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Completed 6v6 Triples at the Tournament Arena, Banryu vs. LupusAter - Yay, we're done!

Discussion in 'ASB' started by C$FP, Jun 5, 2011.

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  1. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Banryu's Team:
    Aether (Charizard) (open)
    [​IMG]
    Charizard (*) Aether (m)
    Nature: Rash
    Personality: Evolution created a drastic upshift in his personality, changing him from a rash and impetuous youngster a to headstrong and aggressive adolescent. Very proud of his newfound power, he now has battle constantly on the brain, always looking to pick a fight, and constantly training in the meantime. His battle style reflects his attitude: extremely aggressive, and he is reasonably skilled at ranged and close combat alike.

    Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. In battle he is aggressive and unrelenting, and has only gotten more so since evolving. He seeks to put opponents on the defensive with his aggressive tactics and varied attack styles and techniques.

    Type: Fire/Flying
    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.
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Stats:

    HP: 100
    Atk: 3
    Def: 3
    SpA: 5 (+)
    SpD: 2 (-)
    Spe: 100

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

    Abilities: Blaze, Solar Power (DW)
    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)
    Solar Power [DW]: (innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

    Attacks:
    (o) Air Slash
    (o) Dragon Claw
    (o) Shadow Claw
    (*) Scratch
    (*) Growl
    (*) Ember
    (*) Smokescreen
    (*) Metal Claw
    (*) Dragon Rage
    (*) Rage
    (*) Scary Face
    (*) Fire Fang
    (o) Flame Burst
    (o) Flamethrower
    (o) Fire Spin
    (o) Heat Wave

    (*) Dragon Dance
    (*) Dragon Pulse
    (*) Ancientpower
    (o) Counter
    (o) Belly Drum

    (*) Hidden Power (Grass, 7)
    (*) Sunny Day
    (o) Solarbeam
    (*) Will-O-Wisp
    (o) Brick Break
    (o) Flame Charge
    (o) Substitute
    (o) Fly

    Myrmeleon (Vibrava) (open)

    [​IMG]
    Vibrava (*) Myrmeleon (m)
    Nature: Lonely
    Personality: The change in life cycle drastically altered his behavior. Whereas before Myrmeleon was laid-back and always hungry, as a Vibrava he is very active, moving almost constantly, and is now very alert to sounds. His underlying personality, however, remains mostly the same-- he remains a staunch competitor due to his unfailing grit and perseverance in tough situations. In battle, he has developed separate fighting styles: one reminiscent of his days as a Trapinch, where he would huddle underground and strike with powerful Ground attacks, and one above-ground, where his new wings give him much higher mobility as well as access to sonic attacks. He is still developing his ability to fly, as well as his affinity for moves of his newfound Dragon typing.

    Type: Ground / Dragon
    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.
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

    Stats:

    HP: 90
    Atk: 4 (+)
    Def: 1 (-)
    SpA: 2
    SpD: 2
    Spe: 70

    EC: 8/9
    MC: 0

    Ability: Levitate
    Levitate: (innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

    Attacks:
    (o) Sonicboom
    (*) Bite
    (*) Sand-Attack
    (*) Faint Attack
    (*) Sand Tomb
    (o) Supersonic
    (o) Crunch
    (o) Earthquake
    (o) Fissure

    (*) Quick Attack
    (*) Bug Bite
    (*) Earth Power
    (o) Endure
    (o) Flail

    (*) Dig
    (*) Rock Slide
    (*) Protect
    (o) Draco Meteor
    (o) Roost
    (o) Tailwind

    Agrith (Bayleef) (open)

    [​IMG]
    Bayleef Agrith (f)
    Nature: Bashful
    Personality: Kind and warm-hearted, and very in-tune with the natural environment, like most Grass-types. She doesn't much like having to attack other Pokemon, but will not hesitate to defend herself offensively if need be. Her skill set focuses mainly on support and healing, a role which she wholeheartedly embraces. Her personality changed least of all through evolution due to her relatively consistent level of performance. She is less skittish and slightly more calm post-evolution.

    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.

    Stats:

    HP: 90
    Atk: 3
    Def: 3
    SpA: 3
    SpD: 3
    Spe: 60

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

    Abilities: Overgrow, Leaf Guard [DW]
    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).
    Leaf Guard [DW]: (innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

    Attacks:
    (+) Tackle
    (+) Growl
    (+) Razor Leaf
    (+) Poisonpowder
    (+) Synthesis
    (+) Reflect
    (+) Magical Leaf
    (+) Natural Gift
    (o) Light Screen
    (o) Safeguard
    (o) Aromatherapy
    (o) Solarbeam

    (+) Leech Seed
    (+) Healing Pulse
    (+) Nature Power

    (+) Sunny Day
    (+) Hidden Power (Fire, 7)
    (+) Attract
    (o) Substitute

    Toronero (Shieldon) (open)

    [​IMG]
    Shieldon Toronero (m)
    Nature: Sassy
    Personality: Very stubborn and strong-willed, he would rather defend than move in to attack, and is unfaltering in his dedication to holding his ground. His stubbornness makes him more likely to defend if ordered to attack unless forced under extreme pressure. He has a very well-roundedly defensive fighting style, specializing in ranged attacks and protective techniques.

    Type: Rock / Steel
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
    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.

    Stats:

    HP: 90
    Atk: 2
    Def: 4
    SpA: 2
    SpD: 4 (+)
    Spe: 26 (-)

    EC: 4/6
    MC: 0
    DC: 4/5

    Abilities: Sturdy, Soundproof [DW]
    Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
    Soundproof [DW Locked]: (innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. Ancient Song, Bark Out, Bug Buz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Round, Snore, Supersonic, Uproar.

