Completed Mat's Pet Blob: Matezoide vs Inanimate Blob

#1


The rules for today's match:
4 vs 4 LC Singles
5 Chills/2 Recovers
All Abilities
Training Items
2 Recovers, 5 Chills
2 Day DQ
2 Subs


Arena: Underground Day Care Center
Field Type: Neutral
Complexity: Simple
Format: All
An untold secret about the Day Care Center in an unspecified region. Supposedly, there is one in every region. Beneath those hallowed halls of love and care is a war pit. Declined eggs speckle the shelves on all the walls. Pokemon who battle in this place gain a boost from their Egg Group. The floor is made of impenetrable organic concrete. The fighting area is about 50 x 50 x 30 meters. The actual room is about 75 x 60 x 50.

Pokemon belonging to two (2) egg groups gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 10%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2).
Bug Group: Gains one (1) extra attack on multi-hit moves, with no cap.
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost.
Field Group: This pokemon's STAB becomes five (5) instead of three (3).
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender.
Grass Group: The pokemon heal twenty percent (x0.2) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD one (1) stage.
Mineral Group: All super effective attacks against this pokemon are reduced by 3 BAP. All regular damage attacks against this pokemon are reduced by 2 BAP. All not very effective attacks against this pokemon are reduced by 1 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 5% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost in weather to speed.
Dragon Group: EN use is decreased by 10% (x0.1).**
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by three (3) damage.*

Pokemon belonging to one (1) egg group gain the following effects:
Monster Group: Increases this pokemon's accuracy by a flat 15%.
Water 1 Group: Increases the effect chance of all moves by 200% (x2). Increases the effect chance of combo moves by 250% (x2.5)
Bug Group: Gains two (2) extra attacks on all multi-hit moves, with no cap.
Field Group: This pokemon's STAB becomes seven (7) instead of three (3).
Flying Group: All pokemon in this Egg Group are immune to the effects of Smack Down and do not lose the Ground immunity while using Roost. This pokemon is unaffected by the secondary effects of super-effective attacks.
Fairy Group: Attraction has an additional fifty percent (50%) chance to be inflicted upon opponents that come in contact with this pokemon, even if they are genderless or the same gender. Attraction lasts six (6) actions.
Grass Group: The pokemon heal thirty percent (x0.3) of damage inflicted to opposing pokemon with STAB moves.
Water 3 Group: At the end of each round, there is a 50% chance of boosting ATK, DEF, SPA, or SPD two (2) stages.
Mineral Group: All super effective attacks against this pokemon are reduced by 4 BAP. All regular damage attacks against this pokemon are reduced by 3 BAP. All not very effective attacks against this pokemon are reduced by 2 BAP.
Amorphous Group: The physical form of these pokemon is ever changing. This provides a flat 10% boost in evasion.
Water 2 Group: This pokemon has learned to adapt to all weathers. It dodges hail stones, sand particles, rays of light, and rain drops with ease. All this exercise has given it a 50% (x1.5) boost to speed.
Dragon Group: EN use is decreased by 20% (x0.2).***
Human-Like: Increase the end damage of "Punch", "Kick", and "Chop" moves by five (5) damage.
Ditto Group: When Transformed, the Pokemon Ditto Transformed into gains the Limber Ability.
Undiscovered Group: This Pokemon's uniqueness has make it hardy and tough. It gains a flat 25 more HP.

*Note: End Damage means the damage is calculated normally. Then, add 3 or 5 on to that damage to get the final damage.
**For simple calculation, multiply the base EN by 0.9.
***For simple calculation, multiply the base EN by 0.8.


Seeker Matezoid:

<Tyrogue> [Little Mac] (Male)

Nature: Adamant

Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

About: Small and light, Little Mac is a fighter at heart. He is not afraid to take on enemies larger than himself and aims to become the greatest boxer in the world. After learning everything he could learn from Doc Louis (At the moment), they went their separated ways, under the promisse that they will meet again when he is ready to finish the training. Mac is constantly training his body and soul.


