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danmantincan vs Deck_Knight! Round 5

Discussion in 'Tournament Arena' started by Flora, Sep 1, 2011.

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  1. Flora

    Flora Yep, that tasted purple!
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    NUMBER OF POKEMON: 3v3
    BATTLE TYPE: Singles
    RECOVERIES: Two Recovers per Pokemon | Five Chills per Pokemon
    SWITCH: Switch=KO
    ITEMS: Items OFF
    ABILITIES: All Abilities

    The ASB Tournament Arena

    Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

    ---------------

    Okay so I have no idea what any of the colors mean so you'll just have to say what moves you can't use for your Pokemon when you post. Seriously, just allow them all instead of just confusing us. <_<

    Team danmantincan:
    Pyroak (open)

    [​IMG]
    Pyroak (M) - Boyd
    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

    Type: Fire/Grass
    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.
    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:
    Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Chlorophyll (DW Unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 120
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 3
    Spe: 52 (-)

    Size Class: 4
    Weight Class: 5
    Base Rank Total: 20

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

    Attacks (27+3+4):
    Bullet Seed
    Sweet Scent
    Pound
    Growth
    Ember
    Leech Seed
    Flame Wheel
    Giga Drain
    Fire Spin
    Leaf Blade
    Synthesis
    Heat Wave
    Flare Blitz
    Wood Hammer
    Energy Ball
    Inferno
    Zap Cannon
    Petal Dance


    Blaze Kick
    Seed Bomb
    Aromatherapy
    Counter

    Worry Seed

    Sunny Day
    SolarBeam
    Will-o-Wisp
    Brick Break
    Earthquake
    Rock Slide
    Light Screen
    Flamethrower
    Substitute
    Protect
    Dragon Tail



    Darmanitan (open)

    [​IMG]
    Darmanitan (M) - Nolan
    Nature: Docile (No effect on stats)

    Type:
    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.
    Psychic (ZM): 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:
    Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
    Zen Mode (DW Unlocked): (Can be Enabled) Once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

    Stats:
    HP: 110
    Atk: Rank 5
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 95

    Size Class: 3
    Weight Class: 4
    Base Rank Total: 18

    (Zen Mode)
    HP: 110
    Atk: Rank 2
    Def: Rank 4
    SpA: Rank 5
    SpD: Rank 4
    Spe: 55

    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

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

    Moves (26+3):
    Tackle
    Rollout
    Incinerate
    Rage
    Fire Fang
    Headbutt
    Uproar
    Facade
    Fire Punch
    Work Up
    Overheat
    Flare Blitz
    Superpower
    Taunt
    Swagger

    Focus Punch
    Hammer Arm
    Yawn
    Encore

    Will-o-Wisp
    U-Turn
    Substitute
    Rock Slide
    Psychic
    Fire Blast
    Focus Blast
    Grass Knot
    Earthquake
    Torment


    Dragonite (open)

    [​IMG]
    Dragonite (F) - Jill
    Nature: Mild (+1 SpA, -1 Def)

    Types: Dragon/Flying
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus. (Dragonite line capable of breathing underwater)
    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.
    Multiscale (DW Unlocked): (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 2 (-)
    SpA: Rank 5 (+)
    SpD: Rank 4
    Spe: 80

    Size Class: 4
    Weight Class: 6
    Base Rank Total: 22

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

    Attacks (22+1+8):
    *Wrap
    *Leer
    *Thunder Wave
    *Twister
    *Dragon Rage
    *Slam
    *Agility
    Outrage
    Fire Punch
    ThunderPunch
    Hurricane
    Roost
    Safeguard
    Hyper Beam

    Draco Meteor

    *Dragon Dance
    *ExtremeSpeed
    *Dragon Pulse

    *Fire Blast
    *Dragon Tail
    *Ice Beam
    Dragon Claw
    Surf
    Brick Break
    Endure
    Protect
    Substitute

    Detect
    Fly
    Earthquake
    Roar



    Team Deck Knight:
    Chew Toshio the Beedrill (open)

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

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

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

    Stats:

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

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

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

    Brick Break
    Swords Dance

    Tournament Additions:
    Acrobatics


    Will Powers the Steelix (open)

    [​IMG]
    Steelix [Will Powers] (M)
    Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

    Type: Steel/Ground
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Abilities:
    Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
    Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
    Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

    Stats:

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

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

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

    Rock Blast
    Flail
    Stealth Rock

    Taunt
    Earthquake
    Dragon Tail
    Explosion

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


    AquaVelva the Gastrodon (open)

    [​IMG]
    Gastrodon(*) [AquaVelva] (F)
    Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

    Type: Water/Ground
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:

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

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

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

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

    Ancientpower

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

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

    Tournament Additions:
    Mirror Coat
    Counter



    The RNG has decided that Deck_Knight will order first!

