Korski and Objection at the ASB A-JUST KIDDING LOL

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

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:

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

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

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

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:

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

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

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

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
 
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?
 
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.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Alright guys hit the ground running! High octane!

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

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

Team Objection
Active:

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:

Criminal the Gengar
73 HP/57 EN
Burned, -1 Atk


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.
 
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.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
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.
 
"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)
 
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
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

Team Objection
Active:

Gaston the Machamp
43 HP/69 EN
Burned

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:

Criminal the Gengar
15 HP/31 EN
Burned, -1 Atk

Yonderwear the Blaziken
29 HP/82 EN
Confused (2 Actions)

Benched:


Empire the Cyclohm
100 HP/57 EN
Burned
1 KO

Bullshorts the Snorlax

Field
Light Screen on Objection's side for 1 Action
 
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
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
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.
 
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
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
Team Objection
Active:

Oogie Boogie the Dusknoir
46 HP/68 EN
Burned, Taunted (1 Action)
2 KOs

Ursula the Jellicent
110 HP/100 EN

KOd:
Gantu the Gyarados
Gaston the Machamp

Team Korski
Active:


Empire the Cyclohm
100 HP/57 EN
Burned
1 KO

Bullshorts the Snorlax
125 HP/100 EN

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

Field: Now has Water Source
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
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.
 
Ursula: Safeguard - Toxic (Cyclohm) - Pain Split (Snorlax)

Dusknoir: Earthquake (all) - Taunt (Cyclohm) - Pain Split (Cyclohm)
 
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...
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
Team Objection
Active:

Oogie Boogie the Dusknoir
35 HP/27 EN
Burned
2 KOs

Ursula the Jellicent
92 HP/67 EN
-1 Def

KOd:
Gantu the Gyarados
Gaston the Machamp

Team Korski
Active:


Empire the Cyclohm
50 HP/43 EN
Burned, Taunted (4 Actions), Toxic (2)
1 KO

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
 
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)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Hmm try this.

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

Bullshorts: Substitute [15 HP]~Crunch [Dusknoir]~Thunderbolt [Jellicent]
 
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
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
Team Objection
Active:

Ursula the Jellicent
77 HP/53 EN

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

Team Korski
Active:


Empire the Cyclohm
14 HP/31 EN
Burned, Taunted (1 Actions), Toxic (3)
2 KOs

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
 
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.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
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.
 
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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