Completed I'm not sure what to name this battle... Elevator Music vs Matezoide! YOLOL SWAG~~~~

#1
3 vs 3 FE Singles
Switch = OK
All Abilities
2 Substitutions per Pokemon
Items = On
2 recoveries / 5 chills
ASB Arena
Ok Everybody, It's time for me to make my second attempt at reffing a match! This time it's Matezoide vs Elevator Music, and as always feel free to offer suggestions or criticism for how I ref and don't hesitate to point out any mistakes I make!
Elevator Music's Team:

Girafarig [Kirinriki] (F)
Nature: Rash (+1 SpA, -1 SpD)
Type: Normal/Psychic
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:
Inner Focus:
(Passive) 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.
Early Bird: (Passive) 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.
Sap Sipper (DW): (Passive) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 4
Weight Class: 3
Base Rank Total: 18
Total Moves: 62/92

MC: 0
DC: 5/5

Attacks:
Agility
Assurance
Astonish
Baton Pass
Confusion
Crunch
Double Hit
Growl
Guard Swap
Odor Sleuth
Power Swap
Psybeam
Psychic
Stomp
Tackle
Zen Headbutt

Beat Up
Double Kick
Future Sight
Mirror Coat
Razor Wind
Wish

Bulldoze
Calm Mind
Charge Beam
Double Team
Earthquake
Energy Ball
Facade
Grass Knot
Hidden Power (Fighting, 7)
Light Screen
Protect
Psyshock
Reflect
Rest
Rock Smash
Shadow Ball
Substitute
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick Room
Zap Cannon

Body Slam
Double-Edge
Endure
Foul Play
Gravity
Hyper Voice
Iron Tail
Magic Coat
Signal Beam
Skill Swap
Sleep Talk
Snore
Sucker Punch
Swift
Trick
Uproar

Weavile [Manyuura] (M)
Nature: Jolly (+15% Spe, +24% Acc, -1 SpA)
Type: Dark/Ice
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.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Pressure:
(Passive) 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.
Pickpocket (DW): (Trigger) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 144 (125 *1.15) (+) (24% Accuracy boost)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
Total Moves: 64/102

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

Attacks:
Agility
Assurance
Beat Up
Dark Pulse
Embargo
Faint Attack
Fling
Fury Swipes
Hone Claws
Ice Shard
Icy Wind
Leer
Metal Claw
Nasty Plot
Night Slash
Punishment
Quick Attack
Revenge
Scratch
Screech
Slash
Snatch
Taunt

Assist
Avalanche
Bite
Counter
Fake Out
Feint
Foresight
Pursuit
Reflect

Aerial Ace
Blizzard
Brick Break
Detect
Dig
Double Team
DynamicPunch
Endure
Facade
Focus Punch
Giga Impact
Hail
Ice Beam
Natural Gift
Protect
Psych Up
Rest
Rock Smash
Substitute
Sunny Day
Swagger
Swords Dance
Torment
Toxic
Whirlpool
X-Scissor

Ice Punch
Iron Tail
Knock Off
Low Kick
Moonlight
Sleep Talk

Tabunne [Audino] (F)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Healer:
(Passive) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.
Regenerator: (Passive) 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.
Klutz (DW): (Toggle) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks is increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. When toggled, there is no effect.

Stats:
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (50 /1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Total Moves: 80/88

MC: 0
DC: 5/5

Attacks:
After You
Attract
DoubleSlap
Double-Edge
Entrainment
Growl
Heal Pulse
Helping Hand
Pound
Refresh
Secret Power
Simple Beam

