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Completed Houndoomsday vs Complications

Discussion in 'ASB' started by akela, Mar 17, 2013.

  1. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    Battle Rules (open)

    Battle Rules:
    2v2 or 3v3 (Challenger's Choice) NFE Singles
    2 Subs
    2 Recovers
    5 Chills
    2 Day DQ; 2 for Ref
    Switch = OK
    ASB Arena


    Referee Cheat Sheet (open)

    Magnemite [M]
    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.
    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.
    Magnet Pull (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.
    Sturdy (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.
    HP: 80
    Atk: 1.5
    Def: 4.5
    SpA: 4.5
    SpD: 4.5
    Spe: 45
    Size Class: 1
    Weight Class: 1

    Nohface (M)
    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.
    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.
    Levitate (Innate): 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.
    HP: 100
    Atk: 4.5
    Def: 4.5
    SpA: 0
    SpD: 4.5
    Spe: 10
    Size Class: 1
    Weight Class: 3

    Bulbasaur [F]
    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.
    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.
    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)
    HP: 90
    Attack: 1.5
    Defense: 3
    SpA: 6
    SpD: 4.5
    Spe: 45
    Size Class: 1
    Weight Class: 1

    Dratini [M]
    Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
    Shed Skin: 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.
    HP: 90
    Attack: 6
    Defense: 3
    SpA: 1.5
    SpD: 3
    Spe: 40
    Size Class: 2
    Weight Class: 1

    Houndour [M]
    Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Fire 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 bushfire areas.
    Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
    Flash Fire: 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.
    HP: 90
    Atk: 4.5
    Def: 1.5
    SpA: 6
    SpD: 4.5
    Spe: 65
    Size Class: 1
    Weight Class: 2


    Complications' Pokemon
    Lightningbolt Zolt @ Lucky Egg (open)

    Magnemite (Lightningbolt Zolt) (M)
    [​IMG]
    Nature: Calm (+Sdef, -Atk)

    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.

    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:
    Magnet Pull
    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.

    Sturdy
    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.

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

    Stats
    HP: 80
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3 (+)
    Spe: 45
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 13

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

    Attacks:
    Tackle (*)
    Thundershock (*)
    Supersonic (*)
    Sonicboom (*)
    Thunder Wave (*)
    Magnet Bomb (*)
    Spark (*)
    Mirror Shot (*)

    Signal Beam (*)
    Magic Coat (*)
    Magnet Rise (*)

    Thunderbolt (*)
    Volt Switch (*)
    Hidden Power Ice (7) (*)


    Baal @ Exp. Share (open)

    Nohface (Baal) (M)
    [​IMG]
    Nature: Adamant +Atk, -SAtk

    Type:

    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.

    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:
    Levitate*
    Innate
    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.

    Stats
    HP: 100
    Atk: Rank 3 (+)
    Def: Rank 3
    SpA: Rank 0 (-)
    SpD: Rank 3
    Spe: 10
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13

    EC: 2/6
    MC: 2
    DC: 1/5

    Attacks:
    Scratch (*)
    Iron Defense (*)
    Lick (*)
    Metal Burst (*)
    Faint Attack (*)
    Shadow Sneak (*)
    Curse (*)

    Meteor Mash (*)
    Psycho Shift (*)
    Yawn (*)

    Will-O-Wisp (*)
    Payback (*)
    Dig (*)


    Houndoomsday's Pokemon

    Bulbasaur (open)

    [​IMG]
    Bulbasaur [Bulby] (Female)
    Nature: Modest (+SpA, -Att)
    Type: Grass/Poison
    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.
    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:
    Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
    Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed

    Stats:
    HP: 90
    Attack: Rank 1 (-)
    Defense: Rank 2
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 45
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14

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

    Attacks:
    Tackle (*)
    Growl (*)
    Leech Seed (*)
    Vine Whip (*)
    Poison Powder (*)
    Sleep Powder (*)
    Take Down (*)
    Razor Leaf (*)
    Sweet Scent (*)
    Growth (*)

    Giga Drain (*)
    Sludge (*)
    Curse (*)

    Toxic (*)
    Rest (*)
    Protect (*)


    Dratini (open)

    [​IMG]
    Dratini [Smaug] (Male)
    Nature: Adamant (+Att, -SpA)
    Type: Dragon
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities:
    Shed Skin: 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.
    Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

