1. New to the forums? Check out our Mentorship Program!
    Our mentors will answer your questions and help you become a part of the community!
  2. Welcome to Smogon Forums! Please take a minute to read the rules.

Gym A Poisonous Pikachu! Can Jesseus Win?

Discussion in 'ASB' started by Son_of_Shadoo, Apr 14, 2012.

Thread Status:
Not open for further replies.
  1. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Welcome one and all to The Wasteland, the toxic arena where Engineer Pikachu and his Poison types rule supreme! His foolish brave challenger? The one and only Lord Jesseus! What he's lord over I don't really know, but that title must mean something, right? Let's have a look at the battlefield.

    Yeesh, this place is nasty. Do I even want to know what happened here? Probably not. The competitors have sent in their teams, and here's our Gym Leader's team of putrid Poison types!

    Team Engineer Pikachu:
    Yaku the Muk (open)

    [​IMG]
    Muk (Yaku) (M)
    Nature: Quiet (Sp.A increased by *; speed divided by 1.15 and opponents have +10% accuracy with attacks)

    Type: 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:
    Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
    Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
    Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

    Stats: 105 / 105 / 75 / 65 / 100 / 50

    HP: 110
    Atk: **** (4)
    Def: *** (3)
    SpA+: **** (4)
    SpD: **** (4)
    Spe-: 43 (50 / 1.15)

    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20

    Evolution Counter: 6 / 6
    Move Counter: 0
    Dream Counter: 5 / 5

    Attacks:
    Poison Gas
    Pound
    Harden
    Mud-Slap
    Disable
    Sludge
    Minimize
    Screech
    Mud Bomb
    Fling
    Sludge Bomb
    Acid Armor
    Sludge Wave
    Gunk Shot
    Memento

    Acid Spray (#)
    Imprison
    Shadow Sneak (#)
    Shadow Punch
    Stockpile (#)

    DynamicPunch
    Endure
    Pain Split

    Toxic
    Venom Shock (#)
    Taunt
    Protect
    Rain Dance
    Thunderbolt (#)
    Thunder
    Return
    Dig
    Shadow Ball
    Brick Break
    Double Team
    Flamethrower
    Fire Blast (#)
    Torment
    Focus Blast
    Incinerate
    Explosion
    Payback
    Rock Slide
    Substitute

    Zap Cannon
    Giga Drain
    Bide

    Move Count: 47
    Youma the Gengar (open)

    [​IMG]
    Gengar* (Youma) (M)
    Nature: Hasty (+15% Speed, +18.54% Acc, Defense decreased by *)

    Type: Ghost / Poison
    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.

    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.

    Ability:
    Levitate: (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: 60 / 65 / 60 / 130 / 75 / 110

    HP: 90
    Atk: *** (3)
    Def-: * (1)
    SpA: ***** (5)
    SpD: *** (3)
    Spe+: 127 (110 * 1.15)

    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    Evolution Counter: 9 / 9
    Move Counter: 0
    Dream Counter: Not Applicable.

    Attacks:
    Hypnosis
    Lick
    Spite
    Mean Look
    Curse
    Confuse Ray
    Night Shade
    Sucker Punch
    Shadow Punch
    Payback
    Shadow Ball
    Dream Eater
    Dark Pulse
    Destiny Bond
    Hex
    Nightmare

    Astonish
    Clear Smog
    Disable (#)
    Explosion (#)
    Fire Punch
    Grudge
    Haze
    Ice Punch (#)
    Perish Song
    Psywave
    Scary Face
    ThunderPunch

    Body Slam
    Counter
    DynamicPunch
    Endure
    Focus Punch
    Knock Off
    Icy Wind
    Magic Coat
    Metronome
    Pain Split
    Seismic Toss
    Spite
    Snore
    Trick
    Uproar

    Toxic
    Venom Shock
    Hidden Power [Ground 7]
    Taunt
    Hyper Beam
    Protect
    Rain Dance
    Telekinesis
    Frustration
    Thunderbolt (#)
    Thunder
    Return
    Psychic
    Brick Break
    Double Team
    Sludge Bomb (#)
    Torment
    Facade
    Rest
    Attract
    Thief
    Focus Blast
    Energy Ball
    Will-O-Wisp (#)
    Psych Up
    Poison Jab
    Swagger
    Substitute
    Trick Room
    Rock Smash

