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Completed Korski and Objection at the ASB A-JUST KIDDING LOL

Discussion in 'ASB' started by Lord Jesseus, Feb 26, 2012.

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  1. Lord Jesseus

    Lord Jesseus

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    Messages:
    3,978
    4vs4 Doubles (moderately-trained FEs from me)
    2-day DQ
    Infinite Recoveries / Infinite Chills
    Switch = OK
    Items = Not OK
    Abilities = All

    Arena: Haunted Mansion (open)
    The pokemon will be battling inside a large hall in a haunted mansion at midnight. Because the battle takes place inside, no weather effects will work here and SolarBeam cannot be used either. There is also no external water source, external rocks or external grass. In addition, all of the Rotom appliances can be found in the mansion, although because they are not in the hall, the command to possess an appliance costs 12 energy.

    At the end of each round, one of the following will happen at random, with a 20% chance for each event:
    • The bath in the upstairs bathroom will fall through the hall's ceiling and land in the middle of the hall. For the rest of the battle, there will be an external water source; however, a Frillish will use Scald on the first pokemon that uses a move that requires an external water source.
      • This event cannot happen at the end of round 1 and it can only happen once in the entire battle. If this event is rolled at the end of round 1 or after it has already happened, nothing will happen.
    • A Chandelure floating close to the ceiling will use Will-O-Wisp on all active pokemon, even those that are already burned or immune to burn.
    • A Misdreavus will materialise behind one active pokemon (chosen at random with each active pokemon having an equal chance of being chosen) and shriek loudly before quickly floating away. That pokemon will be unable to do anything on its next action.
    • A Haunter will emerge from one of the walls, use Lick on one active pokemon (chosen at random with each active pokemon having an equal chance of being chosen), and then float through another wall.
    • One of the Rotom appliances (chosen at random with each appliance having an equal chance of being chosen) will be possessed by a Rotom, who will then enter the hall, use its new form's special move (Overheat, Hydro Pump, Leaf Storm, Air Slash or Blizzard) on all active pokemon, and then return the possessed appliance to its original location.
      • If, when this event is rolled, the chosen appliance is already being possessed by a player-owned Rotom, nothing will happen.

    Objection's Mons:
    Ursula the Jellicent (open)
    [​IMG]
    Jellicent [Ursula] (F)
    Nature: Modest (+Special Attack, -Attack)

    Type: Water/Ghost
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Stats:
    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 60
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 18
    Moves: 28

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

    Abilities:
    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.
    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.
    Damp (DW UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    Attacks:
    Bubble
    Water Sport
    Absorb
    Night Shade
    BubbleBeam
    Recover
    Water Pulse
    Water Spout
    Rain Dance
    Hex
    Brine
    Hydro Pump
    Wring Out
    Ominous Wind

    Acid Armor
    Confuse Ray
    Pain Split

    Ice Beam
    Shadow Ball
    Surf
    Scald
    Energy Ball
    Toxic
    Will-O-Wisp
    Substitute
    Hidden Power Ground 7
    Protect
    Safeguard
    Oogie Boogie the Dusknoir (open)
    [​IMG]
    Dusknoir [Oogie Boogie] (M)
    Nature: Brave (+Attack, -Speed)

    Type: Ghost
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Stats:
    HP: 90
    Atk: Rank 5 (+)
    Def: Rank 5
    SpA: Rank 3
    SpD: Rank 5
    Spe: 39 (-) (Opponent's accuracy boost: 10%)
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 21
    Moves: 31

    EC: 9/9
    MC: 0

    Abilities:
    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.

    Attacks:
    Leer
    Night Shade
    Disable
    Foresight
    Astonish
    Confuse Ray
    Shadow Sneak
    Pursuit
    Will-O-Wisp
    Hex
    Fire Punch
    ThunderPunch
    Ice Punch
    Gravity
    Bind
    Curse
    Shadow Punch
    Mean Look
    Payback

    Destiny Bond
    Imprison
    Pain Split
    Dark Pulse

    Toxic
    Taunt
    Shadow Ball
    Trick Room
    Earthquake
    Rest

    DynamicPunch
    Sucker Punch
    Gaston the Machamp (open)
    [​IMG]
    Machamp [Gaston] (M)
    Nature: Sassy (+Special Defence, -Speed)

    Type: Fighting
    Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    Stats:
    HP: 100
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 4 (+)
    Spe: 47 (-) (Opponent's accuracy boost: 10%)
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 19
    Moves: 24

