Completed Orcinus isn't reffing because he's too busy fighting Deadfox

Status
Not open for further replies.
#1
Also, let it be known to all that SimonSays is a classy guy.


The rules;
Accepting/Finalising this challenge.

4v4 NFE Singles
ASB Arena
2 Day DQ
Training Items
Switch = OK
All Abilities
1 Substitution
2 Recovers/3 Chills
Alright, and let's see the teams;

Deadfox081's team;

Kirlia [Shank] (M)
Nature: Quiet (+1 Spa, -15% Spe, -10% Eva)

Type: Psychic
Psyhic: 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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (50/1.15)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 4/9
MC: 0
DC: 2/5

Abilities:

Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

Trace: (Can be Activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.

Telepathy: [DW LOCKED] (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Attacks (17):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Psychic
Imprison

Psyshock
Shadow Ball
Thunderbolt
Will-O-Wisp

Confuse Ray
Disable
Encore

Onix [Slam] (F)
Nature: Brave (+1 Att, -15% Spe, -10% Eva)

Type: Rock/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 6
SpA: Rank 2
SpD: Rank 2
Spe: 60 (70/1.15)
Size Class: 7
Weight Class: 8
Base Rank Total: 17

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

Abilities:

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

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.

Weak Armor: [DW LOCKED] (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Attacks (16):
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smackdown
Sandstorm

Dragon Tail
Rock Slide
Dig

Rock Blast
Heavy Slam
Flail

Golett [Statue] (U)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)

Type: Ground/Ghost
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30 (35/1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 13

EC: 1/6
MC: 0
DC: 2/5

Abilities:

Iron First: (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)

Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard: [DW LOCKED] (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Attacks (17):
Pound
Astonish
Defence Curl
Mud Slap
Rollout
Shadow Punch
Iron Defence
Mega Punch
Magnitude
Earthquake
Hammer Arm

Earthquake
Shadow Ball
Rock Slide
Grass Knot
Ice Beam
Focus Blast

Gligar [Swoop] (F)
Nature: Jolly (+15% Spe, +22% Acc, -1 SpA)

Type: Ground/Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 98 (85*1.15)
Size Class: 2
Weight Class: 4
Base Rank Total: 18

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

Abilities:

Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.

Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage

Immunity: [DW LOCKED] (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Attacks (15):
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack

Dig
Brick Break
Stone Edge

Agility
Cross Poison
Sand Tomb

Embirch [Wildfire] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)

Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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 brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (50/1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 13

EC: 2/9
MC: 0
DC: 1/5

Abilities:

Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.

Chlorophyll: [DW LOCKED] (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Attacks (15):
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain

Flamethrower
Energy Ball
Rock Slide

Stealth Rock

Earth Power
Psybeam
Counter


And Orcinus Duo's team;

Chimchar-Simion (M)
Nature: Hardy
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 brushfire areas.

Abilities:
Blaze:Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Iron Fist:(DW LOCKED)Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: 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)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 61
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:(19)
Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment

Focus Punch
Fake Out
Encore

Flamethrower
Brick Break
Acrobatics


Litwick - Soul (F)
Nature: Timid (+15% Speed [+5% Accuracy], -1 Atk)

Type:

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 brushfire areas.
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:

Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body (Innate): 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.
Shadow Tag (DW) (Innate): Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 23 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison

Clear Smog
Endure
Heat Wave

Calm Mind
Fire Blast
Taunt


Charmander - Tim (M)
Nature: Naughty (Adds one Rank to Attack; Subtracts one Rank from Special Defense)
Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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 brushfire areas.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 65

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

Attacks:
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Rage
Dragon Rage
Scary Face
Fire Fang

Crunch
Counter
Focus Punch

Dig
Rock Slide
Substitute


Embirch - Trace M
Nature: Brave
Type: Fire/Grass
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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 brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.



