CMFP has some Complications

Status
Not open for further replies.

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Top Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
RoAPL Champion
cmpf said:
I am going to start trying to raise all of my mons in order of which ones are the best/most fun to use, and I wanna enjoy myself doing it, so I will use my third slot for a series of 6v6 matches, which will all probably look something like the following:

6v6 Mixed Singles
Strictish 3 Day DQ
2 Recoveries, 5 chills per mon
2 Substitutions
Items on
Switch=OK
All Abilities
ASB Arena
My Team (please pick your own mons such that it'll be an even match-up):
Colossoil
Syclar
Munchlax
Roselia
Sableye
Aerodactyl

Cee Dollas team
frontnormal-mcolossoil.png

Colossoil (Male)
Nature: Mild (+ to Special Attack; - from Defense)
Type: Ground/Dark
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.
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.

Abilities:
Ability 1: Rebound
Type: Can be Activated
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).

Ability 2: Guts
Type: 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.

Ability 3 (DW) [unlocked]: Pressure
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: 120
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

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

Attacks:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam
Muddy Water
Peck
Horn Attack
Drill Run
Megahorn

Encore
Fake Out
Water Spout
Dark Pulse

Taunt
Earthquake
Rock Slide
Dig
Brick Break

Moves: 20
Syclar.png

Syclar (Male)
Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Type: Bug/Ice
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
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:
Ability 1: Compound Eyes
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Ability 2: Snow Cloak
Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

Ability 3 (DW): Technician
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (91*1.15=104.65)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

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

Attacks:
Leer
Leech Life
Scratch
Ice Shard
Focus Energy
Slash
Icy Wind
Bug Bite
Icicle Spear
Fury Attack
X-Scissor

Earth Power
Counter
Water Pulse

Taunt
Blizzard
Dig

Moves: 17
446.png

Munchlax (Male)
Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Ability 1: Pickup
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Ability 2: Thick Fat
Type: 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.)

Ability 3 (DW): Gluttony
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

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

Attacks:
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile

Counter
Double-Edge
Zen Headbutt

Ice Beam
Thunderbolt
Earthquake

Moves: 16
315.png

Roselia (Male)
Nature: Timid (+ to Speed; +13% Accuracy; - from Attack)
Type: Poison/Grass
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.
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:
Ability 1: 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.

Ability 2: Poison Point
Type: Can be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Ability 3 (DW) [unlocked]: Leaf Guard
Type: Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 3
Spe: 75 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 5/5

Attacks:
Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed
Petal Dance
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain

Extrasensory
Leaf Storm
Synthesis

Toxic
Venoshock
Energy Ball
Shadow Ball
Solarbeam

Moves: 20
302.png

Sableye (Male)
Nature: Brave (+ to Attack; - from Speed; -10% Evasion)
Type: Dark/Ghost
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.
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.

Abilities:
Ability 1: Keen Eye
Type: 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.

Ability 2: Stall
Type: Innate
This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Ability 3 (DW): Prankster
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16

EC: N/A
MC: 0
DC: 2/5

Attacks:
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Fake Out
Detect
Shadow Sneak
Shadow Claw

Metal Burst
Moonlight
Sucker Punch
Fire Punch

Toxic
Taunt
Will-o-Wisp

Moves: 17
142.png

Aerodactyl (Male)
Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
Type: Rock/Flying
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Pressure
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.

Ability 3 (DW): Unnerve
Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: N/A
MC: 0
DC: 1/5

Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
Ancientpower
Sky Drop
Rock Slide
Crunch

Pursuit
Roost
Tailwind
Aqua Tail
Sky Attack
Whirlwind
Double-Edge

Taunt
Earthquake
Stone Edge
Smack Down
Sandstorm
Torment
Fly
Whirlwind
Endure
Double Team
Bulldoze
Protect
Substitute
Aerial Ace

Moves: 33

Complications' crew
Gengar (Frenzy) (M)
Spr_5b_094.png

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.

Starmie (Soundwave) (Genderless)
Spr_5b_121.png

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
Recycle

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

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.

Honchrow (Bec) (F)
Nature *Quiet: (+ SAtk, -Spe, -10 Evasion)
Spr_5b_430.png

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.

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.

Abilities
Insomnia
Type: Inate
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck
Type: Inate:
This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

DW: Moxie
Type: Inate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats
HP: 110
Atk: Rank 5
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 62 (61.7>62)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Moves:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance
Swagger
Dark Pulse
Night Slash

Sky Attack
Mirror Move
Roost
Brave Bird

Shadow Ball
Psychic
Protect
Thunder Wave

Heat Wave
Superpower

Background: Bec loves power. Even if his opponents are tough enough to take his strong physical attacks, they won't be able to do anything when Bec launches a powerful Heat Wave or Dark Pulse.

