[FACTORY FINALS] Elevator Music vs Its_A_Random

Frosty

=_=
is a Forum Moderator Alumnusis a Top Community Contributor Alumnus
rules said:
Battle Rules:
Switch = OK
Items: ON
Abilities: ONE
Arena: ASB Tournament Arena
Unlimited Chills/Recoveries
Two substitutions
Two day DQ on actions, three day DQ on ref.

Team Elevator Music

121.png

Starmie (-)

Nature: Timid
+15% Speed, -1 Attack, +20% Accuracy

Type: Water / Psychic
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.

Ability: Illuminate
Illuminate (Can be Enabled):
This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Attacks:
#Level Up#
Brine
BubbleBeam
Camouflage
Confuse Ray
Harden
Hydro Pump
Light Screen
Minimize
Power Gem
Rapid Spin
Recover
Reflect Type
Swift
Tackle
Water Gun

#Egg#
Aurora Beam
Barrier
Supersonic

#TM/HM#
Bide
Blizzard
Dive
Endure
Grass Knot
Hail
Hidden Power (Fire, 7)
Hyper Beam
Protect
Psychic
Psyshock
Rain Dance
Reflect
Rest
Substitute
Surf
Teleport
Thunder
Thunderbolt
Toxic
Whirlpool
Zap Cannon

#Event/Tutor#
Magic Coat
Pain Split
Signal Beam
Skill Swap
Sleep Talk
Trick
Wonder Room
frontnormal-ftomohawk.png

Tomohawk (F)

Nature: Modest
+1 SpA, -1 Atk

Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Ability: Prankster
Prankster (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: 110
Atk: 1 (-)
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

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

#Egg#
Baton Pass
Confuse Ray
Haze
Nature Power
Rapid Spin
Yawn

#TM/HM#
Brick Break
Bulldoze
Double Team
Facade
Fly
Focus Blast
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Protect
Reflect
Safeguard
Solarbeam
Substitute
Taunt
Thief
Toxic

#Event/Tutor#
Covet
Drain Punch
Roost
Snatch
Snore
Stealth Rock
Sleep Talk
Tailwind
Uproar
452.png

Drapion (M)

Nature: Adamant
+1 Atk, -1 SpA

Type: Poison/ Dark
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.
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.

Ability: Battle Armor
Battle Armor (Innate):
This Pokemon’s thick armor prevents it from taking critical hits.

Stats:
HP: 100
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Attacks:
#Level Up#
Acupressure
Bite
Bug Bite
Cross Poison
Crunch
Fire Fang
Hone Claws
Ice Fang
Knock Off
Leer
Night Slash
Pin Missile
Poison Fang
Poison Sting
Pursuit
Scary Face
Thunder Fang
Toxic Spikes
Venoshock

#Egg#
Agility
Confuse Ray
Faint Attack
Screech
Twineedle
Whirlwind

#TM/HM#
Aerial Ace
Brick Break
Dig
Earthquake
Giga Impact
Natural Gift
Protect
Rest
Rock Slide
Snarl
Substitute
Sunny Day
Swords Dance
Taunt
Torment
Toxic
X-Scissor

#Event/Tutor#
Aqua Tail
Endure
Items:
1x Mystic Water
1x Power Belt
1x Air Balloon
1x Grepa Berry
1x Damp Rock
1x Yache Berry
1x Cornn Berry
1x Nomel Berry
1x Black Belt
1x Tamato Berry
1x Sticky Barb

Team Its_A_Random

227.png

Skarmory (F)

Nature: Careful
+1 Special Defense, -1 Special Attack

Type: Steel / Flying
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.

