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Completed Madotsuki vs Complications - Predicting the Weather

Discussion in 'ASB' started by Objection, Dec 16, 2012.

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  1. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Arena: Weather Simulation Chamber

    Weather Simulation Chamber (open)
    A 100ft x 100ft x 100ft room made of a white metallic alloy. The east and west edges of the arena have 10-foot-wide rectangular pools of water that run the length of the arena. The floor can be dug through and seismic moves can be used without any problem. The floor also has artificial grass that can be used as an external grass source. Weather-inducing moves and abilities cannot be used.

    In the middle of the arena is a machine that can generate weather upon being hit. Area of effect moves like Earthquake and Surf will always hit the machine, while other damaging moves that miss have a 50% chance of hitting the machine (multi-target moves that miss multiple targets only get this chance once). If the machine is hit by a damaging attack, it will change the weather at the end of the round. The weather will be chosen at random; each weather condition apart from the current one has an equal chance of being selected unless specified otherwise. All weather conditions will last until the machine is hit again. The possible weathers are as follows (note: Overcoat and Magic Guard always protect pokemon from damage dealt by any of these weathers):
    • Clear (default): No effect. This will not be chosen if the machine is hit more than once in the round.
    • Sun: Same effect as Sunny Day. This will not be chosen if the machine is hit more than once in the round.
    • Rain: Same effect as Rain Dance. This will not be chosen if the machine is hit more than once in the round.
    • Sandstorm: Same effect as Sandstorm. This will not be chosen if the machine is hit more than once in the round.
    • Hail: Same effect as Hail. This will not be chosen if the machine is hit more than once in the round.
    • Snow: Same effect as Hail except does not damage non-ice-types and does not heal pokemon with Ice Body. Also increases the base power of Powder Snow by 3. This will not be chosen if the machine is hit more than once in the round.
    • Fog: Reduces the accuracy of all pokemon by 1 stage as long as it is in effect. The move Defog will clear the fog, changing the weather to clear. This will not be chosen if the machine is hit more than twice in the round.
    • Acid Rain: Does 2 damage per action to all pokemon except poison-types. Weather Ball is poison-type.
    • Thunderstorm: Does 5 damage per action to all pokemon except electric- and ground-types and pokemon with Lightningrod, Volt Absorb and/or Motor Drive. Electric-type moves have their base power increased by 3. Thunder and Hurricane are 100% accurate. Weather Ball is electric-type.


    Team Madotsuki

    Caliborn the Shuckle (open)


    [​IMG]



    Shuckle [Caliborn] (M)
    Nature: Relaxed (+1 Def., speed \ 1.15, -10 evasion)
    Type:
    Bug/Rock

    Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

    Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

    Abilities:
    Sturdy: (Innate) - This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

    Gluttony: (Innate) - This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

    Contrary (DW): (Can be Enabled) - This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

    Stats:

    HP: 80
    Attack: Rank 1
    Defense: Rank 10 (+1)
    Special Attack: Rank 1
    Special Defense: Rank 9
    Speed: 4 (divided by 1.15)
    Size Class: 1
    Weight Class: 2
    Base rank total: 22

    MC: 0
    DC: 2/5

    Attacks:
    Withdraw
    Constrict
    Bide
    Rollout
    Struggle Bug
    Encore
    Wrap
    Safeguard
    Rest
    Rock Throw
    Power Trick
    Power Split
    Shell Smash

    Accupressure
    Sand Tomb
    Rock Blast

    Toxic
    Sandstorm
    Dig
    Sleep Talk


    Doc Scratch the Dusclops (open)


    [​IMG]


    Dusclops [Doc Scratch] (M)
    Nature: Impish (+1 Def., -1 Spc. Att.)
    Type: Ghost
    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.

    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.

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 6 (+1)
    SpA: Rank 1 (-1)
    SpD: Rank 5
    Spe: 25
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

    EC: 4/9
    MC: 1

    Attacks:
    Fire Punch
    Ice Punch
    ThunderPunch
    Gravity
    Bind
    Leer
    Night Shade
    Disable
    Foresight
    Astonish
    Confuse Ray
    Shadow Sneak
    Pursuit
    Will-o-Wisp
    Curse
    Shadow Punch

    Memento
    Pain Split
    Imprison

    Trick Room
    Taunt
    Torment


    Jack Noir the Deino (open)


    [​IMG]



    Deino [Jack Noir] (M)
    Nature: Mild (+Special Attack, -Defense)
    Type:
    Dark/Dragon

    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.

    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    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.

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 1 (-)
    SpA: Rank 3 (+)
    SpD: Rank 2
    Spe: 38
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

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

    Attacks:
    Tackle
    Dragon Rage
    Focus Energy
    Bite
    Headbutt
    Dragonbreath
    Roar
    Crunch

    Dark Pulse
    Earth Power
    Head Smash

    Dragon Tail
    Taunt
    Work Up


    Team Complications

    Soundwave the Starmie (open)
    Starmie (Soundwave) (Genderless)
    [​IMG]
    "Target acquired."
    Soundwave doesn't speak much, unless he's accepting orders, which he does without question or second thought. As a sort of "enforcer" amongst Complications' Pokemon, the leaders of the group like him, while the rebels despise him.
    Nature:
    Timid (-Atk, +Spe, +20% ACC)

    Type:
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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

    Abilities:
    Illuminate:
    Type: Can be Enabled
    This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

