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Completed Jesseus vs Gerard in a Magikal Battle!

Discussion in 'ASB' started by jayjinde, Nov 8, 2011.

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  1. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
    Messages:
    694
    Today's battle was brought to you by Magikraps, the best dice game in the Pokemon world!

    Today, both trainers decided to ride the Magik Karpet to Magik Land, where every Pokemon is a Magikarp! However, they keep their movepools!

    Here's the trainers and their Pokemon:

    Lord Jesseus's (no, he's not Jewish) Team:
    Zeta the Dratini (open)

    [​IMG]
    Dratini [Zeta] (Male)
    Nature: Quiet (+SpA, -Spe)

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

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 43 (-)
    Size Class: 2
    Weight Class: 1
    Base Rank Total: 13

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

    Abilities:
    Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Marvel Scale (DW): (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

    Attacks (13):
    Wrap
    Leer
    Thunder Wave
    Twister
    Dragon Rage
    Slam
    Agility

    Extremespeed
    Light Screen
    Dragon Pulse

    Ice Beam
    Surf
    Thunder

    Xi the Scyther (open)

    [​IMG]

    Scyther [Xi] (Male)
    Nature: Adamant (+Atk, -SpA)

    Type:
    Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
    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 5 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 105
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

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

    Abilities:
    Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
    Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, 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.
    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.

    Attacks (16):
    Vacuum Wave
    Leer
    Focus Energy
    Pursuit
    Agility
    Wing Attack
    Fury Cutter
    Quick Attack
    Double Team
    False Swipe

    Endure
    Reversal
    Counter

    Light Screen
    Brick Break
    U-Turn

    Tsan the Motherfucking Dunsparce (open)

    [​IMG]
    Dunsparce [Tsan] (Female)
    Nature: Brave (+Atk, -spe)

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

    Stats:
    Base:
    HP: 110
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 39 (-)
    Size Class: 3
    Weight Class: 2
    Base Rank Total: 18
    Evasion: -10%

    MC: 0
    DC: 0/5

    Abilities:
    Serene Grace: This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    Run Away: This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
    Rattled (DW): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.

    Attacks:
    Rage
    Defense Curl
    Yawn
    Glare
    Rollout
    Spite
    Pursuit

    Bite
    Headbutt
    Magic Coat

    Thunder Wave
    Rock Slide
    Dig

    Sampi the Nincada (open)

    [​IMG]
    Nincada [Sampi] (Male)
    Nature: Adamant (+Atk, -SpA)

    Type:
    Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:

    HP: 86
    Atk: 3 (+)
    Def: 3
    SpA: 1 (-)
    SpD: 2
    Spe: 40
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 13

    EC: 2/6
    MC: 1
    DC: 2/5

    Abilities:
    Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
    Run Away: (DW) (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

    Attacks (14):
    Scratch
    Harden
    Leech Life
    Sand-Attack
    Fury Swipes
    Mind Reader
    False Swipe
    Dig

    Endure
    Bug Bite
    Gust

    Substitute
    X-Scissor
    Aerial Ace

    Kappa the Seadra (open)

    [​IMG]
    Seadra [Kappa] (Female)

    Nature: Quiet (+SpA, -Spe)

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

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 2
    Spe: 74 (-)
    Eva: -10%
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 16

    EC: 6/9
    MC: 1
    DC: 5/5

    Abilities:
    Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
    Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
    Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    Attacks (19):
    Bubble
    Smokescreen
    Leer
    Water Gun
    Focus Energy
    Bubblebeam
    Agility
    Brine
    Hydro Pump
    Dragon Dance

    Outrage
    Signal Beam
    Disable

    Surf
    Hidden Power (Electric 7)
    Ice Beam
    Rest
    Sleep Talk
    Bounce
    Dive
    Substitute
    Scald
    Razor Wind

    Nu the Poliwhirl (open)

    [​IMG]
    Poliwhirl [Nu a.k.a Trolliwhirl] (Male)
    Nature: Quiet (+SpA, -Spe)

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

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 78 (-)
    Eva: -10%
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 16

    EC: 7/9
    MC: 1
    DC: 5/5

    Abilities:
    Damp: This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
    Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
    Swift Swim (DW): (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

