Completed Limewire and TalkingLion need to look both ways! (da subrefs)

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#1
YEEEEEEEEEEEEEEEEEEEEEEEEES, welcome, everybody, to a busy battle in a...busy intersection? Really, guys? You shouldn't use your Pokemon here...they could get hurt...

Match: 3 vs 3 Singles
DQ: 3 Days
Restrictions: 2 Chills / 5 Recovers
Items-No
Abilities-All
Switch-No turkey for you

Arena: Busy Highway
Field Type: Neutral
Complexity: Moderate

Restrictions: No Water Source, No Rocks

Description: A busy highway with constant high speed traffic. Battling takes place on top of the vehicles. Fall off and you could be roadkill.

At the end of each action, all Pokemon not on cars will be hit by cars. There is a 50% that a hybrid would come (5 dmg), a 30% chance that a truck would come (7 dmg), and a 20% chance a tanker would come (10 dmg).


In real life, these cars might kill these 'mons...Well, here's the Pokemon you want to be battered! :D

Team TalkingLion:

Chikorita*[Petals](F)
Nature: Calm (+1 SpD, -1 Atk)
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:
Overgrow (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Leaf Guard(DW) (Can be enabled): In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD:Rank 4 (+)
Spe: 45
Size Class: 2
Weight Class: 1
Base Rank Total: 15

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

Attacks: (14)
Tackle(*)
Growl(*)
Razor Leaf(*)
Reflect(*)
Poison Powder(*)
Synthesis(*)
Magical Leaf(*)
Natural Gift(*)

Nature Power(*)
Leech Seed(*)
AncientPower(*)

Energy Ball(*)
Toxic(*)
Protect(*)


Mime Jr.[Clown](M)
Nature: Modest (+1 SpA, -1 Atk)
Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Soundproof (Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter (Innate): This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician(DW) (Can be enabled): This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 1/9
MC: 2
DC: 1/5

Attacks: (17)
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Mimic
Light Screen
Reflect
Psybeam

Confuse Ray
Hypnosis
Nasty Plot

Thunderbolt
Shadow Ball
Psyshock


Skorupi[Scorpio](M)
Nature: Adamant (+1 Atk, -1 SpAtk)
Type: Poison/Bug
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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Abilities:
Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye(DW) (Can be enabled): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.


Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:(13)
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face

Poison Tail
Night Slash
Confuse Ray

AerialAce
X-Scissor
Toxic


Team Limewire:

Gurdurr [Clowncrete] (M)
Nature: Adamant (+* Atk, -* SpA)

Type:

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

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.
Sheer Force: (Can Be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Iron Fist: (Innate) (DW) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16


EC: 7/9
MC: 2
DC: 4/5

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-up Slap
Chip Away
Rock Slide
Hammer Arm
Focus Punch

Drain Punch
Mach Punch
Wide Guard
Foresight

Bulk Up
Stone Edge
Payback
Double Team
Focus Punch



Dunsparce [Flap] (F)

Nature: Brave (+Atk, 15% reduction in Speed, 10% increase in accuracy for opponent's attacks).

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

MC: 0
DC: 0/5

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18


Serene Grace:
(Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Run Away:
(Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Rattled (DW):
(Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Roost
Coil

Magic Coat
Trump Card
Rock Slide

Calm Mind
Psych Up
Pain Split
Earthquake
Thunderbolt
Flamethrower
Ice Beam
Water Pulse



Breezi [Twitch] (M)
Nature: Modest (+SpA, -Atk)

Type:

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.

Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 85
Size Class: 1
Weight Class: 1
Base Rank Total: 14


Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment

Disable
Wish
Gastro Acid

Shadow Ball
Sludge Wave
Energy Ball


TalkingLion, you're up! Then Lime posts actions, TL posts actions, I send reffings to LouisCyphre (the tutor ref) for review, and I finally post!
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
#3
I'll send out Flap the Dunsparce!

Mime Jr. wont be much of a threat if it can't do anything:

Earthquake ~ Yawn ~ Earthquake

If Mime Jr tries to Copycat Yawn on action 3, use Mirror Coat on action 3 instead.
 
#6
Round 1: Do Dunsparce really sleep?


Clown the Mime Jr.
HP: 80
EN: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: Normal


Flap the Dunsparce
HP: 110
EN: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: Normal

Round 1: Do Dunsparce really sleep?

Yes sir, here we are on a busy highway to begin another ASB Battle! The competitors are Limewire, who sends out his...original Dunsparce named Flap! TalkingLion, on the other hand, has sent out his Mime Jr., Clown! Looks like the stage is set and the orders are made, so let the battle begin!

Clown starts off the battle by doing a strange sort of dance, and casting a sort of spell! Oh my! It looks like the poor Dunsparce got Hypnotized into a deep sleep! Poor thing! Wait...I don't see anything different about it. Those ARE its eyes, right? Huh...weird. Anyway, it can't act now...