    Good Luck Trainers!
  2. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    [​IMG]

    "Going first again? What a buzzkill."

    Alright Chew Toshio, time to get set up. Begin by setting up Toxic Spikes, then use Poison Jab, and finish with Twineedle.

    If Pyroak uses Will-o-Wisp, evade it with Evasive Agility and push attacks back.

    Toxic Spikes ~ Poison Jab ~ Twineedle
    IF Pyroak uses Will-O-Wisp, Evasive Agility to avoid
  3. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
    Messages:
    2,805
    Red moves are the Tournament only moves and blue is for outside the Tournament.

    Ok, so Deck wants to set up TSpikes, and unfortunately we can't seem so stop him. But we can make him suffer for it!
    Start by setting up with a Sunny Day, then smash Chew with a Flare Blitz and finish up with a Blaze Kick.
  4. Flora

    Flora Yep, that tasted purple!
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    [​IMG]
    Chew Toshio (M)
    HP: 100
    EN:
    100
    Stat: N/A
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 120
    EN:
    100
    Stat: -10% Eva
    Other:
    N/A

    Round 1: bugCRUSH

    Yay! We're starting one of the final matches! Let's go already!

    Chew Toshio, being the swift bug he is, quickly unleashes layers of Toxic Spikes that surround danmantincan's area. Any switch = DOOM! Boyd just laughs at the little bee's attempt of being useful and calls upon a Sunny Day. Ding-a-ling! It's like the sun just came out!

    Now faster thanks to Chlorophyll, Boyd decides to smash Chew Toshio with a solid Flare Blitz attack! OUCH! IT BURNS LIKE HELL! Chew Toshio seems able to endure the pain though and retaliate back with a Poison Jab! Boyd steps back and itches in pain... wait, what pain, exactly?

    Boyd laughs out loud like the mighty Warrior he is and readies his Blaze Kick. SMACK! Chew Toshio is sent flying into the air like a reverse meteor, but his wings immediately put him right back in track. He quickly flies over to Boyd and launches a series of Twineedles that lightly poke the wood monster for laughable damage. Oh poor Beedrill!

    Calculations (open)

    Action 1
    Chew Toshio (Toxic Spikes): [6 EN]
    Boyd (Sunny Day): [9 EN]

    Action 2
    Boyd (Flare Blitz): (12+3+3+3) x 1.5 = 31.5 ~ [32 DMG/7 EN]
    burn fails
    Recoil negated by Rock Head
    Chew Toshio (Poison Jab): (8+3+0) x 1.5 = 16.5 ~ [17 DMG/5 EN]
    poison fails

    Action 3
    Boyd (Blaze Kick): (9+3+3+3) x 1.5 = [27 DMG/6 EN]
    burn fails
    Chew Toshio (Twineedle): ((3x2)+3+0) = [9 DMG/3 EN]
    poison fails


    [​IMG]
    Chew Toshio (M)
    HP: 41
    EN:
    86
    Stat: N/A
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 94
    EN:
    78
    Stat: -10% Eva
    Other:
    N/A

    Arena: Sun (3r), Toxic Spikes (danmantincan, 1)

    danmantincan
    Deck Knight
  5. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
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    Ok, so unfortunately we can't seem to stop Toxic Spikes from getting up. But we can stop him from doing much else.

    Substitute (20 HP)~Rock Slide~Blaze Kick

    If Deck used Evasive Agility A3, use Rock Slide.
  6. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    [​IMG]

    "I think I can get a few hits in yet."

    Alright Chew, time to get crackin'.

    Begin by busting Pyroak's Substitute up with a blistering combination: Poison Jab + Fury Attack! Not only will it break through Boyd's Sub, we'll get another shot at poisoning it. After the cooldown, finish with an evasive Agility to draw the second Rock Slide.

    IF Boyd's Rock Slide Action 2 misses, use Endeavor your third action.