Privatyke (Pride) Male
nautacur2.png


Nature: Brave (+Atk, -Spe, -10 ACC)

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

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

Abilities:
Unaware
Type: (Innate)*
When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Klutz (DW)
Type: (Can be disabled)*
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.


Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 31 (30.4>31)
Size Class: 2
Weight Class: 4
Base Rank Total: 15

EC: 1/6
MC: 0
DC: 1/5
KO's Scored: 1
KO'd: 0

Attacks
Bubble (*)
Smokescreen (*)
Yawn (*)
Wrap *(*)
Chip Away (*)
Arm Thrust (*)
Aqua Jet(*)
Mach Punch
Taunt
Focus Punch

Rock Blast (*)
Recover (*)
Circle Throw(*)

Waterfall (*)
Earthquake (*)
Ice Beam (*)

Nincada (Envy) Male
290.png


Nature: Adamant (+Atk, -SAtk)

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

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:
CompoundEyes
Type: (Innate)*
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Run Away *(DW)
Type: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.


Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks
Scratch (*)
Harden (*)
Leach Life (*)
Sand Attack (*)
Fury Swipes(*)
Mind Reader(*)
False Swipe *(*)

Endure (*)
Night Slash (*)
Final Gambit (*)

X-Scissor (*)
Aerial Ace (*)
Substitute (*)

Sauron (Deino) (M)
Spr_5b_633.png

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.

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities
Hustle
Type: Can Be Activated
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 38
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 0/9
MC: 0

Attacks:
Tackle (*)
Dragon Rage (*)
Focus Energy (*)
Bite (*)
Headbutt (*)
Dragonbreath (*)
Roar (*)
Crunch (*)

Ice Fang (*)
Fire Fang (*)
Head Smash (*)

Thief (*)
Substitute (*)
Dragon Tail (*)

Backround: To Be Added

Lets get it on
 
(Time to begin my ASB persona)
"Let's party, C$FP! I'll think we'll start our tango with Soundwave!"
BlaineRecolor.png


"Soundwave active. Enemy Engaged."
Spr_5b_121.png

No item.

Hydro Pump-Thunderbolt-Hydro Pump
If Aerodactyl tries to use an evasive action, use Swift.
If Aerodactyl uses Protect, use Barrier.
 
Aerodactyl
100 HP
100 EN
No Status Issues

Starmie
90 HP
100 EN
No Status Issues
Speed Order: Aerodactyl>Starmie

Aerodactyl flew up high!

Starmie used Hydro Pump! (-9 EN)
It missed.

Aerodactyl used Fly! (-10 EN)
hit (60)
no crit (16)
9+3+1.5=13.5

Aerodactyl used Stealth Rock! (-11 EN)

Starmie used Thunderbolt! (-9 EN)
no effect (47)
no crit (4)
(10+2+1.5)*1.5=20.25

Aerodactyl flew up high!

Starmie used Hydro Pump! (-9 EN)
It missed.

Aerodactyl used Fly! (-10 EN)
hit (26)
no crit (9)
9+3+1.5=13.5

CMFP starts off this match with some evasive maneuvers, ordering Aerodactyl to Fly high above the burst of water jettisoned from the opposing Starmie, before crashing down into its opponent for some hefty damage. Taking a break from flying, Aerodactyl chips off parts of its body and sets up some Stealth Rocks! Those are sure to hurt Complications in the long run. Unconcerned, Starmie simply zaps Aerodactyl with a painful Thunderbolt. In a repeat of the first action, Aerodactyl once again Flys over Starmie's Hydro Pump.

Aerodactyl
80 HP
69 EN
No Status Issues

Starmie
63 HP
73 EN
No Status Issues
Stealth Rocks are up
 
... I can't believe I forgot to activate Illuminate... *Facepalm*

"Soundwave, we're going to be flinched next action anyways, lets put Analytic to good use with a nice combo.
Surf+Surf-Cooldown-Hydro Pump
 
Sableye
90 HP
100 EN
No Status Issues

Aerodactyl
80 HP
69 EN
No Status Issues


Starmie
63 HP
73 EN
No Status Issues
Stealth Rocks are up
Speed Order: Starmie>Sableye

Sableye used Shadow Claw on Starmie! (-4 EN)
no crit (6)
(7+3+1.5)=17.25

Starmie used supa Surfa! (-32 EN)
no crit (9)
12*2.25+3+1.5=31.5

Sableye used Fake Out! (-4 EN)
no crit (9)
4+1.5=5.5

Starmie channeled Regice and cooled down

Starmie used Hydro Pump! (-7 EN)
12+3+1.5=16.5

Sableye used Shadow Claw on Starmie! (-4 EN)
no crit (8)
(7+3+1.5)=17.25

After a first round of advantage, CMFP switches out to his ghostly Sableye, protecting his rocks. Sableye starts its bout by striking Starmie with a shadowy claw for some hefty damage. Starmie responds with a massive tidal wave, expending tons of energy for brutal force. Sableye attempts to get the jump on Starmie by faking it out, but Starmie conveniently cools down. Sableye then claws through Starmie again, after being blasted by a torrent or water from a brutal Hydro Pump.

