6v6 Doubles! SoS Vs. Temperantia

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Double post, buuuuut... Challenging Temperantia!

We've agreed via VM on

6v6 Doubles
2 recovers, 5 chills
No Items
All Abilities
Switch = KO
3 Day DQ
Arena is my choice, and I pick Kaxtar's Evil Circus!
Confirming this. (Late, I know, but I got linked to TvTropes a few hours ago, and well... you know the rest.)

Please to be reffing, por favor?

Team SoS:

Nidoqueen (*) [Amélie] (Female)
Nature: Quiet: Adds rank to Special Attack. A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.

Type: Poison/Ground
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.
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.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 66 (76/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Abilities:
Poison Point -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 Poison-type attacks will inflict Toxic level poison. [Can be disabled]

Rivalry -This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). [Innate]

Sheer Force(DW) UNLOCKED - 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.

Attacks:
Growl*
Scratch*
Tail Whip*
Double Kick*
Poison Sting*
Fury Swipes*
Bite*
Helping Hand*
Poison Tail*
Disable*
Supersonic*
Venoshock*
Thunderbolt*
Dig*
Crunch
Ice Beam
Toxic
Chip Away
Body Slam
Earth Power
Rock Slide
Protect
Charm
Lovely Kiss
Moonlight
Bide
Superpower
Earthquake
Sludge Wave
Surf
Stone Edge
Flamethrower

Move Total: 33


Dusknoir "Mia" (F)
Nature: Brave - Attack increased by *, a 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks.

Type: Ghost
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.

Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (45/1.15, rounded down)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

EC: 9/9
MC: 0
DC: N/A

Abilities:
Pressure: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. (Innate)

Attacks:
Levelup:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Shadow Punch

TM:
Toxic
Shadow Ball
Ice Beam
Protect
Brick Break
Trick Room
Earthquake
Telekinesis
Psychic
Rock Slide
Charge Beam
Torment

Egg:
Destiny Bond
Pain Split
Imprison

Tutor:
DynamicPunch
Mud Slap
Sucker Punch

Move Total: 34


Cyclohm (Spiffy) (F)
Nature: Modest - adds * to Special Attack, subtracts * from Attack.
Type: Electric/Dragon
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.
Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5 (UNLOCKED!)

Attacks:
Levelup:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Slack Off
Hurricane
Double Hit
Weather Ball
Whirlwind
Bide
Discharge
Tri Attack
Dragon Tail
Zap Cannon

TM:
Thunderbolt
Dragon Pulse
Flamethrower
Volt Switch
Protect
Toxic
Ice Beam
Thunder
Endure
Trick Room
Torment
Taunt
Rest
Hyper Beam
Sleep Talk

Egg:
Heal Bell
Hydro Pump
Spark

Tutor:
Draco Meteor
Signal Beam

Move Total: 39


Blissey "Glinda" (F)
Nature: Modest - Adds rank to special attack, subtracts rank from attack.

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

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

Abilities:
Natural Cure: 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. (Innate)
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt) (Innate)
Healer (DW): This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. (Innate)

Stats:
HP: 140
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 55
Size Class: 3
Weight Class: 3
Base Rank Total: 21

Attacks:
Levelup:
Pound
Charm
Copycat
Refresh
Sweet Kiss
Defense Curl
Growl
Tail Whip
Softboiled
Doubleslap
Minimize
Sing
Bestow
Heal Pulse
Light Screen

TM:
Toxic
Flamethrower
Protect
Thunderbolt
Safeguard
Thunder Wave
Reflect
Bide
Ice Beam
Psychic

Egg:
Mud Bomb
Counter
Aromatherapy

Dispel

Move Total: 29


Arghonaut (Eoleo)(M)
Nature: Adamant - Adds * to Attack, subtracts * from Special Attack.
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

HP: 110
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 2(-)
SpD: Rank 4
Spe: 75
Size Class: 3
Weight Class: 5
Base Rank Total: 21

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

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

Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch) (Unlocked)

Attacks:

Level Up:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Aqua Jet
Mach Punch
Focus Punch
Cross Chop
Punishment
Taunt
Helping Hand
Overhead Throw
Submission

Egg Moves:
Recover
Bulk Up
Ice Punch
Wide Guard

BW TM:
Rock Slide
Waterfall
Brick Break
Substitute
Drain Punch
Surf
Toxic
Dive
Swagger
Stone Edge

Move Total: 28


Electivire "The Wizard" (M)
Nature: Rash - Adds rank to Special Attack, subtracts rank from Special Defense.

