[MATCH OVER] Temperantia v Darkamber8828 (Subref: Flora)

Status
Not open for further replies.

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Black Swan (F)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Protect - Hex - Protect
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50



Ruckingfain (F)
HP: 13
Energy:
13
Boosts/Drops:
Others:
Poison (2 DPA)
Actions: Surf - Chill - Surf
Nature: Modest (+1 to Special Attack, -1 Attack)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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 receives 25% of the damage that attack would do to itself.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: ** (-1)
Def: ***
SpA: **** (+1)
SpD: ****
Spe: 70


---------------------------------------------------------

Round 14: Cursed Toad

As Dokuto's floating body is returned to its Pokeball, Black Swan is released into action near the lakeshore. I like teepees.

Ruckingfain uses all her strength to conjure one of two Surfs that I foresee in this round. This one sploooooshes across the ground, though it seems Black Swan Protected herself from the attack! After using the attack, Ruckingfain just floats on her back on the beautiful, but wasted, lake as if she's in paradise. She's just... chilling. Great opening! Black Swan opens one haunting eye that locks onto Ruckingfain's peacefulness. And then, IT happens. IT kills. And IT vanquishes Ruckingfain's happy memories into unbearable hell. At that moment, the Hex curse deals an unbelievable amount of pain onto Ruckingfain... though she's STILL living! ... but not as the second action ends - the POISON takes her toll and now her eyes close into a heavenly smile...

---------------------------------------------------------



Black Swan (F)
HP: 90
Energy:
81
Boosts/Drops:
Others:

Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50



Ruckingfain (F)
HP: blargh
Energy:
0
Boosts/Drops:
Others:

Nature: Modest (+1 to Special Attack, -1 Attack)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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 receives 25% of the damage that attack would do to itself.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: ** (-1)
Def: ***
SpA: **** (+1)
SpD: ****
Spe: 70



Black Swan

A1: Protect > [12 Energy]
A2: Hex > 10 + (3-4 x 1.5) = [9 Damage] [7 Energy]

Ruckingfain
A1: Surf > 10 + 3 + (4-2 x 1.5) = [16 Damage] [6 Energy]
2 damage from poison
A2: Chill > [+12 Energy]
2 damage from poison


k, DA sends in a new mon, then Temp orders; after that, DA orders!
 
"Swan, show that Blob your compassionate side, your (Fake) Tears will cancel out that Light Screen. Compound this by firing your most brilliant Ice Beam at the opponent, and follow with some more Fake Tears."

The Snorunt complies with Lenneth's scheme, as it gives her a chance to show off her natural performance skills. She can't wait to evolve into a Frosslass and enhance both her natural beauty and her combat abilities. After all, every dancer needs a stage, why not let hers be on the battlefield?
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Black Swan (F)
HP: 90
Energy:
81
Boosts/Drops:
Others:

Actions: Fake Tears - Ice Beam - Fake Tears
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50



Deblob (F)
HP: 100
Energy:
100
Boosts/Drops:
Others:

Actions: Light Screen ~ Hidden Power Fire (7) ~ Psychic
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)


---------------------------------------------------------

Round 15: blobs

Yay blobs!

So slow though. Black Swan is moving faster and she's CRYING! With Fake Tears of course... and it seems that the sight of these tears are making Deblob a little more sensitive on the special side! Deblob doesn't really like that and counters the girly tears with a protective Light Screen! Its shininess reflects throughout the sunshine and shadows upon the nearby lake in a sinister way. Creepy, actually.

Black Swan feels she's ready to make her first attack, and she makes it strong with a solid Ice Beam from the mouth! This attack blasts through onto Deblob's blobbiness and freezes a part of her bottom left jelly! This doesn't stop Deblob from pulling off a Hidden Power Fire attack! The attack is thrown all around the area, burns some trees, and best of all, incinerates Black Swan a bit!