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

    Abilities:
    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.
    No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.
    Steadfast (DW UNLOCKED): (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:
    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Foresight
    Low Sweep
    Seismic Toss
    Revenge
    Vital Throw
    DynamicPunch
    Wide Guard

    Counter
    Ice Punch
    ThunderPunch
    Fire Punch
    Encore

    Payback
    Rock Slide
    Substitute
    Bulk Up
    Light Screen
    Stone Edge
    Protect

    Magic Coat
    Gantu the Gyarados (open)
    [​IMG]
    Gyarados [Gantu] (M)
    Nature: Jolly (+Speed, -Special Attack)

    Type: Water/Flying
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    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 4
    Spe: 94 (+) (Accuracy boost: 10% (10.156321839080459770114942528736% unrounded))
    Size Class: 6
    Weight Class: 6
    Base Rank Total: 20
    Moves: 28

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

    Abilities:
    Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
    Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

    Attacks:
    Splash
    Tackle
    Flail
    Thrash
    Bite
    Dragon Rage
    Ice Fang
    Aqua Tail
    Dragon Dance

    Earthquake
    Giga Impact
    Stone Edge
    Endure
    Reflect
    Bide
    Avalanche
    Dive
    Taunt
    Torment
    Thunder Wave
    Dragon Tail
    Substitute
    Protect
    Roar
    Mimic

    Bounce
    Bubble
    Reversal

    And Korski's:
    Bullshorts the SNORLAX (open)
    [​IMG]
    Snorlax Bullshorts (M)

    Type: Normal
    • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
    Abilities: Immunity, Thick Fat, Gluttony
    • Immunity: (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.
    • Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
    • Gluttony (DW): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)

    Stats:

    HP: 125
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 26 (-)

    Size Class: 4
    Weight Class: 9
    Base Rank Total: 22

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

    Attacks (28):

    Tackle
    Metronome
    Odor Sleuth
    Defense Curl
    Headbutt
    Amnesia
    Lick
    Recycle
    Belly Drum
    Screech
    Yawn
    Chip Away
    Rest
    Stockpile
    Swallow
    Body Slam
    Crunch
    Snatch
    Heavy Slam

    Counter
    Double-edge
    Zen Headbutt

    Protect
    Ice Beam
    Earthquake
    Thunderbolt
    Flamethrower
    Substitute
    Criminal the GENGAR (open)
    [​IMG]
    Gengar Criminal (F)

    Type: Ghost/Poison
    • 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.
    • Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
    Abilities: Levitate
    • Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
    Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 5
    SpD: Rank 3
    Spe: 127 (+)

    Size Class: 3
    Weight Class: 3
    Base Rank Total: 19

    EC: 9/9
    MC: 0

    Attacks (20):

    Hypnosis
    Lick
    Spite
    Mean Look
    Curse
    Confuse Ray
    Night Shade
    Sucker Punch
    Shadow Punch
    Destiny Bond
    Hex

    Disable
    Explosion
    Will-o-Wisp

    Taunt
    Protect
    Thunderbolt
    Shadow Ball
    Sludge Bomb
    Substitute
    Empire the CYCLOHM (open)
    [​IMG]
    Cyclohm Empire (F)

    Type: Electric/Dragon
    • Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
    • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
    Abilities: Shield Dust, Static, Overcoat
    • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
    • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
    • Overcoat (DW): (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).
    Nature: Timid (+15% Speed, +10% Accuracy, -1 Atk)

    Stats:

    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 4
    SpD: Rank 3
    Spe: 92 (+)

    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

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

    Attacks (27):

    Whirlwind
    Bide
    Tackle
    Growl
    Leer
    Dragon Rage
    Charge
    Thundershock
    Rain Dance
    Twister
    Sonicboom
    Spark
    Dragon Tail
    Tri Attack
    Discharge
    Slack Off
    Dragon Pulse
    Hurricane
    Weather Ball

    Heal Bell
    Hydro Pump
    Magnet Rise

    Light Screen
    Protect
    Thunderbolt
    Fire Blast
    Trick Room
    Yonderwear the BLAZIKEN (open)
    [​IMG]
    Blaziken Yonderwear (M)

    Type: Fire/Fighting
    • 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.
    • 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.
    Abilities: Blaze, Speed Boost
    • Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (e.g. Flamethrower goes from 10 to 12, Fire Blast from 12 to 14).
    • Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
    Nature: Mild (+1 SpA, -1 Def)

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 2 (-)
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80

    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

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

    Attacks (28):

    Fire Punch
    Hi Jump Kick
    Scratch
    Growl
    Focus Energy
    Ember
    Double Kick
    Peck
    Sand-Attack
    Fire Spin
    Quick Attack
    Blaze Kick
    Brave Bird
    Mirror Move
    Sky Uppercut
    Flare Blitz

    Counter
    Baton Pass
    Rock Slide

    Magic Coat
    Vacuum Wave

    Sunny Day
    Protect
    SolarBeam
    Dig
    Will-o-Wisp
    Flamethrower
    Substitute

    Korski picks some mons
    then more stuff happens
  2. Korski

    Korski Distilled, 80 proof
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    Alright get out there, Empire and Criminal! Be ready for a tough fight!
  3. Objection

    Objection

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    I would like to lead with Gaston the Machamp and Gantu the Gyarados.

