Energy: 64
Atk: Rank 4 (2)
Def: Rank 5 (2)
SpA: Rank 4 (2)
SpD: Rank 5 (2)
Spe: 39 (48) (-10% Evasion)
Size Class: 4 (1)
Weight Class: 5 (1)
Base Rank Total: 21 (12)
Boosts: -1 Atk
Other: none

Objection's Cruel Brits:
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet

Stats:
HP: 39
Energy: 82
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Boosts: none
Other: Taunt/Future Sight/Psychic Imprisoned (3 actions), Toxic (2)
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 110
Energy: 76
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: none

Pre-Round:
Ditto transformed into Dusknoir!
Energy Cost: 10

Tomohawk Intimidated Swampert and Ditto!
-1 Atk (Swampert, Ditto)


Taunt Swampert (Tomohawk) [Success]
Swampert was Taunted! (6 actions)
Energy Cost: 10

Waterfall Dusknoir (Swampert) [Crit Roll: 8432, Flinch Roll: 7899; no crit, no flinch]
((8 + 3 + 5*1.5 – 5*1.5) * 1) – 1*1.75 = 9.25 damage
Energy Cost: 7

Speed Tie Roll (<5000 = Ditto first): 824 [Ditto first]

Imprison {Taunt, Future Sight, Psychic} Dusknoir (Ditto) [Success]
Dusknoir was Imprisoned! (6 actions)
Energy Cost: 10

Taunt Ditto (Dusknoir) [Imprisoned]
Energy Cost: 0


Air Slash Ditto (Tomohawk) [Crit Roll: 9148, Flinch Roll: 7747; no crit, no flinch]
(8 + 3 + 5*1.5 – 5*1.5) * 1 = 11 damage
Energy Cost: 7

Stone Edge Dusknoir (Swampert) [Hit Roll: 6869, Crit Roll: 1157; hit, crit]
(10 + 3 + 5*1.5 – 5*1.5) * 1 = 13 damage
Energy Cost: 9

Speed Tie Roll: 3616 [Ditto first]

Toxic Dusknoir (Ditto) [Success]
Dusknoir was badly poisoned!
Energy Cost: 9

Struggle Ditto (Dusknoir) [Success]
(5 + 4*1.5 – 5*1.5) * 1 = 3.5 damage, 1.4 recoil damage
Energy Cost: 7

Post-Action:
-1 HP (Dusknoir)


Hidden Power Ditto (Tomohawk) [Crit Roll: 4781; no crit]
(7 + 5*1.5 – 5*1.5) * 1 = 7 damage
Energy Cost: 7

Waterfall Dusknoir (Swampert) [Crit Roll: 3615, Flinch Roll: 6973; no crit, no flinch]
((8 + 3 + 5*1.5 – 5*1.5) * 1) – 1*1.75 = 9.25 damage
Energy Cost: 7

Speed Tie Roll: 4557 [Ditto first]

Shadow Ball Dusknoir (Ditto) [Crit Roll: 7423, Drop Roll: 4858; no crit, no drop]
(8 + 3 + 4*1.5 – 5*1.5) * 1.5 = 14.25 damage
Energy Cost: 7

Struggle Ditto (Dusknoir) [Success]
(5 + 4*1.5 – 5*1.5) * 1 = 3.5 damage, 1.4 recoil damage
Energy Cost: 11

Post-Action:
-1 HP (Dusknoir)

Post-Round:
Tomohawk: 0 damage, -24 energy
Swampert: 0 damage, -23 energy, -1 Atk, Taunted (3 actions)
Ditto: 18 damage, -36 energy, -1 Atk
Dusknoir: 50.55 ~ 51 damage, -18 energy, Taunt/Future Sight/Psychic Imprisoned (3 actions), Toxic (2)

(Check the summaries and facts to be sure I didn't miss anything; this round had a lot happening!) waterwarrior, you're up!
 