    Attacks:
    (+) Tackle
    (+) Protect
    (+) Taunt
    (+) Metal Sound
    (+) Take Down
    (+) Iron Defense
    (+) Swagger
    (o) Metal Burst

    (+) Rock Blast
    (+) Stealth Rock
    (+) Counter
    (o) Magnet Rise

    (+) Flash Cannon
    (+) Ice Beam
    (+) Flamethrower
    (o) Thunderbolt
    (o) Toxic

    Dromaeos (Archen) (open)
    [​IMG]
    Archen [Dromaeos] (f)
    Nature: Naive
    Personality: Thoroughly cunning and crafty, Dromaeos is a focused and serious hunter. Due to the fact that she was revived from a fossil, she is inexperienced with the modern world, and often makes mistakes because of it. Nonetheless she is quite intelligent for a prehistoric Pokemon, and learns quickly. She is the fastest of the team, and her tactics are largely hit-and-run-- dive in to attack, then dart away before the opponent can counterattack. Her dazzling speed and combination of evasive and powerful attacking moves make her a severe threat in battle, and she cares for little else except to fight.

    Type: Rock/Flying
    Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Stats:

    Archen
    HP: 90
    Atk: 4
    Def: 2
    SpA: 3
    SpD: 1 (-)
    Spe: 81 (+)

    EC: 4/6
    MC: 0

    Ability: Defeatist
    Defeatist: The Pokemon tires from prolonged battles easily, and deals 3 less damage once below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Faint-Hearted's effects will dissapear.

    Attacks:
    (+) Quick Attack
    (+) Leer
    (+) Wing Attack
    (+) Rock Throw
    (+) Double Team
    (+) Scary Face
    (+) Pluck
    (+) Ancientpower
    (+) Agility
    (+) Quick Guard
    (o) Acrobatics
    (o) Crunch
    (o) Endeavor
    (o) U-Turn
    (o) Dragon Claw

    (+) Earth Power
    (+) Defog
    (+) Steel Wing

    (+) Claw Sharpen
    (+) Stone Edge
    (+) Taunt
    (o) Substitute

    Espio (Kecleon) (open)

    [​IMG]
    Kecleon (*) Espio (m)
    Nature: Adamant
    Personality: Sneaky, shifty, and thoroughly cunning. A humiliatingly one-sided battle early in his fighting career caused him to be extremely jumpy and suspicious, and he hates being the center of attention, preferring to operate relatively unnoticed in multi-battles, if possible. When forced to fight in singles, he will resort to every sneaky trick he has in his arsenal to stay under the radar and avoid getting shut down like he did in his very first battle. Espio is the team's analogue of the Psychic- or Ghost-types used in most teams, and he has a wide variety of tricky moves to debilitate and screw up opponents.

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

    Stats:

    HP: 90
    Atk: 4 (+)
    Def: 3
    SpA: 1 (-)
    SpD: 4
    Spe: 40

    MC: 0

    Ability: Color Change
    Color Change: (innate) When hit with an attack, this Pokemon alters its cell structure to change its type to the type of that attack.

    Attacks:
    (+) Thief
    (+) Tail Whip
    (+) Astonish
    (+) Scratch
    (+) Lick
    (+) Bind
    (+) Faint Attack
    (+) Fury Swipes
    (+) Feint
    (+) Psybeam
    (+) Shadow Sneak
    (+) Screech
    (+) Slash
    (o) Shadow Claw

    (+) Skill Swap
    (+) Recover
    (+) Snatch
    (o) Magic Coat
    (o) Disable
    Sucker Punch

    (+) Claw Sharpen
    (+) Rock Smash
    (+) Thunder Wave
    Substitute

    LupusAter's Team:
    Fafnir the Croconaw (open)
    [​IMG]
    Croconaw(*) [Fafnir] (M)
    Nature: Lonely
    Type:
    Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
    Abilities:
    Torrent: (Innate)When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
    Sheer Force: (Can Be Enabled)(DW locked)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: 100
    Atk: Rank 4 +
    Def: Rank 2 -
    SpA: Rank 3
    SpD: Rank 3
    Spe: 58


    EC 7/9
    MC 0
    DC 5/5

    Scratch(*)
    Leer(*)
    Water Gun(*)
    Rage(*)
    Bite(*)
    Scary Face(*)
    Ice Fang(*)
    Flail(*)
    Thrash(*)
    Superpower

    Aqua Jet(*)
    Dragon Claw(*)
    Dragon Dance(*)
    Ice Punch

    Waterfall(*)
    Shadow Claw(*)
    Rock Slide(*)
    Ice Beam
    Rain Dance

    Thor the Electabuzz (open)
    [​IMG]
    Electabuzz Thor (M)
    Nature: Lonely

    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.

    Abilities:
    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.
    Vital Spirit:(Dw Locked)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.


    HP: 100
    Atk: Rank 4+
    Def: Rank 1-
    SpA: Rank 3
    SpD: Rank 3
    Spe: 105


    4/9 EC
    2 MC
    2/5 DC

    Attacks:
    Quick Attack
    Leer
    ThunderPunch
    ThunderShock
    Low Kick
    Swift
    Shock Wave
    Light Screen
    Thunderbolt

    Fire Punch
    Ice Punch
    Cross Chop

    Toxic
    Wild Charge
    Thunder Wave

    Fjalar the Combusken (open)
    [​IMG]
    Combusken Fjalar (M)
    Nature: Lonely
    Type: Fire/Fighting
    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.
    Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


    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 (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: Rank 4 +
    Def: Rank 1 -
    SpA: Rank 3
    SpD: Rank 2
    Spe: 55

    4/9 EC
    0 MC
    2/5 DC

    Attacks:
    Scratch
    Growl
    Focus Energy
    Ember
    Peck
    Sand-Attack
    Fire Spin
    Flamethrower
    Double Kick
    Sky Uppercut
    Flare Blitz

    Crush Claw
    Counter
    Reversal

    Rock Slide
    Swords Dance
    Shadow Claw

    Muninn the Murkrow (open)
    [​IMG]
    Murkrow Muninn (M)
    Nature: Relaxed (+Def, -Spe)

    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.
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's 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.
    Super Luck:(Innate)This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
    Prankster:(Locked)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

    HP: 90
    Atk: Rank 3
    Def: Rank 3 +
    SpA: Rank 3
    SpD: Rank 2
    Spe: 79 -

    EC 0/6
    MC 0
    DC 0/5

    Peck
    Astonish
    Wing Attack
    Night Shade
    Assurance

    Featherdance
    Brave Bird
    Roost

    Psychic
    Payback
    Double Team

    Skadi the Sneasel (open)
    [​IMG]
    Sneasel Skadi (F)
    Nature: Jolly (+Spe, - SAtk)
    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.
    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:
    Inner Focus:(Innate)When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
    Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
    Pickpocket:(Locked)This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.