Abilities:

Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Steadfast (Innate): If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

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


Tyrogue
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12


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


Tackle (*)
Helping Hand (*)
Fake Out (*)
Foresight (*)

Earthquake (*)
Low Sweep (*)
Rock-Slide (*)
Toxic
Double Team
Protect
Substitute
Rest
Sleep Talk
Facade
Seismic Toss

Counter (*)
Hi Jump Kick (*)
Bullet Punch (*)
Feint
Mach Punch
Endure
Mind Reader
Pursuit



<Cupra> (Will) [Female]
Nature: Sassy (+1 Sp.Defense, -15% Speed, -10% Evasion)
Type: Bug/Psychic
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).
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.

About: Will comes from a big family, being the oldest sibling, Will has grown to be extremely responsable and careful for her brothers and sisters. As the years passed, she realised her brothers/sisters became old enough to take care of themselves, which upset her to an extent. Eventualy, she met Matezoide and was caught. Although she isnt the oldest one anymore, Will is happy to be part of a new family, despite being rather tomboyish and unstable, Will has the personality and inteligence of a competent leader. Her red eyes originates from the Heart of Kandrakar, a mysterious jewel that she swallowed as a baby.


Abilities:

Shield Dust (innate): This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Keen Eye (innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent's evasion and the Pokemon's own accuracy.

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

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

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

Attacks:

Tackle (*)
String Shot (*)
Bug Bite (*)
Sunny Day (*)
Heal Pulse (*)

Hydro Pump (*)
Bug Buzz (*)
Disable (*)
Close Combat
Feint
Counter

Psychic (*)
Will-O-Wisp (*)
Shadow Ball (*)


<Eevee> [Bridget] (Female)

Nature: Rash (+ Sp.Attack, - Sp.Def)

Type: Normal


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


About: A new-born Eevee, Bridget is extremely innocent and curious, she has an extreme amount of respect (Even if rarely shown) towards the rest of the team and sees Chuck as her ''super-cool older brother''. She is currently unsure which evolutionary path to take.


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

Adaptability (Innate):
The moves that match this Pokemon's type have their Base Attack Power increased by two (2)

Anticipation (DW LOCKED, Innate):
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).



HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2 (-)
Spe: 55
Size Class: 1
Weight Class: 1


EC: 4/6
MC: 0
DC: 4/5

Heliping Hand (*)
Tackle (*)
Tail Whip (*)
Sand Attack (*)
Growl (*)
Quick Attack (*)
Bite (*)
Covet (*)
Take Down (*)

Dig (*)
Facade (*)
Shadow Ball (*)
Double Team
Hidden Power Grass (7)
Heal Bell
Substitute

Wish (*)
Yawn (*)
Flail (*)


<Shuppet> [Chuck] (M)
Nature: Quiet (+ Sp.Attack, - Speed, -10% Evasion)

Type:

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.

About: Chuck used to live by himself on a haunted house, playing pranks on whoever came by.
In fact, Chuck was extremely lonely in the house, but far too afraid to actualy leave it by himself. Eventualy, Matezoide took a look at the house and was constantly tormented, but unlike past trainers, he decided to stay in there (Much to Bosco and Max's complaints), eventualy managing to trap and capture the ghost type, who finally had actual people to talk and play with. Despite his overral quietness and reserved behavior, he feels happy for having some company.

Abilites:

Frisk (Innate):

The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Insonia (Innate):


This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Cursed Body (DW UNLOCKED, 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.


HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1


EC: 4/6
MC: 0
DC: 5/5


Attacks:

Knock Off (*)
Screech (*)
Night Shade (*)
Spite (*)
Will-O-Wisp (*)
Shadow Sneak (*)
Curse (*)
Faint Attack (*)
Shadow Ball
Grudge
Sucker Punch
Snatch
Hex

Trick Room (*)
Thunderbolt (*)
Psychic (*)
Pain Split
Magic Coat
Dark Pulse
Rain Dance
Toxic
Thunder
Taunt
Protect
Substitute
Double-Team
Torment
Facade
Foul Play
Icy Wind
Rest
Sleep Talk
Hidden Power Fighting (7)
Endure
Pursuit
Shock-Wave
Body Slam

Gunk Shot (*)
Destiny Bond (*)
Imprison (*)
Disable


Challenger Inanimate Blob:

Munchlax [Chubs] (M) (*)

Chubs is a very laid back kind of Pokémon - a perfect companion starter to Samurshell. He tends to sit back, eat, and occasionally throw an attack towards the other Pokémon during training sessions. But typically, he is very chill and relaxed. Even in battle, it's hard for him to lose his composure, able to shrug off attacks by simply not caring. He tends to live life to its slowest.

