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Completed C$FP vs. Master Bane

Discussion in 'ASB' started by Charmander, May 22, 2011.

?

Who will win this battle?

Poll closed May 27, 2011.
  1. Master Bane

    0 vote(s)
    0.0%
  2. C$FP

    1 vote(s)
    10.0%
  3. -Charmander-

    9 vote(s)
    90.0%
Thread Status:
Not open for further replies.
  1. Charmander

    Charmander mfw i have a mane and am actually the sun
    is a Contributor Alumnus

    Joined:
    Feb 22, 2010
    Messages:
    2,856
    Here is your basic OP.

    2v2 Doubles
    3 Day DQ
    2 Recoveries per Pokemon/ 3 Chills per trainer
    Switch: KO
    Items: No
    Abilities: All
    Arena: I'm feeling lazy, just an endless meadow.

    The battlers have agreed that Master Bane will choose the arena and send out first.

    C$FP (open)
    [​IMG]
    Mudkip* [Swamp Thing] (Male)
    Nature: Adamant (+ * to Attack, - * from Special Attack)
    Type: Water
    Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Abilities:
    Ability 1: Torrent
    Type: Innate
    When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

    Ability 2 (DW): Damp
    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: 90
    Atk: Rank 4 (+)
    Def: Rank 2
    SAtk: Rank 1 (-)
    SDef: Rank 2
    Spd: 40

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

    Attacks:
    Tackle *
    Growl *
    Mud-Slap *
    Water Gun *
    Bide *
    Foresight *
    Mudsport *
    Superpower

    Avalanche *
    Curse *
    Yawn *

    Dig *
    Rock Slide *
    Waterfall *
    [​IMG]
    Litwik [Bahama Breeze] (Male)
    Nature: Modest (+ * to Special Attack; - * from Attack)
    Type: Ghost/Fire
    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.
    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. Superior senses in volcanic or brushfire areas.

    Abilities:
    Ability 1: Flash Fire
    Type: Innate
    This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).

    Ability 2: Flame Body
    Type: Innate
    This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

    Ability 3 (DW): Shadow Tag
    Type: Innate
    Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

    Stats:

    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 4 (+)
    SpD: Rank 2
    Spe: 20

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

    Attacks:
    Ember
    Astonish
    Minimize
    Smog
    Fire Spin
    Confuse Ray
    Night Shade
    Will-O-Wisp
    Flame Burst
    Imprison

    Acid Armor
    Clear Smog
    Heat Wave

    Will-O-Wisp
    Energyball
    Toxic

    [​IMG]
    Exeggcute [Benedict] (Female)
    Nature: Modest (+ to Special Attack, - from Attack)
    Type: Grass/Psychic
    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.
    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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Abilities:
    Ability 1: Chlorophyll
    Type: Innate
    During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
    Ability 2: Harvest (DW)
    Type:Innate
    At the end of each round, this Pokemon recylces a held berry that was consumed during that round. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest will not regrow it. The Berry is consumed at the end of the battle.

    Stats:

    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 40

    EC: 0/6
    MC:
    0
    DC:
    0/5

    Attacks:

    Barrage
    Uproar
    Hypnosis
    Reflect
    Leech Seed
    Confusion
    Bullet Seed
    Stun Spore
    Poison Powder
    Sleep Powder

    Ancientpower
    Giga Drain
    Synthesis

    Sunny Day
    Telekinesis
    Psychic

    Master Bane (open)
    [​IMG]
    Zubat(*) Zippy; inducer of seizures (M)
    Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
    Type: Poison/Flying
    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.
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.