    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 1 -
    SpD: Rank 3
    Spe: 132 +

    EC 0/6
    MC 0
    DC 0/5

    Attacks:
    Scratch
    Leer
    Taunt
    Quick Attack
    Screech
    Faint Attack
    Fury Swipes
    Agility

    Ice Punch
    Reflect
    Counter

    Aerial Ace
    Dig
    Double Team

    Mani the Eevee (open)
    [​IMG]

    Eevee Mani (M)
    Nature: Bold (+Def, -Atk)
    Type:
    Normal:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Run Away:(Innate)This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
    Adaptability:(Innate)The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
    Anticipation:(Locked)This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

    HP: 90
    Atk: Rank 1 -
    Def: Rank 3 +
    SpA: Rank 2
    SpD: Rank 3
    Spe: 55

    Tackle
    Tail Whip
    Helping Hand
    Sand-Attack
    Growl
    Quick Attack

    Detect
    Tickle
    Wish

    Substitute
    Shadow Ball
    Double Team


    The trainers have arrived. Banryu came in with his Charizard, Vibrava, Bayleef, Shieldon, Archen, and Kecleon. LupusAter came in with his Croconaw, Electabuzz, Combusken, Murkrow, Sneasel, and Eevee. This should be an interesting match.

    Banryu sends out 3 Pokemon
    LupusAter sends out 3 Pokemon and gives their (2) actions.
    Banryu gives (2) actions for his Pokemon
    I ref this madness


    Remember, in triple battles each Pokemon only gets two actions a round. Also, there is no left, right, and middle Pokemon in ASB Triples, they can all be anywhere. Let's get started!
  2. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    Gonna start out strong.
    Aether, Agrith, and Dromaeos are out first.
    [​IMG][​IMG][​IMG]
    Solar Power / Leaf Guard / Week-Kneed
    Positioning: Standing in their now-standard Triples formation: Dromaeos and Aether are out in front, with Agrith huddling in the back, ready to support them.
  3. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Sending out Fafnir, Thor and Mani!
    Fafnir, use Sheer Force and activate it. Open with a boosted Ice Fang on Bayleef, then Rock Slide on Charizard.
    Thor, activate Static. Set up a Light Screen, then hit Charizard with a Wild Charge.
    Mani, show your Adaptability. Double Team(3 copies) to generate confusion, then give Fafnir an Helping Hand.
  4. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    ...Fafnir, huh... Another one named for a legendary dragon, hahaha... ...That's just fine, we can handle this easy! Aether, you know the drill: make it a Sunny Day so the solar rampage can begin! Dromaeos, immediately Taunt Mani to render his actions useless, then knock give Thor a very Scary Face! Agrith, just focus on setting up a Reflect and Light Screen, don't worry about those attacks! Now, Aether! This is gonna sting but you can take it! Respond with a full-force Counter against your most recent attacker-- in this case, Fafnir!

    Charizard: Sunny Day > Counter
    Archen: Taunt Eevee > Scary Face Electabuzz
    Bayleef: Reflect > Light Screen
  5. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Banryu, why did you say Archen's Ability is Weak-Kneed? What does that even mean?

    [​IMG] [​IMG][​IMG]
    HP: 100|90|90
    Energy: 100|100|100
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|none|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature)
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 100|100|90
    Energy: 100|100|100
    Atk: 4|4|1
    Def: 2|1|3
    SpA: 3|3|2
    SpD: 3|3|3
    Spe: 58|105|55
    Status: none|none|none
    Boosts/Drops: none|none|none
    Ability: Sheer Force|Static|Adaptability

    C$FP is looking at the Pokemon as they are preparing to start battling, and C$FP is thinking about the nicknames the trainers have given their Pokemon. Being fairly young compared to most ASB players (I think), he doesn't really know what the f*** these names mean. Banryu's Pokemon's nicknames sound like they are based on Latin, and LupusAter's Pokemon sound like they are nicknamed after gods of some polytheistic culture that C$FP doesn't know much about. While C$FP is pondering about this, things seem to be starting.

    The Pokemon have started battling, and Thor leads this match by setting up a Light Screen to protect his team from future special attacks. Aether follows up by creating a Sunny Day, which looks like it should boost him and his teammates. Dromaeos then Taunts and makes fun of Mani, knowing that otherwise it would use non-attacking moves. Agrith was reminded by Thor's action to think about the long run, and sets up a Reflect to help dull physical damage against it's team. Fafnir doesn't notice the Reflect and bites Agrith with Icy Fangs. Mani is so angry that he doesn't want to attack, but got no attacking orders, so he did nothing.

    Mani once again wants to not attack but at the same time wants to attack, and once again does nothing. Thor realizes that his team needs to start getting in some damage, and Wildly Charges at Aether. Dromaeos is getting annoyed that Thor is always fastest, so he makes a Scary Face at Thor to make him think twice about going. Agrith is still setting up, putting up a Light Screen. Aether seems to be building up some sort of red aura, very strange. Still on the offensive, Fafnir Rock Slides at Aether, who then immediately releases energy and Counters the Rock Slide.

