Battle of the Waterfall!

Standard 4v4 LC Singles
Training Items only
Switch=KO
Arena is Waterfall Colosseum

Name: Waterfall Colosseum
Type: Water (obviously), grass
Complexity: Low


Restrictions:
No switching (due to new battle type)


Description:
A new colosseum with a new battle style. Waterfall Colosseum is located in Poketopia.

It even comes with a new battle style. In this new battle, each trainer fights in a series of 1v1 battles. Each pokemon may only fight one 1v1 battle. The trainer who wins a majority of 1v1 battles wins the match. If, at any point, a trainer has won over half of all total 1v1 matches, even if there are still some 1v1 matches yet to be completed, that trainer wins.
If, after all 1v1 matches, there is a tie for first, the remaining (not yet fainted) pokemon from each side will fight (with HP, Energy, and Statuses fully healed and stat stages reset) to determine the winner. Keep repeating rematches until one side wins.

If the battle is doubles, triples, or larger, then the matches are of however many pokemon get sent out at a time, and the total number of pokemon must be a multiple of that number. Everything else is the same.

There is a waterfall falling near the battlefield, and pokemon may draw water from there.
There is also an ocean around the battlefield.
There is a hilly grassland off to the south. Grass may be drawn from there.
Rocks may be taken from the cliffs between grassland and ocean.

The noise from the waterfall renders all sound-based moves having no effect (they can still be used, though).

Team Avnomke:

Froakie M Rodan
Types: Water
Abilities: Torrent/Protean(H)
Nature: Hasty: +Spe +22.989% accuracy (23%), -Def
Stats:
HP: 90
Atk: 2
Def: 1-
SpA: 3
SpD: 2
Spe: 81.65+ (82)
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 3/9
MC: 0
AC: 3/5
Attacks:
Level Up
Pound
Growl
Bubble
Quick Attack
Lick
Water Pulse
Smokescreen
Round
Fling
Double Team
Hydro Pump
Bounce
Substitute
Egg
Bestow
Camouflage
Mud Sport
Mind Reader
Toxic Spikes
Tutor
TM/HM
Ice Beam
Dig
Acrobatics
Scald
Rock Slide
Blizzard


Litwick F Pauly
Types: Fire/Ghost
Abilities: Flash Fire/Flame Body/Infiltrator(H)
Nature: Modest +SpA, -Att
Stats:
HP: 90
Atk: 1-
Def: 2
SpA: 4+
SpD: 2
Spe: 20
Size Class: 1
Weight Class: 1
Base Rank Total: 12
EC: 3/9
MC: 0
AC: 3/5
Attacks:
Level Up
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Pain Split
Hex
Overheat
Egg
Heat Wave
Acid Armor
Clear Smog
Endure
Haze
Tutor
TM/HM
Energy Ball
Psychic
Shadow Ball
Thief
Incinerate
Protect
Solarbeam


Meditite M Zen
Types: Fighting/Psychic
Abilities: Pure Power/Telepathy(H)
Nature: Adamant +Att, -SpA
Stats:
HP: 90
Atk: 3+ (5 Pure Power)
Def: 3
SpA: 1-
SpD: 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12 (14 Pure Power)
EC: 3/6
MC: 1
AC: 3/5
Attacks:
Level Up
Bide
Meditate
Confusion
Detect
Hidden Power (Ghost)
Swagger
Mind Reader
Feint
Calm Mind
High Jump Kick
Recover
Reversal
Psych Up
Egg
Bullet Punch
Drain Punch
Psycho Cut
Fake Out
Guard Swap
Ice Punch
Fire Punch
Tutor
TM/HM
Double Team
Brick Break
Rock Slide
Substitute
Poison Jab


