2v2 Singles at the Beach: shinyskarmory vs. Hyperbeem

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Sorry, I almost had this thread up at least an hour ago, but parental inconvenience came in.

The Rules of the Match:
2v2 Singles
DQ: 2 days
2 recovers/0 chills
All Abilities
Switch=KO

Arena: The Beach
An open expanse of sand bordering a clear sea. There is nothing in sight for miles in the water or sand, however Airplanes constantly fly over, and create lots of noise.
I am going to assume no items, since neither of you have anything other than the standard.


Hyperbeem's Team:
Monohm(*) [Shadow] (Male)

Nature: Modest (+1 SpA, -1 Atk)
Type:
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of
its body that prevents opponents secondary effects from taking place
(eg burn from Flamethrower). It does not block direct status moves
(such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric
field that has a 30% chance of paralyzing opponents that use contact
moves on this pokemon.
Sheer Force (DW): (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.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 2
Spe: 60

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

Attacks:
Tackle(*)
Growl(*)
Leer(*)
Thundershock(*)
Charge(*)
Rain Dance(*)
Twister(*)
Spark(*)
Dragon Rage(*)
Sonicboom(*)

Hydro Pump(*)
Dragonbreath(*)
Power Gem(*)

Charge Beam(*)
Thunderbolt(*)
Flamethrower(*)

Larvitar(*) [Rex] (Male)

Nature: Adamant (+1 Atk, -1 SpA)
Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
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. (Innate)
Sand Veil (DW): (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.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 41

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

Attacks:
Bite(*)
Leer(*)
Sandstorm(*)
Screech(*)
Chip Away(*)
Rock Slide(*)
Scary Face(*)
Thrash(*)

Earthquake(*)
Stone Edge(*)
Frustration(*)

Outrage(*)
Dragon Dance(*)
Iron Tail(*)

Staryu(*) [Patrick]

Nature: Modest (+1 SpA, -1 Atk)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Illuminate: (Can be activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
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.
Analytic (DW): (Can be enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 2
Spe: 85

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

Attacks:
Tackle(*)
Harden(*)
Water Gun(*)
Rapid Spin(*)
Recover(*)
Camoflauge(*)
Swift(*)

Aurora Beam(*)
Barrier(*)
Supersonic(*)

Surf(*)
Thunderbolt(*)
Ice Beam(*)


Hyperbeem, it says in your profile that Staryu has 0/9 EC, but it should be 0/6. 2 stage Pokemon evolve at 6/6. 3 stage Pokemon evolve the first time at 4/9, and again at 9/9.

shinyskarmory's Team:

Ralts (*) [Mentalist] M
Nature: Docile

Types: 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.
Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace for 6 actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) (DW) (Locked) 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.

Stats
HP: 90
Atk: 1
Def: 1
Sp. Atk: 2
Sp. Def: 2
Speed: 40

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

Moves

Level Up
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)

Egg Moves
Will-o-Wisp (*)
Destiny Bond (*)
Confuse Ray (*)

TMs
Thunderbolt (*)
Psychic (*)
Thunder Wave (*)


Turtwig (*) [Treewig] (F)
Nature: Gentle (+1 Sp. Def, -1 Def)

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
Overgrow: (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)

Shell Armor: (Innate) (DW) (Locked) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats
HP:90
Atk: 3
Def: 2 (-)
Sp. Atk: 2
Sp. Def: 3 (+)
Speed: 31

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

Moves

Level Up
Tackle (*)
Withdraw (*)
Absorb (*)
Razor Leaf (*)
Curse (*)
Bite (*)
Mega Drain (*)

Egg Moves
Growth (*)
Superpower (*)
Body Slam (*)

TMs
Grass Knot (*)
Rock Smash(*)
Protect (*)


Torchic (*) [Fawkes] M
Nature:Hasty (+1 Speed, -1 Sp. Def)

Type: 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.

Abilities
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Speed Boost: (Innate) (DW) (Locked) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).