It's not enough! Black Swan needs to cry more! And she does with more Fake Tears running down her eyes, thus lowering Deblob's defenses even farther. Deblob doesn't really mind the tears though as she attacks with Psychic! With hax powers, Black Swan is not only mentally damaged, but also thrashed throughout the ground!

---------------------------------------------------------



Black Swan (F)
HP: 52
Energy:
63
Boosts/Drops:
Others:

Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50



Deblob (F)
HP: 89
Energy:
82
Boosts/Drops: -3 SpD
Others:
Light Screen (4 more actions)
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)



Black Swan

A1: Fake Tears > [6 Energy]
A2: Ice Beam > 10 + 3 + (3-3 x 1.5) + (2-0 x 1.5) = 16 - 5 = [11 Damage] [6 Energy]
A3: Fake Tears > [6 Energy]

Deblob
A1: Light Screen > [7 Energy]
A2: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) x 1.5 = [20 Damage] [5 Energy]
A2: Psychic > 9 + 3 + (5-2 x 1.5) + (1-0 x 1.5) = [18 Damage] [6 Energy]


Temp's actions!
 
"Black Swan, Disable that Psychic attack; we can't let him run around using that willy-nilly, now can we? Next, Ice Beam him again, because that smile irritates me. Finally, use Shadow Ball."


Disable-> Ice Beam-> Shadow Ball
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Black Swan (F)
HP: 52
Energy:
63
Boosts/Drops:
Others:

Actions: Disable (Psychic) - Ice Beam - Shadow Ball
Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50



Deblob (F)
HP: 89
Energy:
82
Boosts/Drops: -3 SpD
Others:
Light Screen (4 more actions)
Actions: Hidden Power ~ Psyshock ~ Hidden Power
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)


---------------------------------------------------------

Round 16: meh yeah wahtever


Black Swan begins the round by Disabling Deblob's Psychic so that she can never ever use it again! But it's not like she needed it as she blasts a Hidden Power Fire from her inner self that smashes onto Black Swan for some massive damage! Was this a mistake? Deblob has too much moves to deal with! I'm pretty sure Black Swan notices this and finds the need to attack! Ice Beam! And there it goes, beaming from her mouth toward Deblob's body, making her jelly even more frosty than before, but not completely frosty. Deblob just forgets anything freeze related and Psyshocks Black Swan like lightning just stroke! Just, bam! Black Swan barely survives the assault and manages to squeak out a minor Shadow Ball at Deblob, which did slightly more damage than Ice Beam! After the attack, Deblob erupts like a monstrous jelly fiend, breaks the ice surrounding her, and unleashes an all-powerful Hidden Power that strikes the area clean and strikes Black Swan off her feet and onto the floor! She never woke up afterward...

---------------------------------------------------------

Black Swan (F)
HP: foe too strong =(
Energy:
0
Boosts/Drops:
Others:

Nature: Modest (Sp Atk increases by *, Atk decreases by *)
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Atk: * (-)
Def: **
SpA: *** (-)
SpD: **
Spe: 50



Deblob (F)
HP: 62
Energy:
67
Boosts/Drops: -2 SpD
Others:
Light Screen (1 more action), Disable (Psychic, 3 more actions)
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)



Black Swan

A1: Disable > [6 Energy]
A2: Ice Beam > 10 + 3 + (3-3 x 1.5) + (3-0 x 1.5) = 17.5 - 5 = [13 Damage] [6 Energy]
A3: Shadow Ball > 8 + (3-3 x 1.5) + (3-0 x 1.5) x 1.5 = 18.75 - 5 = [14 Damage] [6 Energy]

Deblob
A1: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) x 1.5 = [20 Damage] [5 Energy]
A2: Psyshock > 8 + 3 + (5-2 x 1.5) + (1-0 x 1.5) = [17 Damage] [5 Energy]
A2: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) x 1.5 = [20 Damage] [5 Energy]


Wow, it's already the last Pokemon, huh? Alright, go Eclipse!!!!!!!!!!

DA's actions!
 