The small Psychic-type takes advantage of this opportunity to cast a protective shield around itself! The golden barrier looks like it is ready to Reflect any physical damage that comes its way! Meanwhile, even though cars zoom by at high speeds, the...thingy...still sleeps. Or is it? Maybe it just got Hypnotized into staying completely still...

In order to add to the confusion caused by the Dunsparce's sleeping(?) state, the Mime Jr. casts a Ray of Confusion towards the sleeping creature! Well, at least that ray of light woke him up. Woah! Looks like he's angry enough to make an Earthquake! That's gonna be a pile-up!

Speaking of pile-ups...has anyone considered the danger of battling here? I mean, cars could hit these 'mons...like right now. Eesh. Both of them, creamed by a tanker. That'll leave a mark.

Well, state your orders, TalkingLion!
First Action

Clown used Hypnosis! (<60 success, 58=success; 1-33 light sleep, 34-66 deep sleep, 67-100 intense sleep, 45=deep sleep) (7 energy)

Flap is asleep!

Second Action

Clown used Reflect! (Success guaranteed, Reflect up for 6 actions) (8 energy)

Flap is asleep!

Third Action

Clown used Confuse Ray! (Success guaranteed, 1-33 slight, 34-66 severe, 67-100 intense, 2=slight; Confusion for 2 actions) (5 Energy)

Flap woke up!
Flap used Earthquake! (1-50, no hitting self, 51-100, hits self; hits self, ((4 + 0 + 0(no crit) + 1.5 + 0 + 0 – 0 – 0 – 0 * 1) + (0 * 1.75) = 6 damage to self (3 energy)

Car time!
Clown: (1-50 = 5 dmg, 51-80 = 7 dmg, 81-100 = 10 dmg; 93=10 dmg)
Flap: (1-50 = 5 dmg, 51-80 = 7 dmg, 81-100 = 10 dmg; 81=10 dmg)


Clown the Mime Jr.
HP: 70
EN: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: Reflect (4 actions)


Flap the Dunsparce
HP: 94
EN: 97
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: Confused for 1 action
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
#8
Well, if we can't go physical....

Psych Up ~ Water Pulse ~ Yawn

Interestingly enough, it appears that Soundproof doesn't block Yawn for some strange reason. Oh well, better for me, I guess.
 
#10
Round 2: A Misinterpretation, perhaps?


Clown the Mime Jr.
HP: 70
EN: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: Normal


Flap the Dunsparce
HP: 94
EN: 97
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: Confused for 1 action


Sorry, no time for flavor. Might edit it in later. Also, sorry for lateness(miscommunication between me and Lou) and I'm really sorry about Yawn, Lime, but I see it how I see it.

First Action

Clown used Nasty Plot! (Success guaranteed, SpA +2) (7 Energy)

Flap used Psych Up! (1-3333 = hit self, 3334-10000 = no, 7440=no) (Success guaranteed, SpA +2) (7 Energy)

Second Action

Clown used Psybeam! (7 + 3 + 0(<725 = crit, 9945=no) + 1.5 + 3.5 = 15 damage) (1-1000=confusion, 1001-10000=no, 5718=no) (4 Energy)

Flap used Water Pulse! (6 + 0(<725 = crit, 1622=no) + 0 + 3.5 = 10 damage) (1-2000=confusion, 1001-10000=no, 3852=no) (4 Energy)

Third Action

Clown used Psyshock! (8 + 3 + 0(<725 = crit, 8600=no) + 1.5 + 3.5 = 16 damage) (5 Energy)

Flap used Yawn! (fails due to Soundproof)



Clown the Mime Jr.
HP: 60
EN: 64
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: +1 Special Attack


Flap the Dunsparce
HP: 63
EN: 86
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: +1 Special Attack


13:05UllarWarlord quick reffing question.
13:05UllarWarlord Soundproof does not specifically block against yawn.
13:05UllarWarlord However, the description for Yawn says it does not work if the target cannot hear the user.
13:05UllarWarlord CONFLICTING DEFINITIONS ANOPSGAOPGBGE
13:06UllarWarlord Should Yawn work or not?
13:08iiMKUltra soundproof should block out yawn then
13:08jayjinde read the first four words of Yawn's description, The Pokemon yawns LOUDLY
13:08UllarWarlord OK.
13:08UllarWarlord It's just that it doesn't block yawn ingame.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
#12
So it does block Yawn after all. Interesting. I'm still hopeful for some serene grace hax though :D

Water Pulse ~ Thunderbolt ~ Water Pulse

If Mime Jr. uses Light Screen on action X, then use Roost on action X instead.
 
#14
Round 3: How dull.


Clown the Mime Jr.
HP: 60
EN: 64
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: +1 Special Attack


Flap the Dunsparce
HP: 63
EN: 86
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: +1 Special Attack


Will edit in flavor later. Maybe.