Stats
HP:90
Atk:2
Def:1 (-)
Sp. Atk: 3
Sp. Def: 2
Speed: 45 (x1.15)= 51.75=52
Accuracy Boost= 9%

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

Moves

Level Up
Scratch (*)
Growl (*)
Focus Energy (*)
Ember (*)
Peck (*)
Sand Attack (*)
Fire Spin (*)

Egg Moves
Reversal (*)
Feint (*)
Night Slash (*)

TM Moves
Fire Blast (*)
Aerial Ace (*)
Sunny Day (*)


Man, I don't know how either of you got approved, honestly. Shinyskarmory, all of your Pokemon need a space for counters, like I put here. Man, I should be an approver. :P

Alright, this is the first battle either of you have had, right? Well, feel free to ask any questions. OK, here is the order that you guys should post:

Hyperbeem sends out a Pokemon
Shinyskarmory sends out a Pokemon and gives its actions
Hyperbeem gives actions
I ref
 
Let's go, Mentalist, this should be a good match.

Start with Double Team to make it difficult for that thing to hit us. Follow with a Confuse Ray to keep him off balance. Finish with Psychic.
If he uses Charge Beam, dodge using Teleport and execute the remainder of your actions.

Summary: Double Team->Confuse Ray->Psychic
IF Monohm uses Charge Beam THEN dodge with Teleport and return to your ordered actions.
 
Charge Beam->Thunderbolt->Charge Beam


Let's power up your moves with Charge Beam, and strike hard with Thunderbolt. Then follow up with another Charge Beam for more power.
 
Double Team can create a variable amount of clones. Each one costs 4 energy, and you can create up to 3 clones. I just made it create 1 clone. I also assume you wanted Mentalist to Teleport about 5 meters away (I think that is far). You might want to look at the Data Audit Thread Attack List a bit before posting actions, just a suggestion. Also, something to keep in mind is that the consecutive move penatly (using the same move multiple times in a row costs 4 energy more than the last time) carries over rounds. This means that if Mentalist uses Teleport first action or Shadow uses Charge Beam the first action next round, their respective move would cost 4 extra energy.


Shadow the Monohm
HP: 90
Energy: 100
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: none

Mentalist the Ralts
HP: 90
Energy: 100
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: none

The two trainers have sent out their Pokemon, and it looks like a decent match-up, with no type advantages. Shadow the Monohm moves first, Charging and shooting a Beam at Mentalist the Ralts. But in the split second that the beam is shot and it is about to hit Mentalist, Mentalist disappears! But suddenly, Mentalist appears about five meters away from where he just was, it seems he Teleported! Shadow decides to continue the attacks and shoots a Bolt of Thunder at Mentalist. This time, Mentalist takes the hit, but then moves around so fast that it seems he is Double Teaming Shadow alongside a clone! Shadow again shoots a Charged Beam at Mentalist, but the Mentalist and the clone once again Teleport five meters away, both of them dodging the attack!


Shadow the Monohm
HP: 90
Energy: 84
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: none

Mentalist the Ralts
HP: 74
Energy: 80
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: 1 Clone

Action 1:
Shadow: Charge Beam: missed, 5 Energy
Mentalist: Teleport(5 meters): 8 Energy

Action 2:
Shadow: Thunderbolt: 10 + 3 + (4-2)*1.5 = 16 Damage, 6 Energy
Mentalist: Double Team(1 Clone): 4 Energy

Action 3:
Shadow: Charge Beam: missed, 5 Energy
Mentalist: Teleport(5 meters): 8 Energy


Hyperbeem's actions
shinyskarmory's actions
I ref
 
Let's try to put a damper on his thunder attacks. Use Confuse Ray to screw him up, then follow with a Will-o-Wisp to do some residual damage. Finish with Psychic.