    [​IMG] [​IMG][​IMG]
    HP: 67|82|90
    Energy: 76|84|90
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|Reflect(5 act), Light Screen(6 act)|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature)
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 77|100|90
    Energy: 89|86|100
    Atk: 4|4|1
    Def: 2|1|3
    SpA: 3|3|2
    SpD: 3|3|3
    Spe: 58|105|55
    Status: none|Light Screen(5 act)|Taunted (4 act)
    Boosts/Drops: none|-2 Speed(making it 53)|none
    Ability: Sheer Force|Static|Adaptability

    Sunny Day for 4 Rounds

    Calculations (open)
    Action 1:
    Thor: Light Screen: 8 Energy
    Aether: Sunny Day: 9 Energy
    Dromaeos: Taunt(Mani): 10 Energy
    Agrith: Reflect: 8 Energy
    Fafnir: Ice Fang(Agrith): [(7+2-5) + (4-3)*1.5]*1.5 = 8.25, rounds to 8 Damage, 5 Energy
    Mani: Double Team(3 Copies): failed

    Action 2:
    Mani: Helping Hand: failed
    Thor: Wild Charge(Aether): [9 + (4-3)*1.5]*1.5 = 15.75, rounds to 16 Damage, 6 Energy, 4 Recoil
    Dromaeos: Scary Face(Thor): 6 Energy
    Agrith: Light Screen: 8 Energy
    Fafnir: Rock Slide(Aether): [(8+2-5) + (4-3)*1.5]*2.25 = 14.625, rounds to 15 Damage, 6 Energy
    Aether: Counter(Fafnir): 15*1.5 = 22.5, rounds to 23 Damage, 15 Energy


    I was really hoping that when I put out this challenge that it would be a full-out offensive battle like most Double or Triple battles, but 12 Ref Counters are worth it anyway. Also, remember that at any point in this match you can call me out on something even if you aren't sure whether or not I made a mistake, it's not unlikely that I will make a mistake. Could you guys also explain why you guys gave your Pokemon their nicknames? They are strange-sounding to me. By the way, I list the calculations of what order the Pokemon move in.

    Banryu's actions
    LupusAter's actions
    I ref
  6. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    Rikun chuckles. "Hahaha... I don't see how our nicknames matter, but since you're interested..." xD

    "Aether has multiple sources; it is derived from ether, a class of chemical compounds, as well as mythological Aether, which refers to the upper sky, space and heaven, in greek mythology. It's also the name of the planet of light and darkness from Metroid Prime 2. And then Agrith is derived from 'agriculture', and Dromaeos is derived from the class of dinosaurs called dromaeosaurs. Pretty straightforward.

    "As for Lupus' nicknames, Fafnir and Thor are quite well-known mythological figures; Fafnir was a wicked dragon holed up in the mountains, guarding his stash of treasure- one of the classic european dragons, and rumoredly among the most powerful of them before he was slain by the legendary hero Sigurd (Siegfried). Thor, of course, is the Norse god of thunder, again a very straightforward name. Mani, however, I am not familiar with... I'm guessing that it too is some sort of mythological beast or figure," Rikun admits as he sheepishly scratches his nose, nonetheless looking pleased with the amount of information he was able to provide.
  7. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Yeah, I understood Thor (very easy) and I figured that was how you decided on Agrith, but the other 10 Pokemon coming into this battle, I had absolutely no clue. Also, your actions Banryu.
  8. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    "...oh yeah, whoops. Guess I mixed up the turn order in my head, ahahaha...."
    Okay, first thing's first: Aether, smash that Light Screen with Brick Break; it's enveloping all three of them, so targetting any of them should do-- let's target Mani for that one. Then, it's time to unleash the power of the sun with Heat Wave, which should target all three of them! Agrith, you follow up and press the attack with a Solarbeam aimed at Fafnir, then rock the stage with a Nature-Powered Earthquake! Dromaeos, it's time for you to go on the attack too. Hone your Claws, then strike at Fafnir with your dazzling Acrobatics, using your speed and aerial prowess to avoid Agrith's Earthquake (and any other attacks, if possible)! Your speed is second only to Aether's now, so hopefully that'll help. If Fafnir is ordered to Rain Dance at any point, beat him to the punch with Taunt instead of Claw Sharpen!"

    Charizard: Brick Break (Eevee) > Heat Wave (all opponents)
    Archen: Hone Claws (sub: Taunt @ Croconaw if he is ordered to Rain Dance during either turn) > Acrobatics
    Bayleef: Solarbeam Croconaw > Nature Power (Earthquake) all opponents)

    "Now... I think you were asking about the other nicknames, right C$FP?
    Well, like Mani, I can't explain any more of Lupus' names, outside of their apparently-Norse origin. The rest of mine are a little nerdier, haha. Myrmeleon is a genus of antlion, possibly one of the kinds that resemble's Trapinch's life cycle, plus it sounds like a combination of 'myrmidon' and 'chameleon', which I thought was pretty cool. 'Toronero' is named for the torosaurus, a dinosaur, but also for General Tauronero, a strong defensive character from Fire Emblem. And Espio is simply named after the chameleon ninja from Knuckles Chaotix and some other Sonic games."
  9. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    My nicknames are, as Banryu cleverly deduced, all derived from Norse myths. Mani is the driver of the chariot of the moon, and it is a fitting name for an Umbreon. Fjalar is the red rooster who will crow to announce the final battle, Ragnarok. Muninn means "memory", and alongside with Huginn, "thought", is one of the two ravens who bring Odin news of the world. Skadi is a frost giantess and goddess of the hunt.

    On to the battle!
    Thor, Thunder Wave Archen, then Thunderpunch Charizard.
    Fafnir, Rock Slide on Charizard, then Rain Dance.
    Mani, Shadow Ball and Tackle on Charizard.
  10. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Just noticed that I forgot to add Sheer Force to the Rock Slide last round, and I will fix that. This is why I said it is OK to point out my mistakes, because I figured I would make one (or more than one).

