Completed Ragnarokalex vs LupusAter in Crash Ball

#1
ok need some fights rolling

4v4 FE Doubles
1 Day Player/2 Day ref DQ
2 Subs
All Abilities
2 Recovers/3 Chills
Items: ON
Switch:OK
Arena is up to either ref or opponent, but nothing too insane

I'm not too terribly intent on these rules, so if anyone wants I'm fine with some alterations.
Accepting RagnarokAlex's 4v4 doubles, arena of ref's choosing.
Arena: Crash Ball



The battle takes place in an unusual arena designed for another game. The arena allows for digging, flying, seismic moves and weather, but lacks the natural elements for water, grass and rock sources.

In this arena, the pokemon are riding special hovercrafts located in goals around the edges of the arena. The arena is divided into a goal for each team and the middle. At the end of each round, a ball is added to the middle of the arena and directed towards one of the goals at random. At the end of each action, balls that are already in play will move to a different part of the arena depending on where they are at the moment.
  • Balls that are in the middle will move to their designated goal areas.
  • Balls that are already at their designated goal areas that are successfully blocked in that action will move to the middle and be directed towards a different goal (chosen at random if more than one different goal is available). Fast balls, however, will instead move straight to their newly chosen goal areas.
  • Balls that are already at their designated goal areas that are not blocked in that action will go through the goal and be removed from play.
Each active pokemon that isn't KO'd has blocking potential equal to ((Speed / 2) + 2 ^ (Size Class - 1))%. If, however, a pokemon uses a contact move or is suspending a damaging evasive move in the action, its blocking potential is 0%. For example, a neutral-natured Wailord's blocking potential is (60/2 + 2^6) = 94% while a neutral-natured Blaziken's blocking potential is (80/2 + 2^2) = 44%.

Every ball that threatens to go through a team's goal has a chance of being blocked equal to the highest blocking potential on that team (halved versus fast balls and capped at 95%). If the Wailord in the above example used, say, Water Spout or Chill, then the team's blocking potential in that action would be 94%. If the Wailord used something like Bounce or Rollout but the Blaziken used something like Flamethrower, then the team's blocking potential in that action would be 44%. If Wailord used Bounce and Blaziken used Hi Jump Kick, then the team's blocking potential would be 0%. This passive blocking chance is only applied to those balls that are not dealt with by one of these other methods:
  • The Block Ball command will block one ball for 6 energy. This command will prioritise blocking fast balls first. If there are none, its energy cost is reduced by 3. This command has 0 priority and cannot be encored or prevented by any moves except Taunt. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
  • The Kick Ball command will block one ball for 7 energy. This command will prioritise blocking regular balls first. A regular ball that is blocked with this command becomes a fast ball. If there is more than one possible goal the blocked ball could be redirected to, the user of this command can specify which goal to direct the blocked ball to. This command has 0 priority and cannot be encored or prevented by any moves. It is, however, subject to consecutive use energy penalty and cannot be used in a combo.
  • Quick Guard automatically blocks all fast balls not blocked by either of the above commands.
  • Wide Guard automatically blocks all balls not blocked by Quick Guard or either of the arena-specific commands above.
In the event that a ball is not blocked and it goes through a team's goal, all active pokemon on that team will be zapped by a bolt of energy and have their current and maximum HP and energy reduced by 10. Reductions to maximum HP and energy cannot be removed by any means, including switching out.


Team Ragnarokalex


*Thanks to Toast Tyrant for the sprite*
Infernape (Malspar) Male
Nature:
Naughty
Type:
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.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Blaze:
Type: 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):
Type: 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)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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


Attacks: 38 Total
Acrobatics
Aerial Ace
Blast Burn
Brick Break
Close Combat
Counter
Dig
Earthquake
Ember
Encore
Fake Out
Feint
Fire Punch
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Punch
Fury Swipes
Grass Knot
Helping Hand
Leer
Mach Punch
Magic Coat
Nasty Plot
Overheat
Scratch
Shadow Claw
Slack Off
Stone Edge
Substitute
Sunny Day
Swift
Taunt
Thunder Punch
Torment
Toxic
Will o Wisp


*Thanks to Simonsays for the sprite*
Lucario (Aerza) Female
Nature:
Brave
Type:
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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:
Steadfast:
Type: 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.
Inner Focus:
Type: 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.
Justified (DW):
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 76 (-) (-10% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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


Attacks: 36 Total
Aura Sphere
Blaze Kick
Bone Rush
Bullet Punch
Close Combat
Counter
Dark Pulse
Detect
Dig
Dragon Pulse
Drain Punch
Earthquake
Endure
Extreme Speed
Feint
Focus Punch
Force Palm
Foresight
Heal Pulse
Helping Hand
Hi Jump Kick
Ice Punch
Magnet Rise
Metal Claw
Metal Sound
Payback
Protect
Quick Attack
Reversal
Screech
Sky Uppercut
Substitute
Swagger
Swords Dance
Thunder Punch
Zen Headbutt