Ability: Sturdy
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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks:
#Level Up#
Leer
Peck
Sand-Attack
Swift
Agility
Fury Attack
Feint
Air Cutter
Spikes
Night Slash

#Egg#
Assurance
Brave Bird
Endure
Pursuit
Stealth Rock
Whirlwind

#TM/HM#
Roar
Toxic
Sunny Day
Taunt
Protect
Double Team
Sandstorm
Rock Tomb
Torment
Rest
Sky Drop
Rock Slide
X-Scissor
Swagger
Pluck
Substitute
Rock Smash
Fly
Defog

#Event/Tutor#
Iron Head
Roost
Sky Attack
Sleep Talk
Snore
Tailwind
122.png

Mr. Mime [Genie] (F)

Nature: Modest +1 Special Attack, -1 Attack

Type: Psychic
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

Ability:
Filter (Innate):
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent's super effective attack by two (2).

Stats:
HP: 90
Atk: 1 (-)
Def: 3
SpA: 5 (+)
SpD: 5
Spe: 90
SC: 3
WC: 4
BST: 20

Attacks:
Magical Leaf
Quick Guard
Wide Guard
Power Swap
Guard Swap
Confusion
Barrier
Substitute
Copycat
Meditate
Double-Slap
Light Screen
Mimic
Psywave
Encore
Reflect
Tickle
Psychic
Safeguard

Fake Out
Future Sight
Teeter Dance
Healing Wish

Counter
Endure
Icy Wind
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Snatch
Zap Cannon

Protect
Toxic
Psyshock
Taunt
Foul Play
Shock Wave
Bide
Sunny Day
Torment
Focus Blast
Energy Ball
Hidden Power (Fire 7)
Shadow Ball
Thunderbolt
Thunder Wave
Hyper Beam
Rest
Grass Knot
181.png

Ampharos (F)

Nature: Modest
+1 Special Attack, -1 Attack

Type: Electric
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.

Ability: Static
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.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Attacks:
#Level Up#
Fire Punch
Tackle
Growl
Thundershock
Thunder Wave
Cotton Spore
Charge
Take Down
Electro Ball
Power Gem
Discharge
Signal Beam
Light Screen
Thunder

#Egg#
Agility
Body Slam
Reflect
Thunderbolt

#TM/HM#
Focus Punch
Toxic
Zap Cannon
Hidden Power (Grass 7)
Hyper Beam
Protect
Rain Dance
Safeguard
Brick Break
Double Team
Rest
Attract
Focus Blast
Endure
Flash
Volt Switch
Thunder Wave
Bulldoze
Swagger
Substitute

#Event/Tutor#
Counter
Heal Bell
Magnet Rise
Mimic
Sleep Talk
Snore
1× Mental Herb
1× Power Band
1× Enigma Berry
1× Quick Claw
1× Heat Rock
1× Ghost Gem
1× Colbur Berry
1× Pamtre Berry
1× Chilan Berry
1× Magnet

Order of Operations:

Heads: Elevator Music
Tails: Its_A_Random

obverse.jpg

(Heads)

Elevator Music sends out pokemon with item
Its_A_Random sends out pokemon with item and orders
Elevator Music gives order
I Ref


Good Luck folks!
 
227.png

Skarmory (F) @ Mental Herb

Taunt > Iron Head > Pluck
IF
(Protective/Evasive Move) is used successfully, THEN use Stealth Rock on the first instance, Spikes on the second instance, pushing actions back.
IF Drapion is in the invulnerable stages of Dig when you act, THEN use Spikes that action, pushing actions back.
 
452.png

Hp: 100
En: 100
4/4/1/3/95
Other:
Item: Tamato Berry

227.png

Hp: 100
En: 100
3/5/1/4/70
Other:
Item: Mental Herb​

Round 1!

Hello folks and welcome the grand final of this insanely long factory tourney! Our contestants are Its_A_Random and Elevator Music, both of which really don't need introductions.

So let's begin!

Elevator Music starts this by sending out Drapion with a Tamato Berry, a berry that prevents speed lowering. Not the most useful item ever, but beggars can't be chosers.

Its_A_Random counters with Skarmory with my Mental Herb.

