A Battle in the Skies! Orcinus Duo takes on Lord Jesseus!

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The Challenge
Lord Jesseus said:
CHALLENGE NUMBER 1
6v6 Triples
Preference for weakmons; I'm using mostly NFE's and maybe a single stage mon with all with very few counters if any. But if you don't have 6 weakmons thats fine.
1 Day DQ
2 Recs/5 Chills
The inside of a zeppelin of some sort, many kilometres in the air. It's inside, so no weather. Seismic attacks won't work, and there is no water source. In fact, in order to prevent damaging the zepellin, no multi-hit moves are allowed at all, lest we all crash and die.
Orcinus Duo said:
Accepting challenge 1.
All abilities
No switch
Items on for amulet coin etc

Can this be training?

Box Reffing Agencies, ever at your service.

To the teams!

Lord Jesseus' Knights

Charmander [Chi] (Male)
Nature: Lonely (+Atk, -Def)

Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 1/9
MC: 2
DC: 1/5

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
SolarPower (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 (16):
Scratch
Growl
Leer
Ember
Metal Claw
Rage
Dragon Rage
Scary Face
Fire Fang
Smokescreen

Crunch
Rock Slide
Counter

Will-o-Wisp
Rock Slide
Dig


Squirtle [Lambda] (Female)
Nature: Quiet (+SpA, -Spe)

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

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Rain Dish (DW): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Attacks (15):
Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse

Mirror Coat
Brine
Fake Out

Ice Beam
Scald
Toxic


Totodile [Eta] (Male)
Nature: Adamant (+Atk, -SpA)

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

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 43
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2).
Sheer Force (DW): (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks (15):
Scratch
Leer
Water Gun
Rage
Bite
Scary Face
Ice Fang
Flail
Thrash

Ice Punch
Dragon Dance
Aqua Jet

Brick Break
Rock Slide
Dive


Torchic [Upsilon] (Female)
Nature: Rash (+SpA, -SpD)

Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

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

EC: 1/9
MC: 2
DC: 1/5

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).
Speed Boost (DW): (Innate) 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).

Attacks (13):
Scratch
Growl
Focus Energy
Ember
Peck
Sand Attack
Fire Spin

Night Slash
Reversal
Counter

Will-o-Wisp
Rock Slide
Dig


Dunsparce [Tsan] (Female)
Nature: Brave (+Atk, -spe)

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

Stats:
Base:
HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Evasion: -10%

MC: 0
DC: 0/5

Abilities:
Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Run Away: 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.
Rattled (DW): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit

Bite
Headbutt
Magic Coat

Thunder Wave
Rock Slide
Dig


Dratini [Zeta] (Male)
Nature: Quiet (+SpA, -Spe)

Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 1
Base Rank Total: 13

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

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Attacks (13):
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility

Extremespeed
Light Screen
Dragon Pulse

Ice Beam
Surf
Thunder


Orcinus Duo's Heroes

Nommy (F)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Thick Fat:
Type: Innate
This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Pick Up:
Type: Innate
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Gluttony:
Type: Innate
This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 4 (-)
Evasion: -10%
Size Class: 1
Weight Class: 5
Base Rank Total: 16

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

Attacks:
Metronome
Odor Sleuth
Tackle
Defence Curl
Amnesia
Lick
Recycle
Screech
Chip Away

Counter
Double Edge
Substitute

Earthquake
Rock Slide
Toxic
Body Slam
Outrage
Focus Punch
Stockpile
Rollout
Whirlpool

Total:21


Scrafty(*) Pants (M)
Nature: Adamant
Type: Dark/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

Shed Skin:
Type: Innate
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie:
Type: Innate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW):
Type: Can be Activated, unlocked
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks:
Leer (*)
Low Kick(*)
Sand-Attack(*)
Faint Attack(*)
Headbutt(*)
Swagger(*)
Brick Break(*)
Payback(*)

Fire Punch(*)
Thunderpunch(*)
Ice Punch(*)

Dig(*)
Taunt(*)
Dragon Claw(*)
Detect
Drain Punch
Crunch
Double team
Poison Jab
Substitute
Hi Jump Kick
Zen Headbutt
Focus Punch
Head Smash
Fake out
Incinerate
Thief
Torment
Rock slide
Dragon tail
Rock Tomb
Scary Face
Moves: 32


Haunter(*) Purple Boss (M)
Nature: Timid

Type: Poison/Ghost
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.
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.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 106 (+)
Accuracy: +30%
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 6/9
MC: 0

Attacks:
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Night Shade(*)
Confuse Ray(*)
Sucker Punch(*)
Shadow Punch

Will-O-Wisp(*)
Astonish(*)
Disable(*)

Sludge Bomb(*)
Substitute(*)
Thunderbolt(*)
Shadow Ball
Toxic
Energy Ball
Taunt
Pain split
Hex
Dark Pulse
Venoshock
Total Moves: 22


Ferroseed(*) SpikesOfDoom (F)
Nature: Timid

Type: Steel/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.
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.

