Completed Frosty and Emma

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#1
Posting 2 open challenges:

1) 4v4 FE singles
Arena: Pokemon Stadium
Subs: 3
Items: OK
Switch: OK
2 Recovery/5 Chill
Abilities: All
DQ: 3 Days

Everything else standard.

Arena: Pokemon Stadium
Base Field Type: Neutral
Complexity: Intense
Format: Singles/Doubles/Melee (4 Pokemon on the field max)
Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for two full rounds before returning to normal. The field will always remain in the normal state for one full round (including the beginning of the match) before changing again. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:


Field Type: Rock
Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).


Field Type: Grass
Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).


Field Type: Water
Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.


Field Type: Fire
Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).


Field Type: Electric
Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).


Field Type: Flying
Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.


Field Type: Ground
Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.


Field Type: Ice
Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.

NOTE: Format and Complexity are the same for all fields featured in this Arena, so these sections are left off of the 8 elemental fields.


Frosty chose the Arena so he sends out first apparently

Frosty said:
Thanks for reffing this!


Fidgit (Dethl) Male
Nature: Careful
Type: 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.
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:
Persistent:
Type: (Innate)
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit:
Type: (Innate)
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (Dreamworld) [UNLOCKED]
Type:(Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 100
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20


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

Attacks (35):
Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Magic Room
Wonder Room
Rapid Spin
Helping Hand
Comet Punch
Sludge Bomb
Air Slash
Circle Throw
Clear Smog
Toxic Spikes
Gravity
Body Slam
Heal Block
Lucky Chant
Wide Guard

Earth Power
Metronome
Disable

Toxic
Venoshock
Trick Room
Taunt
Reflect
Light Screen



Rotom [Bellum]
Nature: Modest (+SpA, -Atk)

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.
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.

Stats:

HP: 90
Atk: Rank 1(-1)
Def: Rank 3
SpA: Rank 4(+1)
SpD: Rank 3
Spe: 91
Size Class: 1
Weight Class: 1
Base Rank Total: 16

MC: 0

Abilities:
Levitate: 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.

Attacks (42):
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Omnious Wind
Electroball
Charge

Thunderbolt
Will-o-Wisp
Protect
Light Screen
Electroweb
Pain Split
Snatch
Volt Switch
Toxic
Shadow Ball
Endure
Spite
Reflect
Hidden Power Grass (7BP)
Charge Beam
Signal Beam
Psych Up
Thunder
Sucker Punch
Rain Dance
Mudslap
Rest
Sleep Talk
Sunny Day
Telekinesis
Thief
Dark Pulse



Diababa [Necturna] (F)
Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

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.
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:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.

Telepathy (UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:

HP: 90
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23

EC 6/6
MC 0
DC 5/5

Moves (30) :
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Natural Gift
Thunder Fang
Poison Fang
Super Fang
Horn Leech

Leaf Blade
Sketch
Giga Drain
Leaf Storm

Protect
Psychic
Shadow Ball
Snatch
Synthesis
Skill Swap
Hyper Beam
Knock Off
Trick
Sleep Talk
Stone Edge
Rest
Toxic



Cyclohm[Thor] (Male)
Nature: Quiet (+Spa, -Spe, +10% accuracy for opposing attacks)
Type: Electric/Dragon
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.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (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.
Overcoat (DW): [UNLOCKED](Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1)

Stats:

HP: 110
Atk: Rank 2
Def: Rank 4
SpA: Rank 5(+)
SpD: Rank 3
Spe: 69 (80/1.15) (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

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

Attacks (58):
Tackle
Growl
Dragon Rage
Leer
Thundershock
Charge
Rain Dance
Twister
Spark
Sonicboom
Double Hit
Hyper Beam
Slack Off
Hurricane
Whirlwind
Bide
Weather Ball
Discharge
Tri Attack
Thrash
Zap Cannon
Outrage

Hydro Pump
Magnet Rise
Heal Bell
Signal Beam
Power Gem
Dragonbreath
Dragon Dance


Thunderbolt
Flamethrower
Dragon Pulse
Thunder Wave
Protect
Light Screen
Toxic
Thunder
Fire Blast
Dragon Tail
Sunny Day
Substitute
Trick Room
Volt Switch
Roar
Surf
Ice Beam
Endure
Draco Meteor
Shock Wave
Earthquake
Blizzard
Double Team
Torment
Hail
Incinerate
Sleep Talk
Rest
Charge Beam
Elevator Music said:

