IAR and Deadfox081 plays doubles!

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Here I am to ref this match, but first here are the rules:
4v4 FE Doubles
2 Day DQ
2 Recoveries/5 Chills per Pokemon
2 Substitutions per Pokemon
Sequences=OFF
Switch=OK
Abilities=ALL
Items=ON

Team Deadfox081:

Krilowatt [Fried] (F)
Nature: Naive (+15% Spe, +17% Acc, -1 SpD)

Type: Electric/Water
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.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 125
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 121 (105*1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 21

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

Abilities:

Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Shell Armor: (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Attacks (22):
Bubble
Charge
Tackle
Thundershock
Detect
Ice Shard
Confuse Ray
Aqua Jet
Mirror Coat
Counter
Imprison
Hydro Pump
Thunder
Volt Switch

Ice Beam
Scald
Thunderbolt
Double Team
Dive

Muddy Water
Me First
Shock Wave

Lucario [Glow] (F)
Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)

Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (90*1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 3/5

Abilities:

Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Inner Focus: (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.

Justified: [DW LOCKED] (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (26):
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Dark Pulse
Metal Claw
Metal Sound
Bone Rush
Heal Pulse
Aura Sphere
Close Combat
Extremespeed

Dig
Double Team
Rock Slide
Shadow Claw
Psychic
Earthquake
Protect

Hi Jump Kick
Blaze Kick
Bullet Punch

Infernape [Burst] (F)
Nature: Lonely (+1 Atk, -1 Def)

Type: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Attacks (25):
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Slack Off
Acrobatics
Mach Punch
Close Combat

Dig
Flamethrower
U-Turn
Low Sweep
Rock Slide
Grass Knot
Aerial Ace
Shadow Claw
Brick Break
Will-O-Wisp

Blaze Kick
ThunderPunch
Fake Out
Counter
Endure

Hydreigon [Drogon] (M)
Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (98*1.15)
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 1
DC: N/A

Abilities:

Levitate: (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.

Attacks (26):
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Dragon Rush
Outrage
Double Hit
Dragon Pulse
Hyper Voice
Body Slam
Tri Attack

Thunder Wave
Double Team
Dragon Tail
Taunt
Flamethrower

Earth Power
Dark Pulse
Ice Fang
Head Smash
Thunder Fang
Fire Fang


Team IAR:

Scyther [U-Turn] (M)
NATURE: Careful

TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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)
Technician: (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.
Steadfast (DW): (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 105
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 5/6
MC: 0
DC: 4/5

ATTACKS (21)
PHYSICAL
Brick Break
Counter
Double-Hit
False Swipe
Feint
Fury Cutter
Night Slash
Pursuit
Quick Attack
Rock Smash
Slash
U-Turn
Wing Attack
X-Scissor

SPECIAL
Vacuum Wave

OTHER

Agility
Double Team
Endure
Focus Energy
Leer
Protect

Vigoroth [Behemoth] (M)
NATURE: Brave (-10% Evasion)

TYPE
Normal
: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

ABILITIES
Vital Spirit: (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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 2
Spe: 78 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 16

EC: 8/9
MC: 0
DC: N/A

ATTACKS (21)

PHYSICAL
Body Slam
Counter
Earthquake
Faint Attack
Focus Punch
Fury Swipes
Hammer Arm
Reversal
Scratch
Slash

SPECIAL
Flamethrower
Ice Beam
Thunderbolt
Uproar

OTHER

Amnesia
Encore
Endure
Focus Energy
Slack Off
Sleep Talk
Yawn

Shuppet [Banshee] (M)
NATURE: Quiet (-10% Evasion)

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.

ABILITIES
Insomnia
: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
Levitate: (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 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 5/6
MC: 0
DC: 4/5

ATTACKS (21)
PHYSICAL
Faint Attack
Gunk Shot
Knock Off
Shadow Sneak
Sucker Punch

SPECIAL
Hex
Night Shade
Shadow Ball
Thunderbolt

OTHER

Curse
Disable
Embargo
Grudge
Imprison
Screech
Snatch
Spite
Taunt
Torment
Trick
Will-O-Wisp

Lampent [Glowfire] (M)
NATURE: Timid (+7% Accuracy)

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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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
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.
Flame Body: (Innate) 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.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 metres of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 64 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 8/9
MC: 0
DC: 4/5