Nature: Relaxed (+1 Def, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Pickup: This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas. (Innate)
Thick Fat: This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) (Innate)
Gluttony (DW LOCKED): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). (Innate)

Stats:
HP: 120
Atk: Rank 3
Def: Rank 3 (1)
SpA: Rank 2
SpD: Rank 3
Spe: 4 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 16

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Level Up
Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Rollout

Egg Moves
Curse
Double-Edge
Zen Headbutt

TMs/HMs
Thunder
Flamethrower
Earthquake
Blizzard


Scraggy [Django] (M)

Django is quite the little scrapper! He loves to pick out fights with Pokémon that are bigger than it, often failing but always getting back up. He also saved his wife from a life of slavery and killed Leo.

Nature: Adamant (+1 Atk, -1 SpA)
Type: Dark/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW LOCKED): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 48
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Level Up
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Hi Jump Kick
Head Smash

Egg Moves
Dragon Dance
Fake Out
Ice Punch

TMs/HMs
Dragon Claw
Dig
Stone Edge

Tutors
Drain Punch


Slakoth [Bum] (M)

*yawn* Slakoth doesn't do much, except eat and poop. But he's a decent battler, I guess... *snore*

Nature: Naughty (+1 Atk, -1 SpDef)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Truant: This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 30
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/9
MC: 0

Attacks:
Level Up
Scratch
Yawn
Encore
Slack Off
Amnesia

Egg Moves
Body Slam
Night Slash
Hammer Arm

TMs/HMs
Blizzard
Shadow Ball
Rock Slide


Magby [Panzershrek] (M)

Literally, all Panzershrek does is practice super-powerful Fire-type moves off into the distance. If he can use it, he does. We're gonna have to work on that for battles.

Nature: Hasty (-1 Def, +15% Spd, +21% Acc)
Type: Fire
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Flame Body: This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW LOCKED):This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 96 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks:
Level Up
Smog
Leer
Ember
Smokescreen
Faint Attack
Fire Spin
Clear Smog
Flame Burst
Confuse Ray
Fire Punch

Egg
Flare Blitz
Mach Punch
Thunder Punch

TMs/HMs
Psychic
Flame Charge
Will-o-Wisp


Matezoide sends out Pokemon and equips

Blob sends out Pokemon, equips, and moves

Matezoide moves
 
#2





Chuck, you are one of the most powerfull and reliable pokemon i have ever seen. I trust on you to see us through yet another battle.


Giving him an Amulet Coin.
 
#3
Just found the thread! :D

I choose you, Bum! You get nothing.


No...whatever.

How does this even fucking work Got it this time :D Amnesia -> Night Slash (Sluggish) -> Shadow Ball
IF Taunted A1, switch to Night Slash.
IF Burned A1, stick with Yawn, but change Night Slash to Shadow Ball.
IF Imprison at any point, switch Shadow Ball with Night Slash.
 
#4
Despite Matezoide's short speech, Chuck is far too lost in his thoughts to pay any attention!

Also, this is a 2 Subs match :P


Natara....Ozzy....Mordecai....Aloysius.....why cant i evolve.....




Magic Coat -> Will-O-Wisp -> Hidden Power
 
#5
Weather: Clear


Field: Clear

**Insomnia, Cursed Body, +10% Eva**
HP 90/90
EN 100/100
OK
VS
Field: Clear

**Truant**
HP 90/90
EN 100/100
OK

Action 1
1. Shuppet: Magic Coat 10 EN
Total: Magic Coat
2. Amnesia: 7 EN
Total: +2 SpD​

Action 2
1. Shuppet: Will-O-Wisp 7 EN / Hit <=7500 (9566=Miss)
Total: Miss
2. Night Slash: 5 EN / Hit <=9000 (5260=Hi) / Crit <=1250 (830=Crit)
Total: 1.5(7+3+4.5-3)=17.25 Damage
**Cursed Body <=3000 (8151=No)**​

Action 3
1. Shuppet: Hidden Power 7 (Fighting) 7-2=5 EN / Hit 100% / Crit <=625 (1626=No)
Total: 1.5(7+6-1.5-3.5)=12 Damage
2. Slaking: Shadow Ball EN 6 / Hit <=9000 (7830=Hit) / Crit <=625 (8058=No) / -1 SpD <=2000 (9082=No)​

Total: 1.5(8+3-3)=12 Damage
**Cursed Body <=3000 (7265=No)**



OUTCOME

Weather: Clear


Field: Clear

**Insomnia, Cursed Body, +10% Eva**
HP 61/90
EN 76/100
OK
VS
Field: Clear

**Truant, Sluggish, +1 SpD**
HP 78/90
EN 82/100
OK

Matezoide moves
 
#6

........