    Natural Cure:
    Type: Innate
    This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

    Analytic: (DW)
    Type: Innate
    If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

    Stats:
    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (132.25>132)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

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

    Attacks:
    Attract
    Aurora Beam (*)
    Avalanche
    Barrier (*)
    Bide
    Blizzard
    Brine
    Bubblebeam (*)

    Camouflage (*)
    Confuse Ray
    Cosmic Power
    Curse
    Dive
    Double Edge
    Double Team
    Dream Eater
    Endure
    Facade
    Flash
    Flash Cannon
    Frustration
    Giga Impact
    Grass Knot
    Gravity
    Gyro Ball
    Hail
    Harden (*)
    Hidden Power Fire (7)
    Hydro Pump
    Hyper Beam
    Ice Beam (*)
    Icy Wind
    Light Screen
    Magic Coat
    Mimic
    Minimize
    Natural Gift
    Nightmare
    Pain Split
    Power Gem
    Protect
    Psych Up
    Psychic
    Psyshock
    Psywave
    Rage
    Rain Dance
    Rapid Spin (*)
    Recover (*)
    Recycle
    Reflect
    Reflect Type
    Rest
    Return
    Roll Play
    Rollout
    Round
    Scald
    Secret Power
    Signal Beam
    Skill Swap
    Skull Bash
    Sleep Talk
    Snore
    Substitute
    Supersonic (*)
    Surf (*)
    Swagger
    Swift (*)
    Tackle (*)
    Take Down
    Telekinesis
    Teleport
    Thunder
    Thunder Wave
    Thunderbolt (*)
    Toxic
    Tri-Attack
    Trick
    Trick Room
    Twister
    Water Gun (*)
    Water Pulse
    Waterfall
    Whirlpool
    Wonder Room
    Zap Cannon (Past Gen)

    Total Obtained: 20
    To Obtain: 67


    Durza the Zweilous (open)

    Durza (Zweilous) (M)
    [​IMG]
    Nature: Modest (+SATK, -ATK)

    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.

    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities
    Hustle
    Type: Can Be Activated
    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.

    Stats:
    HP: 100
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 58
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 17

    EC: 4/9
    MC: 2

    Attacks:
    Tackle (*)
    Dragon Rage (*)
    Focus Energy (*)
    Bite (*)
    Headbutt (*)
    Dragonbreath (*)
    Roar (*)
    Crunch (*)
    Double Hit
    Dragon Pulse

    Dark Pulse (*)
    Earth Power (*)
    Head Smash (*)

    Thunder Wave (*)
    Substitute (*)
    Work Up (*)
    Hidden Power Grass (7)


    Lir the Frillish (open)
    Frillish (Lir) (M)*
    [​IMG]
    Nature: Modest (+SAtk, -Atk)

    Type:

    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.

    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, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

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

    Stats
    HP: 90
    Atk: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 4 (+)
    SpD: Rank 3
    Spe: 40
    Size Class: 2
    Weight Class: 3
    Base Rank Total: 14

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

    Attacks:
    Bubble(*)
    Water Sport (*)
    Absorb (*)
    Night Shade (*)
    Bubblebeam (*)
    Recover (*)
    Water Pulse (*)

    Acid Armor (*)
    Confuse Ray (*)
    Pain Split (*)

    Ice Beam (*)
    Shadow Ball (*)
    Scald (*)


    How it's gonna go down

    • Madotsuki chooses his first two pokemon and their items
    • Complications chooses his first two pokemon and their items and orders
    • Madotsuki orders
    • Objection's internet dies in a thunder storm right when he's about to post the reffing

    So Madotsuki, you're up first.
  2. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    "Heh... 'Weather Simulation?' All that's really needed for that is falling asleep! Go, Doc Scratch and Jack Noir!"

    [​IMG]

    <I'm omnipotent. Of course I can control the weather here, if I need to. And, of course, I already know if and when it's required.>

    [​IMG]

    <Do you know if and when to shut up? Jesus, even Feferi's less intolerable than you.>
  3. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "Hehehe a Datk type and a ghost type... Versus a dark type and a ghost type. How quaint. Lir, Durza, take the stage."

    [​IMG]
    "Little Deino, are you prepared to die?"


    [​IMG]
    "Rare is the day when mortals are graced by my presence.

    "These two need a lesson from Optimus... Oh well. Durza will be holding nothing, Lir will take an Exp. Share."

    Durza: Activate Hustle. Substitute (15)-Dark Pulse-Crunch (All Dusclops)
    Lir: Acid Armor-Ice Beam-Ice Beam (All Deino)

    If Lir would be prevented from using Ice Beam A3, change that action to Shadow Ball (Dusclops).

    I can't think of any other subs... This may hurt :/
  4. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    "Heh... We may both be pretty morbid, but that doesn't mean we're evenly matched!"