ATTACKS (20)
PHYSICAL
Astonish

SPECIAL
Clear Smog
Ember
Energy Ball
Fire Spin
Flame Burst
Heat Wave
Hex
Hidden Power (Ice 7)
Inferno
Night Shade
Overheat
Shadow Ball
Smog

OTHER

Confuse Ray
Endure
Imprison
Minimise
Pain Split
Will-O-Wisp


Order of Operations!
IAR Chooses Mons and Equips Items!
Deadfox Chooses Mons and Actions and Equips Items!
IAR Chooses Actions!
I Ref!
GLHF
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Oh dear...Behemoth @ Expert Belt, Banshee @ Leftovers, come on out & evolve!"

Slaking [Behemoth] (M)
NATURE: Brave (-10% Evasion)

TYPE
Normal
: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

ABILITIES
Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

STATS
HP: 125
Atk: Rank 7 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 86 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 25

EC: 9/9
MC: 2
DC: N/A

ATTACKS (21)

PHYSICAL
Body Slam
Counter
Earthquake
Faint Attack
Focus Punch
Fury Swipes
Hammer Arm
Reversal
Scratch
Slash

SPECIAL
Flamethrower
Ice Beam
Thunderbolt
Uproar

OTHER

Amnesia
Encore
Endure
Focus Energy
Slack Off
Sleep Talk
Yawn

Banette [Banshee] (M)
NATURE: Quiet (-10% Evasion)

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.

ABILITIES
Insomnia
: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.
Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.
Cursed Body (DW Unlocked): (Innate) When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

STATS
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

ATTACKS (21)
PHYSICAL
Faint Attack
Gunk Shot
Knock Off
Shadow Sneak
Sucker Punch

SPECIAL
Hex
Night Shade
Shadow Ball
Thunderbolt

OTHER

Curse
Disable
Embargo
Grudge
Imprison
Screech
Snatch
Spite
Taunt
Torment
Trick
Will-O-Wisp


Banshee unlocks his DW Ability in the process...
 

"Alright, time to see if I can get any better at playing doubles.. Drogon and Burst, this one is all on you. Drogon take this Focus Sash while Burst you can play with an Expert Belt."

Drogon: Taunt (Banshee) > Dark Pulse (Banshee) > Crunch (Banshee)

Burst: Will-O-Wisp (Behemoth) > Shadow Claw (Banshee) > Blaze Kick (Banshee)
IF
Behemoth uses Focus Punch THEN Close Combat (Behemoth) and push actions back
IF Behemoth uses Encore action 1 THEN change your action 1 to Fake Out (Behemoth)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Oh dear..."

Behemoth: Ice Beam (Drogon) > Slash (Drogon) > Ice Beam (Drogon)

Banshee: Knock Off (Drogon) > Gunk Shot (Drogon) > Shadow Ball (Drogon)
 
Round 1 Commence!

Team IAR:

HP: 125 | 100
EN: 80 | 80
Buffs: None
Debuffs: None

Team Deadfox:

HP: 100 | 100
EN: 100 | 100
Buffs: None
Debuffs: None

Field Conditions: Normal.

Action 1
Drogon used Taunt! (Banshee)
Banshee fell for the taunt! -9ENG
Burst used Will-o-Wisp! (Behemoth)
9869 Miss! (IAR, U got lucky) -6ENG
Behemoth used Ice Beam! (Drogon)
2536 no crit
(10+2-2+(3-3)*1.5)*1.5=15 15DMG -7ENG
4132 no freezing
Banshee used Knock Off! (Drogon)
5515 no crit
(4+(4-2)*1.5)*0.67=4.69 4.69DMG -3ENG
Drogon lost his Focus Sash!
Action 2
Drogon used Dark Pulse! (Banshee)
2910 no crit
(8+3+(5-3)*1.5)*1.5=21 21DMG -5ENG
4290 no flinch
Burst used Shadow Claw! (Banshee)
5214 no crit
(7+(5-3)*1.5)*1.5=15 15DMG -5ENG
Behemoth used Slash! (Drogon)
264 CRIT
7+3+3+(7-2)*1.5=20.5 20.5DMG -4ENG
Banshee used Gunk Shot! (Drogon)
7425 MISS! -8ENG
Banshee Recovered 1HP +1HP
Action 3
Drogon used Crunch! (Banshee)
1589 no crit
(8+3+(4-3)*1.5)*1.5=18.75 18.75DMG -5ENG
472 Defense lowered by 1!
Burst used Blaze Kick! (Banshee)
3766 no crit
9+3+(5-3)*1.5+(1*1.75)=16.75 16.75DMG -6ENG
Behemoth used Ice Beam! (Drogon)
8108 no crit
(10+2+(3-3)*1.5)*1.5=15 18DMG -7ENG
7734 no freeze
Banshee used Shadow Ball! (Drogon)
123 CRIT
(8+3+3+(4-3)*1.5)*0.67=10.385 10.385DMG -5ENG
4202 no stat drop.
Banshee recovered 1HP +1HP
END OF ROUND 1!