    Now not needing to wonder about the interesting names of the Pokemon in this battle, C$FP is perfectly ready to ref more action.

    [​IMG] [​IMG][​IMG]
    HP: 67|82|90
    Energy: 82|84|90
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|Reflect(5 act), Light Screen(6 act)|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature)
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 85|100|90
    Energy: 89|86|100
    Atk: 4|4|1
    Def: 2|1|3
    SpA: 3|3|2
    SpD: 3|3|3
    Spe: 58|105|55
    Status: none|Light Screen(5 act)|Taunted (4 act)
    Boosts/Drops: none|-2 Speed(making it 53)|none
    Ability: Sheer Force|Static|Adaptability

    Sunny Day for 4 Rounds

    Now that all of his Pokemon are slower than all of Banryu's Pokemon, LupusAter may be at a slight disadvantage. Now being the fastest, Aether starts this round and hits Mani with a Brick Break, and in doing so breaks the Light Screen guarding LupusAter's Pokemon. Hearing that LupusAter told Fafnir to do a Rain Dance later, Dromaeos Taunted Fafnir to make him too angry to dance. Using the strong solar energy, Agrith shoots a SolarBeam at Fafnir. Seeing that Aether isn't getting ready to Counter like last time, Fafnir once again Rock Slides at Aether. Still too angry to attack, Mani sends a Shadowy Ball at Aether. Thor fires a Thunder Wave at Dromaeos so that maybe it won't be quite so annoying to Thor and his teammates.

    Aether shoots a Heat Wave at the other team, and Heat Wave can only hit two Pokemon, it randomly hit Fafnir and Thor. Agrith follows up by also hitting multiple targets (the entire team actually) with Natural Power, creating an Earthquake. Fafnir wants to turn the tables a bit by doing a Rain Dance, but is Taunted and too angry to not attack and did nothing. Mani also feeling the need to attack something, Mani Tackles Aether, which does not seem to phase Aether at all that the puppy is trying to tackle him. Seeing that his pal's attack didn't bother Aether, Thor hits Aether with a Thunder Punch, which this time makes Aether cringe. As Dromaeos is getting ready to do some Acrobatics, he feels the pain in his back and is fully paralyzed.

    [​IMG] [​IMG][​IMG]
    HP: 35|82|90
    Energy: 67|68|80
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|Reflect(3 act), Light Screen(4 act)|20% Paralyzed(20 speed)
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature)
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 37|61|65
    Energy: 83|74|92
    Atk: 4|4|1
    Def: 2|1|3
    SpA: 3|3|2
    SpD: 3|3|3
    Spe: 58|105|55
    Status: Taunted(4 act)|none|Taunted (2 act)
    Boosts/Drops: none|-1 Speed(making it 70)|none
    Ability: Sheer Force|Static|Adaptability

    Sunny Day for 3 Rounds

    Calculations (open)
    Action 1:
    Aether: Brick Break(Mani): [8 + 2 + (3-3)*1.5]*1.5 = 15 Damage, 7 Energy, LupusAter's Light Screen broken
    Dromaeos: Taunt(Fafnir): 10 Energy
    Agrith: Solarbeam(Fafnir): [12 + 3 + (3-3)*1.5]*1.5 = 22.5, rounds to 23 Damage, 7 Energy
    Fafnir: Rock Slide(Aether): [(8+2-5) + (4-3)*1.5]*2.25 = 14.625, rounds to 15 Damage, 6 Energy
    Mani: Shadow Ball(Aether): (8-5) + (2-2)*1.5 = 3 Damage, 6 Energy
    Thor: Thunder Wave(Archen): 7 Energy

    Action 2:
    Aether: Heat Wave(Thor): 8 + 2 + 3 + 3 + (5-3)*1.5 = 19 Damage, 8 Energy
    Aether: Heat Wave(Fafnir): [8 + 2 + 3 + 3 + (5-3)*1.5]*2/3 = 12.666, rounds to 13 Damage, no extra Energy
    Agrith: Earthquake(Fafnir): 10 + (3-2)*1.5 = 11.5, rounds to 12 Damage, 9 Energy
    Agrith: Earthquake(Thor): [10 + (3-1)*1.5]*1.5 = 19.5, rounds to 20 Damage, no extra energy
    Agrith: Earthquake(Mani): 10 + (3-3)*1.5 = 10 Damage, no extra energy
    Fafnir: Rain Dance: failed
    Mani: Tackle(Aether): (5-5) + 3 + 2 + (1-3)*1.5 = 3 Damage, 2 Energy
    Thor: Thunder Punch(Aether): [(8-5) + 3 + (4-3)*1.5]*1.5 = 11.25, rounds to 11 Damage, 5 Energy
    Dromaeos: Acrobatics: fully paralyzed


    Aether being Banryu's one allowed fully evolved Pokemon, it seems like the current biggest threat to LupuAter. However, Dromaeos is Taunting LupusAter's Pokemon which seems to be hurting them.
    It seems that LupuAter is going almost entirely at trying to KO Aether ASAP, but Mani doesn't have very much capability seeing as how it can't attack. Thor is an asset in this current match up, since two of Banryu's Pokemon that are out on the field are weak to electricity.
    Who knows what will happen?

    LupusAter's actions
    Banryu's actions
    I ref

    Banryu, you didn't specify where Acrobatics was targeted, and if Dromaeos wasn't paralyzed, I would have just RNGed it, make sure you're careful about that. Also Heat Wave can only hit 2 targets, so I RNGed to decide the targets.
  11. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Fafnir, double Sheer Force Rock Slide on Charizard!
    Thor, Thunderpunch Charizard then Fire Punch Bayleef. If one of Fafnir's Rock Slides misses, Wild Charge Charizard.
    Mani, Quick Attack on Charizard, then Tackle Bayleef.
  12. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    ((Well I did specify Acrobat's target in my flavor text, but yeah, I'll be more careful about that next time.
    Also, C$FP, don't be forgetting to subtract 1 HP per action for Charizard for Solar Power; I might be mistaken but it seems like you forgot to take that part into account. ))

    Aether, Agrith, quick! Let's take out Fafnir before he gets the chance to attack! Target him with a double dosage of Solarbeam!! Dromaeos, Hone your Claws and get ready to strike! Aether, follow up the attack with a Heat Wave aimed at the two remaining Pokemon! Now Agrith, cure Drome's paralysis with Aromatherapy so she can deliver a powerful Stone-Edged strike at Thor! (Mind you keep your distance though, Dromaeos; don't want to activate Static.) Let's gogogo, kids!