Hmm... Kippy, you may not be doing much, but I'd still rather keep you in. Can't let that Dusknoir run away now that we've almost got him on the ropes!!

Beast Boy: Taunt (Scar) -> Hex (Oogie) -> Shadow Ball (Oogie)
If Taunted A1, change actions to Hex (Oogie) -> Shadow Ball (Oogie) -> Psychic (Scar)
If Oogie uses Pain Split AND you are not Taunted, change that action to Taunt (Oogie) and push back

Kippy: Stone Edge (Oogie) -> Waterfall (Oogie) -> Stone Edge (Scar)
If Oogie uses Pain Split on you AND he is not Taunted, change that action to Dig (Oogie)
If Scar uses Solarbeam on you, change that action to Dive (Scar). The first sub takes precedence.
 
Imprison shenanigans, huh? Well two can play at that game!

Oogie Boogie: Imprison (Beast Boy [Hex, Shadow Ball, Taunt]) - Pain Split (Beast Boy) - Toxic (Beast Boy)

Scar: Quash (Beast Boy) - Sunny Day - SolarBeam (Kippy)
 
Round 2: Expecting waterwarrior to have an easy win? TOO BAD! WALUIGI TIME!

Rules:
-4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs

-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.

waterwarrior's Star Gazer-er-ers:
260.gif

Swampert (Kippy) Male
Nature: Adamant

Stats:
HP: 110
Energy: 77
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
Boosts: -1 Atk
Other: Taunted (3 actions)

477.png
(
132.gif
)
Dusknoir/(Ditto) (Beast Boy) -
Nature: Quiet (Quirky)

Stats:
HP: 72
Energy: 64
Atk: Rank 4 (2)
Def: Rank 5 (2)
SpA: Rank 4 (2)
SpD: Rank 5 (2)
Spe: 39 (48) (-10% Evasion)
Size Class: 4 (1)
Weight Class: 5 (1)
Base Rank Total: 21 (12)
Boosts: -1 Atk
Other: none

Objection's Cruel Brits:
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet

Stats:
HP: 39
Energy: 82
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Boosts: none
Other: Taunt/Future Sight/Psychic Imprisoned (3 actions), Toxic (2)
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 110
Energy: 76
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: none

Round 2 Begin!

One of the Dusknoir (I'm guessing Beast Boy?) starts yelling derogatory comments at Scar, but Scar cuts him off, saying:



While the Dusknoir pauses to consider this, Kippy runs up to the other one and hits him with a bunch of pointy rocks that don't really do anything. That Dusknoir then...umm...what was that move again? It's been so long...Incarcerate? Impersonate? EXTERMINATE?!?! *reads calcs* Oh, Imprison! Yeah, that. The Dusknoir that got Imprisoned then determines his opinion on Scar's statement, but all that thinking/being Imprisoned causes him to forget his list of insults, so he just sits there.

Scar then does some sort of mystic tribal dance before flying up to the Sun and turning up its thermostat. Kippy, apparently unaware that some of its water has now evaporated, picks up Angel Falls again and drops it on a Dusknoir, although the lower mass and therefore lower force resulted in less damage...hey, does anyone else smell scrambled eggs? And why am I going blind? *puts two and two together* MY EYES ARE BURNING! TURN OFF THE SUN! FIND A DOCTOR! GET SOME HOT WATER! GET SOME DISINFECTANT!

One eye correction surgery later...

I'm back! What's happened since I left?...Nothing? Again? Geez, I feel so important. Anyway, the two Dusknoir each conjure up a strange glowing ball, and the two balls gradually become the same brightness. Weird. At least it's not as bright as the Sun, though! One of the Dusknoir then flails at the other one in a rather pathetic fashion. Whoo.

Scar summons forth a magical glowing beam and nukes Kippy with it. Kippy looks really shaken after such an intense boot to the head, but he successfully leaps into the water and starts swimming towards Scar, Jaws-style. More flailing ensues from one Dusknoir, which prompts the other one to spray the first with some sort of poisonous gas. Kippy then emerges from the water in Shamu-style fashion...but Scar flies two inches out of reach and Kippy falls to the arena floor with a thud.