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.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Abilities:
Motor Drive: This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. 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. (Innate)
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. (Innate, DW)

Attacks:
Levelup:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen

TM:
Substitute
Thunderbolt
Thunder Wave
Teleport
Counter
Flamethrower
Earthquake
Bide
Psychic
Dig
Endure
Brick Break
Rock Slide
Swagger
Reflect

Egg:
Cross Chop
Fire Punch
Ice Punch

Tutor:
Magnet Rise

Move Total: 27


Team Temperantia:

Jumpluff- Iris (F)
Nature: Jolly (Decrease SpA by 1, Increase Spe by 15%) [Acc modifier: 127^2/830=19%]
Type: Grass/Flying
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
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.
Infiltrator (DW=Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Stats:

Hp: 100
Atk: 2
Def: 3
SpA(-): 1
SpD: 3
Spe: 127 (110x1.15=92)
SC: 1
WC: 1
BRT: 17

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

Attacks:
Splash
Synthesis
Tail Whip
Tackle
Poisonpowder
Stun Spore
Sleep Powder
Bullet Seed
Leech Seed
Mega Drain
Worry Seed
Bounce
Giga Drain
U-Turn
Memento

Aromatherapy
Encore
Seed Bomb

Acrobatics
Reflect
Sunny Day
Substitute
Toxic
Double Team

Total Moves: 24


Exeggutor- Valentine (M)
Nature: Modest (SpA increased by 1; SpD decreased by 1)
Type: Grass/Psychic
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Harvest (DW): (Innate) At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

Stats:

Hp: 100
Atk(-): 2
Def: 3
SpA(+): 6
SpD: 3
Spe: 55
SC: 3
WC: 5
BRT: 19

EC: 6/6
MC: 1
DC: 2/5

Attacks:
Seed Bomb
Stomp
Confusion
Barrage
Uproar
Hypnosis
Reflect
Leech Seed
Bullet Seed
Stun Spore
Poisonpowder
Sleep Powder
Solarbeam

Giga Drain
Synthesis
Leaf Storm

Psychic
Telekinesis
Light Screen
Hidden Power (7, Fire)

Total Moves: 21


Cloyster- Boreas (M)
Nature: Hasty (Def decreased by 1, Spe increased by 15%, Accuracy also increased) [Acc modifier= 8%]
Type: Water/Ice
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link: (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat (DW=Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Stats:
Hp: 90
Atk: 3
Def(-): 6
SpA: 3
SpD: 2
Spe: 81 (70x1.15=80.5)
SC: 3
WC: 5
BRT: 20

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

Attacks:
Toxic Spikes
Spike Cannon
Tackle
Aurora Beam
Withdraw
Supersonic
Icicle Spear
Protect
Leer
Clamp
Shell Smash
Hydro Pump
Razor Shell
Brine
Spikes

Ice Shard
Rock Blast
Rapid Spin
Bubblebeam

Ice Beam
Surf
Payback
Hidden Power (Electric, 7)

Total Moves: 23


Duosion- Florence (F)
Nature: Quiet (SpA up by 1, Spe divided by 1.15; 10% flat increase to accuracy of opponent's attacks)
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 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:
Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

Hp: 100
Atk: 2
Def: 2
SpA(+): 6
SpD: 2
Spe: 26 (30/1.15=26.1, rounded down to 26)
SC: 1
WC: 1
BRT: 16

EC: 4/9
MC: 0
DC: 2/5

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Fighting, 7)
Light Screen
Charm
Recover
Psyshock
Psychic