A bit busy today sorry, no flavor for this round.



Team IAR:

HP: 125 | 30
EN: 63 | 69
Buffs: None
Debuffs: None | Taunted (3a), -1Def (3a)

Team Deadfox:

HP: 32 | 100
EN: 86 | 83
Buffs: None
Debuffs: None
Orders: IAR, Deadfox, Ref
EDIT: Fixed.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
You calculated Slash incorrectly; for ranks above 5, it is only +1 instead of +1.5, meaning Slash deals (7+3+3+(5-2)*1.5+(7-5))=(7+3+3+6.5)=19.5 DMG. Also, Behemoth should be Sluggish (1a).

"Right..."

Behemoth: Slash (Drogon) > Ice Beam (Drogon) > Slash (Drogon)
IF Burst uses Torment against you, THEN change all remaining Sluggish Actions to Scratch, AND all non-sluggish actions to Body Slam, all at Drogon.
IF Drogon faints, THEN redirect all remaining actions to Burst.


Banshee: Faint Attack (Drogon) > Thunderbolt (Drogon) > Faint Attack (Drogon)
IF Drogon faints, THEN redirect all remaining actions to Burst.
 
A couple of other notes. Hydreigon resists Dark so the Knock Off should have been not very effective. Also Banette has Frisk and hence my Expert Belt is useless against it and Shadow Claw should have dealt less damage. All up my calculations have Drogon at 32 HP and Banshee at 30 to begin this round.


"Well that went better than we usually do in doubles. Time to continue the good work."

Burst: Fake Out (Behemoth) > Close Combat (Behemoth) > Brick Break (Behemoth)

Drogon: Dark Pulse + Dark Pulse (Banshee) > Cooldown [Dragon Pulse (Behemoth)] > Dragon Pulse (Behemoth)


I like using these guys in battles, makes me think of soo many more moves they need.
 
Team IAR:

HP: 125 | 30
EN: 63 | 69
Buffs: None
Debuffs: None | Taunted (3a), -1Def (3a)

Team Deadfox:

HP: 32 | 100
EN: 86 | 83
Buffs: None
Debuffs: None

Field Conditions: Normal
Action 1
Burst used Fake Out! (Behemoth)
1995 no crit
4+(5-4)*1.5=5.5DMG -4ENG
Behemoth Flinched!
Banshee used Faint Attack! (Drogon)
2705 no crit
(6+(4-2)*1.5)*0.67=6DMG -4ENG
Drogon used Dark Cannon! (Banshee)
5807 no crit
(18+3+(5-3)*1.5)*1.5=36DMG -28ENG
Banshee Fainted!
Action 2
Drogon is cooling down!
Burst used Close Combat! (Behemoth)
2846 no crit
(12+3+(5-4)*1.5)*1.5=24.75DMG -7ENG
Burst's Def and SpD fell by 1 Stage!
Behemoth used Ice Beam! (Drogon)
6217 no crit
(10+2+(3-3)*1.5)*1.5=15 18DMG -7ENG
4633 no freeze
Action 3
Drogon used Dragon Pulse! (Behemoth)
9048 no crit
9+3+(5-3)*1.5=15DMG -6ENG
Burst used Brick Break! (Behemoth)
93 crit
(8+3+3+(5-4)*1.5)*1.5=23.25DMG -5ENG
Behemoth used Slash! (Drogon)
8795 no crit
(7+3+3+(5-2)*1.5+(7-5))=(7+3+3+6.5)=19.5DMG -4ENG
Drogon Fainted!
END!


