Completed Argetlam VS Classical

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#1
Come one, come all! Prepare to witness what promises to be the match of the century as Argetlam and Classical duke it out in the ASB arena. I'm your host, Aweshucks.

Argetlam said:
2v2 Doubles
1 Day DQ(2 for ref)
2 Recovers/5Chills
Arena: ASB
1 Substitution
Classical said:
1 ability
Switch = rancor pit

Accepting :)
Pokemon:
Argetlam-

Marshtomp*(Lama Monstrum)(Male)
Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Nature: Quiet(+SpA, -Speed, -10 Evasion)
Abilities
Torrent:
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp(DW):
Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3(+)
SpD: Rank 3
Spe: 43(-)(50/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 3/5

Level up Moves
Tackle*
Growl*
Mud-Slap*
Water Gun*
Bide*
Foresight*
Mud Sport*
Hydro Pump
Mud Shot
Mud Bomb
Muddy Water
Earthquake

Egg Moves
Counter*
Mirror Coat*
Wide Guard*

TM/HM Moves
Toxic*
Ice Beam*
Dig*
Rock Slide
Sludge Wave
Brick Break

Total Moves: 21


Necturine*(Herba Spiritus)
Type: Grass / Ghost
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.
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.
Quiet (+1 SpA, -15% Speed, -10% Evasion)

Abilities:

Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 3
Spe: 44(-)(51/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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


Level Up Moves:
Vine Whip*
Leer*
Ominous Wind*
Shadow Sneak*
Toxic Spikes*
Will-O-Wisp*
Hex*
Shadow Ball
Pain Split
Power Whip

Egg Moves:
Leaf Blade*
Leaf Storm*
Nightmare*

TM/HM Moves:
Calm Mind
Protect*
Psychic*
Torment*
Return
Substitute

Total Moves: 19


Bagon(Male)
Type: Dragon
Dragon:
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Nature: Hasty(+15% Speed, +12% Accuracy, -1 Defense)

Abilities
Rock Head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Sheer Force(DW):
Type: 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:
HP: 90
Atk: Rank 3
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 58(50*1.15)(+)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Level Up Moves
Rage
Bite
Leer
Headbutt
Focus Energy
Ember

Egg Moves
Dragon Dance
Fire Fang
Hydro Pump

TM/HM Moves
Brick Break
Fire Blast
Rock slide


Classical:

Lotad "Twinkletoes" (M)

Nature: Naughty (+Atk -SpD)

Type: Water/Grass
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain
Rain Dish: (Innate) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.
[dw] Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Moves
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam

Ice beam
Protect
Toxic

Leech Seed
Synthesis
Teeter Dance



Ralts "Galinda" (F)

Nature: Modest (+SpA -Atk)

Type: Psychic

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

Abilities:
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.

Trace: (Can Be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

[DW] 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.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3(+)
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
DC: 0/5
MC

Attacks
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind

Disable
Will-O-Wisp
Shadow Sneak

Shadow Ball
Energy Ball
Thunder Wave


Turn order:
Argetlam sends out pokemon
Classical sends out pokemon; orders
Argetlam orders
I ref


As a side note, this is my first time reffing, so if you see any mistakes I make, don't hesitate to tell me
 
#3

Galinda, time to shine.

Energy ball (Marshtomp) ~ magical Leaf (Marsh) ~ Energy ball (marsh)
If Mirror Coat is Ordered by marsh Change that Turn to Disable


Twinkletoes. Be a boss.

Mega Drain ~ Mega Drain ~ Mega Drain (all marsh)
If your targeted with bide's release. Protect

FFFFF DIG.
 
#5

Lama Monstrum the Marshtomp
HP: 100
EN: 100
Other: None


Herbus Spiritus the Necturine
HP: 90
EN: 100
Other: None


Galinda the Ralts
HP: 90
EN: 100
Other: None


Twinkletoes the Lotad
HP: 90
EN: 100
Other: None​


Action 1:
Necturine used Calm Mind
Special Attack +1 Special Defense +1
-7 EN

Marshtomp dug a hole

Ralts used Energy Ball
Miss
-6 EN

Lotad used Mega Drain
Miss
-8 EN

Marshtomp used Dig
Crit(<625): 1717/10000 (No)
Damage: (8+3+4.5-1.5)= 14
-9 EN

Action 2
Necturine used Shadow Ball (I'm going to assume you meant to target Ralts. In the future please be specific)
Crit(<625): 1124/10000 (No)
Effect(<2000): 9460 (No)
Damage: [(8+3+4.5-3)*1.5]+(1*1.75)=20.5
-5 EN

