krodin vs typon in the Cell Games Arena! Pippy refs

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Welcome all to another exiting ASB battle! Today's contestants are krodin329 and typon77. Here all the rules for this battle:

3v3*Singles
NFE's only
4 chills,*No recoveries
DQ=2 days
Switch=KO
1 Sub
Training Items only
Arena:
This arena is a large, elevated platform aproximately 150 feet long by 150 feet wide, and 2 feet long. At each corner, a thin pole extends vertically for about 50 feet. Falling out of the arena means an automatic knock out, and the Pokemon that hit the disqualified Pokemon last scores a KO counter. Because the platform is synthetic, moves such as Earthquake, Earth Power, and Dig cannot be used. There is no water for miles, but the surrounding area is desert, so Sandstorms, Rain, and harsh sunlight can be created, but it is too hot to hail. There is Grass, but moves such as Grass Knot that use external sources of Grass cannot be used because the nearest Grass is several meters away from the platform.


Here are the contestants Pokemon:

krodin

Riolu [Gohan] (M)
Nature: Rash (+SAtk, -SDef)
Type:*
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:
Steadfast:
Type: 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.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and * continues its attack. If it has another ability that would be activated * by flinching, that ability activates.

Prankster: (DW)
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and * *trickery, giving its non-damaging attacks an increase in priority level.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)

Vacuum Wave (*)
Blaze Kick (*)
Hi Jump Kick (*)

Focus Blast (*)
Earthquake (*)
Swords Dance (*) *

Zorua [Vageta] (M)

Nature: Rash (+SAtk, -SDef)
Type:
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.

Abilities:
Illusion:*
Type: Innate
Whenever you send this Pokemon out, it can feign the appearance of * another member on your squad. If this Pokemon is damaged by a direct * attack, the Illusion will cease at the end of the round. Direct damage * is any attack that does damage to the Pokemon's HP. Attacks that are * evaded, blocked via Protect, or damage a Substitute are not considered * direct damage. It will retain the typing and moveset of the Pokemon with * Illusion. [Usage Note: PM the ref if you are sending out a Zorua or * Zoroark with the info on Zorua/Zoroark and one of your squad members in a * Switch=KO battle. You must use that squad member later in the battle * though.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Scratch (*)
Leer (*)
Pursuit (*)
Fake Tears (*)
Fury Swipes (*)
Faint Attack (*)*
Scary Face (*)
Taunt (*)

Extrasensory (*)
Dark Pulse (*)
Counter (*)

U-Turn (*)
Calm Mind *(*)
Grass Knot (*)

* * Pawniard [Mr. Popo] (M)

Nature: Adamant (+Atk, -SAtk)

Type:

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.


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

Abilities:
Defiant:*
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are * * decreased by an opponent's Attack or Ability, its Attack increases *by * two (2) stages. Attack Boosts gained this way are not subject to * *deterioration that round.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and * *continues its attack. If it has another ability that would be activated * *by flinching, that ability activates.

Pressure (Locked) (DW)
Type: 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.


Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

Psycho Cut (*)
Revenge (*)
Sucker Punch (*)

Taunt (*)
Dig (*)
Swords Dance (*)


typon

Tangela [Marley] (M)
Nature: Sassy (+1 SpDef, -15% Spd and -10% Evasion)

Type: Grass
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.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Leaf Guard: (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Regenerator (DW) [LOCKED]: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.*

Stats:

Tangela
HP: 100
Atk: Rank 2
Def: Rank 4
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 52 (60/1.15)
-10% Evasion

Size Class: 2
Weight Class: 3
Base Rank Total: 17

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

Attacks:

Ingrain
Constrict
Sleep Powder
Absorb
Growth
PoisonPowder
Vine Whip
Bind

Leech Seed
Leaf Storm
Giga Drain

Sludge Bomb
Protect
Substitute

Total Moves: 14


Magneton(*) [Resistor] (Gender)
Nature: Modest (Special Attack increased by 1 Rank; Attack decreased by 1 Rank.)
Type: Electric/Steel
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.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Magnet Pull: (Can be Activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.*
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70

Size Class: Class 2
Weight Class: Class 3
Base Rank Total: 18

EC: 5/9
MC: 2
DC: 4/5

Attacks:

Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Discharge
Zap Cannon
Lock-On
Tri Attack

Magic Coat(*)
Thunderbolt(*)
Magnet Rise(*)

Flash Cannon(*)
Reflect(*)
Protect(*)
Substitute

Total Moves: 19


Darumaka [Shingo] (M)
Nature: Jolly (+15% Speed, +8% Accuracy, -1 SpA)
Type: Fire
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:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Inner Focus (DW): (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Stats:

Nature: Jolly
HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 0 (-)
SpD:Rank 2
Spe: 58 (50*1.15=57.5 -> 58)

Size Class: Class 1
Weight Class: Class 3
Base Rank Total: 13

EC: 3/6
MC: 1
DC: 1/5

Attacks:

Tackle(*)
Rollout(*)
Incinerate(*)
Rage(*)
Fire Fang(*)
Headbutt(*)
Uproar(*)
Facade(*)
Fire Punch(*)
Work Up(*)
Flare Blitz*
Taunt
Superpower

Yawn(*)
Encore(*)
Sleep Talk(*)

Rock Slide(*)
Will-O-Wisp(*)
Brick Break(*)

Total Moves: 19

Krodin will send out first, then typon will send out and give orders. Krodin will then give his orders and I will then ref. Btw, my appologies for all the random asterics. There's nothing I can do about them.