Team IAR:

HP: 56 | KO
EN: 52 | KO
Buffs: None
Debuffs:None | KO

Team Deadfox:

HP: KO | 100
EN: KO| 67
Buffs: KO | None
Debuffs: KO | None

IAR mon
Deadfox mon and actions
IAR actions
Ref
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"I send in Glowfire @ Expert Belt, who evolves!"


Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)

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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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
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.
Flame Body: (Innate) 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.
Shadow Tag (DW Unlocked): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 metres of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 2
DC: 5/5

ATTACKS (20)
PHYSICAL
Astonish

SPECIAL
Clear Smog
Ember
Energy Ball
Fire Spin
Flame Burst
Heat Wave
Hex
Hidden Power (Ice 7)
Inferno
Night Shade
Overheat
Shadow Ball
Smog

OTHER

Confuse Ray
Endure
Imprison
Minimise
Pain Split
Will-O-Wisp
 
My Expert Belt still works against Slaking, just not Banette by virtue of it having Frisk. Slaking should be at 50 HP with this added damage.


"Great work Drogon, I think you managed to put us in a very good position here. Fried now its on to you to contunue it. Have a Life Orb to aid in such an endeavour and Trace the Chandelure's Flame Body on your way out."

Burst: Taunt (Behemoth) > Brick Break (Behemoth) > Brick Break (Behemoth)
IF
Behemoth uses Endure action 1 THEN replace that action with Will-O-Wisp (Behemoth)
IF Behemoth is KOed THEN replace all further actions with Shadow Claw (Glowfire)

Fried: Muddy Water > Hydro Pump (Glowfire) > Muddy Water
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"It is still inevitable what will happen..."

Behemoth: Body Slam (Fried) > Slash (Fried) > Body Slam (Fried)

Glowfire: Energy Ball (Fried) > Shadow Ball (Fried) > Pain Split (Burst)
 

Orcinus Duo

Banned deucer.
IAR

Slaking (M) @
HP: 56 | EN: 52 | Spe: 86
Ranks: 7/4/3/3
Size: 4 | Weight: 5
Abilities: Traunt
Other: -10 evasion
Body Slam (Fried)-Slash (Fried)-Body Slam (Fried)

Chandelure (F) @ Expert Belt
HP: 90 | EN: 80 | Spe: 92
Ranks: 1/3/6/3
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other:
Energy Ball (Fried)-Shadow Ball (Fried)-Pain Split (Burst)

Deadfox

Infernape (F) @ Expert Belt
HP: 100 | EN: 67 | Spe: 108
Ranks: 5/2/4/3
Size: 3 | Weight: 4
Abilities: Blaze, Iron Fist
Other:
Taunt Behemoth-Brick Break Behemoth-Brick Break Behemoth

Krillowatt (F) @ Life Orb
HP: 125 | EN: 94 | Spe: 121
Ranks: 3/3/3/2
Size: 1 | Weight: 2
Abilities: Flame Body, Magic Guard, Shell Armor
Other: +17% accuracy,
Muddy Water-Hydro Pump Glowfire-Muddy Water

Speed order: Krillowatt-Infernape-Chandelure-Slaking
Krillowatt uses Muddy Water -6 en
To crit 88/100 no
To drop accuracy 68/100 no
(7.5+3+3)=13.5 dmg slaking
To crit 20/100 no
To drop accuracy 46/100 no
(7.5+3+3)*1.5=20.25 dmg chandelure
2 dmg Krillowatt
Infernape uses Taunt Slaking -10 en
Chandelure uses Energy Ball Krillowatt -6 en
To drop 97/100 no
To crit (7/100) yes
(8+3+1+2+3)*1.5=25.5 dmg krillowatt
Slaking uses Body Slam Krillowatt -6 en
To crit 42/100 no
To paralyze 41/100 no
(9+3+3+2)=17 dmg Krillowatt
Flame body (86/100) no


Krillowatt uses Hydro Pump Chandelure -7 en
To hit 13/100 yes
To crit 58/100 no
(12+3+3)*1.5=27 dmg Chandelure
2 dmg Krillowatt
Infernape uses Brick Break Slaking -5 en
To crit 33/100 no
(8+3+1.5+2+2)*1.5=24.75 dmg Slaking
Chandelure uses Shadow Ball Krillowatt – 5en
To crit (6/100) yes
To drop (4/100) yes
(8+3+1+3+3)=18 dmg Krillowatt
Slaking uses Slash -4 en
To crit (3/100) JESUS CHRIST WHAT IS THIS deadfox I’m sorry
7+3+3+2+3=18 dmg


