Arcanite vs Tortferngatr ref es un caballero

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little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
don't post

info said:
Open Challenge:
6 Vs 6 Doubles:
2 Day DQ
You choose Arena, I send out Second.
All pokemon NFE.



I'll drop the 6v3v3 I had planned if I can take this. I too need the mass training opportunities.

Switch=KO
All abilities
No items




Arena: Ice Canyon

Field Type, Complexity, Format, and Restrictions:
Field Type: Ice (Ice-type moves take less energy, Hail costs less to summon, while Sandstorm costs more, and Sun does not boost Fire-type moves, although other effects still apply.)
Complexity: Moderate (all moves available, but several restrictions, mostly weather-based, still apply.)
Format: All
Restrictions:
  • Ice-type moves other than Hail cost 1 less energy.
  • Hail, whether by move or by Snow Warning, costs 2 less energy to summon.
  • Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon.
  • Sun does not boost Fire-type attacks. All other effects, such as ability activation and SolarBeam having 0 priority, still work properly.
  • Rain faces no restrictions.
  • Dig is considered to be an Ice-type move.
  • Through various loopholes, all other moves are available.
Flavor

A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones have been brought in from god-knows-where, and they can be used for attacks like Rock Slide. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves. (However, SolarBeam and Sun-based abilities still trigger.)

Tort's team:

Snorunt Frigid (F)
Nature: Timid (A 15% increase in Base Speed [Rounded Up] and a +7% (58^2/500) flat increase in accuracy on this Pokemon's attacks; -1 Rank in Attack)

Type: Ice
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.


Stats: 50/50-/50/50/50/50+

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 58 (+)

EC: 2/6
MC: 1
DC: 2/5

Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: 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.
Ability 3: Moody (DW, not yet unlocked): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard

Disable
Weather Ball
Fake tears
Bide

Shadow Ball
Hidden Power (Fire, base 7)
Substitute


Sealeo Flotsam (M)
Nature: Sassy (A 15% decrease in Base Speed [Truncated] and a +10% flat increase in the accuracy (e.g. 85 Accuracy becomes 95) on the opponent Pokemon's attacks; +1 rank in special defense)

Type: Ice/Water
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats: 70/60/70/75/70+/45-

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 4(+)
Spe: 39 (-)

EC: 5/9
MC: 2
DC: 3/5

Abilities:
Ability 1: Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Ability 2: Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Ability 3: Oblivious: (Innate, DW) This Pokemon is incapable of being effected by Attract or Cute Charm.

Attacks:
Defense Curl
Powder Snow
Growl
Water Gun
Encore
Ice Ball
Body Slam
Aurora Beam
Hail
Blizzard
Rest

Signal Beam
Curse
Yawn

Earthquake
Rock Slide
Waterfall
Protect


Cranidos (Fracture) (M)
Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)
Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats: 67/125/40-/30+/30/58
HP: 100
Atk: Rank 5
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 58

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

Ability:
Ability 1: Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
Ability 2: Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks:
Headbutt
Leer
Focus Energy
Pursuit
Take Down
Scary Face
Assurance
Zen Headbutt

Crunch
Hammer Arm
Iron Head

Blizzard
Fire Blast
Rock Slide
Earthquake
Thunderbolt


Scratchet (Flight) M
Nature: Timid (15% increase to speed and a 5% accuracy increase (46^2/500 rounded up), -1 attack)

Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Scrappy: (innate)This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Ability 2: Prankster: (innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Ability 3: Vital Spirit (DW, not yet unlocked): (innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Stats: 55/85-/80/20/70/40+

HP: 90
Attack: Rank 2 (-)
Defense: Rank 3
Special Attack: Rank 1
Special Defense: Rank 3
Speed: 46 (+)

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

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Roost
Yawn
Haze

Taunt
Toxic
Substitute
Grass Knot



Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +14% increase in accuracy (69^2/350, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Ability 1: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Ability 2: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Ability 3: Sheer Force (DW, not yet unlocked): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats: 48/50-/68/62/40/60+

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)

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

Attacks:

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Heal Bell
Hydro Pump
Magnet Rise

Fire Blast
Thunder
Volt Switch


Drilbur [Fault] (M)
Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 13% (79^2/500 rounded up), subtracts one (1) rank from special attack)
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.

