ASB Tournament FINALS! Deck Knight vs. iiMKUltra! [WON BY DECK KNIGHT]

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#1
Brandon took his place in the reffing stand, still bitter that it was not him in the arena for one of these finals matches. However, that bitterness gave way when he saw the crowd going absolutely wild in anticipation of the upcoming match. He smiled. This was going to be good. Holding up the microphone, he said, "Hello ladies and gentlemen, and welcome to the FINALS of the ASB Tournament! Our match here today is between two of the top trainers in ASB! On one side, we have the original trainer, the man that brought ASB battling to this world, Deck Knight!" The crowd cheered as Deck waved, and Brandon continued. "And over here, we have an ASB veteran, one of the first to join the league, give it up for iiMKUltra!" Another loud cheer for MK, who continued to prepare as if nothing was happening. This will definitely be a great match! While the trainers prepare, let's go over the rules!"

3v3 Singles
Switch=KO
2 Recovers/5 chills
All abilities
No items
2 day DQ

"The ASB Arena is ready to roll! You guys are safely protected behind a shield which also prevents any interference from the crowd! The ground is perfect for both digging and seismic activity, and the moat around the edge acts as both a water source for Surf and a new terrain for battle to take place! Now then, the trainers seem to be ready to release their Pokemon!" As expected, the two trainers released their first Pokemon. Deck lead with Chew Toshio the Beedrill, while MK responded with Voltergeist the Rotom-F. "Looks like an even matchup, perfect for the finals! Anyone could win this! Any second now the teams should show up on the screen for your sakes... and there they are!"

Deck Knight:

Beedrill [Chew Toshio] (M)
Nature: Adamant (Adds 1 Rank to Attack; Subtracts 1 Rank from SpA)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75

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

Attacks:
Poison Sting
String Shot
Bug Bite
Harden
Fury Attack
Focus Energy
Twinneedle
Rage
Pursuit
Toxic Spikes
Agility
Poison Jab
Endeavor

Brick Break
Swords Dance

Tournament Additions:
Acrobatics


Steelix [Will Powers] (M)
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: Steel/Ground
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.
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:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Knock Down
Sandstorm
Slam
Dragonbreath
Crunch
Sand Tomb
Iron Tail
Stone Edge

Rock Blast
Flail
Stealth Rock

Taunt
Earthquake
Dragon Tail
Explosion

Tournament additions:
Bide
Dig
Gyro Ball
Rock Polish
Roar
Double-Edge


Gastrodon(*) [AquaVelva] (F)
Nature: Quiet (Adds One (1) 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) on an opponent’s attacks.

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 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW): (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 two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power (Fire 7)(*)
Rain Dance(*)
Body Slam
Muddy Water
Recover

Ancientpower

Clear Smog(*)
Stockpile(*)
Yawn(*)

Toxic
Ice Beam(*)
Protect
Earthquake
Sandstorm
Rest(*)
Scald(*)

Tournament Additions:
Mirror Coat
Counter

VS.

iiMKUltra:

Rotom-F [Voltergeist] (U)
Nature: Modest (+Spa, -Atk)
Type: Electric/Ice
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
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.

Ability:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Stats:
HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86

MC: 0

Moves:
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave

Hex
Discharge
Substitute

Will-O-Wisp
Toxic
Thunder

Blizzard
Shadow Ball
Signal Beam
Charge


Emboar(*) Vulcan (F)
Nature: Lonely (Attack increased by *; Defense decreased by *)
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. Solarbeam has Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

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)
Reckless (DW): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Stats:
HP: 110
Atk: ******(+)
Def: **(-)
SpA: ****
SpD: ***
Spe: 65

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

Attacks:
Tackle(*)
Tail Whip(*)
Ember(*)
Odor Sleuth(*)
Defense Curl(*)
Flame Charge(*)
Smog(*)
Rollout(*)
Take Down(*)

Yawn(*)
Superpower(*)
Thrash(*)

Overheat(*)
Will-O-Wisp(*)
Wild Charge(*)

Flare Blitz
Head Smash
Arm Thrust
Hammer Arm
Fire Blast
Stone Edge
Solarbeam
Focus Blast
Earthquake
Scald
Sunny Day
Smack Down
Heat Crash
Taunt
Roar
Hidden Power Ice 7


Kitsunoh(*) Banquo (M)
Nature: Adamant (Attack increased by *; Special Attack decreased by *)
Type: Steel/Ghost
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by
Acid and Acid Bomb, can be magnetized.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker
Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only:
moving through walls.)