Marshtomp dug a hole

Ralts used Energy Ball
Miss
-10 EN

Lotad used Mega Drain
Miss
-12 EN

Marshtomp used Dig
Crit(<625): 2966/10000 (No)
Damage: (8+3+4.5-1.5)= 14
-13 EN

Action 3
Necturine used Shadow Ball
Crit(<625): 2709/10000 (No)
Effect(<2000): 5954/10000 (No)
Damage: [(8+3+4.5-3)*1.5]+(1*1.75)=20.5
-9 EN

Marshtomp dug a hole

Ralts used Energy Ball
Miss
-14 EN

Lotad used Mega Drain
Miss
-16 EN

Marshtomp used Dig
Crit(<625): 4042/10000 (No)
Damage: (8+3+4.5-1.5)= 14
-17 EN


Argetlam sends out Marshtomp and Necturine. Classical sizes up his opponent, trying to find a weakness, and notices Marshtomp's crippling 4x weakness to grass type attacks. Trying to take advantage of that, he sends out Ralts and Lotad. Necturine prepares itself with a calm mind, ready to both take and give special hits in the actions to come. Marshtomp, sensing incoming grass attacks digs underground and runs away like a coward. It worked though, as neither Ralts nor Lotad managed to hit with energy ball or mega drain, respectively. Just when it seemed Marshtomp had grown too afraid to come out from his hiding place underground, he explodes out of the ground and right into Ralts. After boosting itself in action 1, Necturine is ready to dish out some damage. Taking advantage of type matchups, Necturine hits Ralts super effectively with shadow ball. Marshtomp repeats his strategy from action 1 and digs to avoid attacks. Ralts and Lotad missed again with energy ball and mega drain, and Marshtomp jumps out of the ground right under Ralts' feet for a second time. Action three seems like Déjà vu, with both sides repeating their moves from action two. Next round Argetlam orders first. Will Classical ever learn?


Lama Monstrum the Marshtomp
HP: 100
EN: 61
Other: None


Herbus Spiritus the Necturine
HP: 90
EN: 79
Other: +1 SpA, +1 SpD


Galinda the Ralts
HP: 1
EN: 74
Other: None


Twinkletoes the Lotad
HP: 90
EN: 64
Other: None​
 
#6
That was an amazing round for us guys! Lets keep that up!

Necturine: Hex(Ralts)- Will-o-wisp(Lotad) - Hex(Lotad)
IF Ralts survives Action 1, replace actions with Hex Ralts until it's KO'd

Marshtomp: Sludge Wave - Sludge Wave - Sludge Wave
IF Lotad uses Mega Drain on Marshtomp, switch that action to Mirror Coat
 
#10
Also, If i'm approaching DQ its brilliant to just VM/PM me so I know incase the thread is lost. Also Please keep your condescending thoughts out of your reffing. "Will Classical ever learn?" I know its not much, but its slightly aggravating and just plain unprofessional.

Sooooo Heres meh orders.

Try to salvage a KO for twinkletoes out of this =D and bait some hax =D

Galinda

Shadow Sneak + Will O' Wisp* (marsh) ~ Cool Down ~ Troll face

Twinkletoes
Teeter Dance ~ Toxic (marshstomp) ~ Mega Drain
if you were hit by the sludge bomb A2 then change mega drain to Synthesis

Shadow Sneak
The Pokemon animates its shadow to stretch over to the opponent. It then enters the shadow and exits it right next to an opponent while attacking them. The suddenness of the strike causes this move to usually go before other attacks.

Will-O-Wisp
The Pokemon creates a blue-white ghostly flame that floats into the opponent, searing them with internal burns. Although it does no damage, it always burns the foe.


The reasoning is that my ralts will Stretch its Shadow over the marshstomp and then while moving through the shadow, then use the fire to burn marshtomp, removing the actual attack and needing minimal time. Retaining its priority.
 