Spritzee F Aroma
Types: Fairy
Abilities: Healer/Aroma Veil(A)
Nature: Modest +SpA, -Att
Stats:
HP: 100
Atk: 1-
Def: 2
SpA: 4+
SpD: 3
Spe: 23
Size Class: 1
Weight Class: 1
Base Rank Total: 14
EC: 0/6
MC: 0
AC: 0/5
Attacks:
Level Up
Sweet Scent
Fairy Wind
Sweet Kiss
Odor Sleuth
Echoed Voice
Calm Mind
Draining Kiss
Aromatherapy
Egg
Captivate
Disable
Refresh
Wish
Tutor
TM/HM
Toxic
Thunderbolt
Psychic
Energy Ball
Protect
Flash Cannon

Team Dummy007:

Slowpoke [Hammer Bro.] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Typing: Water/Psychic
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Psychic: Psychic STAB; 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:
Oblivious:
This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt. (Passive)
Own Tempo: This Pokemon moves at its own pace; when confused, it will never harm itself in confusion. If this Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. (Passive)
Regenerator (HA-Locked): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Poke Ball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. (Passive)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 13 (15/1.15) (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 2/6
MC: 3
AC: 1/5

Moves (18):
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Belly Drum
Block
Future Sight
Me First
Mud Sport

Psyshock
Ice Beam
Shadow Ball
Flamethrower
Scald


Gritty Goombas [Binacle] (M, M)
Nature: Jolly (+15% Speed, +8% Accuracy, -1 SpA)
Typing: Rock/Water
Rock: Rock STAB; adds an additional level of Priority (+0 to +1, +3 to +4, etc.) to naturally occurring level-up, egg, tutor, or TM attacks that increase only Defense or Special Defense or prevent damage. (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Protect, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw.) Reduces the BAP of all oncoming special attacks by two (2) during Sandstorm, immune to Sandstorm damage. Ignores arena restrictions on Rock attacks requiring an external rock source.
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Sniper:
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. (Passive)
Tough Claws: This Pokemon has sharp claws that enhance the power of all of its contact attacks by two (2) BAP. (Passive)
Pickpocket (HA-Locked): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponent's item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Activate Pickpocket <ally> Command: Trades items with target ally.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 58 (50*1.15) (+8% Acc)
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Moves (23):
Shell Smash
Scratch
Sand-Attack
Water Gun
Withdraw
Fury Swipes
Slash
Mud-Slap
Clamp
Rock Polish
Night Slash
Razor Shell
Cross Chop

Helping Hand
Switcheroo
Tickle
Water Sport

Taunt
Earthquake
Sandstorm
Shadow Claw
Stone Edge
X-Scissor


Remoraid [Malibut] (M)
Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
Typing: Water
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Hustle:
No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the BAP of all its physical attacks by three (3), but the haste used lowers its accuracy to 80% of normal. (Toggle)
Sniper: 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. (Passive)
Moody (HA-Locked): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. [Table of Moody Natures:http://pastebin.com/dF9rCYFc] (Passive)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 56 (65/1.15) (-10% Evasion)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 3/6
MC: 0
AC: 1/5

Moves (18):
Water Gun
Lock-On
Psybeam
Aurora Beam
Bubble Beam
Focus Energy
Signal Beam
Bullet Seed

Acid Spray
Haze
Mud Shot
Rock Blast
Water Spout

Ice Beam
Protect
Smack Down
Psychic
Flamethrower


Mudkip [Beanie] (F)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Typing: Water
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Torrent:
When this Pokemon's HP is lower than 33%, the BAP of its Water attacks is increased by two (2). (Passive)
Damp (HA-Locked): This Pokemon releases a damp mist upon entry into battle that short-circuits the opponent's ability to use Self-Destruct or Explosion. (Passive)

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 34 (40/1.15) (-10% Evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
MC: 0
AC: 0/5
Moves (23):
Tackle
Growl
Mud-Slap
Water Gun
Bide
Foresight
Mud Sport