    [​IMG]

    <I must warn you, Durza. You cannot hide from the future in paradox space.>

    [​IMG]

    <Whatever the fuck Doc just said, you're both going down!>

    Doc Scratch: Trick Room - Ice Punch (Durza) - Ice Punch (Durza)
    Jack Noir: Hustle activate. Roar (Durza) - Dragon Tail (Durza) - Dragon Tail (Durza)
  5. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Madotsuki

    [​IMG]
    Doc Scratch (M) @ Nothing
    HP: 90 | EN: 100 | Spe: 25
    Ranks: 3/6/1/5 | Total: 18
    Size: 3 | Weight: 3
    Abilities: Pressure
    Other: None

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 90 | EN: 100 | Spe: 38
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled

    Team Complications

    [​IMG]
    Durza (M) @ Nothing
    HP: 100 | EN: 100 | Spe: 58
    Ranks: 2/3/4/3 | Total: 17
    Size: 3 | Weight: 3
    Abilities: Hustle
    Other: Hustle enabled

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 90 | EN: 100 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: None

    Arena effects

    • None

    Flavour

    At one end of the arena, Madotsuki sends out Doc Scratch the Dusclops and Jack Noir the Deino, while at the other end, Complications sends out Durza the Zweilous and Lir the Frillish. Initially, Complications' pokemon prepare themselves for what's coming next, with Durza creating a Substitute and Lir melding with the water in one of the pools at the side to create some Acid Armor. Jack Noir, angry at his evolved brother for being such a coward, Roars to try to provoke him into action. Instead, however, Durza becomes frightened and throws his substitute at Jack Noir in fear. The doll bounces harmlessly off the Deino and into a pool of water. Suddenly, everything gets flip-turned upside down as Doc Scratch's manoeuvre finally manifests as a Trick Room that makes everyone speed up in different amounts. Doc seems to benefit most from these twisted dimensions.

    And then the attacking begins. Doc begins with an Ice Punch to Durza. Jack Noir, meanwhile, builds up some energy in his tail while Lir tries to freeze him with an Ice Beam. Durza launches a Dark Pulse at Doc Scratch, who recoils slightly from the blow, and then Jack Noir unleashes his now powerful Dragon Tail. Durza seems to be taking a beating this round.

    Things only get worse for the Zweilous after a second Ice Punch from Durza connects. He retaliates by Crunching down on him with his powerful fangs while his teammate Lir fires a second Ice Beam at Jack Noir. The Deino seems a little puzzled as it was expecting to make its move before any of the others did. Perhaps it doesn't realise that Dragon Tail requires time to build up the power and Doc's means of twisting the dimensions haven't changed that. Either way, Jack Noir makes his move, but this time he narrowly misses his target and crashes into the weather machine!

    *BZZT* *WHIRR* *CLANK*

    Uh oh. What have you done?

    *FWOOSH*

    Well it looks like the sudden sandstorm is the last straw for Durza. He flees back to his trainer, who responds by sending out Soundwave the Starmie. What will happen now?

    Team Madotsuki

    [​IMG]
    Doc Scratch (M) @ Nothing
    HP: 63 | EN: 74 | Spe: 25
    Ranks: 3/6/1/5 | Total: 18
    Size: 3 | Weight: 3
    Abilities: Pressure
    Other: None

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 51 | EN: 81 | Spe: 38
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled

    Team Complications

    [​IMG]
    Durza (M) @ Nothing
    HP: 43 | EN: 74 | Spe: 58
    Ranks: 2/3/4/3 | Total: 17
    Size: 3 | Weight: 3
    Abilities: Hustle
    Other: Hustle enabled

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 90 | EN: 75 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: +1 defence (1 more round)

    Arena effects

    • Trick Room (3 more rounds)
    • Sandstorm (permanent)

    Raw data

    Action 1 (open)
    Turn order: Durza, Lir, Jack Noir, Doc Scratch

    Durza uses Substitute for 12 energy
    Durza creates a 15 HP substitute

    Lir uses Acid Armor for 7 energy
    Lir's defence is raised by 2 stages

    Jack Noir uses Roar on Durza for 7 energy
    Durza is phazed

    Doc Scratch uses Trick Room for 10 energy
    The dimensions became twisted for 4 rounds


    Action 2 (open)
    Turn order: Doc Scratch, Lir, Durza, Jack Noir

    Doc Scratch uses Ice Punch on Durza for 6 energy
    Roll a D16 for crit: 14 - no crit
    Roll a D100 for freeze: 82 - no freeze
    Durza takes (8+(3-3)*1.5)*1.5=12 damage

    Lir uses Ice Beam on Jack Noir for 7 energy
    Roll a D16 for crit: 13 - no crit
    Roll a D100 for freeze: 84 - no freeze
    Jack Noir takes (10+(4-2)*1.5)*1.5=19.5 damage

    Durza uses Dark Pulse on Doc Scratch for 5 energy
    Pressure increases the energy cost by 2
    Roll a D16 for crit: 3 - no crit
    No flinch roll because Doc Scratch has already acted
    Doc Scratch takes (8+3+(4-5)*1.5)*1.5=14.25 damage

    Jack Noir uses Dragon Tail on Durza for 4 energy
    Roll a D100 for accuracy (reduced to 72%): 49 - hit
    Roll a D16 for crit: 14 - no crit
    Durza takes (6+3+(3-3)*1.5+3)*1.5=18 damage
    Durza is phazed


    Action 3 (open)
    Turn order: Doc Scratch, Lir, Durza, Jack Noir

    Doc Scratch uses Ice Punch on Durza for 10 energy
    Roll a D16 for crit: 8 - no crit
    Roll a D100 for freeze: 54 - no freeze
    Durza takes (8+(3-3)*1.5)*1.5=12 damage