Abilities:
Ability 1: Sand Rush: (Innate) This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Ability 2: Sand Force: (innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Ability 3: Mold Breaker: (DW, not yet unlocked, innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Stats: 60/85/40/30-/45/68+

HP: 90
Atk: Rank 3
Def: Rank 2
SAtk: Rank 1 (-)
SDef: Rank 2
Speed: 79 (+)

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

Attacks:
Scratch
Mud Sport
Rapid Spin
Mud-Slap
Fury Swipes
Metal Claw
Dig
Hone Claws

Metal Sound
Crush Claw
Skull Bash

Shadow Claw
X-Scissor
Brick Break


Arcanite's team
Shiva the Vanillish:

Vanillish (*) Shiva (Female)

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) on an opponent’s attacks)


Type:
Ice: (Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.))

Abilities:

  • Ice Body: (Innate) his Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
  • Weak Armour (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.(Active)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 51 (59/1.15)

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

Attacks:
Icicle Spear (*)
Harden (*)
Astonish (*)
Uproar (*)
Icy Wind (*)
Mist (*)
Avalanche (*)
Taunt (*)
Ice Beam

Automotize (*)
Water Pulse (*)
Ice Shard (*)

Explosion (*)
Hail (*)
Blizzard (*)
Hidden Power (Ground 7)
Toxic
Light Screen
Substitute
Protect


Bahamut the Dragonair:


Dragonair: Bahamut (Male)

Nature:
Rash: (Adds * to Special Attack; Subtracts * From Special Defense)

Type:
Dragon
: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Abilities:

  • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
  • Marvel Scale: (DW) (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2). (Not yet Active)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 70

EC: 5/9
MC: 1
DC: 5/5
KO: 0

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Dance
Aqua Tail
Outrage

Extremespeed
Dragon Pulse
Light Screen

Thunder
Fire Blast
Ice Beam
Thunderbolt
Reflect
Protect

Draco Meteor


Cloud Strife the Duclohm:

Duclohm (M) Cloud Strife

Nature:
Modest: (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:

  • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. (Not yet active)
Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60

EC: 4/9
MC: 0
DC: 2/5
KO: 0

Attacks:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Discharge

DragonBreath
Hydro Pump
Power Gem

Flamethrower
Taunt
Ice Beam
Dragon Pulse


Edge the Snivy:

Snivy (M) (Edge)

Nature:
Rash: Adds One Rank to Special Attack; Subtracts One Rank From Special Defense

Type:
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.

Abilities:

  • Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
  • Contrary: (DW) (Can be enabled) This Pokemon's unique structure reverses stat changes it recieves in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0. (Not yet Active)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 63

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

Attacks:
Tackle
Leer
Vine Whip
Wrap
Growth
Leaf Tornado
Leech Seed
Mega Drain
Slam

Reflect
Light Screen
Taunt

Glare
Pursuit
Magical Leaf


Gilgamesh the Machop:

Machop (M) Gilgamesh


Nature:
Brave:
Adds One (1) Rank to 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) on an opponent’s attacks.

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

Abilities:

  • Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
  • No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
  • Steadfast: (DW) (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. (Not yet active)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 30 (35/1.15, rounded down)

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

Attacks:
Low Kick
Leer
Focus Energy
Karate Chop
Foreseight
Low Sweep
Seismic Toss
Revenge
Vital Throw

Encore
Bullet Punch
Ice Punch

Light Screen
Rock Slide
Substitute


Moogle the Minccino:

Minccino (M) Moogle


Nature:
Brave:
Adds One (1) Rank to 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) on an opponent’s attacks.