Ninetales(*) [Kyukon] (F)
Nature: Timid (+15% Spe, +15% Acc, -1 Atk)
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:
Flash Fire: (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.
Drought (DW): (Innate) When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 115 (100 *1.15) (+) (15% Accuracy boost)
Size Class: 2
Weight Class: 2
Base Rank Total: 20
Total Moves: 72

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

Attacks:
Confuse Ray(*)
Ember(*)
Faint Attack(*)
Fire Spin(*)
Flame Burst(*)
Flamethrower(*)
Imprison(*)
Quick Attack(*)
Roar(*)
Safeguard(*)
Tail Whip(*)
Will-O-Wisp(*)
Captivate
Extrasensory
Fire Blast
Hex
Grudge
Inferno
Nasty Plot
Payback

Disable(*)
Heat Wave(*)
Hypnosis(*)
Flail
Flare Blitz
Howl
Power Swap
Secret Power
Spite
Tail Slap

Energy Ball(*)
Hidden Power (Rock, 7)(*)
Substitute(*)
Attract
Bide
Calm Mind
Curse
Dark Pulse
Dig
Double Team
Dream Eater
Flame Charge
Frustration
Giga Impact
Hyper Beam
Incinerate
Overheat
Protect
Psych Up
Psyshock
Reflect
Rest
Round
Skull Bash
Sleep Talk
SolarBeam
Sunny Day
Swagger
Swift
Toxic

Charm
Covet
Endure
Foul Play
Iron Tail
Magic Coat
Mimic
Ominous Wind
Pain Split
Role Play
Snore
Zen Headbutt

Porygon-Z [PorigonZ] (N)
Nature: Modest (+1 SpA, -1 Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic (DW): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20
Total Moves: 62

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

Attacks:
Agility
Conversion
Conversion 2
Defense Curl
Discharge
Embargo
Hyper Beam
Lock-On
Magic Coat
Magnet Rise
Nasty Plot
Psybeam
Recover
Recycle
Sharpen
Signal Beam
Tackle
Tri Attack
Zap Cannon

Bide
Blizzard
Charge Beam
Curse
Double Team
Flash
Hidden Power (Fire, 7)
Ice Beam
Protect
Psychic
Psyshock
Psywave
Rain Dance
Reflect
Rest
Shadow Ball
Shock Wave
Skull Bash
Sleep Talk
Snore
SolarBeam
Substitute
Sunny Day
Swagger
Teleport
Thunder
Thunderbolt
Toxic
Trick Room

Barrier
Dark Pulse
Electroweb
Endure
Foul Play
Gravity
Icy Wind
Iron Tail
Mimic
Pain Split
Swift
Trick
Uproar
Wonder Room

Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
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:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (30 /1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Total Moves: 29

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

Attacks:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric, 7)
Nasty Plot
Power Gem
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Block
Future Sight
Mud Sport

Dragon Tail
Flamethrower
Ice Beam
Scald
Toxic

Drain Punch

Megainum [Megainumu] (F)
Nature: Brave (+1 SpA, -15% Spe, -10% Eva)
Type:
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:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Leaf Guard (DW): (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: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 69 (80 /1.15) (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
Total Moves: 26

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

Attacks:
Aromatherapy
Body Slam
Growl
Light Screen
Magical Leaf
Natural Gift
Petal Dance
PoisonPowder
Razor Leaf
Reflect
Safeguard
SolarBeam
Sweet Scent
Synthesis
Tackle

Counter
Heal Pulse
Leech Seed

Dragon Tail
Earthquake
Energy Ball
Protect
Toxic

Giga Drain
Magic Coat
Seed Bomb
Frosty
Emma
Frosty
Me
 
#5
n.b. for the purposes of arena effects, im going to allow you guys to use flavour movement to different parts of the arena once per round

We start off in the normal stage of Pokemon Stadium!

Frosty
Fidgit
HP: 100
EN: 100
Status: None

Elevator Music
Slowking
HP: 100
EN: 100
Status: None

Fidgit used Light Screen! (-8 EN)
Fidgit's team is protected from special attacks!