Avalanche
Mirror Coat
Refresh
Wide Guard
Yawn

Ice Beam
Dig
Sludge Wave
Scald
Rock Slide
In my opinion, it would be best if both users PMed me with the pokemon they are planning on using when a new pokemon is sent out. Since this arena I am trying out makes match-ups so much more important, I think this would be fair. Unless Avnomke and Dummy007 would want otherwise, this is how it will go:
Avnomke and Dummy007 PM me their pokemon
Dummy007 orders
Avnomke orders​
 
Team Avnomke:

Aroma the Spritzee
HP: 100
EN: 100
Stats: 1/2/4/3/23
SC/WC: 1/1
Ability: Healer
Other: None

Team Dummy007

Malibut the Remoraid
HP: 90
EN: 100
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(off), Sniper
Item: Amulet Coin
Other: -10 Evasion​
Dummy007 orders
Avnomke orders + equips​
 
Last edited:
All right, Malibut! Let's get this started the right way: with lots of damage.

Water Spout -> Bullet Seed -> Acid Spray
If Aroma uses Protect, change that action to Focus Energy the first time and Chill all subsequent times and push actions back
 
Pre-round:

Aroma the Spritzee
HP: 100
EN: 100
Stats: 1/2/4/3/23
SC/WC: 1/1
Ability: Healer
Other: None
Field Effects:
0-0​

Malibut the Remoraid
HP: 90
EN: 100
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(off), Sniper
Item: Amulet Coin
Other: -10 Evasion​
Begin round 1:
Action 1:

Order: Remoraid, Spritzee

Remoraid used Water Spout
Crit(1570): No
Damage: (15+3+4.5-4.5)=18
-8 Energy
Spritzee health: 82
Remoraid energy: 92

Spritzee used Thunderbolt
Crit(5265): No
Effect(132): Yes
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: 74.25
Spritzee energy: 93
Remoraid was paralyzed(15%, new speed 14)


Action 2:
Order: Spritzee, Remoraid

Spritzee used Wish
Spritzee made a wish
-19.33 Energy

Remoraid used Bullet Seed
Paralysis(5908): No
# of hits(1): 2
Crits(4323, 533): 1
Damage: (6+2+4.5-3)=9.5
-7 Energy
Spritzee health: 82.5
Remoraid energy: 85


Action 3:
Order: Spritzee, Remoraid

Spritzee used Thunderbolt
Crit(1790): No
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: 58.5
Spritzee energy: 66.67

Remoraid used Acid Spray
Paralysis(9876): No
Crit(7996): No
Damage: (4+4.5-4.5)(3/2)=6
-5 Energy
Spritzee's Special Defense fell (-2)
Spritzee health: 76.5
Remoraid energy: 80

Post-round:

Aroma the Spritzee
HP: 76
EN: 67
Stats: 1/2/4/3(-2)/23
SC/WC: 1/1
Ability: Healer
Other: Incoming wish (+25 HP)
Field Effects:
0-0​

Malibut the Remoraid
HP: 58
EN: 81
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(off), Sniper
Item: Amulet Coin
Other: -10 Evasion, Paralysis(10%)​
Avnomke orders
Dummy007 orders​
 
Last edited:
(Spritzee should have taken 2 more damage, as it is weak to Poison.)

Grr...let's see what we can pull off, Malibut. Here goes nothing!

Acid Spray -> Acid Spray -> Double Beam [Bubble Beam + Psybeam combo]
If the combo is deemed illegal, use a Bubble Beam + Bubble Beam combo instead
 
I deam that combo infeasible. I do not think that a pokemon could launch bubbles at high speed and unleash a disorienting beam of mental energy at the same time. Therefore, since you listed Bubble Beam first in the combo, I shall act like you ordered Bubblebeam. If you have any official opinion saying otherwise, notify me.
Pre-round:

Aroma the Spritzee
HP: 76
EN: 67
Stats: 1/2/4/3(-2)/23
SC/WC: 1/1
Ability: Healer
Other: Incoming wish (+25 HP)
Field Effects:
0-0​

