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Completed Alchemator vs iiMKUltra in the lab

Discussion in 'ASB' started by Objection, Sep 3, 2011.

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  1. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Arena: Laboratory (open)
    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

    Steve the Starmie (open)
    [​IMG]
    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

    Clive the Claydol (open)
    Clive the Claydol (open)
    [​IMG]
    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

    Alchemator the Beheeyem (open)
    Alchemator the Beheeyem (open)
    [​IMG]
    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

    Christopher the Metagross (open)
    Christopher the Metagross (open)
    [​IMG]
    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

    Anna the Girafarig (open)
    Anna the Girafarig (open)
    [​IMG]
    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)

    Alexander the Gallade (open)
    Alexander the Gallade (open)
    [​IMG]
    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

    Dante the Typhlosion (open)
    [​IMG]
    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

    Hecate the Chandelure (open)
    [​IMG]
    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

    Chimera the Infernape (open)
    [​IMG]
    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

    Helios the Ninetales (open)
    [​IMG]
    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

    Iwazaru the Simisage (open)
    [​IMG]
    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

    Caesar the Prinplup (open)
    [​IMG]
    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.
  2. Alchemator

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

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    Clive and Anna, let's go!
  3. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    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 !_!
    Caesar (open)
    [​IMG]
    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.
  4. Alchemator

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

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    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!
  5. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    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.
  6. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    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

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

    [​IMG]
    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

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

    [​IMG]
    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

    [​IMG]
    Clive (U)
    HP: KO | EN: 65

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    Action 1 (open)
    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


    Action 2 (open)
    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


    Action 3 (open)
    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)
  7. Alchemator

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

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    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.
  8. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    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.
  9. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Alchemator

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

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    Caesar (M)
    HP: KO | EN: 49

    Raw data

    Action 1 (open)
    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


    Action 2 (open)
    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


    Action 3 (open)
    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
  10. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    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.
  11. Alchemator

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

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    MK is going to hax me to death, not nice.

    Alexander: Psycho Cut Iwa thrice.

    Anna: Hidden Power Ice combo Iwazaru ~ cool ~ Psychic Helios.
  12. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Alchemator

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    Anna (F)
    HP: KO | EN: 27

    Team iiMKUltra

    [​IMG]
    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

    [​IMG]
    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

    Action 1 (open)
    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


    Action 2 (open)
    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


    Action 3 (open)
    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
  13. Alchemator

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

    Joined:
    Feb 7, 2009
    Messages:
    3,803
    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.
  14. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    Iwa, SolarBeam x3 on Gallade.

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

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Alchemator

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    Alexander (M)
    HP: KO | EN: 75

    [​IMG]
    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

    [​IMG]
    Iwazaru (F)
    HP: KO | EN: 28

    [​IMG]
    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

    Action 1 (open)
    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


    Action 2 (open)
    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


    Action 3 (open)
    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.
  16. Alchemator

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

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    Time to bring out Steve!
  17. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    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.
  18. Alchemator

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

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    Oh gosh, how annoying.

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

    Alchemator: Psyshock Helios ~ Psybeam Helios ~ Psyshock Helios.
  19. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Alchemator

    [​IMG]
    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

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    Helios (M)
    HP: KO | EN: 30

    Arena effects: Sun (permanent)

    Raw data

    Action 1 (open)
    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


    Action 2 (open)
    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


    Action 3 (open)
    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 ...
  20. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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  21. Alchemator

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

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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.
  22. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    Hecate, Shadow Ball Steve-Hex Alchemator-Shadow Ball Alchemator. Switch targets after A1 if Steve is still alive.

    Dante, Eruption-Fire Blast Alchemator-Eruption
  23. Alchemator

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

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    I only gave two actions because I'm going easy on you...
  24. Objection

    Objection

    Joined:
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    Messages:
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    Team Alchemator

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    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)

    [​IMG]
    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

    [​IMG]
    Steve (U)
    HP: KO | EN: 61

    [​IMG]
    Alchemator (M)
    HP: KO | EN: 53

    Team iiMKUltra

    [​IMG]
    Hecate (F)
    HP: KO | EN: 64

    [​IMG]
    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

    Action 1 (open)
    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


    Action 2 (open)
    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


    Action 3 (open)
    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.
  25. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    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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