    Headbutt
    Zap Cannon
    Giga Drain
    Mega Drain
    Sleep Talk
    Bide
    Skill Swap
    Snatch

    Move Count: 81
    Tanka the Venusaur (open)

    [​IMG]
    Venusaur (Tanka) (F)
    Nature: Quiet (Special Attack increased by *, -15% Speed, -10% Evasion

    Type: Grass / Poison
    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 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:
    Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
    Chlorophyll (LOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats: 80 / 82 / 83 / 100 / 100 / 80

    HP: 100
    Atk: *** (3)
    Def: *** (3)
    SpA+: ***** (5)
    SpD: **** (4)
    Spe-: 69 (80 / 1.15)

    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

    Evolution Counter: 9 / 9
    Move Counter: 2
    Dream Counter: 5 / 5

    Attacks:
    Tackle
    Growl
    Leech Seed
    Vine Whip
    PoisonPowder
    Sleep Powder
    Take Down
    Razor Leaf
    Sweet Scent
    Growth
    Double-Edge
    Worry Seed
    Petal Dance
    Synthesis
    Seed Bomb
    SolarBeam

    Endure
    Giga Drain (#)
    Ingrain
    Leaf Storm
    Light Screen (#)
    Power Whip (#)
    Skull Bash

    Frenzy Plant
    Knock Off
    Outrage

    AncientPower

    Roar
    Toxic (#)
    Venom Shock (#)
    Protect
    Safeguard
    Frustration
    Earthquake
    Return
    Double Team
    Sludge Bomb
    Energy Ball
    Flash
    Bulldoze
    Grass Knot
    Substitute (#)

    Reflect
    Bide
    Fury Cutter

    Move Count: 43
    Sasori the Drapion (open)

    [​IMG]
    Drapion (Sasori) (F)
    Nature: Adamant (Attack increased by *, Special Attack decreased by *)

    Type: Dark / Poison
    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.

    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:
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
    Keen Eye (Unlocked): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.

    Stats: 70 / 90 / 110 / 60 / 75 / 95

    HP: 100
    Atk+: **** (4)
    Def: **** (4)
    SpA-: * (1)
    SpD: *** (3)
    Spe: 95

    Size Class: 3
    Weight Class: 4
    Base Rank Total: 18

    Evolution Counter: 6 / 6
    Move Counter: 0
    Dream Counter: 5 / 5

    Attacks:
    Bite
    Poison Sting
    Leer
    Knock Off
    Pin Missile
    Acupressure
    Scary Face
    Crunch
    Cross Poison
    Bug Bite
    Thunder Fang
    Ice Fang
    Fire Fang
    Poison Fang
    Venom Shock
    Toxic Spikes
    Hone Claws

    Confuse Ray (#)
    Whirlwind (#)
    Agility (#)
    Faint Attack
    Iron Tail
    Pursuit

    Aqua Tail
    Fury Cutter

    Swords Dance (#)
    Substitute (#)
    Taunt (#)
    Earthquake
    Rock Slide
    Double Team
    Protect
    Dig
    Brick Break
    Aerial Ace
    Torment
    Endure
    Sleep Talk
    Rest
    Roar
    Return
    Frustration
    Rock Tomb
    False Swipe
    Struggle Bug
    Bulldoze
    Rain Dance

    Move Count: 47
    Kailu the Toxicroak (open)

    [​IMG]
    Toxicroak (Kailu) (M)
    Nature: Lonely (Attack increased by *, Defense decreased by *)

    Type: Poison / Fighting
    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.

    Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
    Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
    Poison Touch (Unlocked): (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

    Stats: 83 / 106 / 65 / 86 / 65 / 85

    HP: 100
    Atk+: ***** (5)
    Def-: ** (2)
    SpA: *** (3)
    SpD: *** (3)
    Spe: 85

    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    Evolution Counter: 6 / 6
    Move Counter: 0
    Dream Counter: 5 / 5

    Attacks:
    Astonish
    Mud-Slap
    Poison Sting
    Taunt
    Pursuit
    Faint Attack
    Revenge
    Swagger
    Mud Bomb
    Sucker Punch
    Nasty Plot
    Poison Jab
    Sludge Bomb
    Flatter