Imprison
Acid Armor
Trick

Calm Mind
Shadow Ball
Trick Room
Thunder Wave

Total Moves: 17


Roserade- Titania (F)
Nature: Timid (Decrease Atk by *, Increase speed by 15%, Accuracy increase) [75^2/290= 10%]
Type: Grass/Poison
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 Poison-type attacks will inflict Toxic level poison.
Technician (DW=Unlocked): (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(-): 2
Def: 2
SpA: 5
SpD: 4
Spe: 104 (90*1.15=103.5, rounded up)
SC: 2
WC: 2
BRT: 19

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

Attacks:
Weather Ball
Sweet Scent
Absorb
Growth
Poison Sting
Leech Seed
Grasswhistle
Water Sport
Stun Spore
Mega Drain
Worry Seed
Aromatherapy
Ingrain
Synthesis
Magical Leaf

Sleep Powder
Giga Drain
Extrasensory

Sludge Bomb
Solarbeam
Venoshock
Toxic
Hidden Power (Ground, 6)
Rain Dance
Sunny Day
Swagger

Total Moves: 26


Tangrowth- King Malboro (M)
Nature: Brave (Increase Atk by *, divide speed by 1.15, decrease Evasion by flat 10%)
Type: Grass
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.
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.
Regenerator (DW=Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 110
Atk(+): 5
Def: 5
SpA: 4
SpD: 2
Spe(-): 43 (50/1.15= 43.5... truncated down to 43)
SC: 4
WC: 5
BRT: 21

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

Attacks:
Ingrain
Constrict
Sleep Powder
Absorb
Growth
Poisonpowder
Vine Whip
Bind
Stun Spore
Power Whip
Block
Wring Out

Giga Drain
Leech Seed
Flail
Worry Seed

Sludge Bomb
Swords Dance
Solarbeam
Hidden Power (Fire, 7)
Sunny Day
Toxic
Earthquake
Giga Impact
Rock Slide
Bide

Total Moves: 26


K, your lucky I had time SoS,

Temperantia
SoS
Ill ref
Reverse and Repeat!
Good Luck!
 

"Well, well; look what the dog dragged in. Or should I say dogfish? Ohoho! I see by your reaction, that you're still a little upset about that! Do you think you can pull it together long enough to beat us? I certainly hope so! It's much more fun to crush someone when they think they can win...
Florence, go!"




"Well, I may not be as... abrasive as my sister, but I too shall fight with vigor! Have at you!
Boreas, begin this battle of wills and skills!"




Just a note: Both Duosion and Cloyster receive 1 less damage because of Overcoat (they are both immune to at least one form of weather.) I need to update that in my profile.
 

Hmph, I see at least one of our opponents is totally cocksure. I'll enjoy wiping that grin off your face. Fortunately, I'm not so petty as to resort to that sort of childish taunting, or to fall for it. Mia, The Wizard, let's start this battle strong!



Now then my friends, let's show them what we're made of. Mia, begin by neutering that Cloyster with a Will-o-Wisp. Anything that can help us break through that shell will be of tremendous assistance. The Wizard can support you with a Thunder Wave. Should Boreas Protect however, we'll use the time to launch an assault on Duosion before trying again!

Mia: Will-o-Wisp Cloyster >>> ThunderPunch Cloyster >>> Charge Beam Cloyster
If Cloyster uses Protect A1, use Shadow Punch Duosion, and push actions down.

The Wizard: Thunder Wave Cloyster >>> Light Screen >>> Thunderbolt Cloyster
If Cloyster uses Protect A1, swap A1 and A2.
 
"Well, if someone doesn't think themselves nobility! I'm sorry if our swarthy ways have brought you offence. Perhaps a little pain will draw the stinging from your ego!
Florence, set up a Reflect followed by a Light Screen. Finish with a Psychoshock aimed at the foe Electivire's more squishy side."

"Sister, please do not lump me in with your taunting... And you, Shadoo, was it? You seem to be mistaken. Because, in using the word "neuter," you are implying that you have shut down my options. I intend to show you how dreadfully wrong you are...
Cloyster, your actions are simple! Set three layers of Spikes to appropriately disrupt the rest of our opposite leader's battle plan!"
 
