Matezoide vs Rickheg at Mr.Heefloot Magic Shop!

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Challenging Matezoide to a match!

4v4 FE Singles
2 Day DQ
Items = on
2 recovers/5 chills per mon

Matezoide can pick the rest.

EDIT: Now with blackjack! And hookers!
^ Yup.
Switch = KO
2 Subs
Abilites: All
Arena:
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything

Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.
Matezoide said:

<Phanpy> [Alice] (F)
Nature: Careful (- Sp.Attack,+ Sp.Def)

Type: Ground

Summary: 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.

About: An extremely happy and careful Donphan, Alice always prefer to think it carefully before acting, she doesnt have any dreams for the future, prefering to live ''one day at a time''. Her small size when compared to the rest of the species as a Phanpy (Something that quickly caught the team's attention) didnt disapear upon evolution, as such, Alice boasts smaller fangs than the rest of her species.

Abilites:


Sturdy (Innate):


This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.


Sand Veil (DREAM WORLD LOCKED, Innate):

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage


Donphan
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19


EC: 6/6
MC: 1
DC: 4/5

Attacks:

Odor Sleuth(*)
Tackle(*)
Growl(*)
Defense Curl(*)
Flail(*)
Take Down(*)
Rollout(*)
Natural Gift(*)
Slam(*)
Endure
Fire Fang
Thunder Fang
Horn Attack
Bulldoze
Rapid Spin
Knock Off
Magnitude
Assurance
Double Edge
Giga Impact

Earthquake(*)
Protect(*)
Toxic(*)
Seed-Bomb
Superpower
Gunk Shot
Double Team
Rock Polish
Sandstorm
Stone Edge
Bounce
Endeavor
Block
Rest
Iron Defense
Sleep-Talk

Counter(*)
Ice-Shard(*)
Body-Slam(*)
Head Smash
Heavy Slam
Focus Energy
Fissure



<Pansage> [Johnny Bravo] (Male)
Nature: Hasty (+ Speed, - Def, + 16% accuracy)

Type: Grass
Summary:Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.


About: Johnny posses an incredibly high level of swag and can easily get the heart of almost any lady he desires....that is, until he starts talking. Johnny met the group during a training section, becoming infatulated by Twilight (and to a lesser extent, Fiona),but she didnt feel attracted to him at all (Unlike Fiona, who blushed a bit), leading him to try and prove his power to impress her, Johnny fought Bosco, but was quickly and easly defeated (In part, due to his constant winking at Twilight), being captured shorty after.

Abilites:

Gluttony (Innate):

This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Overgrow (DW UNLOCKED,Innate):

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3



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

Attacks:

Scratch(*)
Leer(*)
Lick(*)
Vine Whip(*)
Fury-Swipes(*)
Leech-Seed(*)
Bite(*)
Seed Bomb(*)
Torment(*)
Acrobatics
Crunch

Dig(*)
Attract(*)
Shadow-Claw(*)
Hidden-Power Ice (7 BP)
Double-Team
Solar Beam
Sunny Day
Focus Blast
Synthesis
Payback
Rock-Slide
Gunk Shot

Leaf-Storm(*)
Nasty-Plot(*)
Role-Play(*)



<Dodrio> [Barry] (M)
Nature: Adamant (+ Attack, - Sp.Attack)


Type: Normal/Flying

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

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.

About: A Dodrio caught by The Royal Guard and later traded to Matezoide, Barry quickly made friends with Steve and Rob, recognizing their strength almost instantly, growing to respect the others with time. Despite the 3 heads, they are more often than not in agreement and decided to have just 1 name for the sake of simplicity. The head's team-work is what allows Barry to spin them around like an helicopter to use Fly.

Abilities:
Run Away:
(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.

Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Tangled Feet (DW):
(Innate) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.

Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 17

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

Attacks:
Acupressure
Agility
Double Hit
Drill Peck
Endeavor
Fury Attack
Growl
Peck
Pluck
Pursuit
Quick Attack
Rage
Thrash
Uproar

Brave Bird
Faint Attack
Flail
Endure
Taunt
Roost
Sky Attack
Double-Team

Aerial Ace
Torment
Steel Wing
Giga Impact
Fly
Low Kick



<Magcargo> [Tara] (F)
Nature: Modest (+ Sp.Attack, - Attack)

Type: Fire/Rock

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.
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

About: A Magcargo caught during Athenodoros's many travels and later traded to Matezoide, Tara is extremely mature and mother-like to the younger members of the team. She gets along extremely well with Alice, due to their ''live by the day'' phylosofies, wich she learned from a life-time of being slow.


Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Weak Armor (DW LOCKED, Can Be Enabled): The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:
HP: 90
Att: Rank 1 (-)
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spd: 30
Size Class: 2
Weight Class: 4

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

Attacks:
Yawn (*)
Smog (*)
Ember (*)
Rock Throw (*)
Harden (*)
Recover (*)
Flame Burst (*)
Shell Smash
Flamethrower
Earth Power
Ancientpower

Solar Beam (*)
Light Screen (*)
Double Team (*)
Endure
Stealth Rock
Sandstorm
Hidden Power Ice (7)
Fire Blast
Will-O-Wisp
Reflect
Protect
Hyper Beam
Pain Split
Rest
Substitute
Sleep-Talk
Sunny Day
Rock-Polish
Refresh

Acid Armor (*)
Memento (*)
Heat Wave (*)
rickheg said:
It's a 4v4 Singles, by the way. Don't know if he mentioned that.


Krilowatt (Sir Wattson) M
Nature: Timid (Timid (+15% Speed, +17% Accuracy, -1 Atk)
Type: Electric/Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (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.
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.


Stats
HP: 125
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121(+)
Size Class: 1
Weight Class: 2
Base Rank Total: 21


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

Attacks:
Level Up:
Ice Shard
Bubble
Charge
Tackle
Thundershock
Confuse Ray
Imprison
Aqua Jet
Counter
Mirror Coat
Detect
Zap Cannon
Thunder
Hydro Pump

Egg Moves:
Metronome
Sheer Cold

Tutors:
Electroweb
Icy Wind
Helping Hand

5th Gen TMs:
Ice Beam
Thunderbolt
Scald
Protect
Dive
Double Team

Necturna (Rosalina) F
Nature: Rash (Adds one to Special Attack; Subtracts one from Special Defense)
Type: Grass / Ghost
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.
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:
Forewarn: This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4(+)
SpD: Rank 4(-)
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23

Attacks
Level-Up:
Thunder Fang
Poison Fang
Super Fang
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Power Whip
Shadow Ball
Horn Leech

Egg:
Sketch
Leaf Blade
Giga Drain

Tutor:
Trick

TM:
Energy Ball
Psychic
Protect
Stone Edge
Double Team

Pyroak (Surt) (M)
Nature: Brave (Atk increased by 1; Spe decreased by 15% and Evasion decreased by a flat 10%)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
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:
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4(+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 52(-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Attacks: (28/87)
Level Up:
Flare Blitz
Wood Hammer
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Synthesis
Fire Spin
Heat Crash

Egg:
Aromatherapy
Earth Power
Blaze Kick
Seed Bomb

Tutor:
Stealth Rock

TM:
Fire Blast
Will-O-Wisp
Return
Flamethrower
Rock Slide
Sunny Day
Protect
Earthquake

Total Moves: 28

Type: Rock
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.

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

Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21

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

Attacks:
Level Up:

Weather Ball
Magnet Rise
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
AncientPower
Earth Power
Paleo Wave

Tutor:
Giga Drain
Heat Wave
Mud-Slap
Vacuum Wave
Ominous Wind
Stealth Rock
Sleep Talk
Snore

TM:
Energy Ball
Volt Switch
Double Team
Hidden Power Ice (6)
Flamethrower
Shadow Ball
Protect
Endure
Rock Polish
Explosion
Rest


Thanks for reffing!
Order of Operations:
Matezoide sends out pokemon with item
Rickheg sends out pokemon with item and orders
Matezoide gives orders
I Ref.
 
Rosalina, let's see how you handle being fully evolved. Take our life orb.

She also grabs that ominous hood. So basically, just grass' weaknesses, except I think neutral to poison?

Anyway, on to attacks.

Will-O-Wisp > Power Whip > Horn Leech
IF successful protective/evasive, toxic spikes
IF damaging evasive, toxic spikes the first two times, chill the third
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 100
En: 100
5/2/5/3/117
Other: Also Rock
Item: Leaf Stone


Hp: 100
En: 100
5/4/4/4/81
Other: Also Dark
Item: Life Orb​

Round 1​

After such a lame pickup line, Johnny Bravo creates 3 clones with Double Teams and Rosalina only manages to make one of them fade with Will-o-Wisp.

