Jesseus and Deadfox!

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Orcinus Duo

Banned deucer.
4v4 NFE Doubles
Training Items
0 Recs/Chills
All abilities
Switch = OK
ASB Arena

Lord Jesseus said:

Beldum [Phi]
Nature: Sassy (+SpD, -Spe)

Type:
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
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 attacks regardless of weight difference.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (+)
Spe: 26 (-)
Size Class: 1
Weight Class: 4 (95.2 kg)
Base Rank Total: 13

EC: 3/9
MC: 11
DC: 3/5

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW): (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.)

Attacks:
Take Down

Iron Head
Headbutt
Zen Headbutt


Trapinch [Glen] (Male)
Nature: Hasty (+Spe, -Atk)
OT: Wobbanaut

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:
Trapinch
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 12 (+)
Acc: +5%
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 0
DC: 1/5

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: 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): (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:
Bite
Sand Attack
Faint Attack
Sand Tomb
Bide
Superpower

Earth Power
Endure
Quick Attack

Protect
Bulldoze
Rock Slide
Giga Drain


Privatyke [Squidward] (Male)
Nature: Adamant (+Atk, -SpA)
OT: Espyowner

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 2
Weight Class: 4

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

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz: (DW) (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

Attacks:

Bubble
Smokescreen
Yawn
Wrap
Chip Away
Arm Thrust
Aqua Jet

Circle Throw
Recover
Rock Blast

Dive
Taunt
Torment


Solosis(*) [Ameboid] (Male)

Nature: Brave (+Atk, -Spe)

Type:
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 attacks regardless of weight difference.

Stats:
Solosis
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2
Spe: 17 (-)
Eva: -10%
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Abilities:
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. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Overcoat: (Innate) 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).
Regenerator (DW): (Innate) 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.

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power Ground 7
Light Screen
Charm
Recover
Psyshock

Imprison
Confuse Ray
Acid Armour

Rock Slide
Energy Ball
Protect
deadfox081 said:

Onix [Slam] (F)
Nature: Brave (+1 Att, -15% Spe, -10% Eva)

Type: Rock/Ground
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
Ground: 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.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (70/1.15)
Size Class: 7
Weight Class: 8
Base Rank Total: 17

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

Abilities:

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Sturdy: (Innate) 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.

Weak Armor: [DW LOCKED] (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks (22):
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smackdown
Sandstorm
Curse
Stealth Rock
Rock Polish
Dragonbreath
Stone Edge
Sand Tomb

Dragon Tail
Rock Slide
Dig

Rock Blast
Heavy Slam
Flail

Golett [Statue] (U)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)

Type: Ground/Ghost
Ground: 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.
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (35/1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 3/5

Abilities:

Iron First: (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)

Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard: [DW LOCKED] (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Attacks (18):
Pound
Astonish
Defence Curl
Mud Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm

Earthquake
Shadow Ball
Rock Slide
Grass Knot
Ice Beam
Focus Blast

Drain Punch

Gligar [Swoop] (F)
Nature: Jolly (+15% Spe, +22% Acc, -1 SpA)

Type: Ground/Flying
Ground: 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.
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.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

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

Abilities:

Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Sand Veil: (Innate) 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

Immunity: [DW LOCKED] (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Attacks (18):
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack
U-Turn
Sky Uppercut
Acrobatics

Dig
Brick Break
Stone Edge

Agility
Cross Poison
Sand Tomb

Embirch [Wildfire] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)

Type: Fire/Grass
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 brushfire areas.
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 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (50/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 13

EC: 4/9
MC: 0
DC: 2/5

Abilities:

Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll: [DW LOCKED] (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks (15):
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Synthesis
Lava Plume

Flamethrower
Energy Ball
Rock Slide

Stealth Rock

Earth Power
Psybeam
Counter


Cheers
 

"I believe this may just be our first battle Jesseus, so good luck to you friend. Why don't we see how you deal with Statue and Swoop! Statue have a Lucky Egg and disable Klutz, Swoop you can just go out there with nothing since my training item stack is somewhat limited.. Now get to work!"