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: *****(+)
Def: ***
SpA: *(-)
SpD: ***
Spe: 110

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

Attacks:
Tackle(*)
Scratch
Ice Fang
Thunder Fang
Tail Whip
Odor Sleuth
Copycat
Iron Defense(*)
Lick(*)
Leer(*)
Faint Attack(*)
Shadow Sneak(*)
Curse(*)

Meteor Mash(*)
Yawn(*)
FeatherDance(*)

Will-O-Wisp(*)
Swagger(*)
Trick Room(*)

Taunt
ShadowStrike
U-Turn
Metal Burst
Rock Slide

"And now that we know the teams, it's time to find out who will order first! The computer will randomly decide between the two and display the result on the scoreboard! And the person to order first will be..."

1=Deck Knight orders first 2=iiMKUltra orders first
RNG rolls.... 1!

"Deck Knight will have to order first! So without further ado, let's get to battling! Good luck to both trainers!"

1) Deck Knight gives orders
2) iiMKUltra gives orders
3) I ref
4) iiMKUltra gives orders
5) Deck Knight gives orders
6) I ref
7) 4-6 repeat with the order of 4 and 5 alternating each time

Deck Knight, you're up!
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#2


"Time to create a buzz"

Alright Chew Toshio, lets start this off right. First thing's first, we need to prepare the field for victory.

Start by using an evasive Agility to dive into (and under) the water, evading Voltergeist's attack the first action. This should nullify Voltergeist's attempts to status you, and give you a platform to prepare your next attack. Most of his electrical attacks are also too weak to penetrate through the water, and will dissipate quickly.

Rise out slowly and prepare the field with Toxic Spikes. Finish up with Brick Break.

If Voltergeist targets the water with Thunder the first action, replace that action with Toxic Spikes.

Evasive Agility (Dive underwater) ~ Toxic Spikes ~ Brick Break.
IF Voltergeist targets the water with Thunder A1, change action to Toxic Spikes.
 
#4
I decided for the Confuse Ray that since light can travel through water (and Confuse Ray is a beam of light according to the DAT) the water wouldn't block it entirely, but it would distort it and give it a chance to not work. I decided to just make the roll 50/50 (as if Beedrill had Wonder Skin) for simplicity's sake. If anyone has a problem with that feel free to complain to me.


Beedrill [Chew Toshio] (M)
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 100


Rotom-F [Voltergeist] (U)
HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 100

"And as the Pokemon stare each other down, it's time to start the first round! Looks like Chew Toshio is getting a jump on his opponent, but he's not looking to attack! No, that's an evasive Agility, and he's making a beeline for the water! And no, that pun was not intended in the slightest! Voltergeist doesn't seem to want to chase the Beedrill though, and instead he's opting for a Double Team! Where there was once one Rotom-F, there is now five! Looks like it'll be tough for Chew Toshio to figure out which one is the right one!"

"Chew Toshio is still chilling out in the water, but that isn't going to stop Voltergeist! No, he's going to throw a Confuse Ray in there, hoping to confuse the Beedrill! The water distorted the light, but judging from the way Chew Toshio is reacting I'd say he's still slightly confused!" Will he succeed his action? Well, he rose out of the water, and... yes! He managed to fight off the confusion and lay out some Toxic Spikes on iiMKUltra's side of the field! That won't do MK any favours later on! Oh, but it looks like Voltergeist is taking advantage of Chew Toshio being out of the water by launching a Discharge! That was a direct hit, but the Beedrill is still looking strong, and is retaliating with a Brick Break! Oh, but it looks like he just hit a clone! Voltergeist is spared for now! As the battlers prepare for the next round, let's look at how things stack up!"