    Attacks (17):
    Water Sport
    Bubble
    Hypnosis
    Water Gun
    Doubleslap
    Rain Dance
    Body Slam
    Bubblebeam
    Mud Bomb

    Encore
    Endure
    Endeavour

    Surf
    Psychic
    Dig
    Ice Beam
    Toxic
    Dive
    Earthquake
    Brick Break
    Scald
    Substitute

    Gerard's Team:
    Fantine (open)

    Kitsunoh (Fantine) {F}

    .. [​IMG]

    Nature
    : Jolly (+15% Speed, +20% Accuracy, -1 SpA)
    Type
    : Ghost/Steel

    • 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.

    • Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Abilities:


    • Frisk: (Can be Activated)
    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.
    • Limber: (Innate)
    This Pokemon’s body is well trained and immune to paralysis.
    • Cursed Body: (Innate)
    When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that 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: 4
    Def: 3
    SpA: 1 (-)
    SpD: 3
    Spe: 127 (+)
    SC: 3
    WC: 4
    BST: 19


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


    Attacks: 32

    Imprison

    Tail Whip
    Scratch
    Iron Defense
    Lick
    Odor Sleuth
    Faint Attack
    Shadow Sneak
    Metal Claw

    Curse
    Fake Out
    ShadowStrike
    Perish Song
    Revenge
    Copycat
    Perish Song


    Taunt
    Shadow Claw
    Double Team
    Earthquake
    Will-o-Wisp
    Substitute
    U-Turn
    Roar
    Dig

    Yawn
    Meteor Mash
    Foul Play
    Psycho Shift

    Magic Coat
    Ice Punch
    Thunder Punch

    Gavroche (open)

    Reuniclus (Gavroche) {M}
    [​IMG][​IMG]
    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
    Type
    : Psyquic

    • Psyquic: 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.

    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: (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.
    Stats:

    HP: 110
    Atk: 4 (+)
    Def: 3
    SpA: 5
    SpD: 3
    Spe: 26 (-)
    SC: 2
    WC: 2
    BST: 20


    EC: 9/9
    MC: 6
    DC: 5/5


    Attacks: 31

    Psywave
    Reflect
    Rollout
    Snatch
    Hidden Power Fire
    (7)
    Light Screen
    Charm
    Recover
    Pain Split
    Endeavor

    Thunder Wave
    Flash Cannon
    Double Team
    Psyshock
    Protect
    Toxic
    Psychic
    Thunder
    Energy Ball
    Hyper Beam
    Shadow Ball
    Hyper Beam
    Focus Blast
    Trick Room
    Calm Mind
    Rock Slide
    Gyro Ball

    Confuse Ray
    Acid Armor
    Imprison
    Trick

    Vogue (open)

    Starmie (Vogue) {O}
    [​IMG][​IMG]
    Nature: Timid (+15% Speed, +20% Acc, -1 Atk)
    Type
    : Water / Psychic

    • 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.

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

    Abilities:


    • Illuminate: (Can be Activated)
    When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
    • Natural Cure: (Innate)
    This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
    • Analytic: (Can be Enabled)
    If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.
    Stats:

    HP: 90
    Atk: 2 (-)
    Def:
    3
    SpA: 4
    SpD: 3
    Spe: 133
    (115*1.15)
    SC: 2
    WC: 4
    BST: 19


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



    Attacks: 24

    Tackle
    Harden
    Water Gun
    Rapid Spin
    Recover
    Camouflage
    Swift

    Light Screen
    Minimize
    Hydro Pump
    Confuse Ray

    Surf
    Ice Beam
    Thunderbolt
    Psychic
    Substitute
    Dive
    Protect
    Reflect
    Thunder
    Blizzard

    Double Team
    Hidden Power Fire (7)
    Rain Dance


    Aurora Beam
    Barrier
    Supersonic

    Bide
    Katherine (open)

    Kirlia (Katherine) {F}
    [​IMG][​IMG]
    Nature: Bold (+1 Def, -1 Atk)
    Type
    : Psychic

    • 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.