Malibut the Remoraid
HP: 58
EN: 80
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(off), Sniper
Item: Amulet Coin
Other: -10 Evasion, Paralysis(10%)​
Begin round 2:
Action 1:

Order: Spritzee, Remoraid

Spritzee used Energy Ball
Crit(6853): No
Effect(9584): No
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: 42.25
Spritzee energy: 60

Remoraid used Acid Spray
Paralysis(8471): No
Crit(8938): No
Damage: (4+4.5-4.5)(3/2)+(0-(-2))*2=10
-9 Energy
Spritzee health: 66
Remoraid energy: 71
Spritzee's Special Defense fell! (-2)

Spritzee's wish came true! (+25 HP)
Spritzee health: 91


Action 2:
Order: Spritzee, Remoraid

Spritzee used Thunderbolt
Crit(5926): No
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: 36.5
Spritzee energy: 53

Remoraid used Acid Spray
Paralysis(1238): No
Crit(900): No
Damage: (4+4.5-4.5)(3/2)+(0-(-4))*2=14
-13 Energy
Spritzee health: 77
Remoraid energy: 58
Spritzee's Special Defense fell! (-2)


Action 3:
Order: Spritzee, Remoraid

Spritzee used Energy Ball
Crit(867): No
Effect(2392): No
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: 20.75
Spritzee energy: 46

Remoraid used Bubble Beam
Paralysis(6429): No
Crit(5635): No
Effect(2599): No
Damage: (7+3+4.5-4.5)+(0-(-6))*2=22
-4 Energy
Spritzee health: 72
Remoraid energy: 54

Pre-round:

Aroma the Spritzee
HP: 72
EN: 46
Stats: 1/2/4/3(-5)/23
SC/WC: 1/1
Ability: Healer
Other: None
Field Effects:
0-0​

Malibut the Remoraid
HP: 21
EN: 54
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(off), Sniper
Item: Amulet Coin
Other: -10 Evasion, Paralysis(5%)​
Dummy007 orders
Avnomke orders​
 
Last edited:
My substitution should activate, which changes the combo to a double Bubble Beam one. (This isn't a codified sub, but it is commonly accepted among referees.) Also, STAB reduces the EN cost of Malibut's Water moves by 1, so he should have spent one less on Water Spout and the Water combo. I'll order once this stuff is fixed.
 
I never noticed that rule. Will fix.

However, the ASB Players Handbook says that:
Whether two moves can actually be combined or not depends mainly on whether or not the ref believes the combo to be feasible and it is worth checking a move's description to see how the move manifests. Examples of infeasible combos include Head Smash + Hyper Beam, Night Slash + Earthquake and Psychic + Thunderbolt. If a combo is determined infeasible, the Pokemon will simply use the first move in the combo on its current turn and the second move on its next turn.
Therefore, only Bubble Beam is used, not a combo (I only ref by rules and implied rulings, not societal tendencies).
 
Eh, I can live with that. (Be cautioned that some players would be less friendly about that than I am, and I'm being friendly partially because it doesn't really matter.) You tried, Malibut. Spritzee was just not a good matchup for you.

[Toggle Hustle ON] Bullet Seed + Bullet Seed combo -> Cool Down (Bubble Beam) -> Bubble Beam
If a Grass-typed combo is used, change that action to Bullet Seed
If an Electric-typed combo is used, change that action to Bullet Seed
 
Pre-round:

Aroma the Spritzee
HP: 72
EN: 46
Stats: 1/2/4/3(-4)/23
SC/WC: 1/1
Ability: Healer
Other: None
Field Effects:
0-0​

Malibut the Remoraid
HP: 21
EN: 54
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(off), Sniper
Item: Amulet Coin
Other: -10 Evasion, Paralysis(5%)​
Begin round 3:
Action 1:

Order: Spritzee, Remoraid

Spritzee used Energy Ball
Crit(4482): No
Effect: No relevence
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: 5.25
Spritzee energy: 39

