Alchemator vs iiMKUltra in the lab

Challenging iiMKUltra

6 v 6 Doubles Training
3 Day DQ
3 Recoveries/Chills
Whatever arena.
Switch=KO
All Abilities
No Items

Ref can choose arena.
The arena in the laboratory has the same dimensions as the tournament arena. Despite being an indoors and completely artificial environment, there are machines surrounding this arena that can replicate weather, water, rocks, grass, anything you might find in a natural environment.

In the middle of the arena is a machine that can enlarge or shrink pokemon that interact with it. A pokemon must expend an action and 8 energy to use this machine. The enlarge command increases a pokemon's size class by 1 and its weight class by 1.5, while the shrink command decreases a pokemon's size class by 1 and its weight class by 1.5. A pokemon cannot use the shrink command if doing so would make its size class or weight class less than 1, and a pokemon cannot use the enlarge command if doing so would make its size class more than 7 or its weight class more than 12.


Team Alchemator


Starmie [Steve] (N/A)

Rumor profundi
-Legend of the ocean

Among Starmie it is common for them to gather on beaches, and it is said that they glitter like rubies in the evening. However, there are only a select few which glitter like diamonds. The diamond Starmie, or Rumor profundi as the legends themselves name them, are like gods within their colonies, and it is quite clear as to why. Their mastery over the elements of Water, Ice and even Electricity is unequaled, and it is a foolish thing to get close to them.

It is also said that as they grow weary of their long lives, the Rumor profundi set out to find an opponent worthy of dying against. Alchemator foresaw this occurrence in the behaviour of the waves, and the storms that accompany a travelling Rumor profundi, and intercepted this one. It is but a thin line between foolishness and bravery, and the later-named Steve leaned towards the second when Alchemator came unarmed. Thus, Steve continues his journey with Alchemator, trying to find the opponent for whom he was searching.

Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+21% Acc.], subtracts one (1) Rank from Attack.)

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).
[Psychic]:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90

Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4

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

Abilities:
Illuminate:
(Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
Natural Cure:
(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Analytic (DW Unlocked):
(Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock


Claydol [Clive] (N/A)

Rumor arenae - Legend of the sand
Claydol are given life by ancient magics, but only in the tribe of the P'larka are they given life by ancient magicks. Constructed in sacred temples, their soft, clay forms are heated until hardened. A single crystal is then placed inside, and miscellaneous rituals take place, depending on the tribe carrying out the construction. The P'larka ritual includes proceeding through the streets of the village and throwing sand in the air (while wearing appropriate eye protection, of course). The aforementioned tribe uses a Diamond as their crystal.

Upon hearing of ancient temples in the desert, Alchemator came across this sole-remaining Claydol in the temple of the P'larka - either looters had already seized the multitude of others, or they had simply crumbled away over time. Alchemator had his Vulpix bring it out of its trance, and convinced Clive the Claydol to join his team. It willingly did so, having not seen a world not built on sand.

Nature: Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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.
[Psychic]
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 90

Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 65 (75/1.15v)
Size Class: 3
Weight Class:
5

EC:
6/6
MC:
0
DC:
N/A

Abilities:
Levitate:
(Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All 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.

Attacks:
Confusion (*)
Harden (*)
Rapid Spin (*)
Mud Slap (*)
Psybeam (*)
Rock Tomb (*)
Selfdestruct (*)
Ancient Power (*)
Earth Power (*)
Power Share (*)
Heal Block (*)
Ice Beam (*)
Psychic (*)
Rock Polish (*)
Teleport
Calm Mind
Grass Knot


Beheeyem [Alchemator] (M)

Rumor stellos - Legend of the stars
aiojvfdsvfdioj

Nature: Relaxed (Adds one (1) Rank to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 3
Spe: 34 (40/1.15v)
Size Class: 2
Weight Class:
3

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

Abilities:
Telepathy:
(Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Synchronize:
(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.
Analytic (DW UNLOCKED):
(Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power [Fighting] [7]
Imprison
Disable
Nasty Plot
Teleport
Psyshock
Shadow Ball
Thunderbolt
Recover
Substitute
Psychic
Wonder Room
Toxic
Protect


Metagross [Christopher] (N/A)
Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

Type:
[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.

[Psychic]:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100

Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class:
9

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

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.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks:
Take Down

Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball


Girafarig [Anna] (F)
Nature: Quiet (Adds a Rank to Special Attack, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

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

[Psychic]:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Stats:

HP: 100

Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 73 (85/1.15v)
Size Class: 4
Weight Class:
3

EC:
N/A
MC:
0
DC:
3/5

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.
Early Bird:
(Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Sap Sipper (DW):
(Innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Attacks:
Power Swap
Guard Swap
Astonish
Tackle
Growl
Confusion
Odor Sleuth
Agility
Psybeam
Baton Pass
Magic Coat
Skill Swap
Wish
Shadow Ball
Thunderbolt
Earthquake
Psychic
Crunch
Sucker Punch
Hidden Power Ice (7)


Gallade [Alexander] (M)
Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
[Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100

Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class:
4

EC:
9/9
MC:
0
DC:
3/5

Abilities:
Steadfast:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified (DW):
(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase 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.