Statue: Shadow Punch (Ameboid) > Shadow Ball (Ameboid) > Shadow Punch (Ameboid)
IF Ameboid is KOed THEN change all remaining actions to Grass Knot (Squidward)

Swoop: Acrobatics (Ameboid) > Dig (Ameboid) > Acrobatics (Ameboid)
IF Ameboid uses Refelct THEN make your next action Brick Break (Squidward)
IF Squidward uses Torment (Swoop) THEN use Dig (Ameboid) and push actions back
IF Ameboid is KOed THEN change all remaining actions to Acrobatics (Squidward)
 
Solosis: Energy Ball Golett~Protect~Energy Ball Golett
Privatyke: Dive Golett~Aqua Jet Golett~Dive Golett
By my calcs this does exactly 90 damage :D
 

Orcinus Duo

Banned deucer.
TEAM JESSEUS

Squidward (M) @ Exp Share
HP: 100 | EN: 100
Spe: 35 | Ranks: 4/3/1/2
SC: 2 | WC: 4
Abilities: Unaware
Other:
Dive Golett-Aqua Jet Golett-Dive Golett

Ameboid (M) @ Exp Share
HP: 90 | EN: 100
Spe: 17 | Ranks: 3/2/4/2
SC: 1 | WC: 1
Abilities: Magic Guard, Overcoat
Other:-10 eva
Energy Ball Statue-Protect-Energy Ball Statue

TEAM DEADFOX

Swoop (F) @
HP: 100 | EN: 100
Spe: 98 | Ranks: 3/4/1/3
SC: 2 | WC: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
Acrobatics Ameboid-Dig Ameboid-Acrobatics Ameboid

Statue (U) @ Lucky Egg
HP: 90 | EN: 100
Spe: 30 | Ranks: 3/2/3/2
SC: 2 | WC: 4
Abilities: Iron Fist, Klutz (disabled)
Other:-10 eva
Shadow Punch Ameboid-Shadow Ball Ameboid-Shadow Punch Ameboid

Ladies and gentlemen, welcome to a battle between deadfox and Jesseus! Jesseus sends out first, with Squidward the Privatyke and Ameboid the Solosis. Two strong NFEs to be sure, Solosis having excellent coverage and able to hit all of Deadfox’s team for SE damage, and Squidward having a type advantage against all but Wildfire! In response to this, Deadfox sends out Statue the Golett and Swoop the Gligar. Swoop especially should prove to be a problem, being an outstanding NFE for its excellent defenses.

Deadfox orders first, and seems to go after the little ball of psychic-ness. Perhaps it would have been smarter to go after Squidward, who would give Deadfox’s team of ground types much ire? Swoop starts off by hitting Ameboid with an Acrobatics, powered up with its lack of item. Squidward dives underground, as Statue lets loose with a STAB SE Iron Fist boosted Shadow Punch at Ameboid! That’s got to hurt! Ameboid's excellent abilities, in this case Overcoat, kicks in and mitigates some damage though. Ameboid hits statue back with an Energy Ball that hits Statue for no small damage, while Squidward resurfaces with a powerful dive! Statue’s weak defenses really seems to be letting him down here!

In action two, Ameboid protects against the onslaught of attacks, as Statue’s Shadow Ball and Swoop’s Dig all are wasted. Squidward lets loose with another Aqua Jet—this kid would really appreciate waterfall, wouldn’t he? At this point in time, Statue seems to be really taking some hurt. And the last round plays out exactly as the first, except for Statue’s dwindling health…but finally, with a final Dive from Squidward, Statue seems to have taken just enough damage to make it wobble, tip, and…it falls over, KOd! Jess takes an early lead here, but with Ameboid at low health and without Pain Split as an option, it seems destined to fall the next round. Who will deadfox send out?

Speed order: Swoop-Squidward-Statue-Ameboid
Swoop uses Acrobatics -6 en
To crit 690 no
(11+3+1.5-1)=14 Ameboid
Squidward uses Dive
Statue uses Shadow Punch -3 en
To crit 7152 no
(6+3+2+1.5-1)*1.5=17.25 Ameboid
Ameboid uses Energy Ball -6 en
To crit 8041 no
To drop 1094 no
(8+3+3)*1.5=21 Statue
Squidward hits with Dive -9 en
To crit 8010 no
(8+3+3)*1.5=21 Statue

Ameboid uses Protect -18 en
Squidward uses Aqua Jet -3 en
To crit 5372 no
(4+3+3)*1.5=15 Statue
Swoop uses Dig
Statue uses Shadow Ball -5 en
(8+3+1.5-1)*1.5=17.25 blocked
Swoop hits with Dig -9 en
(8+3+1.5-1)=11 blocked

Swoop uses Acrobatics -6 en
To crit 4839 no
(11+3+1.5-1)=14 Ameboid
Squidward uses Dive
Statue uses Shadow Punch -3 en
To crit 7925 no
(6+3+2+1.5-1)*1.5=17.25 Ameboid
Ameboid uses Energy Ball -6 en
To crit 3459 no
To drop 5997 no
(8+3+3)*1.5=21 Statue
Squidward hits with Dive -9 en
To crit 3213 no
(8+3+3)*1.5=21 Statue
Statue is KOd!