Abilities:
Iron Barbs:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, doing 25% of the damage it received to the opponent.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 1
SpD: Rank 3
Spe: 9 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/6
MC: 0
DC: 0/5

Attacks:
Tackle (*)
Harden(*)
Rollout(*)
Curse(*)
Metal Claw(*)
Pin Missile(*)
Gyro Ball(*)

Bullet Seed (*)
Rock Climb (*)
Gravity (*)

Protect (*)
Toxic (*)
substitute (*)
Leech Seed
Power Whip
Spikes
Stealth Rock
Total Moves: 17


Mind (Mine Jr.) (F)
Nature: Timid
Type: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic 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:
Soundproof:Type: 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. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter:Type: Innate
This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician (DW):Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

HP: 80
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 69 (+)
Acc: +27%
Size Class: 1
Weight Class: 2
Base Rank Total: 12

Evolution Counter: 4 / 6
Move Counter: 2
Dream Counter: 4 / 5

Attacks:
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
DoubleSlap
Mimic
Light Screen
Reflect
Psybeam

Fake Out
Confuse Ray
Icy Wind

Psyshock
Protect
Toxic
Psychic
Double Team
Hypnosis
Endure
Magic coat
Thunder Wave
Thunder
Taunt
Shadow Ball
Nasty Plot
Signal Beam
Moves: 24


Sunkern (Sunshine) (F)
Nature: Quiet

Type: Grass
Summary: 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: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 1/6
MC: 0
DC: 1/5

Abilities:
Chlorophyll (innate): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power (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).
Early Bird (DW Locked): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

Attacks:
Absorb
Growth
Mega Drain
Ingrain
Leech Seed
Grasswhistle
Endeavor
Worry Seed

Endure
Encore
Bide

Toxic
Energy Ball
Protect
Sunny Day
Synthesis
Total moves: 16


With the two teams introduced, let's get started!

LJ will start it off by picking mons and Counter Items where applicable,
then Orcinus will order,
followed by LJ;
at which point I will proceed to ref the round.

Ready, get set, GO!

P.S. Orcinus, I tidied up your Pokemons' profiles.
 

Orcinus Duo

Banned deucer.
Thanks Box.
I was actually going to buy a dunsparce after this match...let's see how good they are. :)
Let's go, Mind, SOD, and Purple Boss!
Mind, Light Screen, Icy Wind. If squirtle uses toxic, replace with magic coat'ing it back to squirtle.
SOD, let's set up because someone forgot to bring taunters. Stealth Rock for those two fire types in the wings, and Spikes.
PB, toxic dratini and venoshock it. If dunsparce uses thunder wave, replace that action with taunt dunsparce and pushback, but only once.
SOD carries an amulet coin.
 
It's a shame Icy Wind can't be used due to Arena restrictions.

Well, personally I'd love that Haunter paralysed, but since Dunsparce is subbed against, Dratini can do the honours with Thunder Wave. Then you can hit him with a Dragon Pulse.
Dunsparce, you can drop a Thunder Wave on Mind, and then Bite Haunter. 60% flinch chance go!
Squirtle, you can do even better by hitting Mind with Fake Out. Then hit Haunter with Scald.
 
