Completed Babysitters: waterwarrior vs UllarWarlord

Status
Not open for further replies.
#1


We have an exciting match ahead of us. This match is a babysitting match going on today. Each team has a bigger tougher Pokemon assisting their little friends.

The rules today are:
2v2 Babysitter Dubs/Singles (1 FE, 1 NFE)
2 Day DQ
Items = Training
All abilities
2 subs
Format = Doubles
Arena = EVERYONE'S FAVORITE GIMMICK-FREE ARENA


We have our initiator: waterwarrior

/

Rotom (Gorbachev) -
Nature: Modest (+SpA, -Atk)
Type:
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.
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.
Ice (with Fridge only): 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.

Abilities
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats: (Normal/Fridge)

HP: 90
Atk: Rank 1/ 2 (-)
Def: Rank 3/ 4
SpA: Rank 4/ 5 (+)
SpD: Rank 3/ 4
Spe: 91/ 86
Size Class: 1/ 2
Weight Class: 1/ 3
Base Rank Total: 16

EC: N/A
MC: 0
DC: NA

Attacks: (15/ 53 total moves)
Trick
Astonish
Thunder Wave
ThunderShock
Confuse Ray
Uproar
Double Team
Shock Wave

Thunderbolt
Shadow Ball
Protect

Pain Split
Signal Beam
Dark Pulse

Blizzard (with Fridge only)


Spheal (The Walrus) Male
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
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.)
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Oblivious (DW Unlocked): (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 21 (25/1.15) (-)
Size Class: 1
Weight Class: 3
Base Rank Total: 12

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

Attacks: (16 total)
Physical:
Body Slam
Dive
Earthquake
Ice Ball

Special:
Aurora Beam
Blizzard
Ice Beam
Powder Snow
Signal Beam
Surf
Water Gun

Status:
Aqua Ring
Defense Curl
Encore
Growl
Sleep Talk


And our challenger: UllarWarlord

<Klang> [Simplicity] (Genderless)
Nature: Lonely (+Att, -Def)
Type: Steel
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.

Abilities:
Plus (Type: Trait)
This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Minus (Type: Trait)
This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon’s special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Levitate (Type: Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Clear Body (Type: Innate) [DW, Locked]
This Pokemon’s body structure makes it immune to status lowering moves used by opponents.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 50
Size Class: 1
Weight Class: 4
Base Rank Total: 16

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

Attacks:
ViceGrip
Charge
ThunderShock
Gear Grind
Bind
Metal Sound
Shift Gear
Lock-On
Zap Cannon

Magic Coat
Magnet Rise
Signal Beam

Protect
Flash Cannon
Thunder Wave


<Beheeyem> [E] (Female)
Nature: Quirky (Neutral)
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:
Telepathy (Type: Innate)
This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Synchronize (Type: Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Analytic (Type: Innate) [DW, Unlocked]
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Attacks:
Confusion
Growl
Heal Block
Miracle Eye
Psybeam
Headbutt
Hidden Power Ice 7
Imprison
Recover
Psychic
Calm Mind
Signal Beam

Disable
Nasty Plot
Teleport

Psyshock
Shadow Ball
Ally Switch

Snatch


Lets get things started!

waterwarrior sends out his Pokemons and equips
UllarWarlord sends out his Pokemons, equips, and orders
waterwarrior orders
I ref
 
#3

"Let us begin our experiment..."

Sending out Simplicity the Klang @ Lucky Egg and E the Beeheeyem @ Amulet Coin

Simplicity: Lock-On (The Walrus) > Zap Cannon (The Walrus) > Gear Grind (The Walrus)
IF The Walrus uses Encore A1, change A1 to Gear Grind

E: Psychic (The Walrus) > Psyshock (The Walrus) > Psychic (The Walrus)
 
#4
I suppose we can initiate our own experiment while we're at it!

Gorbachev: Protect (The Walrus) -> Thunderbolt + Thunderbolt combo (E) -> cooldown (Shadow Ball (E))

The Walrus: Water Gun (E) -> Signal Beam (E) -> Signal Beam
 
#5

"Let's see duo will pull ahead!"



HP: 90/90
EN: 100/100
OK

and

HP: 100/100
EN: 100/100
OK


VS



HP: 100/100
EN: 100/100
OK

and


HP: 100/100
EN: 100/100
OK

Action 1
1. Rotom-F: Protect (Ally Spheal) (-[17/2.5+7]≈-14)
**Protecting Spheal**
2. Klang: Lock-On (-8) / Hit 100%
Total: Protect Blocked
3. Beheeyem: Psychic (-[3/2+5]≈-7) / Hit 100% / Crit <=625 (7340=NO) / Effect <=1000 (908=YES)
Total: Protect Blocked 6+3+3+7.5-3≈17 Damage and Effect: -1 SpD
4. Spheal: Water Gun (-3) / Hit 100% / Crit <=625 (4731=NO)
Total: 4+3+4.5-4.5=7 Damage / Drenched 3a​

