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Completed Random vs Gerard

Discussion in 'ASB' started by Lord Jesseus, Jul 30, 2011.

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  1. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
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    3,971
    Because writing Its_A_ is fucking pain in the arse.

    4v4 Doubles
    2 Day DQ Time
    Max 2 Rest/Recoveries & 5 Chills per Pokemon
    All Abilities
    No Items
    Switch=Ok
    Arena: Tynamo Ridge (open)

    Field Type: Neutral
    Complexity: Intense
    Format: All

    Restrictions: No Water Source

    Description: Tynamo Ridge is a hilly expanse that gets its nickname after the fact that there are endless Tynamo that live in the area. The battle takes place at the highest point, which is fairly flat & is very spacious & is about 150m in diameter. However, the battle attracts the attention of the Tynamo, who will then starts spawning & attacking.
    At the end of each round, there is a 50% chance that a Tynamo will spawn. These Tynamo will join the battle as normal & will attack either Pokemon on the field with a move from their ridiculously small movepool every action. The Tynamo have infinite energy, but they do have finite HP, at 90 HP a piece. All Tynamo are neutral natured, fortunately. Defeating one, gives the Pokemon that killed one a 2 HP & Energy Bonus.
    Also, at the end of every round, there's a 10% chance that a lightning bolt will drop from the sky. These bolts will do a flat 20 Damage to the Pokemon it strikes & has a 100% chance of inflicting 25% paralysis, even if it's a Ground Type. These bolts cannot be redirected by Lightningrod.
    RECAP: Hilly expanse, constantly spawning Tynamo, & a big scary Lightning Bolt.

    Team Gerry:
    Karma (open)

    Salamence (Karma) {F}
    [​IMG]

    Nature: Mild (+1 SpA, -1 Def)
    Type: Dragon/Flying

    • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

    • Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Abilities:

    • Intimidate: (Can be Activated)
    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. ​
    • 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. ​
    Stats:

    HP: 100
    Atk:
    5
    Def:
    2 (-)
    SpA: 5
    (+)
    SpD:
    3
    Spe: 100



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


    Attacks:

    Rage
    Bite
    Leer
    Headbutt
    Focus Energy
    Ember
    Crunch
    Protect
    Zen Headbutt
    Double-Edge
    Fire Fang
    Thunder Fang

    Dragon Tail

    Fly

    Flamethrower
    Brick Break
    Dragon Claw
    Substitute
    Rock Slide
    Hidden Power Ice (7)
    Draco Meteor
    Outrage
    Earthquake
    Roost


    Hydro Pump
    Dragon Dance
    Dragon Pulse
    Fantine (open)

    Kitsunoh (Fantine) {F}

    .. [​IMG]

    Nature:
    Jolly (+15% Speed, +20% Accuracy, -1 SpA)
    Type: Ghost/Steel

    • 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.

    • 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:


    • Frisk: (Can be Activated)
    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.
    • Limber: (Innate)
    This Pokemon’s body is well trained and immune to paralysis.
    • Cursed Body: (Innate)
    When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

    Stats:


    HP: 100
    Atk: 4
    Def: 3
    SpA: 1 (-)
    SpD: 3
    Spe: 132 (+)


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


    Attacks:

    Ice Fang
    Thunder Fang
    Tail Whip

    Scratch
    Iron Defense
    Lick
    Odor Sleuth
    Faint Attack
    Shadow Sneak
    Curse
    Fake Out
    ShadowStrike
    Perish Song
    Revenge
    Copycat

    Taunt
    Will-o-Wisp
    Shadow Claw
    Earthquake
    U-Turn
    Roar
    Dig
    Substitute

    Yawn
    Meteor Mash
    Foul Play
    Psycho Shift

    Magic Coat
    Gavroche (open)

    Reuniclus (Gavroche) {M}
    [​IMG]

    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
    Type: Psyquic

    • Psyquic: 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.

