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Completed Jigglypuff battles with the best band on Earth! (Pwnemon vs. MK Ultra)

Discussion in 'ASB' started by Complications, Nov 5, 2012.

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  1. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    3v3 Training Singles
    No DQ
    Switch=KO
    2/5 R/C
    2 subs
    all abilities
    training items
    Pokemon Stadium (open)
    [​IMG]
    Arena: Pokemon Stadium
    Base Field Type: Neutral
    Complexity: Intense
    Format: Singles/Doubles/Melee (4 Pokemon on the field max)
    Restrictions: The starting field is a floor of linoleum and sod. It cannot be dug through and provides no rocky materials for rock-based field attacks, nor any external supply of water for water-based field attacks. Camouflage and Nature Power treat the base field as Normal-type or neutral.

    Description: At the end of every round, the arena changes to one of 8 elemental fields (non-repeating). This type-based field lasts for one round before changing again. After two rounds on a type-based field, the arena returns to the normal field for one round. The field is scaled to about double the size of the stage in Super Smash Bros Brawl/Melee. Layout of the fields is identical to what's shown in the pictures for each stage, however, any floating platforms not attached to part of the stage should be treated as nonexistent. Additionally, the stage is treated as a flat floor that is contiguous with the ground, rather than an elevated platform; any Pokemon knocked out of the arena can return without further penalty. The elemental fields featured in this stage do not repeat until all 8 have been brought up. Each trainer will be given the option to switch Pokemon when the stage shifts; this will proceed in the same turn order as it would if the trainers were attacking, and it does NOT take up a turn in the round. After both trainers decide whether or not to switch, attack orders proceed normally.
    Each elemental field brought up in this stage has its own layout that's separate from the base field, which are as follows:

    [​IMG]
    Field Type: Rock
    Description: Easily enables the use of Rock-based moves such as Rock Slide and Rock Tomb, reducing the energy cost of all Rock-type moves by one (1). The movement and maneuverability of Flying or airborne Pokemon is greatly reduced by the towering rock masses, lowering their evasion by 50% and adding three (3) extra energy for any flying-related commands. The cacti around the outside of the arena mimic the effects of Spikes, causing damage to any Pokemon that comes in contact with them (acts as a field/movement hazard, NOT an entry hazard).

    [​IMG]
    Field Type: Grass
    Description: Grass-type and Bug-type Pokemon feel very at home in this forested environment. Grass-type attacks have their base damage boosted by two (2) and their energy cost reduced by two (2), while Bug-type Pokemon have the energy cost of all commands reduced by one (1).

    [​IMG]
    Field Type: Water
    Description: Allows unlimited use of all Water-moves. Environmental moves such as Surf are enabled, and the energy cost of Water-type moves is reduced by two (2). Swift Swim is active for all Pokemon that reside in the pond at one end of the stage. Electric-type attacks aimed at Pokemon in the water have perfect accuracy (akin to Aura Sphere or Swift). Any interaction with the water or the fountains causes a great deal of splashiness to take place, causing the effects of Water Sport to come into effect for as long as this field is up.

    [​IMG]
    Field Type: Fire
    Description: The arena blazes with intense heat; If a Pokemon uses a Fire-type attack in this arena it will pick up additional heat, increasing its Base Attack Power by two (2). Pokemon cannot be frozen while this field is active. If a Pokemon uses a Water-type attack in this field some of it will evaporate, reducing its Base Attack Power by two (2). The increase in Firepower and the decrease in effectiveness of Water moves does NOT stack with the effects of Sunny Day. Attacking moves that inflict burns have their chance of doing so raised by 10% (flat).

    [​IMG]
    Field Type: Electric
    Description: The spinning turbines in the arena cause a lot of static electricity buildup in the area, boosting the damage output of all Electric-type moves by two (2) damage flat. Additionally, any Pokemon attempting to remain on the treadmill running laterally across the stage must spend three (3) energy per turn to stay in place or to move across the stage, but being on the treadmill doubles the static electricity buildup, boosting the chance of paralysis for all Electricity-based paralyzing moves by 10% flat. Furthermore, the ground is made of Metal and cannot be dug through with an attack stat lower than rank five (5).