Slowking used Scald! (-5 EN)
burn (24)
no crit (14)
(8/2+3+1.5)*1.5=12.75

-2 HP Fidgit

Fidgit used Toxic Spikes! (-6 EN)
A layer of Poisoned Spikes was layed on Elevator Music's side of the field!

Slowking used Psychic! (-6 EN)
no effect (48)
no crit (10)
(10/2+3+1.5)*1.5=14.25

-2 HP Fidgit

Fidgit used Tailwind! (-10 EN)
Fidgit's teams speed was doubled (2x) for nine (9) actions

Slowking used Scald! (-5 EN)
no crit (14)
(8/2+3+1.5)*1.5=12.75

-2 HP Fidgit


Fidgit sets the stage for the next round as Slowking layeth the beateth down. More flavour to come another time.

Frosty
Fidgit
HP: 54
EN: 76
Status: Burned
Field: Light Screen (6a), Tailwind (9a)

Elevator Music
Slowking
HP: 100
EN: 84
Status: None
Field: Toxic Spikes (1)

RNG=7

Ground Stadium!

Frosty
Emma
Me
 
#7
Fidgit has Light Clay, so Light Screen should last an extra 3a. Also, Necturna should have 100 HP.

Ninetales, let's go! Take an Exp. Share.

Will-O-Wisp ~ Flamethrower ~ Fire Blast
IF (a protective/evasive move is used) THEN (use Foul Play and push actions back)
IF (Skill Swap is used) THEN (use Foul Play that action and all future actions)​
 
#9
Ground Stadium!

Frosty
Necturna @ Rare Candy (+1 Atk/SpDef)
HP: 100
EN: 100
Status: None
Field: Light Screen (6a), Tailwind (9a)

Elevator Music
Ninetales @ Exp. Share
HP: 100
EN: 100
Status: None
Field: Toxic Spikes (1)

Frosty
Fidgit @ Light Clay
HP: 54
EN: 76
Status: Burned
Field: Light Screen (6a), Tailwind (9a)

Elevator Music
Slowking @ Exp. Share
HP: 100
EN: 84
Status: None
Field: Toxic Spikes (1)


Ninetales switches in and becomes Poisoned (2 DPA)
Ninetales' Drought activated! (-10 EN)
The weather became Sunny!

Necturna used Stone Edge! (-7 EN)
hit (57)
no crit (5)
(10+4)*1.5=21

Nintales used Will-O-Wisp! (-6 EN)
auto hit
Necturna was Burned!

-2 HP Ninetales
-2 HP Necturna

Necturna used Toxic Spikes! (-7 EN)
The Toxic Spikes layers increased!

Ninetales used Flamethrower! (-6 EN)
hit (55)
no crit (3)
(10/2+3-4+3)*1.5=10.5

-2 HP Ninetales
-2 HP Necturna

Necturna used Stone Edge! (-7 EN)
hit (63)
no crit (16)
(10+4-3)*1.5=16.5

Ninetales used Fire Blast! (-7 EN)
hit (5)
no crit (14)
(12/2+3+3-4)*1.5=12

-2 HP Ninetales
-2 HP Necturna


I imagine you just want it up at this point

Frosty
Necturna @ Rare Candy (+1 Atk/SpDef)
HP: 71
EN: 79
Status: Burned (2 DPA)
Field: Light Screen (3a), Tailwind (6a)

Elevator Music
Ninetales @ Exp. Share
HP: 56
EN: 71
Status: Poisoned (2 DPA)
Field: Toxic Spikes (2)

Weather: Permanent Sun

Frosty
Fidgit @ Light Clay
HP: 54
EN: 76
Status: Burned
Field: Light Screen (6a), Tailwind (9a)

Elevator Music
Slowking @ Exp. Share
HP: 100
EN: 84
Status: None
Field: Toxic Spikes (1)


EM
Frosty
Me

Arena: 7=Ice Arena
 
#12
Thunderbolt - Discharge - Surf
IF Pain Split AND Cyclohm doesn't have a sub up AND Substitute isn't Imprisioned THEN 15hp Substitute and push back
IF Pain Split at any action AND Imprison is ordered in any action AND Roar isn't ordered in any action THEN 25hp Substitute a1 and push back
IF Bide THEN Rain Dance - Thunder Wave - Thunder
 

ZhengTann

Nargacuga
is a Forum Moderator
Moderator
#14
Placeholder saying your friendly neighbourhood Nargacuga is here frosting the jukebox in the elevator - I mean subreffing the match.