    Abilities:


    • Magic Guard: (Innate)
    This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
    • Overcoat: (Innate)
    This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.
    • Regenerator: (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: 110
    Atk: 4 (+)
    Def: 3
    SpA: 5
    SpD: 3
    Spe: 26 (-)


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


    Attacks:

    Psywave
    Reflect
    Rollout
    Snatch
    Hidden Power Fire
    (7)
    Light Screen
    Charm
    Recover
    Pain Split
    Endeavor

    Flash Cannon
    Psyshock
    Protect
    Toxic
    Psychic
    Thunder
    Energy Ball
    Hyper Beam
    Shadow Ball
    Hyper Beam
    Focus Blast
    Trick Room
    Calm Mind
    Rock Slide
    Gyro Ball

    Confuse Ray
    Acid Armor
    Trick

    Kirot (open)

    Metang (Kirot) {O}
    [​IMG]
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Steel/Psychic

    • 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.

    • Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

    Abilities:


    • Clear Body: (Innate)
    This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
    • Light Metal (DW): (Innate)
    The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
    Stats:

    HP: 90
    Atk: 3
    Def:
    4
    SpA: 3 (+)
    SpD: 3
    Spe: 43 (-)



    EC: 6/9
    MC:
    2
    DC:
    2/5


    Attacks:

    Take Down
    Magnet Rise
    Metal Claw
    Confusion
    Scary Face
    Psychic

    Meteor Mash

    Iron Head
    Zen Headbutt
    Iron Defense


    Earthquake
    Protect
    Shadow Ball
    Rock Slide


    Team Random:
    Here you go! Thanks for reffing. (open)
    [​IMG]
    Gliscor(*) Capers (M)
    Nature: Impish

    Type:
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Stats:

    HP: 100
    Atk: Rank 3
    Def: Rank 6 (+)
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 95

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

    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.

    Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

    Attacks:
    Poison Sting*
    Sand Attack*
    Harden*
    Knock Off*
    Quick Attack*
    Fury Cutter*
    Faint Attack*
    Acrobatics
    X-Scissor
    U-Turn
    Thunder Fang
    Fire Fang
    Ice Fang
    Poison Jab
    Screech
    Guillotine

    Night Slash*
    Agility*
    Baton Pass*
    Counter
    Power Trick

    Earthquake*
    Rock Slide*
    Swords Dance*
    Sandstorm
    Brick Break
    Taunt
    Stone Edge
    Toxic
    Protect
    Swagger
    Substitute
    Giga Impact
    Torment

    Aqua Tail
    Roost
    Endure
    Sky Attack
    Iron Tail
    ---
    [​IMG]
    Golurk Robolem (-)
    Nature: Adamant

    Type:
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 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: 100
    Atk: Rank 6 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 55

    EC: 6/6
    MC: 0
    DC: 3/5

    Abilities:
    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, however an item is necessary to pull it off.

    Iron Fist: (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)

    No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a 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:
    Pound
    Astonish
    Defence Curl
    Mud-Slap
    Rollout
    Shadow Punch
    Iron Defence
    Mega Punch
    Magnitude
    Earthquake
    Hammer Arm
    Focus Punch

    Rock Slide
    Substitute
    Double Team
    Fly
    Stone Edge
    Protect
    ---
    [​IMG]
    Dusclops Caius (M)
    Nature: Quiet (-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.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 5
    SpA: Rank 3 (+)
    SpD: Rank 5
    Spe: 21 (-)

    EC: 6/9
    MC: 0
    DC: N/A

    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.

    Attacks:
    Leer
    Night Shade
    Disable
    Foresight
    Astonish
    Confuse Ray
    Shadow Sneak
    Pursuit
    Will-O-Wisp
    Hex
    Fire Punch
    Ice Punch
    Thunderpunch
    Gravity
    Bind
    Shadow Punch
    Payback

    Dark Pulse
    Destiny Bond
    Pain Split

    Shadow Ball
    Ice Beam
    Charge Beam
    Psychic
    ---
    [​IMG]
    Magby Thestalos (M)
    Nature: Lonely

    Type:
    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 bushfire areas.

    Stats:
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 1 (-)
    SpA: Rank 3
    SpD: Rank 2
    Spe: 83

    EC: 3/9
    MC: 0
    DC: 2/5

    Abilities:
    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.

    Vital Spirit (DW): (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

    Attacks:
    Smog
    Leer
    Ember
    Smokescreen
    Faint Attack
    Fire Spin
    Confuse Ray
    Fire Punch
    Sunny Day

    Thunderpunch
    Cross Chop
    Flare Blitz

    Will-O-Wisp
    Flamethrower
    Psychic

    For the record Random I prefer the Pokempon in individual tags.

