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Completed Dreaming Drifting Warlord: UllarWarlord vs Eternal Drifter

Discussion in 'ASB' started by Faylion, Mar 3, 2013.

  1. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Nothing but darkness. A chiming sound rings out.

    3v3 Weak FE Singles
    2 Day DQ
    All abilities
    ASB arena
    5 chills / 2 recovers
    Items = None
    2 subs per mon
    Arena: Faylion's Mind​

    Seeker: UllarWarlord​

    Marecraft Carrier the Rapidash (open)
    [​IMG]

    Marecraft Carrier the Rapidash (open)


    <Rapidash> [Marecraft Carrier] (Female)

    Nature: Naive (+Spe, -SpD)
    Type: Fire
    Fire: Fire STAB; immune to burn, 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:
    Run Away (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.​



    Flash Fire (Type: Innate)
    This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.​



    Flame Body (Type: Innate) [DW, Unlocked]
    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.​



    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 121 (+, +17% Accuracy)
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20​



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



    Attacks:
    Quick Attack
    Tackle
    Growl
    Tail Whip
    Ember
    Flame Wheel
    Stomp
    Flame Charge
    Fire Spin
    Megahorn
    Bounce
    Poison Jab
    Flare Blitz
    Agility​



    Morning Sun
    Low Kick
    Hypnosis​



    Flamethrower
    Protect
    Wild Charge​




    Tentacleese the Octillery (open)
    [​IMG]
    Tentacleese the Octillery (open)


    <Octillery> [Tentacleese] (Male)

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



    Abilities:
    Suction Cups (Type: Innate)
    This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.​



    Sniper (Type: 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.​



    Moody (Type: Innate) [DW, Unlocked]
    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.​



    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 45
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 19​



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



    Attacks:
    Water Gun
    Lock-On
    Psybeam
    Aurora Beam
    BubbleBeam
    Focus Energy
    Gunk Shot
    Rock Blast
    Octazooka
    Bullet Seed
    Signal Beam
    Ice Beam
    Hydro Pump​



    Swift
    Water Spout
    Haze​



    Charge Beam
    Substitute
    Surf​




    SpaceBoss the Probopass (open)
    [​IMG]
    SpaceBoss the Probopass (open)


    <Probopass> [SpaceBoss] (Male)

    Nature: Brave (+Atk, -Spe)
    Type: Rock/Steel
    Rock: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.​



    Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.​



    Abilities:
    Sturdy (Type: Innate)
    This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.​



    Magnet Pull (Type: Can Be Activated)
    This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.​



    Sand Force (Type: Innate) [DW, Unlocked]
    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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.​



    Stats:
    HP: 90
    Atk: Rank 3 (+)
    Def: Rank 6
    SpA: Rank 3
    SpD: Rank 6
    Spe: 34 (-, -10% Evasion)
    Size Class: 3
    Weight Class: 7
    Base Rank Total: 21​



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



    Attacks:
    Tackle
    Harden
    Block
    Rock Throw
    Thunder Wave
    Rock Blast
    Rest
    Spark
    Magnet Rise
    Gravity
    Iron Defense
    Magnet Bomb
    Rock Slide
    Discharge
    Earth Power​



    Endure
    Explosion
    Head Smash​



    Protect
    Substitute
    Double Team​



    Levitate​





    Challenger: Eternal Drifter

    Oblivion Knight (aka Knight of Oblivion) the Scrafty, Agent of Itsumo

    Show Hide


    [​IMG]
    Oblivion Knight* (Male Scrafty)
    Adamant
    Type: Dark/Fighting
    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.
    Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.