    Abilities:


    • Synchronize: (Innate)
    Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    • Trace: (Can be activated)
    This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    • Telepathy: (Innate)
    This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
    Stats:

    HP: 90
    Atk: 1 (-)
    Def:
    3
    (+)
    SpA: 3
    SpD: 2
    Spe: 50

    SC: 1
    WC: 2
    BST: 13


    EC: 6/9
    MC: 4
    DC: 5/5



    Attacks: 21

    Growl
    Confusion
    Double Team
    Teleport
    Lucky Chant
    Magical Leaf
    Heal Pulse

    Calm Mind
    Psychic
    Stored Power


    Disable
    Confuse Ray
    Encore


    Thunderbolt
    Shadow Ball
    Will-O-Wisp

    Protect
    Reflect
    Light Screen
    Thunder Wave
    Taunt

    Rhadamanthys (open)

    Ralts (Rhadamanthys) {M}
    [​IMG][​IMG]
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type
    : Psychic

    • 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.

    Abilities:


    • Synchronize: (Innate)
    Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    • Trace: (Can be activated)
    This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    • Telepathy (DW): (Innate)
    This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
    Stats:

    HP: 90
    Atk: 2 (+)
    Def:
    1
    SpA: 2
    SpD: 2
    Spe: 34 (40/1.15)

    SC: 1
    WC: 1
    BST: 10


    EC 0/9
    MC 0
    DC 0/5



    Attacks: 14

    Growl
    Confusion
    Double Team
    Teleport
    Lucky Chant
    Magical Leaf
    Heal Pulse


    Disable
    Confuse Ray
    Encore

    Taunt
    Shadow Ball
    Will-O-Wisp

    Nessarose (open)

    Abra (Nessarose) {M}
    [​IMG][​IMG]
    Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)
    Type
    : Psychic

    • 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.

    Abilities:


    • Synchronize (Innate)
    Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
    • 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.
    • Magic Guard (DW) (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.
    Stats:

    HP: 80
    Atk: 1
    Def:
    0
    (-)
    SpA: 4
    SpD: 2
    Spe: 104 (90 x 1.15 = 103.5)

    SC: 2
    WC: 2
    BST: 18


    EC 2/9
    MC 7
    DC 2/5



    Attacks: 7

    Teleport

    Guard Split
    Light Screen
    Encore

    Psychic
    Shadow Ball
    Energy Ball


    Rules:
    6v6 Triples (all Magikarps)
    1 Day DQ
    2 Recovers, 5 Chills
    Training Items only
    Switch = OK
    One ability

    Stage:
    Magik Land (open)

    The Arena is a beautiful lake area. Lots of freshwater, including nice waterfalls, as well as little rocky idlands and rich plant growth.
    But most importantly: All Pokemon are transformed into Magikarp! They retain their movepools, but their stats, typing and ability change to that of a Neutral Natured Magikarp (with full DC).
    For reference:

    Magikarp (open)

    [​IMG]
    Magikarp
    HP: 80
    Atk: Rank 1
    Def: Rank 2
    SpA: Rank 1
    SpD: Rank 1
    Spe: 80
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 9

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

    Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
    Rattled (DW): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. 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.


    Jesseus, send out your first three Magikarp, then Gerard sends his three out and chooses two actions each, then Jesseus chooses actions, then I'll ref.
  2. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    3,971
    Seadra, Poliwhirl, Dunsparce!
    ...Bringing two water types may have been a poor idea in hindsight.
    And that Starmie may be the death of me...
  3. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,346
    So let go there, Vogue, you do have a vey nice adventage in here, but our other pokes as just as good, Gavroche and Nessarose can (and will) give a good fight that i know we can, surf and EQ are our bigger concerns, so we better prepare for that, simple screens could do the trick, sadly brcik break ruined that, so we'll go or the haxy route instead, nothing to be too afraid

    Gavroche (Rattled): Thunder Wave (Nu) -
    Thunder Wave (Kappa)
    *If Nu or Kappa tries to use Substitute than use Snatch
    Vogue (Swift Swim): Thuderbolt (Nu) -
    Thuderbolt (Nu)
    *If Tsan uses Thunder Wave against you and you win the speed tie then use substitute 15
    Katherine (Rattled): Light Screen - Thunderbolt (Nu)
    *If Nu uses Brick Break then use WoW (Nu) A1

    Edit: No change
  4. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    3,971
    Oh its one ability? Ok I'm going to go swift swim for all. Gerard might want to change his actions (I doubt it) but he also needs to give Katherine an ability, so I'm going to wait for that.
  5. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
    Messages:
    694
    you still need to choose actions Jesseus
  6. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    3,971
    Yeah I thought my actions could differ depending on his chosen abilities.