Golurk [Armstrong]
Nature:
Quiet
Type:
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: 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:
Iron Fist:
Type: Trait
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:
Type: 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):
Type: 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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7

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

Attacks: 32 Total
Brick Break
Bulldoze
Curse
Defense Curl
Drain Punch
Dynamicpunch
Earthquake
Earth Power
Fire Punch
Focus Blast
Focus Punch
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Ice Beam
Ice Punch
Iron Defense
Magnitude
Mega Punch
Mud Slap
Pound
Protect
Psychic
Rest
Rock Slide
Rollout
Shadow Ball
Shadow Punch
Sleep Talk
Stone Edge
Toxic


SlowKing (Arlin) Male
Nature:
Relaxed
Type:
Water: STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious:
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo:
Type: 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.
Regenerator (DW):
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.


Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-) (-10% Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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


Attacks: 26 Total
Confusion
Counter
Curse
Disable
Flamethrower
Future Sight
Grass Knot
Growl
Headbutt
Heal Pulse
Hidden Power (TBD)
Ice Beam
Light Screen
Magic Coat
Mud Sport
Nasty Plot
Power Gem
Psychic
Safeguard
Scald
Slack Off
Swagger
Tackle
Water Gun
Yawn
Zen Headbutt


Team LupusAter


Houndoom(*) [Fenris] (M)
Nature: Rash
Type:
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).
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. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Flash fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Early bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.



Stats:

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 5 +
SpD: Rank 2 -
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

Attacks:
Leer(*)
Ember(*)
Howl (*)
Smog(*)
Roar(*)
Bite(*)
Odor Sleuth(*)
Beat Up(*)
Nasty Plot
Flamethrower
Crunch
Thunder Fang
Inferno
Foul Play
Fire Fang
Embargo

Will-O-Wisp(*)
Fire Spin(*)
Sucker Punch(*)
Counter
Feint

Shadow Ball(*)
Sludge Bomb(*)
Flame Charge(*)
Dark Pulse
Taunt
Solarbeam
Sunny Day
Hidden Power (Electric, 7)
Snarl
Protect
Torment
Fire Blast
Double Team

Swift



Scraggy Tyr (M)
Nature: Impish (+1 Def, -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 of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Moxie:(Innate)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.
Shed Skin:(Innate)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.
Intimidate:(Innate)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 thier 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.

6/6 EC
0 MC
5/5 DC

HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

Attacks:
Leer
Low Kick
Sand Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback
Crunch
Hi Jump Kick
Head Smash
Focus Punch
Chip Away
Facade
Rock Climb

Fire Punch
Ice Punch
Thunderpunch
Fake Out

Dragon Claw
Stone Edge
Protect
Drain Punch
Poison Jab
Dig
Taunt
Substitute
Zen Headbutt
Super Fang



Braviary Hraesvelgr (M)
Nature: Adamant
Type: Normal/Flying
Normal:Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge 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).
Abilities:
Keen Eye:(Innate)This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Sheer Force:(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.
Defiant:(DW locked)The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

HP: 110
Atk: Rank 6 +
Def: Rank 3
SpA: Rank 1 -
SpD: Rank 3
Spe: 80
Spe: 61
Size Class: 3
Weight Class: 3
Base Rank Total: 20

6/6 EC
0 MC
2/5 DC

Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Brave Bird
Crush Claw
Sky Drop
Tailwind
Superpower
Thrash

Shadow Claw
U-Turn
Rock Tomb



Tyranitar Thrym (M)
Nature:Naughty (Adds * to Attack; Subtracts * From Special Defense)
Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
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.

Glyph of Crunch: Raises the base power of Crunch by 1

Stats:
HP: 110
Atk: Rank 6 +
Def: Rank 4
SpA: Rank 3
SpD: Rank 3 -
Spe: 61

EC 9/9
MC 0
DC 5/5

Abilities:
Sand Stream (Innate):When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock, Ground, and Steel-types) or the Sand Veil, Sand Strength, or Sand Throw Abilities.
Unnerve (DW Locked): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Attacks:
Thunder Fang
Fire Fang
Ice Fang
Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash
Crunch
Dark Pulse

Dragon Dance
Ancient Power
Iron Head
Aqua Tail
Assurance

Snarl
Stone Edge
Earthquake
Thunderbolt
Hone Claws
Ice Beam
Flamethrower
Aerial Ace
Dynamicpunch
Dragon Tail
Dig
Superpower
Fire Punch
Ice Punch
Thunder Punch
Stealth Rock
Low Kick
Protect
Substitute


How it's gonna go down in round 1

  • Ragnarokalex sends out his first two pokemon and chooses their items
  • LupusAter does likewise and orders
  • Ragnarokalex orders
  • I ref
  • BALLS OF STEEL
 
#3
Hraesvelgr, Tyr, come out! Hraesvelgr will have an Exp. Share, while Tyr will hold an Expert Belt!