The tide has really turned this round! Both players are on about equal footing now; how will the next round pan out?

End Round 2

waterwarrior's Star Gazer-er-ers:
260.gif

Swampert (Kippy) Male
Nature: Adamant

Stats:
HP: 76
Energy: 52
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 60
Size Class: 4
Weight Class: 4
Base Rank Total: 19
Boosts: -1 Atk
Other: none

477.png
(
132.gif
)
Dusknoir/(Ditto) (Beast Boy) -
Nature: Quiet (Quirky)

Stats:
HP: 43
Energy: 46
Atk: Rank 4 (2)
Def: Rank 5 (2)
SpA: Rank 4 (2)
SpD: Rank 5 (2)
Spe: 39 (48) (-10% Evasion)
Size Class: 4 (1)
Weight Class: 5 (1)
Base Rank Total: 21 (12)
Boosts: -1 Atk
Other: Hex/Shadow Ball/Taunt Imprisoned (3 actions), Toxic (2)

Objection's Cruel Brits:
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet

Stats:
HP: 36
Energy: 38
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Boosts: none
Other: Toxic (3)
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 110
Energy: 51
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: none

Quash Ditto (Tomohawk) [Success]
Ditto’s priority went poof!
Energy Cost: 7

Stone Edge Dusknoir (Swampert) [Hit Roll: 7926, Crit Roll: 2681; hit, no crit]
((10 + 5*1.5 – 5*1.5) * 1) – 1*1.75 = 8.25 damage
Energy Cost: 9

Imprison {Hex, Shadow Ball, Taunt} Ditto (Dusknoir) [Success]
Ditto was Imprisoned! (6 actions)
Energy Cost: 10

Taunt Tomohawk (Ditto) [IMPRISONED]
Energy Cost: 0

Post-Action:
-2 HP (Dusknoir)


Sunny Day (Tomohawk) [Success]
The sunlight got really bright! (4 rounds)
Energy Cost: 10

Waterfall Dusknoir (Swampert) [Crit Roll: 7574, Flinch Roll: 9367; no crit, no flinch]
((8 + 3 - 3 + 5*1.5 – 5*1.5) * 1) – 1*1.75 = 6.25 damage
Energy Cost: 7

Speed Tie Roll: 9376 [Dusknoir first]

Pain Split Ditto (Dusknoir) [Success]
New HPs: 47.25 (Ditto and Dusknoir)
Energy Cost: 24.5

Taunt Struggle Dusknoir (Ditto) [Success]
(5 + 4*1.5 – 5*1.5) * 1 = 3.5 damage, 1.4 recoil damage
Energy Cost: 7

Post-Action:
-2 HP (Dusknoir)


SolarBeam Swampert (Tomohawk) [Crit Roll: 3224; no crit]
(12 + 5*1.5 – 3*1.5) * 2.25 = 33.75 damage
Energy Cost: 8

Dive Tomohawk (Swampert) [Success]
Swampert dove underwater!

Speed Tie Roll: 75 [Ditto first]

Hex Struggle Dusknoir (Ditto) [Success]
(5 + 4*1.5 – 5*1.5) * 1 = 3.5 damage, 1.4 recoil damage
Energy Cost: 11

Toxic Ditto (Dusknoir) [Success]
Ditto was badly poisoned!
Energy Cost: 9

Dive Tomohawk (Swampert) [Special Flying powers go!]
Energy Cost: 9

Post-Action:
-1 HP (Ditto)
-2 HP (Dusknoir)

Post-Round:
Sunny (3 rounds)
Tomohawk: 0 damage, -25 energy
Swampert: 33.75 ~ 34 damage, -25 energy, -1 Atk
Ditto: 28.55 ~ 29 damage, -18 energy, -1 Atk, Hex/Shadow Ball/Taunt Imprisoned (3 actions), Toxic (2)
Dusknoir: 2.75 ~ 3 damage, -43.5 ~ -44 energy, Toxic (3)

Objection, make your move!
 