EDIT: Done. Ninetales is sleeping with her eyes wide open, so tell me if this isn't possible. Also, did you just initiated Switch Phase twice in a row, Frosty? Everybody reorder. Frosty you can't initiate Switch Phase twice in a row, according to Switch Methods, and therefore must issue actions. I'm still putting my bench here for future reference.

Frosty’s bench: BOAO

HP: 54
En: 76
Spe: 105
Ranks: 2/4/3/4
Status: BRN

Elevator Music's bench: AOBO

HP: 100
En: 84
Spe: 26 (-)
Ranks: 3/3/5/4
Status: N/A


Frosty’s team:
OOOA

HP: 71
En: 79
Spe: 70 (-)
Ranks: 5{6}/4/4/5{6}
Status: BRN
Stats: N/A
Other: Light Screen 3a, Tailwind 6a

Elevator Music's team: AOOO

HP: 56
En: 71
Spe: 115 (+15%)
Ranks: 2/3/3/4
Status: PSN
Stats: N/A
Other: Toxic Spikes 2

Arena : Pokemon Stadium Ice Arena (Ground) [Drought]

 
#15
I think that rule was miswritten. Or else Initiating a switch would mean being stuck in a tough spot for 2 rounds <_<;.

I asked on IRC and got this:

<Caffie> Also, question: I heard that the same player can't initiate a switch phase twice in a row, even if said player is the first to move. why is that?
<dogfish44> that sounds wrong to me?
<Objection> i always thought that that wasn't so much a rule as a natural consequence of how the switching system worked
<dogfish44> You can initiate a switch phrase if you are ordering first
<Objection> except actually it's not a natural consequence of how the switching system works
<Caffie> it is on the Referee Resource Thread <_<
<dogfish44> if you switch, AND your opponent doesn't, then you can't initiate another switch phrase
<dogfish44> until the next round
<Caffie> in my match the opponent switched and I started another switch phase. The ref called the rule from referee resource and I have to reorder.
<dogfish44> link?
<Caffie> http://www.smogon.com/forums/showthread.php?t=3475647
<dogfish44> that rule itself is a load of malarkey then 9.9 (Note from translator: malarkey = nonsense)
<IAR> just like confusion always lasting one action less than advertised... >.<
<Objection> then go with a rule set in which confusion duration is not one action less than advertised
<dogfish44> Looking at that rule, it should probably say "cannot switch multiple times within the same round", to clarify you can't go "Switching to X" --> "I don't conterswitch, your orders" --> "Fine, Switching to Y" --> "WTF how is that legal"
<Caffie> load of malarkey as in "we need to change that eventually" or as in "disregard it"?
<Objection> probably both caffie
<dogfish44> ^
<dogfish44> although simply removing it would be better
<dogfish44> Deck_Knight, are you here by any chance?


Any chance you continue to ref with the switch?
 

ZhengTann

Nargacuga
is a Forum Moderator
Moderator
#16
Well, with that log, it seems that the next proposal I'm gonna draft to the Council is: Lookover The Whole Reff Thread OP. Also if you want to change orders, EMma (Hypnosis DAT description mandates eye contact, which probably makes it unusable via Sleep Talk) you have a minimum 24 hours.

EDIT: Done without flavour. I think I've bitten off more than I chew here, reffing 5 matches at a time when it's my exams month, so forgive my lapse of creativity.