Encore
Lucky Chant
Sweet Kiss
Wish
Yawn

Blizzard
Calm Mind
Charge Beam
Dig
Double Team
Dream Eater
Echoed Voice
Facade
Fire Blast
Flamethrower
Flash
Frustration
Grass Knot
Hidden Power (Ground, 7)
Hyper Beam
Ice Beam
Incinerate
Light Screen
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Reflect
Rest
Return
Safeguard
Shadow Ball
SolarBeam
Substitute
Surf
Sunny Day
Swagger
Telekinesis
Thunder
Thunder Wave
Thunderbolt
Toxic
Trick Room
Wild Charge
Work Up

Covet
Drain Punch
Fire Punch
Gravity
Heal Bell
Hyper Voice
Ice Punch
Icy Wind
Iron Tail
Knock Off
Low Kick
Magic Coat
Pain Split
Role Play
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
ThunderPunch
Uproar
Zen Headbutt

Matezoide's Team:


<Butterfree> [Max] (M)

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.


About: Max has dreams of becoming powerfull and is determined to make this dream coming true, challenging Dizzy to a battle during her training, being quickly defeated and caught.
Now a Butterfree, his power (and confidence) greatly raised and he finaly feels like an equal to his teammates, but is determined to improve his battling abilites further.


Abilites:

Compoundeyes (Passive)

This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

Tinted Lens (DW UNLOCKED, Passive):

When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).


Stats


HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 3
Base Rank Total: 15


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


Attacks:
Tackle(*)
String Shot(*)
Bug-Bite(*)
Confusion
Poison Powder
Stun Spore
Sleep Powder
Gust
Supersonic
Whirlwind
Psybeam
Bug Buzz
Tailwind
Quiver Dance


Air Cutter
Bide
Double-Team
Electro Web(*)
Endure
Energy Ball
Giga Drain
Hidden Power (7 BP, Water)
Hyper Beam
Iron Defense
Psychic
Rain Dance
Roost
Safeguard
Safeguard
Shadow Ball
Signal Beam
Snore(*)
Solarbeam
Teleport
U-Turn

<Donphan> [Alice] (F)
Nature: Careful (- Sp.Attack,+ Sp.Def)

Type: Ground

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

About: An extremely happy and careful Donphan, Alice always prefer to think it carefully before acting, she doesnt have any dreams for the future, prefering to live ''one day at a time''. Her small size when compared to the rest of the species as a Phanpy (Something that quickly caught the team's attention) didnt disapear upon evolution, as such, Alice boasts smaller fangs than the rest of her species.

Abilites:


Sturdy (Passive):


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.


Sand Veil (DREAM WORLD UNLOCKED, Passive):

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage


Stats


HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 3
Weight Class: 5
Base Rank Total: 19


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

Attacks:

Assurance
Bulldoze
Defense Curl(*)
Double Edge
Endure
Fire Fang
Flail(*)
Giga Impact
Growl(*)
Horn Attack
Knock Off
Magnitude
Natural Gift(*)
Odor Sleuth(*)
Rapid Spin
Rollout(*)
Scary Face
Slam(*)
Tackle(*)
Take Down(*)
Thunder Fang


Block
Bounce
Double Team
Earthquake(*)
Endeavor
Gunk Shot
Gyro Ball
Iron Defense
Poison Jab
Protect(*)
Rest
Rock Polish
Rock Slide
Sandstorm
Seed-Bomb
Sleep-Talk
Stealth Rock
Stone Edge
Substitute
Superpower
Toxic(*)


Counter(*)
Ice-Shard(*)
Body-Slam(*)
Head Smash
Heavy Slam
Focus Energy
Fissure

<Marill> [Natara] (F)
Nature: Adamant (+ Attack, - Sp.Attack)


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

About: A very jolly and happy Azurill caught by Athenodoros, Nate Natara is extremely easy to like, becoming friends with the usualy quiet and reserved Chuck in a few minutes, their oppositive natures made them bond with easy. Despite the sex changed caused by an unknown mutation (1/3 of each FEMALE Azurill become MALE upon evolving, not the oppositive), Natara is just as happy.
Natara is generaly seen as the team's little brother sister (alongside Mordecai) and is sure to bring joy and happiness wherever she goes.

