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Completed CMFP has some Complications

Discussion in 'ASB' started by Texas Cloverleaf, Sep 26, 2012.

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  1. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderatoris a Smogon Media Contributoris a Tiering Contributoris a Battle Server Moderatoris a Contributor Alumnus
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    Cee Dollas team
    Colossoil (open)
    [​IMG]
    Colossoil (Male)
    Nature: Mild (+ to Special Attack; - from Defense)
    Type: Ground/Dark
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
    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.

    Abilities:
    Ability 1: Rebound
    Type: Can be Activated
    The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Command: Ability: Rebound (Hazard).

    Ability 2: Guts
    Type: 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.

    Ability 3 (DW) [unlocked]: Pressure
    Type: Innate
    This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

    Stats:

    HP: 120
    Atk: Rank 5
    Def: Rank 2 (-)
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 95
    Size Class: 5
    Weight Class: 10
    Base Rank Total: 22

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

    Attacks:
    Leer
    Tackle
    Bubblebeam
    Bite
    Rapid Spin
    Body Slam
    Muddy Water
    Peck
    Horn Attack
    Drill Run
    Megahorn

    Encore
    Fake Out
    Water Spout
    Dark Pulse

    Taunt
    Earthquake
    Rock Slide
    Dig
    Brick Break

    Moves: 20
    Syclar (open)
    [​IMG]
    Syclar (Male)
    Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
    Type: Bug/Ice
    Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
    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.

    Abilities:
    Ability 1: Compound Eyes
    Type: Innate
    This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

    Ability 2: Snow Cloak
    Type: Innate
    This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.

    Ability 3 (DW): Technician
    Type: Innate
    This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 3
    SpD: Rank 2
    Spe: 105 (91*1.15=104.65)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 15

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

    Attacks:
    Leer
    Leech Life
    Scratch
    Ice Shard
    Focus Energy
    Slash
    Icy Wind
    Bug Bite
    Icicle Spear
    Fury Attack
    X-Scissor

    Earth Power
    Counter
    Water Pulse

    Taunt
    Blizzard
    Dig

    Moves: 17
    Munchlax (open)
    [​IMG]
    Munchlax (Male)
    Nature: Quiet (+ to Special Attack; - from Speed; -10% Evasion)
    Type: Normal
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Ability 1: Pickup
    Type: Innate
    This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

    Ability 2: Thick Fat
    Type: 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.)

    Ability 3 (DW): Gluttony
    Type: Innate
    This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

    Stats:

    HP: 120
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 3 (+)
    SpD: Rank 3
    Spe: 4 (-)
    Size Class: 1
    Weight Class: 5
    Base Rank Total: 16

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

    Attacks:
    Metronome
    Odor Sleuth
    Tackle
    Defense Curl
    Amnesia
    Lick
    Recycle
    Screech
    Chip Away
    Stockpile

    Counter
    Double-Edge
    Zen Headbutt

    Ice Beam
    Thunderbolt
    Earthquake

    Moves: 16
    Roselia (open)
    [​IMG]
    Roselia (Male)
    Nature: Timid (+ to Speed; +13% Accuracy; - from Attack)
    Type: Poison/Grass
    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.
    Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Abilities:
    Ability 1: Natural Cure
    Type: Innate
    This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

    Ability 2: Poison Point
    Type: Can be Disabled
    This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

    Ability 3 (DW) [unlocked]: Leaf Guard
    Type: Innate
    In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

    Stats:

    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 4
    SpD: Rank 3
    Spe: 75 (+)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 16

    EC: 6/9
    MC: 0
    DC: 5/5

    Attacks:
    Absorb
    Growth
    Water Sport
    Stun Spore
    Mega Drain
    Worry Seed
    Petal Dance
    Poison Sting
    Leech Seed
    Magical Leaf
    GrassWhistle
    Giga Drain

    Extrasensory
    Leaf Storm
    Synthesis

    Toxic
    Venoshock
    Energy Ball
    Shadow Ball
    Solarbeam

    Moves: 20
    Sableye (open)
    [​IMG]
    Sableye (Male)
    Nature: Brave (+ to Attack; - from Speed; -10% Evasion)
    Type: Dark/Ghost
    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.
    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.

    Abilities:
    Ability 1: Keen Eye
    Type: Innate
    This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.

    Ability 2: Stall
    Type: Innate
    This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.

