I sense... Complications. (and some silly Alchemator dude)

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a fairy

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Community Leader
Seeking an open challenge
Basic NFEs only
2 vs 2 singles
Switches= KO
Chills/Recoveries= 0
Items= No
Abilities= 1
Arena: Fallen Stadium
The CAP ASB stadium! With a twist >.> <.< It is dusk, 40 years in the future. A massive Earthquake wrecked the stadium 10 years ago, leaving it in disarray. Vine grow over collapsed pillars that litter the field, and the water evaporated long ago...

Let's fight!

One substitution; if I've forgotten anything else then just keep it to the standard.


Alchemator said:

Trapinch [Faye] (F)

  • Nature: Naive (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+5% Acc.], subtracts one (1) Rank from Special Defense.)

Type:

  • Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 12 (10*1.15^)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 3/9
MC: 0
DC: 0/5

Abilities:

  • Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
  • Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
  • Sheer Force (DW LOCKED): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Attacks (16):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Endure
Flail
Signal Beam
SolarBeam
Bulldoze
Rock Slide
Crunch
Dig
Earth Power
Earthquake
Feint
Hidden Power [Ice] [7]


Sewaddle [Mercutio] (M)

  • Nature: Naughty (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Defense.)

Type:

  • [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
  • [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.

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 42
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/9
MC: 0
DC: 0/5

Abilities:

  • Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10).
  • Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
  • Overcoat (DW LOCKED): 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).

Attacks (15):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Agility
Air Slash
Me First
Light Screen
SolarBeam
Payback
Endure
Bug Buzz
Camouflage
Hidden Power [Fire] [7]


Sewaddle is the cutest thing.
Complications said:
Quote:
Originally Posted by Fat Complications
...
Here it is edited:


Pawniard (Optimus) (M)

Nature: Adamant (+Atk, -SAtk)

Type:

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.


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:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Pressure (Locked) (DW)
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


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

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

Sucker Punch (*)
Psycho Cut (*)
Stealth Rock (*)

Swords Dance (*)
Taunt (*)
Brick Break (*)
Dig


...
Gastly (Frenzy) (M)

Nature: Timid (-Atk, +Spe, +29% ACC)

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.

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:
Levitate:
Type: Trait
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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 1/9
MC: 0

Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Night Shade (*)
Confuse Ray (*)
Sucker Punch (*)
Shadow Ball
Destiny Bond

Perish Song (*)
Disable (*)
Clear Smog (*)

Dream Eater (*)
Will-O-Wisp (*)
Sludge Bomb (*)
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
"Let's get this show on the road -- Faye!"

"Your Pokémon can only ever be a pawn in my grand plan!"

Earthquake ~ Bulldoze ~ Earthquake
 
Hmmm... This is what I feared- I may lose this battle, but you can't stop me from getting stronger! My Dark and Ghost Pokemon are at an advantage here, and Bulldoze actually helps me (Defiant). I'm faster, but I can utilize negative priority to help me.
Stealth Rock-Sucker Punch-Dodge
Use low light to your advantage!
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
I've just noted that it's one ability, so I'll go with Arena Trap.

Reorder if you wish I guess?
 
Important Note: I will be unable to post until Sunday at about 12:00 PM (-4:00 GMT) so I would like to request this battle paused until I can post again.
 
Round One

Problem solved.

Pre-round:

Trapinch (F) Faye
Nature: Naive
Health: 90
Energy: 100
Boosts: +5% accuracy (Nature)
Other: None

Pawniard (M) Optimus
Nature: Adamant
Health: 90
Energy: 100
Boosts: None
Other: None
Round One Start!
Yikes, what happened here? The ASB Arena is in ruins! Pillars have collapsed, the once-crowded stands lie abandoned, and vines have overrun the field! However wrecked the arena may be, it can certainly still serve it's purpose: Let's get battling!

Both trainers send out their Pokémon. On one side, a Trapinch happily burrows in the sand, yawning contentedly. On the other, a Pawniard sharpens his blades, eager for the upcoming battle.