    Abilities:
    Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
    Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

    Stats:

    HP: 90
    Atk: Rank 2
    Def: Rank 1 (-)
    SpA: Rank 2
    SpD: Rank 2
    Spe: 64 (55 * 1.15)

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

    Attacks:
    Leech Life(*)
    Supersonic(*)
    Astonish(*)
    Bite(*)
    Wing Attack(*)
    Confuse Ray(*)
    Air Cutter(*)

    Brave Bird(*)
    Hypnosis(*)
    Quick Attack(*)

    Toxic(*)
    Sludge Bomb(*)
    Acrobatics(*)

    [​IMG]
    Machop(*) Machop (M)
    Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
    Type: Fighting
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
    Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

    Stats:

    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 35

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

    Attacks:
    Low Kick(*)
    Leer(*)
    Focus Energy(*)
    Karate Chop(*)
    Foresight(*)
    Low Sweep(*)
    Seismic Toss(*)
    Revenge(*)
    Vital Throw(*)

    Bullet Punch(*)
    Close Combat(*)
    Rock Slide(*)

    Earthquake(*)
    Bulk Up(*)
    Payback(*)

    [​IMG]
    Houndour(*) Hell Hound (M)
    Nature: Hasty (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Defense)
    Type: Dark/Fire
    Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    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. Superior senses in volcanic or brushfire areas.

    Abilities:
    Early Bird:
    (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
    Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
    Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

    Stats:

    HP: 90
    Atk: Rank 2
    Def: Rank 1 (-1)
    SpA: Rank 3
    SpD: Rank 2
    Spe: 75 (65*1.15)

    EC: 0/6
    MC: 0
    DC: 0/5

    Attacks:
    Leer(*)
    Ember(*)
    Howl(*)
    Smog(*)
    Roar(*)
    Bite(*)
    Odor Sleuth(*)
    Beat Up(*)

    Fire Spin(*)
    Nasty Plot(*)
    Sucker Punch(*)

    Fire Blast(*)
    Solarbeam(*)
    Sunny Day(*)


    Master Bane, send out your Pokemon. Then C$FP do all your stuff, and Bane do actions.
  2. Master Bane

    Master Bane

    Joined:
    Sep 27, 2010
    Messages:
    167
    All right, I will be sending out Zippy, inducer of seizures (Zubat) and Machop
  3. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    I will send out Swamp Thing the Mudkip and Benedict the Exeggcute.

    Swamp Thing, start off with Waterfall at Zippy, then Curse, and another Waterfall at Zippy.

    Benedict, use Telekinesis on Zippy, then use Sleep Powder and then Stun Spore on him!
  4. Master Bane

    Master Bane

    Joined:
    Sep 27, 2010
    Messages:
    167
    Machop, start with a payback at Benedict, then use bulk up and finish off with an earthquake

    Zippy, attack with confuse ray at Benedict, then use air cutter on Benedict and finish up with a confuse ray on Swamp Thing!
  5. Charmander

    Charmander mfw i have a mane and am actually the sun
    is a Contributor Alumnus

    Joined:
    Feb 22, 2010
    Messages:
    2,856
    Glad to know the voters support me lol

    For my convenience: Zubat => Exeggcute (RNG 1/2) / Mudkip (RNG 2/2) => Machop

    In third grade, we learned to show ALL our work.
    [​IMG]
    [​IMG][​IMG]
    Health: 90
    Energy: 100%
    Status: -
    Boosts: -
    Ability: Inner Focus
    Actions: Confuse Ray (Benedict) ~ Air Cutter (Benedict) ~ Confuse Ray (Swamp Thing)
    [​IMG]
    Health: 90
    Energy: 100%
    Status: -
    Boosts: -
    Abilities: Guts and No Guard
    Actions:
    Payback (Benedict) ~ Bulk Up ~ Earthquake

    vs.
    [​IMG]
    [​IMG][​IMG]
    Health: 90
    Energy: 100%
    Status: -
    Boosts: -
    Ability: Torrent
    Actions: Waterfall (Zippy) ~ Curse ~ Waterfall (Zippy)
    [​IMG]
    Health: 90
    Energy: 100%
    Status: -
    Boosts: -
    Ability: Chlorophyll
    Actions: Telekinesis ~ Sleep Powder ~ Stun Spore (Zippy)

    ====================

    Action One

    Zubat uses Confuse Ray on Benedict
    [Confusion type: 1 = 1
    turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 2/3 => 2 turns of confusion
    -5 energy

    [Speed tie: 1 = Benedict, 2 = Swamp Thing] RNG rolls 1/2 => Benedict goes first

    [Confusion: 1 = success, 2 = failure] RNG rolls 1 => success
    Benedict uses Telekinesis => Success
    Zippy is held in the air for six (6) actions
    -7 energy