    Bullet Punch
    Cross Chop (#)
    Counter (#)
    Drain Punch
    DynamicPunch
    Fake Out (#)
    Feint
    Me First

    Bounce
    Knock Off
    Helping Hand
    Ice Punch
    Icy Wind
    Low Kick
    Magic Coat
    Super Fang

    Toxic
    Venom Shock (#)
    Taunt
    Protect
    Rain Dance (#)
    Earthquake
    Dig
    Shadow Ball
    Brick Break
    Double Team
    Sludge Wave
    Torment
    Low Sweep
    Payback
    Stone Edge
    Bulldoze
    Rock Slide (#)
    X-Scissor
    Substitute

    Endure

    Move Count: 50
    Kozu the Crobat (open)

    [​IMG]
    Crobat
    (Kozu) (F)
    Nature: Naive (+15% Speed, +25.86% Acc, Special Defense decreased by *)

    Type: Poison / Flying
    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.

    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:
    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.
    Infiltrator (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: 85 / 90 / 80 / 70 / 80 / 130

    HP: 100
    Atk: *** (3)
    Def: *** (3)
    SpA: *** (3)
    SpD-: ** (2)
    Spe+: 150 (130 * 1.15)

    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

    Evolution Counter: 9 / 9
    Move Counter: 0
    Dream Counter: 5 / 5

    Attacks:
    Leech Life
    Supersonic
    Astonish
    Bite
    Wing Attack
    Confuse Ray
    Air Cutter
    Screech
    Cross Poison
    Air Slash
    Haze
    Acrobatics

    Brave Bird (#)
    Hypnosis (#)
    Nasty Plot (#)
    Giga Drain
    Quick Attack
    Zen Headbutt
    Whirlwind

    Heat Wave
    Sky Attack
    Super Fang
    Sleep Talk

    Toxic (#)
    Taunt (#)
    Substitute (#)
    Venom Shock
    Fly
    Double Team
    Bide
    Protect
    Roost
    Endure
    Torment
    Snatch
    Detect
    Shadow Ball
    Hyper Beam
    Rest
    U-Turn
    Dark Pulse

    Move Count: 41
    Kurage the Tentacruel (open)

    [​IMG]
    Tentacruel (Kurage) (M)
    Nature: Modest (SpA increased by *, Atk decreased by *)

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

    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:
    Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
    Liquid Ooze: (Innate) This Pokemon’s body is covered in a slimy poison that when drained by Leech Seed or another draining move, damages the opposing Pokemon for the amount that would have been healed.
    Rain Dish (Unlocked): (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

    Stats: 80 / 70 / 65 / 80 / 120 / 100

    HP: 100
    Atk-: ** (2)
    Def: *** (3)
    SpA+: **** (4)
    SpD: ***** (5)
    Spe: 100

    Size Class: 3
    Weight Class: 3
    Base Rank Total: 21

    Evolution Counter: 6 / 6
    Move Counter: 7
    Dream Counter: 5 / 5

    Attacks:
    Poison Sting
    Acid
    Supersonic
    Wrap
    Water Gun
    Constrict
    Toxic Spikes
    BubbleBeam
    Hex
    Hydro Pump
    Wring Out
    Sludge Wave
    Acid Spray
    Barrier
    Screech
    Water Pulse
    Poison Jab

    Aqua Ring (#)
    Confuse Ray (#)
    Mirror Coat (#)
    Muddy Water
    Rapid Spin

    Endure
    Icy Wind
    Knock Off
    Role Play

    Toxic
    Venom Shock
    Ice Beam (#)
    Blizzard
    Protect
    Hyper Beam
    Frustration
    Rain Dance
    Safeguard
    Return
    Double Team
    Sludge Bomb
    Rest
    Scald (#)
    Payback
    Poison Jab
    Substitute (#)
    Surf
    Dive

    Mimic
    Giga Drain
    Reflect
    Bide
    Brine
    Sleep Talk
    Whirlpool

    Move Count: 52
    Shokoli the Fidgit (open)

    [​IMG]
    Fidgit (Shokoli) (F)
    Nature: Quiet (SpA increased by *, -10% Evasion, Speed decreased by 15%)

    Abilities:
    Persistent:
    (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
    Vital Spirit: (Innate) 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.
    Prankster (Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