    Random, your Pokemon, Gerard Pokemon and actions, Random's actions, then some reffing/flavour from me.
  2. Its_A_Random

    Its_A_Random Solves issues recursively
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    ^Well, you could've placed them in individual tags manually...^

    "Well, this is not exactly going to be easy...Meh, let's open with Robolem & Thestalos!"
    [​IMG] | [​IMG]
    Nah (open)
    [​IMG]
    Magmar Thestalos (M)
    Nature: Lonely

    Type:
    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 bushfire areas.

    Stats:
    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 1 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 93

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

    Abilities:
    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.

    Vital Spirit (DW): (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/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

    Attacks:
    Smog
    Leer
    Ember
    Smokescreen
    Faint Attack
    Fire Spin
    Confuse Ray
    Fire Punch
    Sunny Day

    Thunderpunch
    Cross Chop
    Flare Blitz

    Will-O-Wisp
    Flamethrower
    Psychic
  3. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,346
    So this seems like a hard challenge, but we can deal with it, come out my little babies, Gavroche, your powers are exactly what we'll be needing here, and Kirot, even if you haven't have the training Gavroche has, you're deffinetly gonna be making some damage, let's hope that giant isn't too hard
    [​IMG][​IMG]
    First we'll be twisting the dimentions a little bit so our team is the fastest, you now what to do my little, you've done it a whole lot of times, so we' can do it agains, then you'll use those strong powers to stop out enemies creating the barriers we need to survive, after that just try your best at beating to our powerful enemies, make sure you help kirot since i'm pretty sure he'll be the most tatgeted one

    Kirot, you're not alone, Gavroche's screens will help you out here, use your big arms to do some hard damage against Robolem, you're floating so there's little he can do to actually get to you, but make sure you protect yourself from those nasty flames, that's like, the least we need right now, then tey using some rocks to make them do as little as possible


    Gavroche
    : Trick Room ~ Light Screen ~ Shadow Ball (Robolem)
    *If Robolem uses Earthquake then Levitate
    *If your Trick Room failed (probably trough flinch) repeat on second action and push all actions

    Kirot
    : Meteor Mash (Robolem) ~ Rock Slide ~ Rock Slide
    *If Thestalos uses WoW use Protect once
  4. Its_A_Random

    Its_A_Random Solves issues recursively
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    "Hmmm...While I can't stop the Trick Room, I can cripple the opposition..."
    Robolem: Shadow Punch Gavroche > Fly & Stay mid-air > Unleash Fly on Gavroche
    IF Fly on A2 fails, THEN Replace A3 with Shadow Punch Gavroche

    Thestalos: Will-O-Wisp Kirot > Will-O-Wisp Kirot > Fire Punch Kirot
  5. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    3,971
    I could do it myself but I am quite lazy.

    In a mountainous expanse two trainers meet. Though there are countless Tynamo in the area, it seems the pair have come for a different reason - battle!
    The two each send out two Pokemon, with Random's little Magby and much larger Golurk facing off against Gerard's Metang and Reuniclus.
    Interestingly it is the smallest combatant who moves first, but he does much more than that - with a white flash he transforms into a more fearsome Magmar! Sadly in the excitement of evolving his Will-o-Wisp attack seems to have missed. Magmar's massive partner is next to move, and his Shadow Punch knocks Gavroche back reeling. Kirot the Metang moves in to defend his friend however, Meteor Mashing the giant Robolem with gusto. Gavroche, having patiently waited at last unleashes his psychic powers to create a Trick Room.
    The effect is immediate and unexplainable - the formerly slow Reuniclus suddenly speeds around, wasting no time as he creates a Light Screen around himself and Kirot. The Metang seems similarly boosted by this new field effect also chooses to capitalise on this and calls upon the rocky ridge to drop a Rock Slide which hits both opponents, flinching Thestalos as Golurk takes to the skies.
    The speedy twisters of reality continue their assault, though Reuniclus' Shadow Ball fails to find its aerial target, as does the bulk of Metang's Rock Slide. Unhelpfully, the successful portion of the slide flinches Magmar yet again, and Golurk's swooping Fly against Reuniclus does little to regain the momentum his team has lost.
    A Tynamo appears briefly but flees rather than involve itself in these terrifying matters.
    Round 1 Standings (open)

    Team Random:
    Golurk/Magmar
    82 HP/67 HP
    86 EN/74 EN

    Benched: Gliscor, Dusclops

    Team Gerard:
    Metang/Reuniclus
    90 HP/84 HP
    77 EN/77 EN

    Light Screen (4)

    Benched: Salamence, Kitsunoh
    ~
    Trick Room: 3 Rounds
  6. Its_A_Random

    Its_A_Random Solves issues recursively
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    Seeing how poorly Thestalos fared, Random decided that letting Gavroche set up Trick room wasn't the best of ideas...