Frosty’s bench: BOBA

HP: 54
En: 76
Spe: 105
Ranks: 2/4/3/4
Status: BRN

HP: 71
En: 79
Spe: 70 (-)
Ranks: 5{6}/4/4/5{6}
Status: BRN

Elevator Music's bench: AOBO

HP: 100
En: 84
Spe: 26 (-)
Ranks: 3/3/5/4
Status: N/A

Frosty’s team: OOOA

HP: 110
En: 100
Spe: 69 (-)
Ranks: 2/4/5/3
Status: N/A
Stats: N/A
Other: Light Screen 3a, Tailwind 6a

Elevator Music's team: AOOO

HP: 56
En: 71
Spe: 115 (+15%)
Ranks: 2/3/3/4
Status: PSN
Stats: N/A
Other:Toxic Spikes 2

Arena : Pokemon Stadium Ice Arena (Ground) [Drought]

Action 1:
Cyclohm used Thunderbolt!
RNG Roll (CRIT) [<=625 CRIT]: 505/10000 (CRIT)
RNG Roll (EFFECT) [<=1000 EFFECT]: 1598/10000 (NO)
10+3+3+4+(7.5-6) = 21.5 damage (Ninetales)
-6 energy
Ninetales used Rest!
Ninetales went to sleep and recovered some vitality!
Stat changes: SLP 2a (Ninetales)
+12 HP (Ninetales)
-15 energy

Post Action:
-2 HP due to Poison (Ninetales)

Action 2:
Cyclohm used Discharge!
RNG Roll (CRIT) [<=625 CRIT]: 724/10000 (NO)
RNG Roll (EFFECT) [<=3000 EFFECT]: 9148/10000 (NO)
8+3+4+(7.5-6) = 16.5 damage (Ninetales)
-5 energy
Ninetales used Pain Split under Sleep Talk!
RNG Roll (SLEEP TALK) [<=2500 PAIN SPLIT ; 2501<=5000 FLAME CHARGE ; 5001<=7500 TOXIC ; 7501< ROAR]: 2499/10000 (PAIN SPLIT)
Both Pokemon shared wounds and life-force!
110-25 = 85 HP (Cyclohm)
30+25 = 55 HP (Ninetales)
Stat changes: SLP 1a (Ninetales)
+12 HP (Ninetales)
-35.667 energy

Post Action:
-2 HP due to Poison (Ninetales)

Action 3:
Cyclohm used Surf!
RNG Roll (CRIT) [<=625 CRIT]: 724/10000 (NO)
[10-3+(7.5-6)]*1.5 = 12.75 damage (Ninetales)
-7 energy
Ninetales used Sleep Roar!
RNG Roll (SLEEP TALK) [<=2500 PAIN SPLIT ; 2501<=5000 FLAME CHARGE ; 5001<=7500 TOXIC ; 7501< ROAR]: 9625/10000 (ROAR)
Stat changes: SLP 0a (Ninetales)
Ninetales is waking up!
-14 energy

Post Action:
-2 HP due to Poison (Ninetales)
Other changes: Light Screen 0a, Tailwind 3a (Cyclohm)
RNG Roll (FROSTY) [<=3333 FIDGIT ; 3333<=6666 ROTOM ; 6666< NECTURNA]: 9637/10000 (NECTURNA)
Necturna is dragged into battle!
RNG Roll (STADIUM) [1<=STADIUM<=6]: 3 (WATER)
The Stadium switched onto the Water Arena!

Post Round:
Cyclohm: -25 HP, -18 EN
Ninetales: -8 HP, -64.667 EN


Frosty’s team: OOAS
|

HP: 85 | HP: 71
En: 82 | En: 79
Spe: 69 (-) | Spe: 70 (-)
Ranks: 2/4/ 5/3 | Ranks: 5{6}/4/4/5{6}
Status: N/A | Status: BRN
Stats: N/A | Stats: N/A
Other: Tailwind 3a | Other: Tailwind 3a

Elevator Music's team: AOOO

HP: 48
En: 6
Spe: 115 (+15%)
Ranks: 2/3/3/4
Status: PSN
Stats: N/A
Other: Toxic Spikes 2

Arena : Pokemon Stadium Water Arena (Ice, Ground) [Drought]



EMma decides Switch Phase
Frosty responds either way
I reff
 
#17
Chill ~ Fire Blast ~ Chill
IF (Skill Swap is used) THEN (use Foul Play when you would use Fire Blast)
IF (Snatch is used) THEN (use Ominous Wind and push actions back)​
 

ZhengTann

Nargacuga
is a Forum Moderator
Moderator
#19
I forgot to calculate Poison damage to Ninetales last round, and it is just fixed. Sorry about that. Doubly sorry EMma. Also, assuming EMma didn't make that sub, how exactly do you Snatch a universal command? I'm very curious...