Krillowatt uses Muddy Water -6 en
To crit 100/100 no Yeah this is so stupid I’m sorry
To drop accuracy 84/100 no
(7.5+3+3)=13.5 dmg slaking
To crit 4/100 no
To drop accuracy 85/100 no
(7.5+3+3+3)*1.5=24.75 dmg chandelure
2 dmg Krillowatt
Infernape uses Brick Break Slaking -9 en
Useless rolls
Slaking dies
Chandelure uses Pain Split (infernape) (chandelure at 42.75 health, infernape at 100) -25 en
Chandelure +25 hp
Burst -25 hp

Slaking DED
Chandelure -36 en -22.25 hp= -22hp

Infernape -24 en, -25 hp
Krillowatt -19 en, -82.5 hp


In the end, three crits and a special defense drop against Deadfox, along with Muddy Water not causing a single accuracy drop, culminated in a round of great hax for IAR. However, this could still not prevent Behemoth the Slaking from falling to Infernape’s attacks, and with Krillowatt’s ridiculous HP, Deadfox looks to be in a winning position! How will the famed gym leader turn this battle around?

IAR

Slaking (M) @
HP: KO’d | EN: KO’d | Spe: 86
Ranks: 7/4/3/3
Size: 4 | Weight: 5
Abilities: Traunt
Other: -10 evasion

Chandelure (F) @ Expert Belt
HP: 68 | EN: 44 | Spe: 92
Ranks: 1/3/6/3
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other:

Deadfox

Infernape (F) @ Expert Belt
HP: 75 | EN: 43 | Spe: 108
Ranks: 5/2/4/3
Size: 3 | Weight: 4
Abilities: Blaze, Iron Fist
Other:
Taunt Behemoth-Brick Break Behemoth-Brick Break Behemoth

Krillowatt (F) @ Life Orb
HP: 51 | EN: 75 | Spe: 121
Ranks: 3/3/3/2
Size: 1 | Weight: 2
Abilities: Flame Body, Magic Guard, Shell Armor
Other: +17% accuracy, -1 SpD
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Go U-Turn @ Expert Belt! Evolve, & attack, my mons!"


Scizor [U-Turn] (M)
NATURE: Careful

TYPE
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetised. Superior senses in high-metal environments like construction sites or factories.

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)
Technician: (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.
Light Metal (DW Unlocked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

STATS
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 65
Size Class: 3
Weight Class: 5 [4]
Base Rank Total: 20

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

ATTACKS (23/81)
PHYSICAL
Brick Break
Bullet Punch
Counter
Double-Hit
False Swipe
Feint
Fury Cutter
Metal Claw
Night Slash
Pursuit
Quick Attack
Rock Smash
Slash
U-Turn
Wing Attack
X-Scissor

SPECIAL
Vacuum Wave

OTHER

Agility
Double Team
Endure
Focus Energy
Leer
Protect


U-Turn: X-Scissor (Fried) > Double-Hit (Fried) > X-Scissor (Fried)
IF Fried faints, THEN replace all remaining actions with Brick Break (Burst).

Glowfire: Energy Ball (Fried) > Shadow Ball (Fried) > Energy Ball (Fried)
IF Burst uses Torment (Glowfire), THEN replace all remaining actions with Hex (Fried) > Clear Smog (Fried) > Hex (Fried).
IF Fried faints, THEN redirect all remaining actions to Burst.
 
Yeah... Krilowatt has Shell Armor, so none of those crits actually happened. My calculations have Kril left at 51 HP after the round once they're taken out.


"Well, I guess since it looks like we can end this in one more round we might as well get to it."

