It's a space station, dummy!

starwarsfan and Dummy007 flashing, all up in this bitch.

starwarsfan's doubles team;
184.png

Azumarill (F)
Types: Water / Fairy
Abilities: Thick Fat / Huger Power / Sap Sipper (DW)
Nature: Adamant

Stats:
HP:
110
Atk: 3 (+), 6 (Huge Power)
Def: 3
Spa: 1 (-)
Spd: 3
Spe: 50
Size: 2
Weight: 3
Total: 16, 19 (Huge Power)

EC: 9/9 max
MC:
1
AC: 5/5 max

Moves: (40)
Aqua Ring
Aqua Tail
Body Slam
Bounce
Bubble
Bubble Beam
Bulldoze
Camouflage
Charm
Defense Curl
Dig
Dive
Double Edge
Encore
Endure
Fake Tears
Focus Punch
Frustration
Helping Hand
Hydro Pump
Ice Punch
Iron Tail
Play Rough
Power-Up Punch
Protect
Rain Dance
Rest
Return
Rollout
Slam
Sleep Talk
Soak
Splash
Substitute
Superpower
Tackle
Tail Whip
Toxic
Water Gun
Water Sport
Waterfall
210.png

Granbull (M)
Types: Fairy
Abilities: Intimidate / Quick Feet / Rattled (DW)
Nature: Careful

Stats:
HP:
100
Atk: 5
Def: 3
Spa: 1 (-)
Spd: 3 (+)
Spe: 45
Size: 3
Weight: 3
Total: 17

EC: 6/6 max
MC:
4
AC: 5/5 max

Moves: (36)
Bite
Brick Break
Charm
Close Combat
Counter
Crunch
Dig
Double Team
Double-Edge
Dynamic Punch
Earthquake
Fire Fang
Fire Punch
Focus Punch
Headbutt
Ice Fang
Ice Punch
Iron Tail
Lick
Low Kick
Mimic
Outrage
Play Rough
Power-Up Punch
Protect
Rage
Roar
Rock Slide
Scary Face
Stone Edge
Tackle
Tail Whip
Taunt
Thunder Fang
Thunder Punch
Wild Charge

And Dummy007's;
400.png

Bibarel [Ammon] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Typing: Normal/Water
Normal: Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Simple:
This Pokemon innately exaggerates the effects of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier. Stat boosts and drops still maximize at six (6) stages. (Passive)
Unaware: When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or drops other than Speed. This aura remains while this Pokemon is active. (Passive)
Moody (HA-Locked): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths. [Table of Moody Natures:http://pastebin.com/dF9rCYFc] (Passive)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 61 (71/1.15) (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 15

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

Moves (23):
Tackle
Growl
Defense Curl
Rollout
Headbutt
Hyper Fang
Yawn
Curse
Amnesia
Super Fang
Superpower
Rototiller
Water Gun

Aqua Tail
Skull Bash
Water Sport
Quick Attack
Endure

Toxic
Ice Beam
Charge Beam
Thunderbolt
Shadow Ball
272.png

Ludicolo [Beetle] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Typing: Water/Grass
Water: Water STAB; ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Abilities:
Swift Swim:
This Pokemon moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain. (Passive)
Rain Dish: This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action. (Passive)
Own Tempo (HA-Unocked): This Pokemon moves at its own pace; when confused, it will never harm itself in confusion. If this Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. (Passive)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 60 (70/1.15) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Moves (29):
Astonish
Growl
Absorb
Nature Power
Mist
Natural Gift
Mega Drain
Bubble Beam
Fake Out
Fury Swipes
Water Sport
Hydro Pump
Zen Headbutt

Counter
Synthesis
Tickle
Giga Drain
Teeter Dance
Sweet Scent

Rain Dance
Ice Beam
Energy Ball
Surf
Brick Break
Scald
Hidden Power [Fire]

Dive
Endure
Mud-Slap

I never thought I'd be reffing a Bibarel...

Dummy007 equips, orders
starwarsfan equips, orders
 
You thought wrong! Ammon @ Amulet Coin, Beetle @ Exp. Share, take the field! We will totally abuse this strategy and kill everything! (Except that Azumarill is immune to Grass...)