Sableye
42 HP
88 EN
No Status Issues

Aerodactyl
80 HP
69 EN
No Status Issues


Starmie
23 HP
34 EN
No Status Issues
Stealth Rocks are up
 
Well that went as planned. However, it would appear as though Starmie is on his last legs. Let's see what we can do with them, faithful ally.
Soundwave: As always.
Recover-Hydro Pump-Hydro Pump
If Sableye uses Taunt A1, use Surf
If Sableye uses Metal Burst and Starmie is not taunted, use Recover, but only for one instance.
 
Sableye
42 HP
88 EN
No Status Issues

Aerodactyl
80 HP
69 EN
No Status Issues


Starmie
23 HP
34 EN
No Status Issues
Stealth Rocks are up
Speed Order: Starmie>Sableye

Starmie used Recover! (-12 EN)
+20 HP

Sableye used Shadow Claw on Starmie! (-8 EN)
no crit (15)
(7+3+1.5)=17.25

Sableye used Sucker Punch on Starmie! (-5 EN)
no crit (9)
(8+3+1.5)*1.5=19.75

Starmie used Hydro Pump on Sableye! (-7 EN)
no crit (9)
12+2+3+1.5=18.5

Sableye used Shadow Sneak on Starmie! (-3 EN)
no crit (12)
(4+3+1.5)*1.5=12.75

Starmie was KO'd!

Starmie starts off by taking some time to Recover its health and gather its wits. Sableye takes advantage of this by striking with a second consecutive Shadowy Claw, nullifying most of the recovery. Anticipating an incoming attack, Sableye then Sucker Punches Starmie in the gem before getting blasted across the stadium with a Hydrosonic Pump of water. With Starmie on its last legs, Sableye uses its ghostly nature and channels it into a Sneaky Shadow that knocks out Starmie!

Sableye
23 HP
72 EN
No Status Issues
1 KOC

Aerodactyl
80 HP
69 EN
No Status Issues


Starmie
Dead

Stealth Rocks are up

Complications sends out mon
CMFP posts
then complications
 
Ok, this time we'll accept. Pride, front-and-center.

Pride: This time I shall fare better.
Waterfall-Ice Beam-Waterfall
If Aerodactly uses Sky Attack on any action, change that action to Rock Blast. Repeat this a many times as Aerodactyl uses Sky Attack.
If Aerodactyl uses Fly/Sky Drop, use Aqua Jet on those actions.
 
Sableye
23 HP
72 EN
No Status Issues
1 KOC


Aerodactyl
80 HP
69 EN
No Status Issues

Starmie
Dead



Gengar
88 HP
100 EN
No Status Issues


Privatyke
91 HP
100 EN
No Status Issues
Stealth Rocks are up
Speed Order: Aerodactyl>Privatyke

Gengar came out! (-12 HP Rocks)
Aero was switched in!
Privatyke was switched in! (-9 HP Rocks)

Privatyke used Aqua Jet! (-3 EN)
no crit (16)
(4+3+1.5)*1.5=12.75

Aerodactyl used Sky Drop! (-5 EN)
no crit (13)
(10+2+3+1.5)*1.5=24.75

Privatyke used Ice Beam! (-7 EN)
no effect (39)
no crit (5)
(10-1.5)*1.5=12.75

Aerodactyl used Whirlwind! (-6 EN)

Privatyke used Aqua Jet! (-3 EN)
no crit (11)
(4+3+1.5)*1.5=12.75

Aerodactyl used Sky Drop! (-5 EN)
no crit (3)
(10+2+3+1.5)*1.5=24.75

RNG Roll for whirlwind: 6=Sauron
Sauron came out! -12 HP (Rocks)

flavour if i get time

Sableye
23 HP
72 EN
No Status Issues
1 KOC


Aerodactyl
42 HP
53 EN
No Status Issues

Starmie
Dead


Gengar
78 HP
100 EN
No Status Issues


Privatyke
38 HP
87 EN
No Status Issues


Deino
78 HP
100 EN
No Status Issues
Stealth Rocks are up

CMFP
Compli
Me
 
... I continued to be manhandled by C$FP (which by all means I expected) I attempted to find a way to score at least one KO..

"What are your orders? Sauron will show you what happens when an insect tries to chill a wizard." (Staying in.)
 
Blizzard, Icicle Spear, Blizzard
IF Fire Fang A1 or A2, THEN Counter

btw Gengar starts with 90 HP, so should have 78 now
 
Status
Not open for further replies.
Back
Top