So then, let's get started!
 
Alright, I'll send out Resistor! I'll give Resistor my Amulet Coin, as Tangela needs the Exp Share more, and I still want the extra CC ;)

Now let's start hammering away at Zorua, although its surprising he didn't utilize illusion.

Lock-On -> Zap Cannon -> Thunderbolt
If Zorua uses Taunt A1, change your actions to Discharge -> Thunderbolt -> Discharge
 

Vegeta (Zorua)
HP: 90
Energy: 100
Spd: 65
Status:
Boosts:
Other:

VS​


Resistor (Magneton)
HP: 90
Energy: 100
Spd: 70
Status:
Boost:
Other:

Welcome ASB fans to another battle here at the Cell Games Arena! I'll be reffing this battle today. To kick things off, krodin sends out his Zorua Vegeta and typon sends out his Magneton Resistor. Wait, why can I see Zorua? I thought it was supposed to have some illusion trick thing? Oh well. Resistor starts things off on the offensive by Discharging all his energy for good damage. Zorua, being the dark fox she is, cruelly Taunts Resistor, making him furious. Resistor unleashed his rage by dropping a powerful Thunderbolt on Vegeta's head. That had to hurt! Vegeta retaliates by using his Extrasensory to do OVER 9000!!! pathetic damage. The enraged Magneton keeps up the assault with another Discharge. That one seemed to be a bit more powerful, as it paralyses (20%) Vegeta! Vegeta slowly gets back on his feet and fires a Dark Pulse at Resistor, but he can't seem to get past Resistor's defenses.*

Resistor used Discharge: 18 damage, 5 energy
Added effect role: 767: no added effect
Crit role: 189: no crit

Vegeta used Taunt: 9 energy
Resistor fell for the taunt (6 actions)

Resistor used Thunderbolt: 20 damage, 6 energy
Added effect chance: 368: no added effect
Crit role: 616: no crit

Vegeta used Extrasensory: 3.5 damage, 6 energy
Crit role: 338: no crit

Resistor used Discharge 18 damage, 5 energy
Added effect role: 127: added effect (20% paralysis)
Crit role: 301: no crit

Vegeta used Dark Pulse: 5 damage, 5 energy
Para role: 285: no para
Crit role: 134: no crit



Vegeta (Zorua)
HP: 34
Energy: 80
Spd: 49 (para)
Status: 15% Paralysis
Boosts:
Other:

VS​


Resistor (Magneton)
HP: 81
Energy: 84
Spd: 70
Status: *
Boost:
Other: Taunted (4 more actions)

Typon has a huge advantage right now. Will krodin be able to come back? Stay tuned to find out!
 
Your calcs for my damages are off. I think you forgot STAB.

Discharge: (8+3+6+1)= 18 damage
Thunderbolt: Just 2 added BP so 20 damage

Ranks above 5 count for 1 in calcs instead of 1.5, so magneton has 4 ranks above that aren't over 5 and one that is, so that makes 1.5*4 and 1*1
 
@krodin using U-Turn to switch will still KO zorua.. Is that what you want to do?

Also thanks for the fix, pippy!!
 
Sorry guys, but as I was reffing, I found out you can't use Grass Knot here. Krodin, I need new actions from you. After he orders, typon may give new actions if he wants to make it fair.
 

Vegeta (Zorua)
HP: 40
Energy: 80
Spd: 49 (para)
Status: 15% Paralysis
Boosts:
Other:

VS​


Resistor (Magneton)
HP: 81
Energy: 84
Spd: 70
Status: *
Boost:
Other: Taunted (4 more actions)

Welcome back! Vegeta is in a tough spot right now, and his trainer has no idea what to do! Resistor knows he he's doing though, as he fires off another powerful Thunderbolt. Vegeta desperately tries to scare Resistor with a Scary Face. Although he moves slowly and cautiously, Resistor continues attacking with a Flash Cannon. With almost no health left, Vegeta tries to make a last minute comeback with Counter, but it fails. Resistor sees that his foe is on his last legs, and finishes the job with another Thunderbolt.*

Resistor used Thunderbolt:*18 damage, 6 energy
Added Effect role: 700: no added effect
Crit role: 174: no crit

Vegeta used Scary Face
Magneton's speed drops 2 stages*

Resistor used Flash Cannon: 16 Damage, 5 Energy
Added effect role: 472: no added effect
Crit role: 481: no crit

Vegeta used Counter: 6 Energy

Resistor used Thunderbolt:*18 damage, 6 energy
Vegeta is KO'd



Vegeta (Zorua)
HP: 0
Energy: 0
Spd: 49
Status: KO
Boosts:
Other:

VS​


Resistor (Magneton)
HP: 81
Energy: 67
Spd: 40 (-1)
Status: *
Boost: -1 Spd
Other: Taunted (1 more actions)

The score is 3-2 in typon's favor. What will krodin do next? Stay tuned!

Krodin sends out, then typon gives order.*
 
Wow I'm so sorry.

Reflect -> Thunderbolt -> Discharge
If earthquake is used, then use magnet rise that action ONLY ONCE, then push actions back
 
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