    Come to think of it, we never decided how many substitutions each mon should get in this battle. You got any preferences Korski?
  4. Korski

    Korski Distilled, 80 proof
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    I have no preference, so I will arbitrarily suggest 3 Subs per team.
  5. Objection

    Objection

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    OK, 3 subs per team it is.

    Gaston: Payback (Gengar) - Light Screen (all allies) - Payback (Gengar)
    • The first time Gengar uses Taunt on you, change that action to Magic Coat but do not push actions back.
    • If Gengar uses Disable (Payback) on action 2 or action 3 and is not taunted, change action 3 to Ice Punch (Cyclohm)

    Gantu: Dragon Dance - Bounce (Gengar) - Bounce (Gengar)
    • If Gengar uses Taunt on you on action 1, then ...
      • ... on all actions when Cyclohm targets you with a damaging electric-type move, use Avalanche (Cyclohm)
      • ... on all actions when Cyclohm does not target you with a damaging electric-type move, use Ice Fang (Cyclohm)
      • If splitting this Taunt substitution like that means I've made too many substitutions, then if Gengar taunts you on action 1, just change your actions to Avalanche (Cyclohm) - Bounce (Gengar) - Avalanche (Cyclohm)

    Also I only just found out that Gyarados a) gets Payback and b) has 2 spare MC with which to learn it.
  6. Korski

    Korski Distilled, 80 proof
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    Alright guys hit the ground running! High octane!

    Empire: Thunderbolt x2 Combo [Gyarados]~cooldown~Hurricane [Machamp]

    Criminal: Thunderbolt x2 Combo [Gyarados]~cooldown~Hypnosis [Machamp]
  7. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
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    3,978
    BGM


    They say this place is haunted. But no-one really knows for sure; the fog, twisted trees and eerie noises are scary enough, no-one is game to-

    CRASH!!!

    A burly Machamp bursts through the wall, hitting a Gengar, Criminal, who was hiding within. But it seems the ghost is not a resident here. He is quickly joined by his teammate, Empire the Cyclohm, and through holes in the walls made by their Pokemon, Korski and Objection enter the room. Apparently they took a wrong turn on the way to the ASB Arena and decided this place was good enough.
    Gaston the Machamp, apparently satisfied with his Payback attack (Payback for what? who knows...) smiles as his own partner Gantu the Gyarados Dragon Dances into the room, Intimidating his opponents. He won't be dancing for long though; Gengar and Cyclohm team up and both unleash a terrifying Mega Thunderbolt at the poor 4x weak serpent, finishing off before he even achieved anything.
    While his opponents cool down, Machamp sets up a Light Screen, though a little too late...
    Empire and Criminal then turn their attentions on poor lonely Gaston. Luckily, Gengar's Hypnosis misses OOPS LOLNO and teh screen protects him from the worst of Cyclohm's Hurricane, allowing Machamp to get some actual Payback HA KIDDING UR ASLEEP.
    Calcs and Rolls (open)
    Action 1
    Gyarados Dragon Dance, 7 EN
    Gyarados +1 Atk, +1 Spe
    Machamp Payback, 7 EN
    Vs Gengar - To crit: 85 No, 16.5 Damage
    Gengar Mega Thunderbolt, 36 EN
    Vs Gyarados - To crit: 24 No, to Para: 31 No, 54 Damage
    Cyclohm Mega Thunderbolt, 35 EN
    Vs Gyarados - To crit: 65 No, to Para: 69 No, 57.3 Damage
    GYARADOS FAINTED
    Action 2
    Machamp Light Screen, 10 EN
    Objection's Team Light Screen
    Action 3
    Gengar Hypnosis, 6 EN
    Vs Machamp - Sleep Level: 90, Machamp Asleep 2a
    Cyclohm Hurricane, 8 EN
    Vs Machamp - to crit: 93 No, To confuse: 85 No, 9 Damage
    Machamp Asleep
    Post Round
    Haunted Happenings
    Event: 40 Chandelure
    Chandelure Will-o-Wisp
    Vs Machamp - Machamp Burnt
    Vs Gengar - To hit: 72 Yes, Gengar Burnt
    Vs Cyclohm - To hit: 9 Yes, Cyclohm Burnt
    Damage Rounding
    Gengar - 16.5->17 Damage