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

Abilities:

  • Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
  • Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.
  • Skill Link: (DW) (Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3). (Not yet Active)

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 65 (75/1.15 Rounded down)

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

Attacks:
Pound
Growl
Helping Hand
Tickle
Doubleslap
Encore
Swift
Sing
Tail Slap

Aqua Tail
Mud Slap
Fake Tears

Protect
Thunder Wave
U-Turn

 
OK I summon Shiva and Gilgamesh (Machop and Vanillish)!

Shiva, I want you to begin by calling forth an icy wind, and shen shielding you and Gilgamesh with a Reflect and finish off by using ice beam on Drilbur!!

Gilgamesh, Start off by using Light Screen to shield you and Shiva, then using Vital Throw on Sealeo, try to throw it into Drilbur. Then Call forth a rock slide!

If sealeo, uses hail, use encore on Sealeo once!
 
...Now, why exactly would I use hail against a Pokemon with Ice Body?

"Fault: let's Dig at Vanillish, Brick Break her, and Dig at her again!
Flotsam: Encore that Icy Wind, since you don't care JACK about Ice-type moves! Then Encore that Light Screen, since Machop will be too busy charging to use Vital Throw against you, and Rock Slide them back!"

Fault: Dig (note that it's ice-typed!)-Brick Break-Dig
Flotsam: Encore (Shiva)-Encore (Gilgamesh)-Rock Slide.
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Speeds:
Drilbur-79
Vanillish-51
Sealeo-39
Machop-30

|

Fault | Flotsam
HP: 90 | 100
Energy: 100 | 100
Boosts/Drops:
Others:
Actions: Dig (Vanillish) - Brick Break (Vanillish) - Dig (Vanillish) | Encore (IcyWind) - Encore (Light Screen) - Rock Slide (Both)
|

Gilgamesh | Shiva
HP: 100 | 90
Energy: 100 | 100
Boosts/Drops:
Others:
Actions: Light Screen - Vital Throw (Sealeo) - Rock Slide (Both) | IcyWind (Both) - Reflect - Ice Beam (Drilbur)


Action 1:
Drilbur: Dig down (Vanillish) [5 Energy]
Vanillish: Icy Wind [2 Damage (Sealeo)] [0 Damage Drilbur (missed)] [4 Energy]
Sealeo: Encore (Vanillish) [10 Energy]
Machop: Light Screen [8 Energy]
Drilbur: Dig up [14 Damage]

Action 2:
Drilbur: Brick Break (Vanillish) [10 Damage] [6 Energy] Light Screen broken
Vanillish: Icy Wind [2 Damage (Sealeo)] [16 Damage Drilbur] [4 Energy]
Sealeo: Encore (Machop) [14 Energy]
Machop: Light Screen [8 Energy]

Action 3:
Vanillish: Icy Wind [2 Damage (Sealeo)] [0 Damage (Drilbur) missed] [4 Energy]
Drilbur: Dig down (Vanillish) [5 Energy]
Machop: Light Screen [8 Energy] failure obv
Sealeo: Rock Slide [8 Damage (Vanillish)] [8 Damage (Machop)] [6 Energy]
Drilbur: Dig up [14 Damage]


On the cold, icy glacier enter four Pokemon bent on destroying each-other. Fault the Drilbur immediately starts thing off by Digging into the ice as Shiva the Vanillish blows an Icy Wind at Flotsam who chuckles as the breeze goes by. Enjoying it so much, Flotsam Encores the attack, forcing Shiva to continuously tickle the happy seal much to his displeasure. Meanwhile, Machop creates a Screen of Light to shield his team from special attacks as Driblur launches back above ground to hit Shiva with his Dig and a Brick Break that shatters the Light Screen! After being Encored for his performance in creating Light Screens, Gilgamesh and Shiva continue repeating their previous actions happily. Feeling sluggish, Fault is unable to avoid the Icy Winds aimed at him as he attempts to Dig his way through the battle. Sealeo takes the time create a Rock Slide, knowing that Fault won't be in any harm.


