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Completed Argetlam VS Classical

Discussion in 'ASB' started by Aweshucks, May 4, 2012.

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  1. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    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.

    Pokemon:
    Argetlam-
    Lama Monstrum the Marshtomp (open)

    [​IMG]
    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

    Herba Spiritus the Necturine (open)

    [​IMG]
    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

    Anima Ignis the Bagon (open)

    [​IMG]
    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:
    Twinkletoes The Lotad (open)

    [​IMG]
    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


    Galinda the Ralts (open)

    [​IMG]
    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
  2. Argetlam

    Argetlam

    Joined:
    Apr 7, 2012
    Messages:
    177
    Necturine and Marshtomp, I need you guys!
  3. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    575
    [​IMG]
    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

    [​IMG]
    Twinkletoes. Be a boss.

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

    FFFFF DIG.
  4. Argetlam

    Argetlam

    Joined:
    Apr 7, 2012
    Messages:
    177
    Marshtomp- Dig x3 Ralts
    Necturine: Calm Mind - Shadow ball - Shadow ball
  5. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    Beginning of Round (open)

    [​IMG]
    Lama Monstrum the Marshtomp
    HP: 100
    EN: 100
    Other: None

    [​IMG]
    Herbus Spiritus the Necturine
    HP: 90
    EN: 100
    Other: None

    [​IMG]
    Galinda the Ralts
    HP: 90
    EN: 100
    Other: None

    [​IMG]
    Twinkletoes the Lotad
    HP: 90
    EN: 100
    Other: None​


    Calculations (open)

    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?

    End of Round (open)

    [​IMG]
    Lama Monstrum the Marshtomp
    HP: 100
    EN: 61
    Other: None

    [​IMG]
    Herbus Spiritus the Necturine
    HP: 90
    EN: 79
    Other: +1 SpA, +1 SpD

    [​IMG]
    Galinda the Ralts
    HP: 1
    EN: 74
    Other: None

    [​IMG]
    Twinkletoes the Lotad
    HP: 90
    EN: 64
    Other: None​
  6. Argetlam

    Argetlam

    Joined:
    Apr 7, 2012
    Messages:
    177
    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
  7. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    Classical will be DQ'd if he doesn't post orders in ~an hour and a half
  8. Argetlam

    Argetlam

    Joined:
    Apr 7, 2012
    Messages:
    177
    Actually, I have to request a DQ inorder for him to be DQ'd
  9. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    whatever. he's posting now.

    EDIT: but thanks for that information. I'm new here and I don't know the exact process for DQ
  10. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    575
    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

    *Combo Reasoning (open)

    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. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    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. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    575
    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. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    Beginning of Round (open)

    [​IMG]
    Lama Monstrum the Marshtomp
    HP: 100
    EN: 61
    Other: None

    [​IMG]
    Herbus Spiritus the Necturine
    HP: 90
    EN: 79
    Other: +1 SpA, +1 SpD

    [​IMG]
    Galinda the Ralts
    HP: 1
    EN: 74
    Other: None

    [​IMG]
    Twinkletoes the Lotad
    HP: 90
    EN: 64
    Other: None​


    Calculations (open)

    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


    End of Round (open)

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

    [​IMG]
    Herbus Spiritus the Necturine
    HP: 78
    EN: 64
    Other: None

    [​IMG]
    Galinda the Ralts
    HP: KO
    EN: X
    Other: None

    [​IMG]
    Twinkletoes the Lotad
    HP: 43
    EN: 48
    Other: None​


    Classical's move
  14. Classical

    Classical

    Joined:
    Apr 27, 2012
    Messages:
    575
    Teeter dance ~ Mega Drain + Mega Drain (Marshtomp) ~ Cool down
  15. Argetlam

    Argetlam

    Joined:
    Apr 7, 2012
    Messages:
    177
    Marshtomp - Sludge Wave - Dig Combo - Cooldown

    Necturine - Protect - Shadow ball - Hex
  16. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    Beginning of Round (open)

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

    [​IMG]
    Herbus Spiritus the Necturine
    HP: 78
    EN: 64
    Other: None


    [​IMG]
    Twinkletoes the Lotad
    HP: 43
    EN: 48
    Other: None​


    Calculations (open)

    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


    End of Round (open)

    [​IMG]
    Lama Monstrum the Marshtomp
    HP: KO
    EN: X
    Other: None

    [​IMG]
    Herbus Spiritus the Necturine
    HP: 65
    EN: 45
    Other: None


    [​IMG]
    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
  17. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
    Prizes

    Ref: 5 UC

    Classical and Argetlam: 2CC

    Necturine: 1EC, 2MC, 1DC, 2KOC
    Marshtomp, Ralts, and Lotad: 1EC, 2MC, and 1DC
  18. Argetlam

    Argetlam

    Joined:
    Apr 7, 2012
    Messages:
    177
    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.
  19. Aweshucks

    Aweshucks

    Joined:
    Mar 25, 2012
    Messages:
    808
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