    Standings (open)

    Team Objection
    Active:
    [​IMG]
    Gaston the Machamp
    91 HP/83 EN
    Burned, Sleep (1a)

    Benched:
    Ursula the Jellicent
    Oogie Boogie the Dusknoir

    KOd:
    Gantu the Gyarados

    Team Korski
    Active:
    [​IMG]
    Criminal the Gengar
    73 HP/57 EN
    Burned, -1 Atk

    [​IMG]
    Empire the Cyclohm
    100 HP/57 EN
    Burned, -1 Atk
    1 KO

    Benched:
    Bullshorts the Snorlax
    Yonderwear the Blaziken

    Field
    Light Screen on Objection's side for 4 Actions


    Objection, your new mon, then Korski's orders.
  8. Objection

    Objection

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    Damn, I was hoping I could pull off some epic shit with Gyarados avoiding loads of attacks. Oh well, backup plan Oogie Boogie the Dusknoir, go get 'em!

    EDIT: Also, this is the second time I have fallen victim to the double combo strategy, the first being in the gym leader battle vs jas. I really need to keep an eye out for that kind of thing in the future.
  9. Korski

    Korski Distilled, 80 proof
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    I'll switch out Empire for Yonderwear the Blaziken offers counterswitch!
  10. Objection

    Objection

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    Hmm ... I think no counterswitch for now.
  11. Korski

    Korski Distilled, 80 proof
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    Very well then! Dusknoir is a real sonofabitch to deal with, but hopefully with our early advantage we can hold our ground!

    Yonderwear: Will-o-Wisp [Dusknoir]~Brave Bird [Machamp]~Sky Uppercut [Machamp]
    IF Machamp is ordered to use Counter on A2 or A3, THEN replace your relevant Action(s) with Flamethrower [Machamp].

    Criminal: Hypnosis [Dusknoir]~Taunt [Dusknoir]~Confuse Ray [Dusknoir]
    IF Machamp is ordered to target you with Encore on A2 or A3, THEN replace your relevant Action with Taunt [Machamp].
    IF Dusknoir uses a Protective move on A1, THEN use Substitute [15 HP] and push Actions down.
  12. Objection

    Objection

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    "If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails"

    Gaston: Payback (Gengar) - DynamicPunch (Blaziken) - Revenge (Blaziken)

    Oogie Boogie: Combo: Shadow Sneak + Shadow Sneak (Gengar) - Cooldown - Imprison (Gengar: Shadow Ball, Taunt, Confuse Ray)
    If Hypnosis misses you, change action 3 to Shadow Ball (Gengar)
  13. Lord Jesseus