Hustle was toggled on
Remoraid used Bullet Seed combo
Paralysis(3665): No
Hit(3770): Yes
Crit(9694): No
Hits(6): 5
Damage: ((15*2.25)+4.5+2-3)=37.25
-31.5 Energy
Spritzee health: 34.75
Remoraid energy: 22.5


Action 2:
Order: Spritzee, Remoraid

Spritzee used Thunderbolt
Damage: (9+6-4.5)(3/2)=15.75
-7 Energy
Remoraid health: -10.5
Spritzee energy: 32

Post-round:

Aroma the Spritzee
HP: 35
EN: 32
Stats: 1/2/4/3(-5)/23
SC/WC: 1/1
Ability: Healer
Other: Victorious
Field Effects:
1-0​

Malibut the Remoraid
HP: KO
EN: KO
Stats: 3/2/3/3/56
SC/WC: 1/2
Abilities: Hustle(on), Sniper
Item: Amulet Coin
Other: KO​
Avnomke and Dummy007 PM me their pokemon​
 
Team Avnomke:

Zen the Meditite
HP: 90
EN: 100
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Item: Unequipped
Other: None
Field Effects:
1-0​

Team Dummy007:

Beanie the Mudkip
HP: 90
EN: 100
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
Avnomke orders
Dummy007 orders​
 
Please refrain from using abbreviations. I am pretty new to competitive pokemon (joined after BW2's release), so I might not know all of them. Luckily, I do know that HJK is High Jump Kick, but I might not know all the other ones.

I also can't get the New Data Audit to work right now, so I have to rely upon the old one. Correct me if the old one messes anything up.

Pre-round:

Zen the Meditite
HP: 90
EN: 100
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Item: Unequipped
Other: None
Field Effects:
1-0​


Beanie the Mudkip
HP: 90
EN: 100
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
Begin round 4
Action 1:

Order: Meditite, Mudkip

Meditite used High Jump Kick
Crit(1331): No
Damage: (13+3+4.5+3)=17.5
-7 Energy
Mudkip health: 72.5
Meditite energy: 93

Mudkip used Mud-Slap
Crit(3447): No
Damage: (4+3+4.5-4.5)=7
-5 Energy
Meditite's Accuracy fell(-1)
Meditite health: 93
Mudkip energy: 98


Action 2:
Order: Meditite, Mudkip

Meditite used Brick Break
Hit(9108): No
The attack missed!
-5 Energy

Mudkip used Mud-Slap
Crit(3447): No
Damage: (4+3+4.5-4.5)=7
-10 Energy
Meditite's Accuracy fell(-1)
Meditite health: 86
Mudkip energy: 93


Action 3:
Order: Meditite, Mudkip

Meditite used High Jump Kick
Hit(9151): No
The attack missed!
-7 Energy
Crash damage: (13+2)=15
Meditite health: 71
Meditite energy: 81

Mudkip used Scald
Crit(4962): No
Effect(7568): No
Damage: (8+3+4.5-4.5)=11
-5 Energy
Meditite health: 60
Mudkip energy: 88

Post-round:

Zen the Meditite
HP: 60
EN: 81
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Other: -2 Accuracy
Field Effects:
1-0​


Beanie the Mudkip
HP: 72
EN: 80
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
Dummy007 orders
Avnomke orders​
 
Last edited:
Mudkip doesn't get STAB on Mud-Slap. Also, the EN Cost for Mud-Slap is now formula-based: 4 + the target's new negative Acc stage. So Beanie should spend 4 +1 = 5 EN on the first and 4 + 4 + 2 = 10 EN on the second. Regardless of these changes, I'll use the same set of actions.

Well done, Beanie! Let's keep it going.