    Abilities:
    Shed Skin: Type: Innate
    This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Moxie: Type: Innate
    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.
    (Dream World: Unlocked!) Intimidate: Type: Can be Activated
    When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
    Command: (Ability: Intimidate)
    Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO.
    Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None​



    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 1 (-)
    SpD: Rank 4
    Spe: 58
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18



    EC: 6/6
    MC: 0
    DC: 5/5​



    Attacks: (31 Moves Known)
    Leer*
    Low Kick*
    Sand-Attack*
    Faint Attack*
    Headbutt*
    Swagger*
    Brick Break*
    Payback*
    Chip Away
    Hi Jump Kick
    Scary Face
    Crunch
    Facade
    Rock Climb
    Focus Punch
    Head Smash



    Counter
    Dragon Dance*
    Drain Punch
    Fake Out
    Fire Punch
    Ice Punch*
    ThunderPunch*



    Dual Chop
    Knock Off



    Dragon Claw*
    Toxic
    Bulk Up*
    Protect
    Rest*
    Thief




    Fern the Persian, Betrayer of the Light

    Show Hide


    [​IMG]
    Fern (Female Persian)
    Hardy Nature
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.



    Abilties:
    Limber: Type: Innate
    This Pokemon’s body is well trained and immune to paralysis.
    Technician: Type: Innate
    This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
    (Dream World: Unlocked!) 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.



    HP: 100
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 3
    Spe: 115
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18



    EC: 6/6
    MC: 0
    DC: 5/5​



    Attacks: (32 Moves Known)
    Switcheroo
    Scratch
    Growl
    Bite
    Fake Out
    Fury Swipes
    Screech
    Faint Attack
    Taunt
    Pay Day
    Power Gem
    Slash
    Nasty Plot
    Assurance
    Captivate
    Night Slash
    Feint
    Swagger



    Hypnosis
    Odor Sleuth
    Spite



    Icy Wind
    Mimic
    Swift



    Water Pulse
    Toxic
    Protect
    Double Team
    Shock Wave
    Aerial Ace
    Thief
    Retaliate




    Decoy the Electrode, Bomber of Itsumo

    Show Hide


    [​IMG]
    Decoy (Genderless Electrode)
    Naive Nature
    Type: Electric
    Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.



    Abilities:
    Soundproof: Type: Innate
    Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
    Static: Type: Innate
    This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
    (Dream World: Unlocked!) Aftermath: Type: Innate
    If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.



    HP: 90
    Atk: Rank 2
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2 (-)
    Spe: 161 (+)
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18
    Accuracy Bonus: +30%



    EC: 6/6
    MC: 0
    DC: 5/5​



    Attacks: (29 Moves Known)
    Charge
    Tackle
    Sonicboom
    Spark
    Rollout
    Screech
    Charge Beam
    Light Screen
    Electro Ball
    Selfdestruct
    Swift
    Magnet Rise
    Gyro Ball
    Explosion
    Mirror Coat



    Headbutt
    Mimic
    Signal Beam
    Sucker Punch



    Toxic
    Zap Cannon
    Protect
    Thunderbolt
    Thunder
    Teleport
    Double Team
    Thunder Wave



    Agility
    Refresh





    Squares materialize in a dark room. The only light is very dim coming from the squares that make up the floor.

    (-15% to Acc, Dark and Psychic Pokemon get +3 BAP to all moves, Fire and Electric Pokemon get +10% Acc for attacks and being attacked)​



    UllarWarlord sends out Pokemon and equip



    Eternal Drifter sends out Pokemon, equip, and moves



    UllarWarlord moves
  2. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    So at last, we meet on the field of battle, Itsumo...my servants may be fresh, but they are more than capable of defeating yours! Go, Marecraft Carrier! Show him your power...
  3. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "A rival? I have only heard bare rumors about you. Still, my servants need training, and might as well test your might as well. How would you care to fight the Betrayer of the Light?"

    Fern:
    Action 1: Double Team (3 Clones)
    Action 2: Fake Out
    Action 3: Pay Day

    IF Protective/Evasive Move, Feint and push back.
  4. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    You seek to lower my confidence...but I am resolute. By the Huggable Planet, your power shall be mine!