    [​IMG]
    Field Type: Flying
    Description: Fans blow upward from underneath the stage, reducing gravity for all Pokemon present. The energy penalty for remaining airborne with Fly is eliminated altogether, and the Jump command can be used to avoid Ground-based attacks like Earthquake and Magnitude (effectiveness depends on the user's weight). The energy cost of all wind-based attacks is reduced by one (1). Digging restrictions apply here same as they do on the Electric stage.

    [​IMG]
    Field Type: Ground
    Description: The ground is extremely soft and malleable here, reducing Ground-type attacks' energy cost by one (1), and lowering the energy cost for consecutive Digging by two (2). Electric-type attacks have their power greatly reduced here, as if Mud Sport were in effect. The bones and fossils littered throughout the stage can be used as weapons by the Pokemon, supplying them with objects that can be picked up or used with Fling-- including items such as Rare Bones, Thick Clubs, Hard Stones, and more.

    [​IMG]
    Field Type: Ice
    Description: Ice-type moves become more powerful due to the frosty air. All Ice-type moves have their base damage boosted by two (2), and the Freeze chance of all moves is boosted by a flat 5%. All effects of burns are neutralized, though not eliminated, while this stage is in effect, though the burn will flame up again when this stage is no longer active. (In other words, the Pokemon is still afflicted with a burn, but it is temporarily treated as if it is not. This also applies to the effects of Facade, etc.) Additionally, the ground is very slippery, and any commands that require dodging or traveling will have a 30% chance of resulting in the Pokemon slipping and falling on the icy floor. Ice-type Pokemon can travel more easily on the ground and are exempt from slipping.


    [​IMG]
    Complications: "Muse is da best."
    [​IMG]
    Optimus: "Is that bias?"
    Complications: "... n-no. I have no idea what your talking about... uh, let's look at the competitor's teams!"

    Pwnemon:
    Gallade (open)

    [​IMG]
    (Gallade) Rodney (M)

    Types:
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
    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.

    EC: FULL
    MC: 1
    DC: FULL

    Nature: Impish (+Def, -SpA)

    Stats:
    HP: 100
    ATK: 5
    DEF: 4 (+)
    SPA: 2 (-)
    SPD: 4
    SPE: 80
    SIZE: 3
    WEIGHT: 4
    BRT: 21

    Abilities:

    Steadfast: (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.
    Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Moves:
    Calm Mind
    Charm
    Close Combat
    Confusion
    Double Team
    Dream Eater
    Feint
    Fury Cutter
    Future Sight
    Growl
    Heal Pulse
    Helping Hand
    Hypnosis
    Imprison
    Leaf Blade
    Lucky Chant
    Magical Leaf
    Night Slash
    Protect
    Psycho Cut
    Psychic
    Slash
    Stored Power
    Swords Dance
    Teleport

    Confuse Ray
    Destiny Bond
    Disable
    Encore
    Grudge
    Mean Look
    Memento
    Shadow Sneak
    Synchronoise
    Will-O-Wisp

    Body Slam
    Defense Curl
    Double-Edge
    Drain Punch
    Dual Chop
    Endure
    Fire Punch
    Fury Cutter
    Headbutt
    Helping Hand
    Hyper Voice
    Ice Punch
    Icy Wind
    Knock Off
    Low Kick
    Magic Coat
    Magic Room
    Mimic
    Mud-Slap
    Nightmare
    Pain Split
    Recycle
    Signal Beam
    Skill Swap
    Sleep Talk
    Snatch
    Snore
    Swift
    ThunderPunch
    Trick
    Vacuum Wave
    Wonder Room
    Zen Headbutt

    Aerial Ace
    Ally Switch
    Attract
    Brick Break
    Bulk Up
    Bulldoze
    Captivate
    Charge Beam
    Cut
    Dream Eater
    Earthquake
    Echoed Voice
    Facade
    False Swipe
    Flash
    Fling
    Focus Blast
    Focus Punch
    Frustration
    Giga Impact
    Grass Knot
    Hidden Power
    Hyper Beam
    Light Screen
    Low Sweep
    Natural Gift
    Poison Jab
    Psych Up
    Psyshock
    Rain Dance
    Reflect
    Rest
    Return
    Rock Slide
    Rock Smash
    Rock Tomb
    Round
    Safeguard
    Secret Power
    Shadow Ball
    Shock Wave
    Stone Edge
    Strength
    Substitute
    Sunny Day
    Swagger
    Swords Dance
    Taunt
    Telekenesis
    Thief
    Thunder Wave
    Thunderbolt
    Torment
    Toxic
    Trick Room
    Work Up
    X-Scissor


    Sing
    Wish

    48 moves
    Colossoil (open)

    [​IMG]
    (Colossoil) Sid (M)

    Nature: Jolly (15% increase to speed, 1 stage decrease to SpA, 14% flat acc boost to attacks)
    Type: Dark/Water
    Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    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.