Yawn -> Scald -> Mud-Slap
If Protect is used, change that action to Chill and push actions back
If Double Team is used, change that action to Sludge Wave and push actions back
 
Pre-round:

Zen the Meditite
HP: 60
EN: 81
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Other: -2 Accuracy
Field Effects:
1-0​


Beanie the Mudkip
HP: 72
EN: 80
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
Begin round 5
Action 1:

Order: Meditite, Mudkip

Meditite used Detect
Meditite protected itself from the attacks.
-6 Energy

Mudkip used Yawn
Meditite protected itself
-7 Energy


Action 2:
Order: Meditite, Mudkip

Meditite used Substitute(20)
-20 HP
Meditite mad a Substitute
-18 Energy
Meditite health: 40
Meditite energy: 57

Mudkip used Scald
Crit(7083): No
Damage: (8+3+4.5-4.5)=11
-5 Energy
Meditite sub HP: 9
Mudkip energy: 68


Action 3:
Order: Meditite, Mudkip

Meditite used Brick Break
Hit(5755): Yes
Crit(8544): No
Damage: (8+3+7.5-3)=15.5
-5 Energy
Mudkip health: 56.5
Meditite energy: 52

Mudkip used Mud-Slap
Crit(8222): No
Damage: (4+4.5-4.5)=4
-4 Energy
Meditite sub HP: 5
Mudkip energy: 64

Post-round:

Zen the Meditite
HP: 40
EN: 52
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Other: -1 Accuracy, 5 HP Substitute
Field Effects:
1-0​


Beanie the Mudkip
HP: 56
EN: 64
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
 
Brick Break ~ Psycho Cut ~ Brick Break
If Mud-Slap and you don't have a substitute up, then Substitute (15)
If Yawn and you don't have a substitute up and you did not use Detect last action, then Detect.
 
All right, Beanie. Let's take this thing down!

Water Gun -> Scald -> Scald
If Scald causes a Burn A2, change A3 to Mud-Slap
 
Pre-round:

Zen the Meditite
HP: 40
EN: 52
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Other: -1 Accuracy, 5 HP Substitute
Field Effects:
1-0​


Beanie the Mudkip
HP: 56
EN: 64
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
Begin round 6
Action 1:

Order: Meditite, Mudkip

Meditite used Brick Break
Hit(7798): No
The attack missed!
-9 Energy
Meditite energy: 43

Mudkip used Water Gun
Damage: (4+3+4.5-4.5)=7
-2 Energy
Meditite substitute: 0
Mudkip energy: 62


Action 2:
Order: Meditite, Mudkip

Meditite used Psycho Cut
Hit(3418): Yes
Crit(6519): No
Damage: (7+3+7.5-3)=14.5
-4 Energy
Mudkip health: 41.5
Meditite energy: 39

Mudkip used Scald
Crit(6827): No
Effect(6650): No
Damage: (8+3+4.5-4.5)=11
-5 Energy
Meditite health: 29
Mudkip energy: 57


Action 3:
Order: Meditite, Mudkip

Meditite used Brick Break
Hit(8930): No
The attack missed!
-5 Energy
Meditite energy: 32

Mudkip used Scald
Crit(9632): No
Effect(2993): Yes
Damage: (8+3+4.5-4.5)=11
-9 Energy
Meditite health: 18
Mudkip energy: 48
Meditite was burned

Meditite was hurt by the burn (-2 HP)

Post-round:

Zen the Meditite
HP: 16
EN: 32
Stats: 3(5 after Pure Power)/3/1/3/60
SC/WC: 1/2
Ability: Pure Power
Other: Burned
Field Effects:
1-0​


Beanie the Mudkip
HP: 41
EN: 48
Stats: 3/2/3/2/34
SC/WC: 1/1
Ability: Torrent
Item: Lucky Egg
Other: -10 Evasion​
Dummy007 orders
Avnomke orders​
 
Excellent job, Beanie! I'm looking forward to seeing you evolve and get even better.

Mud-Slap -> Scald -> Sludge Wave
If Meditite uses a Fighting-typed combo A1, change that action to Dig and push actions back
If Meditite uses an Electric-typed combo A1, change that action to Dig and push actions back
 

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