Confuse Ray->Will-o-Wisp->Psychic
 

Shadow the Monohm
HP: 90
Energy: 84
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: none

Mentalist the Ralts
HP: 74
Energy: 80
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: 1 Clone

This round has had a pretty slow start offensively. But, Shadow quickly hits Mentalist with a Thunderbolt! Mentalist continues inflicting status, sending some sort of Ray of Confusion at Shadow, confusing Shadow for 2 actions. Shadow is just too confused right now, and just hits himself in confusion. Mentalist creates a blue flame and sends it at Shadow, burning him (the move was Will-o-Wisp, I just don't know how to work it into a sentence). Shadow, now rid of his confusion, shoots another Bolt of Thunder at Mentalist. Mentalist finally takes the offensive and uses his Psychic powers and hurts Shadow!


Shadow the Monohm
HP: 75
Energy: 69
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks)

Mentalist the Ralts
HP: 42
Energy: 62
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: none

Action 1:
Shadow: Thunderbolt: hits the real mentalist, 10 + 3 + (4-2)*1.5 = 16 Damage, 6 Energy
Mentalist: Confuse Ray: 5 Energy, 2 actions

Action 2:
Shadow: hits self in confusion: 4 + (1-3)*1.5 = 1 Damage, 3 Energy, no longer confused (hitting yourself in confusion reduces the number of actions the Pokemon is confused by one)
Mentalist: Will-o-Wisp: 7 Energy

Action 3:
Shadow: Thunderbolt: 10 + 3 + (4-2)*1.5 = 16 Damage, 6 Energy, -2 HP
Mentalist: Psychic: 9 + 3 + (2-2)*1.5 = 12 Damage, 6 Energy


shinyskarmory's actions
Hyperbeem's actions
I ref
 
Ralts, you're doing fine. Keep trying to interfere with that Monohm.

Start by calming your mind. Next, create two more doubles to form a complete team. Finish with a Psychic. If you fall below 20 HP before the third action, use Teleport (5) and then Destiny Bond.

Calm Mind->Double Team (2)->Psychic
IF you fall below 20 HP before the third action,THEN use Teleport (5) to dodge, and then use Destiny Bond.
 
Shadow, start with a combination attack of Hydro Pump and Thunderbolt. Electrify the water from the beach and shock that Ralts away. Finish up with a Charge Beam to power up your moves in response to Calm Mind.

Hydro Pump + Thunderbolt -> Cool Down -> Charge Beam
 

Shadow the Monohm
HP: 75
Energy: 69
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks)

Mentalist the Ralts
HP: 42
Energy: 62
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: none

It seems like Mentalist is at a disadvantage here. Mentalist decides he needs to Calm his Mind down a bit, and not be so stressed out about this situation. But it seems that Shadow is taking advantage off this opportunity shoots off a powerful stream of Electrified Water at Mentalist, and now mentalist doesn't have very much health. Shadow needs to cool off a bit after this massive attack, and Mentalist for some reason Teleports off five meters to the side. Shadow Charges a Beam and shoots it off at Mentalist, finally hitting! Mentalist forms a Bond of Destiny between the two of them, making Shadow ready to take serious damage if Mentalist goes down!


Shadow the Monohm
HP: 69
Energy: 43
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks), +1 SpA

Mentalist the Ralts
HP: 7
Energy: 32
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: +1 SpA/SpD, Destiny Bond (3 actions)

Action 1:
Mentalist: Calm Mind: 6 Energy
Shadow: Thunderbolt & Hydro Pump Combo: (12 + 10) + 3 + (4-2)*1.5 - (1-0)*1.75 = 26.25, rounds to 26 Damage, (8 + 6)*1.5 = 21 Energy, -2 HP

Action 2:
Shadow: cool down, -2 HP
Mentalist: Teleport(5 meters): 9 Energy

Action 3:
Shadow: Charge Beam: 5 + 3 + (4-2)*1.5 - (1-0)*1.75 = 9 Damage, 5 Energy, -2 HP, raises SpA
Mentalist: Destiny Bond: 15 Energy


Hyperbeem's actions
shinyskarmory's actions
I ref
 
It appears that neither of you realize that Destiny Bond does 30% of max health, and not killing everything like in the game.