Thick Fat (Passive): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance.

Huge Power (Passive): This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Sap Sipper (DW UNLOCKED, Passive): This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.


Stats

HP: 110
Atk: Rank 3 [6 Huge Power] (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16 [19 Huge Power]


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

Attacks:
Splash (*)
Charm (*)
Tail Whip (*)
Bubble (*)
Slam (*)
Water Gun (*)
Bounce (*)
Helping Hand (*)
Bubblebeam (*)
Water Sport (*)
Rollout
Tackle
Defense Curl
Aqua Ring
Aqua Tail
Superpower
Ice Punch
Double-Edge

Attract
Bounce
Brick-Break
Bulldoze
Covet
Dig
Dive
Double Team (*)
Endure
Facade
Fling
Focus Punch
Giga Impact
Protect
Rain Dance
Rest
Sleep Talk
Substitute (*)
Toxic
Waterfall (*)

Encore (*)
Refresh (*)
Body Slam (*)
Aqua Jet
Perish Song
Scary Face
Foresight
Soak
Supersonic
Amnesia

I believe the turn order is as follows:
Elevator Music sends out mons and items
Matezoide does likewise, but orders as well
Elevator Music orders
I ref.
 
#3
@ Exp.Share

I will be your opponent!

Brick-Break -> Superpower -> Brick Break


If Weavile is under the invulnerable effects of a damaging/evasive move AND it is not suspended, use Dive that action the first time, Dig the second and Dive the third, pushing back every time
If Counter, use Toxic that action the first time, Rain Dance the second and Defense Curl the third,, pushing back every time.
 
#5

Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 100
Stats: 5/3/1/3/144
Status: Feeling Mischievous, but otherwise normal
Agility (Evasive) ~ Fake Out ~ Agility (Evasive)

Natara (the Azumarill)
Item: Exp. Share
HP: 110
EN: 100
Stats: 6/3/1/3/50
Status: Ready to Punch Stuff, but otherwise normal
Brick-Break -> Superpower -> Brick Break
Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to maneuver much more swiftly. Agility can also be used as a +1 Priority evasive attack. Agility will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Agility also fails if used successively, or if used after Protect, Detect, Wide Guard, Quick Guard Evasive Teleport, or the Dodge Command. If Evasive Agility is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified. This move locks its changed stat for the round if used on the last action of a round if not used evasively.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 Speed Boost, +1 Evasive Use | CT: Passive

Brick Break: The Pokemon’s appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Passive

Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set

Superpower: The Pokemon glows with strength before making a powerful strike. However, it exhausts the Pokemon, lowering its Attack and Defense by one (1) stage each.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Fighting | Priority: 0 | CT: Force
Agility Evasive:
EN: 100 - 7 = 93

Brick Break:
Miss (Agility Evasive)
EN: 100 - (6 + 2) = 92

Fake Out
Crit Check: 6269, no crit
HP: 110 - [(4 + 5 - 3) * 1] = 110 - 6 = 104
EN: 93 - 6 = 86

Superpower:
Natara Flinched

Agility Evasive:
EN: 86 - 7 = 79

Brick Break:
Miss (Agility Evasive)
EN: 92 - (6 + 2) = 84



Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 79
Stats: 5/3/1/3/144
Status: Untouched

Natara (the Azumarill)
Item: Exp. Share
HP: 104
EN: 84
Stats: 6/3/1/3/50
Status: Very irritated at her inability to Punch Stuff, but otherwise normal​
 
#7
Donphan@ Exp.Share

Earthquake -> Stealth Rock -> Earthquake


If Magic Coat when you would use Stealth Rock, use Body-Slam that action the first time and Earthquake the second, pushing back both times.
If Reflect, use Focus Energy that action and push-back, but only once.
 