    Stats: 95 / 76 / 109 / 90 / 80 / 105

    HP: 100
    Atk: *** (3)
    Def: **** (4)
    SpA+: **** (4)
    SpD: *** (3)
    Spe-: 91 (105 / 1.15)

    Size Class: 2
    Weight Class: 4
    Base Rank Total: 20

    Evolution Counter: 6 / 6
    Move Counter: 3
    Dream Counter: 5 / 5

    Attacks:
    Gust
    Tailwind
    Comet Punch
    Helping Hand
    Encore
    Rapid Spin
    Knock Off
    Copycat
    Whirlwind
    Magic Room
    Wonder Room
    Circle Throw
    Clear Smog
    Wide Guard
    Razor Wind
    Body Slam
    Sludge Bomb
    Toxic Spikes
    Gravity
    Heal Block
    Me First
    Air Slash
    Lucky Chant
    Earth Power

    Acid Spray
    After You
    Disable (#)
    Entrainment
    Follow Me
    Gastro Acid
    Haze
    Heal Pulse
    Icy Wind
    Metronome
    Mimic
    Spikes
    Stealth Rock (#)
    Wish (#)

    Block
    Swift
    Twister

    Toxic
    Venom Shock
    Sunny Day
    Taunt (#)
    Light Screen
    Protect
    Rain Dance
    Telekinesis
    Safeguard
    Smack Down
    Earthquake
    Frustration
    Dig
    Shadow Ball (#)
    Return
    Double Team
    Reflect (#)
    Sludge Wave
    Torment
    Rest
    Low Sweep
    Acrobatics
    Stone Edge
    Struggle Bug
    Rock Slide
    U-turn
    Substitute

    Sleep Talk
    Endure

    Move Count: 71


    Holy balls that is fearsome. How much UC has been invested into these monsters? And Jesseus is countering with...

    Team Lord Jesseus:
    Tau the Alakazam (open)

    [​IMG]
    Alakazam(*) [Tau] (Male)
    Nature: Timid (+Spe, -Atk)

    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 attacks regardless of weight difference.
    Stats:

    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 138 (+)
    Acc: +22%
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

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

    Abilities:
    Synchronise: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    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.
    Magic Guard (DW): (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.

    Attacks:
    Teleport(*)
    Kinesis
    Confusion
    Disable
    Miracle Eye
    Ally Switch
    Psybeam
    Reflect
    Recover
    Telekinesis
    Role Play
    Trick

    Encore(*)
    Light Screen(*)
    Knock Off(*)
    Guard Split
    Skill Swap

    Psychic(*)
    Shadow Ball(*)
    Charge Beam(*)
    Calm Mind
    Counter
    Energy Ball
    Focus Blast
    Zap Cannon
    Hidden Power (Fire 7)
    Skill Swap
    Gravity
    Taunt
    Magic Coat
    Torment
    Shockwave
    Endure
    Psyshock
    Substitute
    Signal Beam

    Delta the Krillowatt (open)

    [​IMG]
    Krillowatt [Delta]
    Nature: Naive (+Spe, -SpD)

    Type:
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Stats:
    HP: 125
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 121 (+)
    Acc: +17%
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 21

    EC: 6/6
    MC: 0
    DC: 5/5
    Abilities:
    Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    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.
    Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

    Attacks:
    Bubble
    Charge
    Tackle
    Thundershock
    Detect
    Ice Shard
    Charge
    Confuse Ray
    Imprison
    Aqua Jet
    Thunder
    Hydro Pump
    Muddy Water
    Zap Cannon
    Copycat
    Discharge

    Counter
    Mirror Coat
    Signal Beam
    Me First
    Shock Wave
    Follow Me

    Thunder Wave
    Thunderbolt
    Scald
    Earthquake
    Hone Claws
    Waterfall
    Low Kick
    Blizzard
    Rain Dance
    Volt Switch
    Dive
    Substitute
    Payback
    Torment
    Safeguard
    Ice Beam

    Rho the Marowak (open)

    [​IMG]
    Marowak [Rho a.k.a Boner] (Male)
    Nature: Brave (+Atk, -Spe)

    Type:
    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: 90
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 2
    SpD: Rank 3
    Spe: 39 (-)
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 16

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

    Abilities:
    Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
    Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. 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.
    Battle Armour (DW): (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