Beedrill [Chew Toshio] (M)
HP: 86
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 81
Slight Confusion (0 actions left, will snap out next action)

Rotom-F [Voltergeist] (U)
HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 74
3 clones
Toxic Spikes (1 layer)

Action 1:
Chew Toshio used Evasive Agility -> 7 energy, enters water
Voltergeist used Double Team (4 clones) -> 16 energy, 4 clones made

Action 2:
Voltergeist used Confuse Ray -> 5 energy
-> RNG roll for success (5001+ to succeed) -> 7357 (success)
-> RNG roll for duration (1-3333 for 2 actions, 3334-6667 for 3, 6668-10000 for 4) -> 1058 (2 actions)
-> Chew Toshio slightly confused (2 actions)
Chew Toshio used Toxic Spikes
-> RNG roll for confusion (5001+ to succeed) -> 6016 (success)
-> 6 energy, one layer of Toxic Spikes on iiMKUltra's side of the field, Chew Toshio no longer in water

Action 3:
Voltergeist used Discharge
-> RNG roll for crit (1-625 for crit) -> 8968 (no crit)
-> RNG roll for paralysis (1-3000 for paralysis) -> 4154 (no paralysis)
8[BP] + 3[STAB] + 3[Stat Dif.] = 14 damage, 5 energy
Chew Toshio used Brick Break
-> RNG roll for confusion (5001+ to succeed) -> 8650 (success)
-> RNG roll for hit (1-2000 to hit real mon) -> 4095 (hit clone)
The attack hit a clone!
6 energy

iiMKUltra, you're up!
 
#5
Thunder Wave-Discharge-Blizzard

If he tries Evasive Agility, then if it's the first time use Charge, the second time use Substitute (15 HP) and the third time Chill, while pushing the actions down the queue.
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#6


"Paralysis. This could be irritating."

Alright Chew Toshio, fair enough. Lets begin by tracking our foe's real location down with Pursuit. Then we'll try out a nasty combination I think I'll name "Toxic Tripline." Combine String Shot with Toxic Spikes to rope Voltergeist in and drag it along the ground against the Toxic Spikes you've already set up. By the end of it we'll have a toxic'd foe and two layers down, hopefully.

If you get fully paralyzed of the first action change remaining actions to Pursuit ~ Brick Break, if you get fully paralyzed the second action, lay down another layer of Toxic Spikes.

Pursuit ~ String Shot + Toxic Spikes (rope Voltergeist in and around a cord with Toxic Spikes and drag it through the lair that already exists) ~ cool down
If Fully Paralyzed A1, use Pursuit ~ Brick Break with remaining attacks; A2 use Toxic Spikes as remaining attack.
 
#7

Beedrill [Chew Toshio] (M)
HP: 86
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 81
Slight Confusion (0 actions left, will snap out next action)


Rotom-F [Voltergeist] (U)
HP: 90
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 74
3 clones
Toxic Spikes (1 layer)

"It looks like MK and Voltergeist want to disrupt Deck and Chew Toshio a bit more, and Voltergeist is paralyzing the Beedrill with a Thunder Wave! That'll help keep Chew Toshio in check! Oh, but it looks like Chew Toshio managed to figure out which one is the real Voltergeist! Voltergeist is trying to mix in with his clones but the Beedrill is tirelessly pursuing him, and wham! A direct hit with Pursuit and there goes all the clones!"

"Voltergeist is back on the offensive now, and here comes the attack! A powerful Discharge that knocks the Beedrill back! But looks like Chew Toshio prepared something nasty for the Rotom-F in the meantime! That's a String Shot with Toxic Spikes attached, and there it goes! The Toxic Spikes have been launched to MK's side of the field, while the String Shot has latched to Rotom-F and is dragging it through the layer that's already there! The Toxic Tripline poisoned Voltergeist, but I wonder if Deck would have been better off setting up the layer then using String Shot to drag Voltergeist through both layers! Regardless, Voltergeist didn't take kindly to that, so while Chew recovers from his combo he's launching a Blizzard at the Beedrill! Oh, but it just barely missed! Tough break for the Rotom-F, but it looks like MK still has the advantage early on!"