It seems that IAR intends to use the same tactic with Skarmory once more: Taunt and Stall. And it does manage to taunt drapion, just after the scorpion mon covered the field with a layer of toxic spikes. Next, Drapion attacked with Rock Slide, netting a crucial flinch and finally used a weak Knock Off to remove the mental herb, as Skarmory did the same with Tamato Berry. Although let's face it, only Skarmory lost an actually decent item.

The first round was even, with Elevator Music having the numeric advantage. Still, Drapion can't hurt skarmory (and vice versa, but who is taunted?), so we may see a different mon on the next round haha.

Or not


DATA:

ACTION 1!

Drapion used Toxic Spikes! (-6en)

Skarmory used Taunt! (-10en)
Drapion is taunted!

ACTION 2!

Drapion used Rock Slide! (-6en)
Hit: 82 (yes)
Crit: 8 (no)
Flinch: 3 (yes)
Damage: 8-1.5-1=5.5hp

Skarmory flinched!

ACTION 3!

Drapion used Knock Off! (-2en)
Crit: 11 (no)
Damage: (4+3-1.5-1)*0.67= 3hp
Mental Herb was knocked off!
NOTE: Ya hello thar Gen V rules

Skarmory used Pluck! (-4en)
Crit: 10(no)
Damage: (6+3-1.5)= 7.5hp
Tamato berry is gone!

- - -

452.png

Hp: 92
En: 86
4/4/1/3/95
Other: Taunted for 4a
Item:

Toxic Spikes (1)
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:​

Elevator Music orders
Its_A_Random orders
I Ref
 
Alright time to see how Starmie will hold up against an Ampharos. Counterswitch taken!
181.png

Ampharos (F) @ Magnet

Discharge > Thunderbolt > Discharge
IF
Bide is used, THEN use Substitute (15 HP) on the first Bide action, Heal Bell on the second Bide action.
IF Dive is used, THEN use Magnet Rise on the first instance.
 
121.png

Hp: 90
En: 100
2/3/4/3/133
Other:
Item: Water Stone

452.png

Hp: 92
En: 86
4/4/1/3/95
Other: Taunted for 4a
Item:

Toxic Spikes (1)

181.png

Hp: 100
En: 100
2/3/5/3/55
Other:
Item: Magnet
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Round 2

Saw that one coming? yeah me too.

Elevator Music pulls in an athenodoros and switches in Starmie to bait an electric type and keeps starmie in, using Reflect Type to soften the blow. Which works somewhat thanks to toxic spikes.

Somewhat.
DATA:

PREACTION!

Ampharos was poisoned!

ACTION 1!


Starmie dove underwater!

Ampharos used Magnet Rise! (-5en)
Ampharos is floating!
-2hp

Starmie used Dive! (-9en)
But it missed!

ACTION 2!

Starmie used Reflect Type! (-5en)
Starmie is electric type
Athenodoros is a happy man

Ampharos used Thunderbolt! (-6en)
Crit: 10 (no)
Effect: 1/10 (see below)
Electric Barrier (1=paralysis...in gen V electric had 50% chance of getting paralysed): 2 (no paralysis)
Damage: (10+3+3)*0.67+4= 14.67hp
-2hp due to poison

ACTION 3!

Starmie used Hydro Pump! (-7en)
Crit: 9 (no)
Damage: (12+1.5+4)= 17.5hp

Ampharos used Discharge! (-5en)
Crit: 9 (no)
Effect: 1/10 (see below)
Electric Barrier (1=paralysis): 2 (nope)
Damage: (8+3+3)*0.67+4= 13.38hp
-2hp due to poison


- - -

121.png

Hp: 62
En: 79
2/3/4/3/133
Other: Electric for 4a
Item: Water Stone

452.png

Hp: 92
En: 86
4/4/1/3/95
Other: Taunted for 4a
Item:

Toxic Spikes (1)

181.png

Hp: 76
En: 84
2/3/5/3/55
Other: Poison, magnet rise (3a)
Item: Magnet
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Elevator Music
Its_A_Random
 
Ummm that is not how Electric STAB works in relation to paralysis. "50% reduction in paralysis chance from other electrical attacks" refers to a halved paralysis chance, not a 50% chance of ignoring the effect if the paralysis roll was low enough. By those rolls a 1/10 from Discharge for para chance should have resulted in paralysis succeeding with a 2 being necessary for a roll. I might be getting this wrong but a 1/10 roll is "below" the 15% chance of Discharge paralysing right?
 