Hraes, Tailwind- Shadow Claw Slowking-Sky Drop Infernape.
If you get flinched A1, push down.
If you are Taunted A1, change that action with Rock Tomb Infernape
Tyr, Fake Out Infernape- Zen Headbutt Infernape- Crunch Slowking.
If Infernape uses Fake Out A1, target Slowking instead.
 
#5

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 100 | EN: 100 | Spe: 108
Ranks: 5/3/4/2 | Total: 21
Size: 3 | Weight: 4 | Block: 58%
Abilities: Blaze, Iron Fist
Other: None


Arlin (M) @ Exp. Share
HP: 100 | EN: 100 | Spe: 26 (-)
Ranks: 3/4/4/4 | Total: 19
Size: 3 | Weight: 4 | Block: 17%
Abilities: Oblivious, Own Tempo, Regenerator
Other: None

Team LupusAter


Hraesvelgr (M) @ Exp. Share
HP: 110 | EN: 100 | Spe: 80
Ranks: 6/3/1/3 | Total: 20
Size: 3 | Weight: 3 | Block: 44%
Abilities: Keen Eye, Sheer Force
Other: None


Tyr (M) @ Expert Belt
HP: 100 | EN: 100 | Spe: 58
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 31%
Abilities: Moxie, Shed Skin, Intimidate
Other: None

Arena effects

None

Flavour

Welcome everyone to the first of the Crash Bash line of arenas, Crash Ball! Here, Ragnarokalex and LupusAter will have a 4v4 doubles battle. Ragnarokalex begins by sending out Malspar the Infernape and Arlin the Slowking, to which LupusAter responds by sending out Hraesvelgr the Braviary and Tyr the Scrafty. Immediately Tyr snarls intimidatingly at Malspar and Arlin. The Slowking doesn't seem to mind too much at the moment, but Malspar appears slightly wary of this opponent.

So, instead of jumping straight into battle, Malspar decides to give his ally a Helping Hand. With his morale boosted, Arlin starts building power for something big. Tyr tries to disrupt Malspar with a Fake Out and he manages to strike a weak spot, but unfortunately the Infernape's manoeuvre just went off too quickly to be disrupted. Hraesvelgr attempts to counter Malspar's swiftness by blowing a strong Tailwind to make himself and his ally move even faster. Suddenly, however, the Braviary is engulfed by a gargantuan blue beam of pure coldness as Arlin unleashes his Super Ice Beam! Hraesvelgr is still standing (or flying), but there's no way he could survive another blast like that.

Following this, Hraesvelgr slashes Arlin with a Shadow Claw ... or should that be a shadow talon? Unfortunately it doesn't hurt Arlin anywhere near as much as the Slowking's attack had hurt. Tyr, on the other hand, focuses his fire on the Infernape and, after channeling energy to his head, rams Malspar and strikes with a Zen Headbutt. Seeing how Arlin is exhausted from that powerful attack earlier and has to cool down, Malspar decides to take matters into his own hands (quite literally) and strikes Hraesvelgr with a ThunderPunch. If the Braviary has anything planned, now would be a good time to say so.

And it appears the Braviary is saying so. He grabs Malspar in his talons and flies up high with him, leaving just Tyr and Arlin at ground level. The Scrafty decides to strike with his fangs this time and Crunches down on Arlin's body. Arlin, however, was expecting this, and expertly Counters the blow, sending Tyr flying back. Meanwhile, up in the air, Malspar is able to land another ThunderPunch on Hraesvelgr and this is enough to knock him out. This looks like bad news for the Infernape since a drop from that height would really hurt. Fortunately, Malspar gets the idea to grab hold of the Braviary's beaten body and do a barrel roll, resulting in Hraesvelgr being the first one to hit the ground and breaking Malspar's fall.

As if being one pokemon down wasn't bad enough, a ball has emerged from one of the corners of the arena, and it's heading straight for Team LupusAter's goal! Whichever pokemon LupusAter sends in to replace his fallen companion, it had better be ready to defend its goal in a couple of actions' time.

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 78 | EN: 57 | Spe: 108
Ranks: 5/3/4/2 | Total: 21
Size: 3 | Weight: 4 | Block: 58%
Abilities: Blaze, Iron Fist
Other: -1 attack (permanent)


Arlin (M) @ Exp. Share
HP: 68 | EN: 54 | Spe: 26 (-)
Ranks: 3/4/4/4 | Total: 19
Size: 3 | Weight: 4 | Block: 17%
Abilities: Oblivious, Own Tempo, Regenerator
Other: -1 attack (permanent)

Team LupusAter


Hraesvelgr (M) @ Exp. Share
HP: KO | EN: 81


Tyr (M) @ Expert Belt
HP: 74 | EN: 85 | Spe: 58 116
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 60%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, Tailwind (4 actions)

Arena effects

  • Balls:
    • 1 in middle (headed for Team LupusAter)
  • Other:
    • None

Raw data

Tyr uses Intimidate
Malspar's attack is lowered by 1 stage
Arlin's attack is lowered by 1 stage