    Lir uses Ice Beam on Jack Noir for 11 energy
    Roll a D16 for crit: 15 - no crit
    Roll a D100 for freeze: 28 - no freeze
    Jack Noir takes (10+(4-2)*1.5)*1.5=19.5 damage

    Durza uses Crunch on Doc Scratch for 5 energy
    Pressure increases the energy cost by 2
    Roll a D100 for accuracy (reduced to 80%): 6 - hit
    Roll a D16 for crit: 4 - no crit
    Roll a D100 for defence drop: 63 - no defence drop
    Doc Scratch takes (8+3+(5-6)+(2-5)*1.5+3)*1.5=12.75 damage

    Jack Noir uses Dragon Tail on Durza for 8 energy
    Roll a D100 for accuracy (reduced to 72%): 73 - miss
    Roll a D2 for hitting the weather machine (1 = yes, 2 = no): 1 - yes


    End of round (open)
    Lir's defence stage decays to +1

    Durza switches out
    Soundwave switches in

    Roll a D8 for weather: 3 - Sandstorm


    Madotsuki orders first this round.
  6. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Objection if switch=KO Durza can't go back to his Pokéball :P
  7. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    "Crap... I hate going first, especially in dangerous situations such as this..."

    Doc Scratch: Ice Punch (Durza) - Gravity - Ice Punch (Durza)
    IF Lir uses Confuse Ray, THEN use Taunt on Lir

    Jack Noir: Headbutt (Durza) - Dragon Tail (Durza) - Dragon Tail (Durza)
    IF Durza uses Taunt, THEN use Taunt on Durza
  8. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "... We don't like you, Dusclops."
    Durza: Focus Energy-Dark Pulse+Dark Pulse (Dusclops)-Cooldown
    If Durza is frozen A2, change A3 to Dark Pulse+Dark Pulse.
    Lir: Shadow Ball (Dusclops)-Shadow Ball (Dusclops)-Ice Beam (Deino)

    If Dusclops is not KO'd by A3, change Ice Beam to Shadow Ball (Dusclops)
  9. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Madotsuki

    [​IMG]
    Doc Scratch (M) @ Nothing
    HP: 63 | EN: 74 | Spe: 25
    Ranks: 3/6/1/5 | Total: 18
    Size: 3 | Weight: 3
    Abilities: Pressure
    Other: None

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 51 | EN: 81 | Spe: 38
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled

    Team Complications

    [​IMG]
    Durza (M) @ Nothing
    HP: 43 | EN: 74 | Spe: 58
    Ranks: 2/3/4/3 | Total: 17
    Size: 3 | Weight: 3
    Abilities: Hustle
    Other: Hustle enabled

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 90 | EN: 75 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: +1 defence (1 more round)

    Arena effects

    • Trick Room (3 more rounds)
    • Sandstorm (permanent)

    Flavour

    While the sandstorm rages, Doc strikes Durza with another Ice Punch. The repeated freezing of his fists seems to be taking its toll on his energy. This was a minor inconvenience, but a Headbutt from Jack Noir causes the Zweilous to fail a concentration check. Looks like it's up to Lir to do something about this. He opts for a Shadow Ball, which passes straight through Doc Scratch, sapping both vitality and resistance!

    This doesn't stop him from altering the environment further though. This time, he's increasing the Gravity in the chamber! This makes it harder for everyone to move about, so Lir continues the ranged assault with another Shadow Ball, which, once again, weakens Doc Scratch in more ways than one. While Jack Noir prepares to strike Durza, the Zweilous fires a Super Dark Pulse at Doc Scratch that knocks the Dusclops out! Before he can celebrate, however, he is struck by Jack Noir's Dragon Tail and comes close to sharing Doc's fate. In fact, another Dragon Tail later, Durza does indeed get knocked out. However, Lir is ready to avenge his fallen comrade with a nice cold Ice Beam. But now both sides are down to two pokemon.

    Team Madotsuki

    [​IMG]
    Doc Scratch (M) @ Nothing
    HP: KO | EN: 50

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 25 | EN: 64 | Spe: 38
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled

    Team Complications

    [​IMG]
    Durza (M) @ Nothing
    HP: KO | EN: 47

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 84 | EN: 50 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: None

    Arena effects

    • Trick Room (2 more rounds)
    • Sandstorm (permanent)
    • Gravity (3 more rounds)

    Raw data

    Action 1 (open)
    Turn order: Doc Scratch, Jack Noir, Lir, Durza

    Doc Scratch uses Ice Punch on Durza for 14 energy
    Roll a D16 for crit: 11 - no crit
    Roll a D100 for freeze: 60 - no freeze
    Durza takes (8+(3-3)*1.5)*1.5=12 damage

    Jack Noir uses Headbutt on Durza for 5 energy
    Roll a D100 for accuracy (reduced to 80%): 13 - hit
    Roll a D16 for crit: 10 - no crit
    Roll a D100 for flinch: 11 - flinch
    Durza takes (7+(3-3)*1.5)=7 damage

    Lir uses Shadow Ball on Doc Scratch for 5 energy
    Pressure increases the energy cost by 2
    Roll a D16 for crit: 9 - no crit
    Roll a D100 for special defence drop: 19 - special defence drop
    Doc Scratch takes (8+3+(4-5)*1.5)*1.5=14.25 damage
    Doc Scratch's special defence is lowered by 1 stage