    Stats:
    HP: 90
    Attack: Rank 4 (+)
    Defense: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 40
    Size Class: 2
    Weight Class: 1
    Base Rank Total: 13

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

    Attacks:
    Wrap (*)
    Leer (*)
    Thunder Wave (*)
    Agility (*)
    Twister (*)
    Dragon Rage (*)
    Slam (*)

    Extremespeed (*)
    Aqua Jet (*)
    Supersonic (*)

    Light Screen (*)
    Safeguard (*)
    Protect (*)


    Houndour (open)

    [​IMG]
    Houndour [Hellhound] (Male)
    Nature: Mild (+SpA, -Def)
    Type: Dark/Fire
    Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Fire: Fire STAB; immune to burn, 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 bushfire areas.

    Abilities:
    Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
    Flash Fire: 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.
    Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

    HP: 90
    Atk: Rank 2
    Def: Rank 1 (-1)
    SpA: Rank 4 (+)
    SpD: Rank 2
    Spe: 65
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 14

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

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

    Fire Spin (*)
    Thunder Fang (*)
    Counter (*)

    Will O'Wisp (*)
    Sludge Bomb (*)
    Sunny Day (*)


    Orders:
    Houndoomsday sends out pokemon and equips
    Complications sends out pokemon, equips, and orders
    Houndoomsday orders
    I ref
  2. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    I'll send out Hellhound (Houndour) with no items!
  3. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "Houndoor... As I expected. However, your strongest move is Fire Spin, and with that I will send out Zolt."
    Lightningbolt Zolt @ Lucky Egg

    Thunder Wave-Thunderbolt+Thundershock-Cooldown
    If Magnemite flinches, push actions down.
    If Roar, Magic Coat and push back, but only once.
  4. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    "Guess I'm a little predictable..., alright, let's melt this steel!"

    Sunny Day-Ember+Fire Spin-Cooldown

    A question about combos: If I'm paralyzed, do I still have to cooldown?
  5. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    Since there is a chance you will be paralyzed A2, you must issue an order for A3 in the event you cannot perform the action of A2. This will not count towards one of your allotted subs. Until then, I am not permitted to ref this battle.
  6. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    Alright, then if I am paralyzed a2 I will Fire Spin a3! Sorry!
  7. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306

    [​IMG]
    Houndour
    90|100


    [​IMG]
    Magnemite
    80|100

    Battle Calculations (open)

    Action 1
    Houndour's Sunny Day
    EN Check: 10 - 1 = 9

    Magnemite's Thunder Wave
    EN Check: 7 - 1 = 6

    Action 2
    Magnemite's Thunderbolt + Thundershock
    Crit Check (625): 3781 (NO)
    Damage: ((4 + 10) * 1.5 + 3 + 4.5 - 4.5) = 22
    EN Check: (7 + 3) * 1.75 - 1 = 14

    Houndour's Ember + Fire Spin
    Paralysis Check (2500): 4743 (NO)
    Accuracy Check (9250): 5283 (HIT)
    Crit Check (625): 7252 (NO)
    Effect Chance (1000): 6267 (NO)
    Damage: ((4 + 4) * 1.5 + 3 + 3 + 0 - 4.5) * 1.5 = 18.75
    EN Check: (3 + 5) * 1.5 - 1 = 11

    Action 3
    Magnemite Cools down

    Houndour Cools down
    Paralysis Check (2500): 4176 (NO)

    -2 HP Magnemite


    Stat Calculations (open)


    [​IMG]
    Houndour
    HP: 90 - 22 = 68
    EN: 100 - (9 + 11) = 80
    Status: 20% Paralysis

    [​IMG]
    Magnemite
    HP: 80 - (18.75 + 2) = 59.75 rounded to 60.
    EN: 100 - (6 + 14) = 80
    Status: Trapped for 3 actions



    [​IMG]
    Houndour
    68|80
    Status: 20% Paralysis


    [​IMG]
    Magnemite
    60|80
    Status: Trapped for 3 actions

    Field: Intense Sun for 3 more rounds

    Orders:
    Houndoomsday orders
    Complications orders
    I ref​
  8. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    "Good job Hound! Keep it up!"

    Will O'Wisp-Ember-Fire Spin
  9. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    So what happens? I haven't heard anything from Complications...
  10. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    Complications is currently without access to a computer. Given the circumstances, he has been given an extension to post his moves.
  11. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    Alright, cool!
  12. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Much appreciated. I still have limited access, but during this next week it will be closer to regular, so let's try to get this battle done quickly.