The Contenders!
HP: 90
(Where are my sunglasses?)
--
Lambda @ Amulet Coin
#Torrent
2 / 3 / 3 / 3
37 Speed / -10 Evade
Size 1 / Weight 1

HP: 110
(DUN DUN DUN!)
--
Tsan the Motherfucking Dunsparce
#Serene Grace / Run Away
4 / 3 / 3 / 3
39 Speed / -10 Evade
Size 3 / Weight 2
HP: 90
(I'm the shy type...)
--
Zeta @ Exp. Share
#
Shed Skin
3 / 2 / 3 / 2
43 Speed / -10 Evade
Size 2 / Weight 1
HP: 90

(Ready to be violated?)
--
Purple Boss
#
Levitate
1 / 2 / 4 / 2
109 Speed / +20 Accuracy
Size 3 / Weight 1

HP: 90

(Where are my sunglasses...)
--
SOD @ Amulet Coin
#
Iron Barbs
2 / 4 / 1 / 3
9 Speed / -10 Evade
Size 1 / Weight 2

HP: 90

(I'll play tricks!)
--
Mind
#Soundproof / Filter
0 / 2 / 3 / 3
69 Speed / +11 Accuracy
Size 1 / Weight 2

---

Well, let's get to reffin'
A nitpick; have finalised cleaned-up, bolded commands like I'm about to type please.
Also, I don't see why Icy Wind can't be used. Dunsparce will get Taunted no matter what if he uses Thunder Wave, so changing targets doesn't make a difference.

Mind: Light Screen - Icy Wind

SOD: Stealth Rock - Spikes

Purple Boss: Toxic (Dratini) - Venoshock (Dratini)
>If Dunsparce uses Thunder Wave, then replace that action with Taunt (Dunsparce) and push actions back, but only once.
--
Dratini: Thunder Wave (Haunter) - Dragon Pulse (Haunter)

Dunsparce: Thunder Wave (Mind) - Bite (Haunter)

Squirtle: Fake Out (Mind) - Scald (Haunter)
Haunter - Mime Jr - Dratini - Dunsparce - Squirtle - Ferroseed

A1
Squirtle used Fake Out!
3122 No Crit
Mime Jr: 4 Damage
Mime Jr flinched!
-4 En

Haunter used Taunt!
Dusparce was taunted!
-10 En

Dratini used Thunder Wave!
Haunter was paralyzed! It may be unable to move!
-7 En

Dunsparce used Thunder Wave!
But it failed!

Ferroseed used Stealth Rock!
Pointed stones hover over the enemy team!
-12 En

--
A2
Mime Jr used Icy Wind!
But it failed!

Dratini used Dragon Pulse!
7013 No Crit
Haunter: 9 + 3 + 1.5 = 13.5 Damage
-6 En

Dunsparce used Bite!
7720 No Crit
Haunter: (6 + 3) * 1.5 = 13.5 Damage
-4 En

Squirtle used Scald!
4776 No Crit
5819 No Burn
Haunter: 8 + 3 + 1.5 = 12.5 Damage (Total 40 Haunter)
-5 En

4376 No FP
Haunter used Toxic!
Dratini was badly poisoned!
-7 En

Ferroseed used Spikes!
Spikes were scattered at the opponent's side of the field!
-8 En

Dratini was hurt by its poison!
-1 HP (Total 10 Dratini)


---
Post Round 1

(I don't need shades to beat you like a bitch)
--
Lambda @ Amulet Coin
#Torrent
2 / 3 / 3 / 3
37 Speed / -10 Evade
Size 1 / Weight 1
HP: 90
EN: 91
Buffs: -
Debuffs: -

(Friendship is magic!)
--
Tsan the Motherfucking Dunsparce
#Serene Grace / Run Away
4 / 3 / 3 / 3
39 Speed / -10 Evade
Size 3 / Weight 2
HP: 110
EN: 96
Buffs: -
Debuffs: -

(Was that satisfactory?)
--
Zeta @ Exp. Share
#Shed Skin
3 / 2 / 3 / 2
43 Speed / -10 Evade
Size 2 / Weight 1
HP: 89
EN: 87
Buffs: -
Debuffs: -

(*spasm*)
--
Purple Boss
#
Levitate
1 / 2 / 4 / 2
109 Speed / +20 Accuracy
Size 3 / Weight 1

HP: 50
EN: 83
Buffs: -
Debuffs: Paralysis (20%)


(Flawless performance by this fine seed right here)
--
SOD @ Amulet Coin
#
Iron Barbs
2 / 4 / 1 / 3
9 Speed / -10 Evade
Size 1 / Weight 2

HP: 90
EN: 80
Buffs: -
Debuffs: -


(Tricks!)
--
Mind
#Soundproof / Filter
0 / 2 / 3 / 3
69 Speed / +11 Accuracy
Size 1 / Weight 2

HP: 86
EN: 95
Buffs: -
Debuffs:
-​


Arena Conditions
Spikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field

---
LJ you're up.