    Lord Jesseus

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    Suddenly a Wild Dusknoir appears from within the haunted- oh wait nevermind, that's just Objection's Oogie Boogie, replacing a fallen comrade. Korski also does a bit of a switcheroo and withdraws Cyclohm in favour of Yonderwear the Blaziken!
    Faster than both their opponents by far, Gengar and Blaziken sprint towards chosen victims and WHOA WHAT WAS THAT! It seems Gengar has been hit by some shadowy blur (or perhaps a Sneaky Shadow)! Oh, It's Dusknoir, turns out he's faster than he looks! Sometimes... Either Way, Criminal slows him down considerably by putting him to sleep with Hypnosis...or not! It seems he just hit a different Dusknoir! Rolling his eyes in a "do I have to do EVERYTHING?" kind of way Blaziken successfully statuses Dusknoir with a Will-o-Wisp. Gaston seems to be waking up at this point, but not quite.
    Following a trail of burning, Criminal tracks down the right Dusknoir and Taunts him for being burnt and not being able to do anything. Dusknoir responds by insulting Gengar's intellegence regarding the last action, but this only crushes his spirits rather than provoking aggression. Blaziken, being a pretty Brave Bird, flies sprints (Dusknoir also insults his lack of flight) headfirst into Machamp, doing hefty damage. Machamp wakes fully and strikes back with a confusing flurry of Dynamic Punches.
    Gengar decides to throw yet more status around, launching a Confuse Ray at Dusknoir. Blaziken trips over, resulting in many insults from Dusknoir as he retaliates against Gengar with Shadow Ball. Machamp uses 'Revenge', but he's not really feeling it. Between that and the quasi-Payback earlier, I'm not sure he really understands the concept of vengeance...
    Then suddenly, the ref's Rotom, Gamma, bursts into the hall and Air Slashes everything, before leaving again. Said ref has never bought it a fan appliance. Maybe that's why it's acting up? Idk
    Calcs and Rolls (open)
    Action 1
    Dusknoir Shadow Sneak Deluxe, 19 EN
    Vs Gengar - To crit: 85 No, 22.5 Damage
    Gengar Hypnosis, 10 EN
    Vs Dusknoir - To hit: 100 No
    Blaziken Will-o-Wisp, 6 EN
    Vs Dusknoir - To hit: 61 Yes, Dusknoir Burnt
    Post action
    Gengar takes 2 Burn Damage
    Machamp takes 2 Burn Damage
    Dusknoir takes 2 Burn Damage
    Action 2
    Gengar Taunt, 10 EN
    Vs Dusknoir - Dusknoir Taunted
    Blaziken Brave Bird, 9 EN
    Vs Machamp - To crit: 52 No, 25.5 Damage
    8.5 Recoil
    Machamp DynamicPunch, 7 EN
    Vs Blaziken - To crit: 97 No, Confusion Level: 73 4 Action, 19.5 Damage
    Post Action
    Gengar takes 2 Burn Damage
    Machamp takes 2 Burn Damage
    Dusknoir takes 2 Burn Damage
    Action 3
    Gengar Confuse Ray, 6 EN
    Vs Dusknoir - Confusion Level: 5 2 Action
    Blaziken Confusion: 20, Self Hit
    Blaziken Self Hit, 3 EN
    Vs Blaziken - 8.5 Damage
    Dusknoir Confusion: 84 Normal
    Dusknoir Shadow Ball, 5 EN
    Vs Gengar - To crit: 9 No, to lower SpD: 35 No, 16.5 Damage
    Machamp Revenge, 7 EN
    Vs Blaziken - To crit: 9 No, 15.5 Damage
    Post Action
    Gengar takes 2 Burn Damage
    Machamp takes 2 Burn Damage
    Dusknoir takes 2 Burn Damage
    Post Round
    Haunted Happenings
    Event: 86 Rotom
    Appliance: 61 Fan
    Rotom Air Slash
    Vs Machamp - To crit: 14 No, 16.5 Damage
    Vs Gengar - To hit: 18 Yes, To crit: 69 No, 12.5 Damage
    Vs Dusknoir - To hit: 89 Yes, To crit: 52 No, 9.5 Damage
    Vs Blaziken - To hit: 27 Yes, To crit: 96 No, 18.75 Damage
    Damage Rounding
    Gengar - 57.5->58 Damage
    Machamp - 48 Damage
    Dusknoir - 15.5->16 Damage
    Blaziken - 70.75->71 Damage

    Standings (open)

    Team Objection
    Active:
    [​IMG]
    Gaston the Machamp
    43 HP/69 EN
    Burned
    [​IMG]
    Oogie Boogie the Dusknoir
    74 HP/76 EN
    Burned, Taunted (4 Actions), Confused (1 Action)

    Benched:
    Ursula the Jellicent

    KOd:
    Gantu the Gyarados

    Team Korski
    Active:
    [​IMG]
    Criminal the Gengar
    15 HP/31 EN
    Burned, -1 Atk
    [​IMG]
    Yonderwear the Blaziken
    29 HP/82 EN
    Confused (2 Actions)

    Benched:

    [​IMG]
    Empire the Cyclohm
    100 HP/57 EN
    Burned
    1 KO

    Bullshorts the Snorlax

    Field
    Light Screen on Objection's side for 1 Action
  14. Objection

    Objection

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    Sep 27, 2008
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    5,695
    Gaston: Payback (Gengar) - DynamicPunch (Blaziken) - Vital Throw (Blaziken)
    • If Gengar uses Hypnosis on you on action 1, change action 1 to Magic Coat but do not push actions back
    • If Gengar uses Destiny Bond on action 1, change action 1 to Bulk Up but do not push actions back

    Oogie Boogie: Shadow Punch (Gengar) - Shadow Ball (Gengar) - Hex (Gengar)
    • If Gengar uses Destiny Bond on action 1, change action 1 to Shadow Sneak (Gengar)
    • If/when Gengar gets KO'd, redirect all remaining attacks to Blaziken
  15. Korski

    Korski Distilled, 80 proof
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    Might as well just hope for the best with the RNG.