#9

Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 79
Stats: 5/3/1/3/144
Status: Untouched

Natara (the Azumarill)
Item: Exp. Share
HP: 104
EN: 84
Stats: 6/3/1/3/50
Status: Very irritated at her inability to Punch Stuff, but otherwise normal​


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 100
EN: 100
Stats: 3/4/4/2/85
Status: Mentally Preparing Herself, but otherwise Normal
Telekinesis (Self) ~ Grass Knot ~ Psychic

Alice (the Donphan)
Item: Exp. Share
HP: 100
EN: 100
Stats: 5/5/1/3/50
Status: Ready to Smash Earth, but otherwise Normal
Earthquake -> Stealth Rock -> Earthquake
Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is doubled. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Set

Grass Knot: The Pokemon’s eyes glow with a green aura, briefly controlling the grass and underbrush in an area as an extension of their body. They then rope the opponent around their ankle and pull, sending the opponent crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable.

Attack Power: Weight Class 1: 4| Accuracy: 100% | Energy Cost: 4 + Target Weight Class/2 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Set
Weight Class 2: 5
Weight Class 3: 6
Weight Class 4: 8
Weight Class 5: 10
Weight Class 6: 12
Weight Class 7+: +1BAP per WC

Psychic: The Pokemon surrounds the opponent in a blue aura of Psychic energy and flings them into the ground or other objects. The mental stress inflicted by the pain can reduce their Special Defense by one (1) stage. Psychic can be used on targets with a Weight Class up to two (2) values greater than the user's Special Attack Rank.

Attack Power: 6 + Target Weight Class | Accuracy: 100% | Energy Cost: 5 + Target Weight Class/2 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental

Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field.

Attack Power: Fixed Damage = 12 + 3 per weakness to Rock - 3 per resistance to Rock | Accuracy: 100% | Energy Cost: 12 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Rock | Priority: 0 | CT: Set

Telekinesis: The Pokemon releases a psychic wave of such strength that it keeps the target in place for a duration of six (6) actions. The target is lifted into the air, making it immune to Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type - Telekinesis also ensures all other moves, except for the high-powered OHKO moves, will hit the Pokemon affected by Telekinesis. Telekinesis must be maintained while attacking, if disrupted it will dissipate.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: 0 | CT: Passive
Telekinesis:
Kirinriki is being held aloft.
En: 100 - (7 - 1) = 94

Earthquake:
Miss (Telekinesis)
EN: 100 - (7 - 1) = 94

Grass Knot:
Crit Check: 5643 (no crit)
HP: 100 - [(10 + 6 - 1 - 4.5) * 1.5] = 84.25
EN: 94 - (4 + 5/2) = 94 - 6.5 = 87.5

Stealth Rock:
Pointed Stones Float in the Air
EN: 94 - 12 = 82

Psychic:
Crit Check: 6561 (no crit)
HP: 84.25 - [((6 + 5) + 3 + 6 - 1 - 4.5) * 1] = 87 - 12 = 69.75
EN: 87.5 - (5 + 5/2 - 1) = 87.5 - 6.5 = 81

Earthquake:
Miss (Telekinesis)
EN: 82 - (7 - 1) = 76


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 100
EN: 81
Stats: 3/4/4/2/85
Status: Hovertating! (3 actions remain)
Field: Stealth Rock in Effect

Alice (the Donphan)
Item: Exp. Share
HP: 70
EN: 76
Stats: 5/5/1/3/50
Status: Angravated, but otherwise Normal​
 
Last edited:
#10
Grass Knot ~ Psychic ~ Grass Knot
IF (Donphan has Double Team clones up) THEN (use Hyper Voice)
[DO ONCE] IF (Bounce is used) AND (Donphan is faster than you) THEN (use Gravity)​
 
#12

Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 79
Stats: 5/3/1/3/144
Status: Untouched

Natara (the Azumarill)
Item: Exp. Share
HP: 104
EN: 84
Stats: 6/3/1/3/50
Status: Very irritated at her inability to Punch Stuff, but otherwise normal