    Durza flinches

    Everyone takes 2 damage due to Sandstorm


    Action 2 (open)
    Doc Scratch, Lir, Durza, Jack Noir

    Doc Scratch uses Gravity for 10 energy
    The gravity intensifies for 4 rounds

    Lir uses Shadow Ball on Doc Scratch for 9 energy
    Pressure increases the energy cost by 2
    Roll a D16 for crit: 4 - no crit
    Roll a D100 for special defence drop: 11 - another special defence drop
    Doc Scratch takes (8+3+(4-5)*1.5)*1.5+(0--1)*1.75=15 damage
    Doc Scratch's special defence is lowered by 1 stage

    Durza uses a combo of Dark Pulse and Dark Pulse on Doc Scratch for ((6+10)*1.75-1)=27 energy
    Pressure increases the energy cost by 2
    Roll a D16 for crit: 16 - no crit
    No flinch roll because Doc Scratch has already acted
    Doc Scratch takes (8*2.25+3+(4-5)*1.5)*1.5+(0--2)*1.75=32.75 damage
    Doc Scratch is KO'd by the attack

    Jack Noir uses Dragon Tail on Durza for 4 energy
    Roll a D16 for crit: 9 - no crit
    Durza takes (6+3+(3-3)*1.5+3)*1.5=18 damage
    Durza is phazed

    Everyone takes 2 damage due to Sandstorm


    Action 3 (open)
    Turn order: Lir, Durza, Jack Noir

    Lir uses Ice Beam on Jack Noir for 7 energy
    Roll a D16 for crit: 3 - no crit
    Roll a D100 for freeze: 13 - no freeze
    Jack Noir takes (10+(4-2)*1.5)*1.5=19.5 damage

    Durza cools down

    Jack Noir uses Dragon Tail on Durza for 8 energy
    Roll a D16 for crit: 16 - no crit
    Durza takes (6+3+(3-3)*1.5+3)*1.5=18 damage
    Durza is KO'd by the attack

    Everyone takes 2 damage due to Sandstorm


    Since Madotsuki is automatically going to send out Caliborn the Shuckle and Complications is going to send out Soundwave the Starmie, let's get straight to orders. Complications orders first, and don't forget to equip any items you might want to equip.
  10. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Objection, what's the effect of multi-hit moves on the weather machine, seeing as they hit everything on the field?
  11. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Nevermind... I missed it.
    Soundwave: Surf-Hydro Pump (Shuckle)-Hydro Pump (Shuckle)
    Lir: Ice Beam (Deino)-Scald (Shuckle)-Scald (Shuckle)

    If Deino is not KO'd by A2 change A2 to Bubble.
  12. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    "Hah! Jack Noir won't be taken down THAT easily!"

    [​IMG]

    <What?! I'm almost dead! There's no way I->

    [​IMG]

    <Relax. I got your back.>

    Caliborn: Bodyblock - Power Trick - Bug Bite + Bug Bite (Starmie)
    Jack Noir: Crunch - Bite - Bite + Crunch(All Starmie)

    (Assuming my calculations are all correct, this should ORKO Starmie, while leaving both of them still alive. Thank you, Power Trick only working on the physical side)
  13. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Team Madotsuki

    [​IMG]
    Caliborn (M) @ Nothing
    HP: 80 | EN: 100 | Spe: 4 (-)
    Ranks: 1/10/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: None

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 25 | EN: 64 | Spe: 38
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled

    Team Complications

    [​IMG]
    Soundwave (U) @ Nothing
    HP: 90 | EN: 100 | Spe: 133 (+) (Acc boost: 20%)
    Ranks: 2/3/4/3 | Total: 19
    Size: 2 | Weight: 4
    Abilities: Illuminate, Natural Cure, Analytic
    Other: None

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 84 | EN: 50 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: None

    Arena effects

    • Trick Room (2 more rounds)
    • Sandstorm (permanent)
    • Gravity (3 more rounds)

    Flavour

    While Caliborn the Shuckle seems to be feeling rather speedy in these twisted dimensions, Soundwave the Starmie appears to be slow and sluggish. Caliborn takes advantage of his mysterious speed by Bodyblocking for his ally while said ally Crunches down on the Starmie. Lir's Ice Beam, which was meant to knock out the Deino, instead barely scratched the shell of the Shuckle. Soundwave appears to be sick of the sandstorm already and Surfs on a huge wave of water that washes over everyone, causing Lir to heal slightly and the weather machine to start buzzing and whirring rather loudly. However, it seems it's still on sandstorm mode for now.

    Lir, annoyed that the Deino didn't go down already, blows Bubbles over his opponents. They barely do anything to Caliborn and are still not strong enough to knock out Jack Noir, who Bites Soundwave more quickly, causing it to flinch. Caliborn, meanwhile, converts some of the more physical parts of its shell-like defence into powerful weapons. This Power Trick could make a huge impact on the rest of the battle.

    Figuring that Caliborn is more of a thorn in their collective side than Jack Noir, both Lir and Soundwave aim their Scalding hot water and Hydro Pump blasts at him. These leave small dents in the Shuckle, but Caliborn simply retaliates with a Super Bug Bite to Soundwave's jewel. However, Jack Noir steals the glory by knocking the Starmie out with his powerful Fangs of Darkness. Suddenly, the sandstorm clears up, only to be replaced by really dark clouds overhead accompanied by cracks of lightning and thunderous rumbles. Jack Noir, Caliborn and Lir will have to finish their battle in a thunderstorm!