    Nu, use Rain Dance! If you are fully paralysed, push this action back. If not, use Earthquake!
    Tsan, use Glare on Vogue because Thunder Wave is for losers! After that, use Rock Slide! Its not as potent without serene grace but its still 30% flinch.
    Kappa, use Hidden Power on Katherine OR Dive if she wins the speed tie. After that, use Bounce, avoiding Thunder Wave and Earthquake (hopefully) and hit Katherine!
  7. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
    Messages:
    694
    The ref gives the signal to send out Pokemon, and both trainers send out three Magikarp each. The ref then grabs a Smeargle and writes what they actually are on the side in waterproof paint, so Jesseus sent out Poliwhirl, Seadra, and Dunsparce. Gerard sent out a Starmie, Reuniclus, and Abra.

    I try to drown myself, and after failing that, say screw it and assign each Pokemon a number, Nu, Tsan, and Kappa are assigned 1, 2, and 3, while Gavroche, Vogue, and Katherine are given 4, 5, and 6.

    Turn order: 2, 5, 1, 4, 3, 6 (Tsan, Vogue, Nu, Gavroche, Kappa, Katherine)

    Tsan uses a Glare on Vogue to attempt to slow it down. Vogue fires off a Thunderbolt at Nu, who decides to do a rain dance. Gavroche decides to slow down Nu with a Thunder Wave so it is still slower even after Swift Swim takes effect. Kappa fires off a Hidden Power at Katherine, who retaliates by setting up a Light Screen.

    Speed Tiers:
    Swift Swim: Tsan, Kappa
    Normal: Gavroche, Katherine
    Swift Swim (paralyzed): Nu, Katherine

    2, 5, 3, 6, 1, 4
    Tsan fires off a Rock Slide by ramming into a cliff face, which ends up flinching Vogue. Kappa bounces up into the air. Gavroche tries to paralyze Kappa with Thunder Wave, but can't while its in midair. Katherine Thunderbolts Nu for big damage. Vogue flinches while Nu fires off an Earthquake. Kappa comes back down from its bounce, and hits Katherine.

    Rolls:
    Show Hide

    7319 (<=9000, Glare Hit, yes)
    1476 (<= 8500, Bounce Hit, yes)
    814 (<= 3000, Bounce Para, yes)
    6212, 1877, 8720 (<=3000, Rock Slide Flinches, Vogue only)

    Calcs:
    Show Hide

    Thunderbolt: 10 * 1.5 = 15 DMG
    Hidden Power(Elec): 7 * 1.5 = 10.5 DMG
    Earthquake(spread): 7.5 - 1.5 = 6 DMG
    Rock Slide(spread): 6 -1.5 = 4.5 DMG
    Bounce: 8 - 1.5 = 7.5 DMG



    Speed Tiers:
    Swift Swim: Tsan, Kappa
    Normal: Gavroche
    Swift Swim (paralyzed): Nu, Vogue
    Paralyzed: Katherine

    Do yourself a favor, check the nick, not the sprite.
    [​IMG][​IMG][​IMG]
    Nu | Tsan | Kappa
    HP: 44 | 74 | 80
    EN: 83 | 88 | 87
    Status: Para 15%, None, None
    [​IMG][​IMG][​IMG]
    Gavroche | Vogue | Katherine
    HP: 69 | 69 | 51
    EN: 82 | 82 | 85
    Status: None | Para 15% | Para 15%

    Jesseus, choose actions
  8. Lord Jesseus

    Lord Jesseus

    Joined:
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    Messages:
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    Tsan, Rock Slide twice! Go for the flinch! THE FLINCH!
    Kappa, hit Vogue with an Outrage! If you stop raging for some reason, Bounce it!
    Nu, try to Brick Break Katherine and then Body Slam Gavroche if you somehow survive.
  9. Gerard