    Charizard: Solarbeam Croconaw > Heat Wave Electabuzz+Eevee
    Bayleef: Solarbeam Croconaw > Aromatherapy
    Archen: Claw Sharpen > Stone Edge Electabuzz (use as a ranged attack)
  13. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Alright, I went back and added in the Solar Power -1 HP/action (which you're right, I wasn't before), and I will put that in the calculations from now on.

    [​IMG] [​IMG][​IMG]
    HP: 42|82|90
    Energy: 67|68|80
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|Reflect(3 act), Light Screen(4 act)|20% Paralyzed(20 speed)
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature)
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 37|61|65
    Energy: 83|74|92
    Atk: 4|4|1
    Def: 2|1|3
    SpA: 3|3|2
    SpD: 3|3|3
    Spe: 58|105|55
    Status: Taunted(4 act)|none|Taunted (2 act)
    Boosts/Drops: none|-1 Speed(making it 70)|none
    Ability: Sheer Force|Static|Adaptability

    Sunny Day for 3 Rounds

    And the round starts! Seeing that Banryu's Pokemon are getting ready to rid of Fafnir, Mani Quickly Attacks Aether. Not even feeling a thing, Aether releases a Solarbeam at Fafnir, who is now very weak. Thor (almost the fastest again) Thunderpuches Aether, just sick of him now. Finishing off what Aether almost almost did, Agrith launches one last Solarbeam at Fafnir, who falls down, de-- I mean fainted. Meanwhile, Archen has been Sharpening his Claws, when he really should be Honing his Claws.

    Aether sees that both of his opponents are at about the same health, so he hits them both with a Heat Wave! Thor, getting really sick of Aether's offensive capabilities, Wild Charges him, taking some recoil. Finally, Thor is comfortable enough with Dromaeos's scary face to move at full speed again! Agrith is looking at Dromaeos, who seems pretty hurt and couldn't move last round, so Agrith treats him with some Aromatherapy, making Dromaeos feel much better! No longer slower than Mani, Dromaeos immediately uses Stone Edge from a distance at Thor, not wanting Thor's Static to make him re-paralyzed. Slowest again, Mani finishes off this round by Tackling Aether, who is actually feeling some pain this time! This makes Mani, less angry, and now willing to do anything but attack again.

    [​IMG] [​IMG][​IMG]
    HP: 13|82|90
    Energy: 51|53|73
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|Reflect(1 act), Light Screen(2 act)|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature), +1 Acc, +1 Atk
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: -12|22|46
    Energy: KO|63|90
    Atk: 4|4|1
    Def: 2|1|3
    SpA: 3|3|2
    SpD: 3|3|3
    Spe: 58|105|55
    Status: KO|none|none
    Boosts/Drops: KO|none|none
    Ability: Sheer Force|Static|Adaptability

    Sunny Day for 2 Rounds

    Calculations (open)
    Action 1:
    Mani: Quick Attack(Aether): (4-5) + (1-3)*1.5 =-3, 0 Damage, 2 Energy
    Aether: Solarbeam(Fafnir): [12 + 2 + (5-3)*1.5]*1.5 = 25.5, rounds to 26 Damage, 8 Energy, -1 HP
    Thor: Thunder Punch(Aether): [8 - 5 + 3 + (4-3)*1.5]*1.5 = 11.25, rounds to 11 Damage, 5 Energy
    Agrith: Solarbeam(Fafnir): [12 + 3 + (3-3)*1.5]*1.5 = 22.5, rounds to 23 Damage, 7 Energy
    Dromaeos: Claw Sharpen: 6 Energy

    Action 2:
    Aether: Heat Wave(Thor): 8 + 2 + 3 + 3 + (5-3)*1.5 = 19 Damage, 8 Energy, -1 HP
    Aether: Heat Wave(Mani): 8 + 2 + 3 + 3 + (5-3)*1.5 = 19 Damage, no extra energy Energy
    Thor: Wild Charge(Aether): [(9-5) + 3 + (4-3)*1.5]*1.5 = 12.75, rounds to 13 Damage, 6 Energy, 3 recoil
    Agrith: Aromatherapy: 8 Energy
    Dromaeos: Stone Edge(Thor): 10 + 3 + (4-1)*1.5 = 16.5, rounds to 17 Damage, 7 Energy
    Mani: Tackle(Aether): (5-5) + 3 + 2 + (1-3)*1.5 = 3 Damage, 2 Energy


    Agrith will later get 1 KOC

    Based on LupusAter's substitution, I made Thor act based on Fafnir's first Rock Slide missing, making Thor Wild Charge the second action. Also, I don't know where to find how to factor in Accuracy boosts, but I am sure it is enough to make Stone Edge guaranteed to hit after Dromaeos's nature boost.

    LupusAter sends out a Pokemon in Fafnir's place
    Banryu gives actions
    LupusAter gives actions
    I ref
  14. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    I'll send out Muninn the Murkrow!
  15. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    Sharpen sounds better to me, hahaha.

    Aether, time for your last stand. Hit Muninn and Thor with one final Heat Wave, then aim an Ancientpower at Muninn if you last that long! Agrith, you set up a Safeguard to shield the team from status, then peg Mani with some Leech Seeds. Dromaeos, time to end Thor's reign of terror! finish him off with an Earth Power, then smack Muninn with Stone Edge!