|

Fault | Flotsam
HP: 74 | 94
Energy: 84 | 70
Boosts/Drops:
Others: -1 Speed (Fault), -3 Speed (Flotsam)
Actions:
|

Gilgamesh | Shiva
HP: 92 | 44
Energy: 76 | 88
Boosts/Drops:
Others: Light Screen 5 more actions
Actions: please please please notify me of errors
i made icy wind .29x as strong on Sealeo with the 4x resistance combined with Thick Fat
Light Screen was encore because of Vital Throw's priority

important: i gave dig the energy boost thing, but i counted it as a ground-typed attack still
important: tortferngatr is gonna go for a few days, so this lets me be lazy with updating
 
Wait, at -1 speed, shouldn't Drilbur have been able to evade Shiva's second Icy Wind? 79*2/3's=52.66666, which is just faster than Shiva at 51.

Either way, before I leave,

"Flotsam: Alright! Waterfall Vanillish, Rock Slide, then Waterfall again! If Vanillish faints, switch those actions to Machop!
Fault: Brick Break Vanillish twice, then Metal Claw her!
If Vanillish faints, switch those actions to Machop!
 
OK, now that both of your encores have worn off...

Shiva, begin with a reflect, and then taunt Sealeo. If you have any time left, use explosion!

Gilgamesh, Begin with a vital throw on Sealeo, then create a 15 HP Substitute! Finish off with a Hit Drilbur with an arena boosted ice punch!
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
just a note before i get to reffing this

tort was right about drilbur avoiding that icy wind on the third action, so i've given it 16 hp back
buuuuuuuuuut, that's a blessing in disguise for arcanite since it saves his reflect :p

|

Fault | Flotsam
HP: 74 | 94
Energy: 84 | 70
Boosts/Drops:
Others: -1 Speed (Fault), -3 Speed (Flotsam)
Actions: Brick Break (Vanillish) - Metal Claw (Vanillish) - Metal Claw (Vanillish) | Waterfall (Vanillish) - Rock Slide (Both) - Waterfall (Vanillish)
|

Gilgamesh | Shiva
HP: 92 | 44
Energy: 76 | 88
Boosts/Drops:
Others: Light Screen 5 more actions
Actions: Vital Throw (Sealeo) - Substitute (15 HP) - Ice Punch (Drilbur) | Reflect (derp) - Taunt (Sealeo) - Explosion (derp)

Action 1:
Drilbur: Brick Break (Vanillish) [10 Damage] [6 Energy] Light Screen broken
Vanillish: Reflect [8 Energy]
Sealeo: Waterfall [3 Damage (Vanillish)] [5 Energy]
Machop: Vital Throw [17 Damage (Sealeo)] [4 Energy] failure obv


Action 2:
Vanillish: Taunt (Sealeo) [10 Energy]
Drilbur: Metal Claw [0 Damage(Vanillish)] [4 Energy]
Machop: Substitute (15 HP) [12 Energy]
Sealeo: Rock Slide [0 Damage (Vanillish)] [2 Damage (Machop)] [6 Energy]


Action 3:
Drilbur: Metal Claw [irrelevant damage (Vanillish)] [8 Energy]
Vanillish: Explosion [25 Damage (Sealeo)] [27 Damage (Drilbur)] [kill sub (Machop)]
Machop: Ice Punch [17 Damage (Drilbur)] [5 Energy]
Sealeo: Waterfall [6 Damage (Machop)] [5 Energy] <--- -1 speed now


tl;dr
reflect is a beast
vanillish went boom

|

Fault | Flotsam
HP: 30 | 52
Energy: 66 | 45
Boosts/Drops:
Others: -1 Speed (Flotsam)
Actions:
|

Gilgamesh | Shiva
HP: 69 | KO
Energy: 55 |KO
Boosts/Drops:
Others: Reflect 4 more actions
Actions:

-5 bp on all attacks means metal claw gets to -2.25 damage lol


i'll edit in flavor and shit later, i just want you to see this at least :x

i've also heard conflicting ideas on if the 0 damage should go to 1, but i'm keeping it for now
 
Go, Moogle! Use Aqua Tail on Drilbur, then Sing to Sealeo. Follow up with another aqu tail on Drilbur!