Ammon: Rototiller -> Skull Bash Azumarill -> Thunderbolt Azumarill
If Azumarill uses a P/E move, redirect that action at Granbull

Beetle: Energy Ball Granbull -> Scald Granbull -> Energy Ball Granbull (which will undeniably miss, given Beetle's luck)
If Azumarill uses Encore A1, change that action to Fake Out Azumarill
If Granbull uses a P/E move, redirect that action at Azumarill
 
272.png
400.png

100 HP | 100 HP
100 EN | 100 EN
3/3/4/4/60(-) | 3/2/3/2/61(-)


210.png
184.png

100 HP | 110 HP
100 EN | 100 EN
5/3/1/3/45 | 6/3/1/3/50


Just to keep the streak of not reffing a Bibarel alive, I refuse to do so now. Instead, it's a pagoda. Yes. Ludicolo and a pagoda.

Pagoda used Rototiller
-9 Energy

Ludicolo used Energy Ball (Granbull)
RNG roll to crit; 1336 = no crit
RNG roll for effect; 9970 = no SpD drop
[9 + 3 + (4 - 3)*1.5] + 2 = 15.5 Damage
-6 Energy

Azumarill used Helping Hand
-14 Energy

Granbull used Earthquake
RNG rolls to crit; 1371, 9040 = no crits
Ludicolo; [15 + (5 - 3)*1.5]*2/3 = 12 Damage
Pagoda; [15 + (5 - 2)*1.5] = 19.5 Damage
Azumarill; [15 + (5 - 3)*1.5] = 18 Damage
-7 Energy

Pagoda used Skull Bash (Azumarill)
RNG roll to crit; 7773 = no crit
[13 + 3 + (3 - 3)*1.5] = 16 Damage
-7 Energy

Ludicolo used Scald (Granbull)
RNG roll to crit; 3510 = no crit
RNG roll for effect; 6559 = no burn
[8 + 3 + (4 - 3)*1.5] + 2 = 14.5 Damage
-5 Energy

Azumarill used Helping Hand
-18 Energy

Granbull used Earthquake
RNG rolls to crit; 2355, 6836 = no crits
Ludicolo; [15 + (5 - 3)*1.5]*2/3 = 12 Damage
Pagoda; [15 + (5 - 2)*1.5] - 4 = 15.5 Damage
Azumarill; [15 + (5 - 3)*1.5] = 18 Damage
-11 Energy

Pagoda used Thunderbolt (Azumarill)
RNG roll to crit; 9205 = no crit
RNG roll for effect;9257 = no para
[9 + (3 - 3)*1.5]*1.5 + 4 = 17.5 Damage
-7 Energy

Ludicolo used Energy Ball (Granbull)
RNG roll to crit; 3701 = no crit
RNG roll for effect; 352 = no SpD drop
[9 + 3 + (4 - 3)*1.5] + 2 = 15.5 Damage
-6 Energy

Azumarill used Helping Hand
-22 Energy

Granbull used Earthquake
RNG rolls to crit; 8938, 7636 = no crits
Ludicolo; [15 + (5 - 3)*1.5]*2/3 = 12 Damage
Pagoda; [15 + (5 - 2)*1.5] - 4 = 15.5 Damage
Azumarill; [15 + (5 - 3)*1.5] = 18 Damage
-15 Energy

272.png
400.png

64 HP | 49 HP
83 EN | 77 EN
3/3/4/4/60(-) | 3/2/3/2/61(-)
-1 Atk | -1 Atk

210.png
184.png

54 HP | 22 HP
67 EN | 46 EN
5/3/1/3/45 | 6/3/1/3/50
-1 SpD |

I saw no mention of Rototiller not decaying so...

starwarsfan orders
Dummy007 orders.
 
Last edited:
azu: Play Rough Bibarel ~ HH Granbull ~ Play Rough Bibarel
if bibarel is under the effects of a p/e a1 or a3 chill and pushback
if bibarel is koed a3 target ludi instead

granbull: Thunder Punch Bibarel ~ Fire Punch Ludi ~ Thunder Punch Bibarel
if ludi is under the effects of a p/e a2 thunder punch bibarel
if bibarel is under the effects of a p/e a1 or a3 fire punch ludi
if bibarel is koed a3 fire punch ludi
 
starwarsfan I've made significant edits to the match. The things I forgot;

Skull Bash's defense boost
Simple
EQ hitting Azumarill.

Please look things over and decide if you want to re-order. I was hasty and I apologize.
 
Let's end this. Nicely done, you two.