Frosty’s bench: BOAB

HP: 54
En: 76
Spe: 105
Ranks: 2/4/3/4
Status: BRN

HP: 85
En: 82
Spe: 69 (-)
Ranks: 2/4/5/3
Status: N/A

Elevator Music's bench: AOBO

HP: 100
En: 84
Spe: 26 (-)
Ranks: 3/3/5/4
Status: N/A

Frosty’s team: OOAO

HP: 71
En: 79
Spe: 70 (-)
Ranks: 5{6}/4/4/5{6}
Status: BRN
Stats: N/A
Other: Tailwind 3a

Elevator Music's team: AOOO

HP: 48
En: 6
Spe: 115 (+15%)
Ranks: 2/3/3/4
Status: PSN
Stats: N/A
Other: Toxic Spikes 2

Arena : Pokemon Stadium Water Arena (Ice, Ground) [Drought]

Action 1:
Necturna used Snatch!
(+4 Priority)
But it failed!
-4 energy
Ninetales used Ominous Wind!
RNG Roll (CRIT) [<=625 CRIT]: 6875/10000 (NO)
RNG Roll (EFFECT) [<=1000 EFFECT]: 2594/10000 (NO)
[6+(4.5-8.5)]*1.5 = 3 damage (Necturna)
-4 energy

Post Action:
-2 HP due to Burns (Necturna)
-2 HP due to Poison (Ninetales)

Action 2:
Necturna used Snatch!
(+4 Priority)
But it failed!
-8 energy
Ninetales used Ominous Wind!
RNG Roll (CRIT) [<=625 CRIT]: 602/10000 (CRIT)
RNG Roll (EFFECT) [<=1000 EFFECT]: 3291/10000 (NO)
[6+3+(4.5-8.5)]*1.5 = 7.5 damage (Necturna)
-8 energy
Ninetales fainted due to exhaustion!

Post Action:
-2 HP due to Burns (Necturna)
Other changes: Tailwind 1a (Necturna)
RNG Roll (STADIUM) [1<=STADIUM<=5]: 2 (GRASS)
The Stadium switched onto the Grass Arena!

Post Round:
Necturna: -14.5 HP, -12 EN
Ninetales: -2 HP, -12 EN, KO'ed


Frosty’s team: OOAO

HP: 56
En: 67
Spe: 70 (-)
Ranks: 5{6}/4/4/5{6}
Status: BRN
Stats: N/A
Other: Tailwind 1a

Elevator Music's team: XOOO

HP: 46
En: KO
Spe: 115 (+15%)
Ranks: 2/3/3/4
Status: PSN
Stats: N/A
Other: Toxic Spikes 2

Arena : Pokemon Stadium Grass Arena (Water, Ice, Ground) [Drought]



EMma sends in replacement
Frosty decides Switch Phase
EMma responds as is
I reff
 
#20
Rest would have removed Poison, and Chills can be Snatched, but neither is really important.

Anyways, I'll send out Porygon-Z who will take an Amulet Coin.
 
#21
Switch Phase Initiated!
Necturna OUT
Rotom-C with Miracle Seed IN
Counterswitch?



Rotom-C [Bellum]
Nature: Modest (+SpA, -Atk)

Type:
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.
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.

Stats:

HP: 90
Atk: Rank 2(-1)
Def: Rank 4
SpA: Rank 5(+1)
SpD: Rank 4
Spe: 86
Size Class: 3
Weight Class: 4
Base Rank Total: 20


MC: 0

Abilities:
Levitate: 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.