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 100
EN: 81
Stats: 3/4/4/2/85
Status: Hovertating! (3 actions remain)
Field: Stealth Rock in Effect
Grass Knot ~ Psychic ~ Grass Knot
IF (Donphan has Double Team clones up) THEN (use Hyper Voice)
[DO ONCE] IF (Bounce is used) AND (Donphan is faster than you) THEN (use Gravity)

Alice (the Donphan)
Item: Exp. Share
HP: 70
EN: 76
Stats: 5/5/1/3/50
Status: Angravated, but otherwise Normal
Body-Slam -> Bounce -> Body-Slam
If Girafarig uses Grabity A2, use Earthquake A3.​
Body Slam: The Pokemon jumps on top of the opponent with great force. The strength of the impact on pinned downed limbs can lead to paralysis.

Attack Power: 7 + User Weight Class/2.5 (round up) | Accuracy: 100% | Energy Cost: 5 + Weight Class/3 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Deferring

Bounce: The Pokemon leaps above an incoming attack and crashes down on the opponent with immense force. The strength of the impact on pinned limbs can cause paralysis. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against an opponent in the semi-invulnerable stage of Bounce. When used during the semi-invulnerable stage of Bounce, Smack Down and Gravity will cause the Pokemon to crash to the ground, cancelling Bounce and making it take 50% of the damage it would've dealt as recoil. Gust, Twister, and Whirlwind will cause also Bounce to always miss when used during the semi-invulnerable stage, but will not result in recoil as with Smack Down and Gravity.

Attack Power: 7 + User Weight Class/2.5 (round up) | Accuracy: 85% | Energy Cost: 9 + Weight Class/3 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Flying | Priority: Evasive Action: 0, Hit: -1 | CT: Force

Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is doubled. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Contact: No | Typing: Ground | Priority: 0 | CT: Set

Grass Knot: The Pokemon’s eyes glow with a green aura, briefly controlling the grass and underbrush in an area as an extension of their body. They then rope the opponent around their ankle and pull, sending the opponent crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable.

Attack Power: Weight Class 1: 4| Accuracy: 100% | Energy Cost: 4 + Target Weight Class/2 | Attack Type: Special | Effect Chance: -- | Contact: Yes | Typing: Grass | Priority: 0 | CT: Set
Weight Class 2: 5
Weight Class 3: 6
Weight Class 4: 8
Weight Class 5: 10
Weight Class 6: 12
Weight Class 7+: +1BAP per WC

Gravity: The Pokemon greatly increases the gravity in the arena for four (4) rounds. Any airborne or levitating Pokemon are pulled earthbound and moves that require flight or jumping cannot be performed (Bounce, Fly, Hi Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash). Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. All Pokemon suffer an Evasion drop, increasing the relative accuracy of attacks by 67% (x1.67). If another Gravity is used, the effect is nullified.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive

Psychic: The Pokemon surrounds the opponent in a blue aura of Psychic energy and flings them into the ground or other objects. The mental stress inflicted by the pain can reduce their Special Defense by one (1) stage. Psychic can be used on targets with a Weight Class up to two (2) values greater than the user's Special Attack Rank.

Attack Power: 6 + Target Weight Class | Accuracy: 100% | Energy Cost: 5 + Target Weight Class/2 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Psychic | Priority: 0 | CT: Elemental
Grass Knot:
Crit Check: 2475 (no crit)
HP: 70 - [(10 + 6 - 1 - 4.5) * 1.5] = 54.25
EN: 81 - (4 + 5/2) = 81 - 6.5 = 74.5

Body Slam:
Crit Check: 2712 (no crit)
Effect Chance: 3541 (No Paralysis)
HP: 100 - (((7 + 5/2.5) + 7.5 - 6) = 89.5
EN: 76 - (5 + 5/3) = 69.333