Turn order: Malspar, Tyr, Hraesvelgr, Arlin

Malspar uses Helping Hand on Arlin for (4+(10*2.25*2)/2)=26.5 energy
Arlin's move has its power boosted

Tyr uses Fake Out on Malspar for 4 energy
Roll a D16 for crit: 1 - crit
Malspar takes (4+3+(3-3)*1.5)=7 damage
Tyr's Fake Outs cannot flinch until it leaves play

Hraesvelgr uses Tailwind for 9 energy
Team LupusAter's speed is doubled for 6 actions

Arlin uses a combo of Ice Beam and Ice Beam on Hraesvelgr for (7+11)*1.75=31.5 energy
Roll a D16 for crit: 5 - no crit
Roll a D100 for freeze (20%): 49 - no freeze
Hraesvelgr takes (10*2.25*2+(4-3)*1.5)*1.5=69.75 damage


Turn order: Hraesvelgr, Tyr, Malspar, Arlin

Hraesvelgr uses Shadow Claw on Arlin for 5 energy
Roll a D16 for crit (boosted to 2/16): 4 - no crit
Arlin takes (7+(6-5)+(5-4)*1.5)*1.5=14.25 damage
Team LupusAter's Tailwind counter drops to 5

Tyr uses Zen Headbutt on Malspar for 6 energy
Roll a D100 for accuracy: 34 - hit
Roll a D16 for crit: 5 - no crit
Roll a D100 for flinch: 56 - no flinch
Malspar takes (8+(3-3)*1.5+2)*1.5=15 damage

Malspar uses ThunderPunch on Hraesvelgr for 6 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for paralysis: 89 - no paralysis
Hraesvelgr takes (8+(5-3)*1.5+2+2)*1.5+(-1-0)*1.75=20.75 damage

Arlin cools down


Turn order: Hraesvelgr (1), Tyr, Malspar, Hraesvelgr (2), Arlin

Hraesvelgr uses Sky Drop on Malspar for (4+(4/2)-1)=5 energy
Hraesvelgr picks up Malspar and flies up high
Team LupusAter's Tailwind counter drops to 4

Tyr uses Crunch on Arlin for 5 energy
Roll a D16 for crit: 5 - no crit
Roll a D100 for defence drop: 67 - no defence drop
Arlin takes (8+3+(3-4)*1.5+2)*1.5=17.25 damage

Malspar uses ThunderPunch on Hraesvelgr for 10 energy
Roll a D16 for crit: 9 - no crit
Roll a D100 for paralysis: 16 - no paralysis
Hraesvelgr takes (8+(5-3)*1.5+2+2)*1.5+(-1-0)*1.75=20.75 damage
Hraesvelgr is KO'd by the attack
Malspar lands on the ground unharmed

Arlin uses Counter for (6+(17.25/2))=14.625 energy
Tyr takes (17.25*1.5)=25.875 damage


A new ball is added to the arena
Roll a D2 for initial direction (1 = Ragnarokalex, 2 = LupusAter): 2 - LupusAter


What you guys do next
  • LupusAter decides which pokemon replaces Hraesvelgr the Braviary and chooses its item
  • Ragnarokalex orders
  • LupusAter orders
  • I ref
 
#7

"Alright team, weve built up some momentum, so lets keep it rolling!"

Arlin: Heal Pulse Malspar - Yawn Tyr - Slack Off
IF you are targetted by taunt, Magic Coat that action
IF flinched, push down

Malspar: Close Combat Thrym - Willowisp Tyr - Close Combat Thrym
IF your target is underground when you attack, EQ that action
IF Tyr uses Protect A2, Feint him that action
 
#8
This should work... it's a shame I cannot block the healing of that damned ape.

Tyr, Crunch Slowking- Focus Punch Infernape- Protect Tyranitar.
Thrym, Assurance+Assurance Slowking- cooldown- Aqua Tail Infernape
 
#9

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 78 | EN: 57 | Spe: 108
Ranks: 5/3/4/2 | Total: 21
Size: 3 | Weight: 4 | Block: 58%
Abilities: Blaze, Iron Fist
Other: -1 attack (permanent), 1 KOC


Arlin (M) @ Exp. Share
HP: 68 | EN: 54 | Spe: 26 (-)
Ranks: 3/4/4/4 | Total: 19
Size: 3 | Weight: 4 | Block: 17%
Abilities: Oblivious, Own Tempo, Regenerator
Other: -1 attack (permanent)

Team LupusAter


Thrym (M) @ Life Orb
HP: 110 | EN: 100 | Spe: 61 122
Ranks: 6/4/3/3 | Total: 23
Size: 4 | Weight: 6 | Block: 69%
Abilities: Sand Stream, Unnerve
Other: Tailwind (4 actions)


Tyr (M) @ Expert Belt
HP: 74 | EN: 85 | Spe: 58 116
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 60%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, Tailwind (4 actions)

Arena effects

  • Balls:
    • Ball A in middle (headed for Team LupusAter)
  • Other:
    • None

Flavour

LupusAter decides to withdraw his fallen Braviary and send out in its stead Thrym the Tyranitar. Immediately Thrym whips up a sandstorm that buffets everyone else in the arena, but the stony skin of the Tyranitar only seems to be made stronger by the raging sandstorm.