Optimus the Pawniard begins the match by striking a nearby pillar, causing the ancient stone to crack open! The shattered shards scatter over Alchemator's side of the arena! Watch out, Sewaddle, Stealth Rock is in effect! Angered, Faye the Trapinch unleashes a massive Earthquake, seeking vengeance for his teammate's upcoming pain.

Leaping a fallen jumble of debris, Optimus smacks Faye with a strong Sucker Punch! The surprised Trapinch winces, then tackles Optimus like a BullDozer! The force of the impact seems to have Optimus moving slower, but the Defiant Pawniard refuses to give up!

Sensing an opening, Faye risks causing more damage to the arena with a second Earthquake, but it's too late! Sensing danger, Optimus manages to leap out of the way, turning a full somersault in mid-air before landing on a vine-covered wall! Despite his reduced speed, the Pawniard managed to Dodge the attack!

As the round closes, night continues to fall. The last rays of the sun illuminate the two battlers, locked in the tableau of battle, neither side giving in! Who will triumph?

Action One:
Optimus used Stealth Rock!
Pointed stones float over Alchemator's side of the arena!
-12 energy

Faye used Earthquake!
RNG roll to crit: (1-625=crit) 8590 NO
(10+3+1.5)*1.5=21.75=22
22 Damage
-6 energy (STAB)

Action Two:
Optimus used Sucker Punch!
RNG roll to crit: (1-625=crit) 9613 NO
8+3+2(1.5)=14
14 Damage
-5 energy (STAB)

Faye used Bulldoze!
RNG roll to crit: (1-625=crit) 7399 NO
(6+3+1.5)*1.5=15.75=16
16 Damage
-4 energy (STAB)
Optimus's speed fell!
Defiant activated! Optimus's attack sharply rose!

Action Three:
Optimus used Dodge!
Optimus prepared to dodge any oncoming attacks! (44.4%)
-5 energy

Faye used Earthquake!
RNG roll to hit (+5%): (1-6060=hit) 8524 MISS
Optimus dodged the attack!
-6 energy (STAB)


Post-round:

Trapinch (F) Faye
Nature: Naive
Health: 76
Energy: 84
Boosts: +5% accuracy (Nature)
Other: Stealth Rock

Pawniard (M) Optimus
Nature: Adamant
Health: 52
Energy: 78
Boosts: +2 attack, -1 speed
Other: None

Your turn, Complications!
 
Yikes, those attacks where powerful, but Defiant helped out a lot!

Sucker Punch-Dodge-Swords Dance
If the opponent uses a status move on any action, sub actions to this:
Taunt-Sucker Punch-Dodge

(Thanks for reffing Endquote.)
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"That looks like an illegal substitution to me: let's take advantage of it!"i

Sand-Attack ~ Sand Tomb ~ Earthquake
 
Round Two

That is indeed an illegal substitution.
Under the new substitution rules (found here), you can cluster a group of moves together, but they must have the same effect.
Pre-round:

Trapinch (F) Faye
Nature: Naive
Health: 76
Energy: 84
Boosts: +5% accuracy (Nature)
Other: Stealth Rock

Pawniard (M) Optimus
Nature: Adamant
Health: 52
Energy: 78
Boosts: +2 attack, -1 speed
Other: None
Round Two Start!
As the second round opens, the sunset reflects off Faye's shell and Optimus's blades, creating a mood of serenity even in the middle of a battle.

Shattering that serenity, Optimus leaps forward into a Sucker Punch, but it fails as Faye refused to attack! The bewildered Pawniard falls in a heap before Faye Attacks with Sand to reduce his vision!

Clawing at his eyes, Optimus blindly leaps aside, attempting to Dodge any oncoming attack, but Faye simply opens a Tomb of Sand in the ground beneath him! Optimus is trapped!

From inside the sandy tomb, Optimus spins into a whirling Swords Dance! Angry about her foe's new attack boost, Faye continues to risk structural collapse with another powerful Earthquake for massive damage!