TEAM JESSEUS

Squidward (M) @ Exp Share
HP: 100 | EN: 79
Spe: 35 | Ranks: 4/3/1/2
SC: 2 | WC: 4
Abilities: Unaware
Other:
Dive Golett-Aqua Jet Golett-Dive Golett

Ameboid (M) @ Exp Share
HP: 27 | EN: 66
Spe: 17 | Ranks: 3/2/4/2
SC: 1 | WC: 1
Abilities: Magic Guard, Overcoat
Other:-10 eva
Energy Ball Statue-Protect-Energy Ball Statue

TEAM DEADFOX

Swoop (F) @
HP: 100 | EN: 79
Spe: 98 | Ranks: 3/4/1/3
SC: 2 | WC: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
 

"Somewhat unfortunate. Lets see if we can't take advantage of this whole ordering second thing while it is in our favour though. Wildfire get out there! In fact why don't you go ahead and evolve on the way out too."


Flarelm [Wildfire] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)

Type: Fire/Grass
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 brushfire areas.
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: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 2/5

Abilities:

Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll: [DW LOCKED] (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks (15):
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Synthesis
Lava Plume

Flamethrower
Energy Ball
Rock Slide

Stealth Rock

Earth Power
Psybeam
Counter
 
Solosis: Rock Slide x3
Privatyke: Dive Gligar~Aqua Jet Gligar~Dive Gligar
If Gligar uses Dig, aqua jet and push back.
If Gligar uses Protective/Evasive action, Bubble and Push back.
 

"Tsk, it pays to check your attacks cant actually hit doesn't it? Take advantage, Swoop."

Swoop: U-Turn (Ameoboid) > Acrobatics (Squidward) > Acrobatics (Squidward)
Wildfire: Energy Ball (Squidward) > Energy Ball (Squidward) > Giga Drain (Squidward)
 

Orcinus Duo

Banned deucer.
If the user has a Size Class Greater than 4
TEAM JESSEUS

Squidward (M) @ Exp Share
HP: 100 | EN: 79
Spe: 35 | Ranks: 4/3/1/2
SC: 2 | WC: 4
Abilities: Unaware
Other:
Dive Swoop-Aqua Jet Swoop-Dive Swoop

Ameboid (M) @ Exp Share
HP: 27 | EN: 66
Spe: 17 | Ranks: 3/2/4/2
SC: 1 | WC: 1
Abilities: Magic Guard, Overcoat
Other:-10 eva
Rock Slide x3

TEAM DEADFOX

Swoop (F) @
HP: 100 | EN: 79
Spe: 98 | Ranks: 3/4/1/3
SC: 2 | WC: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
U-turn Ameboid-Acrobatic Squidward-Acrobatics Squidward

Wildfire (M) @
HP: 100 | EN: 80
Spe: 47 | Ranks: 2/3/4/3
SC: 3 | WC: 4
Abilities: Leaf Guard, Battle Armor
Other: -10 eva
Energy Ball-Energy Ball-Giga Drain Squidward

Jesseus seems to be a bit overecstatic about that last round, as he opens up by ordering Squidward to use Dive against Swoop! Poor Squidward, being just a bit too light to hit the flying bat, can only shake his head in disappointment. Deadfox opens up by ordering Swoop to land a slight hit on Ameboid, but seems intent on keeping it around for another round. An astute move to be sure, since next round when he’s ordering first, he is almost guaranteed a KO on the weak green ball! Ameboid goes ahead and just spams Rock Slides for the round, which don’t seem to hurt Wildfire or Swoop too much. Meanwhile, Swoop and Wildfire start laying the hurt on the pirate monkey, with STAB super effective attacks. One…three…and finally, Wildfire’s Giga Drain takes the last bit of life out of Squidward, and he kneels over, KOd! Jesseus’ last tow mons definitely don’t seem as powerful as the ones he sent out first…let’s see what he has in store!