    Poison Jab + Fury Attack ~ combo cool down ~ Evasive Agility.
    IF Boyd's Rock Slide misses A2, use Endeavor A3.
  7. Flora

    Flora Yep, that tasted purple!
    is a member of the Site Staffis a Forum Moderatoris a Pokemon Researcheris a Smogon Media Contributoris a Contributor Alumnus
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    [​IMG]
    Chew Toshio (M)
    HP: 41
    EN:
    86
    Stat: N/A
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 94
    EN:
    78
    Stat: -10% Eva
    Other:
    N/A

    Arena: Sun (3r), Toxic Spikes (danmantincan, 1)

    Round 2: SQUISHYSMASH

    Strangely, Boyd moves in first and sets up a nice, sturdy 20 HP Substitute to do his bidding. This pathetic excuse of a defense is quickly eliminated by Chew Toshio's tornado-like Poison Jab + Fury Attack combo, which hits three times! The attack even manages to pierce through and deal light damage to the wooden fire monster! And... it manages to poison.

    Boyd now moves onto the offense and summons a Rock Slide from the arena's rocks to smash the little Chew Toshio. The force of the rocks cause Chew Toshio to rage a bit, though he just sits there and relaxes his mind and body for the incoming action.

    After a couple of minutes, Chew Toshio finally makes his way out of the rock trap... only to meet another Rock Slide from Boyd's force. But wait! Chew Toshio uses his ninja skills to gracefully dodge the landslide with his quick Agility. Chew Toshio does have the air to dodge in after all!

    Poor bug.

    Calculations (open)

    Action 1
    Boyd (Substitute): -20 HP [18 EN]
    Chew Toshio (Poison Jab + Fury Attack Combo):
    (8+(2x3)) = 14
    (14+3+0) x 1.5 = 25.5 ~ [26 DMG]
    (5+4) x 1.5 = 13.5 [14 EN]
    Deals 6 spillover damage
    Rolled 72/1000 for poison... so it succeeds

    -2 HP (Boyd)

    Action 2
    Boyd (Rock Slide): (8+3) x 1.5 = 16.5 ~ [17 DMG/6 EN]
    Chew Toshio: nothing

    -2 HP (Boyd)

    Action 3
    Chew Toshio (Agility): [7 EN]
    Boyd (Rock Slide): miss [10 EN]

    -2 HP (Boyd)


    [​IMG]
    Chew Toshio (M)
    HP: 24
    EN:
    65
    Stat: N/A
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 62
    EN:
    44
    Stat: -10% Eva
    Other:
    Poison

    Arena: Sun (2r), Toxic Spikes (danmantincan, 1)

    Deck Knight
    danmantincan
  8. danmantincan

    danmantincan

    Joined:
    Apr 7, 2010
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    Sorry to bug (hehe) you, but the Agility description says it "will evade any single target attack", but wouldn't Rock Slide be considered a multi target attack since it can hit up to 3 opponents?

    Also, derp for thinking Beedrill was Bug/Flying when doing my Calc for Rock Slide >.<
  9. Flora

    Flora Yep, that tasted purple!
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    Hehe, I would imagine that Chew Toshio would be evasively dodging in the air. Rock Slide is sliding in a slanted position and thus wouldn't hit Chew Toshio. That's me anyway.

    I mean, Rock Slide coming from the sky makes no sense lol. Hmm, and if it were to be somehow "raised" from the ground then slide downward onto its target, well, isn't that plenty of time to dodge.
  10. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    danmantincan has it right in that Evasive Agility doesn't inherently dodge somethiing like Rock Slide because Rock Slide effectively hits the whole field. Granted there would be gaps in it, but the concept is the same.

    Also, since Poison Jab + Fury Attack can break the Sub, it should check for Poison chance. You amalgamate the hits into the Base Attack Power but you'd still treat it like an attack that struck after breaking the sub with a poison chance, which I think Twineedle does in-game.

    If you want to run calcs or alter the reffing based on this, that's fine. If you're sticking with your judgment, just say so and I'll get on with my attacks.
  11. Flora

    Flora Yep, that tasted purple!
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    I'll run the poison chance, but I still disagree with the Rock Slide hitting. I just don't see it happening...

    edit: poison succeeded. Go ahead and post actions.
  12. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    [​IMG]

    "Energy is a useless human construct. I understand only the hive mind."

    Alright Chew Toshio, you've done amazingly well so far, so lets get to the end of this, lets finish up with swiftness.