    Abilities:
    Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
    Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

    EC: FULL
    MC: 0
    DC: FULL

    Stats:
    HP: 120
    Atk: 5
    Def: 3
    SpA: 2 (-)
    SpD: 3
    Spe: 110+
    Size Class: 5
    Weight Class: 10
    Base Rank Total: 22
    14% flat acc boost

    moves:
    Bite
    Body Slam
    Bounce
    Bubblebeam
    Crunch
    Dig
    Drill Run
    Horn Attack
    Horn Drill
    Leer
    Magnitude
    Megahorn
    Muddy Water
    Peck
    Pursuit
    Rapid Spin
    Spit Up
    Stockpile
    Swallow
    Tackle

    Double-Edge
    Encore
    Fake Out
    Fire Fang
    Fissure
    Flail
    Foul Play
    Mud Bomb
    Mud Shot
    Sand Tomb
    Screech
    Sucker Punch
    Thunder Fang
    Water Spout


    AncientPower
    Aqua Tail
    Dark Pulse
    Dive
    Earth Power
    Iron Tail
    Knock Off
    Rollout
    Snore
    Superpower

    Attract
    Brick Break
    Bulldoze
    Captivate
    Double Team
    Dragon Tail
    Earthquake
    Echoed Voice
    Embargo

    Endure
    Facade
    Frustration
    Giga Impact
    Hidden Power
    Hyper Beam
    Natural Gift
    Payback
    Poison Jab
    Protect
    Quash
    Rain Dance
    Rest
    Retaliate
    Return
    Roar
    Rock Slide
    Rock Smash
    Rock Tomb
    Round
    Sandstorm
    Secret Power
    Sleep Talk
    Sludge Bomb
    Sludge Wave
    Smack Down
    Snarl
    Snatch
    Stone Edge
    Strength
    Substitute
    Sunny Day
    Swagger
    Taunt
    Thief
    Toxic
    U-turn

    35 moves
    Pyroak (open)
    [​IMG]
    (Pyroak) Ambrose (M)
    Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
    Types: Grass / Fire
    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.
    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.

    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.
    Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
    Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    Stats:
    HP: 120
    Atk: 4 (+)
    Def: 4
    SpA: 3
    SpD: 3
    Spe: 52 (-) (10% flat evasion drop)
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 20

    EC: FULL
    MC: 0
    DC: FULL

    Attacks:
    Absorb
    Amnesia
    Bullet Seed
    Ember
    Fire Spin
    Flame Burst
    Flame Wheel
    Flare Blitz
    Giga Drain
    Growth
    Heat Crash
    Iron Defense
    Lava Plume
    Leech Seed
    Leaf Tornado
    Petal Dance
    Sweet Scent
    Synthesis
    Wood Hammer
    Zap Cannon

    Aromatherapy
    Blaze Kick
    Counter
    Dragonbreath
    Earth Power
    GrassWhistle
    Inferno
    Natural Gift
    Psybeam
    Revenge
    Sand Tomb
    Water Sport

    AncientPower
    Block
    Headbutt
    Heat Wave
    Iron Tail
    Low Kick
    Seed Bomb
    Sleep Talk
    Snore
    Stealth Rock
    Worry Seed

    Attract
    Bulldoze
    Double Team
    Dragon Tail
    Earthquake
    Endure
    Energy Ball
    Facade
    Fire Blast
    Flame Charge
    Flamethrower
    Flash
    Flash Cannon
    Frustration
    Giga impact
    Grass Knot
    Hidden Power (Ice, 7)
    Hyper Beam
    Incinerate
    Light Screen
    Low Sweep
    Overheat
    Protect
    Rest
    Return
    Roar
    Rock Climb
    Rock Slide
    Rock Smash
    Rock Tomb
    Round
    Safeguard
    Secret Power
    SolarBeam
    Stone Edge
    Strength
    Substitute
    Sunny Day
    Swagger
    Swords Dance
    Toxic
    Will-O-Wisp

    42 moves


    MK Ultra
    Pansear (open)

    [​IMG]
    Pansear [Kikazaru] (F)
    Nature: Mild (+Spa, -Def)
    Type: Fire
    Fire: Fire STAB; immune to burn, 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.

