Jesseus vs Gerard in a Magikal Battle!

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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:

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



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


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


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


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


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:
Kitsunoh (Fantine) {F}

..


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
Reuniclus (Gavroche) {M}

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
Starmie (Vogue) {O}

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
Kirlia (Katherine) {F}

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
Ralts (Rhadamanthys) {M}

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
Abra (Nessarose) {M}

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:
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
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.
 
Seadra, Poliwhirl, Dunsparce!
...Bringing two water types may have been a poor idea in hindsight.
And that Starmie may be the death of me...
 
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
 
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.
 
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!
 
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:
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:
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.

Nu | Tsan | Kappa
HP: 44 | 74 | 80
EN: 83 | 88 | 87
Status: Para 15%, None, None

Gavroche | Vogue | Katherine
HP: 69 | 69 | 51
EN: 82 | 82 | 85
Status: None | Para 15% | Para 15%

Jesseus, choose actions
 
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.
 
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)
 
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

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)


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)



Nu | Tsan | Kappa
HP: 44 | 20 | 65
EN: 71 | 64 | 71
Status: Para 5%, Rock Slide Disabled (1 Action), None

Gavroche | Vogue | Katherine
HP: 56 | 53 | 29
EN: 62 | 74 | 71
Status: None | Para 5% | Para 5%
Gerard, choose your actions
 
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
 
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!
 
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.

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)

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



Nu | Tsan | Kappa
HP: 44 | 2 | 65
EN: 54 | 48 | 57
Status: None, Para (15%), None

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?
 
Nu for some reason gives Vogue's Thunder an encore, and the Thunder misses Tsan due to it being underground.
Vogue (Swift Swim): Recover - Thunder (Nu)
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.
 
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.
 
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
 
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
 
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.

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)

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:

Nu | Tsan | Kappa
HP: 40 | KO | 9
EN: 30 | KO | 44
Status: None| Crispy | None

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

 
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)
.
 
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?
 
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