    "Well troops, Gavroche has to go. As simple as that."
    Robolem: Shadow Punch Gavroche > Substitute (15 HP) > Shadow Punch Gavroche
    IF Gavroche uses Protect A1, THEN swap A1 with A2

    Thestalos: Confuse Ray Gavroche > Fire Punch Gavroche > Fire Punch Gavroche
    IF Gavroche uses Protect, THEN replace your current action with Fire Punch Kirot & push your actions back one, but not on consecutive actions
  7. Gerard

    Gerard

    Joined:
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    [​IMG]
    That Confusion will be annoying, but we can deal with it, create another barrier so we don't become to damaged byt hose powrful attacks, the fire Punchs ae gonna be annoying, but they will hardly be any good, so just try to break that pair, if we're lucky we'll get more flinch-hax to our favor, that substitute, yeah I want it for me
    [​IMG]

    Your Job is the most offensive one, keep punching and trowing rocks to our opponents so we can become more and more of a treath we won't have to worry about fire ttacks this round so that will be nice, unleash your punches and let eliminate that fire duck


    Gavroche: Reflect ~ Snatch (Robolem) ~ Rock Slide
    Kirot
    : Meteor Mash (Robolem) ~ Rock Slide ~ Rock Slide
    *If Gavroche hits himself in confusion A2, replace the first Rock Slide with Shadow Ball
  8. Lord Jesseus

    Lord Jesseus

    Joined:
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    Gavroche, sensing a furious assault coming his way makes preparations in the form of a Reflective barrier, while his teammate Kirot takes an offensive approach by meteor Mashing Robolem. The golem ignores this and focuses his Shadow Punching on Reuniclus while Thestalos realeases a Confuse Ray in the same direction.
    Metang then unleashes another Rock Slide on his foes. Golurk attempts to siphon off some of his own HP to create a Substitute but the rocks seem to have knocked him about too much, flinching him. In anticipation, Gavroche childishly tries to Snatch the doll from him, but finds the absence of said doll affords him no protection from Magmar's Fire Punch.
    Annoyed, Gavroche decides to simply join his friends endeavours, and they both utilise Rock Slides against their opposition - or rather, that was the plan, but it seems while Kirot has continued sliding Gavroche has only managed to drop a couple of little rocks, and on himself no less. Magmar Fire Punches him glad to see his Confuse Ray was a success, enthusiasm manifesting as a critical hit, and Golurk joins the effort with another Shadow Punch.
    Some Tynamos dart by but still do not join the fray.

    Rock Slide has been doing more damage than it should in Round 1 as I forgot to reduce its power for doubles mechanics, so this has been accounted for in the following standings.
    Also, best flinch ever for Random.
    Round 2 Standings (open)
    Team Random:
    Golurk/Magmar
    62 HP/46 HP
    78 EN/53 EN

    Benched: Gliscor, Dusclops

    Team Gerard:
    Metang/Reuniclus
    90 HP/38 HP
    54 EN/59 EN

    Light Screen (1), Reflect (3)

    Benched: Salamence, Kitsunoh
    ~
    Trick Room: 2 Rounds
  9. Gerard

    Gerard

    Joined:
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    [​IMG]
    We must have saw that coming, but we're still in a nice position, recover health to be able to contribute a lot more to the team, but make sure you continue going offense, that golurk has roen to be a formidable opponent, so use more of his own spooky attacks to teach him a lesson
    [​IMG]

    Your Job is again to puch holes on the opposing tean, those flinches are helping our team (ok a little far from the truth last round) and if we continue to stop those powerful attacks we can get ahead of our opponents, if you can finish that suck this round it would be awesome, but he is not out main concern right now