Beedrill [Chew Toshio] (M)
HP: 72
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 59
Paralyzed (20%)

Rotom-F [Voltergeist] (U)
HP: 84
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 56
Poisoned (2 DPA)
Toxic Spikes (2 layers)

Action 1:
Voltergeist used Thunder Wave -> 6 energy, Chew Toshio paralyzed (25%)
Chew Toshio snapped out of confusion!
Chew Toshio used Pursuit
-> RNG roll for paralysis (1-2500 for fully paralyzed) -> 2529 (success)
-> RNG roll for crit (1-625 for crit) -> 8141 (no crit)
4[BP] = 4 damage, 5 energy, all clones dissipate

Action 2:
Voltergeist used Discharge
-> RNG roll for crit (1-625 for crit) -> 9380 (no crit)
8[BP] + 3[STAB] + 3[Stat Dif.] = 14 damage, 5 energy
Chew Toshio used Toxic Tripline
-> RNG roll for paralysis (1-2500 for fully paralyzed) -> 7739 (success)
-> RNG roll to hit (1-9750 for hit) -> 1462 (hit)
-> (7 + 5) * 1.5 - 1 = 17 energy, two layers of Toxic Spikes on iiMKUltra's side of the field, Voltergeist Poisoned (2 DPA)

Voltergeist -> -2 HP due to Poison

Action 3:
Voltergeist used Blizzard
-> RNG roll for hit (1-7000 for hit) -> 7092 (miss)
Missed, 7 energy
Chew Toshio recovered from his combo!

Voltergeist -> -2 HP due to Poison

Deck Knight, you're up!
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#8
(Hmm, I'll have to revamp the combo a bit perhaps, but I'll take the regular poisoning just the same.)



"Anti-Stalling measures complete. Proceeding to attack position."

Now that our opponent will have difficulty stalling us, it's time to take the initiative. Begin with Poison Jab, then Swords Dance, and finish with Brick Break.

If Rotom tries to exit its appliance, use Pursuit to catch it off guard, and move your attacks down the queue.

Poison Jab ~ Swords Dance ~ Brick Break
IF Rotom attempts to leave its appliance, use Pursuit to strike it while in transition and move attacks back.
 
#10

Beedrill [Chew Toshio] (M)
HP: 72
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 59
Paralyzed (20%)


Rotom-F [Voltergeist] (U)
HP: 84
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 56
Poisoned (2 DPA)
Toxic Spikes (2 layers)

"Looks like MK is going for an all-out offensive, as Voltergeist launches another Discharge at Chew Toshio! And that one caught the Beedrill off-guard and scored a critical hit! But Chew Toshio is a fighter, and even though he's still paralyzed it looks like he's going to pull off his attack! And sure enough, he strikes true with a Poison Jab! Voltergeist is responding though, and here comes another Blizzard! This time it strikes true for some good damage! Chew Toshio is hurting, but he's not out yet, and he's preparing for his final charge with a Swords Dance! Voltergeist isn't impressed however, and there's another Discharge! That one didn't hit quite as hard as the last one, but Chew Toshio can't take much more! Doesn't mean he'll give up though, and here comes the counter-attack, a powerful Brick Break! Let's see how this slugfest will end!"

Beedrill [Chew Toshio] (M)
HP: 23
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 41
Paralyzed (15%)
Attack +2

Rotom-F [Voltergeist] (U)
HP: 51
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 39
Poisoned (2 DPA)
Toxic Spikes (2 layers)

Action 1:
Voltergeist used Discharge
-> RNG roll for crit (1-625 for crit) -> 225 (crit)
8[BP] + 3[STAB] + 3[Stat Dif.] + 3[Crit] = 17 damage, 5 energy
Chew Toshio used Poison Jab
-> RNG roll for paralysis (1-2000 for fully paralyzed) -> 9403 (success)
-> RNG roll for crit (1-625 for crit) -> 3355 (no crit)
-> RNG roll for poison (1-3000 for poison) -> 5220 (no poison
8[BP] + 3[STAB] = 11 damage, 5 energy

Voltergeist -> -2 HP due to Poison

Action 2:
Voltergeist used Blizzard
-> RNG roll for hit (1-7000 for hit) -> 4446 (hit)
-> RNG roll for crit (1-625 for crit) -> 5420 (no crit)
-> RNG roll for freeze (1-1000 for freeze) -> 5602 (no freeze)
12[BP] + 3[STAB] + 3[Stat Dif.] = 18 damage, 7 energy
Chew Toshio used Swords Dance
-> RNG roll for paralysis (1-2000 for fully paralyzed) -> 8724 (success)
7 energy, Chew Toshio's attack boosted by 2 stages!