Shouldn't my Dusknoir have a bit less HP than his Ditto, since after the Pain Split, my Dusknoir takes 2 struggles and 4 Toxic damage, whereas his Ditto takes the recoil damage and only 1 Toxic damage. By my calculations, my Dusknoir should have 36 HP.
 
Bah... Where's a pack of hyenas/ loose thread/ pit of fire/ Mickey Mouse where you need one (sorry, couldn't resist~)?

Kippy, you're practically useless until the sun goes away, so Houdin will come out and take the spotlight!

Houdin: Psychic -> Zap Cannon -> Psychic (all Scar)
If Quash is used AND you are not Taunted, change that action to Taunt (Scar)
If Protect is used, change that action to Shadow Ball Frollo, but not twice in a row
Beast Boy: Will-o-Wisp (Frollo) -> Confuse Ray (Frollo) -> Psychic (Scar)
If Taunted, change remaining actions to Psychic (Scar) -> Fire Punch (Frollo) -> Psychic (Scar)
 
Not what I was hoping you would do, but close enough.

Frollo: Light Screen - Foresight (Beast Boy) - Hi Jump Kick (Beast Boy)

Scar: Safeguard - Air Slash (Beast Boy) - Aura Sphere (Beast Boy)

No paralysis, burn or confusion for you!
 
Round 3: Frollollollollollollolloll

Rules:
-4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs

-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.

waterwarrior's Star Gazer-er-ers:
065.png

Alakazam* (Houdin) Male
Nature: Timid

Stats:
HP: 90
Energy: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+) (+22% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Boosts: none
Other: none
477.png
(
132.gif
)
Dusknoir/(Ditto) (Beast Boy) -
Nature: Quiet (Quirky)

Stats:
HP: 43
Energy: 46
Atk: Rank 4 (2)
Def: Rank 5 (2)
SpA: Rank 4 (2)
SpD: Rank 5 (2)
Spe: 39 (48) (-10% Evasion)
Size Class: 4 (1)
Weight Class: 5 (1)
Base Rank Total: 21 (12)
Boosts: -1 Atk
Other: Hex/Shadow Ball/Taunt Imprisoned (3 actions), Toxic (2)

Objection's Cruel Brits:
ndelv.png

Medicham (*) [Frollo] (M)
Nature: Jolly

Stats:
HP: 90
Energy: 100
Atk: Rank 2 [5]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (+10% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Boosts: none
Other: none
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 110
Energy: 51
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: none

Round 3 Begin!

Objection withdraws who I'm guessing is Oogie Boogie (that makes things easier) and sends out Frollo the Medicham in his stead!
Yolo!
Frollo!
Lame jokes aside, waterwarrior responds to this by withdrawing Kippy and bringing in Houdin the Alakazam in his stead. With one fresh battler on each side, this is sure to be an intense round!

Scar opens the action by pulling out two riot shields, throwing one to Frollo while keeping the other for himself. Why exactly he was carrying riot shields, I'll never know, but Houdin doesn't seem to care and simply throws Scar against a far wall with psychic energy! Scar looks mad; he hadn't taken any damage until Houdin came along and ruined his fun! Frollo reaches into his pocket and pulls out two windows, tossing one to Scar. What is it with Pokemon and artificial barriers these days? When I was a kid, our Pokemon didn't have riot shields and whatnot; they had to conjure magic screens by working long hours in a Gym in terrible conditions for low wages! GET OFF MY LAWN, YOU CRAZY 'MONS! /endrantagain On topic, Beast Boy (I'm assuming) launches some great balls of fire at Frollo, but he stops the assault with his...window? I'm confused. Is that physically possible?