    Stats:
    HP: 90
    Atk: Rank 2
    Def: Rank 1 (-)
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 64
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

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

    Abilities:
    Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
    Blaze (DW Locked): (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).

    Moves (15):
    Scratch
    Leer
    Lick
    Incinierate
    Fury Swipes
    Yawn
    Bite
    Flame Burst
    Amnesia

    Low Kick
    Heat Wave
    Sleep Talk

    Protect
    Substitute
    SolarBeam

    Colosshale (open)

    [​IMG]
    Colosshale [Painkiller] (M)
    Nature: Adamant (+Atk, -Spa)
    Type: Dark/Water
    Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    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 2
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 85
    Size Class: 4
    Weight Class: 9
    Base Rank Total: 16

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

    Abilities:
    Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
    Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
    Flare Boost (DW Locked): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

    Moves:
    Leer
    Tackle
    Mud Shot
    Bubblebeam
    Rapid Spin
    Mud Bomb
    Pursuit

    Fake Out
    Fire Fang
    Thunder Fang

    Earthquake
    Rock Slide
    Protect

    Kitsunoh (open)

    [​IMG]
    Kitsunoh(*) Banquo (M)
    Nature: Adamant (Attack increased by *; Special Attack decreased by *)
    Type: Steel/Ghost
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by
    Acid and Acid Bomb, can be magnetized.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker
    Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only:
    moving through walls.)

    Abilities:
    Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
    Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
    Cursed Body (DW): (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: *****(+)
    Def: ***
    SpA: *(-)
    SpD: ***
    Spe: 110

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

    Attacks:
    Tackle(*)
    Scratch
    Tail Whip
    Odor Sleuth
    Copycat
    Iron Defense(*)
    Lick(*)
    Leer(*)
    Faint Attack(*)
    Shadow Sneak(*)
    Curse(*)

    Meteor Mash(*)
    Yawn(*)
    FeatherDance(*)

    Will-O-Wisp(*)
    Swagger(*)
    Trick Room(*)

    Taunt
    ShadowStrike
    U-Turn
    Metal Burst
    Rock Slide
    Earthquake
    Substitute
    Fake Out
    Torment
    Brick Break
    ThunderPunch
    Perish Song
    Revenge
    Iron Head
    Shadow Claw
    Endeavour

    Complications: "And let's begin!
    MK Ultra sends out mon.
    Pwnemon sends out mon and orders.
    MK Ultra orders.
    I ref.
    You get the rest. Good luck guys and have fun!
  2. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    lgi colosshale
  3. Pwnemon

    Pwnemon judges silently
    is a Tutoris a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,734
    i feel like i came overprepared

    Gallade let's get it

    oh for future reference all three of my mons are holding exp shares

    Close Combat ~ Brick Break ~ close combat

    IF protect and protect not used last action then sub (15) the first time and reflect the next
  4. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    Fire Fang-Earthquake-Fire Fang
  5. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    [​IMG]
    Rodney @ Exp. Share
    HP: 100
    Energy: 100
    Status: None
    [​IMG]
    Painkiller
    HP: 100
    Energy: 100
    Status: None

    Calculations (open)

    Action 1
    Colloshale used Fire Fang!
    Hit: <951/1000=Yes. 403=Hit!
    Crit: 704=No
    Flinch: <101/1000=Yes. 489=No.
    Burn: <101/1000=Yes. 239=No.
    7+4.5-6=5.5 Damage!
    5 Energy

    Gallade used Close Combat!
    Hit: Irrelevant
    Crit: 522=No
    (12+3+7.5-3)1.5=29.25 Damage!
    Gallade's Defense fell! Gallade's Special Defense fell!
    8 Energy

    Action 2
    Colloshale used Earthquake!
    Hit: Irrelevent
    Crit: 489=No
    10+4.5-6+1.75=10.25 Damage!
    7 Energy

    Gallade used Brick Break!
    Hit: Irrelevant
    Crit: 627=No
    (8+3+7.5-3)1.5=23.25 Damage!
    6 Energy

    Action 3
    Colloshale used Fire Fang!
    Hit: <951/1000=Yes. 25=Hit!
    Crit: 326=No
    Flinch: <101/1000=Yes. 565=No.
    Burn: <101/1000=Yes. 712=No.
    7+4.5-6+1.75=7.25 Damage!
    5 Energy

    Gallade used Close Combat!
    Hit: Irrelevant
    Crit: 233=No
    (12+3+7.5-3)1.5=29.25 Damage!
    Gallade's Defense fell! Gallade's Special Defense fell!
    8 Energy

    Stadium:
    5=Electric Type Stadium!