    Swamp Thing uses Waterfall on Zippy => Success
    [Crit: <=625/10,000 = success] RNG rolls 2,814 => failure
    16 damage, -5 energy

    Machop uses Payback on Benedict
    [Boost: Moved last = Success] => Success
    [Crit: <=625/10,000 = success] RNG rolls 2,107 => failure
    17 damage, -7 energy

    [Telekinesis count] 6 => 5
    [Confusion count] 2 => 1

    Action Two

    Zippy uses Air Cutter on Benedict
    [High Crit: <= 1,250/10,000 = Success] RNG rolls 937 => Success
    [Hit: <=9,500/10,000 = Success] RNG rolls 5,870 => Success
    18 damage, -4 energy

    [Speed tie: 1 = Benedict, 2 = Swamp Thing] RNG rolls 2/2 => Swamp Thing goes first

    Swamp Thing uses Curse
    +1 Atk and Def, -1 Spe, -6 energy

    [Confusion: 1 = success, 2 = failure] RNG rolls 2 => Failure
    Benedict hurts itself in confusion!
    1 damage

    Machop uses Bulk Up
    +1 Atk and Def, -7 energy

    [Telekinesis count] 5 => 4
    [Confusion count] 1 => 0

    Action Three

    Zippy uses Confuse Ray on Swamp Thing
    [Confusion type: 1 = 1 turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 1/3 => 1 round
    -5 energy

    Benedict uses Stun Spore on Zippy
    [Hit: <=7,500/10,000 = Success] RNG rolls 448 => Success
    25% paralysis on Zippy, -7 energy

    Machop uses Earthquake
    Benedict: [Crit: <=625/10,000 = Success] RNG rolls 1,648 => Failure
    9 damage
    Swamp Thing:
    [Crit: <=625/10,000 = Success] RNG rolls 839 => Failure
    15 damage, -7 energy

    Swamp Thing uses Waterfall on Zippy
    [Confusion: 1 = success, 2 = failure] RNG rolls 2 => Failure
    7 damage

    [Telekinesis count] 4 => 3
    [Confusion count] 1 => 0
    [Paralysis count] 25% => 20%

    ====================
    [​IMG]
    [​IMG][​IMG]
    Health: 74
    Energy: 86%
    Status: Telekinesis (3); Paralysis (20%)
    Boosts: -
    Ability: Inner Focus
    [​IMG]
    Health: 90
    Energy: 86%
    Status: -
    Boosts: +1 Atk; +1 Def
    Abilities: Guts and No Guard
    vs.
    [​IMG]
    [​IMG][​IMG]
    Health: 68
    Energy: 89%
    Status: -
    Boosts: +1 Atk; +1 Def, -1 Spe
    Ability: Torrent
    [​IMG]
    Health: 45
    Energy: 86%
    Status: -
    Boosts: -
    Ability: Chlorophyll
    Mater Bane => C$FP => -Charmander-
  6. Master Bane

    Master Bane

    Joined:
    Sep 27, 2010
    Messages:
    167
    Zippy, start off with a Confuse Ray at Benedict, follow up with a acrobatics at Benedict and finish with a Confuse Ray at Swamp Thing.

    Machop, start off with a Payback on Benedict, follow up with an Earthquake and finish with another Payback on Benedict.
  7. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Benedict, start with a Sleep Powder at Zippy, followed by a Psychic at Machop, and a Poison Powder at Machop.