    Marecraft Carrier: Quick Attack + Flare Blitz combo > Cooldown (Quick Attack + Flare Blitz combo) > Flamethrower
  5. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Weather: Clear

    Field: Clear
    [​IMG]
    **Flame Body**
    HP 100/100
    EN 100/100
    OK
    VS
    Field: Clear
    [​IMG]
    **Technician**
    HP 100/100
    EN 100/100
    OK

    Calculations (open)

    Action 1
    1. Rapidash: Quick Attack + Flare Blitz 3+7+4/2-1=11 EN / Hit 100% / Crit <=625 (3966=No)
    Total: 4+10+4+3+6-3=24 Damage / Recoil: 1/3*24=8
    2. Persian: Double Team (3) 4*3-1=11 EN
    Total: 3 Clones

    Action 2
    1. Persian: Fake Out 4-1=3 EN / Hit <=9500 (5840=Hit) / Crit <=625 (9920=No)
    Total: 1.5(4)+3+4.5-4.5=9 Damage / Flinch
    **Flame Body <=3000 (4211=No)**
    2. Rapidash: Cooldown
    Total: Nothing

    Action 3
    1. Rapidash: Flamethrower 7-1=6 EN / Hit 100% **Clones 1=Hit, 2-4=Clone (4=Clone)**
    Total: Clone Dissipates
    2. Persian: Pay Day 3-1=2 EN / Hit <=9500 (5678=Hit) / Crit <=625 (5941=Miss) / +1 CC
    Total: 1.5(4)+3+4.5-4.5=9 Damage
    **Flame Body <=3000 (2205=BRN)**

    **Persian: BRN -2 HP**


    As the skirmish dies down, two beams of intense light shine down on the two Pokemon. The squares start to fade away until the only floor left are two circles where the Pokemon stand in the light.

    (Sunny Day Active, Attempting a contact move will KO the user)

    OUTCOME

    Weather: Sunny




    Field: Clear
    [​IMG]
    **Flame Body**
    HP 74/100
    EN 83/100
    OK


    VS


    Field: Clear
    [​IMG]
    **Technician, 2 Clones, +1 CC if win**
    HP 74/100
    EN 84/100
    BRN



    UllarWarlord moves
  6. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    This is playing right into my hands...

    Marecraft Carrier: Fire Spin > Morning Sun > Flamethrower
  7. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "You recover, we will as well."

    Fern:
    Action 1: Water Pulse
    Action 2: Mimic (Morning Sun)
    Action 3: Morning Sun

    IF Marecraft Carrier does not use Morning Sun, replace action 2 with Shock Wave.
    IF Morning Sun is not mimiced by action 3, use Water Pulse instead.
  8. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Weather: Sunny

    Field: Clear
    [​IMG]
    **Flame Body, +17% Acc**
    HP 74/100
    EN 83/100
    OK
    VS
    Field: Clear
    [​IMG]
    **Technician, 2 Clones, +1 CC if win**
    HP 74/100
    EN 84/100
    BRN

    Calculations (open)

    Action 1
    1. Rapidash: Fire Spin 5-1=4 EN / Hit 100% / 1=Hit, 2-3=Clone (3=Clone)
    Total: Clone Dissipates
    2. Persian: Water Pulse 4 EN / Hit 100% / Crit <=625 (7543=No) / Confusion <=2000 (2004=No)
    Total: 1.5(1.5(6)-3+4.5-3)=11.25 Damage

    **Persian: BRN -2 HP**

    Action 2
    1. Rapidash: Morning Sun 6+100/10=16 EN
    Total: +35 HP
    2. Persian: Mimic (Morning Sun) 5-1=4 EN
    Total: Mimic (Morning Sun)

    **Persian: BRN -2 HP**

    Action 3
    1. Rapidash: Flamethrower 7-1=6 EN / Hit 100% / 1=Hit, 2=Clone (2=Clone)
    Total: Clone Dissipates
    2. Persian: Morning Sun 6+100/10-1=15 EN

    Total: +35 HP

    **Persian: BRN -2 HP**


    The light circles begin to color into a lush green and become soft to touch. The lights widen instantly revealing vast meadow with rolling hills. A very strong breezes passes over the meadow in varying directions.
    (Weather is Clear, Speed tiers shift from slowest to fastest then vice versa then back again, Field egg group Pokemon get +5 to final damage on STAB moves, Field egg group Pokemon get Agility [if they already have Agility, they get Extreme Speed])



    OUTCOME

    Weather: Clear
    Field: Clear
    [​IMG]
    **Flame Body, +17% Acc**
    HP 98/100
    EN 57/100
    OK
    VS
    Field: Clear
    [​IMG]
    **Technician, +1 CC if win, **
    HP 98/100
    EN 61/100
    BRN

    Eternal Drifter moves
  9. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "..."