Will-O-Wisp -> Hidden Power -> Hidden Power



If WoW misses, rage and use it again until it hits.
If Night Slash A1, use Substitute (15) that action and push-back.
 
#10
**MY BAD, SHADOW BALL IS ILLEGAL TOO. WHILE SLUGGISH, YOU MUST USE ATTACKS THAT HAVE A BASE ENERGY OF 5 OR LOWER AND SUPPORT MOVE 7 OR LOWER. PLEASE REORDER BLOB.**


Weather: Clear
Field: Clear

**Insomnia, Cursed Body, +10% Eva**
HP 61/90
EN 76/100
OK
VS
Field: Clear

**Truant, Sluggish, +1 SpD**
HP 78/90
EN 82/100
OK

Action 1
1. Shuppet: Will-O-Wisp 7 EN / Hit <=7500 (3131=Hit) / BRN
Total: BRN
2. Slaking: Amnesia 7 EN
Total: +2 SpD​

**Slaking: BRN -2 HP**​

Action 2
1. Shuppet: Hidden Power 7 (Fighting) 7-2=5 EN / Hit 100% / Crit <=625 (8026=No)
Total: 1.5(7+6-1.5-5.25)=9.37 Damage
2. Slakoth: Shadow Ball EN 6 / Hit <=9000 (2433=Hit) / Crit <=625 (9514=No) / -1 SpD <=2000 (8193=No)
Total: 1.5(8+3-3)=12 Damage
**Cursed Body <=3000 (7732=No)**​

**Slaking: BRN -2 HP**​

Action 3
1. Shuppet: Hidden Power 7 (Fighting) 7-2=5 EN / Hit 100% / Crit <=625 (8026=No)
Total: 1.5(7+6-1.5-5.25)=9.37 Damage
2. Slaking: Amnesia 7 EN
Total: +2 SpD​


**Slaking: BRN -2 HP**




OUTCOME

Weather: Clear
Field: Clear

**Insomnia, Cursed Body, +10% Eva, Drowsy**
HP 49/90
EN 55/100
OK
VS
Field: Clear

**Truant, +4 SpD**
HP 65/90
EN 62/100
OK

Blob moves
 
#11
REORDER FOR LAST ROUND BECAUSE TRUANT IS FUCKING IMPOSSIBLE

Amnesia -> Shadow Ball -> Amnesia

IF Taunted, cry because Scratch won't do jack shit.
IF Amnesia won't work A3, cry because Scratch won't do jack shit.
 
#13
Kk. Let's go, Slakoth.

Slack Off -> Chill (Sluggish) -> Shadow Blast (Shadow Ball x 2)

IF Imprisoned, switch Shadow Ball to Night Slash in all instances.
IF Taunted A1, switch action to Shadow Ball.
IF You can't Chill under the effects of Sluggish, change action to Amnesia.
 
#14
Yeah, Truant can be really complicated.

Also, stats boosts are applied later. Hidden Power's calcs should have been like this.
(7 + 4,5)*1,5 - 5,25 = 12

78 - 12 - 12 - 6 (Burn) = 48 HP left for Slakoth.

And lastly, Shuppet cant fall asleep due to Insonia



I am....losing....





Am i....weak.....?.....





.............






Suddenly, Chuck is filled with energy! A dark aura appears!




What....


You want power, dont you?

You need power, do you not?






I.....Who are you...show yourself!


I will give you power....

We will talk about the terms later....

I will show you....what you can be.....





No....i....






RRRRRRRRRRRAAAAAAAAAAAAARRRRRRRRRGGGGGGGGGGHHHHHHHHHHH





................




Yes......



