Dogfish44 vs Complications on the Arena

Frosty

=_=
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Dogfish44 said:
Looking for a 4v4 NFE Doubles (Keep mons realistic - nothing above 40 moves is a good level). I'll be using 3 LC mons, and one NFE.

1 Day DQ
All Abilities
All items
ASB Arena
2 Recs/5 Chills

Anything else is up to you!

Complications said:
Huh... It doesnt appear that Ive battled you before. I'll take your battle Dogfish.

Note from ref: Switch and subs rules are up for grabs. If both players don't agree, we will go with Switch=KO and 1 sub.

Dogfish44 said:
585-spring.png

Deerling [Charles] (M)
Nature: Adamant (+1 Atk, -1 SpA)

Type: Normal/Grass
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Chlorophyll (Innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Sap Sipper (Innate): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.
Serene Grace (DW) (Innate): This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

HP: 90
Atk: Rank 3 [+]
Def: Rank 2
SpA: Rank 1 [-]
SpD: Rank 2
Spe: 75
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Camouflage
Double Kick
Growl
Faint Attack
Jump Kick
Leech Seed
Sand-Attack
Tackle
Take Down

Agility
GrassWhistle
Odor Sleuth

Protect
Return
Wild Charge

Total Moves: 15

rusty_chingling_by_dogfish44-d4se7s1.gif

Chingling [Notredame] (M)
Nature: Modest (+1 SpA, -1 Atk)

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.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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.

EC: 4/6
MC: 0
DC: N/A

Attacks:
Astonish
Confusion
Entrainment
Growl
Last Resort
Uproar
Wrap

Dream Eater
Future Sight
Hypnosis
Recover

Light Screen
Psychic
Psyshock
Shadow Ball
Snatch
Taunt
Thunder Wave
Torment

Signal Beam

Total Moves: 18

223.png

Remoraid [Verne] (M)
Nature: Quiet (+1 SpA ; -15% Spe [Flat 10% Eva Drop])

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

Abilities:
Hustle (Can be Enabled): This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (Innate) (DW): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

[box]Hardy (+1 Atk)
Lonely (+2 Atk, -1 Def)
Adamant (+2 Atk, -1 SpA)
Naughty (+2 Atk, -1 SpD)
Brave (+2 Atk, -15% Speed, -10% Evasion)

Bold (+2 Def, -1 Atk)
Docile (+1 Def)
Impish (+2 Def, -1 SpA)
Lax (+2 Def, -1 SpD)
Relaxed (+2 Def, -15% Speed, -10% Evasion)

Modest (+2 SpA, -1 Atk)
Mild (+2 SpA, -1 Def)
Bashful (+1 SpA)
Rash (+2 SpA, -1 SpD)
Quiet (+2 SpA, -15% Speed, -10% Evasion)

Calm (+2 SpD, -1 Atk)
Gentle (+2 SpD, -1 Def)
Careful (+2 SpD, -1 SpA)
Quirky (+1 SpD)
Sassy (+2 SpD, -15% Speed, -10% Evasion)

Timid (+30% Speed, +2X Accuracy, -1 Atk)
Hasty (+30% Speed, +2X Accuracy, -1 Def)
Jolly (+30% Speed, +2X Accuracy, -1 SpA)
Naive (+30% Speed, +2X Accuracy, -1 SpD)
Serious (+15% Speed, +X Accuracy)[/box]

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 56 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Aurora Beam
BubbleBeam
Bullet Seed
Focus Energy
Hydro Pump
Hyper Beam
Lock-On
Psybeam
Signal Beam
Soak
Water Gun

Acid Spray
Rock Blast
Water Spout

Fire Blast
Ice Beam
Scald

Total Moves: 17

flarelm.png

Flarelm [Blazing Inpachi] (M)
Nature: Brave (+1 Atk, -15% Spe [Flat 10% Eva Drop])

Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
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:
Leaf Guard (Innate): In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
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.

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (-)
Size Class: 3
Weight Class: 4

EC: 6/9
MC: 2
DC: 2/5

Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Lava Plume
Synthesis

Aromatherapy
Blaze Kick
Counter

Double Team
Light Screen
Protect

Total Moves: 17


Complications said:
Durza (Zweilous) (M)
th_DurzaZweilous.png

Nature: Modest (+SATK, -ATK)

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: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 58
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 5/9
MC: 3

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

Dark Pulse (*)
Earth Power (*)
Head Smash (*)

Thunder Wave (*)
Substitute (*)
Work Up (*)
Hidden Power Grass (7)

Draco Meteor

Colloshale (Gluttony) Male
coloshale3.png


Nature: Lonely (+Atk, -Def)

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.