P.S. Orcinus, you aren't fooling anyone with the ridiculously high accuracy numbers listed in your Pokemon's profiles. Who approved them anyway? Please take note of the correct formula and fix the values accordingly.

P.P.S. Tsan gets a coloured name because he's a Dunsparce
 
Icy Wind can't be used because its multi-hit and wrecks the zeppelin.
It was a very deliberate design choice in this arena, in fact it's the whole point; moves like Rock Slide, Blizzard and to a lesser extent Icy Wind (its fairly weak but still) are pretty broken in multi-battles, especially triples.
That's why.

Anyway...
Dratini, use Light Screen. If you are Taunted, Dragon Pulse Mind insted. Then, Dragon Pulse Haunter.
Squirtle, Bite Haunter then Brine him.
Dunsparce, Headbutt Mind then Bite him. Or if we're breaking the rules now, just Rock Slide everything twice.
 

Orcinus Duo

Banned deucer.
Haunter;taunt dratini, protect
Mind: reflect-light screen
SOD: Power whip squirtle x2

Erm. Idk about my accuracy numbers. Will fix later.
 
I didn't see that bit about multi-hit moves for some reason. I'm going blind.

Edit: Done. Really sorry about that LJ.
 
Because Speed drops were reversed, you may both want to repost actions. Sorry for the inconvenience.

If you don't want to, drop me a VM.
 

Omnomnomnomnomnom

Dratini: Light Screen - Dragon Pulse (Haunter)
>If Taunted, then Dragon Pulse (Mind)

Squirtle: Bite (Haunter) - Brine (Haunter)

Dunsparce: Headbutt (Mind)- Bite (Mind)
--
Haunter: Taunt (Dratini) - Protect

Mind: Reflect - Light Screen
SOD: Power Whip (Squirtle) x2

Mime Jr - Dratini - Dunsparce - Squirtle - Haunter - Ferroseed

A1
Mime Jr used Reflect!
A barrier surrounds the team!
-7 En

Dratini used Light Screen!
A barrier surround the team!
-8 En

Dunsparce used Headbutt!
605 Crit
Mind: ( + 3 + 3 - 5 = 8 Damage
-4 En

Squirtle used Bite!
4528 No Crit
1275 Flinch
Haunter: (6 - 5) * 1.5 = 1.5 Damage (Total 2 Haunter)
-4 En

Haunter flinched!

Ferroseed used Power Whip!
2218 Hit
8643 No Crit
Squirtle: (12 + 3 - 1.5) * 1.5 = 23.625 Damage (Total 24 Squirtle)
-7 En

--
A2
4296 No FP
Haunter used Protect!
Haunter was shielded from attacks!
-7 En

Mime Jr used Light Screen!
A barrier surrounds the team!
-7 En

Dratini used Dragon Pulse!
Haunter was protected!
9863 No Crit
Haunter (EN): (9 + 3 + 1.5 - 5) / 3 = 2.83 Energy
-6 En

Dunsparce used Bite!
3604 No Crit
Mind: (6 + 3 - 5) * 1.5 = 6 Damage
-4 En

Squirtle used Brine!
Haunter was protected!
2019 No Crit
Haunter (EN): (7 + 3 + 1.5 - 5) / 3 = 2.5 Energy (Total 12 En)
-7 En

Ferroseed used Power Whip!
9238 Miss
The attack missed!
-14 En

---
Post Round 2

(My tail looks like a squirrel's)
--
Lambda @ Amulet Coin
#Torrent
2 / 3 / 3 / 3
37 Speed / -10 Evade
Size 1 / Weight 1
HP: 66
EN: 80
Buffs: Light Screen (4)
Debuffs: -

(Rainbow magic!)
--
Tsan the Motherfucking Dunsparce
#Serene Grace / Run Away
4 / 3 / 3 / 3
39 Speed / -10 Evade
Size 3 / Weight 2

HP: 110
EN: 87
Buffs: Light Screen (4)
Debuffs: -

(I'm teeny)
--
Zeta @ Exp. Share
#Shed Skin
3 / 2 / 3 / 2
43 Speed / -10 Evade
Size 2 / Weight 1
HP: 89
EN: 73
Buffs: Light Screen (4)
Debuffs: -