    Yonderwear: Brave Bird x2 Combo [Machamp]~Brave Bird [Machamp]~Flare Blitz [Dusknoir]

    Criminal: Protect~Hex [Dusknoir]~Shadow Ball [Dusknoir]

    My goodness the combos.
  16. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    3,978
    Oh yeah I forgot to mention Blaziken is now speed boosted.

    Criminal, sensing danger Protects himself, just in time to stop the Payback and Shadow Punch coming his way. Blaziken summons up all of his courage for the Bravest Bird you'll ever see, finishing Machamp but almost himself as well.
    Gengar casts a Hex on Dusknoir, but uses the last of his energy in the attempt, leaving Oogie Boogie alone to pick off the defenseless Blaziken, which he does with Shadow Ball.
    All this commotion seems to vibrate throughout the house, and as a result a bath tub falsl through the rotted cieling and into the middle of the hall! A Frillish seems to be bobbing up and down in there.
    Man, If I see one more ghost I'm gonna punch someone...

    Korski auto-sends out Cyclohm and Snorlax
    Objection auto-sends out Jellicent
    Jesseus Punches Someone
    Korski orders
    etc
    Calcs and Rolls (open)
    Action 1
    Gengar Protect, 25 EN
    Gengar Protected!
    Machamp Payback, 7 EN
    Vs Gengar - Protected (27 Damage)
    Dusknoir Confusion: 53 Normal
    Dusknoir Shadow Punch, 3 EN
    Vs Gengar - Protected (18 Damage)
    Blaziken Confusion: 71 Normal
    Blaziken Bravest Bird, 44 EN
    Vs Machamp - To crit: 99 No, 51.75 Damage
    MACHAMP FAINTED
    21.5 Recoil
    Gengar takes 2 Burn Damage
    Dusknoir takes 2 Burn Damage
    Action 2
    Gengar Hex, 6 EN
    Vs Dusknoir - To crit: 1 Yes, 24 Damage
    GENGAR FAINTED
    Dusknoir Shadow Ball, 5 EN
    Vs Blaziken - 11 Damage
    BLAZIKEN FAINTED
    Gengar takes 2 Burn Damage
    Machamp takes 2 Burn Damage
    Dusknoir takes 2 Burn Damage
    Post Round
    Haunted Happenings
    Event: 2 Bath/Frillish
    Damage Rounding
    Dusknoir - 28 Damage
    Standings (open)

    Team Objection
    Active:
    [​IMG]
    Oogie Boogie the Dusknoir
    46 HP/68 EN
    Burned, Taunted (1 Action)
    2 KOs
    [​IMG]
    Ursula the Jellicent
    110 HP/100 EN

    KOd:
    Gantu the Gyarados
    Gaston the Machamp

    Team Korski
    Active:

    [​IMG]
    Empire the Cyclohm
    100 HP/57 EN
    Burned
    1 KO
    [​IMG]
    Bullshorts the Snorlax
    125 HP/100 EN

    KOd:
    Criminal the Gengar
    Yonderwear the Blaziken (1 KO)

    Field: Now has Water Source
  17. Korski

    Korski Distilled, 80 proof
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    Okay we have a pretty good HP advantage here, so let's try and avoid the worst of those nasty Ghost support moves as best we can.

    Empire: Light Screen~Dragon Rage [Dusknoir]~Thunderbolt [Jellicent]
    IF Dusknoir is ordered to use Pain Split on A2 or A3, THEN use Protect on that Action and Protect the target of Pain Split (once).

    Bullshorts: Yawn [Jellicent]~Crunch [Jellicent]~Crunch [Dusknoir]
    IF Jellicent is ordered to use Will-O-Wisp on you, THEN use Protect on that Action and push Actions down (non-consecutive Actions only, and not if Taunted).
    IF Jellicent uses Substitute on A1, then use Snatch [Jellicent] on that Action.
  18. Objection

    Objection

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    Ursula: Safeguard - Toxic (Cyclohm) - Pain Split (Snorlax)

    Dusknoir: Earthquake (all) - Taunt (Cyclohm) - Pain Split (Cyclohm)
  19. Lord Jesseus