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

Abilities:
Rebound
Type: (Innate)*
When this Pokemon is released into battle, it senses the hazards the *opponent has laid on the field and thrusts them to the other side of the *arena where they will affect the opponent's Pokemon. The Pokemon does *not suffer the effects of these hazards when it switches in.

Storm Drain
(Innate)*
This Pokemon lures all water attacks to itself, altering their course *away from partner Pokemon. It absorbs the water and increases its *Special Attack by one (1) stage. This boost is maintained at the end of *each round.

Flare Boost (DW)
Type: (Innate)*
This Pokemon's Body can harness the heat from a burn into internal *energy, fueling its mental capabilities. When Burned, the Pokemon's *special attacks do two (2) more damage.

Stats:
HP: 100
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16

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

Attacks
Leer (*)
Tackle (*)
Mud Shot (*)
Rapid Spin (*)
BubbleBeam (*)
Mud Bomb (*)
Pursuit (*)
Dig
Bounce
Muddy Water

Fake Out (*)
Fire Fang (*)
Encore (*)

Earthquake (*)
Substitute (*)
U-Turn (*)

Dark Pulse

Venipede (Morgan) (M)*
Spr_5b_543.png

Nature: Adamant (+Atk, -SAtk)

Type:

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

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:
Poison Point
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).

Swarm
Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Quick Feet (DW, Locked)
Innate
This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 57
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks:
Defense Curl (*)
Rollout (*)
Poison Sting (*)
Screech (*)
Protect (*)
Pursuit (*)
Poison Tail (*)
Bug Bite (*)

Twinneedle (*)
Spikes (*)
Toxic Spikes (*)

Poison Jab (*)
Substitute (*)
Toxic (*)

Budew (Lust) (F)*
Spr_5b_406.png

Nature: Bold (+Def, -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.

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

Poison Point
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).*

Leaf Guard (DW Locked)
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 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Absorb (*)
Growth (*)
Water Sport (*)
Stun Spore (*)
Mega Drain (*)
Worry Seed (*)

Leaf Storm (*)
Spikes (*)
Synthesis (*)

Sludge Bomb (*)
Shadow Ball (*)
Solarbeam (*)
Toxic

Order of Operations:
Dogfish sends out mons with items
Complications sends out mons with items and orders
Dogfish gives orders
I Ref.
 
2 Subs, Switch = OK good for ya?

MOvHv.gif


"Let's go!"

Chingling @ Pure Incense, Remoraid @ Rare Candy, you lead!
 
2 is good for me.

th_Trainersprite.png


"It is a pleasure battling with someone I haven't face before.
Gluttony, Durza, you seem to be the safest Pokemon to use against these 'roids abusers! Take'em down!

Gluttony will take a Rare Candy
The Dusk Stone I have doesn't affect Durza so I think I'll give him an Oran Berry

Gluttony: Dark Pulse (Chingling)-Bounce (Remoraid)-Dark Pulse (Chingling)
If Remoraid used Focus Energy and Gluttony is not taunted, use Encore on the following action, but only once.
Durza: Hidden Power Grass (Remoraid)-Dark Pulse (Chingling)-Hidden Power Grass (Remoraid)
If Chingling uses Light Screen and Durza is not taunted use Focus Energy, but only once.
 
MOvHv.gif


"Hmmm... CRUSH!"

Remoraid: Ice Beam (Durza) ~ Ice Beam (Durza) ~ Ice Beam (Durza)
IF Durza KOed, THEN Bullet Seed (Gluttony)

Chingling: Thunder Wave (Gluttony) ~ Signal Beam (Durza) ~ Signal Beam (Durza)
IF Durza KOed, THEN Signal Beam (Gluttony)
 
Complications:
coloshale3.png

Hp: 100
En: 100
3/1/5/3/85
Other:
Item: Rare Candy

th_DurzaZweilous.png

Hp: 100
En: 100
2/3/4/3/58
Other:
Item: Oran Berry

223.png

Hp: 90
En: 100
5/2/6/2/56
Other:
Item: Rare Candy

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 90
En: 100
1/3/5/3/45
Other:
Item: Pure Incense​

Colosshale: Dark Pulse (Chingling): (8+3+1+3)*1.5=22.5 damage for 5 energy
Crit: 3
Flinch: 6

Zweilous: Hidden Power (Grass) at Remoraid: (7+3)*1.5= 15 damage for 5 energy
Crit: 16