Snatch -> Hidden Power -> Thunderbolt
 
#15
**Simply corrected the stuff here. TY**

Weather: Clear
Field: Clear

**Insomnia, Cursed Body, +10% Eva**
HP 49/90
EN 55/100
OK
VS
Field: Clear

**Truant, +4 SpD**
HP 48/90
EN 62/100
OK

Action 1
1. Shuppet: Snatch (Slack Off) 4+90/10+2=15 EN
Total: +20 HP
2. Slakoth: Slack Off 90/10+2-1=10 EN **Snatched**
Total: Nothing​

**Slaking: BRN -2 HP**​

Action 2
1. Shuppet: Hidden Power 7 (Fighting) 7-2=5 EN / Hit 100% / Crit <=625 (3568=No)
Total: 1.5(7+6-1.5)-7=10.25 Damage
2. Slakoth: Chill
Total: +12 EN​

**Slaking: BRN -2 HP**​

Action 3
1. Shuppet: Thunderbolt 7 EN / Hit 100% / Crit <=625 (7719=No) / PAR <=1000 (3784=No)
Total: 10+6-1.5-7=7.5 Damage
2. Slakoth: Shadow Ball+Shadow Ball 1.75(6+6+4)=28 EN / Hit <=9000 (115=Hit) / Crit <=625 (5524=No) / -1 SpD <=4000 (797=Yes)
Total: 1.5(2.25(8)+3-3)=27 Damage / -1 SpD
**Cursed Body <=3000 (2034=Yes)**​


**Slaking: BRN -2 HP**



OUTCOME

Weather: Clear
Field: Clear

**Insomnia, Cursed Body, +10% Eva, -1 SpD**
HP 42/90
EN 28/100
OK
VS
Field: Clear

**Truant, +3 SpD, Sluggish, Cooldown, Disable (Shadow Ball) 6a**
HP 24/90
EN 36/100
OK

Mat moves
 
#16
You were supposed to use the new sprite! :p



Haha.....hahahahaha....BWAAHAHAHHAHAHAHAHAHAHAHAHA
!!!



Matezoide and his pokemon are unable to recognize Chuck at this point, as his laughter brings chills to their hearts.



This is.....real power!





You won.....stop this at once!





Hehehe.....
You need me.....you just do not understand this yet.



!!.....







And now....you die.



Chuck(?)'s body begins to glow even more and opens his mouth, as a huge energy blast emerges, the terrified Slakoth is unable to do anything.


Dark Power (Hidden Power combo)*3
 
#17
ENERGY KO ENERGY KO ENERGY KO GOOOOO

Die a Slow, Horrible Painful Death (Cooldown) -> Chill (Sluggish) -> Slack Off

IF Chill is not possible on a Sluggish round, use Scratch in the tall grass to look for Hearts and Rupees.
 
#19
Weather: Clear
Field: Clear

**Insomnia, Cursed Body, +10% Eva, -1 SpD**
HP 42/90
EN 28/100
OK
VS
Field: Clear

**Truant, +3 SpD, Sluggish, Cooldown, Disable (Shadow Ball) 6a**
HP 24/90
EN 36/100
OK
Action 1
1. Shuppet: Hidden Power (Fighting) + Hidden Power (Fighting) 1.75(7-2+7-2+4)=24.5 EN / Hit 100% / Crit <=625 (4805=No)
Total: 1.5(2.25(7)+6-1.5)-5.25=25.12 Damage
**Munchlax KO / -1 HP**


OUTCOME

Weather: Clear
Field: Clear

**Insomnia, Cursed Body, +10% Eva**
HP 42/90
EN 3/100
OK
VS
Field: Clear

**Truant, +3 SpD, Sluggish, Cooldown, Disable (Shadow Ball) 6a**
HP -1/90
EN 36/100
KO
Blob sends out Pokemon and moves
 
#20
Up next comes Panzershrek, holding an Amulet Coin.

Faint Attack -> Flamethrower -> Flame Charge

IF Shuppet uses Destiny Bond, switch remaining actions to Confuse Ray -> Smokescreen, push back as necessary.
IF Pain Split is ordered A2, switch that round to Flamethrower + Flamethrower with applicable Cooldown.
IF Pain Split is ordered A3, switch that round to Faint Attack + Faint Attack with applicable Cooldown.
 
#21
For some reason, i thought it was my turn to go first....

Cooldown -> Chill -> Shadow Ball Combo




Hahahaha....HAHAHAHAHAHAHAHA! You are still alive, huh? Eh, doesnt matters. We will kill you no---



NO!




What.....are you doing?!



You.....won....you dont have to do this! Stay away from him!





