I read this things

Team tavok:

Squirtle (Squirtle (M))
Nature: Quiet (+SpA, -Spe, -10% evasion)

Type:

- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:

- Torrent (Passive): When this Pokemon's HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 11 to 13)

- Rain Dish (Passive) (LOCKED): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37 (-) (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
AC: 0/5
KOC: 0



Moves (19/??):

- Aqua Jet
- Aura Sphere
- Bite
- Bubble
- Dive
- Dragon Pulse
- Fake Out
- Ice Beam
- Mirror Coat
- Protect
- Rapid Spin
- Scald
- Substitute
- Tackle
- Tail Whip
- Toxic
- Water Gun
- Water Pulse
- Withdraw


Slowpoke (Slowpoke (F))
Nature: Quiet (+SpA, -Spe, -10% evasion)

Type:

- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

- Psychic: Psychic STAB; 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 (Passive): This Pokemon is incapable of being affected by Attract, Cute Charm, Captivate, or Taunt.

- Own Tempo (Passive): 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 (Passive) (LOCKED): 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 3 (+)
SpD: Rank 2
Spe: 13 (-) (-10% evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 3/6
MC: 0
AC: 3/5
KOC: 0



Moves (43/??):

- Bide
- Block
- Brine
- Confusion
- Curse
- Disable
- Dive
- Earthquake
- Endure
- Flamethrower
- Future Sight
- Grass Knot
- Growl
- Headbutt
- Ice Beam
- Icy Wind
- Light Screen
- Magic Coat
- Me First
- Mud Sport
- Nightmare
- Protect
- Psychic
- Psyshock
- Rain Dance
- Reflect
- Rest
- Safeguard
- Scald
- Shadow Ball
- Skill Swap
- Slack Off
- Sleep Talk
- Substitute
- Surf
- Tackle
- Telekinesis
- Thunder Wave
- Trick Room
- Water Gun
- Whirlpool
- Yawn
- Zen Headbutt


Monohm (Monohm (M))
Nature: Modest (+SpA, -Atk)

Type:

- Electric: Electric STAB; immune to paralysis status

- Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:

- Shield Dust (Passive): This Pokemon has dust covering the outside of its body that reduces the Effect Chance of incoming attacks to 0%. This prevents such things as Burns from Flamethrower from occuring.

- Static (Passive): 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 (Passive) (LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/9
MC: 0
AC: 0/5
KOC: 0



Moves (23/??):

- Charge
- Discharge
- Draco Meteor
- Dragon Pulse
- Dragon Rage
- Electric Terrain
- Endure
- Flamethrower
- Growl
- Heal Bell
- Hurricane
- Hydro Pump
- Magnet Rise
- Power Gem
- Protect
- Rain Dance
- Sonic Boom
- Tackle
- Thunderbolt
- Thunder Shock
- Torment
- Toxic
- Twister


Team YellowAdminSilver:


Asura - Deino (F).
Type: Dark / Dragon
Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist. Unable to have Thrash or Outrage disrupted by oncoming damage.
Abilities: Hustle

Nature: Hasty (+15% Spe / +7% Accuracy / -1 Def)

Stats:
HP - 90
Atk - 3
Def - 1 (-)
SpA - 2
SpD - 2
Spe - 44
Size class - 1
Weight class - 2
Total: 13

EC: 5/9
MC: 0
AC: N/A
KOC: 0

Attacks (24)
Level up:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Pulse

Egg:
Thunder Fang
Fire Fang
Earth Power
Ice Fang
Head Smash

TM:
Toxic
Taunt
Protect
Torment
Substitute
Thunder Wave

Tutor:
Dark Pulse
Draco Meteor
Superpower
Zen Headbutt

Shaula - Skorupi (F).
Type: Poison / Bug
Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).

Abilities: Battle Armor / Sniper / Keen Eye (H)

Nature: Adamant (+1 Atk / -1 SpA)

Stats:
HP - 90
Atk - 3 (+)
Def - 3
SpA - 1 (-)
SpD - 2
Spe - 65
Size class - 1
Weight class - 2
Total: 14

EC: 5/6
MC: 0
AC: 0/5
KOC: 0

Attacks (19)
Level up:
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Pursuit
Scary Face
Bug Bite
Poison Fang

Egg:
Agility
Feint Attack
Iron Tail
Twineedle
Whirlwind

TM:
Taunt
Dig
Torment
Infestation
Substitute

Tutor:


Order of operations:
tavok sends out
YAS sends out and orders
tavok orders
Ref
 

Sending out Shaula the Skorupi @ Exp. Share!
Poison Sting (contact) - Dig - Poison Sting (contact)

[IF] Magnet Rise is used [AND] you are faster [AND] you are not paralyzed, use Taunt that action and push back
[IF] Monohm is under the effects of Magnet Rise when you would use Dig, use Pin Missile that action instead

tavok could you have less good LC's plz and thx​
 
Lol.