Remoraid: Ice Beam (Zweilous): (10+4)*1.5=21 damage for 7 energy
Crit: 9
Freeze: 7

Chingling: Thunder Wave (Colosshale) for 7 energy

Zweilous: Dark Pulse (Chingling): (10+3+1.5)*1.5= 21.75 damage for 5 energy
Crit: 4
Flinch: 7

Remoraid: Ice Beam (Zweilous): (10+4+5)*1.5=27 damage for 11 energy
Crit: 1 (yes)
Freeze: 5 (no)

Chingling: Signal Beam (Zweilous): (8+3)*1.5=16.5 damage for 6 energy
Crit: 15
Confusion: 9 (no)

Full Paralysis: 47 (no)
Colosshale: Bounce (Remoraid): 11+1.5 = 12.5 damage for 12 energy
Hit: 93 (yes)
Crit: 8
Paralysis: 4

Zweilous: Hidden Power (Grass) at Remoraid: (7+3)*1.5= 15 damage for 5 energy
Crit: 14

Remoraid: Ice Beam (Zweilous): (10+4+5)*1.5=27 damage for 15 energy
Crit: 1 (yes)
Freeze: 8

Zweilous ate the Oran Berry! (+10hp)

Chingling: Signal Beam (Zweilous): (8+3)*1.5=16.5 damage for 10 energy
Crit: 11
Confusion: 1
Duration: 3 (4 turns)

Zweilous fainted!

Full Paralysis: 100 (no)
Colosshale: Dark Pulse (Chingling): (8+3+1+3+3)*1.5=27 damage for 5 energy
Crit: 1 (yes)
Flinch: 8 (no)

Complications:
coloshale3.png

Hp: 100
En: 78
3/1/5/3/85
Other: Paralysed (20%)
Item: Rare Candy

th_DurzaZweilous.png

Hp: KO
En: KO
2/3/4/3/58
Other: Confused (4 actions)
Item:

223.png

Hp: 47
En: 67
5/2/6/2/56
Other:
Item: Rare Candy

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense​

Dogfish44's turn
 
[box]Remoraid: Ice Beam (Zweilous): (10+4+3)*1.5=25.5 damage for 11 energy
Crit: 1 (yes)
Freeze: 5 (no)[/box]

Judging by the style, that's 10 BAP, 4 for rank difference (R6 v R3), and 3 for the crit. Those crits should be +5 from sniper, not +3.
 
Oh derp sorry I misread your post. It's kind of funny I was just looking at Remoraid's merits a day before this battle... Anyways,

I suppose while we're waiting for the correction I'll send out Morgan @ Exp. Share
 
fixed, btw.


EDIT: And to be clear, it is still Dogfish's turn, since Complications sent out his mon already (see above).
 
MOvHv.gif


"En garde!"

Remoraid: Fire Blast [Morgan] ~ Ice Beam [Morgan] ~ Fire Blast [Morgan]
IF Morgan using Protective/Evasive move, THEN Signal Beam [Gluttony]
IF Morgan KOed, THEN Signal Beam [Gluttony]

Flarelm: Flame Wheel [Morgan] ~ Fire Spin [Morgan] ~ Flame Wheel [Morgan]
IF Morgan using Protective/Evasive move, THEN Giga Drain [Gluttony]
IF Morgan KOed, THEN Giga Drain [Gluttony]
 
"Ok boys let's try to score a KO!"
Gluttony: Fake Out (Remoraid)-Dark Pulse (Remoraid)-Fake Out (Remoraid)
If Gluttony is fully paralyzed A2, use Dark Pulse A3.
If Remoraid is KO'd when you would attack, redirect to Flarelm.
Morgan: Twineedle-Poison Jab+Poison Sting-Cooldown (All Remoraid)
 
Complications:
coloshale3.png

Hp: 100
En: 78
3/1/5/3/85
Other: Paralysed (20%)
Item: Rare Candy

Spr_5b_543.png

Hp: 90
En: 100
3/2/1/2/57
Other:
Item: Exp. Share

Dogfish44
223.png

Hp: 47
En: 67
5/2/6/2/56
Other:
Item: Rare Candy

flarelm.png

Hp: 100
En: 100
3/3/3/3/47
Other:
Item: Expert Belt

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense

Full Paralysis: 6/100 (yes)
Colloshale: full paralysis

Venipede: Twineedle (Remoraid): 3*2+3+1.5 = 10.5 damage for 3 energy
Crit: 6, 8 (no)
Effect: 10 (no)

