Maxim vs Tort have to deal with an evil mind

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Well, lets see the rules...
Well, I don't think anybody ever accepted to ref my match with jas, so I'll cancel that and send out some new challenges.

Challenge 1:
2v2 Middlemon Singles or Doubles (Challenger's choice)
2 Day DQ
5 Chills/ 2 Recoveries per pokemon
2 Substitutions
Arena: Ref's choice
Accepting, if you would be willing to accept a particularly fleshed-out Monohm with 6/9 EC that will not be evolving during the fight as a middlemon.

Doubles
Sequences=OFF
Switch=Dohvahkiin
Abilities=All
Items=Training
Ref's choice, you say? Well then... how about THE REF'S MIND?! MWAHAHAHAHAHAHAHAHAH!!!
Field Type- Varies
Complexity- Simple-Super Intense
Format- Varies
Restrictions- Varies

The Ref's Mind:
The mind is a powerful thing, so its time we used it to maximize the opportunity to have interesting battles! The battlers have somehow found themselves inside the creativity center of the referee, and they are at his mercy! the ref can make anything happen, and controls all aspects! from the arena setting to the accuracy of moves to the color of the pokemon! for example, the first round might be in an volcano, and if a player uses a bug type move twice his opponent will lose 10 energy! the match can be as simple or as intense as the ref wishes. Battlers have fun coping and adapting to what the refs throw at you!


Oh, how delightful~
Well lets see our victi- I mean... competitors!
Tortferngatr said:
Tortferngatr said:


Monohm (Flash) M
Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)
Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Ability 1: 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.)
Ability 2: Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Ability 3: Overcoat (DW): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. (Not eligible for other effects.)

Stats: 48/50-/68/62/40/60+

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 6/9 (eligible to evolve, but not yet evolving)
MC: 0
DC: 5/5 - DW unlocked!

Attacks:

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Slack Off
Hurricane
Discharge
Dragon Tail

Heal Bell
Hydro Pump
Magnet Rise

Fire Blast
Thunder
Volt Switch
Protect
Light Screen
Torment
Thunder Wave
Substitute
Hidden Power Grass (7)

Draco Meteor

Dragon Pulse
Endure

Signal Beam

Total Moves: Irrelevant.

Gurdurr (Flatten) F
Nature: Adamant (+1 Attack, -1 Special Attack)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Ability 1: Guts: (innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Ability 2: Sheer Force (can be activated) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Ability 3: Iron Fist (DQ not yet unlocked, innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

EC: 4/9
MC: 2
DC: 3/5

Stats: 85/105+/85/40-/50/40

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

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm

Drain Punch
Mach Punch
Counter

Poison Jab
Smack Down
Dig
Payback

Total Attacks: 17


Whoops!
Maxim said:

Dusclops [Sovereign] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

Type:
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 4 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 5
Spe: 21 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

EC: 6/9
MC: 0

Attacks (27):
Fire Punch
Ice Punch
Thunder Punch
Gravity
Bind
Leer
Nightshade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Hex
Mean Look
Payback

Faint Attack
Imprison
Pain Split

Spite

Protect
Shadow Ball
Taunt
Ice Beam
Brick Break
Trick Room


MagneTON (Calculus) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

Type:
<Electric>: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
<Steel>: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Sturdy: 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.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 70
Diameter Class: 2
Magnetic Force Class: 3

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark
Mirror Shot
Zap Cannon
Tri Attack

Magnet Rise
Discharge
Lock-On
Signal Beam
Bide
Teleport

Thunderbolt
Light Screen
Flash Cannon


Thanks for reffing
Well, as I'm tired right now, I believe all of you should be as well! Because of that, all Pokemon on the field are now Drowsy, and will fall asleep at the end of A1.

Have fun, because you're in for a bumpy ride~

Tort assigns items and actions
Maxim assigns items and actions
I ref
 
Monohm: Charge, Thunder Dusclops, Thunder Dusclops. If Magneton targets you with Bide, Protect turn 3.
Gurdurr: Hammer Arm Magneton, Drain Punch Magneton, Hammer Arm Magneton. If Magneton targets you with Bide, Protect turn 3.
 
I have no training items, so let's issue my actions. Hmm, time to abuse that sub.

Magneton: Teleport (Evasive)~Bide (Gurdurr)~Hold
Dusclops: Ice Punch (Monohm)~Disable (Thunder-Monohm)~Ice Punch (Monohm)

EDIT: Oh no, this arena's going to screw my brilliant plan over.
 
I like how neither of you seemed to notice that you'll all be asleep A2, especially you Maxim... that, and holding stages of Bide don't count as being targeted with Bide, so the sub doesn't activate.

Pre-Round stats:

Flash
HP: 90
EN: 100


Flatten
HP: 100
EN: 100

Sovereign
HP: 90
EN: 100

Calculus
HP: 90
EN: 100

Speed order: Calculus -> Flash -> Flatten -> Sovereign

Ah well, on with the show!
Action 1
Calculus used Tele.... dodge? (7 EN)
That doesn't sound nearly as good as Agilidodge

Flash used Charge! (7 EN)
Flash began storing electricity!