    Gavroche: Recover ~ Shadow Ball (Robolem) ~ Rock Slide
    *If Robolem uses Substitute use Snatch once
    Kirot: Meteor Mash (Robolem) ~ Rock Slide ~ Rock Slide
    *If Thestalos use WoW use protect, but not on consecutive rounds
  10. Its_A_Random

    Its_A_Random Solves issues recursively
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    "Hmmm..."
    Robolem: Fly & stay mid-air > Stay mid-air > Release Fly on Gavroche
    Thestalos: Smokescreen Gerard's Team > Confuse Ray Gavroche > Flamethrower Gavroche
  11. Lord Jesseus

    Lord Jesseus

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    As Gavroche Recovers some HP Golurk takes to the air, but not before being chased down by Metang's Meteor Mash. Magmar fires a cloud of gas from its beak, creating an effective Smoke Screen.
    Gavroche then tries to hit Robolem but once again finds he has left no trace and the Shadow Ball goes off uselessly. Magmar attempts to launch a Confuse Ray but flinches beneath Kirot's Rock Slide.
    Team Gerard then teams their Rock Slides together once again, but to no effect; Robolem is nowhere to be seen, and Magmar is almost invisible behind his smokescreen. Finally, the golem unleashes his Fly attack against Reuniclus with assistance from Magmar's Flamethrower.
    It seems there is now a Tynamo standing by, eager to join in the fun.
    Round 3 Standings (open)
    Team Random:
    Golurk/Magmar
    49 HP/32 HP
    61 EN/41 EN

    Benched: Gliscor, Dusclops

    Team Gerard:
    Metang/Reuniclus
    90 HP/35 HP
    31 EN/34 EN
    -1 Acc/-1 Acc

    Benched: Salamence, Kitsunoh

    Wild Tynamos:
    Tynamo 1
    90 HP
    1000000000 EN
    ~
    Trick Room: 1 Round

    Tynamo's Stats (open)

    Tynamo
    Levitate
    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 60

    Tackle
    Thunder Wave
    Spark
    Charge Beam

    Don't think there's any more relevant info needed for tynamo.
  12. Its_A_Random

    Its_A_Random Solves issues recursively
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    "Right..."

    Initiating Switch Phase
    Robolem Out, Caius In
  13. Gerard

    Gerard

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    We'll stay and fight!
  14. Its_A_Random

    Its_A_Random Solves issues recursively
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    Our opponent declines the switch, but Caius does get to move first...

    "You sure you want to switch now?"
    Caius: Shadow Ball Gavroche > Shadow Punch Gavroche > Shadow Ball Gavroche
    IF Gavroche uses Protect, or faints, THEN Replace the appropriate actions with Fire Punch Kirot

    Thestalos: Fire Punch Gavroche x3
    IF Gavroche uses Protect, or faints, THEN redirect the appropriate actions to Kirot
  15. Lord Jesseus

    Lord Jesseus

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    Hey so uh you guys should probably look for a subref, I've got some big tests coming up at school so I might not have time for reffing. I can ref another round today maybe.
  16. Gerard

    Gerard

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    [​IMG]
    We won't fall without a fight, and we're sure not gonna go down against this enemies, protect our teams for a little longer
    [​IMG]

    Now it's were flinching starts becoming important, Gavroche is floating lightly above the ground, be sure to be near to Gavroche so you don't hurt him, and his Reflective barrier protects you better, just make sure you don't shake the ground a lot near him, hit caius with all your strenght, we must were him down as soon as possible, then just hit the ground once again


    Gavroche: Reflect ~ Recover ~ Chill
    *If you hit yourself in confusion recover until you actually can (push all actions)
    Kirot: Earthquake (Only Foes) ~ Meteor Mash (Caius) ~ Earthquake (Only Foes)
  17. Lord Jesseus