"...B-brother..."
Lenneth collapses from exhaustion, or humiliation, one of the two. Meanwhile, Laharl (after moving his sister) takes his place with the last of his Pokemon.

"This battle... It seems it just was not meant to be a victory for us. But, Eclipse, we'll go out with a bang! Taunt that Reflect, then Sucker Punch deBlob, follow with a Roost."

Eclipse sensing his trainer's knowledge of imminent defeat, resigns to make his act in this battle the most exciting.

*Cue epic "In Critical" theme*: http://www.youtube.com/watch?v=Kn5RaYO4e9M&feature=related
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Eclipse (M)
HP: 100
Energy:
100
Boosts/Drops:
Others:

Actions: Taunt - Sucker Punch - Roost
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Deblob (F)
HP: 62
Energy:
67
Boosts/Drops: -2 SpD
Others:
Light Screen (1 more action), Disable (Psychic, 3 more actions)
Actions: Hidden Power x3
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)


---------------------------------------------------------

Round 17: birdblobbers


Hopefully Eclipse can get some damage going!

Sensing danger, Eclipse immediately puts on his pimp gear and Taunts at Deblob about how she's fat. I'm sure she didn't really like that insult! In retaliation, Deblob throws a Hidden Power to the poor bird's face! Around this moment, Deblob's Light Screen shatters into pieces, though not like it was helping anyway. But that only woke Eclipse's spirit up into momentum as next time around, he Sucker Punches Deblob on the behind! Now that wasn't nice at all! No way to treat a lady like Deblob... oh wait, she's not a lady, is she? Still evolving! Deblob apparently didn't mind the attack though as she blobs out another Hidden Power that's definitely taking its toll on Eclipse! Eclipse knows how much damage he's taking and takes a break by Roosting on some ground. Deblob says "nou" and gives him a taste of another Hidden Power! EAT IT! And I'm very sure Eclipse tried to refuse it, but he couldn't. =( Also, Deblob's Psychic powers have been restored! Going to be veery useful right now!

Woo, quiet these days, huh. I guess the wild Safari crappers don't like attacking anymore!

---------------------------------------------------------

Eclipse (M)
HP: 81
Energy:
74
Boosts/Drops:
Others:

Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Deblob (F)
HP: 41
Energy:
40
Boosts/Drops: -1 SpD
Others:
Taunt (3 more actions)
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)



Eclipse

A1: Taunt > [9 Energy]
A2: Sucker Punch > 8 + 3 + (4-2 x 1.5) x 1.5 = [21 Damage] [5 Energy]
A3: Roost > [+20 HP] [12 Energy]

Deblob
A1: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) = [13 Damage] [5 Energy]
A2: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) = [13 Damage] [9 Energy]
A2: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) = [13 Damage] [13 Energy]


Temp's actions! Kill that BLOB!
 
"Eclipse, let's go offensive this round Sucker Punch Deblob if she attacks, and Pursuit if she doesn't. Follow by Snarl-ing at her to annoy her a bit, then Sucker Punch/Pursuit again."
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Eclipse (M)
HP: 81
Energy:
74
Boosts/Drops:
Others:

Actions: Sucker Punch/Pursuit - Snarl - Sucker Punch/Pursuit
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Deblob (F)
HP: 41
Energy:
40
Boosts/Drops: -1 SpD
Others:
Taunt (3 more actions)
Actions: Hidden Power x2 - chill
Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)


---------------------------------------------------------

Round 18: blobberbirds


Right off the bat, Eclipse swiftly goes from behind Deblob and gives her a terrible Sucker Punch that starts to quickly drain her HP. Deblob just responds back with a sudden Hidden Power that doesn't completely eradicate Eclipse's shady presence. Why? Because he's Snarling! This lowers Deblob's Special Attack a bit, and it shows when she attempts another Hidden Power! Its power was a bit weaker than usual, but it still manages to hurt Eclipse a bit! Afterward, Deblob tries to take it easy and chill... until a swooping Eclipse comes from the sky and Pursuits her jelly BUTT out! After the sexual assault, Deblob faints. Yeah. Good thing that wasn't me.