Attacks:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch


Team iiMKUltra


Typhlosion [Dante] (M)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).
Nature: Lonely (+Atk, -Def)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100

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

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
Flash Fire (DW Unlocked): (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

Attacks:
Tackle
Leer
SmokeScreen
Gyro Ball
Ember
Quick Attack
Flame Wheel
Defense Curl

Flare Blitz
Double Edge
Reversal

Fire Blast
Will-O-Wisp
Wild Charge

Eruption
SolarBeam
Earthquake
Brick Break


Chandelure [Hecate] (F)
Nature: Bold (+Def, -Atk)
Type: Ghost/Fire
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.
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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 6
SpD: Rank 3
Spe: 80

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

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW Unlocked): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Moves:
Ember
Astonish
Minimise
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison

Heat Wave
Haze
Acid Armor

Sunny Day
Energy Ball
Toxic

Hex
Psychic
Pain Split
Protect
Flamethrower
Curse
Inferno
Shadow Ball
Taunt
Telekinesis
SolarBeam
Hidden Power Ground 7
Substitute


Infernape [Chimera] (M)
Nature: Lonely (+Atk, -Def)
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.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108

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

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
Iron Fist (DW Unlocked): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch).

Moves:
Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Counter
ThunderPunch
Encore

Will-O-Wisp
Shadow Claw
Fire Blast

Close Combat
Flare Blitz
Acrobatics
Flamethrower
Hone Claws
Slack Off
Fake Out
Calm Mind
Earthquake
Rock Slide
U-Turn


Ninetales [Helios] (M)
Nature: Modest (+Spa, -Atk)
Type: Fire
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. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (DW Unlocked) (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100

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

Moves:
Nasty Plot
Ember
Tail Whip
Roar
Quick Attack
Fire Spin
Confuse Ray
Imprison
Flame Burst
Safeguard
Flamethrower

Hex
Hypnosis
Extrasensory

Overheat
Protect
Energy Ball

Fire Blast
Will-O-Wisp
SolarBeam
Toxic


Simisage [Iwazaru] (F)
Nature: Mild (+Spa, -Def)
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: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 101

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

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

Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment

SolarBeam
Taunt
Dig

Low Kick
GrassWhistle
Leaf Storm

Acrobatics
Crunch
Toxic
Brick Break


Prinplup [Caesar] (M)
Nature: Brave (+Atk, -Spe)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 43 (50/1.15)

EC: 8/9
MC: 0
DC: 3/5

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14).
Defiant (DW Locked): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Moves:
Pound
Tackle
Growl
Bubble
Water Sport
Peck
Metal Claw
Bide
BubbleBeam
Fury Attack

Ice Beam
Brick Break
Dig

Hydro Pump
Yawn
Agility

Drill Peck
Signal Beam
Shadow Claw


OK, I'm sure you all know the drill by now.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Iwa (Overgrow unlocked thanks to being on 4/5 DC, like send-out evo but not) and Caesar who much to the shock of the onlookers evolves !_!

Empoleon [Caesar] (M)
Nature: Brave (+Atk, -Spe)
Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 4
Spe: 52 (60/1.15)

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

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14).
Defiant (DW Locked): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Moves:
Pound
Tackle
Growl
Bubble
Water Sport
Swords Dance
Peck
Metal Claw
Bide
BubbleBeam
Swagger
Fury Attack

Ice Beam
Brick Break
Dig

Hydro Pump
Yawn
Agility

Drill Peck
Signal Beam
Shadow Claw

he says hi

Caesar, Hydro Pump-Signal Beam-Hydro Pump all on Claydol.

Iwa, Leaf Storm-Seed Bomb-Seed Bomb all on Claydol.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Clive: Earth Power + Earth Power combo Caesar ~ cool ~ Earth Power Caesar.
If Caesar faints (9.9), Ice Beam Iwa.

Anna: Earthquake ~ Thunderbolt Caesar ~ Earthquake.
If Caesar faints, Hidden Power Iwa.

The game's afoot!
 
Actually, if I recall correctly, you can't unlock a DW ability at the start of a match in the same way you evolve at the start of a match.

EDIT: OK, I just checked with Deck and you can. Reffing coming soon.
 
Sorry about the delay. I had reffed half the round when suddenly Chrome crashed and I lost the entire post. Let's try this again.

Team Alchemator


Clive (U)
HP: 90 | EN: 100 | Spe: 65 (-)
Ranks: 3/4/4/5 | Total: 20
Size: 3 | Weight: 5
Abilities: Levitate
Other: None


Anna (F)
HP: 100 | EN: 100 | Spe: 73 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 4 | Weight: 3
Abilites: Inner Focus, Early Bird
Other: None

Team iiMKUltra


Iwazaru (F)
HP: 100 | EN: 100 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: None


Caesar (M)
HP: 100 | EN: 80 | Spe: 52 (-)
Ranks: 4/3/4/4 | Total: 19
Size: 3 | Weight: 4
Abilities: Torrent
Other: None

Alchemator starts with Clive the Claydol and Anna the Girafarig, while iiMKUltra begins with Iwazaru the Simisage and Caesar the ... Empoleon? Did it just evolve as soon as it came out of its pokeball? Well, let's see how this goes.

Alchemator's pokemon are focusing their attacks on Caesar. Anna creates an Earthquake that catches Iwazaru off guard, dealing critical damage to her, while also hurting the Empoleon. iiMKUltra's pokemon are directing their attacks at Clive, with Caesar blasting it with a Hydro Pump and Iwazaru drawing on her untapped energies to summon a powerful Leaf Storm. All this time, however, Clive was preparing a powerful attack, and suddenly Caesar is blasted by a Super Earth Power that lowers his resistance to the elements.

Iwazaru changes tactics and hurls a Seed Bomb at the Claydol, while Anna strikes Caesar with a Thunderbolt. Clive is cooling down after performing that amazing attack, but suddenly a Signal Beam from Caesar scrambles its thoughts and leaves it very disoriented.

But that disorientation doesn't matter much as the Simisage finishes Clive off with one more Seed Bomb. Anna creates another Earthquake, this time striking both of her opponents in vulnerable places. Caesar suddenly feels invigorated as his natural ability kicks in, allowing him to deliver a more powerful Hydro Pump straight to the Girafarig's face. But Alchemator has already lost one pokemon. What will he send out in Clive's stead?