    Lord Jesseus

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    The two faster mons quickly set up protective screens, a Safeguard for Objection's ghosts and a Light Screen for Korski's team. Oogie Boogie rocks the foundations of the house with an Earthquake, hitting everyone else. Bullshorts just Yawns uselessly, in a fashion typical of Snorlaxes.
    Empire shows Dusknoir some Dragon Rage though for it recieves a Toxic gloop and a thorough Taunting (10 Damage? More like Dragon Shit). Snorlax Crunches down on Jellicent, lowering its Defense.
    The now Taunted Cyclohm gets a little confused and does nothing except... kind of... running angrily? Meanwhile the two ghost siphon vast amounts of vitality from their opponents with Pain Split. The round closes with Bullshorts Crunching once more, though this time targeting Dusknoir.
    Jesseus' Rotom comes back, still with the fan. Jesseus should put him back in his ball...
    Calcs and Rolls (open)
    Action 1
    Cyclohm Light Screen, 10 EN
    Korski's Team Light Screen
    Jellicent Safeguard, 10 EN
    Objection's team Safeguarded
    Dusknoir Earthquake, 7 EN
    Vs Cyclohm - To crit: 75 No, 9 Damage
    Vs Snorlax - To crit: 62 No, 7.5 Damage
    Vs Jellicent - To crit: 20 No, 7.5 Damage
    Snorlax Yawn, 6 EN
    No effect
    Post Action
    Dusknoir takes 2 Burn Damage
    Cyclohm takes 2 Burn Damage
    Action 2
    Cyclohm Dragon Rage, 4 EN
    Vs Dusknoir - 10 Damage
    Jellicent Toxic, 7 EN
    Vs Cyclohm - To hit: 65 Yes, Cyclohm Toxic'd
    Dusknoir Taunt, 10 EN
    Vs Cyclohm - Cyclohm Taunted
    Snorlax Crunch, 6 EN
    Vs Jellicent - To crit: 44 No, to lower def: 9 Yes, cursed body: 32 No, 14.25 Damage
    Post Action
    Cyclohm takes 2 Burn Damage
    Cyclohm takes 1 Poison Damage
    Dusknoir takes 2 Burn Damage
    Action 3
    Cyclohm Protect
    Failed!
    Jellicent Pain Split, 16 EN
    Vs Snorlax - 14.625 Damage
    Jellicent 14.625 HP Restored
    Dusknoir Pain Split, 24 EN
    Vs Cyclohm - 25 Damage
    Dusknoir 25 HP Restored
    Snorlax Crunch, 10 EN
    Vs Jellicent - To crit: 9 No, to lower def: 64 No, 9.75 Damage
    Post Action
    Cyclohm takes 2 Burn Damage
    Dusknoir takes 2 Burn Damage
    Cyclohm takes 1 Poison Damage
    Post Round
    Haunted Happenings
    Event: 93 Rotom
    Appliance: 73 Fan
    Rotom Air Slash
    Vs Dusknoir - (rolls lost; hit, didn't crit), 9.5 Damage
    Vs Cyclohm - To hit: 30 Yes, To crit: 14 No, 8.3 Damage
    Vs Snorlax - To hit: 44 Yes, To crit: 9 No, 11 Damage
    Vs Jellicent - To hit: 82 Yes, To crit: 39 No, 11 Damage
    Standings (open)

    Team Objection
    Active:
    [​IMG]
    Oogie Boogie the Dusknoir
    35 HP/27 EN
    Burned
    2 KOs
    [​IMG]
    Ursula the Jellicent
    92 HP/67 EN
    -1 Def

    KOd:
    Gantu the Gyarados
    Gaston the Machamp

    Team Korski
    Active:

    [​IMG]
    Empire the Cyclohm
    50 HP/43 EN
    Burned, Taunted (4 Actions), Toxic (2)
    1 KO
    [​IMG]
    Bullshorts the Snorlax
    92 HP/77 EN

    KOd:
    Criminal the Gengar
    Yonderwear the Blaziken (1 KO)

    Field: Now has Water Source
    Light Screen Korski's side for 3 Actions
    Safeguard Objection's side for 3 Rounds
  20. Objection

    Objection

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    Ursula: Will-O-Wisp (Snorlax) - Ice Beam (Cyclohm) - Night Shade (Cyclohm)
    • If Cyclohm uses Thunderbolt on you and you did not use Protect in the previous action, change that action to Protect and push remaining actions back
    • If Snorlax uses Protect on an action when you would be using Will-O-Wisp and Snorlax did not use Protect on the previous action and the above substitution does not kick in, change that action to Chill and push actions back

    Oogie Boogie: Ice Punch (Cyclohm) - Night Shade (Cyclohm) - Ice Punch (Cyclohm)
    • The first time Cyclohm uses Thunderbolt, change the action after to Disable (Cyclohm: Thunderbolt) but do not push actions back
    • If Cyclohm is KO'd before your third action, change action 3 to Confuse Ray (Snorlax)
  21. Korski

    Korski Distilled, 80 proof
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    Hmm try this.