    Team Madotsuki

    [​IMG]
    Caliborn (M) @ Nothing
    HP: 58 | EN: 61 | Spe: 4 (-)
    Ranks: 10/1/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: Power Trick (5 actions)

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 3 | EN: 32 | Spe: 38 21.714...
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled, -1 speed (1 more round)

    Team Complications

    [​IMG]
    Soundwave (U) @ Nothing
    HP: KO | EN: 87

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 83 | EN: 32 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: None

    Arena effects

    • Trick Room (1 more round)
    • Gravity (2 more rounds)
    • Thunderstorm (permanent)

    Raw data

    Action 1 (open)
    Turn order: Caliborn, Jack Noir, Lir, Soundwave

    Caliborn uses Bodyblock on Jack Noir for 5 energy
    Caliborn will take hits for Jack Noir

    Jack Noir uses Crunch on Soundwave for 5 energy
    Roll a D16 for crit: 15 - no crit
    Roll a D100 for defence drop: 62 - no defence drop
    Soundwave takes (8+3+(3-3)*1.5+3)*1.5=21 damage

    Lir uses Ice Beam on Jack Noir for 11 energy
    Lir's attack is cockblocked by Caliborn
    Roll a D16 for crit: 13 - no crit
    Roll a D100 for freeze: 20 - no freeze
    Caliborn takes (10+(5-9)+(4-5)*1.5-1-2)=1.5 damage

    Soundwave uses Surf for 6 energy
    The move hits the weather machine
    Roll a D16 for crit against Caliborn: 11 - no crit
    Roll a D16 for crit against Jack Noir: 14 - no crit
    Caliborn takes (10*0.75+3+(5-9)+(4-5)*1.5+2-1-2)*1.5=6 damage
    Jack Noir takes (10*0.75+3+(4-2)*1.5+2)*0.67=10.385 damage
    Lir would take (10*0.75+3+(4-3)*1.5+2)*0.67=9.38 damage
    Lir restores (9.38/2)=4.69 HP

    Everyone except Caliborn takes 2 damage due to Sandstorm


    Action 2 (open)
    Turn order: Caliborn, Jack Noir, Lir, Soundwave

    Caliborn uses Power Trick for (5+(10-1))=14 energy
    Caliborn's attack and defence ranks are swapped

    Jack Noir uses Bite on Soundwave for 3 energy
    Roll a D16 for crit: 14 - no crit
    Roll a D100 for flinch: 17 - flinch
    Soundwave takes (6+3+(3-3)*1.5+3)*1.5=18 damage

    Lir uses Bubble for 2 energy
    Roll a D16 for crit against Caliborn: 10 - no crit
    Roll a D16 for crit against Jack Noir: 9 - no crit
    Roll a D100 for speed drop against Caliborn: 79 - no speed drop
    Roll a D100 for speed drop against Jack Noir: 2 - speed drop
    Caliborn takes (4*0.75+3+(5-9)+(4-5)*1.5-1-2)*1.5=-3.75 damage (capped at 1)
    Jack Noir takes (4*0.75+3+(4-2)*1.5)*0.67=6.03 damage
    Jack Noir's speed is lowered by 1 stage

    Soundwave flinches

    Everyone except Caliborn takes 2 damage due to Sandstorm


    Action 3 (open)
    Turn order: Lir, Soundwave, Caliborn, Jack Noir

    Lir uses Scald on Caliborn for 5 energy
    Roll a D16 for crit: 7 - no crit
    Roll a D100 for burn: 82 - no burn
    Caliborn takes (8+3+(5-9)+(4-5)*1.5-1-2)*1.5=3.75 damage

    Soundwave uses Hydro Pump on Caliborn for 7 energy
    Accuracy boosted to 100%
    Roll a D16 for crit: 13 - no crit
    Caliborn takes (12+3+(5-9)+(4-5)*1.5-1-2)*1.5=9.75 damage

    Caliborn uses a combo of Bug Bite and Bug Bite on Soundwave for ((4+8)*1.75-1)=20 energy
    Roll a D16 for crit: 3 - no crit
    Soundwave takes (6*2.25+3+(10-5)+(5-3)*1.5)*1.5=36.75 damage
    Caliborn's Power Trick counter drops to 5

    Jack Noir uses a combo of Bite and Crunch on Soundwave for ((8+6)*1.75-1)=23.5 energy
    Roll a D16 for crit: 11 - no crit
    No flinch roll because Soundwave has already acted
    Roll a D100 for defence drop: 17 - defence drop
    Soundwave takes (6+8+3+(3-3)*1.5+3)*1.5=30 damage
    Soundwave is KO'd by the attack

    Everyone except Caliborn takes 2 damage due to Sandstorm


    End of round (open)
    Roll a D8 for weather: 8 - Thunderstorm


    Madotsuki, your orders please.
  14. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    "Well, Caliborn, you'll have to finish this alone."

    Caliborn: Cooldown - Rest - Sleep Talk (Rock Blast, Accupressure, Dig, Rock Throw)
    IF Lir uses Acid Armor A3, change to Sleep Talk (Toxic, Accupressure, Safeguard, Taunt)

    Jack Noir: Cooldown - Crunch + Crunch - Cooldown
  15. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Just saying that, even though Jack Noir is pretty much guaranteed to faint on action 1, he can't legally be ordered to die.
  16. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    Bah, you're no fun
  17. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    "Oh how nice. I don't have to KO the dragon; the thunderstorm will do it for me."
    Confuse Ray-Night Shade-Chill
  18. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    I'm assuming that all of Lir's moves are directed at Caliborn.