Team Alchemator


Clive (U)
HP: KO | EN: 65


Anna (F)
HP: 81 | EN: 79 | Spe: 73 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 4 | Weight: 3
Abilites: Inner Focus, Early Bird
Other: None

Team iiMKUltra


Iwazaru (F)
HP: 84 | EN: 78 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: -1 special attack (1 more round)


Caesar (M)
HP: 21 | EN: 60 | Spe: 52 (-)
Ranks: 4/3/4/4 | Total: 19
Size: 3 | Weight: 4
Abilities: Torrent
Other: -1 special defence (1 more round), Torrent active

Raw data

Turn order: Iwazaru, Anna, Caesar, Clive

Iwazaru uses Leaf Storm on Clive for 8 energy
Accuracy boosted to 100%
Roll a D16 for crit: 9 - no crit
Clive takes (14+3+(5-5)*1.5)*1.5=25.5 damage (round to 26)
Iwazaru's special attack is lowered by 2 stages

Anna uses Earthquake for 7 energy
Roll a D16 for crit against Iwazaru: 1 - crit
Roll a D16 for crit against Caesar: 9 - no crit
The move misses Clive due to Levitate
Iwazaru takes (10*0.75+3+(3-2)*1.5)*0.67=8.04 damage (round to 8)
Caesar takes (10*0.75+(3-3)*1.5)*1.5=11.25 damage (round to 11)

Caesar uses Hydro Pump on Clive for 7 energy
Roll a D100 for accuracy (boosted to 90%): 17 - hit
Roll a D16 for crit: 3 - no crit
Clive takes (12+3+(4-5)*1.5)*1.5=20.25 damage (round to 20)

Clive uses a combo of Earth Power and Earth Power on Caesar for (7+11)*2-1=35 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for special defence drop (boosted to 20%): 10 - special defence drop
Caesar takes (9*2.25+3+(4-4)*1.5)*1.5=34.875 damage (round to 35)
Caesar's special defence is lowered by 1 stage


Turn order: Iwazaru, Anna, Clive, Caesar

Iwazaru uses Seed Bomb on Clive for 5 energy
Roll a D16 for crit: 8 - no crit
Clive takes (8+3+(4-4)*1.5)*1.5=16.5 damage (round to 17)

Anna uses Thunderbolt on Caesar for 7 energy
Roll a D16 for crit: 5 - no crit
Roll a D100 for paralysis: 100 - no paralysis
Caesar takes (10+(4-4)*1.5)*1.5+(0--1)*1.75=16.75 damage (round to 17)

Clive cools down

Caesar uses Signal Beam on Clive for 6 energy
Roll a D16 for crit: 4 - no crit
Roll a D100 for confusion: 7 - confusion
Roll a D3 for confusion duration: 3 - 4 actions
Clive takes (8+(4-5)*1.5)*1.5=9.75 damage (round to 10)
Clive is confused


Turn order: Iwazaru, Anna, Clive, Caesar

Iwazaru uses Seed Bomb on Clive for 9 energy
Roll a D16 for crit: 14 - no crit
Clive takes (8+3+(4-4)*1.5)*1.5=16.5 damage (round to 17)
Clive is KO'd by the attack

Anna uses Earthquake for 7 energy
Roll a D16 for crit against Iwazaru: 1 - crit
Roll a D16 for crit against Caesar: 1 - crit
Iwazaru takes (10*0.75+3+(3-2)*1.5)*0.67=8.04 damage (round to 8)
Caesar takes (10*0.75+3+(3-3)*1.5)*1.5=15.75 damage (round to 16)
Caesar's Torrent kicks in

Caesar uses Hydro Pump on Anna for 7 energy
Roll a D100 for accuracy (boosted to 90%): 67 - hit
Roll a D16 for crit: 14 - no crit
Anna takes (12+3+(4-3)*1.5+2)=18.5 damage (round to 19)
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Go Alexander the Gallade!

Close Combat Caesar, then Psycho Cut Iwa twice. If Caesar lives after A1, continue to CC it.

Anna, Hidden Power + Hidden Power combo Iwa, then cool and finish with a single Hidden Power. However, if he uses Dig A3, use Sucker Punch then instead.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
more like gaylade am i right lads

Caesar, as you may be about to die, we salute you. Signal Beam-Shadow Claw-Signal Beam Girafarig.

Iwa, GrassWhistle Gallade-Leech Seed Gallade-Crunch Girafarig

If GrassWhistle misses, replace a2 and 3 with Acrobatics on Gallade, twice.
 
Team Alchemator


Alexander (M)
HP: 100 | EN: 100 | Spe: 80
Ranks: 5/4/2/4 | Total: 21
Size: 3 | Weight: 4
Abilities: Steadfast
Other: None


Anna (F)
HP: 81 | EN: 79 | Spe: 73 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 4 | Weight: 3
Abilites: Inner Focus, Early Bird
Other: None

Team iiMKUltra


Iwazaru (F)
HP: 84 | EN: 78 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: -1 special attack (1 more round)


Caesar (M)
HP: 21 | EN: 60 | Spe: 52 (-)
Ranks: 4/3/4/4 | Total: 19
Size: 3 | Weight: 4
Abilities: Torrent
Other: -1 special defence (1 more round), Torrent active

As soon as Alexander the Gallade enters, Iwazaru wastes no time playing a GrassWhistle melody to send him to sleep. The tune is so peaceful that it has sent Alexander into a very, very deep sleep. Meanwhile, Anna starts building up energy for a powerful combo, but Caesar fires a Signal Beam at her, disorienting her so much that she trips up and hurts herself, ruining her concentration for the powerful combo attack!