Tyr begins this round the same way he ended the last by Crunching down on Arlin. Thrym, on the other hand, builds up a powerful attack and glares menacingly at Arlin. The Slowking decides he wants some help from his ally so provides some help of his own with a Heal Pulse to restore some of Malspar's lost vitality. Malspar leaps into Close Combat with Thrym and seems to strike some of the Tyranitar's weak spots! He'll feel that in the morning. This, however, has left Malspar wide open. Luckily for him, the strong move Thrym was preparing was aimed at the Slowking. Unluckily for Ragnarokalex, this Super Assurance strike struck Arlin's weak spot and this was enough to knock out the Slowking! Meanwhile, the ball that was in the arena gets close to Team LupusAter's goal.

While Thrym cools down and catches his breath, Tyr begins to focus on a powerful strike of his own. Malspar tries to disrupt it by summoning a Will-O-Wisp and this does strike the Scrafty and leave some nasty burns on him. As a result, although Tyr's Focus Punch successfully struck the Infernape, it wasn't quite as powerful as he had hoped and Tyr had to leave the goal to reach Malspar. Fortunately, the ball that threatened to go through bounced harmlessly off of the Tyranitar and began to roll the other way.

Seeing no more threat from the ball, Thrym charges towards Malspar and strikes with an Aqua Tail. Malspar tries to retaliate by leaping into Close Combat again but is blocked by a Protective barrier from Tyr. To make matters worse, not only is the ball from earlier now really close to Team Ragnarokalex's goal, but another ball has appeared in the arena and is rolling towards that same goal! Malspar and whichever pokemon will replace the fallen Arlin will have to get ready to defend the goal for the next couple of actions. As if that wasn't enough, Tyr has just shed his current layer of skin and cured himself of the burn that Malspar gave him!

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 49 | EN: 37 | Spe: 108
Ranks: 5/3/4/2 | Total: 21
Size: 3 | Weight: 4 | Block: 58%
Abilities: Blaze, Iron Fist
Other: -1 attack (permanent), 1 KOC, -1 defence (1 more round), -1 special defence (1 more round)


Arlin (M) @ Exp. Share
HP: KO | EN: 41

Team LupusAter


Thrym (M) @ Life Orb
HP: 58 | EN: 52 | Spe: 61 122
Ranks: 6/4/3/3 | Total: 23
Size: 4 | Weight: 6 | Block: 69%
Abilities: Sand Stream, Unnerve
Other: Tailwind (1 action), 1 KOC


Tyr (M) @ Expert Belt
HP: 64 | EN: 44 | Spe: 58 116
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 60%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, Tailwind (1 action)

Arena effects

  • Balls:
    • Ball A in Team Ragnarokalex's goal area
    • Ball B in middle (headed for Team Ragnarokalex)
  • Other:
    • Sandstorm (permanent)

Raw data

Thrym uses Sand Stream for 10 energy
The weather changes to sandstorm permanently


Turn order: Tyr, Malspar, Arlin, Thrym

Tyr uses Crunch on Arlin for 9 energy
Roll a D16 for crit: 15 - no crit
Roll a D100 for defence drop: 29 - no defence drop
Arlin takes (8+3+(3-4)*1.5+2)*1.5=17.25 damage

Malspar uses Close Combat on Thrym for 7 energy
Roll a D16 for crit: 1 - crit
Thrym takes (12+3+3+(5-4)*1.5+2)*2.25=48.375 damage
Malspar's defence and special defence are lowered by 1 stage

Arlin uses Heal Pulse on Malspar for 13 energy
Malspar restores 20 HP

Thrym uses a combo of Assurance and Assurance on Arlin for (7+11)*1.75-1=30.5 energy
Roll a D16 for crit: 1 - crit
Arlin takes (10*2.25+3+3+(6-5)+(5-4)*1.5+3)*1.5=51 damage
Arlin is KO'd by the attack
Thrym takes 2 Life Orb damage
Team LupusAter's Tailwind counter drops to 3

Tyr takes 2 sandstorm damage
Malspar takes 2 sandstorm damage
Ball A moves to Team LupusAter's goal area


Turn order: Tyr (1), Thrym, Malspar, Tyr(2)

Tyr uses Focus Punch for 9 energy
Tyr is tightening its focus

Thrym cools down
Team LupusAter's Tailwind counter drops to 2

Malspar uses Will-O-Wisp on Tyr for 6 energy
Roll a D100 for accuracy: 1 - hit
Tyr is burned

Tyr unleashes Focus Punch on Malspar
Roll a D16 for crit: 14 - no crit
Malspar takes (15+3+(3-3)*1.5-3)+(0--1)*1.75=16.75 damage