    Ability 3 (DW): Prankster
    Type: Innate
    The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

    Stats:

    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 43 (-)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 16

    EC: N/A
    MC: 0
    DC: 2/5

    Attacks:
    Leer
    Scratch
    Foresight
    Night Shade
    Astonish
    Fury Swipes
    Fake Out
    Detect
    Shadow Sneak
    Shadow Claw

    Metal Burst
    Moonlight
    Sucker Punch
    Fire Punch

    Toxic
    Taunt
    Will-o-Wisp

    Moves: 17
    Aerodactyl (open)
    [​IMG]
    Aerodactyl (Male)
    Nature: Jolly (+ to Speed; +26% Accuracy; - from Special Attack)
    Type: Rock/Flying
    Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
    Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:
    Ability 1: Rock Head
    Type: Innate
    This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

    Ability 2: Pressure
    Type: Innate
    This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

    Ability 3 (DW): Unnerve
    Type: 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: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 150 (+)
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

    EC: N/A
    MC: 0
    DC: 1/5

    Attacks:
    Ice Fang
    Fire Fang
    Thunder Fang
    Wing Attack
    Supersonic
    Bite
    Scary Face
    Roar
    Agility
    Ancientpower
    Sky Drop
    Rock Slide
    Crunch

    Pursuit
    Roost
    Tailwind
    Aqua Tail
    Sky Attack
    Whirlwind
    Double-Edge

    Taunt
    Earthquake
    Stone Edge
    Smack Down
    Sandstorm
    Torment
    Fly
    Whirlwind
    Endure
    Double Team
    Bulldoze
    Protect
    Substitute
    Aerial Ace

    Moves: 33


    Complications' crew
    Frenzy (Gengar) (open)
    Gengar (Frenzy) (M)
    [​IMG]
    Nature:
    Timid (-Atk, +Spe, +19% ACC)

    Type:
    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.

    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:
    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.

    Stats:
    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 127 (126.5>127)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    EC: 9/9
    MC: 0

    Attacks:
    Hypnosis (*)
    Lick (*)
    Spite (*)
    Mean Look (*)
    Curse (*)
    Night Shade (*)
    Confuse Ray (*)
    Sucker Punch (*)
    Shadow Punch
    Shadow Ball
    Destiny Bond
    Hex

    Perish Song (*)
    Disable (*)
    Clear Smog (*)

    Dream Eater (*)
    Will-O-Wisp (*)
    Sludge Bomb (*)
    Thunderbolt
    Hidden Power Ice (7)
    Giga Drain (Past Gen)
    Focus Blast

    Pain Split

    Background: Frenzy is a brute. He goes in and out, launching quick and powerful attacks, leaving the opponent maimed and out cold. He often does the dirty work of the team.


    Show Hide
    Starmie (Soundwave) (Genderless)
    [​IMG]
    Nature:
    Timid (-Atk, +Spe, +20% ACC)

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

    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:
    Illuminate:
    Type: Can be Activated
    When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
    Command: (Ability: Illuminate)

    Natural Cure:
    Type: Innate
    This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

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

    Stats:
    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (132.25>132)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

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

    Attacks:
    Tackle (*)
    Harden (*)
    Water Gun (*)
    Rapid Spin (*)
    Recover (*)
    Camouflage (*)
    Swift (*)
    Power Gem
    Hydro Pump
    Recycle

    Surf (*)
    Ice Beam (*)
    Thunderbolt (*)
    Psychic
    Zap Cannon (Past Gen)
    Psyshock
    Grass Knot

    Aurora Beam (*)
    Barrier (*)
    Supersonic (*)

    Background: A high-pitched whining noise. A flash. A massive roar as the beam of energy launches into his opponent, knocking it into next week. Optimus often relies on Soundwave to help cover his weaknesses, just as Soundwave does for Optimus.


    Bec (open)


    Honchrow (Bec) (F)
    Nature *Quiet: (+ SAtk, -Spe, -10 Evasion)
    [​IMG]
    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.

    Flying: *Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities
    Insomnia
    Type: Inate
    This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

    Super Luck
    Type: Inate:
    This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

    DW: Moxie
    Type: Inate
    This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

    Stats
    HP: 110
    Atk: Rank 5
    Def: Rank 2
    SpA: Rank 5 (+)
    SpD: Rank 2
    Spe: 62 (61.7>62)
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 20

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

    Moves:
    Peck
    Astonish
    Pursuit
    Haze
    Wing Attack
    Night Shade
    Assurance
    Swagger
    Dark Pulse
    Night Slash

    Sky Attack
    Mirror Move
    Roost
    Brave Bird

    Shadow Ball
    Psychic
    Protect
    Thunder Wave

    Heat Wave
    Superpower

    Background: Bec loves power. Even if his opponents are tough enough to take his strong physical attacks, they won't be able to do anything when Bec launches a powerful Heat Wave or Dark Pulse.