Things go from bad to worse for Team Alchemator, as the sleeping Alexander falls victim to Iwazaru's Leech Seed, and although Anna doesn't hurt herself again, she sticks with her orders and does nothing. Caesar, feeling confident, swipes at her with a Shadow Claw. But iiMKUltra forgot that the Girafarig's normal typing renders it immune to the ghostly attack.

As Anna laughs at the Empoleon's futile attack, Alexander springs into action, no longer feeling sleepy. He pummels Caesar to dust by going into Close Combat mode and letting his guard down a little. Iwazaru Crunches down on Anna, but the Simisage is then blown back by Anna's Hidden Power. Despite the pain she feels, Iwazaru is not too worried as her leech seeds slowly drain the Gallade's vitality and give it to her. But who will iiMKUltra send in to help her?

Team Alchemator


Alexander (M)
HP: 94 | EN: 93 | Spe: 80
Ranks: 5/4/2/4 | Total: 21
Size: 3 | Weight: 4
Abilities: Steadfast
Other: Leech Seed (4 actions), -1 defence (2 more rounds), -1 special defence (2 more rounds)


Anna (F)
HP: 49 | EN: 71 | Spe: 73 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 4 | Weight: 3
Abilites: Inner Focus, Early Bird
Other: Confusion (0 actions)

Team iiMKUltra


Iwazaru (F)
HP: 77 | EN: 59 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: Leech Seed recipient (4 actions)


Caesar (M)
HP: KO | EN: 49

Raw data

Turn order: Iwazaru, Alexander, Caesar, Anna

Iwazaru uses GrassWhistle on Alexander for 4 energy
Roll a D100 for accuracy: 6 - hit
Roll a D3 for sleep duration: 3 - 2 actions
Alexander is asleep

Alexander is fast asleep
Alexander's sleep counter drops to 1

Caesar uses Signal Beam on Anna for 6 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for confusion: 9 - confusion
Roll a D3 for confusion duration: 3 - 4-turn confusion
Anna takes (8+(4-3)*1.5)*1.5=14.25 damage (round to 14)

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Anna hits itself for 3 energy
Anna takes (4+(3-3)*1.5)=4 damage
Anna's confusion counter drops to 2


Turn order: Iwazaru, Alexander, Anna, Caesar

Iwazaru uses Leech Seed on Alexander for 9 energy
Roll a D100 for accuracy: 49 - hit
Alexander is seeded for 6 actions

Alexander is fast asleep
Alexander's sleep counter drops to 0

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Anna cools down despite not performing a combo

Caesar uses Shadow Claw on Anna for 5 energy
Anna is immune to the move

Alexander takes 3.33 Leech Seed damage (round to 3)
Iwazaru restores 3.33 HP (round to 3)
Alexander's Leech Seed counter drops to 5


Turn order: Iwazaru, Alexander, Anna, Caesar

Iwazaru uses Crunch on Anna for 6 energy
Roll a D16 for crit: 6 - no crit
Roll a D100 for defence drop: 64 - no defence drop
Anna takes (8+(4-3)*1.5)*1.5=14.25 damage (round to 14)

Alexander wakes up
Alexander uses Close Combat on Caesar for 7 energy
Roll a D16 for crit: 13 - no crit
Caesar takes (12+3+(5-3)*1.5)*1.5=27 damage
Caesar is KO'd by the attack
Alexander's defence and special defence are lowered by 1 stage

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Anna uses Hidden Power on Iwazaru for 5 energy
Roll a D16 for crit: 15 - no crit
Iwazaru takes (7+(4-3)*1.5)*1.5=12.75 damage (round to 13)

Alexander takes 3.33 Leech Seed damage (round to 3)
Iwazaru restores 3.33 HP (round to 3)
Alexander's Leech Seed counter drops to 4
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Helios DROUGHT BOOM

Helios, Confuse Ray Gallade-Fire Blast Girafarig-Flamethrower Girafarig, change target on the last two if Gira dies.

Iwa, SolarBeam Girafarig-Crunch Girafarig-SolarBeam Girafarig, if Gira dies, change target and Crunch to Acrobatics.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
MK is going to hax me to death, not nice.

Alexander: Psycho Cut Iwa thrice.

Anna: Hidden Power Ice combo Iwazaru ~ cool ~ Psychic Helios.
 
Team Alchemator


Alexander (M)
HP: 94 | EN: 93 | Spe: 80
Ranks: 5/4/2/4 | Total: 21
Size: 3 | Weight: 4
Abilities: Steadfast
Other: Leech Seed (4 actions), -1 defence (2 more rounds), -1 special defence (2 more rounds)


Anna (F)
HP: 49 | EN: 71 | Spe: 73 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 4 | Weight: 3
Abilites: Inner Focus, Early Bird
Other: Confusion (0 actions)

Team iiMKUltra


Iwazaru (F)
HP: 77 | EN: 59 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: Leech Seed recipient (4 actions)


Helios (M)
HP: 100 | EN: 90 | Spe: 100
Ranks: 2/3/4/4 | Total: 20
Size: 2 | Weight: 2
Abilities: Flash Fire, Drought
Other: None

Arena effects: Sun (permanent)

iiMKUltra sends in Helios the Ninetales, whose natural ability is activating the weather machine in the lab, creating the effect of a warm, sunny day. This helps Iwazaru fire a powerful SolarBeam at Anna, while Helios fires a Confuse Ray at Alexander, further disrupting Team Alchemator. However, Alexander keeps his wits about him and strikes Iwazaru with a Psycho Cut. Anna, having just snapped out of confusion, contributes with a Super Hidden Power that does heavy damage to the Simisage!

But the Simisage Crunches down on her and the Ninetales hits her with a Fire Blast. The Girafarig can't take any more and goes down, leaving Alexander to fend for himself ... except instead of doing that, he hits himself with his own blade-like arms. Silly Gallade.