    Attacks:
    Bone Club
    Growl
    Tail Whip
    Headbutt
    Leer
    Focus Energy
    Bonemerang
    Rage
    Double Edge
    Endeavour
    Bone Rush

    Belly Drum
    Detect
    Skull Bash
    Endure
    Perish Song

    Smack Down
    Aerial Ace
    Fire Blast
    Stone Edge
    Earthquake
    Brick Break
    Swords Dance
    Rest
    Sleep Talk
    Dig
    ThunderPunch
    Fire Punch
    Ice Beam
    Focus Punch
    DynamicPunch
    Substitute
    Bulldoze
    Outrage
    Stealth Rock
    Giga Impact


    Interesting choices. Now for the coinflip to decide who orders first. If heads, it's our Gym Leader, Engineer Pikachu. If tails, Lord Jesseus orders first.

    [​IMG]

    Jesseus orders first! So then, our structure is as follows:

    Engineer Pikachu chooses his first Pokémon and attaches his item.
    Lord Jesseus chooses his mon, attaches an item and orders.
    Engineer Pikachu orders.
    I referee badly.
  2. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    Welcome, and good luck; I'm looking forward to a fun fight!

    Shokoli, go! Let's start this off well!

    [​IMG][​IMG]
    Shokoli (F) @ Soft Sand
    Ability: Prankster
  3. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    That is really just a fuckton of moves isn't it?
    Let's go Alakazam! With Life Orb and Magic Guard
    Taunt~Psychic~Psyshock
    If Taunt is used by Fidgit while not already Taunted, use Magic Coat instead
    The first time Double Team is used while Fidgit is not Taunted, use Miracle Eye and push actions back.
  4. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    Alright Shokoli, this is definitely not the right fight for you. You're going to have to take a beating, but it's nothing we can't handle!

    U-turn - Icy Wind - Encore
  5. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Team Engineer Pikachu:
    [​IMG]
    Shokoli@Soft Sand (Prankster)
    HP: 100
    Energy: 100
    Speed: 91
    Stats: 0
    Status: Fine
    Actions: U-turn - Icy Wind - Encore

    Team Lord Jesseus:
    [​IMG]
    Tau@Life Orb (Magic Guard)
    HP: 90
    Energy: 100
    Speed: 138
    Stats: 0
    Status: Fine
    Actions: Taunt~Psychic~Psyshock
    If Taunt is used by Fidgit while not already Taunted, use Magic Coat instead
    The first time Double Team is used while Fidgit is not Taunted, use Miracle Eye and push actions back.

    So yeah, stuff happens. Fidgit uses U-turn to dispel Taunt and get back to its ball safely, and it turns out Alakazam hits like a fucking nuke. My God, it's insane. Fo'shizzle.

    Calcs:
    Show Hide
    Alakazam was inflicted with the special poison!
    Alakazam used Taunt! (10 energy, Fidgit Taunted 6a)
    Fidgit used U-Turn! (crit roll: 8531 - no) (12.75 damage, 5 energy, Fidgit phazed)
    Alakazam used Psychic! (crit roll: 6081 - no, drop roll: 3750 - no) (28.50 damage, 6 energy)
    LIFE ORB (2)
    Fidgit used Icy Wind! (hit roll: 4824 - yes, crit roll: 6217 - no) (7.50 damage, 5 energy, Alakazam -1 Spd)
    Fidgit used Encore! (10 energy, Alakazam Encored 2a)
    Alakazam used Psychic! (crit roll: 2596 - no, drop roll: 4545 - no) (28.50 damage, 6 energy)
    LIFE ORB (2)
    Fidgit returned to its Pokéball!


    Team Engineer Pikachu:
    [​IMG]
    Shokoli@Soft Sand (Prankster)
    HP: 43
    Energy: 80
    Speed: 91
    Stats: 0
    Status: Fine

    Team Lord Jesseus:
    [​IMG]
    Tau@Life Orb (Magic Guard)
    HP: 66
    Energy: 78
    Speed: 138 (79)
    Stats: -1 Spd (1r)
    Status: "Poisoned" (1 DPA), Encored 1a

    Engineer, choose your replacement mon, item, and order.
  6. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    Engineer Nitpicks (open)

    1. Magic Guard doesn't negate LO recoil in ASB.
    2. -1 Spe equates to 138 / 1.75 = roughly 79 Spe, dunno how you got 90.
    3. I think I'm fighting SoS and not deadfox ?_?