(*more spasms*)
--
Purple Boss
#
Levitate
1 / 2 / 4 / 2
109 Speed / +20 Accuracy
Size 3 / Weight 1

HP: 48
EN: 71
Buffs:
Reflect (4), Light Screen (5)
Debuffs: Paralysis (15%)

(Suave.)
--
SOD @ Amulet Coin
#
Iron Barbs
2 / 4 / 1 / 3
9 Speed / -10 Evade
Size 1 / Weight 2

HP: 90
EN: 62
Buffs:
Reflect (4), Light Screen (5)
Debuffs: -

(I play pranks all day long!)
--
Mind
#Soundproof / Filter
0 / 2 / 3 / 3
69 Speed / +11 Accuracy
Size 1 / Weight 2

HP: 80
EN: 81
Buffs: Reflect (4), Light Screen (5)
Debuffs:
-​

Arena Conditions
Spikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field

---
You're up Orcinus.
 

Orcinus Duo

Banned deucer.
PB: Painsplit Dratini-Energy Ball Squirtle. If Dratini uses protect on A1, Swap A1 and A2.
SOD: Super Power Whip Squirtle-Spikes.
Mind: Thunder Squirtle-Taunt Dunsparce. If Squirtle uses protect on A1, replace that action with fake out squirtle.

I need to get ferroseed some shades.
 
Ok, first of all Dratini, use Evasive Agility to avoid Pain Split because you don't even know protect! Then, Dragon Rage Haunter. If Haunter flinches A1, use Dragon Pulse Haunter.

Squitle, luckily for us Protect has higher priority than Fake Out so we're just going to use it anyway. After that, use Mirror Coat against Haunter. If Haunter flinches A2, use Brine instead.

Dunsparce, Bite Haunter twice!

edit: also, is super power whip a combo? if so he can't use spikes afterwards
 
Post Round 3

(I am the top percentage!)
--
Lambda @ Amulet Coin
#Torrent
2 / 3 / 3 / 3
37 Speed / -10 Evade
Size 1 / Weight 1
HP: 66
EN: 59
Buffs: Light Screen (2)
Debuffs: -

(DO YUO LEIK RAINBOWZ?!)
--
Tsan the Motherfucking Dunsparce
#Serene Grace / Run Away
4 / 3 / 3 / 3
39 Speed / -10 Evade
Size 3 / Weight 2

HP: 110
EN: 67
Buffs: Light Screen (2)
Debuffs: Taunt (5a)

(Drateeny!)
--
Zeta @ Exp. Share
#Shed Skin
3 / 2 / 3 / 2
43 Speed / -10 Evade
Size 2 / Weight 1
HP: 89
EN: 62
Buffs: Light Screen (2)
Debuffs: -

(*flinchspasms*)
--
Purple Boss
#
Levitate
1 / 2 / 4 / 2
109 Speed / +20 Accuracy
Size 3 / Weight 1

HP: 9
EN: 71
Buffs:
Reflect (2), Light Screen (3)
Debuffs: Paralysis (10%)

(Smooth.)
--
SOD @ Amulet Coin
#
Iron Barbs
2 / 4 / 1 / 3
9 Speed / -10 Evade
Size 1 / Weight 2

HP: 90
EN: 23
Buffs:
Reflect (2), Light Screen (3)
Debuffs: -

(April Fool!)
--
Mind
#Soundproof / Filter
0 / 2 / 3 / 3
69 Speed / +11 Accuracy
Size 1 / Weight 2

HP: 80
EN: 67
Buffs: Reflect (4), Light Screen (5)
Debuffs:
-

Arena Conditions
Spikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field

---
Some things to note: No calculations because I lost my post because of my computer crashing.
Haunter flinched twice.
Ferroseed was not able to use Spikes as he had to rest a turn.
Dratini's Substitution did not succeed, because Evasive Agility is +1 priority.
Fake Out has a lower priority than Protect.
 
OK, Haunter is almost down for the count! Let's finish him!
Dunsparce, use Bite on Haunter! Then Headbutt Mind!
Dratini, Dragon Pulse Haunter, then Dragon Rage Mind!
Squirtle, Bite Haunter, then Scald Mind!

If Haunter faints, redirecte remaining moves to Mind.
 

Orcinus Duo

Banned deucer.
Ok...I hope this works. In multi battles, a little bird told me I can shift protect to an ally. Love normal typing.