Pagoda: Endure -> Skull Bash Azumarill -> Thunderbolt Azumarill

Beetle: Scald Granbull -> Energy Ball Granbull -> Scald Granbull
 
272.png
400.png

64 HP | 49 HP
83 EN | 77 EN
3/3/4/4/60(-) | 3/2/3/2/61(-)
-1 Atk | -1 Atk

210.png
184.png

54 HP | 22 HP
67 EN | 46 EN
5/3/1/3/45 | 6/3/1/3/50
-1 SpD |

Pagoda used Endure
-15 Energy

Ludicolo used Scald (Granbull)
RNG roll to crit; 646 = no crit
RNG roll for effect; 1939 = burn
[8 + 3 + (4 - 3)*1.5] + 2 = 14.5 Damage
-5 Energy

Azumarill used Play Rough (Pagoda)
RNG roll to hit; 3944 = hit
RNG roll to crit; 625 = crit
RNG roll for effect; 4528 = no Atk drop
[9 + 3 + 3 + (6 - 2)*1.5] - 2 = 19 Damage
-6 Energy

Granbull used Thunder Punch (Pagoda)
RNG roll to crit; 5843 = no crit
RNG roll for effect; 4351 = no para
[8 - 3 + (5 - 2)*1.5]*1.5 - 2 = 12.25 Damage
-6 Energy

-2 HP (Granbull)

Pagoda used Skull Bash (Azumarill)
RNG roll to crit; 7523 = no crit
[13 + 3 + (3 - 3)*1.5] - 2 = 14 Damage
-7 Energy

Ludicolo used Energy Ball (Granbull)
RNG roll to crit; 4351 = no crit
RNG roll for effect; 3757 = no SpD drop
[9 + 3 + (4 - 3)*1.5] + 2 = 15.5 Damage
-6 Energy

Azumarill used Helping Hand
-12 Energy

Granbull used Fire Punch (Ludicolo)
RNG roll to crit; 9925 = no crit
RNG roll for effect; 5869 = no para
[16 - 3 + (5 - 2)*1.5] = 17.5 Damage
-6 Energy

-2 HP (Granbull)

Pagoda used Thunderbolt (Azumarill)
RNG roll to crit; 9387 = no crit
RNG roll for effect; 5206 = no para
[9 + (3 - 3)*1.5]*1.5 + 2 = 15.5 Damage
-7 Energy

Ludicolo used Scald (Granbull)
RNG roll to crit; 9832 = no crit
[8 + 3 + (4 - 3)*1.5] + 2 = 14.5 Damage
-5 Energy

Granbull used Thunder Punch (Pagoda)
RNG roll to crit; 9392 = no crit
RNG roll for effect; 4236 = no para
[8 - 3 + (5 - 2)*1.5]*1.5 - 6 = 8.25 Damage
-6 Energy

-2 HP (Granbull)

272.png
400.png

46 HP | 9 HP
67 EN | 48 EN
3/3/4/4/60(-) | 3/2/3/2/61(-)
-1 Atk | -1 Atk, +3 def

210.png
184.png

3 HP | 0 HP
49 EN | 0 EN
5/3/1/3/45 | 6/3/1/3/50
burned | KO'ed

Dummy007 orders
starwarsfan orders
pagoda
 
And...the end. (but I'll be nice to swf first)

Pagoda: Chill -> Chill -> Chill

Beetle: Chill -> Fake Out -> Fake Out
If Granbull uses a P/E move, Chill
 
272.png
400.png

46 HP | 9 HP
67 EN | 48 EN
3/3/4/4/60(-) | 3/2/3/2/61(-)
-1 Atk | -1 Atk, +3 def

210.png

3 HP
49 EN
5/3/1/3/45
burned


Pagoda used chill
+12 EN

Ludicolo used chill
+12 EN

Granbull used Thunder Punch (Pagoda)

RNG roll to crit; 322 = crit
RNG roll for effect; 4325 = no para
[8 + 3 - 3 (5 - 2)*1.5]*1.5 = 18.75 Damage
- blah energy

-2 HP (Granbull)

Ludicolo used Fake Out
Look, it dealt at least 1 damage, okay?


Liuhe_Pagoda.jpg



Prizes
Dummy007 gains 2 CC
Pagoda gains 3 MC, 1 KOC
Ludicolo gains 4 MC, 1 KOC

starwarsfan gains 1 CC
Granbull gains 4 MC, 1 KOC
Azumarill gains 4 MC

rickheg gains 6 UC
 
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