Gilgamesh, Go for an Ice Punch on Drilbur, then Vital Throw on Sealeo, and then Ice Punch on Drilbur again.
 
...Moogle is a Minccino. It can't learn Bullet Seed and Rock Blast except as a Cinccino.

"Flotsam: Let's punish those -speed natures! Blizzard, Waterfall Machop (since you're Taunted), Blizzard!
Fault: Dig at Machop, Brick Break Minccino, Dig at Machop!"
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
|

Fault | Flotsam
HP: 30 | 52
Energy: 66 | 45
Boosts/Drops:
Others: -1 Speed (Flotsam)
Actions: Dig (Machop) - Brick Break (Moogle) - Dig (Machop) | Blizzard (both) - Waterfall (Machop) - Blizzard (both)
|

Gilgamesh | Moogle
HP: 69 | 90
Energy: 55 |100
Boosts/Drops:
Others: Reflect 4 more actions
Actions: Ice Punch (Drilbur) - Vital Throw (Sealeo) - Ice Punch (Drilbur) | Aqua Tail (Drilbur) - Sing (Sealeo) - Aqua Tail (Drilbur)

Action 1:
Drilbur: Dig down (Machop) [5 Energy]
Minccino: Aqua Tail [0 Damage (Drilbur)] [9 Energy]
Sealeo: Blizzard [12 Damage (both)] [6 Energy]
Machop: Ice Punch [0 Damage (Drilbur)] [5 Energy]
Drilbur: Dig [8 Damage (Machop)]


Action 2:
Minccino: Sing missed [5 Energy]
Drilbur: Brick Break [7 Damage (Minccino)] [6 Energy] Reflect Broken
Machop: Vital Throw [17 Damage (Sealeo)] [4 Energy] failure obv
Sealeo: Waterfall [11 Damage (Machop)] [5 Energy]


Action 3:
Drilbur: Dig down (Machop)
Minccino: Aqua Tail [0 Damage (Drilbur)] [9 Energy]
Machop: Ice Punch [0 Damage (Drilbur)] [5 Energy]
Sealeo: Blizzard [12 Damage (both)] [6 Energy]
Drilbur: Dig [13 Damage (Machop)] [5 Energy]


i'll legit edit in flavor after dinner/family shit :c
flotsam found a solid way to do damage, but things are looking down
fault trolls everyone with a fast dig
gilgamesh/moogle find out what being slow can do when they are young mons

|

Fault | Flotsam
HP: 30 | 35
Energy: 50 | 28
Boosts/Drops:
Others:
Actions:
|

Gilgamesh | Moogle
HP: 24 | 59
Energy: 41 |77
Boosts/Drops:
Others:
Actions:

arcanite, this might help you
Dig's Priority: Evasion Action(digging down): 0 Hit: -2
or maybe some creative thinking :p
 
"Flotsam: Blizzard, Waterfall Machop, Chill!
If Machop is finished off turn 2, Waterfall Minccino instead!
Fault: Dig at Machop, Brick Break Minccino twice!"
 
OK, Gilgamesh, go for a Light Screen, then a Revenge on Sealeo, then a Low Sweep on Sealeo
or an Ice punch on Drilbur if sealeo faints!!