Start Round 1!

Team SoS:


HP: 90 | 100
EN: 100 | 100
Buffs: None
Debuffs: None
Other: None

Team Temperantia!


HP: 100 | 90
EN: 100 | 100
Buffs: None
Debuffs: None
Other: None

Speed Order: Electivire, Cloyster, Dusknoir, Duosion

Action 1
Electivire used Thunder Wave! (Cloyster)
Cloyster is paralyzed! 30% -10ENG (If this is a repeat of you and wanderer, this is not going to end well.)
Dusknoir used Will-o-Wisp! (Cloyster)
7294 hit
Cloyster is burned! -7ENG
Duosion used Reflect!
Temperantia's team is reflected! -7ENG
Cloyster is paralyzed! 9497 Cloyster used Spikes!
(So far no hax...)
Cloyster laid down spikes! -8ENG!
Cloyster is burned! 2DMG
Action 2
Electivire used Light Screen!
Son_of_Shadoo's team is covered by a screen! -8ENG
Dusknoir used Thunder Punch! (Cloyster)
4839 hit
9658 no crit
(7-5+(5-6)*1.5)*1.5=0.75=1 1DMG -6ENG
Duosion used Light Screen!
Temperantia's team is Screened! -7ENG
Cloyster is paralyzed! 705 Cloyster is unable to move!
Cloyster's parachance fell to 25%!
Cloyster is burned! 2DMG
Action 3
Electivire used Thunderbolt! (Cloyster)
2325 no crit
(9-5+3+(5-6)*1.5)*1.5=8.25=8 8DMG -6ENG
Dusknoir used Charge Beam! (Cloyster)
9034 MISS! -6ENG
Duosion used Psyshock! (Electivire)
8-5+3+(6-3)*1.5=10.5=11 11DMG -5ENG
Cloyster is paralyzed! 1928 Cloyster is unable to move!
Cloyster's parachance fell to 20%!
Cloyster is burned! 2DMG
Cloyster's parachance fell to 15%!
End!


End Round 1!

Team SoS:


HP: 90 | 89
EN: 81 | 76
Buffs: Light Screen (4 more actions)
Debuffs: None
Other: Spikes (1 layer)

Team Temperantia!


HP: 100 | 72
EN: 81 | 92
Buffs: Reflect (3 more actions), Light Screen (4 more actions)
Debuffs: Cloyster: 10% paralysis, Burned (2DPA)
Other: None

Temprantia,
Son_of_Shadoo,
Ill ref.
 
Wait, hold on! I completely forgot - my arena choice was the Evil Circus:
Evil Circus: Field Type: Neutral; Complexity: Intense; Format: All

It seemed like a great idea at the time, to go to the circus to have a good old friendly brawl. But then that damn evil Puppet Master came and ruined all the fun. Drat... but the fight must go on! At the end of each round, the Puppet Master will cast a tricky effect, directly attack both pokemon, or summon a wild pokemon to attack and harass the competitors. He cannot be attack directly, but the Puppet Master's attacks can be defended against.

Summary: A traveling circus with an evil Puppet in the background, who will active one of the following effects at the end of each round: Use Wonder Room, use Trick Room, use Magic Room, use a ThunderBolt on all pokemon, use an Ice Beam on all Pokemon, use a Flamethrower on all pokemon, summon a wild Drifblimb to attack, summon a wild Houndoom to attack, or summon a Mr. Mime to attack. Each effect has the same chance of happening (1/9). The puppet master cannot be attacked.

No weather is allowed inside the circus tent, and the ground is dig-able. There are also standard items that you would expect to find in a traveling circus, such as large crates and performing pokemon in cages. I heavily encourage the ref to be creative with the crates and caged pokemon; anything from legendaries to explosives to items.

Note: This arena is inspired by the game Shining Force, when the evil puppet kidnaps the grandson of the mayor. To any who haven't played this game, I heavily recommend it; it is one of the best Strategy RPGs of all time.


My apologies to you both for not pointing this out earlier, and obviously Temp will be able to reorder this is clarified.