Tyr takes 2 sandstorm damage
Malspar takes 2 sandstorm damage
Tyr takes 2 burn damage
Roll a D100 for Ball A block (69%): 33 - block
Ball A moves to the middle and heads towards Team Ragnarokalex


Turn order: Thrym, Tyr, Malspar

Thrym uses Aqua Tail on Malspar for 7 energy
Roll a D100 for accuracy: 86 - hit
Roll a D16 for crit: 12 - no crit
Malspar takes (9+(6-5)+(5-3)*1.5+3)*1.5+(0--1)*1.75=25.75 damage
Thrym takes 2 Life Orb damage
Team LupusAter's Tailwind counter drops to 1

Tyr uses Protect on Thrym for 7 energy
Tyr is protecting Thrym from attacks

Malspar uses Close Combat on Thrym for 7 energy
Thrym would take (12+3+(5-4)*1.5+2)*2.25+(-1-0)*1.75=39.875 damage
Tyr cockblocks Malspar for (39.875/2.5)=15.95 energy

Tyr takes 2 sandstorm damage
Malspar takes 2 sandstorm damage
Tyr takes 2 burn damage
Ball A moves to Team Ragnarokalex's goal area


Roll a D3 for Tyr's Shed Skin (1 = remove status): 1 - status removed

A new ball is added to the arena
Roll a D2 for initial direction (1 = Ragnarokalex, 2 = LupusAter): 1 - Ragnarokalex


What you guys do next
  • Ragnarokalex decides which pokemon replaces Arlin the Slowking and chooses its item
  • LupusAter orders
  • Ragnarokalex orders
  • I ref
  • Maybe one of the two balls might go into somebody's goal
 
#11
Objection, did you roll for Tyr's chance of activating Shed Skin? I can't see that anywhere in your calcs...

ObjEDIT: Thanks for pointing that out. Just rolled for Shed Skin. You got lucky.
 
#12
Now we should keep our momentum going...

Thrym, Aqua Tail Infernape- Crunch Infernape- Aqua Tail Infernape
If Infernape uses Helping Hand and you do not have a Substitute up and you haven't used Substitute the action before, use Substitute (15)and push down.
If Infernape uses Helping Hand and you do not have a Substitute up and you have used Substitute the action before, use Protect and push down.
Tyr, Zen Headbutt Infernape- Payback Infernape- Crunch Infernape.
If Infernape uses Helping Hand and you do not have a Substitute up and you haven't used Substitute the action before, use Substitute (15)and push down.
If Infernape uses Helping Hand and you do not have a Substitute up and you have used Substitute the action before, use Protect and push down.
KO sub for both:IF your target is KOed, attack the other.
 
#14

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 49 | EN: 37 | Spe: 108
Ranks: 5/3/4/2 | Total: 21
Size: 3 | Weight: 4 | Block: 58%
Abilities: Blaze, Iron Fist
Other: -1 attack (permanent), 1 KOC, -1 defence (1 more round), -1 special defence (1 more round)


Armstrong (U) @ Life Orb
HP: 100 | EN: 100 | Spe: 47 (-)
Ranks: 5/3/3/3 | Total: 18
Size: 5 | Weight: 7 | Block: 39.5%
Abilities: Iron Fist, Klutz, No Guard
Other: None

Team LupusAter


Thrym (M) @ Life Orb
HP: 58 | EN: 52 | Spe: 61 122
Ranks: 6/4/3/3 | Total: 23
Size: 4 | Weight: 6 | Block: 69%
Abilities: Sand Stream, Unnerve
Other: Tailwind (1 action), 1 KOC


Tyr (M) @ Expert Belt
HP: 64 | EN: 44 | Spe: 58 116
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 60%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, Tailwind (1 action)

Arena effects

  • Balls:
    • Ball A in Team Ragnarokalex's goal area
    • Ball B in middle (headed for Team Ragnarokalex)
  • Other:
    • Sandstorm (permanent)

Flavour

Ragnarokalex chooses to have Armstrong the Golurk replace the fallen Arlin. Malspar rolls a natural 20 on initiative and strikes Thrym with a Fake Out that disrupts the Tyranitar's attack. Trying to make up for the lost attack, Tyr rams Malspar with a Zen Headbutt while Armstrong plants a well-aimed DynamicPunch right in Thrym's weak spot! The Tyranitar appears dazed as well as low on vitality, but that doesn't remain true for much longer. The Infernape, still in melee with Thrym, knocks him out with a Drain Punch and siphons the last of his vitality. Tyr attempts to knock him out by delivering Payback but Malspar is able to withstand the blow. Meanwhile, seeing how successful the previous DynamicPunch was, the Golurk whacks Tyr with one as well!