Action 1

Clown used Confuse Ray! (Success guaranteed, 1-33 slight, 34-66 severe, 67-100 intense, 16=slight; Confusion for 2 actions) (5 Energy)

Flap used Water Pulse! (1-50, hits self, 51-100 no; 76=no) (6 + 0(<725 = crit, 8893=no) + 0 + 1.75 = 8 damage) (1-2000=confusion, 1001-10000=no, 4785=no) (4 Energy)

Action 2

Clown used Psyshock! (8 + 3 + 0(<725 = crit, 7722=no) + 1.5 + 1.75 = 14 damage) (5 Energy)

Flap used Thunderbolt! (1-50, hits self, 51-100 no; 61=no) (10 + 0 + 0(<725 = crit, 9983=no)) + 1.75 = 12 damage) (1-20=paralysis, 21-100=no; 65=no) (7 energy)

Action 3

Clown used Psybeam! (7 + 3 + 0(<725 = crit, 8800=no) + 1.5 + 1.75 = 13 damage) (Target already confused) (4 Energy)

Flap snapped out of confusion! Flap used Water Pulse! (6 + 0(<725 = crit, 6347=no) + 0 + 1.75 = 8 damage) (1-2000=confusion, 1001-10000=no, 8109=no) (4 Energy)




Clown the Mime Jr.
HP: 32
EN: 50
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: None


Flap the Dunsparce
HP: 36
EN: 71
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: None
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
#16
Alrighty, Reflect should be down. Things do not look so good for us, so it is time to use our surroundings, Flap. Try to get a Defense Curl + Rollout combo to knock Mime Jr. out of the roof of the car and into the highway (be sure not to fall yourself!). Recharge, and if you're still alive, Rollout again.

Defense Curl + Rollout (attempt to knock Mime Jr. into the highway) ~ (recharge) ~ Rollout
 
#19
Round 4: Care and safety free!


Clown the Mime Jr.
HP: 32
EN: 50
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: None


Flap the Dunsparce
HP: 36
EN: 71
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: None


This round, the Pokemon continue their battle atop a car, busily heading down the interstate! Clown tries to shock the foe viciously with psychic forces, only to the sent flying off the vehicle into the road! Fortunately, we're at an intersection, so the fight can continue.

The Mime Jr. Figures 'if it ain't broke, don't fix it', and goes for another Psyshock while the Dunsparce recuperates from its combo. However, the added defense lowers the damage!

Another shock from Clown? Really? Flap isn't overly interesting either...just bowling the foe down, just as it tries to get back on!

Uh-oh. Green light, and...bam. hit by ANOTHER tanker. You guys have terrible luck, and it looks like Clown is nearly down!

Clown used Psyshock! (8 + 3 + 0(<725 = crit, 9016=no)) = 11 damage) (5 Energy)

Flap used Curling Rollout! (8 + 0(<725 = crit, 3082 = no) = 8 damage) (+1 Defense) (8 energy)

Clown used Psyshock! (8 + 3 + 0(<725 = crit, 1373=no) - 1.75) = 9 damage) (9 Energy)

Flap cooled down!

Clown used Psyshock! (8 + 3 + 0(<725 = crit, 1373=no) - 1.75) = 9 damage) (13 Energy)

Flap used Rollout! (11 + 0(<725 = crit, 7126=no) = 11 damage) (9 energy)

Clown got hit by a tanker! (roll=9608, 10 dmg)



Clown the Mime Jr.
HP: 3
EN: 23
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: None


Flap the Dunsparce
HP: 7
EN: 54
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: +1 Defense


Tell me if I screwed anything up, Lou. Actions, Lime!
 

LouisCyphre

heralds disaster.
#21
Rollout and Defense Curl really aren't supposed to be used in a combo. Instead, you can just use them in succession with absolutely no changes.

I mean, they're a Status cat move and a Physical cat move with no special combination clauses.
 
#24
Round 5: DOUBLE-KILL


Clown the Mime Jr.
HP: 3
EN: 23
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: None


Flap the Dunsparce
HP: 7
EN: 54
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: +1 Defense


Not much to say. Flap dies from a Psyshock.

But wait...what's this? It seem Clown is about to be hit by a car! And no roll is neccessary, because no matter what, he is KOed! A double kill!

Clown used Psyshock! (8 + 3 + 0(<725 = crit, 1373=no) - 1.75) = 9 damage) (13 Energy)

Flap is KOed!

Clown is hit by a car! It doesn't matter which one, he dies anyway!



Clown the Mime Jr.
HP: 3
EN: 10
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Condition: Flattened


Flap the Dunsparce
HP: 0
EN: 54
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 39 (45 / 1.15)
Size Class: 3
Weight Class: 2
Base Rank Total: 18
Condition: Shockingly dead


TalkingLion, post your mon. Then Limewire posts his, TalkingLion posts actions, then I ref.
 
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