As the round closes, Optimus seems tired. Though his blades are razor-sharp, there's sand in his eyes and he's badly injured. Faye seems somewhat unchanged, still happily burrowing through the sand. Can Complications turn this battle around?

Action One:
Optimus used Sucker Punch!
But it failed!
-5 energy (STAB)

Faye used Sand-Attack!
Optimus's accuracy fell!
Defiant activated! +2 attack
-3 energy (STAB)

Action Two:
Optimus used Dodge!

Optimus prepared to dodge any oncoming attacks! (44.4%)
-5 energy

Faye used Sand Tomb!
RNG roll to hit (+5%): (1-4560=hit) 3077 HIT
RNG roll to crit: (1-625=crit) 7181 NO
(4+3+1.5)*1.5=12.75=13
13 Damage
-4 energy (STAB)
Optimus was trapped by Sand Tomb! (4 actions)

Optimus is hurt by Sand Tomb! 2 Damage

Action Three:
Optimus used Swords Dance!
Optimus's attack sharply rose!
-7 energy

Faye used Earthquake!
RNG roll to crit: (1-625=crit) 9206 NO
(10+3+1.5)*1.5=21.75=22
22 Damage
-6 energy (STAB)

Optimus is hurt by Sand Tomb! 2 Damage


Post-round:

Trapinch (F) Faye
Nature: Naive
Health: 76
Energy: 71
Boosts: +5% accuracy (Nature)
Other: Stealth Rock

Pawniard (M) Optimus
Nature: Adamant
Health: 13
Energy: 61
Boosts: +5 attack, -1 accuracy
Other: Trapped in Sand Tomb (2 actions)
Your turn, Alchemator.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"Looks like you're in

a bit of a pinch!"


Bulldoze ~ Earthquake ~ Bulldoze
If he uses Sucker Punch [and you are not Taunted] use Sand-Attack and push actions back (but only once).
 
Referee Resource Thread said:
4. Don't ref illegal Actions. If a player makes an Action they're not allowed to make during a Round, such as ordering a move they don't have or using a non-attacking move during Taunt, don't ref the Round. Instead, let the player know that they need to make legal actions. Note that the posting of illegal actions doesn't reset DQ time; players still have to give legal orders within the timeframe in order to avoid disqualification. This does not apply to Substitutions; illegal Substitutions should be ignored, not reordered.
Sorry, Complications.
 
Hmm... I have limited options here... Should I hurt Trapinch to ease Gastly's fight, or set up on Mercutio to hurt him... I think I'll hurt Trapinch!
Sucker punch~Sucker Punch-Cooldown-Stealth Rock
 
Round Three

Right, unfortunately, I can't check with IRC about this, but I'm pretty sure a combo doesn't activate a specific substitution. If I'm wrong, feel free to tell me and I'll change it. EDIT: Righty-o.

Pre-round:

Trapinch (F) Faye
Nature: Naive
Health: 76
Energy: 71
Boosts: +5% accuracy (Nature)
Other: Stealth Rock

Pawniard (M) Optimus
Nature: Adamant
Health: 13
Energy: 61
Boosts: +5 attack, -1 accuracy
Other: Trapped in Sand Tomb (2 actions)

Round Three Start!
As the third round opens, Faye seems somewhat triumphant. Her foe is trapped in a Sand Tomb, injured and exhausted, while she has barely taken a scratch! Just then, a shadow falls over her...
With a roar, Optimus summons the last of his will and leaps into a Double Sucker Punch Combo! However, the attack failed as Faye merely uses Sand-Attack!

As Optimus cools down, Faye prepares to end the match. Summoning seismic forces, she nails the resting Pawniard with a final Bulldoze! Optimus falls away, sliding back down into the sand tomb, KOed.

Action One:
Optimus used a Double-Sucker-Punch-Combo!
But it failed!
-31 energy (STAB)

Faye used Sand Attack!
Optimus's accuracy fell!
Defiant activated! Optimus's attack sharply rose! Optimus's attack reached the limit!
-3 energy (STAB)

Optimus is hurt by Sand Tomb! 2 Damage

Action Two:
Optimus is cooling down!