Stats:
HP: 90
Atk: Rank 3(+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43(-) (-10% Evasion)
Size Class: 2
Weight Class: 3
Base Rank Total: 13

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

Attacks:(15)
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Leaf Tornado
Fire Spin
Petal Dance
Flame Burst
Synthesis
Lava Plume

Counter
Aromatherapy
Blaze Kick
Earth Power
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Psybeam
Dragonbreath
Grasswhistle
Revenge

Solarbeam
Flamethrower
Double Team
Toxic
Sunny Day
Facade
Flame Charge
Rock Slide
Grass Knot
Swagger
Protect
Flash Cannon
Substitute


Numel - Pompeii (M)
Nature: Brave
Type: Fire/Ground
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 brushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious:
(Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Simple: (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.
Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 30 (35 /1.15) (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Total Moves: 14

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

Attacks:
Growl
Tackle
Ember
Magnitude
Focus Energy
Flame Burst
Amnesia
Lava Plume

Endure
Heat Wave
Iron Head

Protect
Dig
Rock Tomb
Earthquake
Toxic
Rock Slide
Rest


Okay, now the post in the BT says its a 4v4, and both sent 5 mons. So, if this is a 5v5, let me know and I'll edit this post to say so. Anyway, Deadfox081 issued the challenge, so he will send out his first pokemon, and attach an item if he sees fit.
 
#2
Well setting this thing up was definitely a clusterf*ck. It was changed via VM to a 5v5 by the way.


"Okay then, lets kick this thing off. Shank, as the mostly kinda almost started to be trained member of this team you might as well lead us off. Take this nothing to hold, just like everyone else will be because I don't have any training items!"
 
#5
Charmander is indeed faster. You also failed to take into account that only one sub is allowed, Orcinus.


90 HP
100 Energy
3/2/2/1/65

Vs.


90 HP
100 Energy
2/2/4/2/43(-)

Alright, let's get this match underway! Deadfox081 sends out his Kirlia, Shank, and Orcinus Duo responds with his Enchanter Charmander, Tim!

Tim starts off the match by running up to Shank and Crunching down on Shank's leg, hurting a decent amount! Shank seems so surprised by the blow that his defenses weren't up, and Tim landed a critical hit!! Shank is so traumatized by the event that he taps his psychic powers to Disable Tim's ability to use that Crunching technique. That aughta prove a damper on Tim's offense against Shank!

And in fact is already does! Tim tries to Crunch down on Shank, but he forgets how, somehow! Shank takes advantage by using a signature move of the psychic type, the Psychic attack! Since Tim is so light, it doesn't hurt that much, but still!

Tim tries to use his Crunch technique, even though he just failed to do it. Looks like Tim is already Struggling against Shank, and it hurts the both of them! Shank draws from the well once more, but unlike Tim, actually can do so, and blasts Tim with another Psychic blast!

Charmander
CrunchRNG roll to crit; 253 = crit
RNG roll for effect; 9354 = no Def drop
[8 + 3 + (3 - 2)*1.5]*1.5 = 18.75 Damage, 6 Energy

Crunch
failed!

Crunch=Struggle
RNG roll to crit; 3492 = no crit
[5 + (3 - 2)*1.5] = 6.5 Damage, 2.6 recoil, 5 Energy

Kirlia
Disable Crunch-7 Energy

Psychic
RNG roll to crit; 3405 = no crit
RNG roll for effect; 3371 = no SpD drop
[6 + 1 + 3 + (4 - 1)*1.5] = 14.5 Damage, 4.5 Energy

Psychic
RNG roll to crit; 977 = no crit
RNG roll for effect; 7837 = no SpD drop
[6 + 1 + 3 + (4 - 1)*1.5] = 14.5 Damage, 8.5 Energy



58 HP
89 Energy
3/2/2/1/65
Crunch Disabled (3a)

Vs.


65 HP
80 Energy
2/2/4/2/43(-)

Deadfox081, your move!
 