    Empire: Thunderbolt [Jellicent]~Dragon Pulse [Dusknoir]~Dragon Pulse [Dusknoir]

    Bullshorts: Substitute [15 HP]~Crunch [Dusknoir]~Thunderbolt [Jellicent]
  22. Lord Jesseus

    Lord Jesseus

    Joined:
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    Cyclohm uses Thunderbolt but Jellicent Protects itself while Dusknoir ensures it won't happen again. Snorlax uses the distraction to make a Sub.
    Cyclohm and Dusknoir exchange some blows. Jellicent tries to burn Snorlax but fails due to the sub. Snorlax crunches Dusknoir.
    Then Cyclohm finishes Dusknoir (he gets reduced to 0.25 hp but im pretty sure that counts?) Jellicent hits Cyclohm and then recieves damage from Snorlax.
    A Random aunter licks cyclohm for little effect.

    EDIT: OK DUSKNOIR ACTUALLY ICE PUNCHED THEN DISABLED, NOT THAT IT MATTERS, ALSO I DID CYCLOHMS HEALTH WRONG SOMEHOW SO HE ACTUALLY HAS MORE
    Calcs and Rolls (open)
    Action 1
    Jellicent Protect, 14 EN
    PROTECTED!
    Cyclohm Thunderbolt, 6 EN
    Vs Jellicent - FAILS!
    Dusknoir Ice Punch, 6 EN
    Vs Cyclohm - To crit: 12 No, 9.75 Damage
    Snorlax Substitute, 12 EN
    15 HP Sub
    Post Action
    Dusknoir takes 2 Burn Damage
    Cyclohm takes 2 Poison Damage
    Cyclohm takes 2 Burn Damage
    Action 2
    Cyclohm Dragon Pulse, 6 EN
    Vs Dusknoir - To crit: 27 No, 10.5 Damage
    Jellicent Will-o-Wisp, 6 EN
    Vs Snorlax - Nup
    Dusknoir Disable, 6 EN
    Vs Cyclohm - Cyclohm Thunderbolt Disabled
    Snorlax Crunch, 6 EN
    Vs Dusknoir - To crit: 70 No, to lower def: 27 Yes, cursed body: 32 No, 9.75 Damage
    Post Action
    Cyclohm takes 2 Burn Damage
    Cyclohm takes 2 Poison Damage
    Dusknoir takes 2 Burn Damage
    Action 3
    Cyclohm Dragon Pulse, 10 EN
    Vs Dusknoir - To crit: 27 No, 10.5 Damage
    Jellicent Ice Beam, 7 EN
    Vs Cyclohm - to crit: 33 No, to freeze: 63 No, 9.75 Damage
    Snorlax Thunderbolt, 7 EN
    Vs Jellicent - To crit: 22 No, to para: 92 No, 15 Damage
    Cyclohm takes 2 Burn Damage
    Cyclohm takes 2 Poison Damage
    Post Round
    Haunted Happenings
    Event: 69 Haunter
    Target: 32 Cyclohm (based on speed order)
    Haunter Lick
    Vs Cyclohm - To crit: 43 No, to para: 43 No, 4 Damage
    Standings (open)

    Team Objection
    Active:
    [​IMG]
    Ursula the Jellicent
    77 HP/53 EN

    KOd:
    Gantu the Gyarados
    Gaston the Machamp
    Oogie Boogie the Dusknoir (2 KOs)

    Team Korski
    Active:

    [​IMG]
    Empire the Cyclohm
    14 HP/31 EN
    Burned, Taunted (1 Actions), Toxic (3)
    2 KOs
    [​IMG]
    Bullshorts the Snorlax
    77 HP/55 EN
    15 HP Substitute

    KOd:
    Criminal the Gengar
    Yonderwear the Blaziken (1 KO)

    Field: Now has Water Source
    Safeguard Objection's side for 2 Rounds
  23. Objection

    Objection

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    Actually, I said to change the action after to Disable, not the action on which Thunderbolt is used. EDIT: This has now been fixed. And yes, a pokemon being reduced to 0.5 or less HP in any action results in that pokemon being KO'd immediately.
  24. Korski

    Korski Distilled, 80 proof
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    Empire: Dragon Rage~Slack Off~Chill

    Bullshorts: Crunch~Thunderbolt~Crunch
    IF Recover, THEN Snatch.
    IF Pain Split AND your Sub has been broken, THEN use Protect.
  25. Objection

    Objection

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    Ice Beam (Cyclohm) - Hydro Pump (Snorlax) - Will-O-Wisp (Snorlax)
    If Hydro Pump misses, change action 3 to Acid Armor (which curiously needs an external water source)
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