Speed Order: Swoop-Wildfire-Squidward-Ameboid
Swoop uses U-turn -5 en
To crit 6732 no
(7+1.5)*1.5=12.75 Ameboid
Wildfire uses Energy Ball -5 en
To crit 3730 no
To drop 4951 no
(8+3+3)*1.5=21 Squidward
Squidward uses dive (?) -9 en
Ameboid uses Rock Slide -6 en
To hit 4024, 4496
To crit 4149, 2926
Swoop: 7.5-1.5=6
Wildfire: (7.5)*1.5=11.25

Squidward uses Aqua Jet -3 en
To crit 2008 no
(4+3)*1.5=10.5 Swoop
Swoop uses Acrobatics -6 en
To crit 565 yes
(11+3+3)*1.5=25.5 Squidward
Wildfire uses Energy Ball -9 en
To crit 5479 no
To drop 9052 no
(8+3+3)*1.5=21 Squidward
Ameboid uses Rock Slide -10 en
To hit 4494, 549
To crit 9397, 7930
Swoop: 7.5-1.5=6
Wildfire: (7.5)*1.5=11.25

Swoop uses Acrobatics -6 en
To crit 8260 no
(11+3)*1.5=21 Squidward
Wildfire uses Giga Drain -11 en
Irrelevant
Squidward is KOd, Wildfire +0.75 hp
Ameboid uses Rock Slide -14 en
To hit 9200, 4697
To crit 619, 7179
Swoop: 7.5-1.5+3=9
Wildfire: (7.5)*1.5=11.25


TEAM JESSEUS

Ameboid (M) @ Exp Share
HP: 16 | EN: 36
Spe: 17 | Ranks: 3/2/4/2
SC: 1 | WC: 1
Abilities: Magic Guard, Overcoat
Other:-10 eva

TEAM DEADFOX

Swoop (F) @
HP: 83 | EN: 58
Spe: 98 | Ranks: 3/4/1/3
SC: 2 | WC: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
U-turn Ameboid-Acrobatic Squidward-U-turn Ameboid

Wildfire (M) @
HP: 79 | EN: 55
Spe: 47 | Ranks: 2/3/4/3
SC: 3 | WC: 4
Abilities: Leaf Guard, Battle Armor
Other: -10 eva
Energy Ball-Energy Ball-Giga Drain Squidward
 
I HATE THAT BULLSHIT RULE
WHY THE FUCK DOES IT EVEN EXIST
also flarelm rapes my everything

sending out beldum and evolving it. cbf making a profile but it has these stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 43 (-)
Size Class: 2
Weight Class: 6 [5 Light Metal]
Base Rank Total: 16

And learns Magnet Rise, Metal Claw, Confusion, Scary Face, Pursuit
ALL VERY HELPFUL
edit: @expshare
 
- You forgot to account for Overcoat on the U-Turn vs Solosis, so it should only have done 11.25 DMG.
- The Rock Slides are all calced wrong. It should do (8*0.75 - 1.5) = 4.5 DMG to Gligar and (8*0.75)*1.5 = 9 DMG to Flarelm (crit as an exception of course).
- Privatyke was 100 HP not 90 so there was still 11.5 DMG left to do when Giga Drain hit and it therefore should have healed 5.75 DMG to Flarelm.
- The Dive missing is to do with Size Class not Weight Class of which Privatyke is 2 and not even close to hitting. (yeah okay, that ones very minor)

My calcs have the following HP totals remaining after the round:
Solosis: 16
Gligar: 83
Flarelm: 79



"Nice work guys, but the battle is still far from over. Swoop you can U-Turn on out of there and let Slam take your place. Take this EXP Share girl and put your size and strength to work."

Slam: Rock Blast (Ameboid) > Rock Blast (Ameboid) > Rock Blast (Ameboid)
IF
Ameboid uses Protect THEN Sand Tomb (Phi)
IF Ameboid is KOed THEN alternate Dig (Phi) with Sand Tomb (Phi) for the remainder of the round

Wildfire: Ember (Ameboid) > Ember (Ameboid) > Ember (Ameboid)
IF
Ameboid used Protect THEN Flamethrower (Phi)
IF Ameboid is KOed THEN alternate Lava Plume (Phi) with Flamethrower (Phi) for the remainder of the round
 

Orcinus Duo

Banned deucer.
uhhhhh whoops. For some reason I thought rock slide was 10 DPA. And I have no idea what happened to the others.