...So I checked the DAT and it says nothing about windows not stopping attacks, so I guess we'll allow that. Houdin, in an attempt to bring some honor back to his team, launches an electric nuke at Scar, scoring a direct hit! If it hadn't been for his protective window, I doubt Scar would have been able to get through that un-paralyzed. Also luckily for him, it seems as though some of the electricity was diverted to his riot shield instead of him. Frollo doesn't take kindly to this, but, instead of retaliating, he simply stares really hard at Best Buy- I mean, Beast Boy. Weird, it almost seems as if Beast Boy is becoming more solid as a result of being stared at. I guess conspicuousness is the Ghost-type's real weakness? (Silly GameFreak.) Scar whips up a blade of air and sends it hurtling at Beast Boy, which hits it/him so hard that it/he flinches from the force of the blow.

Houdin continues to maintain his offensive presence, smashing Scar again with another Psychic! Frollo leaps (quite literally) to his partner's aid, leaping so high in the air that I can...barely...see...him...umm...hello?...that was the hi-est jump kick I've ever seen. Oh, here he comes!...and he's coming...and he's coming...and...and...BAM! Right in the dead man's chest! Beast Boy is looking really bad now, especially due to the poison in his system. Scar begins to stalk carefully around Beast Boy, who can only look on in terror due to being lower on the speed ladder than Scar. Then, in a blinding flash, Scar smashes Beast Boy with a pulse of aura. Unable to take any more damage, Beast Boy faints, removing his Dusknoir costume and exposing his true gelatinous self. Scar, delighted at having taken first blood, simply smirks.

Objection has the lead at the moment, but anything is possible at this high level of play. Can waterwarrior make a comeback, or will Objection's trickery put the Brits one step closer to victory?

End Round 3

waterwarrior's Star Gazer-er-ers:
065.png

Alakazam* (Houdin) Male
Nature: Timid

Stats:
HP: 90
Energy: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+) (+22% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Boosts: none
Other: none
477.png
(
132.gif
)
Dusknoir/(Ditto) (Beast Boy) -
Nature: Quiet (Quirky)

Stats:
HP: 0
Energy: 39
Atk: Rank 4 (2)
Def: Rank 5 (2)
SpA: Rank 4 (2)
SpD: Rank 5 (2)
Spe: 39 (48) (-10% Evasion)
Size Class: 4 (1)
Weight Class: 5 (1)
Base Rank Total: 21 (12)
Boosts: none
Other: none

Objection's Cruel Brits:
ndelv.png

Medicham (*) [Frollo] (M)
Nature: Jolly

Stats:
HP: 90
Energy: 76
Atk: Rank 2 [5]
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 92 (+) (+10% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Boosts: none
Other: Safeguarded (3 rounds), Light Screened (3 actions)
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 63
Energy: 26
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: Safeguarded (3 rounds), Light Screened (3 actions)

Safeguard (Tomohawk) [Success]
Objection’s team was Safeguarded! (4 rounds)
Energy Cost: 10

Psychic Tomohawk (Alakazam) [Crit Roll: 1595, Drop Roll: 9890; no crit, no drop]
(9 + 3 + 5*1.5 – 3*1.5) * 1.5 = 22.5 damage
Energy Cost: 5.5

Light Screen (Medicham) [Success]
Objection’s team was Light Screened! (6 actions)
Energy Cost: 7

Will-O-Wisp Medicham (Ditto) [SAFEGUARDED]
Energy Cost: 7

Post-Action:
-2 HP (Ditto)


Zap Cannon Tomohawk (Alakazam) [Hit Roll: 4346, Crit Roll: 6696; hit, no crit]
((12*2/3) + 5*1.5 – 3*1.5) * 1.5 = 16.5 damage
Energy Cost: 9

Foresight Ditto (Medicham) [Success]
Ditto was Foresighted! (6 actions)
Energy Cost: 8

Air Slash Ditto (Tomohawk) [Crit Roll: 4697, Flinch Roll: 746; no crit, flinch]
(8 + 3 + 5*1.5 – 5*1.5) * 1 = 11 damage
Energy Cost: 7