    Fern:
    Action 1: Water Pulse
    Action 2: Power Gem
    Action 3: Water Pulse

    IF Protective/Evasive Move is issued successfully, Chill that action.
    IF Evasive Damaging move issued, Chill that action.
  10. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    The Persian should have 2 less HP due to the burn. Now. Are you feeling the pressure, Itsumo...?

    Marecraft Carrier: Flare Blitz + ExtremeSpeed combo > Cooldown (Flare Blitz + ExtremeSpeed combo) > Flamethrower
  11. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Weather: Clear
    Field: Clear
    [​IMG]
    **Flame Body, +17% Acc**
    HP 98/100
    EN 57/100
    OK
    VS
    Field: Clear
    [​IMG]
    **Technician, +1 CC if win**
    HP 98/100
    EN 61/100
    BRN
    Calculations (open)
    Calculations (open)

    Action 1
    1. Rapidash: Extremespeed + Flare Blitz 6+7+4/2-1=14 EN / Hit 100% / Crit <=625 (8130=No)
    Total: (8+10+4+3+6-3)+5=33 Damage / 1/3*33=11 Recoil
    2. Persian: Water Pulse 4 EN / Hit 100% / Crit <=625 (5727=No) / Confusion <=2000 (4441=No)
    Total: 1.5(1.5(6)+4.5-3)=15.75 Damage

    **Persian: BRN -2 HP**

    Action 2
    1. Rapidash: Cooldown
    Total: Nothing
    2. Persian: Power Gem 5 EN / Hit 100% / Crit <=625 (8457=No)
    Total: 1.5(7+4.5-3)=12.75

    **Persian: BRN -2 HP**

    Action 3
    1. Persian: Water Pulse 4 EN / Hit 100% / Crit <=625 (1262=No) / Confusion <=2000 (6512=No)
    Total: 1.5(1.5(6)+4.5-3)=15.75 Damage
    2. Rapidash: Flamethrower 7-1=6 EN / Hit 100% / Crit <=625 (5494=No) / BRN <=1000 (8453=No)
    Total: (10+3+4.5-4.5)+5=18 Damage

    **Persian: BRN -2 HP**


    The weather of the breezing meadow turns from beautifully clear to monsoon level rain. Ebon clouds, gale force winds, and pounding rain dominate the sky. The meadow slowly begins to flood turn the soil into mud.
    (Weather is Rainy, All + priority moves drop by 2, All Water egg group Pokemon get Rain Dish [If they have Rain Dish, they get Storm Drain], Fire type Pokemon lose 3 HP each action)

    Weather: Rainy
    Field: Clear
    [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK
    VS
    Field: Clear
    [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN
    UllarWarlord moves
  12. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    This is not your ideal environment, Marecraft Carrier...return. Wreak havoc in your wake, Tentacleese...

    Switching from Marecraft Carrier the Rapidash to Tentacleese the Octillery

    Counterswitch?
  13. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "Kekekekekeke! Such an ideal environment for such an ideal servant! Get in there! And ZAP THEM INTO OBLIVON!"

    Counterswitch accepted:
    Fern OUT
    Decoy the Electrode IN
    Action 1: Thunder
    Action 2: Zap Cannon
    Action 3: Smiting Bolt (Thunder+Thunder Combo)

    IF a Substitute is up when you are to act, use Thunderbolt instead.
    IF Zap Cannon misses (80% Accuracy!), use Thunderbolt action 3.
  14. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    Meh. We shall persevere...