Action 2
1. Rotom-F: Thunderbolt+Thunderbolt (-1.75[7+7+4]≈-32) / Hit 100% / Crit <=625 (6806=NO) / Effect <=1000 (2229=NO)
Total: **Drenched** 1.5(2.25*10+3+7.5-4.5)≈43 Damage
2. Klang: Zap Cannon (-9) / Hit <=5000 (2219=HIT) / Crit <=625 (9192=NO)
Total: 1.5(12+4.5-3)≈20 Damage / Effect: PAR 25%
3. Beheeyem: Psyshock (-6) / Hit 100% / Crit <=625 (4203=NO)
Total: 8+3+7.5-3≈16 Damage
4. Spheal: **PAR Check <=2500 (2697=NO)**
Signal Beam (-6) / Hit 100% / Crit <=625 (6358=NO) / Effect <=1000 (1021=NO)
Total: 1.5(8+4.5-4.5)=12 Damage​

Action 3
1. Rotom-F: Cooldown
2. Klang: Gear Grind (-8) / Hit #1 <=8500 (2956=HIT) and Hit #2 <=8500 (5714=HIT) / Crit #1 <=625 (9732=NO) and Crit #2 <=625 (2926=NO)
Total: 5+5+3+6-3=16 Damage
3. Beheeyem: Psychic (-[3/2+5]≈-7) / Hit 100% / Crit <=625 (1694=NO) / Effect <=1000 (6198=NO)
Total: 6+3+3+7.5-3≈17 Damage
4. Spheal: **PAR Check <=2500 (3249=NO)**
Signal Beam (-[6+4]=-10) / Hit 100% / Crit <=625 (3503=NO) / Effect <=1000 (2931=NO)
Total: 1.5(8+4.5-4.5)=12 Damage​


OUTCOME


HP: 90/90
EN: 68/100
OK

and

HP: 31/100
EN: 81/100
PAR 20%


VS



HP: 100/100
EN: 75/100
OK

and


**Drench 1a**
HP: 26/100
EN: 80/100
OK



"We have had a spectacular round with Spheal and Beheeyem at the edge of collapsing!"​
 
#6
Of course I forgot how Drenched actually works /me facepalms

Gorbachev: Thunderbolt (E) -> Chill -> Thunderbolt (Simplicity)
If E uses Teleport (Evasive) A1, change that action to Confuse Ray (Simplicity) and push back
If E uses Recover, change the following action to Dark Pulse (E)

The Walrus: Powder Snow (E) -> Water Gun (Simplicity) -> Dive (Simplicity)
If E uses Ally Switch A1, redirect that action to Simplicity
If E uses Teleport (Evasive) A1, change actions to Water Gun (Simplicity) -> Powder Snow (E) -> Ice Beam (Simplicity)

Will this work? Hell if I know.
 
#8
:evan:
I am sorry for the delay on today's. I finished it, but the stupid thing logged out and deleted my stuff. I'll do it tomorrow. Sigh..... But just to let you guys know. Beheeyem and Spheal are KO. Spheal beat out its PAR Check and did the last bit of damage to KO Beheeyem Action 1. Klang got PAR 15% from Thunderbolt and drops down to PAR 10% at OUTCOME. No crits were made. I'll get it done afternoon tomorrow. It shouldn't take long with the 2 KOs, Chill, and Cooldown. I will still do the Calculations, however RNG numbers will just represent what occured and not be actually rolled again.

If you 2 would like, you can send out your Pokemon and make your moves as normal. **FYI though, Klang's EN is 29.**
 
#9

"With Spheal and Beheeyem barely hanging on, will they see the end of the round!"


HP: 90/90
EN: 68/100
OK


and

HP: 31/100
EN: 81/100
PAR 20%



VS





HP: 100/100
EN: 75/100
OK


and



**Drench 1a**
HP: 26/100
EN: 80/100
OK

Action 1
1. Rotom-F: Thunderbolt -7 / Hit 100% / Crit <=625 (5627=NO) / Effect <1000 (4293=NO)
Total: 1.5(10+3+7.5-4.5)=24 Damage
2. Klang: Lock-On -7 / Hit 100%
Total: Lock-On Activate
3. Beheeyem: Psychic (-[3/2+5]≈-7) / Hit 100% / Crit <=625 (1253=NO) / Effect <=1000 (8571=NO)
Total: 6+3+3+7.5-4.5=15 Damage
4. Spheal: **PAR Check <=2000 (5114=ACTION)**
Powder Snow -3 / Hit 100% / Crit <=625 (9698=NO) / Effect <=1000 (1262=NO)
Total: Beheyeem: 4+3+4.5-4.5=7 Damage
**Beheeyem KO / -5 HP**
Total: Klang: .67(4+3+4.5-4.5)≈5 Damage​

Action 2
1. Rotom-F: Chill
Total: +12 EN
2. Klang: Zap Cannon+Zap Cannon -1.75(10+10+4)=-42 / **Lock-On** Hit 100% / Crit <=625 (1258=NO)
Total: 1.5(2.25*12+4.5-3)≈43 Damage
**Spheal KO / -12 HP**​

Action 3
1. Rotom-F: Thunderbolt -7 / Hit 100% / Crit <=625 (7745=NO) / Effect <1000 (927=YES)
Total: 10+3+7.5-4.5=16 Damage / Effect: PAR 15%​