He's brought back to his senses quick enough though as he's on the receiving end of another SolarBeam from Iwazaru and a Flamethrower from Helios. He retaliates with another Psycho Cut and, as Iwazaru saps more of Alexander's vitality, it looks like she's about to go into overdrive. But which of Alchemator's pokemon will face her wrath?

Team Alchemator


Alexander (M)
HP: 43 | EN: 82 | Spe: 80
Ranks: 5/4/2/4 | Total: 21
Size: 3 | Weight: 4
Abilities: Steadfast
Other: Leech Seed (1 action), -1 defence (1 more round), -1 special defence (1 more round)


Anna (F)
HP: KO | EN: 27

Team iiMKUltra


Iwazaru (F)
HP: 30 | EN: 39 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: Leech Seed recipient (1 action), Overgrow active


Helios (M)
HP: 100 | EN: 72 | Spe: 100
Ranks: 2/3/4/4 | Total: 20
Size: 2 | Weight: 2
Abilities: Flash Fire, Drought
Other: None

Arena effects: Sun (permanent)

Raw data

Turn order: Iwazaru, Helios, Alexander, Anna

Iwazaru uses SolarBeam on Anna for 7 energy
Roll a D16 for crit: 3 - no crit
Anna takes (12+3+(5-3)*1.5)=18 damage

Helios uses Confuse Ray on Alexander for 5 energy
Roll a D3 for confusion duration: 2 - 3 actions

Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
Alexander uses Psycho Cut on Iwazaru for 4 energy
Roll a D16 for crit (boosted to 2/16): 7 - no crit
Iwazaru takes (7+3+(5-2)*1.5)=14.5 damage (round to 15)
Alexander's confusion counter drops to 2

Anna snaps out of confusion
Anna uses a combo of Hidden Power and Hidden Power on Iwazaru for (9+13)*2=44 energy
Roll a D16 for crit: 13 - no crit
Iwazaru takes (7*2.25+(4-3)*1.5)*1.5=25.875 damage (round to 26)

Alexander takes 3.33 Leech Seed damage (round to 3)
Iwazaru restores 3.33 HP (round to 3)
Alexander's Leech Seed counter drops to 3


Turn order: Iwazaru, Helios, Alexander, Anna

Iwazaru uses Crunch on Anna for 6 energy
Roll a D16 for crit: 11 - no crit
Roll a D100 for defence drop: 58 - no defence drop
Anna takes (8+(4-3)*1.5)*1.5=14.25 damage (round to 14)

Helios uses Fire Blast on Anna for 7 energy
Roll a D100 for accuracy: 41 - hit
Roll a D16 for crit: 16 - no crit
Roll a D100 for burn: 32 - no burn
Anna takes (12+3+(4-3)*1.5+3)=19.5 damage (round to 20)
Anna is KO'd by the attack

Roll a D2 for confusion (1 = attack, 2 = self-hit): 2 - self-hit
Alexander hits itself for 3 energy
Alexander takes (4+(5-4)*1.5)=5.5 damage (round to 6)
Alexander's confusion counter drops to 0

Alexander takes 3.33 Leech Seed damage (round to 3)
Iwazaru restores 3.33 HP (round to 3)
Alexander's Leech Seed counter drops to 2


Turn order: Iwazaru, Helios, Alexander

Iwazaru uses SolarBeam on Alexander for 7 energy
Roll a D16 for crit: 14 - no crit
Alexander takes (12+3+(5-4)*1.5)+(0--1)*1.75=18.25 damage (round to 18)

Helios uses Flamethrower on Alexander for 6 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for burn: 96 - no burn
Alexander takes (10+3+(4-4)*1.5+3)+(0--1)*1.75=17.75 damage (round to 18)

Alexander snaps out of confusion
Alexander uses Psycho Cut on Iwazaru for 4 energy
Roll a D16 for crit (boosted to 2/16): 3 - no crit
Iwazaru takes (7+3+(5-2)*1.5)=14.5 damage (round to 15)
Iwazaru's Overgrow kicks in

Alexander takes 3.33 Leech Seed damage (round to 3)
Iwazaru restores 3.33 HP (round to 3)
Alexander's Leech Seed counter drops to 1
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Let's go, Alchemator!

Alexander: Close Combat Iwa ~ Psycho Cut Helios ~ Close Combat Iwa

Alchemator: Psychic Iwa ~ Psybeam Helios ~ Psybeam Helios

If Iwa does not die A1, continue to target it.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Iwa, SolarBeam x3 on Gallade.

Helios, Toxic Beheeyem-Flamethrower Gallade-Fire Blast Gallade. Swap target on a2 or 3 if Gallade dies.
 
Team Alchemator


Alexander (M)
HP: 43 | EN: 82 | Spe: 80
Ranks: 5/4/2/4 | Total: 21
Size: 3 | Weight: 4
Abilities: Steadfast
Other: Leech Seed (1 action), -1 defence (1 more round), -1 special defence (1 more round)


Alchemator (M)
HP: 100 | EN: 100 | Spe: 34 (-)
Ranks: 3/4/5/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Telepathy, Synchronize, Analytic
Other: None

Team iiMKUltra


Iwazaru (F)
HP: 30 | EN: 39 | Spe: 101
Ranks: 4/2/5/3 | Total: 21
Size: 2 | Weight: 3
Abilities: Gluttony, Overgrow
Other: Leech Seed recipient (1 action), Overgrow active


Helios (M)
HP: 100 | EN: 72 | Spe: 100
Ranks: 2/3/4/4 | Total: 20
Size: 2 | Weight: 2
Abilities: Flash Fire, Drought
Other: None

Arena effects: Sun (permanent)

Alchemator sends out a Beheeyem called ... Alchemator? Uh ... I'mma call you Alch Jr.