    Use that Evasive Agility again, but this time we're going to use the speed to go on offense, and combine it with Endeavor to bring our foe down to size! We won't dodge anything because of the impact, but it'll be an excellent parting gift for our foe. It'll be a lot of hard work, but we've got to keep our foe on their toes! Make your brethren Beedrill proud! Should you be so fortunate to survive to the third action, use another Poison Jab.

    If Boyd uses Protect on A1 to avoid your combination. Use a traditional Agility (+2 Spe), and then strike it with Poison Jab, followed by Twineedle.

    Evasive Agility (+1Pri) + Endeavor ~ cool down ~ Poison Jab
    IF Boyd uses Protect A1, Agility (+2Spe) ~ Poison Jab ~ Twineedle
  13. danmantincan

    danmantincan

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    Let's start with an Aromatherapy to get rid of that Poison. Then we'll Chill, and finish up with a Flare Blitz, because I'm incredibly scared of Blaze Kick missing.

    Aromatherapy~Chill~Flare Blitz
  14. Flora

    Flora Yep, that tasted purple!
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    [​IMG]
    Chew Toshio (M)
    HP: 24
    EN:
    65
    Stat: N/A
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 62
    EN:
    44
    Stat: -10% Eva
    Other:
    Poison

    Arena: Sun (2r), Toxic Spikes (danmantincan, 1)

    Round 3: burned out

    One glance at Chew Toshio's HP and Boyd's damage tells you that he's going to faint from a single hit! As such, Chew Toshio takes notice and immediately goes into an evasive Agility. However, this is a completely different evasive Agility - it's an offensive type! Chew Toshio immediately pops up in front of Boyd's face and delivers a devastating Endeavor attack with all his might... which isn't a lot to tell the truth. Boyd is more concerned about the poison from Chew Toshio's nasty needles, and so he calls in an Aromatherapy to clean his dirty body and eradicate the toxins within his body! Who cares about what Beedrills do to you anyway.

    After preping himself, Boyd chills for a bit to regain some energy back as Chew Toshio sits in peace. Well, I think he's about to get his peace soon!

    Boyd flares up into attack position and rushes at the useless Chew Toshio. It's a Flare Blitz coming! One hit from the behemoth and Chew Toshio incinerates into his night-long faint!

    One fried bug down!

    Calculations (open)

    Action 1
    Chew Toshio (Evasive Agility)
    Chew Toshio (Endeavor)
    (62-24) / 1.75 = 21.7
    18.5 + 7 = 25.5
    (21.7+0) = 21.7 ~ [22 DMG/26 EN]
    Boyd (Aromatherapy): [8 EN]

    Action 2
    Boyd (Chill): [+12 EN]
    Chew Toshio: is slacking around doing nothing like a lazy bum at the dead of night where no homie should be without his girlfriend cuz he might get jumped

    Action 3
    Boyd (Flare Blitz): (12+3+3+3) x 1.5 = 31.5 ~ [32 DMG/7 EN]
    Chew Toshio fainted!


    [​IMG]
    Chew Toshio (M)
    HP: KOed
    EN:
    KOed
    Stat: N/A
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 40
    EN:
    41
    Stat: -10% Eva
    Other:
    N/A

    Arena: Sun (1r), Toxic Spikes (danmantincan, 1)

    Okay, I'm actually not very sure, but I think Deck Knight sends out the second mon in his list. I'll go do that.

    GO WILL POWERS!

    [​IMG]

    danmantincan
    Deck Knight
  15. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    You can still select your second mon. There's nothing in the tournament rules that stated you had to use your second listed Pokemon second, only that you must use the same lead for both battles. The finals are the only battles that have been 3v3 thus far, so it was fairly natural to send out the second mon.

    I would have sent out Will Powers anyway, but just for reference.
  16. danmantincan

    danmantincan

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    Ok, fortunately we have such a speed advantage that we should be able to get an easy burn on Will.

    Boyd, start off with a Will-o-Wisp, then go on the offensive with a Flamethrower followed by a Heat Wave.
    If Will uses Stone Edge, hit him hard with a Counter and push your actions back (Only once).
  17. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    Alright Will Powers, time to set up and prepare for victory.

    Set up Stealth Rock to further impede our opponents' field, then use Bide to soak up some damage. We'll release unholy hell next turn.