    Team Madotsuki

    [​IMG]
    Caliborn (M) @ Nothing
    HP: 58 | EN: 61 | Spe: 4 (-)
    Ranks: 10/1/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: Power Trick (5 actions)

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: 3 | EN: 32 | Spe: 38 21.714...
    Ranks: 3/1/3/2 | Total: 13
    Size: 1 | Weight: 2
    Abilities: Hustle
    Other: Hustle enabled, -1 speed (1 more round)

    Team Complications

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 83 | EN: 32 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: None

    Arena effects

    • Trick Room (1 more round)
    • Gravity (2 more rounds)
    • Thunderstorm (permanent)

    Flavour

    The thunderstorm knocks out Jack Noir before he can do anything, meaning it's just Caliborn and Lir left. Due to the combo Caliborn performed last round, Lir wins initiative and fires a dazzling Confuse Ray at Caliborn. This doesn't seem to have any effect though as Caliborn promptly Rests up, withstanding the incoming Night Shade from his opponent. While asleep, Caliborn starts making Sleep Talk and, in his wild dreams, he begins to Dig through the floor. Lir decides to Chill and restore some lost energy just as he gets struck by the Shuckle's underground strike. The thunderstorm seems to suggest getting this battle over with quickly and efficiently. The twisted dimensions Doc Scratch set up earlier are fading as well.

    Team Madotsuki

    [​IMG]
    Caliborn (M) @ Nothing
    HP: 57 | EN: 33 | Spe: 4 (-)
    Ranks: 10/1/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: Power Trick (2 actions), confused (2 actions), Rest (1 action), used 1 recovery

    [​IMG]
    Jack Noir (M) @ Nothing
    HP: KO | EN: 32

    Team Complications

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 50 | EN: 36 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: Used 1 chill

    Arena effects

    • Gravity (1 more round)
    • Thunderstorm (permanent)

    Raw data

    Action 1 (open)
    Turn order: Caliborn, Jack Noir, Lir

    Caliborn cools down
    Caliborn's Power Trick counter drops to 4

    Jack Noir cools down

    Lir uses Confuse Ray on Caliborn for 4 energy
    Roll a D3 for confusion duration: 3 - 4 actions
    Caliborn is confused

    Everyone takes 5 damage due to Thunderstorm
    Jack Noir is KO'd by the Thunderstorm


    Action 2 (open)
    Turn order: Caliborn, Lir

    Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
    Caliborn uses Rest for 15 energy
    Caliborn restores 12 HP
    Caliborn is resting for 2 more actions
    Caliborn's Power Trick counter drops to 3
    Caliborn's confusion counter drops to 3

    Lir uses Night Shade for 4 energy
    Caliborn takes 10 damage

    Everyone takes 5 damage due to Thunderstorm


    Action 3 (open)
    Turn order: Caliborn, Lir

    Caliborn is asleep
    Caliborn's sleep counter drops to 1
    Caliborn restores 12 HP
    Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
    Caliborn uses Sleep Talk for 3 energy
    Roll a D4 for selected move: 3 - Dig
    Caliborn uses Dig for 10 energy
    Caliborn burrows underground

    Lir chills and restores 12 energy

    Caliborn unleashes Dig
    Roll a D16 for crit: 15 - no crit
    Lir takes (8+(10-5)+(5-2)*1.5)=17.5 damage
    Roll a D100 for Cursed Body activation: 43 - nope
    Caliborn's Power Trick counter drops to 2
    Caliborn's confusion counter drops to 2
    Caliborn's Rest counter drops to 1

    Everyone takes 5 damage due to Thunderstorm


    Complications, your turn now.
  19. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    I don't have Hydro Pump in this match :/
    Recover-Scald-Night Shade
  20. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    "Crap. Stop recovering and die already!

    Rock Blast - Chill - Rock Blast
  21. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    Now that it's down to 1v1, I'm gonna ref the rest of this battle using my singles format.

    [​IMG]
    Caliborn (M) @ Nothing
    HP: 57 | EN: 33 | Spe: 4 (-)
    Ranks: 10/1/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: Power Trick (2 actions), confused (2 actions), Rest (1 action), used 1 recovery

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 50 | EN: 36 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: Used 1 chill

    Arena effects: Gravity (1 more round), Thunderstorm (permanent)

    Despite Madotsuki's orders to attack, Caliborn continues to sleep while Lir takes advantage of this by Recovering some lost vitality. He then follows up with a Scalding hot blast of water that snaps the Shuckle out of its slumber. However, Caliborn still isn't in the mood to do anything but Chill. That is, until Lir follows up with another Night Shade attack. This prompts Caliborn to fire a Rock Blast at the Frillish. Of the three rocks launched, one of them hits Lir right in the eye! Unfortunately, Caliborn's previous strength boost wore off just before the attack begun. Both pokemon find their vitality being drained by the thunderstorm in the arena, while the strong gravity seems to have returned to normal.