Remoraid: Fire Blast (Venipede): miss for 8 energy
Hit: 98/100 (nope - I guess what goes around comes around)

Flarelm: Flame Wheel (Venipede): (6+3+2+1.5)*1.5= 18.75 damage for 3 energy
Crit: 2 (no)
Effect: 1 (yes)

Venipede lost 2hp due to burn

Remoraid: Ice Beam (Venipede): 10+5.5 = 15.5 damage for 7 energy
Crit: 9 (no)
Effect: 10 (no)

Flarelm: Fire Spin (Venipede): (4+3+1.5+2)*1.5= 15.75 damage for 4 energy
Hit: 24 (yes)
Crit: 4 (no)

Full Paralysis: 70 (no)
Colloshale: Dark Pulse (Remoraid): 8+3+1+4.5= 16.5 damage for 5 energy
Crit: 15 (no)

Venipede: Poison Jab + Poison Sting (Remoraid): 4+8*1.5+3+3+1.5-3 = 20.5 damage for 12.5 energy
Crit: Guaranteed
Poison: 9 (no)
-2hp due to burn
-2hp due to fire spin

Remoraid fainted!

Full Paralysis: 84 (no)
Colloshale: Fake Out (Flarelm): 4 = 4 damage for 4 energy
Crit: 4

Venipede: cooldown
-2hp due to burn
-2hp due to fire spin

Flarelm: flinch

Complications:
coloshale3.png

Hp: 100
En: 69
3/1/5/3/85
Other: Paralysed (10%)
Item: Rare Candy

Spr_5b_543.png

Hp: 30
En: 84
3/2/1/2/57
Other:
Item: Exp. Share

Dogfish44
223.png

Hp: KO
En: KO
5/2/6/2/56
Other:
Item: Rare Candy

flarelm.png

Hp: 96
En: 90
3/3/3/3/47
Other:
Item: Expert Belt

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense


People check out my mistakes
Dogfish sends out mon with item
Complications gives orders
Dogfish gives orders
I Ref
 
"Complications can see where the next round is going, but can he see why kids love Cinnamon Toast Crunch?!?!"
Gluttony: Bounce-Fire Fang-Bounce (All Deerling)
If Deerling uses Agility (Evasive), change that action to Pursuit, but not consecutively.
If Flarelm uses Protect (Deerling), redirect to Flarelm, but not consecutively.

Morgan: Poison Jab-Bug Bite-Poison Jab (All Deerling)
If Flarelm uses a damaging Fire-Type combo on Morgan, use Protect, but not consecutively. (This sub takes priority.)
If Deerling uses Agility (Evasive), use Pursuit, but not consecutively.
 
MOvHv.gif


"BURN THEM!"

Flarelm: Flame Wheel [Morgan] ~ Giga Drain [Gluttony] ~ Bullet Seed [Gluttony]
IF Gluttony Fully Para'd A1 AND A2, THEN Light Screen A3

Deerling: Return [Morgan] ~ Wild Charge [Gluttony] ~ Wild Charge + Wild Charge [Gluttony]
 
Complications:
coloshale3.png

Hp: 100
En: 69
3/1/5/3/85
Other: Paralysed (10%)
Item: Rare Candy

Spr_5b_543.png

Hp: 30
En: 84
3/2/1/2/57
Other:
Item: Exp. Share

Dogfish44
585-spring.png

Hp: 90
En: 100
3/2/1/2/75
Other:
Item: Expert Belt

flarelm.png

Hp: 96
En: 90
3/3/3/3/47
Other:
Item: Expert Belt

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense

Deerling: Return (Venipede): 10+3+1.5 = 14.5 damage for 6 energy
Crit: doesn't matter

Venipede: Poison Jab (Deerling): (8+3+1.5)*1.5= 18.75 damage for 5 energy
Crit: 3
Poison: 5 (no)

Flarelm: Flame Wheel (Venipede): (6+3+1.5+2)*1.5= 18.75 damage for 3 energy
Crit: doesn't matter

Venipede fainted!