    "I would Magic Coat you, but Flash Fire makes me sad."
    Volt Switch-Thunderbolt+Thundershock-Cooldown
  13. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306

    [​IMG]
    Houndour
    68|80
    Status: 20% Paralysis


    [​IMG]
    Magnemite
    60|80
    Status: Trapped for 3 actions

    Battle Calculations (open)

    Action 1
    Magnemite's Volt Switch
    Crit Check (625): 7117 (NO)
    Damage: (7 + 3 + 4.5 - 4.5) = 10
    EN Check: 5 - 1 = 4

    Houndour's Will-O-Wisp
    Paralysis Check (2000): 9750 (NO)
    Accuracy Check (7500): 4605 (HIT)
    EN Check: 7 - 1 = 6

    -2 HP Magnemite
    -2 HP Magnemite

    Action 2
    Houndour's Ember
    Paralysis Check (2000): 354 (PAR!)

    Magnemite's Thunderbolt + Thundershock
    Crit Check (625): 6779 (NO)
    Damage: ((4 + 10) * 1.5 + 3 + 4.5 - 4.5) = 22
    EN Check: (7 + 3) * 1.5 - 1 = 14

    -2 HP Magnemite
    -2 HP Magnemite

    Action 3
    Magnemite Cools Down

    Houndour's Fire Spin
    Paralysis Check (1500): 299 (PAR!)

    -2 HP Magnemite
    -2 HP Magnemite


    Stat Calculations (open)


    [​IMG]
    Houndour
    HP: 68 - (10 + 22) = 36
    EN: 80 - 6 = 74
    Status: 5% Paralysis

    [​IMG]
    Magnemite
    HP: 60 - (2 + 2 + 2 + 2 + 2 + 2) = 48
    EN: 80 - (4 + 14) = 62
    Status: Burned



    [​IMG]
    Houndour
    36|74
    Status: 5% Paralysis


    [​IMG]
    Magnemite
    48|62
    Status: Burned

    Field: Intense Sun for 2 more rounds

    Orders:
    Complications orders
    Houndoomsday orders
    I ref​
  14. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "Ok, since switch=Ok, Baal comes out."
    Dig-Payback-Dig
    If damaging non-combo Fire type move, Metal Burst and push down.
  15. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    Complications, at which point did you and Houndoomsday agree that this match would be Switch = OK and when were you planning on informing me of this?
  16. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    We put it in the battle tower, 1 or 2 posts below the original challenge, so... Yeah.
  17. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    Yeah switch=OK is in the OP as well.

    Ember+Flame Spin-Cooldown-Bite
  18. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    Bench:

    [​IMG]
    Magnemite
    48|62
    Status: Burned

    Active:

    [​IMG]
    Houndour
    36|74
    Status: 5% Paralysis


    [​IMG]
    Nohface
    100|100

    Battle Calculations (open)

    Action 1
    Nohface dug under ground
    EN Check: 10

    Houndour's Reflamember Spin
    Paralysis Check (500): 713 (NO)
    Miss
    EN Check: (3 + 5) * 1.5 - 1 = 11

    Nohface's Dig
    Crit Check (625): 507
    Damage: (8 + 3 + 4.5 - 1.5) * 1.5 = 21

    Action 2
    Houndour cools down
    Paralysis Check (500): 5561 (NO)

    Nohface's Payback
    Crit Check (625): 6171 (NO)
    Damage: (10 + 4.5 - 1.5) * 0.67 = 8.71
    EN Check: 7

    Action 3
    Houndour's Bite
    Paralysis Check (500): 6964 (NO)
    Crit Check (625): 9493 (NO)
    Effect Chance (3000): 3332 (NO)
    Damage: (6 + 3 + 4.5 - 4.5) = 9
    EN Check: 4 - 1 = 3

    Nohface dug under ground
    EN Check: 10

    Nohface's Dig
    Crit Check (625): 5116 (NO)
    Damage: (8 + 3 + 4.5 - 1.5) * 1.5 = 21


    Stat Calculations (open)


    Houndour
    HP: 36 - (21 + 8.71 + 21) = -14.71 rounded to -15
    EN: 74 - (11 + 3) = 60
    Status: KO

    Magnemite
    HP: 48
    EN: 62
    Status: Burned

    Nohface
    HP: 100 - 9 = 91
    EN: 100 - (10 + 7 + 10) = 73
    Status: 1 KOC


    Bench:

    [​IMG]
    Magnemite
    48|62
    Status: Burned


    [​IMG]
    Houndour
    -15|60
    Status: KO


    [​IMG]
    Nohface
    91|73
    Status: 1 KOC

    Field: Intense Sun for 1 more rounds

    Orders:
    Houndoomsday sends out, equips, and orders
    Complications orders
    I ref​
  19. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    I'll send out Dratini with no item.