This is the reason you are weak, Charles. You will understand soon.



I told you....to....STAY AWAY!


The Shuppet's body reverts to it's regular self, recovering control of his body. Chuck shoots a Shadow Ball to the sky, which begins to fall a few seconds later and strikes his body. His last thoughts before uncounsioness were of doubts about himself.....what if ''Evil Chuck'' was right?

Matezoide and his pokemon rush to his side, visibly worried.

A few meters ago a small, human-like shadow can be seen.



Ref as usual, Faylion, this is just how i see the events happening :P

PS: This is a 2 subs match, but that extra sub didnt affect my orders :p
 
#22
Weather: Clear
Field: Clear


**Insomnia, Cursed Body, +10% Eva**
HP 42/90
EN 3/100
OK
VS
Field: Clear

**Flame Body, +21% Acc**
HP 90/90
EN 100/100
OK
Action 1
1. Magby: Faint Attack 4 EN / Crit <=625 (8130=No)
Total: 1.5(6+4.5-3)=11.25 Damage
2. Shuppet: Cooldown
Total: Nothing

Action 2
1. Magby: Flamethrower 7-1=6 EN / Hit 100% / Crit <=625 (260=Yes) / BRN <=1000 (5454=No)
Total: 10+3+3+4.5-3=17.5 Damage
2. Shuppet: Chill
Total: +12 EN

Action 3
1. Magby: Flame Charge 4-1=3 EN / Hit 100% / Crit <=625 (8701=No) / User +1 Spe
Total: 5+3+4.5-3=9.5 Damage / +1 Spe
2. Shuppet: Shadow Ball + Shadow Ball 1.75(6+6+4 (Stab=OK))-1=27 EN / Hit 100% / Crit <=625 (5225=No) / -1 SpD <=6000 (1605=Yes)
Total: 2.25(8)+3+6-3=24 Damage
**Shuppet KO / -9 EN**


OUTCOME

Weather: Clear
Field: Clear


**Insomnia, Cursed Body, +10% Eva**
HP 4/90
EN -9/100
KO
VS
Field: Clear

**Flame Body, +21% Acc**
HP 66/90
EN 87/100
OK
Mat sends out Pokemon and moves
 
#23
The arena gives +25 HP to Magby, meaning it has 91 HP at the moment.


........




Oh, shit....Chuck....



What happened to him?



Probably nothing, he just got a little carried away. Just battle, Matezoide and Bridget. Me and Will will take care of Chuck.




He is badly hurt, but my Heal Pulse should do the trick.




Alright them.....Bridget, you ready to abuse the arena effect to kick some ass?




Yeah! >:D



Sending out Bridget with an Exp.Share
. She unlocks the DW Ability immediately.


Take Down -> Facade -> Take Down

If you get burned for any reason, change A3 to Facade.

 
#25
Weather: Clear
Field: Clear


**Adaptability**
HP 90/90
EN 100/100
OK
VS
Field: Clear

**Flame Body, +21% Acc**
HP 91/115
EN 87/100
OK

Action 1
1. Magby: Confuse Ray 5 EN / 100 EN / Confusion 1=2a, 2=3a, 3=4a (1=2a)
Total: Confusion 2a
2. Eevee: **Confusion 1=Confusion, 2=Action (1=Confusion)**
Hit Self: 3 EN
Total: 4+3-3=4 Damage / Clear

Action 2
1. Magby: Smokescreen 4 EN / Hit 100%
Total: -1 Acc
2. Eevee: Facade 5-1=4 EN / Hit <=7500 (7558=Miss)
Total: Miss

Action 3
1. Magby: Mach Punch 4 EN / Hit 100% / Crit <=625 (7504=No)
Total: 1.5(4+4.5-3)=8.25 Damage
2. Eevee: Take Down 6+1/2.5-1=5.4 EN / Hit <=8500 (1825=Hit) / Crit <=625 (4393=No) / Recoil
Total: 7+(1/1.5=.67->1)+2+7+3-1.5=18.5 Damage / .25(18.5)=4.62 Recoil
**Flame Body <=3000 (8556=No)**​




OUTCOME
Weather: Clear
Field: Clear


**Adaptability, -1 Acc**
HP 78/90
EN 88/100
OK
VS
Field: Clear

**Flame Body, +21% Acc**
HP 72/115
EN 73/100
OK