But then Team Ragnarokalex's strategy proves to have some drawbacks. Firstly, in all the chaos, Armstrong dropped its Life Orb in the cockpit of its hovercraft and hasn't been able to find it. Secondly, while Malspar and Armstrong engaged their opponents in melee, the two balls in the arena rolled unhindered into their goal! As each one passes through, a buzzer goes off at that end of the arena and two bolts of energy each zap the Infernape and Golurk.

As a result, when Malspar leaps into Close Combat with the Scrafty, he lands some good blows but then slumps exhausted in his hovercraft. Seeing this, Tyr focuses on his remaining opponent and Crunches into Armstrong's body, only to be struck by a Brick Breaking blow that nearly knocks him out! As another ball is added to the arena and rolls towards Team Ragnarokalex's goal, can LupusAter pull this back or will Ragnarokalex be the victor today?

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 11/80 | EN: KO/80
Other: 2 KOC


Armstrong (U) @ Life Orb
HP: 60/80 | EN: 54/80 | Spe: 47 (-)
Ranks: 5/3/3/3 | Total: 18
Size: 5 | Weight: 7 | Block: 39.5%
Abilities: Iron Fist, Klutz, No Guard
Other: None

Team LupusAter


Thrym (M) @ Life Orb
HP: KO | EN: 52
Other: 1 KOC


Tyr (M) @ Expert Belt
HP: 4 | EN: 27 | Spe: 58
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 31%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, 1 KOC

Arena effects

  • Balls:
    • Ball C in middle (headed for Team Ragnarokalex)
  • Other:
    • Sandstorm (permanent)

Raw data

Turn order: Malspar, Thrym, Tyr, Armstrong

Malspar uses Fake Out on Thrym for 4 energy
Roll a D16 for crit: 2 - no crit
Thrym takes (4+(5-4)*1.5)*0.67+(-1-0)*1.75=1.935 damage

Thrym flinches
Team LupusAter's Tailwind counter drops to 0

Tyr uses Zen Headbutt on Malspar for 6 energy
Roll a D100 for accuracy: 90 - hit (barely)
Roll a D16 for crit: 9 - no crit
No flinch roll because Malspar has already acted
Malspar takes (8+(3-3)*1.5+2)*1.5+(0--1)*1.75=16.75 damage
Malspar's Blaze kicks in

Armstrong uses DynamicPunch on Thrym for 8 energy
No accuracy roll due to No Guard
Roll a D16 for crit: 1 - crit
Thrym takes (10+3+(5-4)*1.5+2)*2.25=37.125 damage
Roll a D3 for confusion duration: 2 - 3 actions
Thrym is confused

Tyr takes 2 sandstorm damage
Malspar takes 2 sandstorm damage
No Ball A block roll because all of Team Ragnarokalex used contact moves
Ball A goes into Team Ragnarokalex's goal
Malspar's current and maximum HP and energy are lowered by 10
Armstrong's current and maximum HP and energy are lowered by 10
Ball B moves to Team Ragnarokalex's goal area


Turn order: Malspar, Thrym, Tyr, Armstrong

Malspar uses Drain Punch on Thrym for 11 energy
Roll a D16 for crit: 13 - no crit
Thrym takes (8+3+(5-4)*1.5+2+2)*2.25+(-1-0)*1.75=35.375 damage
Thrym is KO'd by the attack
Thrym only had 18.94 HP left so Malspar restores (18.94/2)=9.47 HP

Tyr uses Payback on Malspar for 6 energy
Roll a D16 for crit: 5 - no crit
Malspar takes (10+3+(3-3)*1.5)*0.67+(0--1)*1.75=6.96 damage

Armstrong uses DynamicPunch on Tyr for 12 energy
No accuracy roll due to No Guard
Roll a D16 for crit: 16 - crit
Thrym takes (10+(5-5)*1.5+2)*1.5=18 damage
Roll a D3 for confusion duration: 2 - 3 actions
Tyr is confused

Tyr takes 2 sandstorm damage
Malspar takes 2 sandstorm damage
No Ball B block roll because all of Team Ragnarokalex used contact moves
Ball B goes into Team Ragnarokalex's goal
Malspar's current and maximum HP and energy are lowered by 10
Armstrong's current and maximum HP and energy are lowered by 10


Turn order: Malspar, Tyr, Armstrong

Malspar uses Close Combat on Tyr for 7 energy
Roll a D16 for crit: 14 - no crit
Tyr takes (12+3+(5-5)*1.5+2)*1.5+(-1-0)*1.75=23.75 damage
Malspar runs out of energy and faints (KOC goes to Tyr)
Tyr's confusion counter drops to 0

Tyr snaps out of confusion
Tyr uses Crunch on Armstrong for 5 energy
Roll a D16 for crit: 10 - no crit
Roll a D100 for defence drop: 33 - no defence drop
Armstrong takes (8+3+(3-3)*1.5+2)*1.5=19.5 damage

Armstrong uses Brick Break on Tyr for 6 energy
Roll a D16 for crit: 5 - no crit
Tyr takes (8+(5-5)*1.5)*1.5=12 damage

Tyr takes 2 sandstorm damage


A new ball is added to the arena
Roll a D2 for initial direction (1 = Ragnarokalex, 2 = LupusAter): 1 - Ragnarokalex


What you guys do next
  • Since both of you have only one pokemon left in reserve, those get sent out automatically
  • Ragnarokalex orders
  • LupusAter orders
  • I ref
 
#15
gogo Lucario with Expert Belt!