The round begins with Iwazaru firing a SolarBeam at Alexander, dealing extra damage due to her innate ability. Helios breathes Toxic gas all over Alch Jr, but the Beheeyem has a special power of its own and immediately expels its own toxic gases right in Helios' face! Then Alexander goes into Close Combat with Iwazaru, knocking her down, but it is the Beheeyem's Psychic powers that finish her off.

Enraged, Helios stops breathing poisons and starts breathing fire, scorching Alexander with a Flamethrower, which strikes a weak spot. The natural fiery power hitting a vulnerable area and the intense heat of the sun all add up to literally only just enough to bring Alexander down for good. Alch Jr retaliates with a Psybeam before eating a Fire Blast from Helios. Amazingly, this attack hits Alch Jr in a vulnerable area too! This only prompts him to fire off another Psybeam though.

Team Alchemator


Alexander (M)
HP: KO | EN: 75


Alchemator (M)
HP: 74 | EN: 83 | Spe: 34 (-)
Ranks: 3/4/5/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Telepathy, Synchronize, Analytic
Other: Badly poisoned (2 DPA)

Team iiMKUltra


Iwazaru (F)
HP: KO | EN: 28


Helios (M)
HP: 69 | EN: 52 | Spe: 100
Ranks: 2/3/4/4 | Total: 20
Size: 2 | Weight: 2
Abilities: Flash Fire, Drought
Other: Badly poisoned (2 DPA)

Arena effects: Sun (permanent)

Raw data

Turn order: Iwazaru, Helios, Alexander, Alchemator

Iwazaru uses SolarBeam on Alexander for 11 energy
Roll a D16 for crit: 15 - no crit
Alexander takes (12+3+(5-4)*1.5+2)+(0--1)*1.75=20.25 damage (round to 20)

Helios uses Toxic on Alchemator for 7 energy
Accuracy boosted to 100%
Alchemator is badly poisoned
Alchemator's Synchronize kicks in
Helios is badly poisoned

Alexander uses Close Combat on Iwazaru for 7 energy
Roll a D16 for crit: 7 - no crit
Iwazaru takes (12+3+(5-2)*1.5)=19.5 damage (round to 20)

Alchemator uses Psychic on Iwazaru for (4+(3/2)-1)=4.5 energy (round to 5)
Roll a D16 for crit: 5 - no crit
Roll a D100 for special defence drop: 39 - no special defence drop
Iwazaru takes (6+3+3+(5-3)*1.5+2)=17 damage
Iwazaru is KO'd by the attack

Alexander's Leech Seed counter drops to 0
Alchemator takes 1 poison damage
Helios takes 1 poison damage


Turn order: Helios, Alexander, Alchemator

Helios uses Flamethrower on Alexander for 6 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for burn: 12 - no burn
Alexander takes (10+3+3+(4-4)*1.5+3)+(0--2)*1.75=22.5 damage (round to 23)
Alexander is KO'd by the attack

Alchemator uses Psybeam on Helios for 4 energy
Roll a D16 for crit: 8 - no crit
Roll a D100 for confusion: 92 - no confusion
Helios takes (7+3+(5-4)*1.5+2)=13.5 damage (round to 14)

Alchemator takes 1 poison damage
Helios takes 1 poison damage


Turn order: Helios, Alchemator

Helios uses Fire Blast for 7 energy
Roll a D100 for accuracy (boosted to 95%): 87 - hit
Roll a D16 for crit: 1 - crit
Roll a D100 for burn: 12 - no burn
Alchemator takes (12+3+3+(4-3)*1.5+3)=22.5 damage (round to 23)

Alchemator uses Psybeam on Helios for 8 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for confusion: 99 - no confusion
Helios takes (7+3+(5-4)*1.5+2)=13.5 damage (round to 14)

Alchemator takes 1 poison damage
Helios takes 1 poison damage


I think Alchemator sends in his next mon first, then iiMKUltra sends his next mon in and gives orders.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Chandy.

Hecate, Taunt Steve-Hex Steve-Shadow Ball Steve.

Helios, Toxic Steve-Hex Steve-SolarBeam Steve. If Steve uses Rain Dance on action 1, reactivate Drought and push actions down.

js Drought has been changed to:
When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Oh gosh, how annoying.

Steve: Take Cover behind Alchemator (the mon, duh) ~ Rain Dance ~ Hydro Pump Helios

Alchemator: Psyshock Helios ~ Psybeam Helios ~ Psyshock Helios.
 
Team Alchemator


Steve (U)
HP: 90 | EN: 100 | Spe: 133 (+) (Acc boost: 20%)
Ranks: 2/3/4/3 | Total: 19
Size: 2 | Weight: 4
Abilities: Illuminate, Natural Cure, Analytic
Other: None


Alchemator (M)
HP: 74 | EN: 83 | Spe: 34 (-)
Ranks: 3/4/5/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Telepathy, Synchronize, Analytic
Other: Badly poisoned (2 DPA)

Team iiMKUltra


Hecate (F)
HP: 90 | EN: 100 | Spe: 80
Ranks: 1/4/6/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: -1 accuracy (permanent)


Helios (M)
HP: 69 | EN: 52 | Spe: 100
Ranks: 2/3/4/4 | Total: 20
Size: 2 | Weight: 2
Abilities: Flash Fire, Drought
Other: Badly poisoned (2 DPA), -1 accuracy (permanent)

Arena effects: Sun (permanent)

While Alchemator sends in a Starmie named Steve, iiMKUltra sends out a Chandelure named Hecate. Immediately Steve lights up the arena, blinding both Hecate and Helios. It then tries to take cover behind Alch Jr, but the Beheeyem is too small to provide any protection Hecate's Taunt, but when Helios tries to spray Toxic gases all over it, he misses completely! What Alch Jr can do though is generate a Psyshock attack that slams into Helios. Brainwaves look funky.