Next, Johnny attacks with an Overgrown Leaf Storm, while Rosalina counterattacks with Power Whip...which hit another clone.

Finally, Johnny attacks with Rock Slide and manages to flinch Rosalina.

Simisage: Double Team (3 clones) for 12 energy

Necturna: Will-o-Wisp for 7 energy
Hit: 28 (yes)
Clone (1=yes): 2 (clone)

Simisage: Leaf Storm: (14+3+2+1.5)*0.67= 13.73 damage for 8 energy
Crit: 12 (no)

Necturna: Power Whip: -1 clone for 7 energy
Hit: 59 (yes)
Clone: 3 (no)

Simisage: Rock Slide: 8+1.5+3 = 12.5 damage for 6 energy
Crit: 6 (no)
Flinch: 2 (yes)

Necturna: Flinch



Hp: 100
En: 74
5/2/5/3/117
Other: Also Rock, -2SpA for 1r
Item: Leaf Stone


Hp: 74
En: 86
5/4/4/4/81
Other: Also Dark
Item: Life Orb​

Matezoide's Turn!
 
Sorry for that hax.


"
Wanna see me comb my hair, really fast?''


Rock-Slide -> Gunk Shot -> Rock-Slide

If Will-O-Wisp, use Dig that action.
If Toxic Spikes, use Attract that action.


Is it bad i like to use Johnny Bravo's lines for his dialogue?


Edit: You forgot the STAB for Rock-Slide.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 100
En: 74
5/2/5/3/117
Other: Also Rock, -2SpA for 1r
Item: Leaf Stone


Hp: 74
En: 86
5/4/4/4/81
Other: Also Dark
Item: Life Orb​

Round 2​

Necturna hit the real thing A1, Gunk Shot missed and the second shadow ball lowered the SpD. Everything else went as planned.

Simisage: Rock Slide: 8 + 3 + 1.5 = 12.5 damage for 9 energy
Crit: 6 (no)
Flinch: 10 (no)

Necturna: Shadow Ball: 8 + 3 + 1.5 +3= 15.5 damage for 5 energy
Clone (1=real): 1(real)
Crit: 10 (no)
Effect: 7 (no)
-2hp due to recoil

Simisage: Gunk Shot: 12+1.5 = miss for 8 energy
Hit: 97/100 (miss)

Necturna: Super Fang: (100-12.5)/5= 16.9 damage for 8.45 energy

Simisage: Rock Slide: 8 + 3 + 1.5 = 12.5 damage for 5 energy
Crit: 4 (no)
Flinch: 6 (no)

Necturna: Shadow Ball: 8 + 3 + 1.5 +3= 15.5 damage for 5 energy
Crit: 12 (no)
Effect: 1 (yes)
-2hp due to recoil



Hp: 62
En: 52
5/2/5/3/117
Other: Also Rock, -1SpA for 1r, -1SpD for 2r
Item: Leaf Stone


Hp: 45
En: 68
5/4/4/4/81
Other: Also Dark,
Item: Life Orb​

Rickheg's turn!
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 62
En: 52
5/2/5/3/117
Other: Also Rock, -1SpA for 1r, -1SpD for 2r
Item: Leaf Stone


Hp: 45
En: 68
5/4/4/4/81
Other: Also Dark,
Item: Life Orb​

Round 3​

Simisage: Dig for 5 energy

Necturna: Giga Drain: no target for 11 energy

Simisage: Dig: (8+1.5)*0.67= 6.36 damage for 5 energy
Crit: 7

Simisage: Rock Slide: 8+3+1.5 = 12.5 damage for 5 energy
Crit: 10
Flinch: 7

Necturna: Energy Ball: 8+3+1.5+1.75+3 = 17.25 damage for 5 energy
Crit: 7
Effect: 1 (yes)
-2hp due to life orb

Simisage: Rock Slide: 8+3+1.5 = 12.5 damage for 9 energy
Crit: 14
Flinch: 1 (yes)

Necturna: Shadow Ball: 8+3+1.5 = flinch



Hp: 45
En: 28
5/2/5/3/117
Other: Also Rock, -1SpD for 1r
Item: Leaf Stone


Hp: 12
En: 52
5/4/4/4/81
Other: Also Dark,
Item: Life Orb​

Matezoide's turn!
 