Hammer Arm -> Calculus (6 EN)
But it missed!
Flatten's Speed lowered anyway, because ASB is a troll like that!

Ice Punch -> Flash (6 EN)
RNG roll (to crit, 1/16 crit) 15 = no crit
RNG roll (to freeze, <=10 freeze) 53 = no freeze
RNG roll (for Static) 71 = no Static
(8+(4-3)1.5)(1.5) = 14.25 DMG

Nighty night everyone!
RNG roll (for intensity, <=2/3 one action)
Flash- 1 = one action
Flatten- 3 = two actions
Calculus- 3 = two actions
Sovereign- 2 = one action

Action 2
Everyone is asleep! Yay laziness!

Action 3
Calculus is asleep!

Thunder -> Sovereign (9 EN)
RNG roll (to hit, <=97 hit) 78 = hit
RNG roll (to crit) 13 = no crit
RNG roll (to para, <=30 para) 60 = no para
(15+3+(3-5)1.5) = 15 DMG

Flatten is still asleep!

Ice Punch -> Flash (6 EN)
RNG roll (to crit) 7 = no crit
RNG roll (to freeze) 29 = no freeze
RNG roll (for Static) 91 = no para
(8+(4-3)1.5)(1.5) = 14.25 DMG


Because I'm too lazy for flavor, I'll sum the round up: Drowsiness made this incredibly easy to ref, the rolls for the sleep duration actually surprised me, and Sovereign and Flash are the only two actually doing anything at there.

Post-Round stats:

Flash
HP: 61
EN: 84
Charge (3a- +1 SpD, +3 BAP to Electric attacks)


Flatten
HP: 100
EN: 94
-1 Spe

Sovereign
HP: 75
EN: 88

Calculus
HP: 90
EN: 93

Next round, in addition to their regular abilities, all four Pokemon get BOTH Super Luck and Sniper. Extra damage is fun, isn't it?
 
My brilliant plan, all foiled because of a really stupid Round 1 Arena...

Calculus: Flash Cannon~Thunderbolt~Flash Cannon (All at Gurdurr)
Sovereign: Ice Punch x3 (Monohm)
 
Monohm: Torment Dusclops, Rain Dance+Twister, Thunder Dusclops. If Gurdurr has less than 80 HP when you make your move, instead Rain Dance, Thunder Dusclops.
Gurdurr: Bide-hold-Release at Magneton.
 
And waterwarrior said... Let there be critical hits!
I forgot to put Static rolls for the two Ice Punches before, and (although it didn't actually matter) I forgot Shield Dust as well.

Pre-Round stats:

Flash
HP: 61
EN: 84
Charge (3a- +1 SpD, +3 BAP to Electric attacks)


Flatten
HP: 100
EN: 94
-1 Spe

Sovereign
HP: 75
EN: 88

Calculus
HP: 90
EN: 93

In b4 I don't roll a single crit...
Action 1
Flatten began storing energy! (6 EN)

Flash Cannon -> Flatten (5 EN)
RNG roll (to crit, <=2/16 crit) 12 = no crit
RNG roll (to lower SpD) 14 = no lower
(8+3+1+(5-2)1.5) = 16.5 DMG

Torment -> Sovereign (12 EN)
Aaaand... Sovereign is screwed.

Sovereign can't use Ice Punch due to Torment!

Action 2
Still.... holding....

Thunderbolt -> Flatten (6 EN)
RNG roll (to crit) 10 = no crit
RNG roll (to para) 63 = no para
(10+3+5.5) = 18.5 DMG

Flash used Rain Dance! (10 EN)
It started to rain!

Struggle -> Flash (5 EN)
RNG roll (to crit) 9 = no crit
RNG roll (for Static) 19 = Static
(5+(4-3)1.5) = 6.5 DMG = 2.6 recoil
Sovereign was paralyzed! (20%)

Action 3
Flatten released energy! (31 EN)
(35x1.75) = 61.25 DMG

Flash Cannon -> Flatten (5 EN)
RNG roll (to crit) 9 = no crit
RNG roll (to lower SpD) 74 = no lower
(8+3+1+(5-2)1.5) = 16.5 DMG

Thunder -> Sovereign (9 EN)
RNG roll (to crit) 13 = no crit
(15+3) = 18 DMG

RNG roll (for full para, <=20 para) 7 = full para
Sovereign was paralyzed! (Drop to 15%)


Once again, too lazy to put actual flavor in. However, I was right. THE HELL IS WRONG WITH YOU, RANDOM.ORG?! YOU'RE SUPPOSED TO HAVE GIVEN ME MULTIPLE CRITS, NOT ONE!! RAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGEEEEEEE!!!!!!!!!

Oh yeah, and Maxim's pretty much screwed because Bide is that good.