#6

"Oh my, that Tim is pretty special. He's a Charmander who looks strikingly like a Chimchar! Nevermind that confusion Shank but you have done your job for now. Come back and let Wildfire have a go out there. Orcinus, the move is yours."
 
#10

58 HP
89 Energy
3/2/2/1/65
Crunch Disabled (3a)

Vs.


90 HP
100 Energy
2/2/4/2/43(-)

Alright, I'm in a rush, not time for flavor tonight. My weekend is pretty packed, too, so there next update might be a little late.

Charmander
Super Focus Punch
RNG roll to crit; 3720 = no crit
[33.75 + (3 - 2)*1.5] = 35.25 Damage
42 Energy

Cooldown

Rock Slide
RNG roll to crit; 3756 = no crit
RNG roll for effect; 2511 = flinch
[8 + (3 - 2)*1.5]*1.5 = 14.25 Damage
6 Energy

Embirch

Stealth Rock12 Energy

Earth Power
RNG roll to crit; 206 = crit
RNG roll for effect; 7943 = no SpD drop
[9 + 3 + (4 - 1)*1.5]*1.5 = 24.75 Damage
7 Energy

Earth Power
flinch



33 HP
41 Energy
3/2/2/1/65
Stealth Rock

Vs.


41 HP
81 Energy
2/2/4/2/43(-)

Orcinus, your actions, please!
 
#13

33 HP
41 Energy
3/2/2/1/65
Stealth Rock

Vs.


41 HP
81 Energy
2/2/4/2/43(-)

Alright, you guys have been waiting a while. Here's an update for you! And look, a weak attempt at flavor!

Tim the Charmander, weakened after fighting through two opponents, and Wildfire the Embirch, weakened for the sake of helping his entire team, are both looking like they might drop this round!! Tim starts this round off by using yet another Rock Slide in an attempt to bury Wildfire, but it backfires, as Wildfire unleashes his Counter attack, hitting Tim even harder!

I guess Tim isn't one to learn from past mistakes, as he unleashes another Rock Slide, only to get Countered once again, and it looks like Tim has finally taken too much, Tim has been KO'ed!!

Charmander
Rock Slide
RNG roll to crit; 6968 = no crit
RNG roll for effect; 7388 = no flinch
[8 + (3 - 2)*1.5]*1.5 = 12 Damage, 10 Energy

Rock SlideRNG roll to crit; 8250 = no crit
RNG roll for effect; 3419 = no flinch
[8 + (3 - 2)*1.5]*1.5 = 12 Damage, 14 Energy

Embirch
Counter12*1.5 = 18 Damage, 12 Energy

Counter
12*1.5 = 18 Damage, 16 Energy



0 HP
17 Energy
3/2/2/1/65
Stealth Rock

Vs.


17 HP
53 Energy
2/2/4/2/43(-)

Orcinus, your next pokemon, and then Deadfox orders!
 
#15

"Looks as if you're on the way out here Wildfire, but your work has been invaluable. See if you can't go out by blasting the monkey a little bit anyway."

Earth Power x3
 
#17

75 HP
100 Energy
2/2/2/2/61
Stealth Rock

Vs.


17 HP
53 Energy
2/2/4/2/43(-)

Hey, look at that! Orcinus Duo's actual Chimchar has joined the battlefield! It immediately jumps forward at Wildfire, Faking Out the Embirch, not allowing it to attack! Seeing a chance to attack again, Simion the Chimchar instantly unleashes a big ol' Flamethrower, which does enough to finish off the Embirch! Wildfire has been KO'ed!

Chimchar
Fake Out
RNG roll to crit; 4973 = no crit
[4 + (2 - 2)*1.5] = 4 Damage, 4 Energy

Flamethrower
RNG roll to crit; 4421 = no crit
[10 + 3 + (2 - 2)*1.5] = 13 Damage, 6 Energy

Embirch
Earth Power
flinch



75 HP
90 Energy
2/2/2/2/61
Stealth Rock

Vs.