Still mad from Hecate's taunt, Steve is unable to perform a rain dance, but suddenly it is struck by a Hex from Helios and a more powerful Hex from Hecate. Fortunately, those two hexes aren't too painful, but is Steve going to be completely useless in the entire battle? Alch Jr picks up the slack though by firing a Psybeam at Helios.

At last, Steve succeeds at something, but the Hydro Pump that hit Helios didn't do as much damage as it could have. The intense heat of the sun just made part of it evaporate. And speaking of sun, Helios is firing a SolarBeam at Steve while Hecate follows up with a Shadow Ball, this time reducing the Starmie's mental fortitude. Alch Jr's second Psyshock almost knocks Helios out, but soon the poison circulating within him does the job.

Team Alchemator


Steve (U)
HP: 19 | EN: 88 | Spe: 133 (+) (Acc boost: 20%)
Ranks: 2/3/4/3 | Total: 19
Size: 2 | Weight: 4
Abilities: Illuminate, Natural Cure, Analytic
Other: Taunt (3 actions), -1 special defence (2 more rounds)


Alchemator (M)
HP: 68 | EN: 69 | Spe: 34 (-)
Ranks: 3/4/5/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Telepathy, Synchronize, Analytic
Other: Badly poisoned (3 DPA)

Team iiMKUltra


Hecate (F)
HP: 90 | EN: 79 | Spe: 80
Ranks: 1/4/6/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: -1 accuracy (permanent)


Helios (M)
HP: KO | EN: 30

Arena effects: Sun (permanent)

Raw data

Turn order: Steve, Helios, Hecate, Alchemator

Steve takes cover behind Alchemator for 5 energy
Alchemator is too small to perform a passive bodyblock

Helios uses Toxic on Steve for 7 energy
Roll a D100 for accuracy (reduced to 68%): 73 - miss

Hecate uses Taunt on Steve for 10 energy
Roll a D100 for accuracy (reduced to 75%): 35 - hit
Steve is taunted for 6 actions

Alchemator uses Psyshock on Helios for 5 energy
Roll a D16 for crit: 9 - no crit
Helios takes (8+3+(5-3)*1.5+2)=16 damage

Alchemator takes 2 poison damage
Helios takes 2 poison damage
Steve's Taunt counter drops to 5


Turn order: Steve, Helios, Hecate, Alchemator

Steve cannot use Rain Dance due to Taunt

Helios uses Hex on Steve for 7 energy
Roll a D100 for accuracy (reduced to 75%): 36 - hit
Roll a D16 for crit: 9 - no crit
Steve takes (5+(4-3)*1.5)*1.5=9.75 damage (round to 10)

Hecate uses Hex on Steve for 6 energy
Roll a D100 for accuracy (reduced to 75%): 27 - hit
Roll a D16 for crit: 11 - no crit
Steve takes (5+3+(6-5)+(5-3)*1.5)*1.5=18 damage

Alchemator uses Psybeam on Helios for 4 energy
Roll a D16 for crit: 3 - no crit
Roll a D100 for confusion: 71 - no confusion
Helios takes (7+3+(5-4)*1.5+2)=13.5 damage (round to 14)

Alchemator takes 2 poison damage
Helios takes 2 poison damage
Steve's Taunt counter drops to 4


Turn order: Steve, Helios, Hecate, Alchemator

Steve uses Hydro Pump on Helios for 7 energy
Accuracy boosted to 100%
Roll a D16 for crit: 6 - no crit
Helios takes (12+3+(4-4)*1.5-3)*1.5=18 damage

Helios uses SolarBeam on Steve for 8 energy
Roll a D100 for accuracy (reduced to 75%): 43 - hit
Roll a D16 for crit: 11 - no crit
Steve takes (12+(4-3)*1.5)*1.5=20.25 damage (round to 20)

Hecate uses Shadow Ball on Steve for 5 energy
Roll a D100 for accuracy (reduced to 75%): 15 - hit
Roll a D16 for crit: 11 - no crit
Roll a D100 for special defence drop: 9 - special defence drop
Steve takes (8+3+(6-5)+(5-3)*1.5)*1.5=22.5 damage (round to 23)
Steve's special defence is lowered by 1 stage

Alchemator uses Psyshock on Helios for 5 energy
Roll a D16 for crit: 8 - no crit
Helios takes (8+3+(5-3)*1.5+2)=16 damage

Alchemator takes 2 poison damage
Helios takes 2 poison damage
Helios is KO'd by the poison
Steve's Taunt counter drops to 3


Fun fact: Take Cover only works if the bodyblocking mon is at least 2 size classes bigger than the bodyblockee, but Bodyblock works if the bodyblocking mon's size class is greater than or equal to the bodyblockee. For an explanation of this, see Deck's post in the Data Audit Thread.

Anyway, MK sends out then Alch orders then MK orders ...
 

Alchemator

my god if you don't have an iced tea for me when i
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I'm very disappointed in user: Deck Knight.

Steve: Power Gem Hecate! If you aren't targeted A1, make that a combo instead.

Alchemator: Shadow Ball Hecate twice! If that gets disabled, use Psyshock instead.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Hecate, Shadow Ball Steve-Hex Alchemator-Shadow Ball Alchemator. Switch targets after A1 if Steve is still alive.