---------------------------------------------------------

Eclipse (M)
HP: 56
Energy:
60
Boosts/Drops:
Others:

Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Deblob (F)
HP: stalked to the very end, poor girl
Energy:
0
Boosts/Drops:
Others:

Nature: Quiet (+1 to Special Attack, x20/23 to Speed)
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Regeneration (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Atk: **
Def: **
SpA: ***** (+1)
SpD: ***
Spe: 26 (30*20/23 rounded down)



Eclipse

A1: Sucker Punch > 8 + 3 + (4-2 x 1.5) x 1.5 = [21 Damage] [5 Energy]
A2: Snarl > 6 + 3 + (3-3 x 1.5) x 1.5 = [14 Damage] [4 Energy]
A3: Pursuit > 4 + 3 + (4-2 x 1.5) x 1.5 = [15 Damage] [3 Energy]

Deblob
A1: HP Fire 7 > 7 + (5-2 x 1.5) + (1-0 x 1.5) = [13 Damage] [5 Energy]
A2: HP Fire 7 > 7 + (5-2 x 1.5) = [12 Damage] [9 Energy]
A2: Chill > oops


k DA, who is it, Squishy or BUFF? Also your orders!
 
SQUISHY SQUISH

too bad you can't get the KO.

Rain Dance, Surf, Ice Beam

If he Taunts the Rain Dance use Ice Beam instead.

Switch out and kill yourself at the end of the round, mk?
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Eclipse (M)
HP: 56
Energy:
60
Boosts/Drops:
Others:

Actions: Taunt - Chill - Haze
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Squishy (F)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Ice Beam - Surf - Ice Beam, then switch out
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Atk: * (-1)
Def: **
SpA: **** (+1)
SpD: ****
Spe: 50


---------------------------------------------------------

Round 19: squishybirds


I like squishy.

Eclipse doesn't though. =( See, he's Taunting at her with cruel insults! That's totally unacceptable! At least Squishy is able to squeeze out a nice Ice Beam from her mouth that solidifies upon Eclipse's mouth a bit, though not completely. That will teach him not to Taunt ever again!

After that, Eclipse takes it easy and Chills because he's a pimp. Squishy goes for the free hit by conjuring a powerful Surf from the nearby, and still healthy, lake that swarms upon Eclipse! He takes a full blow from the wave, but he's still in good shape!

Seeing how he doesn't really have many other options, Eclipse oozes out from his mouth a foggy Haze in the area! Even the lake is out of view all of a sudden! This seems to lower Squishy's accuracy a bit, but she still attempts to fire off an Ice Beam! It shoots... but does it score? .. .. . .. .. .. . ... ........ IT DOES NOT! IT freezes a broken tree into an icicle instead!

Squishy's having a bit too much fun so she decides to hop back into her Pokeball... but she faints as a result since switching is bad. Very bad. Only cowards run away and they deserve DEATH.

---------------------------------------------------------

Eclipse (M)
HP: 20
Energy:
57
Boosts/Drops:
Others:

Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Squishy (F)
HP: naughty child
Energy:
0
Boosts/Drops:
Others:

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
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.
Atk: * (-1)
Def: **
SpA: **** (+1)
SpD: ****
Spe: 50



Eclipse

A1: Taunt > [9 Energy]
A2: Chill > [+12 Energy]
A3: Haze > [6 Energy]

Squishy
A1: Ice Beam > 10 + (4-2 x 1.5) x 1.5 = [20 Damage] [6 Energy]
A2: Surf > 10 + 3 + (4-2 x 1.5) = [16 Damage] [6 Energy]
A2: Ice Beam > 10 + (4-2 x 1.5) x 1.5 = [20 Damage] [6 Energy] (miss)
bad squishy BAD


okay go Buffy puff!



Temp's actions!
 