0 HP
53 Energy
2/2/4/2/43(-)

Alright, so Deadfox sends out his next pokemon, and orders!
 
#18

"Alrighty then. Shank, get back out there and see what you've got left to give!"

Psyshock x3
IF
Torment THEN change remaining actions to Thunderbolt > Psyshock > Thunderbolt
 
#20

75 HP
90 Energy
2/2/2/2/61
Stealth Rock

Vs.


65 HP
80 Energy
2/2/4/2/43(-)

Shank the Kirlia takes the field once again for Deadfox, ready to square off against a different Fire/Fighting starter of Orcinus'. Let's see how this plays out!

Simion uses the signature move of every Fire type everywhere and unloads with a Flamethrower on Shank. Shank responds with a Psyshock, which I seem to have extreme difficulty typing. Oh, right, more importantly, it was a critical hit. Simion seems to think that the extra damage was a result of using his Flamethrower, so he tries a different trick with some Acrobatics that do some fine damage to Shank. Shank doesn't seem very original, and unleashes another Psyshock, although this one isn't a crit. Simion sees this and blasts away with another Flamethrower. Shank, seriously, kinda boring and difficult to write flavor for (even if it is easy to ref) uses another Psyshock.

Chimchar
Flamethrower
RNG roll to crit; 7993 = no crit
RNG roll for effect; 9221 = no burn
[10 + 3 + (2 - 2)*1.5] = 13 Damage, 10 Energy

Acrobatics
RNG roll to crit; 8164 = no crit
[11 + (2 - 2)*1.5] = 11 Damage, 7 Energy

Flamethrower
RNG roll to crit; 5700 = no crit
RNG roll for effect; 5948 = no burn
[10 + 3 + (2 - 2)*1.5] = 13 Damage, 6 Energy

Kirlia
Psyshock
RNG roll to crit; 580 = crit
[8 + 3 + 3 + (4 - 2)*1.5] = 17 Damage, 5 Energy

Psyshock
RNG roll to crit; 8995 = no crit
[8 + 3 + (4 - 2)*1.5] = 14 Damage, 9 Energy

Psyshock
RNG roll to crit; 6505 = no crit
[8 + 3 + (4 - 2)*1.5] = 14 Damage, 13 Energy



30 HP
67 Energy
2/2/2/2/61
Stealth Rock

Vs.


28 HP
53 Energy
2/2/4/2/43(-)

Orcinus, you're up next!
 
#22

"There's really no sense playing around here. That Taunt is just more invitation to remove the silly monkey this round so get to it Shank!"

Psychic > Psyshock > Psyshock
 
#23
I lost the reffing for this round more than once. I'm sick of trying to redo it. I remember the rolls, nothing significant happened (no crits, no burns).


3 HP
51 Energy
2/2/2/2/61
Stealth Rock

Vs.


0 HP
53 Energy
2/2/4/2/43(-)

Deadfox, your next pokemon and actions please!
 
#25
Quite simple. It's called being stupid.

Chimchar
Taunt
10 Energy

Flamethrower
[10 + 3 + (2 - 2)*1.5] = 13 Damage, 6 Energy

Flamethrower
[10 + 3 + (2 - 2)*1.5] = 13 Damage, 10 Energy

Kirlia
Psychic
[6 + 1 + 3 + (4 - 2)*1.5] = 13 Damage, 4.5 Energy

Psyshock
[8 + 3 + (4 - 2)*1.5] = 14 Damage, 5 Energy

Psyshock
[8 + 3 + (4 - 2)*1.5] = 14 Damage, 9 Energy



0 HP
41 Energy
2/2/2/2/61
Stealth Rock

Vs.


2 HP
34 Energy
2/2/4/2/43(-)
Taunt (3a)

Okay, so Orcinus sends in a new pokemon, and then Deadfox orders!
 
Status
Not open for further replies.