    Gerard

    Joined:
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    Gavroche (Rattled): Thunder (Tsan) - Thunder (Tsan)
    *If Tsan goes down redirect to Kappa
    Vogue (Swift Swim): Thunder (Tsan) - Thunder (Tsan)
    *If Tsan goes down redirect to Kappa
    Katherine (Rattled): Disable (Tsan's Rock Slide) - Thunderbolt (Nu)
  10. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
    Messages:
    694
    I'm going to just list actions, I'll add a bit of flavor to the list...
    Turn Order: 2, 5, 1, 4, 6, 3

    Tsan causes another Rock Slide
    Kappa has an Outrage and hits Vogue
    Gavroche fires off a Thunder at Tsan
    Vogue is flinching
    Nu breaks Kathy's screens
    Kathy disables Tsan's Rock Slide

    Turn Order: 1, 3, 4, 6, 5, 2
    Kappa is still Outraging (probably because it's a Magikarp)
    Tsan just splashes because it can't cause a rock slide
    Gavroche is still trying to fry Tsan with a Thunder
    Nu slams its body against Gavroche
    Vogue joins in thundering the crap out of Tsan
    Kathy decides to Thunderbolt Nu to show it's different

    Rolls: (open)

    4678 (Rock Slide Hit Gavroche, yes)
    5425 (Rock Slide Flinch Gavroche, no)
    7461 (Rock Slide Hit Vogue, yes)
    850 (Rock Slide Flinch Vogue, yes)
    8854 (Rock Slide Hit Kathy, yes)
    7959 (Rock Slide Flinch Kathy, no)
    9611 (Outrage Crit, no)
    1631 (Thunder Crit, no)
    5639 (Thunder Para, no)
    7735 (Brick Break Crit, no)

    9000 (Outrage Target, Kathy)
    2350 (Outrage Crit, no)
    8401 (Thunder Crit, no)
    3720 (Thunder Para, no)
    8742 (Body Slam Crit, no)
    4234 (Body Slam Para, no)
    6218 (Thunder Crit, no)
    5029 (Thunder Para, no)
    5786 (Thunderbolt Crit, no)
    8167 (Thunderbolt Para, no)


    Calcs: (open)

    Thunder: (12) * 1.5 = 18 DMG (22.5 Crit)
    Rock Slide: (6 - 1.5) = 4.5 DMG (7.5 Crit)
    Thunderbolt: 10 * 1.5 = 15 DMG (19.5 Crit)
    Outrage: 12 - 1.5 = 10.5 DMG (13.5 Crit)
    Brick Break: 8 - 1.5 = 6.5 DMG (9.5 Crit)
    Body Slam: 8 - 1.5 = 6.5 DMG (9.5 Crit)


    [​IMG][​IMG][​IMG]
    Nu | Tsan | Kappa
    HP: 44 | 20 | 65
    EN: 71 | 64 | 71
    Status: Para 5%, Rock Slide Disabled (1 Action), None
    [​IMG][​IMG][​IMG]
    Gavroche | Vogue | Katherine
    HP: 56 | 53 | 29
    EN: 62 | 74 | 71
    Status: None | Para 5% | Para 5%
    Gerard, choose your actions
  11. Gerard

    Gerard

    Joined:
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    Gavroche (Rattled): Recover - Rock Slide
    Vogue (Swift Swim): Recover - Thunder (Nu)
    Katherine (Rattled): Thunderbolt (Tsan) - Thunder Wave (Kappa)
    *If Kappa has a sub up use eal Pulse on Gavroche
  12. Lord Jesseus

    Lord Jesseus

    Joined:
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    Oh man Recover, that'll make things hard for me...

    Ok Tsan, use Dig to avoid attacks coming your way and strike Katherine! After that, Rock Slide is no longer Disabled, so hit everything with that!

    Nu, we're going to force Vogue to use up all of its recovers AND waste an action in the next round with Encore! After that, use Endeavour on it!