    Lord Jesseus

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    Random withdraws one ghost and sends out another, but it seems he has his reasons - Dusclops is "faster" than everything here!
    He wastes no time demonstrating this either. Before anything else can act he launches a Shadow Ball at Reuniclus, whose only response is to protect against later physical bombardments with Reflect. Metang pounds the ground to create a large seismic disturbance. Although he makes efforts not to hit his teammate, Earthquakes don't quite work like that, and only himself and thee wild Tynamo escape the devastation. Maybe Reuniclus should have utilised the Levitate command? In any case the wild Tynamo then takes the stage, Tackling Metang for minimal damage! Thestalos, still slowed by Trick Room finally gets an attack in, Fire Punching Gavroche.
    Caius then continues the Shadowy Assault, Punching Gavroche, and with that the blob bites the dust and is returned to Gerard. Kirot, eager to avenge a fallen friend strikes at Caius with Meteor Mash, not deterred by another Tynamo Tackle. However, Magmar's Fire Punch has a little more effect.
    Gavroche gone, Dusclops and Magmar team up on the lonely Metang, both Fire Punching him. Even the Tynamo seems to have formed a Grudge and paralyses poor Metang with Thunder Wave. However, amongst all this Metang does manage to get off another Earthquake which leaves Magmar hanging on for dear life.
    Another Tynamo appears; apparently it looks like fun.
    Also, Trick Room finally fades leaving Metang as the slowest dude around, oh my!
    Round 4 Standings (open)
    Team Random:
    Dusclops/Magmar
    71 HP/1 HP
    84 EN/1 EN

    Benched: Gliscor, Golurk
    Golurk
    49 HP
    61 EN

    Team Gerard:
    Metang/Reuniclus
    70 HP/0
    31 EN/0
    Paralysed (20%)/KOd
    Reflect (3)

    Benched: Salamence, Kitsunoh

    Wild Tynamos:
    Tynamo 1/Tynamo 2
    90 HP/90HP
  18. Gerard

    Gerard

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    Let's go Karma
    [​IMG]
    A Rock slide should be enough to stop thestalos (and gain a bit of attack while you're at it), then it's all against Caius, he is the biggest pain, but we can deal with him, even when he tries to be a big pain in the..., we can beat him now that he is alone, beware that possible wow and we have this
    [​IMG]
    Kirot, you're still an awesome pokemon, and you'll get promoted soon, but meanwhile, I want you to rest a little bit, and to protect Karma and deal as much damage as possible to that annoying ghost

    Karma: Rock Slide ~ Crunch (Caius) ~ Crunch (Caius)
    *If Cauis uses WoW action two or three replace them with sub 25
    Kirot: Zen Headbutt (Caius) ~ Meteor Mash (Caius) ~ Zen Headbutt (Only Foes)
    *If Cauis uses WoW replace action with protect (in you or in Karma if a1)

  19. Its_A_Random

    Its_A_Random Solves issues recursively
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    "Something tells me that I could end up going through a rough patch...Oh, well. Might as well make do with what's at hand..."
    Caius: Ice Beam Karma > Disable Karma's Crunch > Pain Split Karma
    Thestalos: Chill > Will-O-Wisp Karma > Flamethrower Kirot
  20. Maxim

    Maxim

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    And Maxim shall subref this match! :D

    Team Random:
    [​IMG]

    Caius (Dusclops)
    Health: 71
    Energy: 84
    Speed: Dirt (21)
    Boosts/Drops: 0
    Status: None
    Actions: Ice Beam (Karma)~Disable (Crunch Karma)~Pain Split (Karma)

    [​IMG]
    Thestalos (Magmar)
    Health: 1
    Energy: 1 (Seriously?! How does that happen?)
    Speed: 93
    Boosts/Drops: 0
    Status: None
    Actions: Chill~Will-o-Wisp (Karma)~Flamethrower (Kirot)

    Team Gerard:
    [​IMG]
    Karma (Salamence)
    Health: 100
    Energy: 100
    Speed: 100
    Boosts/Drops: 0
    Status: Reflect 3 actions
    Actions: Rock Slide~Crunch (Caius)~Crunch (Caius)

    [​IMG]
    Kirot (Metang)
    Health: 70
    Energy: 31
    Speed: 43
    Boosts/Drops: 0
    Status: Reflect 3 actions, Paralyzed 20%
    Actions: Zen Headbutt (Caius)~Meteor Mash (Caius)~Zen Headbutt (Only Foes)

    Damaged Benched (open)

    Golurk
    HP: 49
    Energy: 61


    Round 5: A new Maximum reffing!

    Hello there folks! I am Maxim, your new referee. Why am I reffing you ask? Well, the previous ref got...indisposed for the moment (camera pans to a pile of ash with a cap picturing a haunter on it.) so here I am. At any rate, we seem to have a good match up here.