Voltergeist -> -2 HP due to Poison

Action 3:
Voltergeist used Discharge
-> RNG roll for crit (1-625 for crit) -> 4679 (no crit)
8[BP] + 3[STAB] + 3[Stat Dif.] = 14 damage, 5 energy
Chew Toshio used Brick Break
-> RNG roll for paralysis (1-2000 for fully paralyzed) -> 9994 (success)
-> RNG roll for crit (1-625 for crit) -> 9487 (no crit)
8[BP] * 1.5[SE] + 3.5[Boost Dif.] = 15.5, rounded to 16 damage, 6 energy

Voltergeist -> -2 HP due to Poison

iiMKUltra, you're up!
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#12


"Welcome to my parlor said the... bee... to the... fridge..."

Let's try something creative again. Our opponent is a bit too reliant on electricity, so lets see if we can give him a ground-out this inning we need to avoid a double.

Fly above Voltergeist and use String Shot + Poison Sting - "Anchor Cage." What you want to do is launch the needles of Poison Sting with string threads in a pattern above Voltergeist that will tie him to the ground with his "horn" (for lack of a better word) being the epicenter of the threads. Any electricity Voltergeist generates will transfer from his "horn" down the anchored threads and harmlessly into the ground, never even reaching you.

After the cooldown, finish up with focused strikes from your stingers between the strings to maintain the anchor while damaging Voltergeist.

IF you are fully paralyzed the first action, go all out with Evasive Agility (+1 Priority) + Brick Break your second action.

Poison Sting + String Shot ("Anchor Cage" - Tie rotom down with poison sting anchored strings that attach together at the top of Voltergeists "horn" to ground out Voltergeist's electricity) ~ cool down ~ Brick Break.
IF fully paralyzed action one, Evasive Agility (+1 Pri) + Brick Break action 2


(incidentally the inspiration for this move was stolen from user Rising_Dusk)
 
#13
I can't ref this tonight so I will be reffing it tomorrow afternoon after I get home from a Beach Party (run by Comp Sci students... yeah I don't get it either) Sorry for the delay!
 
#14
As cool as that combo sounds, there's a slight problem in that the silk used for it wouldn't conduct electricity very well at all (at least it doesn't in the real world). Unless there's anime precedent for String Shot conducting electricity (I did a quick search on Bulbapedia but didn't see anything) I can't in good conscience let it completely ground out the attacks, though I did let it absorb some of the attack.


Beedrill [Chew Toshio] (M)
HP: 23
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: 41
Paralyzed (15%)
Attack +2


Rotom-F [Voltergeist] (U)
HP: 51
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 39
Poisoned (2 DPA)
Toxic Spikes (2 layers)

"Both Pokemon are looking tired and Chew Toshio is pretty hurt. Let's see what they manage this round! While Chew Toshio prepares something, Voltergeist is looking to save energy with a ThunderShock! That was a light hit, but Chew Toshio can't take much more! However, looks like Deck had a plan! That's a Poison Sting barrage attached to a String Shot attack! The stings are braced in the ground and now the Beedrill is winding the string around Voltergeist's horn! That Anchor Cage has Voltergeist pinned to the ground! So much for Levitate! Doesn't look like it can move very much either, no contact attacks for the Rotom-F!"

"Voltergeist seems to be struggling with his prison, but it looks like he's launching a Discharge! The prison absorbed some of the electricity but a lot of it still hit Chew Toshio! Can he get back up? Yes! Only just barely, but Chew Toshio is still in the game! However, he's not going to be able to do much because he needs to recover from his combo! And Voltergeist is going to take advantage and go for the KO with another ThunderShock! The cage is absorbing some of the electricity again, but will it be enough to save Chew Toshio? He's stumbling... and he goes down! Chew Toshio is knocked out after a valiant fight! Now Deck will choose his next Pokemon and order first!"