So where was the roll for the arena effect?
 
"Well, my plan has succeeded, so this bad luck must solely be yours, Laharl!
Florence, send that Electivire crashing into the layer of Spikes with a Psychic attack, then launch a Psychoshock at it. Finish with another Psychic toss into the Spikes for Electivire.
If a Reflect is set up, replace Psychoshock with Shadow Ball aimed at Dusknoir."


"Hmm, this is troubling, Cloyster. But, the Trick Room effect should work to our advantage...
Boreas, attempt again to set up Spikes alternated with an Icicle Spear at Electivire, and ending with another layer of Spikes.
If you fail to set up a layer of Spikes on the first action, replace your second action with Spikes."


Cloyster should have 75 Hp, not 72. (90-2-2-2-8-1=75)
This edit should still be rectified. >_>
 

Balls, my correcting backfired. And our damage output is somewhat disappointing. We need to get rid of their screens as fast as we can. The Wizard, you can handle that with a Brick Break. As for you Mia, we'll stop those Spikes. Torment that Cloyster! Hopefully paralysis will kick in... Then it's time for offense.



Mia: Torment Cloyster >>> Shadow Punch Duosion >>> Hex Cloyster

The Wizard: Brick Break Cloyster >>> Thunderbolt Cloyster >>> Evasive Teleport.
 
Team SoS:


HP: 90 | 89
EN: 81 | 76
Buffs: Light Screen (4 more actions)
Debuffs: None
Other: Spikes (1 layer)

Team Temperantia!


HP: 100 | 75
EN: 81 | 92
Buffs: Reflect (3 more actions), Light Screen (4 more actions)
Debuffs: Cloyster: 10% paralysis, Burned (2DPA)
Other: None

Speed Order: Cloyster, Duosion, Dusknoir, Electivire

Action 1
Cloyster is paralyzed! 8066 Cloyster used Spikes!
2 layers of spikes! -8ENG
Duosion used Psychic! (Electivire into spikes)
Assumng this is just spikes damage.
18DMG! -7ENG
Dusknoir used Torment! (Cloyster)
Cloyster is tormented! -10ENG
Electivire used Brick Break! (Cloyster)
7064 no crit
Broke screens!
(8+(5-6)*1.5)*1.5=9.75=10 10DMG -6ENG
Cloyster is Burned! 2DMG
Action 2
Cloyster is paralyzed! 3182 CLoyster used Icicle SPear (electivire)
number of hits: 5 due to skill link
No crits
(3*5)+3=18 18DMG -5ENG
Duosion used Psychoshock! (Electicire)
8256 no crit
8-5+3+(6-3)*1.5=10.5=11 11DMG -5ENG
Dusknoir used Shadow punch! (Duosion)
2014 no crit
(6+3+(5-2)*1.5)*1.5=20.25=20 20DMG -3ENG
Electivire used Thunderbolt (Clyster)
2557 no crit
(10+3+(4-2)*1.5)*1.5=24 24DMG -6ENG
CLoyster is burned! 2DMG
Action 3
Electivire used Teleport (Evasive)
Electivire teleported out of the way! -7ENG
Cloyster is paralyzed! 945 Cloyster is unable to move!
Cloyster's para dropped to 5%
Duosion used psyshock!
Electivire teleported away! -7ENG
Dusknoir used Hex! (Cloyster)
6292 no crit
10+3+(3-2)*1.5=14.5=15 15DMG -6ENG
Cloyster is burned! 2DMG
Cloyster is no longer paralyzed!
RNG ROLL FOR EVENT: 3
use Magic Room
End!


Team SoS:


HP: 90 | 42
EN: 62 | 54
Buffs: Light Screen (1 more action)
Debuffs: None
Other: Spikes (2 layers), Magic Room

Team Temperantia!


HP: 80 | 20
EN: 61 | 79
Buffs: None
Debuffs: Cloyster: Burned (2DPA)
Other: Magic Room

SoS
Temp
I ref
 

Hmm. An unfortunately useless effect, but on the bright side, we can quickly finish off Cloyster before moving on to Duosion. The early advantage is mine, twins. What will you do?