    Light Screen-Aqua Jet-Wrap
  20. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "I think you mistake Baal for Zolt."
    Will-O-Wisp - Meteor Mash - Payback
    If Will-O-Wisp misses A1, uses Will-O-Wisp A2 and push down.
  21. akela

    akela

    Joined:
    Mar 22, 2012
    Messages:
    4,306
    Bench:

    [​IMG]
    Magnemite
    48|62
    Status: Burned


    [​IMG]
    Houndour
    -15|60
    Status: KO


    Active:

    [​IMG]
    Dratini
    90|100


    [​IMG]
    Nohface
    100|73
    Status: 1 KOC

    Battle Calculations (open)

    Action 1
    Dratini's Light Screen
    EN Check: 10

    Nohface's Will-O-Wisp
    Accuracy Check (7500): 116 (HIT)
    EN Check: 7

    -2 HP Dratini

    Action 2
    Dratini's Aqua Jet
    Crit Check (625): 7702 (NO)
    Damage: (4 + 6 - (4.5 + 3 + 3)) = 1 (according to minimum damage rules)
    EN Check: 4

    Nohface's Meteor Mash
    Accuracy Check (8500): 1293 (HIT)
    Crit Check (625): 624 (CRIT)
    Effect Chance (2000): 712 (+1 ATK)
    Damage: (10 + 3 + 3 + 4.5 - 3) = 17.5
    EN Check: 7 - 1 = 6

    -2 HP Dratini

    Action 3
    Dratini's Wrap
    Accuracy Check (9000): 9002 (MISS)
    EN Check: 4

    Nohface's Payback
    Crit Check (625): 8614 (NO)
    Damage: (10 + 4.5 - 3) + (1 * 1.75) = 13.25
    EN Check: 7

    -2 HP Dratini


    Stat Calculations (open)


    Houndour
    HP: -15
    EN: 60
    Status: KO

    Dratini
    HP: 90 - (2 + 17.5 + 2 + 13.25 + 2) = 53.25 rounded to 53
    EN: 100 - (10 + 4 + 4) = 82
    Status: Burned

    Magnemite
    HP: 48
    EN: 62
    Status: Burned

    Nohface
    HP: 100 - 1 = 99
    EN: 73 - (7 + 6 + 7) = 53
    Status: 1 KOC
    +1 ATK for 3 more actions


    Bench:

    [​IMG]
    Magnemite
    48|62
    Status: Burned


    [​IMG]
    Houndour
    -15|60
    Status: KO

    Active:

    [​IMG]
    Dratini
    53|82
    Status: Burned
    Light Screen for 3 more actions


    [​IMG]
    Nohface
    99|53
    Status: 1 KOC
    +1 ATK for 3 more action

    Orders:
    Complications orders
    Houndoomsday orders
    I ref​
  22. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Akela, I may be overlooking something, but shouldn't Aqua Jet's BAP be 4+6-4.5-3=2.5? I'm not quite sure how you got the extra 3 on the reducing side...

    "Ok, Baal, you're doing a wonderful job, but I think Zolt may want to see if he can earn a KOC."
    Switching out Baal for Lightningbolt Zolt. Counterswitch, Houndoomsday?
  23. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    I can't counterswitch, can I because I already used one of my pokemon, who was KO'd, and therefor can't switch out. So no!
  24. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "Right... I did that on purpose..."
    HP Ice-Mirror Shot-HP Ice
    If Light Screen, change actions succeeding that to Sonicboom-HP Ice-Sonicboom
    If P/E action, use Magnet Bomb, but not consecutively.
  25. Houndoomsday

    Houndoomsday

    Joined:
    Mar 8, 2013
    Messages:
    1,027
    Thunder Wave-Wrap-Dragon Rage

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