    Tentacleese: Focus Energy > Hydro Pump > Bullet Seed
  15. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Weather: Rainy
    Field: Clear
    [​IMG]
    **Sniper, Moody, (Rain Dish)**
    HP 100/100
    EN 100/100
    OK

    Bench [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK

    VS
    Field: Clear
    [​IMG]
    **Static, Aftermath**
    HP 90/90
    EN 100/100
    OK
    Bench [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN


    Calculations

    **Moody: 3=Adamant (+2 Atk, -1 SpA)**

    Action 1
    1. Electrode: Thunder 8-1=7 EN / Hit 100% / Crit <=625 (7782=No) / PAR 20% <=3000 (6998=No)
    Total: 1.5(12+3+4.5-4.5)=22.5 Damage
    2. Octillery: Focus Energy 12 EN
    Total: Focus Energy 6a

    **Octillery: Rain Dish +2 HP**

    Action 2
    1. Electrode: Zap Cannon 9-1=8 EN / Hit <=8000 (2603=Hit) / Crit <=625 (9564=No) / PAR 25%
    Total: 1.5(12+3+4.5-4.5)=22.5 Damage / PAR 25%
    2. Octillery: **PAR <=2500 (4604=Action)**
    Hydro Pump 8-1=7 EN / Hit <=8000 (3267=Hit) / Crit 100%
    Total: 12+3+3+5+4.5-3=24.5 Damage

    **Octillery: Rain Dish +2 HP**

    Action 3
    1. Octillery: **PAR <=2500 (3619=Action)**
    Bullet Seed 7 EN / Hit 100% / Crit 100% / Hits 6=5 Hits
    Total: 5(3)+5(2)+8.5-4.5=29 Damage
    2. Electrode: Thunder+Thunder 1.75(8+8+4)-1=34 EN / Hit 100% / Crit <=625 (1641=No) / PAR 20% <=6000 (7938=No)
    Total: 1.5(2.25(12)+3+4.5-4.5)=45 Damage

    **Octillery: Rain Dish +2 HP**



    As the torrential rain continues the pour, a whirlpool begins to spiral beneath the Pokemon. They are sucked down with all the water surrounding them into a dark black abyss with nothing but water.
    (Acc of all moves are 50% (Nature has no effect), All creatures that are not inanimate or water types take 10 Damage at the end of the round, Water types get +5% Eva, Electric and Fire types get +10% Acc when attacking and being attacked, Electric Type Pokemon cause 1 Electric damage to all Pokemon on field)

    OUTCOME

    Weather: ~~~
    Field: Clear
    [​IMG]
    **Sniper, Moody**
    HP 16/100
    EN 74/100
    OK

    Bench [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK

    VS
    Field: Clear
    [​IMG]
    **Static, Aftermath**
    HP 36/90
    EN 51/100
    OK
    Bench [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN


    UllarWarlord moves
  16. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    (You forgot to subtract the energy from the Poke'mon at the round end, Faylion. Also, Decoy is in cooldown action 1.)
  17. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    This looks grim. I must hand this victory to you, Itsumo...but the war is far from over.

    Tentacleese: Hydro Pump > Hydro Pump > Hydro Pump
  18. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "Hmmm... not quite the hoped results, but close enough. Try to put them out of their misery."

    Decoy:
    Action 1: Cooldown
    Action 2: Zap Cannon
    Action 3: Swift
  19. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Weather: ~~~
    Field: Clear
    [​IMG]
    **Sniper, Moody, Focus Energy 3a**
    HP 16/100
    EN 74/100
    PAR 20%

    Bench (open)
    [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK

    VS
    Field: Clear
    [​IMG]
    **Static, Aftermath**
    HP 36/90
    EN 51/100
    OK
    Bench (open)
    Bench (open)

    [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN

    Calculations (open)

    **Moody: 2=Lonely (+2 Atk, -1 Def)**

    Action 1
    1. Electrode: Cooldown
    Total: Nothing
    2. Octillery: **PAR <=2000 (6029=Action)**
    Hydro Pump 8-1=7 EN / Hit <=6000 (3239=Hit) / Crit 100%
    Total: 12+3+3+6-3=21 Damage