    With that in mind, let's take advantage of that Encore! Sasori, let's make up the damage Shokoli took!

    [​IMG][​IMG]
    Sasori (F) @ Razor Fang
    Ability: Sniper

    Crunch - Crunch - Faint Attack
    IF (Evasive Teleport is used A2) THEN (Pursuit instead)
    IF (Counter is used on A2) THEN (Use Mega Crunch instead)
  7. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    I don't think SoS is allowed to both battle and ref. :p

    Anyway...
    That was a clever strategy, I'm somewhat impressed...

    I think I'll withhold orders until the nitpicks are fixed though
  8. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Oh wow, I am actually retarded. I used in-game speed modifiers rather than ASB and genuinely forgot MG doesn't negate LO here. And deadfox=/=Jesseus. Jesus Christ SoS.
  9. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    Psychic (waaah) ~ Recover x2
  10. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Jesseus, do you mean a combo of Recovers or two separate ones?
  11. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    separate ones
  12. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Team Engineer Pikachu:
    Bench (open)
    [​IMG]
    Shokoli@Soft Sand (Prankster)
    HP: 43
    Energy: 80
    Speed: 91
    Stats: 0
    Status: Fine

    [​IMG]
    Sasori@Razor Fang (Sniper)
    HP: 100
    Energy: 100
    Speed: 95
    Stats: 0
    Status: Fine
    Actions:
    Crunch - Crunch - Faint Attack
    IF (Evasive Teleport is used A2) THEN (Pursuit instead)
    IF (Counter is used on A2) THEN (Use Mega Crunch instead)

    Team Lord Jesseus:
    [​IMG]
    Tau@Life Orb (Magic Guard)
    HP: 66
    Energy: 78
    Speed: 138 (79)
    Stats: -1 Spd (1r)
    Status: "Poisoned" (1 DPA), Encored 1a
    Actions: Psychic ~ Recover ~ Recover

    Gym leader Engineer switches out his whirling dervish to his fearsome Ogre Scorp, Sasori! He proceeds to abuse his psychic immunity and tear Tau a new one as he resorts to continuous, energy-exhaustive healing. But what will he do now?

    Calcs:
    Show Hide
    Drapion used Crunch! (crit roll: 8021 - no, drop roll: 8588 - no) (25.5 damage, 5 energy)
    Alakazam used Psychic! (no effect, 6 energy)
    Drapion used Crunch! (crit roll: 6355 - no, drop roll: 6273 - no) (25.5 damage, 9 energy)
    Alakazam used Recover! (20 HP, 12 energy)
    Drapion used Faint Attack! (crit roll: 4282 - no) (18 damage, 4 energy)
    Alakazam used Recover! (20 HP, 16 energy)


    Team Engineer Pikachu:
    Bench (open)
    [​IMG]
    Shokoli@Soft Sand (Prankster)
    HP: 43
    Energy: 80
    Speed: 91
    Stats: 0
    Status: Fine

    [​IMG]
    Sasori@Razor Fang (Sniper)
    HP: 100
    Energy: 82
    Speed: 95
    Stats: 0
    Status: Fine

    Team Lord Jesseus:
    [​IMG]
    Tau@Life Orb (Magic Guard)
    HP: 37
    Energy: 44
    Speed: 138
    Stats: 0
    Status: "Poisoned" (1 DPA)

    Jesseus!
  13. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    I'mma switch to Krillowatt. Counter?
  14. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    Well, this is a tough choice...

    We'll stay in. Sasori, you can take whatever he throws at you!
  15. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    Earthquake~Hydro Pump~Earthquake
    If Earthquake is used by Drapion and you are not Taunted, use Imprison (Earthquake, Torment, Substitute, Hone Claws)
    If Taunt is used: Dive
  16. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

    Joined:
    May 23, 2009
    Messages:
    1,592
    Alright, let's use this to our advantage.