Faye used Bulldoze
RNG roll to crit: (1-625=crit) 5101 NO
(6+3+1.5)*1.5=15.75=16
16 Damage (KO)
-4 energy (STAB)
Optimus's speed fell!
Defiant activated! Optimus's attack sharply rose! Optimus's attack can't go higher!

Optimus fainted!


Post-round:

Trapinch (F) Faye
Nature: Naive
Health: 76
Energy: 67
Boosts: +5% accuracy (Nature)
Other: Stealth Rock, 1 KOC

Pawniard (M) Optimus
Nature: Adamant
Health: -11
Energy: 30
Boosts: +5 attack, -1 accuracy
Other: Trapped in Sand Tomb (1 action), KOed

Complications sends out, chooses an ability, and orders.
 
Ok! Frenzy (Gastly) it's up to you! Use this lighting, which suits you best, and your type advantages to pummel these two buffoons! I choose levitate

Use Hypnosis-Shadow Ball-Night Shade
If Trapinch wakes up A3, sub Night Shade for Hypnosis
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"Good job, Faye! Keep the pressure on him."

Crunch ~ Sand Tomb ~ Crunch
 
Round Four

Pre-round:

Trapinch (F) Faye
Nature: Naive
Health: 76
Energy: 67
Boosts: +5% accuracy (Nature)
Other: Stealth Rock, 1 KOC

Gastly (M) Frenzy
Nature: Timid
Health: 90
Energy: 100
Boosts: +29% accuracy (Nature)
Other: None
Round Four Start!
As the fourth round starts, Frenzy the Gastly is released into the arena, seeking revenge for his fallen teammate. The Ghost-type levitates quietly, surveying the darkened arena, before shrinking back into the shadows...

Faye looks around wildly for her opponent, and starts as Frenzy swoops out of the shadows! The Gastly's eyes flash as he uses Hypnosis to send Faye into a light sleep.

Floating above the snoozing Trapinch, Frenzy unleashes a Shadow Ball that startles Faye awake! Angered, the Trapinch creates a Tomb of Sand, but, in her haste, the attack misses!

As the round ends, Frenzy manages to put Faye into a deep sleep with Hypnosis before shrinking back into the darkness...

Action One:
Frenzy used Hypnosis!
RNG roll to hit (+29%): (1-8900=hit) 3100 HIT
Faye fell asleep!
RNG roll for duration: (1=light, 2=deep, 3=intense) 1 LIGHT (1a)
-7 energy

Faye is fast asleep!
Faye's sleep counter fell to zero!

Action Two:
Frenzy used Shadow Ball!
RNG roll to crit: (1-625=crit) 4643 NO
8+3+3(1.5)=15.5=16
16 Damage
-5 energy (STAB)
RNG roll for sp. def drop: (1-2000=drop) 4257 NO

Faye woke up!
Faye used Sand Tomb!
RNG roll to hit (+5%): 9110 MISS
The attack missed!
-4 energy (STAB)

Action Three:
Frenzy used Hypnosis!
RNG roll to hit (+29%): (1-8900=hit) 2371 HIT
Faye fell asleep!
RNG roll for duration: (1=light, 2=deep, 3=intense) 2 DEEP (1a)
-7 energy

Faye is fast asleep!
Faye's sleep counter fell to zero!


Post-round:

Trapinch (F) Faye
Nature: Naive
Health: 60
Energy: 63
Boosts: +5% accuracy (Nature)
Other: Stealth Rock, 1 KOC, Asleep (Will wake up next action)

Gastly (M) Frenzy
Nature: Timid
Health: 90
Energy: 81
Boosts: +29% accuracy (Nature)
Other: None

Your turn, Alchemator.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus

"There's really nothing we can do about that Hypnosis, but he can't hold us off forever!"

Crunch ~ Bite ~ Crunch
If he Disables Crunch, change your remaining actions to Bite ~ Sand Tomb ~ Bite (as far as it is applicable).
 
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