Full Paralysis: 15 (no)
Colosshale: Bounce (Deerling): (11+1.5)*1.5= 18.75 damage for 12 energy
Hit: 83 (yes)
Crit: 14
Effect: 10 (no)

Deerling: Wild Charge (Colosshale): (9+3+2)*1.5= 21 damage for 6.8 energy
-5.25hp due to recoil
Crit: 14

Flarelm: Giga Drain (Colosshale): (8+3+2+3)*1.5= 24 damage for 11 energy
+9.75hp due to recovery
Crit: 1(yes)

Full Paralysis: 54 (no)
Colosshale: Fire Fang (Deerling): (7+1.5)*1.5= 12.75 damage for 5 energy
Hit: 55 (yes)
Crit: 10 (no)
Burn: 1 (yes)
Flinch: 3 (no)

Deerling lost 2hp due to burn

Flarelm: Bullet Seed (Colosshale): (4*3+3+3+2)*1.5= 30 damage for 6 energy
Number of hits (1-3=2, 4-6=3, 7=4, 8=5): 7 (4)
Crit: 14, 16, 9, 9 (no no no no)

Full Paralysis: 92 (no)
Colosshale: Bounce (Deerling): (11+1.5)*1.5= 18.75 damage for 12 energy
Hit: 17 (yes)
Crit: 4 (no)
Effect: 2 (yes)

Deerling was paralysed!

Full Paralysis: 97 (no)
Deerling: Wild Charge + Wild Charge (Colosshale): (9*2.25+3+2-2)*1.5= 34.87 damage for 44.8 energy
-8.72hp
Crit: 14 (no)
-2hp due to burn

Colosshale fainted!

Complications:
coloshale3.png

Hp: KO
En: KO
3/1/5/3/85
Other: Paralysed (10%)
Item: Rare Candy

Spr_5b_543.png

Hp: KO
En: KO
3/2/1/2/57
Other:
Item: Exp. Share

Dogfish44
585-spring.png

Hp: 3
En: 42
3/2/1/2/75
Other: Burn, Paralysis (10%), cooldown, good as dead.
Item: Expert Belt

flarelm.png

Hp: 100
En: 70
3/3/3/3/47
Other:
Item: Expert Belt

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense

Complications sends out mons
Dogfish44 gives orders
Complications gives orders
I Ref
 
MOvHv.gif


"Well then Deerling, I have no knowledge as to HOW you survived, but good job doing so. Now, as for the matter at hand..."

Deerling: Cooldown ~ Return (Budew) ~ Return (Budew)

Flarelm: Aromatherapy ~ Blaze Kick (Budew) ~ Flame Wheel (Budew)
IF Deerling KOed by your A1, THEN Lava Plume A1
 
Complications:
Spr_5b_406.png

Hp: 90
En: 100
1/3/2/3/55
Other:
Item: Lucky Egg

Dogfish44
585-spring.png

Hp: 3
En: 42
3/2/1/2/75
Other: Burn, Paralysis (10%), cooldown, good as dead.
Item: Expert Belt

flarelm.png

Hp: 100
En: 70
3/3/3/3/47
Other:
Item: Expert Belt

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense

Budew: Sludge Bomb (Deerling): enough damage for 6 energy

Deerling fainted!

Flarelm: Lava Plume: (8+3+2)*1.5= 19.5 damage for 5 energy
Crit: 15
Burn: 6

Budew: Sludge Bomb (Flarelm): (9+3-1.5)*1.5= 15.75 damage for 10 energy
Crit: 2
Poison: 3 (yes)

Flarelm: Flame Wheel: (6+3+2)*1.5= 16.5 damage for 3 energy
Crit: 10
Burn: 6
-2hp due to poison

Budew: Sludge Bomb (Flarelm): (9+3-1.5)*1.5= 15.75 damage for 14 energy
Crit: 15

Flarelm: Blaze Kick: (9+3+2)*1.5 = 21 damage for 6 energy
Crit: 11
Burn: 1 (yes)
-2hp due to poison

Budew lost 2hp due to burn

Complications:
Spr_5b_406.png

Hp: 31
En: 70
1/3/2/3/55
Other:
Item: Lucky Egg

Dogfish44
585-spring.png

Hp: KO
En: KO
3/2/1/2/75
Other: Burn, Paralysis (10%), cooldown, good as dead.
Item: Expert Belt

flarelm.png

Hp: 64
En: 56
3/3/3/3/47
Other: Poison
Item: Expert Belt

rusty_chingling_by_dogfish44-d4se7s1.gif

Hp: 19
En: 77
1/3/5/3/45
Other:
Item: Pure Incense

Chingling is sent out!
Complications gives orders
Dogfish44 gives orders
I Ref
 
"COME AT ME BROOOOOOOOOOOOO!"
Leaf Storm (Chingling)-Shadow Ball (Chingling)-Sludge Bomb (Flarelm)
If Chingling uses Recover A1 and is not under the effect of Protect on A2, change action string to Shadow Ball-Leaf Storm+Leaf Storm-Cooldown (All Chingling)
 
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