Mind: Protect haunter-Thunder squirtle
Sod: chill-power whip squirtle
Haunter: PAIN SPLIT DUNSPARCE-Thunderbolt squirtle. If pain split doesn't hit dunsparce a1, painsplit dunsparce a2
 

This'll be interesting.
Comments: Guys really it wouldn't hurt to present your actions more neatly

Dunsparce: Bite (Haunter) | Headbutt (Mime Jr.)

Dratini: Dragon Pulse (Haunter) | Dragon Rage (Mime Jr.)

Squirtle: Bite (Haunter) | Scald (Mime Jr.)

>>If Haunter faints, then redirect to Mime Jr.
---
Mind: Protect (Haunter) | Thunder (Squirtle)

SOD: Chill | Power Whip (Squirtle)

Haunter: Pain Split (Dunsparce) | Thunderbolt (Squirtle)
>If Pain Split misses, Pain Split (Dunsparce) A2​
Mime - Dratini - Dunsparce - Squirtle - Haunter - Ferroseed

A1
Mime Jr. used Protect!
Haunter was shielded from attacks!
-7 En

Dratini used Dragon Pulse!
Haunter was protected!
No Crit
Mime Jr (EN): 9 + 3 + 1.5 - 5 = 2.83 En
-6 En

Dunsparce used Bite!
Haunter was protected!
No Crit
Mime Jr (EN): [(6 + 3 - 5) * 1.5] / 3 = 2 En
-16 En

Squirtle used Bite!
Haunter was protected!
No Crit
Mime Jr (EN): [(6 - 5) * 1.5] / 3 = 1 En (Mime Jr 13 EN)
-4 En

No FP
Haunter used Pain Split!
Haunter +51 HP
Dunsparce -50 HP
-40 En

Ferroseed chilled out!
+12 En

--
A2
Mime Jr used Thunder!
Miss
-8 En

Dratini used Dragon Rage!
Mime Jr: 10 Damage
-4 En

Dunsparce used Headbutt!
No Crit
Mime Jr: 7 + 3 + 3 - 5 = 8 Damage
-4 En

Squirtle used Scald!
No Crit
No Burn
Mime Jr: 8 + 3 - 5 = 6 Damage (Mime Jr 24 DMG)
-5 En

Haunter used Thunderbolt!
No Crit
No Para
Squirtle: (10 + 1.5) * 1.5 = 17.25 Damage
-7 En

Ferroseed used Power Whip!
Hit
No Crit
Squirtle: (12 + 3 - 1.5) * 1.5 = 20.25 Damage (Squirtle 38 DMG)
-7 En


---
Post Round 4

(Wait till you leave your master's sight...)
--
Lambda @ Amulet Coin
#Torrent
2 / 3 / 3 / 3
37 Speed / -10 Evade
Size 1 / Weight 1
HP: 28
EN: 50
Buffs:
Debuffs: -

(THAT IS NOT THE FRIENDLINESS)
--
Tsan the Motherfucking Dunsparce
#Serene Grace / Run Away
4 / 3 / 3 / 3
39 Speed / -10 Evade
Size 3 / Weight 2

HP: 60
EN: 47
Buffs:
Debuffs: Taunt (3a)

(We were tricked!)
--
Zeta @ Exp. Share
#Shed Skin
3 / 2 / 3 / 2
43 Speed / -10 Evade
Size 2 / Weight 1
HP: 89
EN: 52
Buffs:
Debuffs: -

(JUST KIDDING)
--
Purple Boss
#Levitate
1 / 2 / 4 / 2
109 Speed / +20 Accuracy
Size 3 / Weight 1
HP: 60
EN: 24
Buffs: Light Screen (1a)
Debuffs: Paralysis (5%)

(Just chillin')
--
SOD @ Amulet Coin
#Iron Barbs
2 / 4 / 1 / 3
9 Speed / -10 Evade
Size 1 / Weight 2
HP: 90
EN: 27
Buffs: Light Screen (1a)
Debuffs: -

(Yayayay!)
--
Mind
#Soundproof / Filter
0 / 2 / 3 / 3
69 Speed / +11 Accuracy
Size 1 / Weight 2
HP: 56
EN: 46
Buffs: Light Screen (1a)
Debuffs: -

Arena Conditions
Spikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field

---
Things are going pretty rough for LJ, can he pull through?

You're up O.
 