Beedrill [Chew Toshio] (M)
HP: KO
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 75
Energy: KO

Rotom-F [Voltergeist] (U)
HP: 45
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 30
Poisoned (2 DPA)
Anchor Cage (2 actions left)
Toxic Spikes (2 layers)

Action 1:
Voltergeist used Thundershock
-> RNG roll for crit (1-625 for crit) -> 7353 (no crit)
4[BP] + 3[STAB] + 3[Stat Dif.] = 10 damage, 2 energy
Chew Toshio used Anchor Cage
-> RNG roll for paralysis (1-1500 for fully paralyzed) -> 3907 (success)
(5 + 3) * 1.5 = 12 energy, Voltergeist pinned down for 4 actions (can't move, can't Levitate, electrical attacks have -2 BP due to slight grounding)

Voltergeist -> -2 HP due to Poison

Action 2:
Voltergeist used Discharge
-> RNG roll for crit (1-625 for crit) -> 9214 (no crit)
-> RNG roll for paralysis (1-3000 for 20% paralysis) -> 3187 (no paralysis)
6[BP, reduced by Anchor Cage] + 3[STAB] + 3[Stat Dif.] = 12 damage, 5 energy
Chew Toshio recovers from his combo!

Voltergeist -> -2 HP due to Poison

Action 3:
Voltergeist used Thundershock
-> RNG roll for crit (1-625 for crit) -> 1330 (no crit)
2[BP, reduced by Anchor Cage] + 3[STAB] + 3[Stat Dif.] = 8 damage, 2 energy, Chew Toshio KOed

Voltergeist -> -2 HP due to Poison

Deck Knight, you're up!
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#15
Excellent work Chew Toshio, you've earned a rest.

Guess we're in a sticky situation - fine by me.

Next up:


AquaVelva (F).

Chew Toshio left us a nice gift in a cage, lets see if we can use it.

Our foe probably isn't used to dealing with Ground attacks that can hit aerial targets, lets use that to our advantage. Begin with Mud Bomb, then use Mud-Slap + Muddy Water to wash our ghostly friend out. Enjoy your cooldown, you'll have earned it.

IF Voltergeist uses Confuse Ray on action 1, use Protect, then Mud-Slap + Muddy Water. End with a cooldown.
 
#17

Gastrodon(*) [AquaVelva] (F)
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)
Energy: 100


Rotom-F [Voltergeist] (U)
HP: 45
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 30
Poisoned (2 DPA)
Anchor Cage (2 actions left)
Toxic Spikes (2 layers)

"And here we go again! As the newcomer, AquaVelva the Gastrodon, enters the field, Voltergeist is still struggling to get out of that Anchor Cage, but now he seems to be directing his attention to the Toxic Spikes underneath him! He's trying to angle himself properly, and there goes a Blizzard! He's trying to blow away the Toxic Spikes, but it looks like the Cage restricted him enough that he missed! And to make matters worse, here comes AquaVelva! What does she have in store for the Rotom-F? Ooh, a Mud Bomb to the face, that's what! Luckily it doesn't look like Voltergeist's sight was affected!"

"Oh, looks like Voltergeist is playing defensively while AquaVelva prepares something nasty. He's making a Substitute! A pretty weak one though, only 15 HP. And looks like it was just in time! AquaVelva just created a Mud-Slap and Muddy Water combination attack that annihilated it! It served its purpose though, and Voltergeist is still standing, though barely! And look, he managed to break out of the Anchor Cage to boot! Now that he's free, he can properly aim that Blizzard of his, and there it goes, a direct hit on AquaVelva while she recovers from her combo! But Voltergeist is on his last legs. He can't take much more punishment or dish much more out!"

Gastrodon(*) [AquaVelva] (F)
HP: 92
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)
Energy: 80

Rotom-F [Voltergeist] (U)
HP: 9
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 4
Poisoned (2 DPA)
Toxic Spikes (2 layers)

Action 1:
Voltergeist used Blizzard to blow away Toxic Spikes
-> RNG roll for hit (1-7000 for hit) -> 9472 (miss)
Attack missed, 7 energy
AquaVelva used Mud Bomb
-> RNG roll for hit (1-8500 for hit) -> 5986 (hit)
-> RNG roll for crit (1-625 for crit) -> 3001 (no crit)
-> RNG roll for accuracy drop (1-3000 for drop) -> 8838 (no drop)
(7[BP] + 3[STAB]) * 1.5[SE] = 15 damage, 5 energy