Confuse Ray Medicham (Ditto) [Flinched]
Energy Cost: 0

Post-Action:
-2 HP (Ditto)


Psychic Tomohawk (Alakazam) [Crit Roll: 6563, Drop Roll: 2461; no crit, no drop]
((9*2/3) + 3 + 5*1.5 – 3*1.5) * 1.5 = 18 damage
Energy Cost: 5.5

Hi Jump Kick Ditto (Medicham) [Crit Roll: 6419; no crit]
(13 + 3 + 5*1.5 – 5*1.5) * 1 = 16 damage
Energy Cost: 9

Aura Sphere Ditto (Tomohawk) [Crit Roll: 2314; no crit]
(9 + 3 + 5*1.5 – 5*1.5) * 1 = 12 damage
Energy Cost: 8
Ditto fainted!

Psychic Tomohawk (Ditto) [Fainted]

Post-Round:
Sunny (2 rounds)
Alakazam: 0 damage, -20 energy
Medicham: 0 damage, -24 energy, Safeguarded (3 rounds), Light Screened (3 actions)
Tomohawk: 47 damage, -25 energy, Safeguarded (3 rounds), Light Screened (3 actions)
Ditto: 43 damage, -7 energy

Objection used Me First (again)!...right after waterwarrior sends out another Pokemon.
 
NNNNNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!
And the sun is still up, I'm up against a Flying-type, Light Screen is up... My god am I screwed.

Fluttershy, try your hardest to get me out of this mess I made?
 
Really? Aw, I was gonna set up Rain Dance.

Oogie Boogie: Combo: Shadow Ball + Shadow Ball (Houdin) - Cooldown (or Combo: Shadow Sneak + Shadow Sneak (Houdin)) - Shadow Ball (Houdin)
If Houdin uses Ally Switch, change the target of that action to Fluttershy to negate Ally Switch's effect.
If Houdin uses a protective/evasive move and didn't use one on the previous action, change that action to Fire Punch (Fluttershy).

Scar: Taunt (Fluttershy) - Chill - Chill
If Fluttershy uses Taunt on you on action 1, change action 2 to Air Slash (Fluttershy) and action 3 to Aerial Ace (Fluttershy).
 
-sigh- If only Zam had the other 37 moves I claimed outside the tournament... But let's hope this goes right!

Houdin: Psychic (Scar) -> Psyshock (Scar) -> Psychic (Scar)
Fluttershy: Hurricane (Scar) -> Taunt (Scar) -> Hurricane (Scar)

Oh god I'm so screwed...
 
Round 4: When Hax Attacks

Rules:
-4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs

-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.

waterwarrior's Star Gazer-er-ers:
065.png

Alakazam* (Houdin) Male
Nature: Timid

Stats:
HP: 90
Energy: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+) (+22% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Boosts: none
Other: none
547.gif

Whimsicott (Fluttershy) Female
Nature: Calm

Stats:
HP: 100
Energy: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19
Boosts: none
Other: none

Objection's Cruel Brits:
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet

Stats:
HP: 36
Energy: 38
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Boosts: none
Other: Toxic (1), Safeguarded (3 rounds), Light Screened (3 actions)
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: 63
Energy: 26
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: Safeguarded (3 rounds), Light Screened (3 actions)

Round 4 Begin!

waterwarrior sends Fluttershy the Whimsicott in to battle, prompting Objection to pull out Frollo (there went all my jokes ;_;) and send Oogie Boogie back in. The blinding sunlight of death (brilliant band name right there) is beginning to fade, but it remains strong enough for Fluttershy to photosynthesize at an unusually quick rate.