    Kappa, use Razor Wind and then Bounce Katherine!
  13. jayjinde

    jayjinde

    Joined:
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    Messages:
    694
    I've been busy lately IRL, so I'm just going to ref this in the morning, so please don't try to DQ me.
  14. jayjinde

    jayjinde

    Joined:
    Jun 12, 2011
    Messages:
    694
    Turn Order: 2, 4, 1, 5, 3, 6

    Tsan begins the round by digging its way underground by eating the dirt to dodge any incoming attacks. Kappa sucks in a lot of air until it looks like a big, derpy balloon. Gavroche decides to recover off some lost HP. Nu for some reason gives Vogue's Thunder an encore, and the Thunder misses Tsan due to it being underground. Katherine shoots off a thunderbolt at Tsan, but it misses too due to Tsan still eating its way through the ground. Tsan digs to the surface and hits Katherine while Kappa expels the air from its mouth into a razor-like wind.

    Turn Order: 3, 5, 4, 6, 1, 2
    Kappa then starts bouncing its way into the air to dodge any incoming attacks. Vogue is still carrying out its encore, so it shoots off a powerful thunder at Tsan. Nu decides to pull a tricky endeavor and bring Vogue down to its level. Tsan's Rock Slide is no longer disabled, so he decides to cause another one. Gavroche and Katherine flinch. Kappa lands on Katherine putting her in a critical condition.

    Rolls (open)

    4851 (Razor Wind Crit Gavroche, no)
    1884 (Razor Wind Crit Vogue, no)
    803 (Razor Wind Crit Katherine, no)
    3399 (Dig Crit, no)
    1774 (Thunder Crit, no)
    1498 (Thunder Para, yes)
    3094 (Full Para, no)
    691 (Rock Slide Hit Vogue, yes)
    1058 (Rock Slide Flinch Vogue, no)
    8860 (Rock Slide Hit Gavroche, yes)
    487 (Rock Slide Flinch Gavroche, yes)
    2954 (Rock Slide Hit Katherine, yes)
    738 (Rock Slide Flinch Katherine, yes)
    9592 (Bounce Hit, no)

    Calcs (open)

    Dig: 8 - 1.5 = 6.5 DMG
    Razor Wind: 7 * 3/4 = 5.25 DMG
    Rock Slide: 6 - 1.5 = 4.5 DMG
    Endeavor: (48 - 44) / 1.75 = 2 DMG
    Thunder: 12 * 1.5 = 18 DMG


    [​IMG][​IMG][​IMG]
    Nu | Tsan | Kappa
    HP: 44 | 2 | 65
    EN: 54 | 48 | 57
    Status: None, Para (15%), None
    [​IMG][​IMG][​IMG]
    Gavroche | Vogue | Katherine
    HP: 65 | 42 | 13
    EN: 52 | 38 | 64
    Status: None | None | None
    Jesseus, choose your actions, and can both of you check my calcs and such?
  15. Lord Jesseus

    Lord Jesseus

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    Vogue used Recover, not Thunder on Tsan.

    Once you fix that up:
    Tsan, Rock Slide Twice! If you get Disabled, Headbutt Vogue!
    Seadra, Hidden Power Katherine twice! If it faints, hit Vogue instead. If it uses Protect, switch to vogue.
    Nu, Psychic Katherine twice. If it faints, switch to Vogue. If it uses Protect, switch to vogue.
  16. jayjinde

    jayjinde

    Joined:
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    Messages:
    694
    Quoting the Data Thread:
    The target is so flattered that it can’t help but repeat its last action for the next two (2) of its actions.
  17. Lord Jesseus

    Lord Jesseus

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    Wait for some reason I thought Nu would move after Vogue...
  18. Lord Jesseus

    Lord Jesseus

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    Ok So, I posted my actions 5 days ago, and the last post was 4 days ago.
    And its 1 Day DQ
    I would like to call for DQ against Gerard.
    edit: he's posted, migth as well keep going
  19. Gerard

    Gerard

    Joined:
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    Sorry for being late, a lot to do this week

    Gavroche (Rattled): Rock Slide - Thunder (Kappa)
    Vogue (Swift Swim): Thunderbolt (Kappa) - Thunder (Kappa)
    Katherine (Rattled): Heal Pulse (Vogue) - Thunder Wave (Nu
  20. jayjinde

    jayjinde

    Joined:
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    Messages:
    694
    Same excuse as Gerard

    5, 3, 2, 4, 6, 1
    Vogue begins the round by firing off a thunderbolt slightly weaker than the ones it has been using. Kappa uses Hidden Power, putting Katherine down to about where Tsan is, but less fried. Nu fires off a psychic blast, fainting Katherine and giving Jesseus the first kill of the match. Gavroche then fires off a Rock Slide, evening the kill count up by taking out Tsan.