    Pride (open)

    Privatyke (Pride) Male
    [​IMG]

    Nature: Brave (+Atk, -Spe, -10 ACC)

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

    Fighting:*Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    Unaware
    Type: (Innate)*
    When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

    Klutz (DW)
    Type: (Can be disabled)*
    The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.


    Stats:
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 2
    SpD: Rank 2
    Spe: 31 (30.4>31)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 15

    EC: 1/6
    MC: 0
    DC: 1/5
    KO's Scored: 1
    KO'd: 0

    Attacks
    Bubble (*)
    Smokescreen (*)
    Yawn (*)
    Wrap *(*)
    Chip Away (*)
    Arm Thrust (*)
    Aqua Jet(*)
    Mach Punch
    Taunt
    Focus Punch

    Rock Blast (*)
    Recover (*)
    Circle Throw(*)

    Waterfall (*)
    Earthquake (*)
    Ice Beam (*)


    Envy (open)

    Nincada (Envy) Male
    [​IMG]

    Nature: Adamant (+Atk, -SAtk)

    Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

    Abilities:
    CompoundEyes
    Type: (Innate)*
    This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

    Run Away *(DW)
    Type: (Innate)
    This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.


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

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

    Attacks
    Scratch (*)
    Harden (*)
    Leach Life (*)
    Sand Attack (*)
    Fury Swipes(*)
    Mind Reader(*)
    False Swipe *(*)

    Endure (*)
    Night Slash (*)
    Final Gambit (*)

    X-Scissor (*)
    Aerial Ace (*)
    Substitute (*)


    Sauron (open)

    Sauron (Deino) (M)
    [​IMG]
    Nature: Adamant (+ATK, -SATK)

    Type

    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.

    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities
    Hustle
    Type: Can Be Activated
    This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

    Stats:
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 38
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

    EC: 0/9
    MC: 0

    Attacks:
    Tackle (*)
    Dragon Rage (*)
    Focus Energy (*)
    Bite (*)
    Headbutt (*)
    Dragonbreath (*)
    Roar (*)
    Crunch (*)

    Ice Fang (*)
    Fire Fang (*)
    Head Smash (*)

    Thief (*)
    Substitute (*)
    Dragon Tail (*)

    Backround: To Be Added


    Lets get it on
  2. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,274
    C$FP I believe you send out a mon first?
  3. C$FP

    C$FP

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    4,645
    I'll start with Aerodactyl @ Expert Belt
  4. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,274
    (Time to begin my ASB persona)
    "Let's party, C$FP! I'll think we'll start our tango with Soundwave!"
    [​IMG]

    "Soundwave active. Enemy Engaged."
    [​IMG]
    No item.

    Hydro Pump-Thunderbolt-Hydro Pump
    If Aerodactyl tries to use an evasive action, use Swift.
    If Aerodactyl uses Protect, use Barrier.
  5. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,645
    Fly, Stealth Rock, Fly
  6. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderatoris a Smogon Media Contributoris a Tiering Contributoris a Battle Server Moderatoris a Contributor Alumnus
    Moderator

    Joined:
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    Messages:
    7,360
    Pre-round information (open)

    Aerodactyl
    100 HP
    100 EN
    No Status Issues

    Starmie
    90 HP
    100 EN
    No Status Issues

    Calculations (open)

    Speed Order: Aerodactyl>Starmie

    Aerodactyl flew up high!

    Starmie used Hydro Pump! (-9 EN)
    It missed.

    Aerodactyl used Fly! (-10 EN)
    hit (60)
    no crit (16)
    9+3+1.5=13.5

    Aerodactyl used Stealth Rock! (-11 EN)

    Starmie used Thunderbolt! (-9 EN)
    no effect (47)
    no crit (4)
    (10+2+1.5)*1.5=20.25

    Aerodactyl flew up high!

    Starmie used Hydro Pump! (-9 EN)
    It missed.

    Aerodactyl used Fly! (-10 EN)
    hit (26)
    no crit (9)
    9+3+1.5=13.5


    CMFP starts off this match with some evasive maneuvers, ordering Aerodactyl to Fly high above the burst of water jettisoned from the opposing Starmie, before crashing down into its opponent for some hefty damage. Taking a break from flying, Aerodactyl chips off parts of its body and sets up some Stealth Rocks! Those are sure to hurt Complications in the long run. Unconcerned, Starmie simply zaps Aerodactyl with a painful Thunderbolt. In a repeat of the first action, Aerodactyl once again Flys over Starmie's Hydro Pump.