Psychic:
Crit Check: 972 (no crit)
HP: 54.25 - [((6 + 5) + 3 + 6 - 1 - 4.5) * 1] = 39.75
EN: 74.5 - (5 + 5/2 - 1) = 74.5 - 6.5 = 68

Bounce:
Accuracy Check: 7838 (Hit)
Crit Check: 3740 (no crit)
HP: 89.5 - (((7 + 5/2.5) + 7.5 - 6) = 79
EN: ((76 - (5 + 5/3)) - (9 + 5/3)) = 58.666

Grass Knot:
Crit Check: 929 (no crit)
HP: 39.75 - ((10 + 6 - 1 - 4.5) * 1.5) = 24
EN: 68 - (4 + 5/2) = 61.5

Body Slam:
Crit Check: 174 (crit!)
Effect Check: 2083 (Paralyzed! 20%)
HP: 79 - (((7 + 5/2.5) + 3 + 7.5 - 6) = 65.5
EN: ((76 - (5 + 5/3)) - (9 + 5/3)) - (5 + 5/3) = 52


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 65
EN: 61
Stats: 3/4/4/2/85
Status: Paralyzed (15%)
Field: Stealth Rock in Effect

Alice (the Donphan)
Item: Exp. Share
HP: 24
EN: 52
Stats: 5/5/1/3/50
Status: Battered yet satisfied with her hax, but otherwise Normal​
 
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#15
Signal Beam -> Bug Buzz -> Signal Beam


If Thunder-Wave AND you are not behind a substitute, use Substitute (15) that action
If Endure, use PoisonPowder that action and push-back, but only once.


Ugh, so much to sub for....now my orders are even more meh than usual ;m;
 
#16
I didn't notice before, but Girafarig's paralysis should have decayed to 15% at the end of the round.

Rest ~ Baton Pass ~ Thunder Wave
IF (fully paralyzed) THEN (push actions back)​
 
#17
Who added YOLOL SWAG ~~~~ to the title of this battle?

Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 79
Stats: 5/3/1/3/144
Status: Untouched

Natara (the Azumarill)
Item: Exp. Share
HP: 104
EN: 84
Stats: 6/3/1/3/50
Status: Very irritated at her inability to Punch Stuff, but otherwise normal

Alice (the Donphan)
Item: Exp. Share
HP: 24
EN: 52
Stats: 5/5/1/3/50
Status: Battered yet satisfied with her hax, but otherwise Normal


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 65
EN: 61
Stats: 3/4/4/2/85
Status: Paralyzed (15%)
Field: Stealth Rock in Effect
Rest ~ Baton Pass ~ Thunder Wave
IF (fully paralyzed) THEN (push actions back)

Max (the Butterfree)
Item: Rare Candy
HP: 90
EN: 100
Stats: 1/2/5/4/70
Status: Manlier than everything but Floral Print Tapirs, but otherwise normal
Signal Beam -> Bug Buzz -> Signal Beam
If Thunder-Wave AND you are not behind a substitute, use Substitute (15) that action
If Endure, use PoisonPowder that action and push-back, but only once​
Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon's stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. This move has two distinctive uses:
Baton Pass [Switch] (Switch=OK Only)
The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Baton Pass [Switch] must attack first the next round. The replacement gains the same temporary status changes (Such as stat boosts/drops, confusion, etc.) that the user had upon entry.
Baton Pass [Pass] (Doubles+ Only)
The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive

Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the target's thought patterns, lowering their Special Defense by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental

Rest: The Pokemon takes a soothing nap, eliminating all negative status and restoring 12 HP per action for a total of three (3) actions (the action Rest is used counts as an action on this counter) unless interrupted. Rest will cure any new status received on an action it is still resting. A strong blow (more than 18 final damage) can interrupt Rest, waking the user up. Using this move uses up one of the user's available recovery moves in a battle.