    Swamp Thing, use Rock Slide at Zippy (and only Zippy), then a Curse, and a Waterfall at Machop.
  8. Charmander

    Charmander mfw i have a mane and am actually the sun
    is a Contributor Alumnus

    Joined:
    Feb 22, 2010
    Messages:
    2,856
    Zubat Exeggcute Machop Mudkip
    [​IMG]
    [​IMG][​IMG]
    Health: 74
    Energy: 86%
    Status: Telekinesis (3); Paralysis (20%)
    Boosts: -
    Ability: Inner Focus
    Actions: Confuse Ray ~ Acrobatics (Benedict) ~ Confuse Ray (Swamp Thing)
    [​IMG]
    Health: 90
    Energy: 86%
    Status: -
    Boosts: +1 Atk; +1 Def
    Abilities: Guts and No Guard
    Actions: Payback (Benedict) ~ Earthquake ~ Payback (Benedict)
    vs.
    [​IMG]
    [​IMG][​IMG]
    Health: 68
    Energy: 89%
    Status: -
    Boosts: +1 Atk; +1 Def, -1 Spe
    Ability: Torrent
    Actions: Rock Slide (Zippy) ~ Curse ~ Waterfall (Machop)
    [​IMG]
    Health: 45
    Energy: 86%
    Status: -
    Boosts: -
    Ability: Chlorophyll
    Actions:
    Sleep Powder (Zippy) ~ Psychic ~ Poison Powder (Machop)
    ====================

    Action One

    Benedict uses Sleep Powder
    [Hit: <=7,500/10,000 = Success] RNG rolls 8,817 => failiure
    -7 energy

    Machop uses Payback on Benedict
    [Boost: Moved last (target moved before it) = Success] => Success
    [Crit: <=625/10,000 = success] RNG rolls 3889 => failure
    19 damage, -7 energy

    Swamp Thing uses Rock Slide on Zippy
    [Hit: <=9,000/10,000] RNG rolls 9,534/10,000 => failure
    -6 energy

    [Paralysis: <=2,000/10,000 = Failiure] RNG rolls 2,941 => Success
    Zubat uses Confuse Ray on Benedict
    [Confusion type: 1 = 1
    turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 3/3 => 3 turns of confusion
    -5 energy

    [Telekinesis count] 3 => 2
    [Confusion count] 3 => 2

    Action Two

    [Confusion: 1 = success, 2 = failure] RNG rolls 2 => Failure
    Benedict hurts itself in confusion!
    1 damage

    Swamp Thing uses Curse
    +1 Atk and Def, -1 Spe, -6 energy

    Machop uses Earthquake
    Benedict: [Crit: <=625/10,000 = Success] RNG rolls 1,648 => Failure
    9 damage
    Swamp Thing:
    [Crit: <=625/10,000 = Success] RNG rolls 839 => Failure
    13 damage, -7 energy

    Zippy uses Acrobatics on Benedict
    [Crit: <= 625/10,000 = Success] RNG rolls 8,455 => Success
    19 damage, -7 energy


    [Telekinesis count] 2 => 1
    [Confusion count] 2 => 0

    Action Three

    Machop uses Payback on Swamp Thing
    [Boost: Moved last (target moved before it) = Success] => failure
    [Crit: <=625/10,000 = success] RNG rolls 4,688 => failure
    2 damage, -5 energy

    Swamp Thing uses Waterfall on Machop
    [Crit: <=625/10,000 = Success] RNG rolls 3,646 => Failure
    16 damage, -5 energy

    Zippy uses Confuse Ray on Swamp Thing
    [Paralysis: <=2,000/10,000 = Failiure] RNG rolls 1,649 => Failiure

    [Telekinesis count] 1 => 0
    [Paralysis count] 20% => 15%
    [Stat boosts] They go down....

    ====================
    [​IMG]
    [​IMG][​IMG]
    Health: 69
    Energy: 81%
    Status: Paralysis (15%)
    Boosts: -
    Ability: Inner Focus
    [​IMG]
    Health: 74
    Energy: 67%
    Status: -
    Boosts: -
    Abilities: Guts and No Guard
    vs.
    [​IMG]
    [​IMG]
    Health: 57
    Energy: 71%
    Status: -
    Boosts: +1 Atk; +1 Def, -1 Spe
    Ability: Torrent
    [​IMG]
    Health: KO
    C$ > Bane > Me
  9. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,715
    Use Rock Slide on Zippy, Waterfall on Zippy, and Rock Slide on Zippy.
  10. Master Bane

    Master Bane

    Joined:
    Sep 27, 2010
    Messages:
    167
    Zippy, use Confuse Ray, then Toxic and finish with acrobatics. If confuse ray fails, restart actions from the beginning (Confuse Ray, then Toxic)