Scar, ever the practical jokester (I guess killing other lions counts as practical joking?), begins rapidly yelling obscenities at Fluttershy. Nothing seems to be working until Scar yells something about "worthless girly #@$*! ponies," which greatly offends both Fluttershy and waterwarrior. The following image depicts Scar's reaction to this, with the image afterward depicting Oogie Boogie's reaction to Scar's reaction:

U-Mad-Bro.jpg


oh_he_mad.jpg


Fluttershy is so mad, in fact, that she runs up, infiltrates the Light Screen, and nukes Scar with a hurricane in the middle of a sunny day. Scar looks a little dazed from that attack, but the winds weren't violent enough to confuse him. Houdin adds his own attack to the war on terrorism Scar, throwing him so hard against the ground with psychic energy that Scar Special Defense actually falls! Oogie Boogie, who wants to get in on the action, throws a massive bomb at Houdin, resulting in an explosion of shadowy power. Oogie Boogie looks really tired after that attack, but it did take a giant chunk out of Houdin's health.

Fluttershy tries her hand at some insults now, but she is still too mad at Scar to think or speak coherently, leading to a barrage of harmless "your mom" insults. Scar simply chuckles at this and takes a breather, regaining some of his spent energy (additionally, his mom really was all the things Fluttershy said, reducing their impact greatly). Houdin concentrates his psychic energy into a blast shaped like a fist, sending it smashing into Scar and cutting his health to dangerously low levels. That even looked like a critical hit from my perspective! Oogie Boogie looks like he really wants to fight back, but he's too worn-out from his combo to do anything at the moment. Who knew bombing things took so much work?

Scar continues to chill out, thinking that waterwarrior's Pokemon won't waste their time finishing off his one-and-a-half HP. Fluttershy is angry, though- so angry, in fact, that not only does she finish Scar off but she does it in the most overkill way (I can't help but feel that using 'overkill' as an adjective is some kind of sin) possible: with ANOTHER Hurricane! Scar is thrown in a series of several full-circle tours of the arena before coming to rest. In one of the side walls. After moving at 80 mph. Face first. Objection recalls Scar with a grimace while Houdin attempts to lift Scar's Poke Ball to no avail. Perhaps a KO sub would have helped? Anyway, Oogie Boogie ends this round by slamming Houdin with another Shadow Ball, which, due to some magical rulings that I just learned about, actually expends the last of Oogie Boogie's energy! What a surprise!

With waterwarrior now leading 3-2, the balance of power in this game has shifted once again. Can waterwarrior taek advantage of his lead, or will Objection object to this and take home a win? Find out next round, when I stop ending the round with rhetorical questions!

End Round 4

waterwarrior's Star Gazer-er-ers:
065.png

Alakazam* (Houdin) Male
Nature: Timid

Stats:
HP: 33
Energy: 64
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (120x1.15) (+) (+22% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
Boosts: none
Other: none
547.gif

Whimsicott (Fluttershy) Female
Nature: Calm

Stats:
HP: 100
Energy: 84
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 116
Size Class: 1
Weight Class: 1
Base Rank Total: 19
Boosts: none
Other: Taunted (3 actions)

Objection's Cruel Brits:
477.png

Dusknoir [Oogie Boogie] (M)
Nature: Quiet

Stats:
HP: 33
Energy: -2
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Boosts: none
Other: none
28dLe.png

Tomohawk [Scar] (M)
Nature: Modest

Stats:
HP: -17
Energy: 40
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Boosts: none
Other: none

Taunt Whimsicott (Tomohawk) [Success]
Whimsicott was Taunted! (6 actions)
Energy Cost: 10

Hurricane Tomohawk (Whimsicott) [Hit Roll: 4549, Crit Roll: 5174, Confusion Roll: 8648; hit, no crit, no confusion]
(12 + 3*1.5 – 3*1.5) * 1.5 = 18 damage
Energy Cost: 8

Psychic Tomohawk (Alakazam) [Crit Roll: 4821, Drop Roll: 885; no crit, drop]
((9*2/3) + 3 + 5*1.5 – 3*1.5) * 1.5 = 18 damage
Tomohawk’s SpD fell!
Energy Cost: 5.5