Attack Power: -- | Accuracy: -- | Energy Cost: 15 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive

Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scramble an opponent's ability to concentrate, confusing it.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental

Substitute: The Pokemon siphons 15, 20, or 25 HP of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Taunt and Torment ignore this, however. Substitute will block all stat-lowering attacks and other new effects except for Attract, Curse, Destiny Bond, Encore, Grudge, Perish Song, Psych Up, Roar, Taunt and Whirlwind. While a Substitute is up, an opposing Pokemon will not take recoil damage from an attack with recoil, or take damage from Life Orb recoil.

Attack Power: -- | Accuracy: -- | Energy Cost: 12 (15 HP), 18 (20 HP), 24 (25 HP) | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: None

Thunder Wave: The Pokemon releases blue sparks that target the opponent’s muscle nerves, making them have a chance not to respond to any commands, effectively paralyzing them. Pokemon with a Ground typing or the abilities Lightningrod, Limber, Motor Drive, or Volt Absorb are immune to Thunder Wave.

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Electric | Priority: 0 | CT: Elemental
Signal Beam:
Crit Check: 818 (no crit)
Confusion Check: 2363 (nope)
HP: 65 - ((9 + 3 + (5 * 1.5) - (2 * 1.5))*1.5) = 40.75
EN: 100 - 6 = 94
Rest:
Paralysis Check: 3132 (no full paralysis)
HP: 40.75 + 18 = 58.75
EN: 61 - 15 = 46
Kirinriki is no longer paralyzed


Baton Pass:
Kirinriki is asleep and cannot use Baton Pass
HP: 58.75 + 18 = 76.75
Kirinriki woke up

Bug Buzz:
Crit Check: 7986 (no crit)
HP: 76.75 - ((10 + 3 + (5 * 1.5) - (2 * 1.5)) * 1.5) = 52
Stat Drop Check: 7946 (no drop)
EN: 94 - 7 = 87

Thunderwave:
Max is paralyzed (25%)
EN: 46 - 7 = 39

Substitute:
Paraysis Check: 8654 (can fight)
HP: 90 - 15 = 75
EN: 87 - 12 = 75


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 50
EN: 39
Stats: 3/4/4/2/85
Status: Getting tired, but otherwise normal
Field: Stealth Rock in Effect


Max (the Butterfree)
Item: Rare Candy
HP: 75
EN: 75
Stats: 1/2/5/4/70
Status: Paralyzed (20%), Substitute (15 hp)​
[/quote]
 
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#18
Rare Candy also gives STAB moves +1 BAP, so Girafarig should have taken 3 more damage. Also you forgot to update Butterfree's end HP/En.

Why did I not use Mirror Coat lol...

Stomp ~ Stomp ~ Stomp
IF (Bide is used) THEN (use Substitute (15 HP) that action)​
 
#19
Bug Buzz -> Bug Buzz -> Teleport (Evasive)

If you are behind a Substitute when you would use Teleport (Evasive), use Signal Beam that action

And that was probably IAR lol
 
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#20

Manyura (the Weavile)
Item: Exp. Share
HP: 100
EN: 79
Stats: 5/3/1/3/144
Status: Untouched

Natara (the Azumarill)
Item: Exp. Share
HP: 104
EN: 84
Stats: 6/3/1/3/50
Status: Very irritated at her inability to Punch Stuff, but otherwise normal

Alice (the Donphan)
Item: Exp. Share
HP: 24
EN: 52
Stats: 5/5/1/3/50
Status: Battered yet satisfied with her hax, but otherwise Normal


Kirinriki (the Girafarig)
Item: Exp. Share
HP: 50
EN: 39
Stats: 3/4/4/2/85
Status: Getting tired, but otherwise normal
Field: Stealth Rock in Effect
Stomp ~ Stomp ~ Stomp
IF (Bide is used) THEN (use Substitute (15 HP) that action)