Moogle, Start off with a Sing on Drilbur, then a Tail Slap on Sealeo. Finish off with a Protect!
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
|

Fault | Flotsam
HP: 30 | 35
Energy: 50 | 28
Boosts/Drops:
Others:
Actions: Dig (Machop) - Brick Break (Moogle) - Brick Break (Moogle) | Blizzard (both) - Waterfall (Machop) - chill
|

Gilgamesh | Moogle
HP: 24 | 59
Energy: 41 |77
Boosts/Drops:
Others:
Actions: Light Screen (lol) - Revenge (Sealeo) - Low Sweep (Sealeo) | Sing (Drilbur) - Tail Slap (Sealeo) - Protect

Action 1:
Drilbur: Dig down (Machop) [5 Energy]
Minccino: Sing missed [5 Energy]
Sealeo: Blizzard [12 Damage (both)] [6 Energy]
Machop: Light Screen [8 Energy]
Drilbur: Dig [13 Damage (Machop)] knocks out Machop!!!!!!!!!!!!


Action 2:
Minccino: Tail Slap (2 Hits) [14 Damage (Sealeo)] [7 Energy]
Drilbur: Brick Break [15 Damage (Minccino)] [6 Energy] Light Screen Broken
Sealeo: Waterfall [8 Damage (Minccino)] [5 Energy]


Action 3:
Drilbur: Brick Break [0 Damage (Minccino)] [10 Energy]
Minccino: Protect [12 Energy]
Sealeo: chill +12 Energy


|

Fault | Flotsam
HP: 30 | 21
Energy: 29 | 29
Boosts/Drops:
Others:
Actions:
|

Gilgamesh | Moogle
HP: KO | 27
Energy: 41 | 53
Boosts/Drops:
Others:
Actions:

tail slap could very well be wrong, if someone finds an issue with it, go ahead and pm me about it... i wouldn't exactly be surprised.
 
Enough!

I summon thee: Bahamut! Go for a aqua tail on Drilbur. Then a thunderbolt on Sealeo, then a aqua tail on drilbur. If Drilbur ever uses dig, substitute aqua tail with extremespeed. If Sealeo faints, transfer actions to drilbur and vice versa.

Moogle, go for a sing on sealeo then a tail slap on Sealeo and then a doubleslap on sealeo. If Sealeo faints, transfer actions to drilbur.
 
Detecting holes in plan...
...
...
Holes detected.

"Fault: Dig and Brick Break Minccino, then Dig at Dragonair! Dig and Brick Break ought to deal just enough damage combined to KO Minccino!
Flotsam: Protect, then Aurora Beam Dragonair twice!"
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
|

Fault | Flotsam
HP: 30 | 21
Energy: 29 | 29
Boosts/Drops:
Others:
Actions: Dig (Moogle) - Brick Break (Moogle) - Dig (Bahamut) | Protect - Aura Beam x2 (Bahamut)
|

Bahamut | Moogle
HP: 100 | 27
Energy: 100 |52
Boosts/Drops:
Others:
Actions: Extremespeed (Drilbur) - Thunderbolt (Sealeo) - Extremespeed (Drilbur) | Sing (Sealeo) - Tail Slap (Sealeo) - Double Slap (Sealeo)

Action 1:
Dragonair: Extremespeed [10 Damage (Drilbur)] [6 Energy]
Drilbur: Dig down (Minccino) [5 Energy]
Minccino: Sing blocked [5 Energy]
Sealeo: Protect [7 Energy]
Drilbur: Dig [13 Damage (Minccino)]

Action 2:
Drilbur: Brick Break [15 Damage (Minccino)] [6 Energy] knocks out minccino.
Dragonair: Thunderbolt [15 Damage (Sealeo)] [7 Energy]
Sealeo: Aura Beam [17 Damage (Dragonair)] [3 Energy]

Action 3:
Dragonair: Extremespeed [10 (Drilbur)] [6 Energy]
Drilbur: Dig down (Dragonair) [5 Energy]
Sealeo: Aura Beam [17 (Dragonair)] [7 Energy]
Drilbur: Dig [11 Damage (Dragonair)]

|

Fault | Flotsam
HP: 10 | 6
Energy: 13 | 12
Boosts/Drops:
Others:
Actions:
|

Bahamut | Moogle
HP: 55 | KO
Energy: 81 |KO
Boosts/Drops:
Others:
Actions:

woops, i guess this was a little bit bad
 
You used the beginning of the previous round, not the end as the start of this one. Moogle should have 1 HP.