    Charizard: Heat Wave (Murkrow + Electabuzz) > Ancientpower (Murkrow)
    Archen: Earth Power (Electabuzz) > Stone Edge (Murkrow)
    Bayleef: Safeguard > Leech Seed (Eevee)
  16. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Thor, you should survive that Earth Power, so Thunderpunch Charizard's fangs off! Then use a Fire Punch on Bayleef.
    Mani, give Thor an Helping Hand, then Tickle Archen.
    Muninn, Taunt Bayleef, then Night Shade Archen.
  17. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    What is Muninn's ability?
  18. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Oh, sorry. Super Luck.
  19. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    [​IMG] [​IMG][​IMG]
    HP: 13|82|90
    Energy: 51|53|73
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: none|Reflect(1 act), Light Screen(2 act)|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature), +1 Acc, +1 Atk
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 90|22|46
    Energy: 100|63|90
    Atk: 3|4|1
    Def: 3|1|3
    SpA: 3|3|2
    SpD: 2|3|3
    Spe: 79|105|55
    Status: none|none|none
    Boosts/Drops: -10 flat Evasion(permanent, due to nature)|none|none
    Ability: Super Luck|Static|Adaptability

    Sunny Day for 2 rounds

    Mani starts this round by sending some pure energy at Thor to be a Helping Hand. Thor then converts that energy into power, and delivers a Thunder Punch to the face of Aether, causing the fire dragon to fall down on the ground, not getting up. Seeing that Thor may also be ready to fall down, Dromaeos uses Earthly Powers to attack Thor, who does not have much left in him. Muninn makes his first action Taunting Agrith, making her want to attack. Agrith wants to put up a Safeguard, but only wants to attack, so she does nothing.

    Having rid of Aether, Thor's next target is Agrith. Now that Reflect has worn off, Thor delivers a strong Fire Punch to Agrith right in the face! Seeing that Muninn has so far not been hit, Dromaeos sends a sharply Edged Stone at Muninn, dealing some pretty big damage! Muninn then attacks Dromaeos with Night Shade, doing fixed damage. Agrith once again does nothing because she is too angry to use status moves. Mani (this round pretty much ignored) sneaks up on Dromaeos and Tickles him, lowering his attack and defense.

    [​IMG] [​IMG][​IMG]
    HP: -7|68|80
    Energy: KO|53|59
    Atk: 3|3|4
    Def: 3|3|2
    SpA: 5|3|3
    SpD: 2|3|1
    Spe: 100|60|81
    Status: KO|Taunted(4 act)|none
    Boosts/Drops: KO|none|+14 Acc (permanent, due to nature), +1 Acc, -1 Def
    Ability: Solar Power|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 67|7|46
    Energy: 83|52|83
    Atk: 3|4|1
    Def: 3|1|3
    SpA: 3|3|2
    SpD: 2|3|3
    Spe: 79|105|55
    Status: none|none|none
    Boosts/Drops: -10 flat Evasion(permanent, due to nature)|none|none
    Ability: Super Luck|Static|Adaptability

    Sunny Day for 1 round

    Calculations (open)
    Action 1:
    Mani: Helping Hand(Thor): 7 Energy
    Thor: Thunder Punch(Aether): [(8+5-5) + 3 + (4-3)*1.5]*1.5 = 18.75, rounds to 19 Damage, 5 Energy
    Dromaeos: Earth Power(Thor): [9 + (3-3)*1.5]*1.5 = 14.5, rounds to 15 Damage, 7 Energy
    Muninn: Taunt(Agrith): 10 Energy
    Agrith: Safeguard: failed

    Action 2:
    Thor: Fire Punch(Agrith): [8 + (4-3)*1.5]*1.5 = 14.25, rounds to 14 Damage, 6 Energy
    Dromaeos: Stone Edge(Muninn): [10 + 3 + (4-3)*1.5] + (1-0)*1.5 = 23.25, rounds to 23 Damage, 7 Energy
    Muninn: Night Shade(Dromaeos): 10 Damage, 7 Energy
    Agrith: Leech Seed(Mani): failed
    Mani: Tickle(Dromaeos): (5-5) + 3 + 2 + (1-3)*1.5 = 3 Damage, 2 Energy


    Thor will later get 1 KOC

    Banryu sends out a Pokemon
    LupusAter's actions
    Banryu's actions
    I ref
  20. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    Awright then, let's go with Espio.
    [​IMG]
    Ability: Color Change
  21. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    Ok Thor, let's go out with a bang! Thunderpunch and Wild Charge, all on Archen!
    Muninn, Psychic Kecleon, then Taunt it.
    Mani, Helping Hand on Thor, then Shadow Ball on Kecleon.
  22. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    Okay, Dromaeos... I guess all you can do is go with Earth Power for the KO. If that somehow fails to do the job, then I guess Agrith can pick it up with her Razor Leaf (aimed at Mani and Thor). Espio, Swap Skills with Muninn, then set up a Substitute! Dromaeos, Taunt Muninn before it gets the chance to do likewise to any of us! Finally, Agrith, abuse the last turns of sunlight by blasting Muninn with a mighty Solarbeam!