Shadow the Monohm
HP: 69
Energy: 43
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks), +1 SpA

Mentalist the Ralts
HP: 7
Energy: 32
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: +1 SpA/SpD, Destiny Bond (3 actions)

Under the bond of destiny, Shadow shoots a Bolt of Thunder at Mentalist, knocking Mentalist out and also severely hurting Shadow.


Shadow the Monohm
HP: 40
Energy: 37
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks), +1 SpA

Mentalist the Ralts
HP: -9
Energy: 32
Atk: 1
Def: 1
SpA: 2
SpD: 2
Spe: 40
Stuff: +1 SpA/SpD, Destiny Bond (2 actions)

Action 1:
Thunderbolt: 10 + 3 + (4-2)*1.5 + (1-1)*1.75 = 16 Damage, 6 Energy, KOs Mentalist, -27 HP, -2 HP


shinyskarmory sends out a Pokemon and gives its actions
Hyperbeem's actions
I ref
 
Wow, I wouldn't have bothered if I knew it wasn't going to kill him.

Go, Treewig! Start by hitting him hard with a Razor Leaf, then use your Superpower, and then use Mega Drain. If he uses Flamethrower, then curl up into your shell and Protect it, but never twice in a row.

Razor Leaf-> Superpower -> Mega Drain
IF Shadow uses Flamethrower (WTH that thing can learn Flamethrower and Hydro Pump), THEN use Protect, but never use Protect more then once in a row.
 

Shadow the Monohm
HP: 40
Energy: 37
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks), +1 SpA

Treewig the Turtwig
HP: 90
Energy: 100
Atk: 3
Def: 2
SpA: 2
SpD: 3
Spe: 31
Stuff: none

Shinyskarmory has sent out Treewig the Turtwig, and Treewig immediately Protects himself, and Shadow shoots a Flamethrower at Treewig, but obviously it is blocked. Shadow again uses Flamethrower, but this time hits Treewig! Treewig uses his Superpower and beats up Shadow. But Treewig quickly draws back, Protecting himself, and Shadow yet again shoots off a blocked Flamethrower.


Shadow the Monohm
HP: 22
Energy: 4
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks)

Treewig the Turtwig
HP: 73
Energy: 64
Atk: 3
Def: 2
SpA: 2
SpD: 3
Spe: 31
Stuff: -1 Atk/Def

Action 1:
Treewig: Protect: 7 + 17/3 = 13.667, rounds to 14 Energy
Shadow: Flamethrower: [10 + (4-3)*1.5]*1.5 = 17.25, rounds to 17 Damage (blocked), 7 Energy, -2 HP

Action 2:
Shadow: Flamethrower: [10 + (4-3)*1.5]*1.5 = 17.25, rounds to 17 Damage, 11 Energy, -2 HP
Treewig: Superpower: 12 + (3-3)*1.5 = 12 Damage, 8 Energy, -1 Atk/Def

Action 3:
Treewig: Protect: 7 + 17/3 = 13.667, rounds to 14 Energy
Shadow: Flamethrower: [10 + (4-3)*1.5]*1.5 = 17.25, rounds to 17 Damage (blocked), 15 Energy, -2 HP


Hyperbeem's actions
shinyskarmory's actions
I ref
 
I don't know if he's allowed to not do anything if he has no energy.

If he is, use Protect, then power up with Growth. Finish with a Mega Drain.

If he has to use an attack, and by extension, kill himself, then use Protect on the action where he uses a greater BP move and Growth on the other.

Protect->Growth->Mega Drain if he is allowed to do nothing.

If he is required to attack, Protect the higher BP move and Growth the other.
 
Well, Shadow will still have 2 Energy after Thundershock (3 Energy - 1 for STAB). Since you didn't give any commands, Shadow have to use Struggle, and Treewig will use Protect when Shadow uses Struggle. This is how I will ref this.