    [​IMG]
    Complications: "Hmm... a tactical decision on Pwnemon's... well played."
    [​IMG]
    Optimus: "Tactical! It's just dirty! Where's your honor? Pwnemon how can you live with yourself!?"
    Complications: "Well folks it looks like Pwnemon has started the match with the upper hand. An NFE vs. a FE Pokemon isn't a very good matchup to begin with, but when that FE is Gallade and when that Gallade is super-effective to the NFE... *Shudders.* Well, anyways, the submariner Painkiller starts the offense by latching onto Rodney with burning hot fangs, maybe hoping for a burn, or a flinch, or both the level the playing field. Gallade, showing his excellent training, ignores the pain from the bite, and, taking advantage of the close proximity of the battlers, starts to let loose a flurry of kicks and punches, dealing massive damage but leaving Gallade exposed to attacks. (Guys my parents are making me get off NOW I'll finish the flavor later. The next arena is Electric.)


    [​IMG]
    Rodney @ Exp. Share
    HP: 77
    Energy: 78
    Status: -2Def, -2SDef
    [​IMG]
    Painkiller
    HP: 18
    Energy: 84
    Status: None
  6. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

    Joined:
    Aug 20, 2010
    Messages:
    2,368
    Regretting asking for Switch=KO...
    Fake Out-Fire Fang-Earthquake
    If non-consecutive Protect, Chill
  7. Pwnemon

    Pwnemon judges silently
    is a Tutoris a Forum Moderatoris a Community Contributoris a Smogon Media Contributoris a Tiering Contributoris a Contributor to Smogon
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,734
    steadfast, teehee

    flinch ~ drain punch ~ close combat
  8. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    [​IMG]
    Rodney @ Exp. Share
    HP: 77
    Energy: 78
    Status: -2Def, -2SDef
    [​IMG]
    Painkiller
    HP: 18
    Energy: 84
    Status: None
    Calculations (open)

    Action 1
    Painkiller used Fake Out!
    Hit: Irrelevant
    Crit: 573=No
    4+4.5-6+3.5=6 Damage!
    7 Energy

    Rodney flinched!
    Rodney's Steadfast raised its speed!

    Action 2
    Rodney used Drain Punch!
    Hit: Irrelevant
    Crit: 960=No
    (8+3+7.5-3)1.5=23.25 Damage!
    Rodney recovered 12 HP!
    15 Energy

    Painkiller fainted!

    Stadium
    1=Rock!

    The round starts as Painkiller gives his best attempt to quickly lunge over the treadmills of the newly formed arena, faking Rodney out and causing him to flinch in the sheer surprise that a whale was able to move over such a speedy treadmill in the first place. However, Rodney calms himself down, and to prevent flinches, prepares to move faster, which he does. Immediately after flinching, Rodney leaps across the treadmills and plants a powerful punch into Painkiller's face, draining energy and damaging it at the same time, leaving Rodney with more health than he started with in the round! As Rodney pulls away, Painkiller prepares to attack again, but suddenly collapses, unconscious. As he faints, a faint rumble can be heard, and the treadmill under Rodney's feet bulges upwards as a rocky cliff shoots into the air, Rodney perched on top.

    [​IMG]
    Optimus: "Fear not Painkiller, you did your best under the circumstances. As for Rodney... HMPH!"