    Archen: Earth Power Electabuzz > Taunt Murkrow
    Bayleef: Razor Leaf Electabuzz (Murkrow instead if buzz is KO'd) + Eevee > Solarbeam Murkrow
    Kecleon: Skill Swap Murkrow > Substitute (17 HP flat)
  23. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    [​IMG][​IMG][​IMG]
    HP: 90|68|80
    Energy: 100|53|59
    Atk: 4|3|4
    Def: 3|3|2
    SpA: 1|3|3
    SpD: 4|3|1
    Spe: 40|60|81
    Status: none|Taunted(4 act)|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature), +1 Acc, -1 Def
    Ability: Color Change|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 67|7|46
    Energy: 83|52|83
    Atk: 3|4|1
    Def: 3|1|3
    SpA: 3|3|2
    SpD: 2|3|3
    Spe: 79|105|55
    Status: none|none|none
    Boosts/Drops: -10 flat Evasion(permanent, due to nature)|none|none
    Ability: Super Luck|Static|Adaptability

    Sunny Day for 1 round

    Mani starts this round by giving Thor a Helping Hand, who hits Dromaeos with a powerful Thunderpunch! So upset that he was just hit with such a powerful hit, Dromaeos uses his Earth Power to attack Thor, finishing him off! Muninn then uses Psychic powers to hurt Espio, who then turns into a Psychic type Pokemon! Agrith then hits Muninn and Mani with a sharp Razor Leaf, but for not very much damage each. Espio then uses his newly found psychic powers to Swap Skills with Muninn, switching their abilities!

    Dromaeos is once again Taunting, this time at Muninn. Muninn wants to do some Taunting of his own, but is too angry and does nothing. Agrith then hits the vulnerable Muninn with a Solarbeam of energy, causing Muninn to turn into a grass-type! Mani then launches a Shadow Ball at Espio, who is now permanently weak to such a move. Espio then guards himself with a 17 HP Substitute to take some hits for him.

    [​IMG][​IMG][​IMG]
    HP: 57|68|51
    Energy: 80|46|42
    Atk: 4|3|4
    Def: 3|3|2
    SpA: 1|3|3
    SpD: 4|3|1
    Spe: 40|60|81
    Status: Psychic, 17 HP Sub|Taunted(3 act)|none
    Boosts/Drops: none|none|+14 Acc (permanent, due to nature), -1 Def
    Ability: Super Luck|Leaf Guard|Defeatist

    [​IMG][​IMG][​IMG]
    HP: 56|-8|46
    Energy: 76|47|78
    Atk: 3|4|1
    Def: 3|1|3
    SpA: 3|3|2
    SpD: 2|3|3
    Spe: 79|105|55
    Status: Taunted(5 act), Grass|none|none
    Boosts/Drops: -10 flat Evasion(permanent, due to nature)|none|none
    Ability: Color Change|Static|Adaptability

    Weather is back to normal

    Calculations (open)
    Action 1:
    Mani: Helping Hand(Thor): 7 Energy
    Thor: Thunder Punch(Dromaeos): [(8+5) + 3 + (4-2)*1.5]*1.5 = 28.5, rounds to 29 Damage, 5 Energy
    Dromaeos: Earth Power(Thor): [9 + (3-3)*1.5]*1.5 = 14.5, rounds to 15 Damage, 7 Energy
    Muninn: Psychic: 9 + (3-4)*1.5 = 7.5, rounds to 8 Damage, 7 Energy, Espio is Psychic type
    Agrith: Razor Leaf(Muninn): [4 + 3 + (3-3)*1.5]*2/3 = 4.66, rounds to 5 Damage, 3 Energy
    Agrith: Razor Leaf(Mani): 4 + 3 + (3-3)*1.5 = 7 Damage, no extra energy
    Espio: Skill Swap(Muninn): 6 Energy

    Action 2:
    Dromaeos: Taunt(Muninn): 10 Energy
    Muninn: Taunt(Espio): failed
    Agrith: Solarbeam(Muninn): [12 + 3 + (3-2)*1.5]*2/3 = 11 Damage, 7 Energy
    Mani: Shadow Ball(Espio): [8 + (2-4)*1.5]*1.5 = 7.5, rounds to 8 Damage, 5 Energy
    Espio: Substitute(17 HP): -17 HP, 14 Energy


    Dromaeos will later get 1 KOC

    LupusAter sends out a Pokemon
    Banryu gives action
    LupusAter gives actions
    I ref
  24. LupusAter

    LupusAter

    Joined:
    Apr 19, 2009
    Messages:
    1,084
    I send out Fjalar the Combusken, who will become Fjalar the Blaziken!
    Fjalar (open)
    [​IMG]
    Blaziken Fjalar (M)
    Nature: Lonely
    Type: Fire/Fighting
    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.
    Fighting:Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.


    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 (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: 100
    Atk: Rank 5 +
    Def: Rank 2 -
    SpA: Rank 4
    SpD: Rank 3
    Spe: 80



    8/9 EC
    0 MC
    2/5 DC

    Attacks:
    Scratch
    Growl
    Focus Energy
    Ember
    Peck
    Sand-Attack
    Fire Spin
    Flamethrower
    Double Kick
    Sky Uppercut
    Flare Blitz
    Fire Punch
    Hi Jump Kick

    Crush Claw
    Counter
    Reversal

    Rock Slide
    Swords Dance
    Shadow Claw
  25. Banryu

    Banryu

    Joined:
    Feb 26, 2009
    Messages:
    1,740
    Oh goodie .___.
    ...say wait... that Blaziken's stats look a little... Combuskeny. xD

    "All right, time to go on the offensive while we still can. Espio, zap Fjalar with a Thunder Wave to slow him down! Dromaeos, go on the attack-- strike Muninn with Acrobatics, then a Stone Edge. Agrith..." ...hmm. I'm guessing his plan is to take out Agrith before she can refresh the screens when her Taunt wears off... So... "Time to do as much damage as possible. Blast Skadi, and then Muninn with a pair of Solarbeams! And finally, Espio: attack Skadi with Rock Smash! If Skadi tries to give a Helping Hand, snatch it away and apply it to Dromaeos' attack for that turn, but make sure you still get the Thunder Wave off!"

    Archen: Acrobatics (Murkrow) > Stone Edge (Murkrow)
    Bayleef: Solarbeam (Eevee) > Solarbeam (Murkrow)
    Kecleon: Thunder Wave (Blaziken) > Rock Smash (Eevee) SUB: Snatch if Eevee uses Helping Hand during either turn
    (Thunder Wave should still used if Snatch is used on the first turn)
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