Mia: Confuse Ray Duosion >>> Shadow Punch Duosion >>> Shadow Ball Duosion

The Wizard: Thunderbolt Cloyster >>> Light Screen >>> Thunderbolt Duosion
If Cloyster Protects itself A1, Thunder Wave Duosion and push actions down.
 
"Hey Laharl! Do you see what I see?"

"I believe so, sister! This Wonder Room may just save our hides!
Cloyster, you should just barely survive that Thunderbolt attack due to your Special Defense being switched with your ridiculously high Defense! Tank that hit, and retaliate by Smashing your Shell to increase your power. Next action, use Brine to blast Electivire with salt water before that obnoxious Light Screen can be established. Then, finish with a Rock Blast at Electivire before falling into your earned rest..."

"Well Florence, it seems this could get ugly for you. Let's use Psychic to send Electivire into the Spikes first. Then we can set up another Light Screen and send Electivire into the Spikes with Psychic again! If Electivire is fainted by then, use Psychic on Dusknoir to send it into the hazards."
 
Team SoS:


HP: 90 | 42
EN: 62 | 54
Buffs: Light Screen (1 more action)
Debuffs: None
Other: Spikes (2 layers), Magic Room

Team Temperantia!


HP: 80 | 20
EN: 61 | 79
Buffs: None
Debuffs: Cloyster: Burned (2DPA)
Other: Magic Room

Speed Order: Electivire, Cloyster, Dusknoir, Duosion

Action 1
Electivire used Thunderbolt! (Cloyster)
3154 no crit
(10+3+(4-2)*1.5)*1.5=24 24DMG! -6ENG
Cloyster fainted! 1KOC to Electivire!
Dusknoir used Confuse Ray! (Duosion)
Duosion is confused! -4ENG 3rounds!
Duosion is confused! 9650 Duosion used Psychic into spikes! (Electivire)
18DMG! -7ENG
Duosions confusin dropped to 2!
Light screen wore off
Action 2
Electivire used Light Screen!
Light screen in play for 4 actions! -8ENG
Ducknoir used Shadow Punch!
454 crit
(6+3+3+(5-2)*1.5)*1.5=24.75=25 25DMG -3ENG
Duosion is confused! 4870 Duosion hurt itself in confusion!
4DMG -3ENG duosion's confuse fell to 1!
Light screen 3!
Action 3
Electivire used Thunderbolt!
170 crit!
10+3+3+(4-2)*1.5=19 19DMG -6ENG
Dusknoir used Shadow Ball!
5195 no crit
(8+3+(3-2)*1.5)*1.5=18.75=19 19DMG -7ENG
Duosion is confused! 9789 Duosion used psychic into spikes! (Electivire)
18DMG! -7ENG
Duosion is no longer confused!
Light screen fell to 2!
End!


Team SoS:


HP: 90 | 6
EN: 49 | 34
Buffs: Light Screen (2 more actions)
Debuffs: None
Other: Spikes (2 layers)

Team Temperantia!


HP: 13 | -4
EN: 44 | 79
Buffs: None
Debuffs: None
Other: None

Lets see what event is?
summon a wild Drifblimb to attack

K. what I do for this?
Anyways: Order:
Temp's new poke and actions
SoS's actions
I ref.
 
Welp, fuck a duck. Misreading ftl. :p
/OOC

"C'mon out, Titania! We'll have to start by finishing off the Electivire. Use Magical Leaf to end its reign, then use Stun Spore followed by Toxic on Dusknoir. If Electivire uses a combo using Quick Attack on action one, use Stun Spore on Dusknoir that action, followed by Magical Leaf at Electivire and Toxic at Dusknoir."



"Florence, your time draws to a close. That doesn't mean we can't have one last act of altruism! Set up a Reflect to protect our team and follow with Light Screen and a final Psychic at Dusknoir for any actions you remain conscious."
 

I believe in this case, you select moves from Drifblim's movepool to use on the contestants at random for this round. And since WHEN does Light Screen last four actions instead of six, MrcRanger? Please edit.