2. Klang: Cooldown​


OUTCOME


HP: 75/90
EN: 66/100
OK


and

HP: -12/100
EN: 78/100
KO



VS





HP: 84/100
EN: 26/100
PAR 10%


and



**Drench 1a**
HP: -5/100
EN: 73/100
KO


"That was quite a shocking round with Pokemon going down on each side!"​

UllarWarlord your move
 
#13
A few (albeit very late) things I noticed in your reffing:
1. When you calc a multi-hit attack like Gear Grind, you only roll for accuracy once, not for each hit
2. All damage rounds at the end of the round, not at the end of the attack. Since this makes a difference of maybe 3 HP and I'm not recalcing every move, shits given = 0 in this case.
3. You forgot to factor in that STAB moves cost 1 less EN to use, so both Klang and Gorbachev should have 3 more EN

Yaaay trying to hax our way to victory!

Double Team (3 clones) -> Confuse Ray -> Thunderbolt
 
#14
**OOC: Ty very much water, but with gear grind, why is it only one roll? Also I gave you guys the 3 EN**


"This match has gotten, real close! Which Pokemon will pull ahead!"



HP: 75/90
EN: 69/100
OK


VS



HP: 84/100
EN: 29/100
PAR 10%

Action 1
1. Rotom-F: Double Team 3 -(4*3)=-12
Total: 3 Clones
2. Klang: **PAR Check <=1000 (8628=ACTION)**
Gear Grind -(8-1)=-7 / Hit <=8500 (2435=Hit) / Crit <=625 (3090=NO) / Clones 3 <=2500 (783=Hit)
Total: 1.5(5+5+3+6-6)=19.5 Damage / Clones Dissipate

Action 2
1. Rotom-F: Confuse Ray -(5-1)=-4 / Hit 100% / Effect: Confusion 2a <=3333, 3a <=6666, 4a <=9999 (377=2a)
Total: Confusion 2a
2. Klang: **PAR Check <=1000 (4700=ACTION)**
**Confusion Check <=5000 (2140=EFFECT)**
Total: Hits itself -3 / 4+6-3=7 / Confusion 1a

**Confusion Ends**

Action 3
1. Rotom-F: Thunderbolt -(7-1)=-6 / Hit 100% / Crit <=625 (6379=NO) / Effect <1000 (6825=NO)
Total: 10+3+7.5-4.5=16 Damage
2. Klang: **PAR Check <=1000 (8682=ACTION)**
Gear Grind -(8-1)=-7 / Hit <=8500 (4103=Hit) / Crit <=625 (5903=NO)
Total: 1.5(5+5+3+6-6)=19.5 Damage


OUTCOME



HP: 36/90
EN: 47/100
OK


VS



HP: 61/100
EN: 12/100
PAR 5%


"Rotom-F is looking exhausted, but Klang is looking tired! Which one will faint first!"​







 
#15
Son of a bitch... Well we can still win, right?

Pain Split -> Thunderbolt -> Shock Wave
If Protect A1, Thunderbolt and push back
If Gear Grind is used in a combo, Protect and push back
 
#17

"Will Rotom-F be able to handle its against Klang's type advantage!"

HP: 36/90
EN: 47/100
OK


VS


HP: 61/100
EN: 12/100
PAR 5%

Action 1
1. Rotom-F: Pain Split -14.3 / Hit 100%
Total: 49 HP
2. Klang: **PAR Check <=500 (2340=ACTION)
Chill
Total: +12 EN​

Action 2
1. Rotom-F: Thunderbolt -(7-1)=-6 / Hit 100% / Crit <=625 (5969=NO) / Effect <1000 (9790=NO)
Total: 10+3+7.5-4.5=16 Damage
2. Klang: **PAR Check <=500 (1371=Action)
Flash Cannon+Flash Cannon -1.75(6+6+4)-1=-27 EN
**Klang KO / -3 EN​


OUTCOME


HP: 49/90
EN: 27/100
OK


VS


HP: 33/100
EN: -3/100
KO


"And waterwarrior is our winner! Collect your prizes!"​

Prizes:

waterwarrior: 1 CC
Rotom-F: 4 MC, 1 KOC
Spheal: 2 MC, 1 EC, 1 DC, 1 KOC *1 EC or DC*​

Ullarwarlord: 2 CC
Klang: 2 MC, 1 EC, 1 DC, 1 KOC *1 EC or DC*
Beheeyem: 3 MC​

Faylion: 4 UC​
 
#18
In order for a combo to be used, you need to be able to pay the base energy cost, or the EN cost before the multiplier (in this case, 6+10 = 16 EN). Since Klang had 24 and the combo cost ((6+10)1.75 - 1) 27 EN, Klang faints of EN exhaustion, and I actually won this, surprisingly enough. GG Ullar :D
 
#21
2v2 Dubs only gives 1 CC, so I get 1 and Ullar gets 2

Also, although it doesn't matter here, when a poke faints of EN exhaustion, the move deals full damage then the attacker faints

GG Ullar, actually kinda surprised you didn't win this one
 
Status
Not open for further replies.