    Bulldoze - Dig - Earthquake

    This should leave us relatively unscathed!
  17. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Jesseus, are you equipping an item and tracing an ability?
  18. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    Shit I forgot those are things that I can do.
    Expert Belt, Trace... Battle Armour? I guess
  19. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    I think I should probably let you guys reorder now that that's a thing.
  20. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    I wouldn't have ordered any differently with that in mind. The only reason I'd change them is the hindsight afforded by seeing Engineer post, so I'll keep them the same in the interest of fairness.
  21. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Yeah, kay, apparently I fucked up there (quelle surprise), so we're proceeding as planned once I have time to ref.
  22. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Jesseus, your Trace description is outdated. Also I forgot that this is a one ability match, so Krilowatt can only Trace Sniper.

    ... And Imprison can only lock three moves, please choose one to remove. As it doesn't affect the rest of the round, the reffing will proceed anyway. You just need to pick one of the above four to get rid of before we continue.

    Team Engineer Pikachu:
    Bench (open)
    [​IMG]
    Shokoli@Soft Sand (Prankster)
    HP: 43
    Energy: 80
    Speed: 91
    Stats: 0
    Status: Fine

    [​IMG]
    Sasori@Razor Fang (Sniper)
    HP: 100
    Energy: 82
    Speed: 95
    Stats: 0
    Status: Fine
    Actions: Bulldoze - Dig - Earthquake

    Team Lord Jesseus:
    Bench (open)
    [​IMG]
    Tau@Life Orb (Magic Guard)
    HP: 37
    Energy: 44
    Speed: 138
    Stats: 0
    Status: "Poisoned" (1 DPA)

    [​IMG]
    Delta@Expert Belt (Magic Guard)
    HP: 125
    Energy: 100
    Speed: 121
    Stats: 0
    Status: Fine
    Actions: Earthquake~Hydro Pump~Earthquake
    If Earthquake is used by Drapion and you are not Taunted, use Imprison (Earthquake, Torment, Substitute, Hone Claws)
    If Taunt is used: Dive

    Calcs:
    Show Hide
    Krilowatt was "poisoned"!
    Krilowatt Traced Drapion's Sniper! (6 en)
    Krilowatt used Earthquake! (crit roll: 786 - no) (15.75 damage, 7 energy)
    Drapion used Bulldoze! (crit roll: 4388 - no) (11.25 damage, 5 energy, Krilowatt -1 Spd)
    Drapion dug underground! (10 energy)
    Krilowatt used Hydro Pump! (miss, 7 energy)
    Drapion used Dig! (crit roll: 9941 - no) (14.25 damage)
    Drapion used Earthquake! (crit roll: 5393 - no) (17.25 damage, 7 energy)
    Krilowatt used Imprison! (Earthquake, Substitute, Torment Imprisoned 6a, 8 energy)


    Team Engineer Pikachu:
    Bench (open)
    [​IMG]
    Shokoli@Soft Sand (Prankster)
    HP: 43
    Energy: 80
    Speed: 91
    Stats: 0
    Status: Fine

    [​IMG]
    Sasori@Razor Fang (Sniper)
    HP: 84
    Energy: 60
    Speed: 95
    Stats: 0
    Status: Earthquake, Substitute, Torment Imprisoned 5a

    Team Lord Jesseus:
    Bench (open)
    [​IMG]
    Tau@Life Orb (Magic Guard)
    HP: 37
    Energy: 44
    Speed: 138
    Stats: 0
    Status: "Poisoned" (1 DPA)

    [​IMG]
    Delta@Expert Belt (Magic Guard)
    HP: 82
    Energy: 78
    Speed: 121
    Stats: -1 Spd
    Status: "Poisoned" (1 DPA)

    Jesseus picks his Imprison moves and Engi orders.
  23. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    Wait stop, I also forgot that it was one ability, I don't even want to use Trace; I only traced an ability because you told me to. I'd much rather use Magic Guard.
    I'd like this changed please, it should be a simple matter of removing the risidual damage.
    And why does it say "moves currently undecided, 8 energy"?
  24. Son_of_Shadoo

    Son_of_Shadoo

    Joined:
    Apr 13, 2009
    Messages:
    2,958
    Because as I said above, Imprison can only choose three moves, and you specified four. Get rid of one.

    ... And it appears I've calced the round incorrectly, accidentally giving crits to certain attacks. I am proving to be an extremely incompetent ref. Magic Guard fixed, since it's really my fault for not saying "choose your ability".
  25. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,013
    Oh right I seemingly missed that, I guess Hone Claws can go.
Thread Status:
Not open for further replies.

Users Viewing Thread (Users: 0, Guests: 0)