Good job. Boreas is down and Florence will be quickly behind him. Fortunately, I may be able to get The Wizard off the hook here...

Mia: Shadow Punch Duosion >>> Ice Punch Roserade >>> Protect

The Wizard: Evasive Teleport >>> Reflect >>> Ice Punch Roserade
 
Sorry for late reffing guys, sick, then no use of computer

Team SoS:


HP: 90 | 6
EN: 49 | 34
Buffs: Light Screen (4 more actions)
Debuffs: None
Other: Spikes (2 layers)

Team Temperantia!


HP: 13 | 90
EN: 44 | 100
Buffs: None
Debuffs: None
Other: None

Speed Order: Roserade, Electivire, Dusknoir, Duosion

Action 1
Electivire used Evasive Teleport!
Electivire teleported away! -7ENG
Roserade used Magical Leaf! (Electivire)
auto Hit
8135 no crit
6-5+3+(5-2)*1.5=8.5=9 9DMG -4ENG
Electivire fainted!
Dusknoir used Shadow Punch! (Duosion)
Auto hit
4773 no crit
(6+3+(5-2)*1.5)*1.5=20.25=20 20DMG -3ENG
Duosion Fainted!
Action 2
Roserade used Stun Spore!
1035 hit
Dusknoir is paralyzed! 25% -6ENG
Dusknoir is paralyzed! 7532 Dusknoir used Ice Punch!
1336 no crit
(8+(5-2)*1.5)*1.5=18.75=19 19DMG -6ENG
5485 no freeze
Action 3
Roserade used Toxic
Dusknoir is badly poisoned! -6ENG
Dusknoir is paralyzed! 1572 Dusknoir is unable to move!
Dusknoirs para chance fell to 20%
Dusknoir is poisoned! 1DMG
Dusknoir's para chance fell to 15%
END!


Team SoS:


HP: 89 | -3
EN: 40 | 27
Buffs: Light Screen (1 more actions)
Debuffs: Paralyzed (15%, Spe 10 ), Badly Poisoned (2DPA), Shadow punch disabled | None
Other: Spikes (2 layers), Rain 4 Actions

Team Temperantia!


HP: -7 | 71
EN: 44 | 81
Buffs: None
Debuffs: None
Other: Rain 4 Actions, Roserade has unburden

K so...
Drifblim Disable's Shadow Punch, Starts Rain, and Skill swaps roserade, who now has Undburden instead of natural Cure.
Event is: Wonder Room!

So Order...

Temp's Mon,
SoS's Mon and actions,
and Temp's actions
 
WHOAWHOAWHOA BACK THE FUCK UP. Magical Leaf still hits whenever the opponent uses an evasive action like Agility?

DAT Thread says it bypasses evasion checks like Double Team, but does this extend to Teleport/Agility?

Also, rain lasts for 4 ROUNDS, not actions. Not that that's relevant, because weather can't be used inside this arena. Read the description.
 
... Well, that's mildly irritating. That REALLY needs to be in the DAT.

So then, Roserade and Exeggutor. Interesting combination. But when it comes to special attackers, there should be only one response. Spiffy, I choose you! Now then, Lenneth, Laharl, how will you react to my mighty dragon? I'd have gone for Glinda here if it weren't for the Wonder Room. Hmph, arenas always backfire on me.

Let's focus on the weakened Titania my friends.

Spiffy: Taunt Roserade >>> Ice Beam Roserade >>> Flamethrower Roserade.
If Roserade uses Sleep Powder A1, Protect and push actions down.

Mia: Torment Roserade >>> Fire Punch Roserade >>> Chill
 
"Well, we can't help those hindering effects coming our way, but we won't need to, hopefully. Cover the enemy Cyclohm with a Leech Seed to start. Then we'll fire off a Hidden Power Ground at Cyclohm and finish with a Sludge Bomb at Cyclohm."

"Let's go, Valentine! Erect a Light Screen to begin. Next, focus your powers into setting up another barrier in Reflect. Finally, set up your own Leech Seed on Dusknoir!"
 
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