    Stealth Rock ~ Bide (store energy) ~ Bide (store energy)
  18. Flora

    Flora Yep, that tasted purple!
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    [​IMG]
    Will Powers (M)
    HP: 100
    EN:
    100
    Stat: -10% Eva
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 40
    EN:
    41
    Stat: -10% Eva
    Other:
    N/A

    Arena: Sun (1r), Toxic Spikes (danmantincan, 1)

    Round 4: fire and stuff

    Hello! Hello!

    Deck Knight returns his fallen bug and sends out a much more formidable opponent - Will Powers the Brave Steelix! Well, he's definitely brave enough to enter the tournament with a Fire-type in there! Who'd do that?

    Boyd glares viciously at the newcomer and greets him with an opening Will-O-Wisp. HOWEVER, his aim was apparently way off and it hits the walls of the stadium instead! The attack missed! Ahhh! The crowd roars and cheers! Do you feel it? It's the sound of RRRAAAAAAAAAAAAAAAAAAAAAAGE! Will Powers takes this free action to spit out some Stealth Rock that split among themselves and conceal themselves under the ground, in which the foe will meet their demise.

    Will Powers now settles in at his place and Bides for the burns to come. This doesn't fade Boyd away as he launches a blazing Flamethrower that incinerates Will Power's solid hide. As Will Powers endures all the fiery pain, the sound of a mad cheerleader entering the arena can be heard. "GO WILL POWERS! YOU CAN DO IT!" somehow echoes throughout the stadium... only to be met by "DECK KNIGHT SUCKS!", in kiddish language. This fuels Boyd's inferno rage and enables him to blaze the arena with a Heat Wave! The stream of fires collide onto Will Power's steel skin and explode into a thousand phoenixes... and then evaporate into nothingness. What's left? It's Will Powers! And he's still keeping his bide steady!

    The next action will be a devastating blow to Boyd. But that doesn't mean he can't save himself!

    Oh, the sun seems to have ran its course! At least the moon isn't coming - that'd be bad.

    Calculations (open)

    Action 1
    Boyd (Will-O-Wisp): 996/1000 => miss
    [6 EN]
    Will Powers (Stealth Rock):
    [12 EN]

    Action 2
    Will Powers (Bide)
    Boyd (Flamethrower): 143/1000 => no crit | 102/1000 => no burn
    ((10-1)+3+3+0) x 1.5 = 22.5 ~ [23 DMG/6 EN]

    Action 3
    Will Powers (Bide)
    Boyd (Heat Wave): 365/1000 => no crit | 191/1000 => no burn
    ((10-1)+3+3+0) x 1.5 = 22.5 ~ [23 DMG/6 EN]


    [​IMG]
    Will Powers (M)
    HP: 54
    EN:
    88
    Stat: -10% Eva
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 40
    EN:
    23
    Stat: -10% Eva
    Other:
    N/A

    Arena: Toxic Spikes (danmantincan, 1), Stealth Rock (danmantincan)

    Deck Knight
    danmantincan
  19. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    Excellent work Will Powers, you've proven not even Boyd can break your namesake.

    Lets finish this, we have our foe pinned, and we even got lucky!

    Bide (release) ~ Chill ~ Sandstorm
  20. danmantincan

    danmantincan

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    Maybe you can protect yourself while chilling.....

    Chill+Protect (Combo)~Cool Down~Chill
  21. Flora

    Flora Yep, that tasted purple!
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    So that changed everything. Sorry, that was nothing that my knowledge knew. Reposted and cleared posts out.

    [​IMG]
    Will Powers (M)
    HP: 54
    EN:
    88
    Stat: -10% Eva
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: 40
    EN:
    23
    Stat: -10% Eva
    Other:
    N/A

    Arena: Toxic Spikes (danmantincan, 1), Stealth Rock (danmantincan)

    Round 5: soo desperate

    You heard it. Chill + Protect combo. DOES IT WORK OR NOT?

    First, let's see the statistics of this so-called Bide.

    (23+23) x 1.75 = 80.5 ~ 81
    -47 energy
    +12 energy to 35.
    protect used 34 energy. 34 - 12 = 22. (22) x 1.5 = 33

    Combos are dumb. It works but doesn't work.

    Anyway, Boyd immediately puts up a defensive Protect around himself and calms his nerves with a simple chill. Will Powers angrily stares down at Boyd and unleashes his terrifying Bide, which is unfortunately all absorbed by the simple barrier. This exhausts a huge amount of energy from both Will Powers and Boyd. This means Boyd faints.

    Show Hide

    Afterward, Boyd just falls facedown onto the floor, not nearly faint, but just really darn tried. Will Powers manages to keep his position and chill - well that's better than doing absolutely nothing!