Discharge - Protect - Discharge
- IF Skorupi is paralysed when you would use Discharge THEN Power Gem instead.
 
Round 1:

Team tavok:

HP: 90
EN: 100
Other: None
Item: Heart Scale

Team YAS:

HP: 90
EN: 100
Other: None
Item: Exp Share

Action 1
Skorupi used Poison Sting!
Crit roll: Guaranteed
Effect roll: Shield Dust
Damage: (4+3+5+4.5-4.5)=12
-2 EN
Static roll: 5117=No

Monohm used Discharge!
Crit roll: 1188=No
Effect roll: 771=Yes
Damage: (8+3+6-3)=14
-5 EN
Skorupi was 20% paralyzed!

Action 2
Monohm used Protect!
Monohm protected itself!

Skorupi used dig!
Paralysis roll: 1298=Yes
Skorupi was fully paralyzed!
Skorupi's paralysis dropped to 10%!

Monohm: -(7+0) EN
-7 EN

Action 3
Monohm used Power Gem!
Crit roll: 9791=No
Damage: (8+6-3)=11
-6 EN

Skorupi used Poison Sting!
Paralysis roll: 1813=No
Skorupi used Poison Sting!
Crit roll: Guaranteed
Effect roll: Shield Dust
Damage: (4+3+5+4.5-4.5)=12
-2 EN
Static roll: 9827=No

Skorupi's paralysis dropped to 5%!

ROUND END

Round Summary
Skorupi
Damage taken: 14+11=25
EN used: 2+0+2=4

Monohm
Damage taken: 12+12=24
EN used: 5+7+6=18


Team tavok:

HP: 66
EN: 82
Other: Hax god
Item: Heart Scale

Team YAS:

HP: 65
EN: 96
Other: 5% paralyzed
Item: Exp Share

Order:
tavok orders
YAS orders
Ref
 
Last edited:
I really think my sub should activate.

Flamethrower - Thunderbolt - Flamethrower
- IF Skorupi is in the evasive stage of Dig when you would move THEN Magnet Rise the first instance, Electric Terrain the second and Charge the third, restarting queue the first time.
- IF Dig AND not in a combo AND non suspended THEN Thundershock + Thunderbolt and restart queue.
 
Ugh I should've calced last round... Pin Missile was a much better idea =(


Pin Missile - Pin Missile - Pin Missile + Pin Missile

Let's tempt fate a little bit. Don't forget Bug STAB, Smash =)
 
Round 1:

Team tavok:

HP: 66
EN: 82
Other: Hax god
Item: Heart Scale

Team YAS:

HP: 65
EN: 96
Other: 5% paralyzed
Item: Exp Share

Action 1
Monohm used Flamethrower!
Crit roll: 3337=No
Effect roll: 7886=No
Damage: (9+6-3)*1.5=18
-7 EN

Skorupi used Pin Missile!
Paralysis roll: 4944=No
Hit roll: 3143=Yes
Hits roll (out of 6): 2(+1 from Bug STAB=3)=3 hits
Crit roll: 3412=No
Damage: (9+3+4.5-4.5)=12
-6 EN

Action 2
Monohm used Thunderbolt!
Crit roll: 1923=No
Effect roll: 3037=No
Damage: (9+3+6-3)=15
-6 EN

Skorupi used Pin Missile!
Paralysis roll: 181=Yes
Skorupi was fully paralyzed!
Skorupi's paralysis vanished!

Action 3
Monohm used Flamethrower!
Crit roll: 306=Yes
Effect roll: 3226=No
Damage: (9+3+6-3)*1.5=22.5
-7 EN

Skorupi used Hyper Poison Sting!
Hits roll (out of 6): 2(+1 from Bug STAB=3)=3 hits
Crit roll: 5905=No
Damage: (20.25+3+4.5-4.5)=23.25
-34 EN

ROUND END

Round Summary
Skorupi
Damage taken: 18+15+22.5=55.5~56
EN used: 6+0+34=40

Monohm
Damage taken: 12+23.25=35.25~35
EN used: 7+6+7=20


Team tavok:

HP: 31
EN: 62
Other: Hax god
Item: Heart Scale

Team YAS:

HP: 9
EN: 56
Other: Cooling down
Item: Exp Share

Order:
YAS orders
tavok orders
Ref
 
Round 1:

Team tavok:

HP: 31
EN: 62
Other: Hax god
Item: Heart Scale

Team YAS:

HP: 9
EN: 56
Other: Cooling down
Item: Exp Share

Action 1
Skorupi cooled down!

Monohm used Flamethrower+Flamethrower!
Crit roll: 7789=No
Effect roll: 2318=No
Damage: (20.25+6-3)*1.5=35.25

RIP Skorupi


tavok wins!

Rewards:
tavok: 1 CC
YAS: 1 CC
Monohm: 1 EC, 2 MC, 1 AC, 3 KOC
Skorupi: 1 EC, 3 MC, 1 AC
smashlloyd20: 3 UC
 

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