Shadow Bomb {Shadow Ball + Shadow Ball combo} Alakazam (Dusknoir) [Crit Roll: 9651, Drop Roll: 8765; no crit, no drop]
(18 + 3 + 4*1.5 – 3*1.5) * 1.5 = 33.75 damage
Energy Cost: 27

Post-Action:
-1 HP (Dusknoir)


Taunt Tomohawk (Whimsicott) [TAUNTED]
Energy Cost: 0

Chill (Tomohawk) [Success]
Energy Regained: 12

Psyshock Tomohawk (Alakazam) [Crit Roll: 500; crit]
((8 + 3 + 3 + 5*1.5 – 3*1.5) * 1.5 = 25.5 damage
Energy Cost: 5

Cool Down (Dusknoir) [Success]

Post-Action:
-1 HP (Dusknoir)


Chill (Tomohawk) [Success]
Energy Regained: 12

Hurricane Tomohawk (Whimsicott) [Hit Roll: 3226, Crit Roll: 3197; hit, no crit, didn’t both with confusion rolls]
(12 + 3*1.5 – 3*1.5) * 1.5 = 18 damage
Energy Cost: 8
Tomohawk fainted!

Psychic Tomohawk (Alakazam) [waterwarrior, y u no KO sub?]
Energy Cost: 5.5

Shadow Ball Alakazam (Dusknoir) [Crit Roll: 8, Drop Roll: 2716; crit, no drop]
(8 + 3 + 3 + 4*1.5 – 3*1.5) * 1.5 = 23.25 damage
Energy Cost: 13
Dusknoir fainted!

Post-Action:
-1 HP (Dusknoir)

Post-Round:
Sunny (1 round)
Whimsicott: 0 damage, -16 energy, Taunted (3 actions)
Alakazam: 57 damage, -16 energy
Tomohawk: 79.5 ~ 80 damage, +14 energy
Dusknoir: 3 damage, -29.5 ~ -30 energy, Toxic (2), Safeguarded (2 rounds)

Objection automatically sends out Frollo and Pete, meaning it's immediately waterwarrior's turn to order!
 
Straight from the list of unlisted rulings (which I can't c/p for some odd reason), the STAB bonus in combos applies at the end and the consecutive energy penalty applies to Oogie's Shadow Ball A3, so the combo cost (6+10)1.75 -1 = 27 EN. The third Shadow Ball should cost him 13 EN, adding up to 40 EN total, meaning Oogie Boogie is KO'd due to EN exhaustion.

Which also means that I'm currently winning 3-2. How the fuck did this happen.
 
Fortunately, the unlisted ruling list is in Objection's sig. ^_^ You are correct, waterwarrior, and the necessary changes have been made.
 
Alrighty then. Now that the sun is down (I think), your Safeguard is gone, and your Light Screen is destroyed as well, time to fuck some shit up! USA! USA! USA! USA!

Houdin: Psychic (Pete) -> Shadow Ball (Pete) -> Psychic (Pete)
If Pete successfully uses a Protective action AND Frollo is not using a protective action, redirect to Frollo
If Houdin is targeted by Payback, change that action to Counter (Pete)

Fluttershy: Hurricane (Pete) -> Shadow Ball (Frollo) -> Hurricane (Pete)
If Pete successfully uses a Protective action AND Frollo is not using a protective action, redirect to Frollo
If targeted by Fake Out, Absorb (Frollo) and push actions back. Only activate once.

Do your worst!
 
Actually, sun is still up for 1 round and Safeguard is still up for 2 rounds. Light Screen is gone though.

Frollo: Fake Out (Fluttershy) - Combo: Focus Punch + Fire Punch (Fluttershy) - Cooldown

Pete (enable Sheer Force): Combo: Focus Punch + Payback (Houdin) - Cooldown - Combo: Focus Punch + Fire Punch (Fluttershy)

If any of the combos are illegal, please get in touch with me before reffing so I can change them.
 
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