"This is it, Murkrow, we're at the end of our rope. Thunder Wave followed by Sky Attack, and Sucker Punch. If he doesn't attack on the third turn, use Pursuit."
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Eclipse (M)
HP: 20
Energy:
57
Boosts/Drops:
Others:

Actions: Thunder Wave - Sky Attack - Sucker Punch/Pursuit
Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Buff (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Waterfall - Refresh - Waterfall
Nature: Adamant (+1 to Attack, -1 Special Attack)
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: *** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 90


---------------------------------------------------------

Round 20: birdy... poor birdy

Funnily, Eclipse outspeeds Buff by a single point! HHAHAHAHHAHA

Eclipse starts off with a nice Thunder Wave that I have no idea how it doesn't even cripple himself... but it cripples Buff! This doesn't stop him from getting off a splashy Waterfall to the face! Afterward, Eclipse goes find some log of perch on (because there are so many) and charges up his future attack. While he's charging, Buff is busy eradicating his paralysis with a nice, regenerative Refresh! Uh-oh, it's Sky Attack time! Eclipse immediately flutters into the air and dives down in a vicious strike downward that smashes Buff violently onto his side! Buff attempts to counter attack, though he's met with a swift Sucker Punch to the face afterward! These bashings don't falter Buff's heart though! He man's up, buffs his muscles, and jumps right on Eclipse and delivers the finishing touch - a Waterfall! Buff immediately rides on the bird and thrashes him onto the ground near the lake, where finally all things calm down into silence. Looks like we got the final casualty here!

As Eclipse faints, on the background, many wild Pokemon can be seen moving around. Xatu flying, Scyther flapping, Pinsir chunking, Heracross buzzing, Tauros stampeding, Wobbuffet... wobbling, and the Safari Warden... leaving! Yep, that's it folks, the Safari Zone is CLOSED!

---------------------------------------------------------

Eclipse (M)
HP: blobbed
Energy:
0
Boosts/Drops:
Others:

Nature: Lonely (Adds * to Attack, Subtracts * from Defense)
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Atk: **** (+)
Def: * (-)
SpA: ***
SpD: **
Spe: 91



Buff (M)
HP: 56
Energy:
82
Boosts/Drops:
Others:

Nature: Adamant (+1 to Attack, -1 Special Attack)
Water: Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.
Damp: (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.
Atk: *** (+1)
Def: **
SpA: * (-1)
SpD: **
Spe: 90



Eclipse

A1: Thunder Wave > [7 Energy]
A2: Sky Attack > 14 + 3 + (4-2 x 1.5) = [20 Damage] [9 Energy] (no flinch)
A3: Sucker Punch > 8 + 3 + (4-2 x 1.5) = [14 Damage] [5 Energy]

Buff
A1: Waterfall > 8 + 3 + (3-1 x 1.5) = [14 Damage] [5 Energy]
A2: Refresh > [8 Energy]
A2: Waterfall > 8 + 3 + (3-1 x 1.5) = [14 Damage] [5 Energy]


Yay it's over! That was a wild ride throughout the start until wild Pokemon stopped wanting to come later in the match... maybe they all really died or something!

Rewards!
KO Counters: Tim (1), Mr. Bubbles (1), Squashy (1), Iseria (1), Ruckingfain (2), Black Swan (1), Deblob (1), Eclipse (2), Buff (1)
1 EC, MC, and DC: every Pokemon involved in the match
Ref Tokens: Flora (9 Ref Tokens, saw every Pokemon faint hehe) and Engineer Pikachu (1 for reffing first two rounds)
4 Trainer Counters: Temperantia and Darkamber8828

Thanks for playing! And wow that's more trainer counters than I thought!
 
I'd complement you on your reffing, Flora, if you weren't Flora. Lightning-fast rounds are what I expect from you now :)

GG Temperantia! Now I know, never underestimate a Combee!

Also, does this mean the safari warden died in the Surfs?

...

oh shit
 
Status
Not open for further replies.

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

Top