    Post-round information (open)

    Aerodactyl
    80 HP
    69 EN
    No Status Issues

    Starmie
    63 HP
    73 EN
    No Status Issues
    Stealth Rocks are up
  7. C$FP

    C$FP

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    May 6, 2011
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    4,645
    switching to Sableye
  8. Complications

    Complications

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    Aug 20, 2011
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    I'll stay in.
  9. C$FP

    C$FP

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    Shadow Claw, Fake Out, Shadow Claw
  10. Complications

    Complications

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    Messages:
    2,274
    ... I can't believe I forgot to activate Illuminate... *Facepalm*

    "Soundwave, we're going to be flinched next action anyways, lets put Analytic to good use with a nice combo.
    Surf+Surf-Cooldown-Hydro Pump
  11. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderatoris a Smogon Media Contributoris a Tiering Contributoris a Battle Server Moderatoris a Contributor Alumnus
    Moderator

    Joined:
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    Messages:
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    Pre-round information (open)

    Sableye
    90 HP
    100 EN
    No Status Issues

    Aerodactyl
    80 HP
    69 EN
    No Status Issues


    Starmie
    63 HP
    73 EN
    No Status Issues
    Stealth Rocks are up

    Calculations (open)

    Speed Order: Starmie>Sableye

    Sableye used Shadow Claw on Starmie! (-4 EN)
    no crit (6)
    (7+3+1.5)=17.25

    Starmie used supa Surfa! (-32 EN)
    no crit (9)
    12*2.25+3+1.5=31.5

    Sableye used Fake Out! (-4 EN)
    no crit (9)
    4+1.5=5.5

    Starmie channeled Regice and cooled down

    Starmie used Hydro Pump! (-7 EN)
    12+3+1.5=16.5

    Sableye used Shadow Claw on Starmie! (-4 EN)
    no crit (8)
    (7+3+1.5)=17.25


    After a first round of advantage, CMFP switches out to his ghostly Sableye, protecting his rocks. Sableye starts its bout by striking Starmie with a shadowy claw for some hefty damage. Starmie responds with a massive tidal wave, expending tons of energy for brutal force. Sableye attempts to get the jump on Starmie by faking it out, but Starmie conveniently cools down. Sableye then claws through Starmie again, after being blasted by a torrent or water from a brutal Hydro Pump.

    Post-round information (open)

    Sableye
    42 HP
    88 EN
    No Status Issues

    Aerodactyl
    80 HP
    69 EN
    No Status Issues


    Starmie
    23 HP
    34 EN
    No Status Issues
    Stealth Rocks are up
  12. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,274
    Well that went as planned. However, it would appear as though Starmie is on his last legs. Let's see what we can do with them, faithful ally.
    Soundwave: As always.
    Recover-Hydro Pump-Hydro Pump
    If Sableye uses Taunt A1, use Surf
    If Sableye uses Metal Burst and Starmie is not taunted, use Recover, but only for one instance.
  13. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,645
    Alright, we can finish off his only spinner now!

    Shadow Claw, Sucker Punch, Shadow Sneak
  14. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,274
    Oh, I just noticed, from A1 last round, shouldn't Shadow Claw have done 15, not 17.25?

    Nevermind, ignore my senseless rambling.
  15. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderatoris a Smogon Media Contributoris a Tiering Contributoris a Battle Server Moderatoris a Contributor Alumnus
    Moderator

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    Pre-round information (open)

    Sableye
    42 HP
    88 EN
    No Status Issues

    Aerodactyl
    80 HP
    69 EN
    No Status Issues


    Starmie
    23 HP
    34 EN
    No Status Issues
    Stealth Rocks are up

    Calculations (open)

    Speed Order: Starmie>Sableye

    Starmie used Recover! (-12 EN)
    +20 HP

    Sableye used Shadow Claw on Starmie! (-8 EN)
    no crit (15)
    (7+3+1.5)=17.25

    Sableye used Sucker Punch on Starmie! (-5 EN)
    no crit (9)
    (8+3+1.5)*1.5=19.75

    Starmie used Hydro Pump on Sableye! (-7 EN)
    no crit (9)
    12+2+3+1.5=18.5

    Sableye used Shadow Sneak on Starmie! (-3 EN)
    no crit (12)
    (4+3+1.5)*1.5=12.75

    Starmie was KO'd!