    [​IMG]
    Rodney @ Exp. Share
    HP: 83
    Energy: 63
    Status: +1Spe (Permanent), -1Def, -1SDef
    [​IMG]
    Painkiller
    HP: DX
    Energy: DX
    Status: DX
    MK Ultra sends out and equips.
    Pwnemon orders.
    MK Ultra orders.
  9. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    Kitsunoh@I got nothin
  10. Pwnemon

    Pwnemon judges silently
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    Doubles Co-Lead

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    Will-O-Wisp ~ Earthquake ~ Earthquake

    IF WoW is used then use encore that action
    IF Taunt a1 then use eq ~ fire Punch ~ eq instead
  11. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    Taunt-Will-O-Wisp-ShadowStrike
  12. Complications

    Complications

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    [​IMG]
    Rodney @ Exp. Share
    HP: 77
    Energy: 63
    Status: -2Def, -2SDef
    [​IMG]
    Banquo
    HP: 100
    Energy: 100
    Status: None
    Calculations (open)

    Action 1
    Rodney used Earthquake!
    Hit: Irrelevant
    Crit: 673=No
    (10+7.5-4.5)1.5=19.5 Damage!
    7 Energy

    Banquo used Taunt!
    Hit: Irrelevant
    Rodney was taunted!
    10 Energy

    Action 2
    Rodney used Fire Punch!
    Hit: Irrelevant
    Crit: 602=No
    Effect: <101/1000=Yes.695=No!
    (8+7.5-4.5)1.5=16.5 Damage!
    Rodney moved onto the platforms to attack!
    6 Energy

    Banquo used Will-O-Wisp!
    Hit: <751/1000=Yes. 661=Hit!
    Rodney was burned!
    7 Energy

    -2HP Rodney
    Action 3
    Rodney used Earthquake!
    Hit: Irrelevant
    Crit: 375=No
    Platforms collapse: <334/1000=Collapse. 792=No collapse.
    (7+7.5-4.5)1.5=15 Damage!
    8 Energy

    Banquo used ShadowStrike!
    Hit: <951/1000=Yes.994=Miss! (Ermahgerd)
    Banquo's attack missed!
    6 Energy
    Banquo moved onto the platforms to attack!

    -2HP Rodney
    Stadium
    2=Grass!

    The round starts with both Pokemon facing off against eachother on opposite cliffs. Rodney, with its newfound speed, launches a powerful earthquake across the stadium, shaking Banquo to his core. Despite the powerful attack, Banquo puts on a game face and... flicks Rodney the bird? Rodney, enraged by the insult, lunges across the field onto a platform and punches upwards with a burning fist, striking Banquo in the chest, who in turn responds by casting a trail of eerie, fiery wisps onto Rodney, burning him. Rodney once again launches an Earthquake, weakened by his burn. Though the platform shakes from the force, Rodney is lucky; it does not collapse, which would send him crashing onto the cacti. As the final act of the round, Banquo vanishes, and reappears behind Rodney on the platform, preparing to strike him, but Rodney is ready and dodges. As the Pokemon finish fighting, the ground rumbles once again, and the cliff faces shrink into gentle, grassy hills.

    [​IMG]
    Optimus: "But... but... how can a bully be so strong?"
    [​IMG]
    Complications: "I think that you mistook tactics for cheapness..."

    [​IMG]
    Rodney @ Exp. Share
    HP: 79
    Energy: 41
    Status: +1Spe (Permanent), Burned, Taunted (4A)
    [​IMG]
    Banquo
    HP: 49
    Energy: 77
    Status: None
  13. Complications

    Complications

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    Hey guys this has been reffed for a while now.
  14. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    Meteor Mash-ShadowStrike-Endeavour
  15. Pwnemon

    Pwnemon judges silently
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    earthquake+earthquake ~ cool ~ earthquake
  16. Complications

    Complications

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    [​IMG]
    Rodney @ Exp. Share
    HP: 79
    Energy: 41
    Status: +1Spe (Permanent), Burned, Taunted (4A)
    [​IMG]
    Banquo
    HP: 49
    Energy: 77
    Status: None

    Calculations (open)

    Action 1
    Banquo used Meteor Mash!
    Hit: <851/1000=Yes. 53=Hit!
    Crit: 664=No
    Effect: <201/1000=Yes. 930=No
    10+3+6-6=13 Damage!
    7 Energy

    Rodney used Earthshatter! (Earthquake+Earthquake combo)
    Hit: Irrelevant
    Crit: 434=No
    (19.5+7.5-4.5)1.5=33.75 Damage!
    31.5 Energy!

    Action 2
    Rodney must cool down!

    Banquo used ShadowStrike!
    Hit: <951/1000=Yes. 664=Hit!
    Crit: 874=No
    Effect: <501/1000=Yes. 493=Yes.
    (10+3+6-6)1.5=19.5 Damage!
    7 Energy

    Action 3
    Rodney used Earthquake!
    Hit: Irrelevant
    Crit: 918=No
    (7+7.5-4.5)1.5=15 Damage!
    15 Energy!