Voltergeist -> -2 HP due to Poison

Action 2:
Voltergeist used Substitute (15 HP) -> 12 energy, -15 HP, Voltergeist creates a 15 HP Substitute
AquaVelva used Mud-Slap + Muddy Water combo
-> RNG roll to hit (1-9250 for hit) -> 8977 (hit)
-> RNG roll to crit (1-625 for crit) -> 963 (no crit)
(14[BP] + 3[STAB]) * 1.5[SE] = 26.25, rounded to 26 damage to Substitute, (7 + 3) * 1.5 = 15 energy, Voltergeist's Substitute destroyed

Voltergeist -> -2 HP due to Poison
Voltergeist freed from Anchor Cage

Action 3:
Voltergeist used Blizzard
-> RNG roll for hit (1-8000 for hit) -> 3706 (hit)
-> RNG roll for crit (1-625 for crit) -> 5895 (no crit)
-> RNG roll for freeze (1-1000 for freeze) -> 4791 (no freeze)
12[BP] + 3[STAB] + 3[Stat Dif.] = 18 damage, 7 energy
AquaVelva recovers from her combo!

Voltergeist -> -2 HP due to Poison

iiMKUltra, you're up!
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#19
I don't see how a chilling wind is going to blow away a hazard locked in the ground anyway. Nevermind giving Blizzard Rapid Spin like properties effectively makes two entire types effectively immune to them.

If our foe wants to waste their time not aiming at us though, we have better things to do. Begin with Rain Dance, then Protect against Toxic, and finish Voltergeist off with Ancientpower.
 
#20
As far as the Blizzard blowing away Toxic Spikes, I allowed it because it made sense to me; Blizzard is a pretty powerful wind and the spikes are just sitting on the surface of the ground from the way I usually envision the move. I do agree with the mechanics reasoning though, but since I had already decided that Blizzard would work that way and reffed it as such last round (even though it missed) I'm going to keep reffing it that way for this match.

Hopefully I'll be able to ref this tonight when I get home, if not then definitely tomorrow. I'm really sorry for the delay, and if you guys want to get a subref that can ref more quickly then by all means be my guest.
 
#21

Gastrodon(*) [AquaVelva] (F)
HP: 92
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)
Energy: 80


Rotom-F [Voltergeist] (U)
HP: 9
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: 4
Poisoned (2 DPA)
Toxic Spikes (2 layers)

"Looks like Voltergeist is completely exhausted from the long battle, but he's trying to summon enough energy for a final Blizzard to try and blow away the Toxic Spikes beneath him! Can he do it? Yes, there's the attack, and without the Anchor Cage to restrain him, he managed to blow the Toxic Spikes away! They're scattered all over the arena now, maybe one of the trainers can make use of them? Oh, but Voltergeist has no more energy to fight, and down he goes, fainted from exhaustion! AquaVelva, ignoring the fainted Rotom-F, is setting up Rain Dance to set the stage for the following rounds! MK has recalled his Pokemon, and now he needs to send out his next! Let's see how this goes!"

Gastrodon(*) [AquaVelva] (F)
HP: 92
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)
Energy: 71

Rotom-F [Voltergeist] (U)
HP: KO
Atk: Rank 2(-)
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 4
Spe: 86
Energy: KO

Toxic Spikes are scattered around the arena; can cause regular Poison if a Pokemon is forced into them, do not affect any Pokemon switching in
Rain for 4 more rounds

Action 1:
Voltergeist used Blizzard to blow away Toxic Spikes
-> RNG roll for hit (1-7000 for hit) -> 931 (hit)
7 energy, Toxic Spikes scattered around the field and away from MK's side, Voltergeist faints from exhaustion
AquaVelva used Rain Dance -> 9 energy, Rain for 4 rounds

iiMKUltra, you're up!
 

Deck Knight

Tornadic Cyclohm
is a Forum Moderatoris a CAP Contributoris a Smogon Media Contributor Alumnus
CAP Head Mod
#25
Alright Aquavelva, we're in a good position, so lets make the best of it.

Begin with Scald, then Water Pulse, and another Scald.

IF Banquo uses Taunt, Protect against it, then Yawn, and proceed with any remaining actions.
 
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