Shadow the Monohm
HP: 22
Energy: 4
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks)

Treewig the Turtwig
HP: 73
Energy: 64
Atk: 3
Def: 2
SpA: 2
SpD: 3
Spe: 31
Stuff: -1 Atk/Def

Shadow, being low on energy, just attacks with a weak Thundershock, while Treewig takes the time to Grow and increase his attack. Treewig Protects himself from Shadow, as Shadow makes a final Struggle to do something, and faints.


Shadow the Monohm
HP: 22
Energy: -3
Atk: 1
Def:3
SpA: 4
SpD: 2
Spe: 60
Stuff: Burned (-2 HP per action, -3 BAP on all physical attacks)

Treewig the Turtwig
HP: 67
Energy: 50
Atk: 3
Def: 2
SpA: 2
SpD: 3
Spe: 31
Stuff: -1 Def (1 action), +1 SpA (+1 Atk after 1 action)

Action 1:
Shadow: Thundershock: [4 + 3 + (4-3)*1.5]*2/3 = 5.667, rounds to 6 Damage, 2 Energy, -2 HP
Treewig: Growth: 6 Energy

Action 2:
Treewig: Protect: 7 + 4/3 = 8.333, rounds to 8 Energy
Shadow: Struggle: 5 + (1-2)*1.5 = 3.5, rounds to 4 Damage, 5 Energy, collapses from exhaustion


Hyperbeem sends out a Pokemon
shinyskarmory's actions
Hyperbeem's actions
I ref
 
Wait a second- isn't that a Staryu, not a Starmie?

Anyways, use Mega Drain to start. That Staryu will destroy us if we let it get into the water-use Body Slam next to knock it inland away from the water. Finish with a Razor Leaf.

Mega Drain->Body Slam (knock Staryu AWAY from the water)->Razor Leaf
 
My entire strat is based on Staryu not being very mobile on land. Arceus, please give me a favorable RNG roll on keeping Staryu out of the water ;).
 

Patrick the Staryu
HP: 90
Energy: 100
Atk: 1
Def: 2
SpA: 4
SpD: 2
Spe: 85
Stuff: none

Treewig the Turtwig
HP: 67
Energy: 50
Atk: 3
Def: 2
SpA: 2
SpD: 3
Spe: 31
Stuff: -1 Def (1 action), +1 SpA (+1 Atk after 1 action)

Patrick the Staryu has been sent out, and he immediately shoots a Beam of Ice at Treewig. Treewig tries to gain back some of that health by Mega Draining some health out of Patrick. Patrick hits Treewig with an Aurora Beam, and seems to want to go to the water. Treewig sees this and Body Slams Patrick, hitting Patrick away from the water. Patrick moves to the water a bit, but has some trouble and uses a slightly weakened Surf. Treewig then attacks Patrick with some Razor-sharp Leaves!


Patrick the Staryu
HP: 45
Energy: 82
Atk: 1
Def: 2
SpA: 4
SpD: 2
Spe: 85
Stuff: none

Treewig the Turtwig
HP: 37
Energy: 32
Atk: 3
Def: 2
SpA: 2
SpD: 3
Spe: 31
Stuff: none

Action 1:
Patrick: Ice Beam: [10 + (4-3)*1.5]*1.5 = 17.25, rounds to 17 Damage, 7 Energy
Treewig: Mega Drain: [6 + 3 + (2-2)*1.5]*1.5 + (1-0)*1.75 = 15.25, rounds to 15 Damage, +8 HP, 8 Energy

Action 2:
Patrick: Aurora Beam: [7 + (4-3)*1.5]*1.5 = 12.75, rounds to 13 Damage, 5 Energy
Treewig: Body Slam: 9 + (3-2)*1.5 + (1-0)*1.75 = 12.25, rounds to 12 Damage, 7 Energy

Action 3:
Patrick: Surf: [7 + 3 + (4-3)*1.5]*2/3 = 7.667, rounds to 8 Damage, 6 Energy
Shadow: Razor Leaf: [6 + 3 + (3-2)*1.5]*1.5 + (1-0)*1.75 = 17.5, rounds to 18 Damage, 3 Energy


Hyperbeem's actions
shinyskarmory's actions
I ref
 
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