    2, 1, 3, 4
    (1 is still Nu, Kappa is 2, Gavroche is 3, Vogue is 4)
    Kappa, now seeing the power in its Hidden Power, decides to use it on Vogue. Nu shoots its psychic blast at Vogue. Gavroche fires off another Thunder at Kappa. Vogue is still enjoying the rain and fires off another Thunder.

    Rolls (open)

    7347 (Thunderbolt Crit, no)
    3399 (Thunderbolt Para, no)
    9932 (Hidder Power Crit, no)
    1861 (Rock Slide Hit Kappa, yes)
    7027 (Rock Slide Flinch Kappa, no)
    5300 (Rock Slide Hit Tsan, yes)
    2435 (Rock Slide Flinch Tsan, no)
    2387 (Rock Slide Hit Nu, yes)
    3557 (Rock Slide Flinch Nu, no)
    8809 (Hidden Power Crit, no)
    1516 (Psychic Crit, no)
    8805 (Psychic -SpD, no)
    5940 (Thunder Para, no)
    4046 (Thunder Para, no)

    Calcs (open)

    Thunderbolt: 10 * 1.5 = 15 DMG
    Hidden Power: 7 * 1.5 = 10.5 DMG
    Psychic: 9 = 9 DMG
    Rock Slide: (6 - 1.5) = 4.5 DMG
    Thunder: 12 * 1.5 = 18 DMG

    Post Round:
    [​IMG][​IMG][​IMG]
    Nu | Tsan | Kappa
    HP: 40 | KO | 9
    EN: 30 | KO | 44
    Status: None| Crispy | None
    [​IMG][​IMG][​IMG]
    Gavroche | Vogue | Katherine
    HP: 65 | 22 | KO
    EN: 39 | 21 | KO
    Status: None | None | Mind=Blown
    Gerard, choose your next Pokemon, then Jesseus chooses his and then his actions, then Gerard chooses actions, then I'll do more reffing

  21. Gerard

    Gerard

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    Fantine's coming, and taking adventage of the rain already here, swift swim's gonna be it
  22. Lord Jesseus

    Lord Jesseus

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    I'll go Zeta the Dratini.
    But it's Gerard's turn to post actions, I went first last time.
    edit: swift swim
  23. Gerard

    Gerard

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    Agree, altough you still have to say ability :3

    Gavroche (Rattled): Thunder Wave (Zeta)- Thunder (Nu)
    *If Kappa uses Rest use Snatch (this should take the recovery but not the sleep, just like it takes the sub, but not the hp lose)
    Vogue (Swift Swim): Recover - Thunder (Kappa)
    *If Nu tries to Encore you use Thunder against him A1 unless he wins the speed tie
    Fantine (Swift Swim): Fake Out (Zeta) - ThunderPunch (Nu)
    *If Zeta uses Thunder Wave against yo an you don't have a substitute up then use substitute (20)
    .
  24. Lord Jesseus

    Lord Jesseus

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    Kappa, use Razor Wind then Evasive Agility!
    (Btw you calculated Razor Wind wrong before - it has 8 BAP, not seven, which due to multi-target goes down to 6 damage, not 5. Also keep in mind it has negative priority)
    Nu, use Endeavour on Fantine then Chill.
    Zeta, use Agility (but actually you'll just flinch and get parad :( ) then Dragon Rage Vogue.

    Also what happens to Gerard's attacks which target the non-existent Tsan? Will they just fail or pick a new target?
  25. Gerard

    Gerard

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    The Tsan ones were directed at Nu, you can reorder if you feel the need
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