Max (the Butterfree)
Item: Rare Candy
HP: 75
EN: 75
Stats: 1/2/5/4/70
Status: Paralyzed (20%), Substitute (15 hp)
Bug Buzz -> Bug Buzz -> Teleport (Evasive)
If you are behind a Substitute when you would use Teleport (Evasive), use Signal Beam that action​
Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the target's thought patterns, lowering their Special Defense by one (1) stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental

Signal Beam: The Pokemon shoots a beam at its opponent made of scrambled signals. The signals may scramble an opponent's ability to concentrate, confusing it.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Bug | Priority: 0 | CT: Elemental

Stomp: The Pokemon stomps down hard with its foot or equivalent. If its opponent is much taller than the user can raise its leg, the Pokemon aims for a vulnerable area like toes or a tail. The force can cause the attack to flinch the opponent. The attack does more damage against smaller foes. If the opponent has used Minimize, the Base Attack Power increases by two (2).

Attack Power: 9 + (User Size Class - Target Size Class) | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Contact: Yes | Typing: Normal | Priority: 0 | CT: Passive

Teleport: The Pokemon glows white and then disappears, reappearing in another location several seconds later. Teleport has 2 distinct uses:
1. Teleport (Evasive)
Teleport can be used as a +1 Priority evasive attack. Teleport will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any other benefits. This move fails if used successively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or the Dodge Command. If Evasive Teleport is combined with a suitable damaging move, the evasive properties granted by Evasive Teleport are nullified.
2. Teleport (Switch)
[Switch = KO], Teleport can be used to briefly return to a Pokeball and reappear, resetting all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
[Switch = OK], In a switch battle, the Teleport user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Teleport must attack first. A Pokemon switched out with Teleport can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn or Volt Switch can be swapped out.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Psychic | Priority: +1 Evasive Action, 0 Switch Effect | CT: Passive
Stomp:
Crit Check (625): 962 (no crit)
Effect Check (3000): 5910 (no flinch)
HP: 15 - (((9 + (4 - 2)) + 3 + (3 * 1.5) - (2 * 1.5)) * 1) = -0.5
EN: 37 - (7 - 1) = 33
Max's Substitute Faded

Bug Buzz:
Paralysis Check (2000): 6063 (you can move)
Crit Check (625): 4456 (no crit)
HP: 50 - ((10 + 3 + (5 * 1.5) - (2 * 1.5)) * 1.5) = 23.75
Effect Check (1000): 6098 (No drop
EN: 75 - (7 - 1) = 69

Stomp:
Crit Check (625): 9812 (no crit)
Effect Check (3000): 6743 (no flinch)
HP: 75 - (((9 + (4 - 2)) + 3 + (3 * 1.5) - (2 * 1.5)) * 1) = 59.5
EN: 33 - (7 - 1) = 27

Bug Buzz:
Paralysic Check (2000): 4153
Crit Check (625): 2608 (no crit)
HP: 23.75 - ((10 + 3 + (5 * 1.5) - (2 * 1.5)) * 1.5) = -2.5
EN: 69 - (7 - 1 + 4) = 59


Kirinriki (the Girafarig)
Item: Exp. Share
HP: -2.5 KO
EN: 27
Stats: 3/4/4/2/85
Status: Unconsious from her Injuries: KO
Field: Stealth Rock in Effect


Max (the Butterfree)
Item: Rare Candy
HP: 59
EN: 59
Stats: 1/2/5/4/70
Status: Paralyzed (15%)
Effective speed is 17.5​
 
#24
Brick-Break -> Superpower -> Brick Break


If Weavile is under the invulnerable effects of a damaging/evasive move AND it is not suspended, use Dive that action the first time, Dig the second and Dive the third, pushing back every time
If Counter, use Toxic that action the first time, Rain Dance the second and Defense Curl the third,, pushing back every time.

We have already seen this is far from perfect, but Dig/Counter are far more dangerous, imho.