I also said to use extremespeed instead of aqua tail when Drilbur uses dig, therefore hitting it before it digs down, so Drilbur should be KOed, and Dragonair wouldn't have been hit by the last dig, giving it an extra 11 HP!
 
Dig should have done 13 damage (8+3+1.5=12.50 rounded up, since you included STAB for Dig) and Brick Break should have done 14 damage ((8+1.5)*1.5=14.25 rounded down). This should have caused Minccino to faint, which should have prevented Sealeo from fainting. This round was not reffed competently.

Thunderbolt's damage is correct, but how does a 3-hit Technician Tail Slap deal 21 damage? Even with Technician I'm getting 18 damage with all three of them crits. Let alone DoubleSlap...this entire round needs to be re-reffed.
 
17:08 little_gk <little_gk> sorry about that round, if you want a subref, shit happens, i won't exactly stop you
17:08 little_gk but i kind of need to know!
17:12 *** Tortferngathelpingcookdinner is now known as Tortferngatr_Other_Computer
17:15 little_gk <little_gk> disconnected for whatever reason. what's your plan?
17:15 little_gk i was reffing right before bed which was a bad choice
17:15 little_gk eh
17:15 little_gk just let me know
17:57 Tortferngatr_Other_Computer I'm willing to just let you keep reffing, provided you stay in DQ. That was a pretty big mistake, but it would be hypocritical of me to not let it slide for now.
17:58 *** Tortferngatr_Other_Computer is now known as Tortferngatr
18:12 little_gk <little_gk> ok, i'll shower/eat and get on it

Alright, we're fine, since he has gotten on it.

Arcanite, you send out your replacement for Moogle; then I'll perform my actions, then you perform yours.
 
Well, you've both proven your worth-let's go out nicely.

"Flotsam, use Blizzard, chill, Blizzard!
Fault, Dig at Dragonair, Chill, Dig at Dragonair!"
 
Edge, go for a Leaf Tornado on Sealeo, then a light screen, then a leech seed on Sealeo!! (Or Drilbur if Sealeo has fainted)

Bahamut, go for a reflect, then a flamethrower on Drilbur. Finish off with an extremespeed on Drilbur! (Or sealeo if Drilbur has fainted)
 

little gk

competitive oosos player
is a Forum Moderator Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
|

Fault | Flotsam
HP: 10 | 6
Energy: 13 | 12
Boosts/Drops:
Others:
Actions: Dig (Dragonair) - Chill - Dig (Dragonair) | Blizzard (both) - Chill - Blizzard (both)
|

Bahamut | Edge
HP: 55 | 100
Energy: 81 |100
Boosts/Drops:
Others:
Actions: Reflect - Flamethrower (Drilbur) - Extremespeed (Drilbur) | Leaf Tornado (Sealeo) - Light Screen - Leech Seed (Sealeo)

Action 1:
Drilbur: Dig down (Dragonair) [5 Energy]
Dragonair: Reflect [8 Energy]
Snivy: Leaf Tornado [13 Damage (Sealeo)] [4 Energy] knocks out sealeo
Sealeo: x.x
Drilbur: Dig [6 Damage (Dragonair)]

Action 2:
Drilbur: chill
Dragonair: Flamethrower [12 Damage (Drilbur)] [7 Energy] knocks out Drilbur
Snivy: Light Screen [8 Energy]


|

Fault | Flotsam
HP: KO | KO
Energy: KO | KO
Boosts/Drops:
Others:
Actions:
|

Bahamut | Edge
HP: 49 | 100
Energy: 66 |94
Boosts/Drops:
Others: Reflect 5 more actions, Light Screen 6 more actions
Actions:
 
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