    Starmie starts off by taking some time to Recover its health and gather its wits. Sableye takes advantage of this by striking with a second consecutive Shadowy Claw, nullifying most of the recovery. Anticipating an incoming attack, Sableye then Sucker Punches Starmie in the gem before getting blasted across the stadium with a Hydrosonic Pump of water. With Starmie on its last legs, Sableye uses its ghostly nature and channels it into a Sneaky Shadow that knocks out Starmie!

    Post-round information (open)

    Sableye
    23 HP
    72 EN
    No Status Issues
    1 KOC

    Aerodactyl
    80 HP
    69 EN
    No Status Issues


    Starmie
    Dead

    Stealth Rocks are up


    Complications sends out mon
    CMFP posts
    then complications
  16. Complications

    Complications

    Joined:
    Aug 20, 2011
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    I think you forget to add damage for Analytic A2.
  17. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderatoris a Smogon Media Contributoris a Tiering Contributoris a Battle Server Moderatoris a Contributor Alumnus
    Moderator

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    Messages:
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    Indeed. Sableye takes 2 more damage. I'm sure this impacts the mon you choose greatly.
  18. Complications

    Complications

    Joined:
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    Who knows? It could... but you're probably right.

    Ok let's go with this then. Frenzy, take him down.
  19. C$FP

    C$FP

    Joined:
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    I'll switch back to Aerodactyl
  20. Complications

    Complications

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    Aug 20, 2011
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    Ok, this time we'll accept. Pride, front-and-center.

    Pride: This time I shall fare better.
    Waterfall-Ice Beam-Waterfall
    If Aerodactly uses Sky Attack on any action, change that action to Rock Blast. Repeat this a many times as Aerodactyl uses Sky Attack.
    If Aerodactyl uses Fly/Sky Drop, use Aqua Jet on those actions.
  21. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,645
    Sky Drop, Whirlwind, Sky Drop
  22. Texas Cloverleaf

    Texas Cloverleaf meh
    is a Forum Moderatoris a Smogon Media Contributoris a Tiering Contributoris a Battle Server Moderatoris a Contributor Alumnus
    Moderator

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    Pre-round information (open)

    Sableye
    23 HP
    72 EN
    No Status Issues
    1 KOC


    Aerodactyl
    80 HP
    69 EN
    No Status Issues

    Starmie
    Dead



    Gengar
    88 HP
    100 EN
    No Status Issues


    Privatyke
    91 HP
    100 EN
    No Status Issues
    Stealth Rocks are up

    Calculations (open)

    Speed Order: Aerodactyl>Privatyke

    Gengar came out! (-12 HP Rocks)
    Aero was switched in!
    Privatyke was switched in! (-9 HP Rocks)

    Privatyke used Aqua Jet! (-3 EN)
    no crit (16)
    (4+3+1.5)*1.5=12.75

    Aerodactyl used Sky Drop! (-5 EN)
    no crit (13)
    (10+2+3+1.5)*1.5=24.75

    Privatyke used Ice Beam! (-7 EN)
    no effect (39)
    no crit (5)
    (10-1.5)*1.5=12.75

    Aerodactyl used Whirlwind! (-6 EN)

    Privatyke used Aqua Jet! (-3 EN)
    no crit (11)
    (4+3+1.5)*1.5=12.75

    Aerodactyl used Sky Drop! (-5 EN)
    no crit (3)
    (10+2+3+1.5)*1.5=24.75

    RNG Roll for whirlwind: 6=Sauron
    Sauron came out! -12 HP (Rocks)


    flavour if i get time

    Post-round information (open)

    Sableye
    23 HP
    72 EN
    No Status Issues
    1 KOC


    Aerodactyl
    42 HP
    53 EN
    No Status Issues

    Starmie
    Dead


    Gengar
    78 HP
    100 EN
    No Status Issues


    Privatyke
    38 HP
    87 EN
    No Status Issues


    Deino
    78 HP
    100 EN
    No Status Issues
    Stealth Rocks are up


    CMFP
    Compli
    Me
  23. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
    4,645
    looks like a perfect match-up for Syclar @ Expert Belt
  24. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,274
    ... I continued to be manhandled by C$FP (which by all means I expected) I attempted to find a way to score at least one KO..

    "What are your orders? Sauron will show you what happens when an insect tries to chill a wizard." (Staying in.)
  25. C$FP

    C$FP

    Joined:
    May 6, 2011
    Messages:
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    Blizzard, Icicle Spear, Blizzard
    IF Fire Fang A1 or A2, THEN Counter

    btw Gengar starts with 90 HP, so should have 78 now
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