    The round wraps up with Boyd finally chilling himself to the bone and Will Powers whipping up a sudden Sandstorm that rages across the arena. Boyd is not going to like this...


    Calculations (open)

    Action 1
    i did it above


    [​IMG]
    Will Powers (M)
    HP: 54
    EN:
    41
    Stat: -10% Eva
    Other:
    N/A
    [​IMG]
    Boyd (M)
    HP: KOed
    EN:
    KOed
    Stat: -10% Eva
    Other:
    N/A

    Arena: Toxic Spikes (danmantincan, 1), Stealth Rock (danmantincan)

    danmantincan's new pokemon and actions
    Deck Knight
  22. danmantincan

    danmantincan

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    2,805
    Ugg...these finals aren't going well for me...

    Nolan, you're up!

    We'll start by Enabling Sheer Force. Then let's go all out, nailing Will with a Fire Blast, followed by a Fire Punch and finishing with a second Fire Blast. If Will uses Explosion, set up a 15 HP Substitute. If Will uses Taunt, Taunt him first and use Fire Blast for the rest of your actions (with the exception of the last substitution).
  23. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    Well Will, I'd hate to be accused of being suicidal, but if it works, it works. If our opponent wants to try the direct approach, lets toss it right back at him.

    Time for another Bide.

    Bide (store energy) ~ Bide (store energy) ~ Bide (release)
  24. Flora

    Flora Yep, that tasted purple!
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    [​IMG]
    Will Powers (M)
    HP: 54
    EN:
    41
    Stat: -10% Eva
    Other:
    N/A
    [​IMG]
    Nolan (M)
    HP: 110
    EN:
    100
    Stat: N/A
    Other:
    N/A

    Arena: Toxic Spikes (danmantincan, 1), Stealth Rock (danmantincan)

    Round 6: Moar Fire

    danmantincan returns his fallen wooden warrior and releases a radiant ape - Nolan - who's ready to incinerate this metal snake! However, he tramples across some mean Stealth Rock and is poisoned by the Toxic Spikes!

    Will Powers isn't quite done yet, sadly for Nolan. Again, he curls up into a defensive Bide. Totally unaware of what he's doing, Nolan goes in and launches a blazing Fire Blast, which hits with incredible force. Next, he leaps onto Will Powers's face and delivers a crushing Fire Punch, though the snake's massive armor repels off much of the damage. At last, Will Powers rages and releases his massive Bide, crushing the little ape with overflowing energy. All that damage comes at a cost though - Will Powers's life. There, he roars in agony and slams onto the ground, fainted. He definitely left his mark.

    Calculations (open)

    Action 1
    -15 HP (Nolan)
    Poisoned (Nolan)

    Will Powers (Bide)
    Nolan (Fire Blast): 279/1000 => hit | 294/1000 => no crit
    (12+2+3-1-1.5) x 1.5 = 21.75 ~ [22 DMG/7 EN]

    -2 HP (Nolan)

    Action 2
    Will Powers (Bide)
    Nolan (Fire Punch): 430/1000 => no crit
    (8+2+3-1-3) x 1.5 = [15 DMG/5 EN]

    -2 HP (Nolan)

    Action 3
    Will Powers (Unleash Bide)
    (22+15) x 1.75 = 64.75 ~ 65 damage
    38.5+4=42.5
    -43 energy
    Will Powers fainted due to energy exhaustion!

    -2 HP (Nolan)



    [​IMG]
    Will Powers (M)
    HP: KOed
    EN:
    KOed
    Stat: -10% Eva
    Other:
    N/A
    [​IMG]
    Nolan (M)
    HP: 24
    EN:
    86
    Stat: N/A
    Other:
    Poison

    Arena: Toxic Spikes (danmantincan, 1), Stealth Rock (danmantincan)

    Deck Knight's new pokemon and actions
    danmantincan's actions
  25. Deck Knight

    Deck Knight DK! DK! Donkey Kong is here!
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    Alright AquaVelva, time to wrap things up.

    [​IMG]
    Finish your foe off with Earthquake. Then use Protect in case Nolan survives. Finish up with a Chill.

    (I'm moving first so Nolan shouldn't be able to change formes iirc. Better news for me just the same.)

    If Nolan begins with Yawn, focus your energy into a Protect + Earthquake combination to block it and deliver a felling blow from behind the shield.
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