    Machop, start with Bulk Up, then use Close Combat. Finish with a Low Sweep.
  11. Charmander

    Charmander mfw i have a mane and am actually the sun
    is a Contributor Alumnus

    Joined:
    Feb 22, 2010
    Messages:
    2,856
    Looks like this is the end!
    [​IMG]
    [​IMG][​IMG]
    Health: 69
    Energy: 81%
    Status: Paralysis (15%)
    Boosts: -
    Ability: Inner Focus
    Actions: Confuse Ray ~ Toxic ~ Acrobatics
    [​IMG]
    Health: 74
    Energy: 67%
    Status: -
    Boosts: -
    Abilities: Guts and No Guard
    Actions: Bulk Up ~ Close Combat ~ Low Sweep
    vs.
    [​IMG]
    [​IMG]
    Health: 57
    Energy: 71%
    Status: -
    Boosts: +1 Atk; +1 Def, -1 Spe
    Ability: Torrent
    Actions: Rock Slide ~ Waterfall ~ Rock Slide (Zippy)
    ====================

    Action One

    Machop uses uses Bulk Up
    +1 Atk and SpA, -7 energy

    Swamp Thing uses Rock Slide on Zippy
    [Hit: <=9,000/10,000] RNG rolls 7,951/10,000 => Success
    [Crit: <=625/10,000 = Success] RNG rolls 287 => Success
    25 damage, -6 energy

    Zubat uses Confuse Ray on Swamp Thing
    [Paralysis: <=1,500/10,000 = Failure] RNG rolls 5,825 => Success
    [Confusion type: 1 = 1 turn, 2 = 2 turns, 3 = 3 turns] RNG rolls 3/3 => 3 turns of confusion
    -5 energy

    [Confusion count] 3 => 1

    Action Two

    Machop uses Close Combat
    [Crit: <=625/10,000 = Success] RNG rolls 9,557 => Failure

    20 damage, -7 energy
    -1 Def; -1 SpD

    Mudkip uses Waterfall on Zippy
    [Confusion: 1 = Success; 2 = Failure] RNG rolls 2 => Failure
    7 damage


    Zippy uses Toxic on Mudkip
    [Paralysis: <=1,500/10,000 = Failure] RNG rolls 5,631 => Success
    [Hit: <=8,500/10,000 = Success] RNG rolls 1,908/10,000 => Success
    Mudkip is badly poisoned (1 DPA)

    [Confusion count] 1 => 0

    Action Three

    Machop uses Low Sweep
    [Hit: <=9,000/10,000 = Success] RNG rolls 2846 => Success
    [Crit: <=625/10,000 = success] RNG rolls 6737 => Failure
    12 damage, -4 energy, -1 Spe

    Swamp Thing uses Rock Slide on Machop
    [Hit: <=9,000/10,000 = Success] RNG rolls 2846 => Success
    [Crit: <=625/10,000 = Success] RNG rolls 3,624 => Failure
    [Flinch: <=3,000/10,000 = Success] RNG rolls 7,272 => Failure
    20 damage, -6 energy

    Poison => 1 damage

    Zippy uses Acrobatics on Swamp Thing
    [Paralysis: <=1,500/10,000 = Failure] RNG rolls 9,812 => Success
    [Crit: <=625/10,000 = Success] RNG rolls 69 (lol) => Success
    17 damage, -7 energy


    MUDKIP DIES

    ====================
    [​IMG]
    [​IMG][​IMG]
    Health: 24
    Energy: 76%
    Status: Paralysis (15%)
    Boosts: -
    Ability: Inner Focus
    [​IMG]
    Health: 74
    Energy: 49%
    Status: +1 Atk; -1 SpD
    Boosts: -
    Abilities: Guts and No Guard
    vs.
    [​IMG]DEAD

    Nice Job guys!
    Both trainers get 2 TC
    All Pokemon get 1 EC, 2 MC, and 1 DC
    Zippy gets 2 KOC
    I get 4 RC
    Master Bane gets a win on his record, C$ gets a loss
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