Burst: Flamethrower (U-Turn) x3
Fried: Dive (Glowfire) > Dive (Glowfire) > Scald + Scald (Glowfire)
 

Orcinus Duo

Banned deucer.
IAR

Scizor (M) @
HP: 100 | EN: 100 | Spe: 65
Ranks: 5/4/1/4
Size: 3 | Weight:4
Abilities: Swarm, Technician, Light Metal
Other:

Chandelure (F) @ Expert Belt
HP: 68 | EN: 44 | Spe: 92
Ranks: 1/3/6/3
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other:

Deadfox

Infernape (F) @ Expert Belt
HP: 75 | EN: 43 | Spe: 108
Ranks: 5/2/4/3
Size: 3 | Weight: 4
Abilities: Blaze, Iron Fist
Other:

Krillowatt (F) @ Life Orb
HP: 51 | EN: 75 | Spe: 121
Ranks: 3/3/3/2
Size: 1 | Weight: 2
Abilities: Flame Body, Magic Guard, Shell Armor
Other: +17% accuracy, -1 SpD

Speed order: Krillowatt-Infernape-Chandelure-Scizor
orcinus thank you deadfox
orcinus for dodging everything and saving me a whole bunch of calcs

Infernape uses Flamethrower -6 en
Crit 64/100 no
Burn 8/100 yes
(10+3+2)*2.25=33.75 Scizor
Chandelure uses Energy Ball -6 en
It missed
Scizor uses U-turn -4 en
It missed
Krillowatt uses Dive -9 en
To crit (8/100) no
(8+3+3)*1.5=16.5
Scizor -2hp
Krillowatt -2 hp

Infernape uses Flamethrower -10 en
Crit 69/100 no
(10+3+2)*2.25=33.75 Scizor
Chandelure uses Shadow Ball -6 en
It missed
Scizor uses Double Hit -6 en
It missed
Krillowatt uses Dive -13 en
To crit 91/100 no
(8+3+3)*1.5=16.5
Scizor -2hp Scizor
Krillowatt -2hp

Infernape uses Flamethrower -10 en
Crit 78/100 no
(10+3+2)*2.25=33.75 Scizor
SCIZOR IS KO’D
Chandelure uses Energy Ball -6 en
To drop 67/100 no
(8+3+1+2+3)*1.5=25.5 dmg krillowatt
Krillowatt uses Scald+Scald -25 en
To crit 4/100 yes
(18+3+3+3)*1.5=41 dmg
Chandelure was KO’d!

IAR

Scizor (M) @
HP: KO’d | EN: KO’d | Spe: 65
Ranks: 5/4/1/4
Size: 3 | Weight:4
Abilities: Swarm, Technician, Light Metal
Other:

Chandelure (F) @ Expert Belt
HP: KO’d | EN: KO’d | Spe: 92
Ranks: 1/3/6/3
Size: 2 | Weight: 3
Abilities: Flash Fire, Flame Body, Shadow Tag
Other:

Deadfox (not updated, too lazy)

Infernape (F) @ Expert Belt
HP: 75 | EN: 43 | Spe: 108
Ranks: 5/2/4/3
Size: 3 | Weight: 4
Abilities: Blaze, Iron Fist
Other:

Krillowatt (F) @ Life Orb
HP: 51 | EN: 75 | Spe: 121
Ranks: 3/3/3/2
Size: 1 | Weight: 2
Abilities: Flame Body, Magic Guard, Shell Armor
Other: +17% accuracy, -1 SpD


Rewards:

Infernape 2 KOC
Chandelure: 1 KOC
Slaking: 1 KOC
Hydreigon: 1 KOC
Krillowatt: 1 KOC

Deadfox081: Krillowatt 3 MC, Infernape 3 MC, Hydreigon 3 MC, Lucario 2 MC and 1 DC
IAR: Scizor 3 MC, slaking 3 MC, Banette 3 MC, Chandelure 3 MC

I get…I don’t even know
4v4 dubs pays out 9 UC, so I’m assuming ranger gets 4.5 and I get 4.5? I also reffed 3 KOs, so that’s 1.5 UC extra. I get 6 UC, ranger gets 5 UC. I think…

EDIT: According to Deadfox, Ranger gets 4 UC and I get 7 UC
 
Actually Ranger gets the rounded down version of half the normal UC payout while you get it rounded up plus the KO bonus (only the last ref gets the KO bonus if the match was subreffed). Basically it boils down to Ranger getting 4 UC and you getting 7 UC. My Kril also got a KO that you missed.


"Thanks to both the referees that saw us through this one. IAR, comiserations. Perhaps we can have another go at this down the line when these guys are a little better trained."
 
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