    [​IMG]
    Caliborn (M) @ Nothing
    HP: 37 | EN: 39 | Spe: 4 (-)
    Ranks: 1/10/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: Used 1 recovery, used 1 chill

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 43 | EN: 16 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: Used 1 chill, used 1 recovery

    Arena effects: Thunderstorm (permanent)

    Raw data (open)
    Lir uses Recover for ((90/10)+2)=11 energy
    Lir restores 20 HP

    Caliborn is fast asleep
    Caliborn's sleep counter drops to 0
    Caliborn restores 12 HP
    Caliborn's Power Trick counter drops to 1

    Everyone takes 5 damage due to Thunderstorm

    Lir uses Scald for 5 energy
    Roll a D16 for crit: 11 - no crit
    Roll a D100 for burn: 33 - no burn
    Caliborn takes (8+3+(5-9)+(4-5)*1.5-1)*1.5=6.75 damage

    Caliborn wakes up
    Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
    Caliborn chills and restores 12 energy
    Caliborn's Power Trick counter drops to 0
    Caliborn's confusion counter drops to 1

    Everyone takes 5 damage due to Thunderstorm

    Lir uses Night Shade for 4 energy
    Caliborn takes 10 damage

    Roll a D2 for confusion (1 = attack, 2 = self-hit): 1 - attack
    Caliborn uses Rock Blast for 6 energy
    Accuracy boosted to 100%
    Roll a D6 for hits (1-2 = 2, 3-4 = 3, 5 = 4, 6 = 5): 3 - 3 hits
    Roll 3D16 for crits: 1, 16, 8 - one crit
    Lir takes (3*3+1+3+(1-2)*1.5)=11.5 damage
    Caliborn's confusion counter drops to 0
    Roll a D100 for Cursed Body: 54 - nope

    Everyone takes 5 damage due to Thunderstorm


    Order up, Madotsuki!
  22. Madotsuki

    Madotsuki

    Joined:
    Apr 5, 2011
    Messages:
    228
    Power Trick - Rock Blast - Rock Blast

    This ends now
  23. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    Hmm... A tough round to call. Let's say we end it in a draw?
    Scald-Night Shade-Night Shade
  24. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    [​IMG]
    Caliborn (M) @ Nothing
    HP: 37 | EN: 39 | Spe: 4 (-)
    Ranks: 1/10/1/9 | Total: 22
    Size: 1 | Weight: 2
    Abilities: Sturdy, Gluttony
    Other: Used 1 recovery, used 1 chill

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 43 | EN: 16 | Spe: 40
    Ranks: 1/2/4/3 | Total: 14
    Size: 2 | Weight: 3
    Abilities: Water Absorb, Cursed Body
    Other: Used 1 chill, used 1 recovery

    Arena effects: Thunderstorm (permanent)

    I have until roughly 3pm GMT to get this reffed and am likely to be called upon to do other things IRL between now and then, so I'm gonna have to skimp on the flavour this round. Suffice to say, Scald finally burned Caliborn, Rock Blast didn't KO Lir and the combination of Lir's attacks, burn damage and thunderstorm damage KO'd Caliborn, but Lir ran out of energy and fainted too.

    [​IMG]
    Caliborn (M) @ Nothing
    HP: KO | EN: 19

    [​IMG]
    Lir (M) @ Exp. Share
    HP: 14 | EN: KO

    Arena effects: Thunderstorm (permanent)

    Raw data (open)
    Lir uses Scald for 5 energy
    Roll a D16 for crit: 9 - no crit
    Roll a D100 for burn: 17 - it's about time
    Caliborn takes (8+3+(5-9)+(4-5)*1.5-1)*1.5=6.75 damage
    Caliborn is burned

    Caliborn uses Power Trick for (5+(10-1))=14 energy
    Caliborn's attack and defence ranks are swapped

    Everyone takes 5 damage due to Thunderstorm
    Caliborn takes 2 burn damage

    Lir uses Night Shade for 4 energy
    Caliborn takes 10 damage

    Caliborn uses Rock Blast for 6 energy
    Roll a D6 for hits (1-2 = 2, 3-4 = 3, 5 = 4, 6 = 5): 4 - 3 hits
    Roll 3D16 for crits: 13, 11, 6 - no crits
    Lir takes (3*3+3+(10-5)+(5-2)*1.5-3)=18.5 damage

    Everyone takes 5 damage due to Thunderstorm
    Caliborn takes 2 burn damage

    Lir uses Night Shade for 8 energy
    Caliborn takes 10 damage
    Caliborn is KO'd by the attack
    Lir runs out of energy and faints


    Prizes
    • Madotsuki gets 2 CC
      • Caliborn the Shuckle gets 2 MC, 1 DC and 1 KOC
      • Doc Scratch the Dusclops gets 2 MC and 1 DC
      • Jack Noir the Deino gets 1 EC, 2 MC and 2 KOC
    • Complications gets 2 CC
      • Soundwave the Starmie gets 3 MC
      • Durza the Zweilous gets 1 EC, 2 MC and 1 KOC
      • Lir the Frillish gets 1 EC, 3 MC (2 regular + 1 from Exp. Share), 1 DC and 2 KOC
    • If any of the above pokemon have a full EC and DC (treat absent ones as full), they get 3 MC (or 4 if they are holding an Exp. Share) instead of 2 MC and 1 EC/DC.
    • Objection gets 7 UC
  25. Complications

    Complications

    Joined:
    Aug 20, 2011
    Messages:
    2,404
    GG Madotsuki, and thanks for reffing Objection!
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