So, wanna catch up dinner after this is over? I might let you touch my glasses.



Hidden-Power -> Rock-Slide -> Hidden-Power


If Protect, Chill that action
 

You do realize I'm already dead, like, ghost, right? If me sucking out your soul sounds like fun, let's do it.


I misjudged how much damage I would take. Let's hope we get some hax of our own!

Pain Split > Shadow Ball > Horn Leech
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 45
En: 28
5/2/5/3/117
Other: Also Rock, -1SpD for 1r
Item: Leaf Stone


Hp: 12
En: 52
5/4/4/4/81
Other: Also Dark,
Item: Life Orb​


Simisage: Hidden Power (Ice): (7+1.5)*1.5= 12.75

Necturna fainted!



Hp: 45
En: 23
5/2/5/3/117
Other: Also Rock.
Item: Leaf Stone


Hp: KO
En: KO
5/4/4/4/81
Other: Also Dark,
Item: Life Orb​

Rickheg sends out mon with item and orders
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
To be honest, I forgot. But Matezoide is right. Simisage has +16%acc and no move used will trigger a reduction higher than that, so Forewarn won't make a difference.
 
I send in Stratagem with my Expert Belt, and slap it silly with a Prickly Rose.



Don't hit on me. This is already weird enough.

Disable (Hidden Power) > Hidden Power > Hidden Power
IF Dig, Earth Power and push back
IF Double Team, Heat Wave and push back
 

Alright, Miss Ghost, 8 PM at John's!
Also, you arent my type....Rock....floating....thing....


Torment -> Focus-Blast -> Chill


Edit: Got bored....Fuck yeah Paint!





Sadly, i couldnt use Paint to make Bastiodon(ed) Simisage look decent.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 45
En: 23
5/2/5/3/117
Other: Also Rock.
Item: Leaf Stone


Hp: 100
En: 100
1/3/6/3/130
Other: Also Grass.
Item: Expert Belt​

Stratagem: Disable (Hidden Power) for 7 energy

Simisage: Torment for 10 energy

Stratagem: Hidden Power: (9+2+4)*1.5= 22.5 damage for 6 energy
Crit: 5 (no)

Simisage: Focus Blast: (12+3)*1.5= 22.5 damage for 8 energy
Hit: 9 (yes)
Crit: 9 (no)
Effect: 2 (no)

Stratagem: can't do much for 10 energy

Simisage: Chill (+12en)



Hp: 22
En: 17
5/2/5/3/117
Other: Also Rock. Hidden power disabled for 3a
Item: Leaf Stone


Hp: 77
En: 77
1/3/6/3/130
Other: Also Grass. Torment for 4a
Item: Expert Belt​

Matezoide's turn!
 
You should totally use my custom sprite for Stratagem in the reffing :3


Seed-Bomb combo -> Cooldown (Seed Bomb) -> Leaf Storm



If Double-Team when you would attack, change actions to Rock-Slide -> Leaf-Storm -> Seed Bomb

If protective/evasive move A1, change actions to Chill -> Leaf-Storm combo -> Cooldown (Leaf Storm)
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
<Frosty> Hey guys, question: does torment affect same move combos?
<Objection> yes
<Objection> it completely prevents you from using them
<Frosty> yeah, thought so. thanks!

Your combo is invalid, Rickheg, please reorder.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus

Hp: 22
En: 17
5/2/5/3/117
Other: Also Rock. Hidden power disabled for 3a
Item: Leaf Stone


Hp: 77
En: 77
1/3/6/3/130
Other: Also Grass. Torment for 4a
Item: Expert Belt​

Stratagem: Protect (-7en)

Simisage: chill (+12en)

Stratagem: Double Team (4 clones) for 16 energy

Simisage: Rock Slide: 8+3+3= 14 damage for 5 energy
Crit: 4

Stratagem: Paleo Wave: 9+3+4=16 damage for 6 energy
Crit: 15
Effect: 2 (yes)

Simisage: Leaf Storm: 14+3+3+3= 23 damage for 8 energy
Crit: 9



Hp: 6
En: 16
5/2/5/3/117
Other: Also Rock. -2SpA for 1r, -1Atk for 1r.
Item: Leaf Stone


Hp: 40
En: 48
1/3/6/3/130
Other: Also Grass. Torment for 1a
Item: Expert Belt​

Rickheg's turn!
 

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