    Anyway, Karma opens up this match with a fierce slide of rocks that tears into both Caius and Thestalos, and Thestalos finally faints after all the damage it sustained! That's a bummer. Anyway, Kirot responds by using a Zen Headbutt on the Dusclops which, due to its massive defenses, does little damage. Dusclops responds with a devastating Ice Beam on Karma, who gets a little bit of his own medicine (Karma wise anyway) and loses 1/5th of it's health! dang. The nearby Tynamo decide to join in on the action with the first one sending a charge beam at Karma and the second one sending a spark at Caius.

    The next action, and we see Karma crunching down on the Dusclops which does some decent damage. Caius didn't like that at all, so he puts a hex on Karma which disables him from biting people like that. In the meantime, Kirot sends a Meteor Mash at Dusclops which does a little more damage than the headbutt did. The tynamo continue their harassment by Paralyzing the Dusclops with a Thunder Wave. That's gotta hurt. The other one initiates a Tackle which...scratches Kirot's armor.

    Karma decides that if it ain't broke, don't fix it and launches another crunch, or at least tries to. Unfortunately that hex Caius put on him prevented him from doing anything. Kirot Zen Headbutt's Caius again, and it looks like Caius is about to faint as well. But wait! It's time for the Dusclops Revolution, which evens out everybody's coins and puts everyone on equal footing! Nah, I'm just kidding. What really happened was that Dusclops linked himself to Salamence and split the pain between them. This seems to have taken a huge toll on Salamence. The first tynamo launches another Charge Beam, but does little damage to Caius with his defenses. The second one manages to put another scratch in Kirot's armor.

    Well, there's quite a storm out here, but nothing else seems to have happened yet! Stay tuned for more action!
    Calculations (open)

    Action One
    Salamence used Intimidate!
    [-1 Attack Dusclops and Magmar]

    Salamence used Rock Slide
    To Hit Dusclops: [10<=Miss]=41=HIT
    To Hit Magmar: [10<= Miss]=74=HIT
    To Crit Dusclops: [1= Yes]=5=NO
    To Crit Magmar: [1= Yes]=3=NO
    Damage (Dusclops): [8]=8 Damage
    Damage (Magmar):[8+(5-1)*1.5]*1.5=14*1.5=21 Damage
    Magmar was Knocked out!
    To Flinch Dusclops: [30<= Yes]=50=NO
    [8 Damage Dusclops] [1 Damage Magmar] [-8 energy Salamence]

    Dusclops used Ice Beam on Salamence
    To Crit: [=1 Yes]=3=NO
    To Freeze: [10<= Yes]=74=NO
    Damage: [10*2.25]=22.5=23 Damage
    [23 Damage Salamence] [-7 Energy Dusclops]

    Metang used Zen Headbutt on Dusclops
    To Paralyze: [20<= Yes]=65=NO
    To Hit: [10<= Miss]=91=HIT
    To Crit: [=1 Yes]=4=NO
    To Flinch: [20<= Yes]=70=NO
    Damage: [8+3+(3-5)*1.5]=11-3=8 Damage
    [8 Damage Dusclops] [-7 Energy Metang]

    Tynamo One used (4/4) Charge Beam
    To HIT: [10<= Miss]=28=HIT
    Target: (1=Dusclops,2=Salamence,3=Metang)
    (2/3)=Salamence
    To Crit: [1= Yes]=12=NO
    To Increase Sp. Atk: [70<= Yes]=82=NO
    Damage: [5+3+(2-3)*1.5]=8-1.5=6.5=7 Damage
    [7 Damage Salamence]

    Tynamo Two used (3/4) Spark
    Target: (1/3)=Dusclops
    To Crit: [=1 Yes]=5=NO
    To Paralyze: [30<= Yes]=33=So close
    Damage: [7+3+(2-5)*1.5]=10-4.5=5.5=6 Damage
    [6 Damage Dusclops]

    Action Two
    Salamence used Crunch on Dusclops
    To Crit: [=1 Yes]=4=NO
    To Defense Drop: [20<= Yes]=34=NO
    Damage: [8*1.5]=12 Damage
    [12 Damage Dusclops] [-8 Energy Salamence]

    Dusclops used Disable (Crunch) on Salamence
    Salamence's Crunch was disabled!
    [-7 Energy Dusclops]