#11
I'm gonna go ahead and assume that by sludge bomb you meant sludge wave. I'll have the reffing up later tonight.

also, I wasn't intending to be condescending (heh. that rhymed). I was just trying to narrate, but I can see how you could find some offense from it, and I'll try to restrain myself
 
#12
Not offensive, just aggravating and unprofessional, I overreacted a shy more than a bit. Sorry for that, combination of gamer rage at my stupidity and migraine. Again Sorry
 
#13

Lama Monstrum the Marshtomp
HP: 100
EN: 61
Other: None


Herbus Spiritus the Necturine
HP: 90
EN: 79
Other: +1 SpA, +1 SpD


Galinda the Ralts
HP: 1
EN: 74
Other: None


Twinkletoes the Lotad
HP: 90
EN: 64
Other: None​


Ralts used shadow-o-fire
Accuracy check(<8750) 8251/10000 (hit)
Marshtomp is burned

Necturine used Hex
Ralts fainted
-6 EN

Marshtomp used sludge wave
Necturine:
Crit(<625): 5713/10000 (No)
Effect(<1000) 3728/10000 (No)
[(7.5+3-3)*1.5]-1.75=9.5
Lotad:
Crit(<): 4249/10000 (No)
Effect(<1000) 1130/10000 (No)
(7.5+3-1)*1.5=14.25
-7 EN

Lotad used teeter dance
Marshtomp is confused
level of severity: 3=Intense
Necturine is confused
level of severity: 2=Severe
-5 EN

Marshtomp takes 2 damage from burn

Action 2
Necturine used Will-o-Wisp
confusion check(<5000): 6360/10000
It hurt itself in confusion
(4+2-3)= 3 damage
-3 EN

Marshtomp used sludge wave
confusion check (<5000): 7699/10000
It hurt itself in confusion
(4+3-3)= 4 damage
-3 EN

Lotad used toxic
Hit(9000): 2659/10000 (Hit)
Marshtomp is badly poisoned
-7 EN

Marshtomp takes 2 damage from burn
Marshtomp takes 1 damage from poison

Action 3

Necturine used Hex
Crit(<625) 4519/10000 (No)
confusion(<5000): 2169/10000
(5++33-1)+1.75= 11.75
-6 EN

Lotad used mega drain
Crit(<625): 5821/10000 (No)
(6+3+2-3)*2.25= 18
-6 EN

Marshtomp used mirror coat
confusion(<5000): 1835/10000
27 damage to Lotad
-15 EN

Marshtomp takes 2 damage from burn
Marshtomp takes 1 damage from poison



Lama Monstrum the Marshtomp
HP: 70
EN: 36
Other: Burn, Toxic (2DPA), Confusion (1a)


Herbus Spiritus the Necturine
HP: 78
EN: 64
Other: None


Galinda the Ralts
HP: KO
EN: X
Other: None


Twinkletoes the Lotad
HP: 43
EN: 48
Other: None​


Classical's move
 
#16

Lama Monstrum the Marshtomp
HP: 70
EN: 36
Other: Burn, Toxic (2DPA), Confusion (1a)


Herbus Spiritus the Necturine
HP: 78
EN: 64
Other: None



Twinkletoes the Lotad
HP: 43
EN: 48
Other: None​


Action 1

Necturine used protect
-7 EN

Lotad used Teeter dance
Necture = protected
Marshtomp = already confused
-5 EN

Marshtomp used Sludge Wave
Confusion(<5000): 3263/10000
Crit(<625): 1537/10000 (No)
Effect(<1000): 175/10000 (Yes)
(10+3-1)*1.5=18
-7 EN

Marshtomp takes 2 damage from its burn
Marshtomp takes 2 damage from toxic
Lotad takes 2 damage from poison

Action 2

Necturine used Shadow Ball
Crit(<625): 3418/10000 (No)
Effect(<2000): 7488/10000 (No)
(8+3+3-1)=13
-5 EN

Marshtomp tried to dig a hole, but unfortunately fainted from exhaustion in the effort

Lotad used megaultraawesome drain
Crit(<625): 533/10000 (Yes)
(13.5+3+3+2-3)*0.67=12.395
Lotad regained 6 HP
-35 EN

Lotad takes 2 damage from poison

Action 3

Necturine used hex
Crit(<625): 5846/10000 (No)
10+3+3-1=15
-7 EN

Lotad cools down

Lotad takes 2 damage from poison



Lama Monstrum the Marshtomp
HP: KO
EN: X
Other: None


Herbus Spiritus the Necturine
HP: 65
EN: 45
Other: None



Twinkletoes the Lotad
HP: KO
EN: X
Other: None​


Lotad would have survived if he hadn't been poisoned... too bad. I'll put up rewards in a minute
 
#18
Necturine gets 2 KOc, if a pokemon is KO'd due to Toxic, it's the pokemon that last dealt damage with an attack that gets the KOc fix that please.
 
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