Madotsuki vs Complications - Predicting the Weather

Status
Not open for further replies.
3v3 Doubles
2 day DQ
2 subs
2 recovery/5 chills
Items = training

You pick ability
You pick switch

Ref picks arena


Anyone up for this?
I am.

Abilities=All
Switch=KO

What tier?
Arena: Weather Simulation Chamber

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





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





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






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

Starmie (Soundwave) (Genderless)

"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 (Zweilous) (M)

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)


Frillish (Lir) (M)*

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.
 
"Heh... 'Weather Simulation?' All that's really needed for that is falling asleep! Go, Doc Scratch and Jack Noir!"



<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.>



<Do you know if and when to shut up? Jesus, even Feferi's less intolerable than you.>
 
"Hehehe a Datk type and a ghost type... Versus a dark type and a ghost type. How quaint. Lir, Durza, take the stage."


"Little Deino, are you prepared to die?"



"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 :/
 
"Heh... We may both be pretty morbid, but that doesn't mean we're evenly matched!"



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



<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)
 
Team Madotsuki


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


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


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


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


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


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


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


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

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


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


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


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.
 
"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
 
"... 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)
 
Team Madotsuki


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


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


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


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


Doc Scratch (M) @ Nothing
HP: KO | EN: 50


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


Durza (M) @ Nothing
HP: KO | EN: 47


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

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


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


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.
 
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.
 
"Hah! Jack Noir won't be taken down THAT easily!"



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



<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)
 
Team Madotsuki


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


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


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


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


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)


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


Soundwave (U) @ Nothing
HP: KO | EN: 87


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

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


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


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


Roll a D8 for weather: 8 - Thunderstorm


Madotsuki, your orders please.
 
"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
 
Just saying that, even though Jack Noir is pretty much guaranteed to faint on action 1, he can't legally be ordered to die.
 
I'm assuming that all of Lir's moves are directed at Caliborn.

Team Madotsuki


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)


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


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


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


Jack Noir (M) @ Nothing
HP: KO | EN: 32

Team Complications


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

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


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


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.
 
Now that it's down to 1v1, I'm gonna ref the rest of this battle using my singles format.


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


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.


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


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)

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!
 

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


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.


Caliborn (M) @ Nothing
HP: KO | EN: 19


Lir (M) @ Exp. Share
HP: 14 | EN: KO

Arena effects: Thunderstorm (permanent)

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
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top