    Metang used Meteor Mash on Dusclops
    To Paralyze: [20<= Yes]=90=NO
    To Hit: [15<= Miss]=83=HIT
    To Crit: [=1 Yes]=12=NO
    To Raise Self Attack: [20<= Yes]=60=NO
    Damage: [10+3-3]=10 Damage
    [10 Damage Dusclops] [-8 Energy Metang]


    Tynamo One used (2/4) Thunder Wave
    Target: (1/3)=Dusclops
    Dusclops was paralyzed!
    25% Paralysis

    Tynamo Two used (1/4) Tackle
    Target: (3/3)=Metang
    Damage: [5-1.5]*.67=3.5*.67=2.345=2 Damage
    [Scratch (2) on Metang]

    Action Three
    Salamence tried to use Crunch on Dusclops!
    The move was disabled!
    [-12 Energy Salamence]

    Metang used Zen Headbutt on Dusclops
    To Paralyze: [20<= Yes]=89=NO
    To Hit: [10<= Miss]=49=HIT
    To Flinch: [20<= Yes]=46=NO
    [8 Damage Dusclops] [-7 energy Metang]

    Dusclops used Pain Split on Salamence
    To Paralyze: [25<= Yes]=88=NO
    Dusclops HP: 19~20
    Salamence HP: 70
    HP evened out to 45 each!
    (Dusclops used Dusclops Revolution, all coins were evened out! :P)
    Energy: [6+(70-19)/3]=6+17=23 Energy
    [-23 Energy Dusclops]

    Tynamo One used (4/4) Charge Beam
    To Hit: [10<= Miss]=68=HIT
    Target: (1/3)=Dusclops
    To Crit: 8=NO
    To Increase Sp. Atk: 7=YES
    Damage: [5+3-4.5]=3.5=4 Damage
    [4 Damage Dusclops]

    Tynamo Two used (1/4) Tackle
    Target: (3/3)=Metang
    To Crit:10=NO
    [2 Damage Metang]

    Reflect wore off!

    Paralysis drop (Metang):
    15% Paralysis

    Paralysis drop (Dusclops):
    20% Paralysis

    Post-Round

    Tynamo Spawn: [50<= Yes]=74=NO

    Lightning Strike: [10<= Yes]=66=NO


    Team Random:
    [​IMG]
    Caius (Dusclops)
    Health: 41
    Energy: 47
    Speed: Dirt (21)
    Boosts/Drops: -1 Attack
    Status: 20% Paralysis

    [​IMG]
    Thestalos (Magmar)
    Health: KO
    Energy: KO

    Team Gerard:
    [​IMG]
    Karma (Salamence)
    Health: 45
    Energy: 72
    Speed: 100
    Boosts/Drops: 0
    Status: none

    [​IMG]
    Kirot (Metang)
    Health: 66
    Energy: 9
    Speed: 11
    Boosts/Drops: 0
    Status: Paralyzed 15%


    Special:
    Tynamo One:
    HP: 90
    +1 Special Attack

    Tynamo Two:
    Hp: 90

    Turn order:
    Its a Random sends out next mon and orders
    Gerard Orders
    I ref
  21. Gerard

    Gerard

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    shouldn't rock slide have a 30% chance to flinch, i say it because i don't see it in the calcs on the first round, also F*** dusclops!
  22. Maxim

    Maxim

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    ........

    Gosh dang it!

    EDIT: Fixed, though nothing changed.
  23. Gerard

    Gerard

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    thanks (hey, a 30% chance to stop that ice beam is too good to let it pass)
  24. Its_A_Random

    Its_A_Random Solves issues recursively
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    Yay, my Apprentice came in...Thanks Maxim.

    Anyways, we shall see how greatly our opponent can dance! Come on out, Capers!
    [​IMG]
    "This is where the fun really begins!"
    Capers: Taunt Metang > Torment Salamence > Ice Fang Salamence
    IF Metang uses Protect A1, then swap A1 with A2
    (i.e. A1 becomes A2, & vice versa)
    Caius: Confuse Ray Salamence > Ice Punch Salamence > Ice Beam Salamence

    Maxim you're fine. I can give you feedback from here. You're fine as far as the round is concerned.
  25. Gerard

    Gerard

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    Kirot: Meteor Mash^2 - rest - Meteor Mash (all to dusclops)
    Karma: Substitute (25) - hp ice - hydro pump (all to gliscor)
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