Recalculated and got the same results as you, so that's updated now.
 

Orcinus Duo

Banned deucer.
TEAM JESSEUS

Ameboid (M) @ Exp Share
HP: 16 | EN: 36
Spe: 17 | Ranks: 3/2/4/2
SC: 1 | WC: 1
Abilities: Magic Guard, Overcoat
Other:-10 eva
Recover x3

Phi (U) @ Exp Share
HP: 90 | EN: 80
Spe: 43 | Ranks: 3/4/2/4
SC: 2 | WC: 5
Abilities: Clear Body, Light Metal
Other:-10 eva
Iron Head Slam x2 – Metal Claw Slam


TEAM DEADFOX

Wildfire (M) @
HP: 79 | EN: 55
Spe: 47 | Ranks: 2/3/4/3
SC: 3 | WC: 4
Abilities: Leaf Guard, Battle Armor
Other: -10 eva
Ember Ameboid, then Lava Plume-Flamethrower Phi

Slam (F) @ Exp Share
HP: 90 | EN: 100
Spe: 60 | Ranks: 3/6/2/2
SC: 7 | WC: 8
Abilities: Rock Head, Sturdy, Weak Armor
Other: -10 eva
Rock Blast Ameboid, then Dig Phi-Sand Tomb Phi

Slam, fresh on the battlefield after a U-turn from Swoop returns it safely to its ball, starts off by hammering the green blob. Three hits on Rock Blast is impressive, but the first two seem to strike super effectively! Ameboid takes one, then two, but three proves to be too much as it rolls over, barely KOd! Wildfire unleashes a Lava Plume on the fresh Phi, while Phi tries to hit the large snake with its Iron Head, but through that giant defense and sturdy, it doesn’t seem to be doing much!

Slam then dives underground, and Wildfire goes after the lunk of metal with a Flamethrower. But what’s this? The flamethrower even seems to burn! Jesseus does not seem to be having a very good day today, and this is compounded by Phi hitting air while it tries to aim for the underground snake. Slam resurfaces and slams Phi again, who seems to be taking a veritable hammering at the hands of deadfox!

Slam then goes ahead and sets up a Sand Tomb, increasing the residual damage on Phi. Wildfire goes for another Lava Plume…and it crits. I’m sorry Jesseus. I really am. Phi goes for a metal claw, and through the giant defense, burn, and sturdy, it does exactly no damage, which is rounded up to 1.

>invoke the rage of hax gods

Speed Order: Slam-Wildfire-Phi

Slam uses Rock Blast -6 en
Times to hit 6813 (3 times)
To crit 434, 138, 2419
(9+2+3+1.5)=15.5 (uh…)
Ameboid is KOd!
Wildfire uses Lava Plume -5 en
To crit 5795 no
To burn 9811 no
(8+3)*1.5=16.5 Phi
Phi uses Iron Head -5 en
To crit 7038 no
(8+3-4-1)*1.5=9 Slam

Slam uses Dig -9 en
Wildfire uses Flamethrower -6 en
To crit 3892 no
To burn 701 yes (you’re right this is uber gay)
(10+3)*1.5=19.5 Phi
Phi uses Iron Miss -9 en
Slam hits with Dig
To crit 5823 no
(8+3-1.5)*1.5=14.25
Slam -2 hp

Slam uses Sand Tomb -4 en
To hit 6307 yes
To crit 3721 no
(4+3-1.5)*1.5=8.25 Phi
Wildfire uses Lava Plume -5 en
To crit 606 yes this is gay
(8+3+3)*1.5=21 Phi
Phi uses Metal Claw -3 en
To crit 6803 no
To raise 7710
(5+3-4-3-1)*1.5=1 Slam
Phi -4 hp


TEAM JESSEUS

Phi (U) @ Exp Share
HP: 4 | EN: 63
Spe: 43 | Ranks: 3/4/2/4
SC: 2 | WC: 5
Abilities: Clear Body, Light Metal
Other:-10 eva, Burned, Sand Tomb 3a


TEAM DEADFOX

Wildfire (M) @
HP: 79 | EN: 39
Spe: 47 | Ranks: 2/3/4/3
SC: 3 | WC: 4
Abilities: Leaf Guard, Battle Armor
Other: -10 eva
Ember Ameboid, then Lava Plume-Flamethrower Phi

Slam (F) @ Exp Share
HP: 80 | EN: 81
Spe: 60 | Ranks: 3/6/2/2
SC: 7 | WC: 8
Abilities: Rock Head, Sturdy, Weak Armor
Other: -10 eva
Rock Blast Ameboid, then Dig Phi-Sand Tomb Phi



Swoop (F) @
HP: 83 | EN: 58
Spe: 98 | Ranks: 3/4/1/3
SC: 2 | WC: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy
 

"I really did not foresee this being so one sided..."