Post-Round stats:

Flash
HP: 54
EN: 53


Flatten
HP: 48
EN: 57

Sovereign
HP: 54
EN: 83
Tormented (3a)
Paralyzed (10%)

Calculus
HP: 29
EN: 77

Rain (3 rounds)

And now, back to causing you both misery and woe. For the next round, an Adamant natured Gastly will appear. At the end of A3, he will use Explosion, hitting all three Pokemon on the field. That is, of course, if you guys don't KO it first.

Tort, go make your orders!
 
Monohm: Hydro Pump Dusclops, Thunder Dusclops, Hydro Pump Dusclops.
Gurdurr: Mach Punch Magneton, Mach Punch Magneton, Payback Dusclops.
 
Alright guys, take down that Gurdurr!

Dusclops: Thunderpunch+Brick Break Combo~Chill~Shadow Ball (All on Gurdurr)
Magneton: Mirror Shot + Flash Cannon Combo~Chill~Thunderbolt (All on Gurdurr)
For Both: If Gurdurr faints, redirect attacks to Monohm

If my actions are illegal, please tell me.
 
Oh, well shit, I completely forgot to mention that the Explosion will hit Sovereign for neutral damage... well, I'm an idiot.

Pre-Round stats:

Flash
HP: 54
EN: 53


Flatten
HP: 48
EN: 57

Sovereign
HP: 54
EN: 83
Tormented (3a)
Paralyzed (10%)

Calculus
HP: 29
EN: 77


Gastly
HP: 90
EN: Enough for an explosion

Rain (3 rounds)

YYEEEEEEEEEEA BEING A BASTARD
Action 1
Mach Punch -> Calculus (3 EN)
RNG roll (to crit) 15 = no crit
(4+3-1+(5-3)1.5)(1.5) = 13.5 DMG

Hydro Pump -> Sovereign (8 EN)
RNG roll (to crit) 5 = no crit
(12+3+(3-5)1.5) = 12 DMG

Mirror Cannon -> Flatten ((5+6)1.5 -1 = 16 EN)
RNG roll (to hit, <=93 hit) 11 = hit
RNG roll (to crit) 12 = no crit
RNG roll (to lower Acc, <=30 lower) 7 = lower
RNG roll (to lower SpD, <=10 lower) 85 = no lower
(15+3+1+(5-2)1.5) = 23.5 DMG
Flatten's Acc fell!

RNG roll (for full para, <=10 para) 44 = no para
Electric Break -> Flatten ((6+6)1.5 = 18 EN
RNG roll (to crit) 16 = no crit
RNG roll (to para, <=10 para) 18 = no para
(16+(4-3)1.5) = 17.5 DMG

Action 2
Mach Punch -> Calculus (7 EN)
RNG roll (to hit, <=75 hit) 38 = hit
RNG roll (to crit) 9 = no crit
(4+3-1+(5-3)1.5)(1.5) = 13.5 DMG

Thunder -> Sovereign (9 EN)
RNG roll (to crit) 16 = no crit
(15+3) = 18 DMG

Calculus and Sovereign must cool down!

Action 3
Thunderbolt -> Flatten (6 EN)
RNG rolls = irrelevant
(10+3+5.5) = 18.5 DMG
Flatten fainted!

Hydro Pump -> Sovereign (8 EN)
RNG roll (to crit) 16 = no crit
(12+3+(3-5)1.5) = 12 DMG

RNG roll (for full para) 71 = no para
Shadow Ball -> Flash (5 EN)
RNG roll (to crit) 3 = no crit
(8+3+(2-2)1.5) = 11 DMG

WHAT. THE. FU- BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMM!!!!
Flash- RNG roll (to crit) 5 = no crit
((25x.75)+(3-3)1.5) = 18.75 DMG
Sovereign- RNG roll (to crit) 5 = no crit
(18.75)+(3-5)1.5) = 15.75 DMG
Sovereign fainted!
Calculus- RNG roll (to crit) 2 = no crit
(18.75+(3-3)1.5)(.67) = 12.6 DMG
Calculus fainted!

Tortferngatr wins!


Unfortunately for Maxim, even the two combos combined was not enough to KO Flatten, allowing Flatten to get off a second Mach Punch, which was able to put Calculus into KO range of the evil Gastly's Explosion, and Maxim's mons spent so much time focusing on KOing Flatten that Flash was able to survive the Explosion attack, while neither of Maxim's Pokemon were lucky enough to survive the hit!

Post-Round stats:

Flash
HP: 24
EN: 28


Flatten
HP: -12
EN: KO

Sovereign
HP: -4
EN: KO

Calculus
HP: -11
EN: KO

Tortferngatr gets 2 CC and a win!
Flash the Monohm gets 1 EC, 3 MC (+1 from EXP. Share), and 2 KOC
Flatten the Gurdurr gets 1 EC, 2 MC, and 1 DC, and a choice of 1 EC or 1 DC from Lucky Egg

Maxim gets 2 CC and a loss!
Sovereign the Dusclops gets 1 EC and 2 MC
Calculus the Magneton gets 1 EC and 2 MC

I get 5 UC

Good game you guys!
 
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