    **Octillery: Electric Damage -1*1.5=-1.5 HP**

    Action 2
    1. Electrode: Zap Cannon 9-1=8 EN / Hit <=5500 (5181=Hit) / Crit <=625 (2770=No) / PAR 25%
    Total: 1.5(12+3+4.5-4.5)=22.5 Damage / PAR 25%
    **Octillery KO / -8 HP**


    The ebon abyss flashy to a complete bright white sending Pokemon into a freefall. There are still angled patches of the void that have solidified into impentrable slabs.
    (Flying type and Pokemon that know Fly or have Levitate Ability (Magnet Rise does not count) can ignore all rules, Pokemon have 1/8 chance each action to hit a slab taking 5*WC Damage (Rock type and Steel type take half Damage), Making a contact move has -1 Priority)

    OUTCOME

    Weather: Clear
    Field: Clear
    [​IMG]
    **Sniper, Moody, Focus Energy 2a**
    HP -8/100
    EN 67/100
    KO

    Bench (open)
    [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK




    VS
    Field: Clear
    [​IMG]
    **Static, Aftermath**
    HP 15/90
    EN 43/100
    OK
    Bench (open)
    Bench (open)

    [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN

    UllarWarlord sends out Pokemon

    Eternal Drifter moves
  20. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    Rise, SpaceBoss! This is your time!

    Sending out SpaceBoss the Probopass
  21. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "This is not going to end well for you. Your servant is slow... easy prey for my one of my current servant's most powerful attacks... Weaken him before you fall!"

    Decoy:
    Action 1: Zap Cannon
    Action 2: Electro Ball
    Action 3: Thunder

    IF Protect is issued successfully without passing, Chill and push actions back.
  22. UllarWarlord

    UllarWarlord

    Joined:
    Nov 8, 2011
    Messages:
    2,656
    [​IMG][​IMG]
    Fool...do you not know that we thrive on technicalities?

    SpaceBoss: Levitate command > Earth Power > Head Smash

    IF Levitate command would not grant you immunity to arena's effects, use Head Smash A1
  23. Faylion

    Faylion

    Joined:
    Nov 24, 2011
    Messages:
    473
    Weather: Clear
    [​IMG]
    **Sturdy, -10% Eva**
    HP 90/90
    EN 100/100
    OK

    Bench (open)

    [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK

    VS
    Field: Clear
    [​IMG]
    **Static, Aftermath**
    HP 15/90
    EN 43/100
    OK
    Bench (open)


    [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN

    Calculations (open)
    Calculations (open)

    Action 1
    1. Electrode: Zap Cannon 9-1=8 EN / Hit <=9000 (1684=Hit) / Crit <=625 (7941=No) / PAR 25%
    Total: 12+3+4.5-8.5=11 Damage / PAR 25%
    2. Probopass: **PAR <=2500 (7920=Action)
    Head Smash 9+7/2.5-1=10.8 EN / Hit <=8000 (4959=Hit) / Crit <=625 (554=Crit) / Recoil
    Total: 12+3+3+(7/1.5=5)+4.5-4.5=23 Damage / 23/2=11.5 Recoil
    **Electrode KO / -8 HP**

    **Probopass: 7=No Damage**


    Same Rules

    OUTCOME

    Weather: Clear
    [​IMG]
    **Sturdy, -10% Eva**
    HP 67/90
    EN 89/100
    PAR 20%


    Bench (open)

    [​IMG]
    **Flame Body, +17% Acc**
    HP 43/100
    EN 37/100
    OK
    VS
    Field: Clear
    [​IMG]
    **Static, Aftermath**
    HP -8/90
    EN 35/100
    KO



    Bench (open)

    [​IMG]
    **Technician, +1 CC if win**
    HP 41/100
    EN 48/100
    BRN

    Ullar moves
  24. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "As anticipated that round. Now... strike them hard! Strike them down!"

    Oblivion Knight Sent Out
    Intimidate active
    Switch or attack?
  25. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    [​IMG][​IMG]
    "Don't waste my time... get your act together, or face my wrath..."

    DQ Warning: Will call DQ within 24 Hours

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