Orcinus Duo

Banned deucer.
Haunter: Chill, chill. If squirtle isn't protected in a2, thunderbolt him.
Sod: chill-power whip squirtle. If squirtle is reflected when yo whipping dat ass, replace that action with spikes.
Mind: Thunder squirtle-light screen. If bite is used at all, replace a1 with reflect and push back.
 
Dunsparce, Bite Haunter Twice!
Squirtle, Scald Haunter and then Protect yourself from Mind's pushed back Thunder! (as well as theoretical thunderbolts/Power Whips)
Dratini, Thunder Wave Haunter (we don't want that para running out) and Mind!
 

Quick one.

Haunter: Chill | Chill
>If Squirtle is not affected by Protect A2, then use Thunderbolt A2

SOD: Chill | Power Whip (Squirtle)
>If Squirtle has Reflect A2, then use Spikes A2

Mind: Thunder (Squirtle) | Light Screen
>If Bite is used at all, then Reflect A1 and push actions back
---
Dunsparce: Bite (Haunter) | Bite (Haunter)

Squirtle, Scald (Haunter) | Protect

Dratini, Thunder Wave (Haunter) | Thunder Wave (Mind)
Mime Jr - Dratini - Dunsparce - Squirtle - Haunter - Ferroseed

Mime Jr used Reflect!
-7 En

Dratini used Thunder Wave!
Haunter paralysis 5% > 25%
-7 En

Dunsparce used Bite!
No Crit
Haunter Flinch
Haunter: 4 * 1.5 = 6 Damage
-4 En

Squirtle used Scald!
No Crit
No Burn
Haunter: 8 + 3 + 1.5 - 5 = 8 Damage (Haunter 14DMG)
-9 En

Ferroseed chilled out!
+12 En

--
A2
Squirtle used Protect!
-7 En

Mime Jr used Thunder!
Miss
-8 En

Dratini used Thunder Wave!
Mime Jr paralyzed
-11 En

Dunsparce used Bite!
No Crit
Flinch
Haunter: 6 Damage
-8 En

Ferroseed used Power Whip!
Miss
-7 En


---
Post Round 5

(This is the matrix.)
--
Lambda @ Amulet Coin
#Torrent
2 / 3 / 3 / 3
37 Speed / -10 Evade
Size 1 / Weight 1
HP: 28
EN: 34
Buffs:
Debuffs: -

(Leik the hax leikleik)
--
Tsan the Motherfucking Dunsparce
#Serene Grace / Run Away
4 / 3 / 3 / 3
39 Speed / -10 Evade
Size 3 / Weight 2

HP: 60
EN: 35
Buffs:
Debuffs: Taunt (1a)

(Thunddaaaaa!)
--
Zeta @ Exp. Share
#Shed Skin
3 / 2 / 3 / 2
43 Speed / -10 Evade
Size 2 / Weight 1
HP: 89
EN: 34
Buffs:
Debuffs: -

(*resume spasms*)
--
Purple Boss
#Levitate
1 / 2 / 4 / 2
109 Speed / +20 Accuracy
Size 3 / Weight 1
HP: 40
EN: 24
Buffs: Reflect (4a)
Debuffs: Paralysis (20%)

(Chillin' all the way)
--
SOD @ Amulet Coin
#Iron Barbs
2 / 4 / 1 / 3
9 Speed / -10 Evade
Size 1 / Weight 2
HP: 90
EN: 32
Buffs: Reflect (4a)
Debuffs: -

(Miss?)
--
Mind
#Soundproof / Filter
0 / 2 / 3 / 3
69 Speed / +11 Accuracy
Size 1 / Weight 2
HP: 56
EN: 31
Buffs: Reflect (4a)
Debuffs: -

Arena Conditions
Spikes (1) set up on Lord Jesseus' side of the field
Stealth Rocks rigged on Lord Jesseus' side of the field

---
Tough round for Orcinus there.

Orcinus is up.
 
That's because Haunter flinched twice.

Box, I don't think you took Squirtle's Torrent into account when he used Scald.

Squirtle: Brine Haunter > Protect


Dunsparce: Bodyblock Squirtle > Bite Mime Jr


Dratini: Dragon Pulse Haunter > Dragon Rage Mime Jr
If Haunter uses Pain Split: Use evasive Agility (and he will die of energy loss), and push actions back.

I'd also like to remind everyone that Protecting a teammate is at 0 priority. Just so you know.
 
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