Wildfire: Energy Ball (Glen) > Giga Drain (Glen) > Energy Ball (Glen)
Slam: Dig (Glen) > Sand Tomb (Glen) > Dig (Glen)
 

Orcinus Duo

Banned deucer.
TEAM JESSEUS

Phi (U) @ Exp Share
HP: 4 | EN: 63
Spe: 43 | Ranks: 3/4/2/4
SC: 2 | WC: 5
Abilities: Clear Body, Light Metal
Other:-10 eva, Burned, Sand Tomb 3a
Iron Head Onix

Glen (M) @ Exp Share
HP: 90 | EN: 100
Spe: 12 | Ranks: 4/1/2/2
SC: 1 | WC: 2
Abilities: Hyper Butter, Arena Trap
Other:
Earth Power Onix


TEAM DEADFOX

Wildfire (M) @
HP: 79 | EN: 39
Spe: 47 | Ranks: 2/3/4/3
SC: 3 | WC: 4
Abilities: Leaf Guard, Battle Armor
Other: -10 eva
Energy Ball Glen-Giga Drain Glen-Energy Ball Glen

Slam (F) @ Exp Share
HP: 80 | EN: 81
Spe: 60 | Ranks: 3/6/2/2
SC: 7 | WC: 8
Abilities: Rock Head, Sturdy, Weak Armor
Other: -10 eva
Dig Glen-Sand Tomb Glen-Dig Glen



Swoop (F) @
HP: 83 | EN: 58
Spe: 98 | Ranks: 3/4/1/3
SC: 2 | WC: 4
Abilities: Hyper Cutter, Sand Veil
Other: +22% Accuracy


Ummmmm I have dinner.


Speed Order: Slam-Wildfire-Phi-Glen
Slam dug underground
Wildfire uses Energy Ball -5 en
To crit 5723 no
To drop 7471 no
(8+3+3)*1.5=21 Glen
Phi uses uhhhhhh he’s underground
Glen uses Earth Power -6 en
To crit 8646 no
To drop 1678 no
(9+3-1)*1.5=16.5 Slam
Slam resurfaces -9 en
To crit 5868 no
(8+3+3)=14 Glen
Phi is hurt by burn and Sand Tomb
Phi Phainted!

Wildfire uses Giga Drain -11 en
To crit 5460 no
(8+3+3)*1.5=21 Glen
10.5 Healed
Slam uses Sand Tomb -4 en
To hit 874 yes
To crit 257 yes (insult to injury)
(4+3+3)=10 Glen
Glen uses Earth Power -10 en
To crit 8202 no
To drop 8824 no
(9+3-1)*1.5=16.5 Slam
Glen -2 hp

Slam dug underground
Wildfire uses Energy Ball -5 en
To crit 5966 no
To drop 6226 no
(8+3+3)*1.5=21 Glen
Glen uses Earth Power -6 en
To crit 9276 no
To drop 2543 no
(9+3-1)*1.5=16.5 Slam
Slam resurfaces -9 en
To crit 1866 no
(8+3+3)=14 Glen

Glen fainted!

Deadfox wins!

Rewards:

Jesseus: 3 CC
Beldum: 1 EC, 3 MC, 1 DC
Trapinch: 1 EC, 3 MC, 1 DC
Privatyke: 1 EC, 3 MC, 1 DC, 1 KOC
Solosis: 1 EC, 3 MC, 1 DC

Deadfox: 3 CC
Onix: 1 EC, 3 MC, 1 DC, 1 KOC
Golett: 1 EC, 2 MC, 1 DC, 1 EC/DC
Gligar: 1 EC, 2 MC, 1 DC
Embirch: 1 EC, 2 MC, 1 DC, 3 KOC

I get: 9+5/2 UC=12 UC
 
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