I know that is the effect, but the way I roll (and I have done that for quite some time) doesn't change probabilities the slightest. I prefer to do it in 2 rolls because that way I can keep the X/10 roll for effects, which is pre-configured on my RNG. Oddly it saves me time somewhat.

This is like saying I should roll out of 16000 or 10000 or that paralysis should happen on the far end of the rolling. The probabilities stay the same, so it is simply a matter of personal preferance of how I prefer to do my rolls.
 
why the hell did I put Water Stone ._.?

121.png

Hp: 62
En: 79
2/3/4/3/133
Other: Electric for 4a
Item: Mystic Water

452.png

Hp: 92
En: 86
4/4/1/3/95
Other: Taunted for 4a
Item:

Toxic Spikes (1)

181.png

Hp: 76
En: 84
2/3/5/3/55
Other: Poison, magnet rise (3a)
Item: Magnet
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Round 3!

Both Pokemon continue to trade blows, powered by the respective Type-Specific items. In a way, the combination of typing + respective item probably make this particular pair the MVPs of their teams. In theory, at least.

Even with Reflect Type, Ampharos's Electric Attacks still pack a nice punch, although not-stabed-anymore Surf and Hydro Pump still beat it somewhat.

The damage race is tied for the most part...which usually means that someone will pull out a combo! And this time Ampharos is the one to do so. Frustrated at how starmie is resisting his its thunderbolts, Ampharos attacked with a massive Hyper Beam + Hyper Beam combination, trading momentum for the KO.

Starmie fainted!

And with that, Its_A_Random gets the advantage in this match, thanks to the typing of the teams. But still, cooldown is annoying and so it sluggish status and both together while ordering first are a real drag. So it is too soon to state a clear lead here.

let's keep watching, k?
DATA:

ACTION 1!

Starmie used Surf! (-7en)
Crit: 5 (no)
Damage: (10+1.5+4)= 15.5hp

Ampharos used Thunderbolt! (-6en)
Crit: 10 (no)
Effect: 9 (no)
Damage: (10+3+3)*0.67+4= 14.72hp
-2hp due to poison

ACTION 2!

Starmie used Hydro Pump! (-8en)
Hit: 7 (yes)
Crit: 14 (no)
Damage: 12+1.5+4= 17.5hp

Ampharos used Thunderbolt! (-10en)
Crit: 7 (no)
Effect: 2 (no)
Damage: 14.72hp
-2hp due to poison

ACTION 3!

Starmie used Surf! (-7en)
Crit: 4 (no)
Damage: 15.5hp

Ampharos used Hyper Beam + Hyper Beam! (-42en)
Hit: 33 (yes)
Crit: doesn't matter
Damage: (15*2.25+3)= 36.75hp
-2hp due to poison

Starmie fainted!

- - -

121.png

Hp: KO
En: KO
2/3/4/3/133
Other: Electric for 4a
Item: Mystic Water

452.png

Hp: 92
En: 86
4/4/1/3/95
Other:
Item:

Toxic Spikes (1)

181.png

Hp: 21
En: 25
2/3/5/3/55
Other: Poison, Sluggish (2a), Cooldown (1a)
Item: Magnet
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:

Elevator Music sends out pokemon with item
Its_A_Random gives orders
Elevator Music gives orders
I Ref
 
frontnormal-ftomohawk.png

Hp: 110
En: 100
1/3/5/3/85
Other:
Item: Black Belt

452.png

Hp: 92
En: 86
4/4/1/3/95
Other:
Item:

Toxic Spikes (1)

181.png

Hp: 21
En: 25
2/3/5/3/55
Other: Poison, Sluggish (2a), Cooldown (1a)
Item: Magnet
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Round 4!