    Banquo fainted!
    Rodney fainted from exhaustion!


    I feel like I made a mistake... I was distracted. Just double check the calcs if you think something's up.


    [​IMG]
    Rodney @ Exp. Share
    HP: DX
    Energy: DX
    Status: DX
    [​IMG]
    Banquo
    HP: DX
    Energy: DX
    Status: DX

  17. Pwnemon

    Pwnemon judges silently
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    yeah gallade has rank 5 atk not rank 4 atk banquo should be KOed
  18. Complications

    Complications

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    I knew something was up. Thanks, fixed.
  19. Pwnemon

    Pwnemon judges silently
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    go Colossoil!

    (mk auto-sends out pansear)

    Earthquake ~ drill run ~ earthquake

    IF Yawn and you don't have a sub up then sub (15)
    IF Low Kick and not in combo then dig
  20. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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    Low Kick+Low Kick-cool-Low Kick+Low Kick
  21. Complications

    Complications

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    Oh guys I forgot to mention the field type. It's water. Reorder of you wish :/
  22. Pwnemon

    Pwnemon judges silently
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    Doubles Co-Lead

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  23. MK Ultra

    MK Ultra BOOGEYMAN
    is a Forum Moderator Alumnus

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  24. Complications

    Complications

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    Ugg I have to copy and paste 2 sprites! ;P

    [​IMG]
    HP: 120
    Energy: 100
    Status: None
    [​IMG]
    HP: 90
    Energy: 100
    Status: None

    Calculations (open)

    Action 1
    Sid used Earthquake!
    Hit: Irrelevant
    Crit: 801=No
    (10+3+7.5-1.5)1.5=28.5 Damage!
    7 Energy

    Kikazaru used Low Blow! (Low Kick+Low Kick combo)
    Hit: Irrelevant
    Crit: 335=No
    ((16x2.25)+3-4.5)1.5=51.75 Damage!
    (9+13)1.75=38.5 Energy

    Action 2
    Sid used Drill Run!
    Hit: Irrelevant
    Crit: 273=No
    (8+3+7.5-1.5)1.5=25.5 Damage!
    6 Energy

    Kikazaru chilled!

    Action 3
    Sid used Earthquake!
    Hit: Irrelevant
    Crit: 533=No
    (10+3+7.5-1.5)1.5=28.5 Damage!
    7 Energy

    Kikazaru used Low Blow! (Low Kick+Low Kick)
    Hit: Irrelevant
    Crit: 576=No
    ((16x2.25)+3-4.5)1.5=51.75 Damage!
    (17+21)1.75=66.5 Energy

    Kikazaru fainted from exhaustion!


    As MK Utra sends in his final Pokemon, Kikazaru the Pansear, Pwnemon sends in what is only his second: Sid the Colossoil. Sid, grinning like the Joker, launches a mighty earthquake that knocks Kikazaru off his feet. However, Kikazaru quickly gets back up, scampers towards the demonic land-whale, and kicks its... tail(?) out from underneath it, sending it flopping to the ground for massive damage. (Someone cue the crab) Sid, enraged by this act of defiance, simply flips itself into the air, spinning as it goes, and crashes into Kikazaru as it recovers from flipping out a 1500 pound whale. Sid, not intending to stop any time soon, plants itself back in the ground and uses another powerful Earthquake, causing the water in the pond to splash around. Kikazaru, desperate to KO the giant cetacean, kicks its tail out again, but the massive amount of energy it takes to attack causes Kikazaru to simply pass out from exhaustion, giving Pwnemon the win!


    [​IMG]
    HP: 16
    Energy: 80
    Status: None
    [​IMG]
    HP: DX
    Energy: DX
    Status: DX

    Awards:
    Pwnemon gets 2 CC and a win.
    Rodney gets 4 MC and 2 KOC.
    Sid gets 4 MC and 1 KOC.

    MK Ultra gets 2 CC and a loss.
    Painkiller gets 1 EC, 2 MC, and a DC.
    Banquo gets 3 MC and a KOC.
    Kikazaru gets 1 EC, 2 MC, and a DC.

    I get 7 UC.

    GG guys and thanks for having me!
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