Lucario: Extreme Speed Scrafty - Close Combat Houndoom - Close Combat Houndoom
IF Scrafty is under the effects of a protective/evasive move , Close combat Houndoom and push down


Golurk: Dynamic Punch Houndoom - Dynamic Punch Houndoom - Dynamic Punch Houndoom
IF tormented, switch actions to Hammer Arm Houndoom - Earth Power Houndoom - Drain Punch+Hammer Arm Houndoom, starting on the action you were tormented.
 
#17
Round 3

Team Ragnarokalex


Malspar (M) @ Expert Belt
HP: 49 | EN: 37 | Spe: 108
Ranks: 5/3/4/2 | Total: 21
Size: 3 | Weight: 4 | Block: 58%
Abilities: Blaze, Iron Fist
Other: -1 attack (permanent), 1 KOC, -1 defence (1 more round), -1 special defence (1 more round)


Armstrong (U) @ Life Orb
HP: 100 | EN: 100 | Spe: 47 (-)
Ranks: 5/3/3/3 | Total: 18
Size: 5 | Weight: 7 | Block: 39.5%
Abilities: Iron Fist, Klutz, No Guard
Other: None

Team LupusAter


Thrym (M) @ Life Orb
HP: 58 | EN: 52 | Spe: 61 122
Ranks: 6/4/3/3 | Total: 23
Size: 4 | Weight: 6 | Block: 69%
Abilities: Sand Stream, Unnerve
Other: Tailwind (1 action), 1 KOC


Tyr (M) @ Expert Belt
HP: 64 | EN: 44 | Spe: 58 116
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 60%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, Tailwind (1 action)

Arena effects
Balls:
Ball A in Team Ragnarokalex's goal area
Ball B in middle (headed for Team Ragnarokalex)
Other:
Sandstorm (permanent)

Action One



Tyr used Fake out
to crit<625: 4930 nope
-3 hp

Lucario used Extremespeed
-6 Energy
Tyr was KOd

Fenris used Inferno
to hit <5000: 9320 nope
-6 EN

Armstrong used Dynamicpunch
to crit<625 203 yes
16+3*1.5=28.5 damage
-8 Energy
-2hp
Fenris is confused
1-3(2) 3 turns of confusion

Action 2



Fenris is confused
<5000 to hit self: 1830
4+3=7 HP
- 3 EN

Lucario used Close Combat.
to crit<625 1938 nope
14+3+3*1.5=30 damage
-7 Energy

Armstrong used Dynamicpunch
to crit<625 4802 no
13+3*1.5=24 damage
-12 Energy
-2hp
Fenris is confused
1-3(1) 2 turns of confusion


Action 3
Fenris used Dark Pulse
to crit<625 6820 nope
to flinch <2000 5440 nope
10+3*1.5=19.5


Lucario used Close Combat.
to crit<625 1938 nope
14+3+3*1.5=30 damage
-11 Energy

Fenris fainted

Team Ragnarokalex


Lucario (F) @ Expert Belt
HP: 100/100 | EN: 76/100 | Spe: 76 (-)
Ranks: 5/3/3/3 | Total: 18
Size: 5 | Weight: 7 | Block: 39.5%
Abilities: Inner Focus, Steadfast, Justified
Other: None


Armstrong (U) @ Life Orb
HP: 39/80 | EN: 34/80 | Spe: 47 (-)
Ranks: 5/3/3/3 | Total: 18
Size: 5 | Weight: 7 | Block: 39.5%
Abilities: Iron Fist, Klutz, No Guard
Other: None

Team LupusAter


Fenris (M) @ Life Orb
HP: KO| Spe: 97
Ranks: 5/3/3/3 | Total: 18
Size: 3 | Weight: 4 | Block: 39.5%
Abilities: Unnerve, Early Bird, Flash Fire
Other: None


Tyr (M) @ Expert Belt
HP: KO| Spe: 58
Ranks: 3/5/1/4 | Total: 18
Size: 2 | Weight: 3 | Block: 31%
Abilities: Moxie, Shed Skin, Intimidate
Other: Used Fake Out, 1 KOC

Arena effects


KOCs:

Malspar: 2
Lucario: 2
Tyr: 1
Thrym: 1

Basic counters for all
3 CC

Objection gets: 9+1.5=11 UC

Arlin+1 MC
Braviary+ 1 MC
 
#19
Thanks for subreffing this The Royal Guard, but by my calcs and assuming the subref payout rules didn't change while I was gone, I should only get FLOOR(9*0.75)=6 UC while you get CEIL(9*0.25)+6/2=3+3=6 UC as well.