This was a quick round haha.

Elevator Music set up the precious Stealth Rock and then eliminated Ampharos, which evened the score 2-2!

Elevator Music has the field set up, but is it enough? Typing-wise, Its_A_Random has a small advantage, being able to pair mons properly in the next round, so it is still too soon to predict who will win.

*eats popcorn*
DATA:

ACTION 1!

Tomohawk used Stealth Rock! (-12en)

Ampharos is cooling down
-2hp due to poison

ACTION 2!

Tomohawk used Aura Sphere! (-6en)
Crit: 13 (no)
Damage: 9+3+4+3= 19hp

Ampharos fainted!

- - -

frontnormal-ftomohawk.png

Hp: 110
En: 82
1/3/5/3/85
Other:
Item: Black Belt

452.png

Hp: 92
En: 86
4/4/1/3/95
Other:
Item:

Toxic Spikes (1)
Stealth Rock


181.png

Hp: KO
En: KO
2/3/5/3/55
Other: Poison, Sluggish (2a), Cooldown (1a)
Item: Magnet
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Its_A_Random sends out pokemon with item
Elevator Music gives orders
its_a_random gives orders
I Ref
 
Drapion: Bug Bite ~ Crunch ~ Bug Bite
IF (Counter is used) THEN (use Venoshock and push actions back)
IF (a protective/evasive move is used) THEN (use Pursuit and push actions back)​
 
452.png

Hp: 92
En: 86
4/4/1/3/95
Other:
Item:
frontnormal-ftomohawk.png

Hp: 110
En: 82
1/3/5/3/85
Other:
Item: Black Belt

Toxic Spikes (1)
Stealth Rock


122.png

Hp: 90
En: 100
3/3/5/5/90
Other:
Item: Enigma Berry
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Round 5!

Its_A_Random sends out Mr. Mime to the fray, knowing full well that a switch would come. And indeed it came.

And yet Mr. Mime remains on the field. It seems that Its_A_Random has a plan...

Mr. Mime begins the round by using Fake Out to Flinch Drapion and get precious time, keep the enigma berry.

After that, Drapion managed to get in a powerful Crunch and while Enigma Berry softened the blow somewhat, that, poison and stealth rock add up to considerable damage. Mr. Mime counters with Icy Wind, which slows drapion down.

Finally, Mr. Mime erects a barrier to increase its defense and block Drapion's final assault.

While Mr. Mime did better than expected, hazards are proving to be a significant threat in this battle. The next rounds will probably be decisive in this battle...
DATA:

PRE-ACTION

Mr. Mime was hurt by Stealth Rocks!
-12hp

Mr. Mime was poisoned!

ACTION 1!

Mr. Mime used Fake Out! (-4en)
Crit: 4 (no)
Damage: 4-1.5= 2.5hp
-2hp due to poison

Drapion flinched!

ACTION 2!

Drapion used Crunch! (-5en)
Crit: 14 (no)
Damage: (8+3+1.5)*1.5= 18.75hp

Mr. Mime gained 10hp due to enigma berry!

Mr. Mime used Icy Wind! (-6en)
Hit: 94 (yes)
Damage: 6+3= 9hp
-2hp

Drapion's speed lowered!

ACTION 3!

Mr. Mime used Barrier! (-6en)
+2def
-2hp

Drapion used Bug Bite! (-4en)
But it failed!

- - -


452.png

Hp: 80
En: 77
4/4/1/3/95
Other: -1spe
Item:
frontnormal-ftomohawk.png

Hp: 110
En: 82
1/3/5/3/85
Other:
Item: Black Belt

Toxic Spikes (1)
Stealth Rock


122.png

Hp: 66
En: 84
3/3/5/5/90
Other: poison, +2def
Item: Enigma Berry (1/2)
227.png

Hp: 91
En: 86
3/5/1/4/70
Other:
Item:
Its_A_Random's turn!
 
Last edited:
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