Dante, Eruption-Fire Blast Alchemator-Eruption
 
Team Alchemator


Steve (U)
HP: 19 | EN: 88 | Spe: 133 (+) (Acc boost: 20%)
Ranks: 2/3/4/3 | Total: 19
Size: 2 | Weight: 4
Abilities: Illuminate, Natural Cure, Analytic
Other: Taunt (3 actions), -1 special defence (2 more rounds)


Alchemator (M)
HP: 68 | EN: 69 | Spe: 34 (-)
Ranks: 3/4/5/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Telepathy, Synchronize, Analytic
Other: Badly poisoned (3 DPA)

Team iiMKUltra


Hecate (F)
HP: 90 | EN: 79 | Spe: 80
Ranks: 1/4/6/3 | Total: 19
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other: -1 accuracy (permanent)


Dante (M)
HP: 100 | EN: 100 | Spe: 100
Ranks: 4/2/4/3 | Total: 20
Size: 3 | Weight: 4
Abilities: Blaze, Flash Fire
Other: None

Arena effects: Sun (permanent)

iiMKUltra's next pokemon is Dante the Typhlosion, but it looks like Team Alchemator considers Hecate the greater threat as Steve uses his Power Gem to deal heavy damage to her. Dante immediately causes an Eruption that hits both Alch Jr and Steve quite hard. Hecate tries to contribute with a Shadow Ball but misses Steve! Alch Jr shows Hecate how it's done with his own Shadow Ball that leaves a lasting impression on the Chandelure, lowering her mental resistance.

Steve continues with the Power Gem assault on Hecate while Dante hits Alch Jr with a Fire Blast. Hecate this time tries to cast a Hex on Steve, but this misses too! Looks like the blinding light the Starmie emitted earlier is taking its toll on her. Alch Jr finishes up with another Shadow Ball, lowering Hecate's mental resilience even further! Team iiMKUltra is having a run of bad luck.

And it gets worse, as Steve's third Power Gem attack strikes Hecate's weak spot. The pain is just too much for her and she drops out. Enraged at the loss of his teammate, Dante causes another Eruption, this time knocking out both Alch Jr and Steve! The Typhlosion finishes the round with a triumphant roar. Meanwhile, both trainers send in their final pokemon.

Team Alchemator


Steve (U)
HP: KO | EN: 61


Alchemator (M)
HP: KO | EN: 53

Team iiMKUltra


Hecate (F)
HP: KO | EN: 64


Dante (M)
HP: 100 | EN: 79 | Spe: 100
Ranks: 4/2/4/3 | Total: 20
Size: 3 | Weight: 4
Abilities: Blaze, Flash Fire
Other: None

Arena effects: Sun (permanent)

Raw data

Turn order: Steve, Dante, Hecate, Alchemator

Steve uses Power Gem on Hecate for 5 energy
Roll a D16 for crit: 3 - no crit
Hecate takes (7+(4-3)*1.5)*1.5=12.75 damage (round to 13)

Dante uses Eruption for 7 energy
The attack has (15*(100/100))=15 BP
Roll a D16 for crit against Steve: 15 - no crit
Roll a D16 for crit against Alchemator: 16 - no crit
Steve takes (15*0.75+3+(4-3)*1.5+3)*0.67+(0--1)*1.75=14.3125 damage (round to 14)
Alchemator takes (15*0.75+3+(4-3)*1.5+3)=18.75 damage (round to 19)

Hecate uses Shadow Ball on Steve for 9 energy
Roll a D100 for accuracy (reduced to 75%): 86 - miss

Alchemator uses Shadow Ball on Hecate for 6 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for special defence drop: 19 - special defence drop
Hecate takes (8+(5-3)*1.5+2)*1.5=19.5 damage (round to 20)
Hecate's special defence is lowered by 1 stage

Alchemator takes 3 poison damage
Steve's Taunt counter drops to 2


Turn order: Steve, Dante, Hecate, Alchemator

Steve uses Power Gem on Hecate for 9 energy
Roll a D16 for crit: 10 - no crit
Hecate takes (7+(4-3)*1.5)*1.5+(0--1)*1.75=14.5 damage (round to 15)

Dante uses Fire Blast on Alchemator for 7 energy
Roll a D100 for accuracy (boosted to 95%): 16 - hit
Roll a D16 for crit: 14 - no crit
Roll a D100 for burn: 79 - no burn
Alchemator takes (12+3+(4-3)*1.5+3)=19.5 damage (round to 20)

Hecate uses Hex on Steve for 6 energy
Roll a D100 for accuracy (reduced to 75%): 84 - miss

Alchemator uses Shadow Ball on Hecate for 10 energy
Roll a D16 for crit: 14 - no crit
Roll a D100 for special defence drop: 2 - special defence drop
Hecate takes (8+(5-3)*1.5+2)*1.5+(0--1)*1.75=21.25 damage (round to 21)
Hecate's special defence is lowered by 1 stage

Alchemator takes 3 poison damage
Steve's Taunt counter drops to 1


Turn order: Steve, Dante, Hecate, Alchemator

Steve uses Power Gem on Hecate for 13 energy
Roll a D16 for crit: 1 - crit
Hecate takes (7+3+(4-3)*1.5)*1.5+(0--2)*1.75=20.75 damage (round to 21)
Hecate is KO'd by the attack

Dante uses Eruption for 7 energy
The attack has (15*(100/100))=15 BP
Roll a D16 for crit against Steve: 15 - no crit
Roll a D16 for crit against Alchemator: 9 - no crit
Steve takes (15*0.75+3+(4-3)*1.5+3)*0.67+(0--1)*1.75=14.3125 damage (round to 14)
Steve is KO'd by the attack
Alchemator takes (15+3+(4-3)*1.5+3)=22.5 damage (round to 23)
Alchemator is KO'd by the attack


Alchemator automatically sends in Christopher the Metagross and iiMKUltra automatically sends in Chimera the Infernape.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Chimera, Fire Blast-Flamethrower-Fire Blast

Dante, Eruption-Fire Blast-Eruption. If at any time your hp falls below 74, replace all remaining Eruptions with Fire Blast.
 

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