Attacks (43):
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Substitute
Hex
Discharge
Omnious Wind
Electroball
Charge

Thunderbolt
Will-o-Wisp
Protect
Light Screen
Electroweb
Pain Split
Snatch
Volt Switch
Toxic
Shadow Ball
Endure
Spite
Reflect
Hidden Power Grass (7BP)
Charge Beam
Signal Beam
Psych Up
Thunder
Sucker Punch
Rain Dance
Mudslap
Rest
Sleep Talk
Sunny Day
Telekinesis
Thief
Dark Pulse

Leaf Storm
 
#23
Light Screen - Hidden Power - Hidden Power
IF Protective/Evasive AND Rotom is ordered to Hidden Power THEN Chill and push back
IF Double Team clones are up when Rotom attacks A2 or A3 THEN Discharge and push back
IF Conversion 2 is used A2 (for whatever reason <_<) THEN Thunderbolt A3
 

ZhengTann

Nargacuga
is a Forum Moderator
Moderator
#25
Because Porygon-Z was poisoned before Conversion to Steel, it still takes toxic damage, right?

Frosty’s bench: BABB

HP: 54
En: 76
Spe: 105
Ranks: 2/4/3/4
Status: BRN


HP: 56
En: 67
Spe: 70 (-)
Ranks: 5{6}/4/4/5{6}
Status: BRN

HP: 85
En: 82
Spe: 69 (-)
Ranks: 2/4/5/3
Status: N/A

Elevator Music's bench: XABO

HP: 100
En: 84
Spe: 26 (-)
Ranks: 3/3/5/4
Status: N/A


Frosty’s team: OAOO

HP: 90
En: 100
Spe: 86
Ranks: 2/4/5/4
Status: N/A
Stats: N/A
Other: Tailwind 1a

Elevator Music's team: XAOO

HP: 100
En: 100
Spe: 90
Ranks: 2/3/6/3
Status: N/A
Stats: N/A
Other: Toxic Spikes 2

Arena : Pokemon Stadium Grass Arena (Water, Ice, Ground) [Drought]

Porygon-Z is Badly Poisoned by the Toxic Spikes!
Status changes: BPSN (Porygon-Z)
Porygon-Z activated Special Download!
Stat changes: +1 Sp.Atk (Porygon-Z)

Action 1:
Rotom-C used Light Screen!
Rotom-C shielded its team from Special attacks!
Other changes: Light Screen 6a (Rotom-C)
-10 energy
Porygon-Z used Conversion!
RNG Roll (CONVERSION) [<=2500 FIRE ; 2501<=5000 BUG ; 5001<=7500 STEEL ; 7501< GRASS]: 7316/10000 (STEEL)
Porygon-Z converted to Steel-type data!
Other changes: Steel (Porygon-Z)
-6 energy

Post Action:
-1 HP due to Poison (Porygon-Z)
Other changes: Tailwind 0a (Rotom-C)

Action 2:
Porygon-Z used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 5765/10000 (NO)
[(7/2)+3+(8.5-6)]*1.5+1.75 = 15.25 damage (Rotom-C)
-5 energy
Rotom-C used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 113/10000 (CRIT)
[7+3+3+4+2+(7.5-4.5)]/1.5 = 14.667 damage (Rotom-C)
-3 energy

Post Action:
-1 HP due to Poison (Porygon-Z)

Action 3:
Porygon-Z used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 5145/10000 (NO)
[(7/2)+3+(8.5-6)]*1.5+1.75 = 15.25 damage (Rotom-C)
-9 energy
Rotom-C used Hidden Power!
RNG Roll (CRIT) [<=625 CRIT]: 3177/10000 (NO)
[7+3+4+2+(7.5-4.5)]/1.5 = 12.667 damage (Rotom-C)
-7 energy

Post Action:
-1 HP due to Poison (Porygon-Z)
Other changes: Light Screen 3a (Rotom-C)
RNG Roll (STADIUM) [1<=STADIUM<=4]: 4 (FLYING)
The Stadium switched onto the Flying Arena!

Post Round:
Rotom-C: -30.5 HP, -18 EN
Porygon-Z: -30.333 HP, -20 EN


Frosty’s team: OAOO

HP: 59
En: 82
Spe: 86
Ranks: 2/4/5/4
Status: N/A
Stats: N/A
Other: Light Screen 3a

Elevator Music's team: XAOO

HP: 70
En: 80
Spe: 90
Ranks: 2/3/6/3
Status: BPSN
Stats: +1 SpAtk
Other: Toxic Spikes 2

Arena : Pokemon Stadium Flying Arena (Grass, Water, Ice, Ground) [Drought]



EMma decides Switch Phase
Frosty responds either way
I reff
 
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