Round 2: Complications of Soldiers of Gaia vs. Its_A_Random of The Carnivorous Apples

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The Soldiers of Gaia and The Carnivorous Apples fought hard to get to where they are now, and both Complications and Its_A_Random have no intention of losing now. So, let's see what the battle's going to be like:

4v4 Doubles
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs
-Switch = OK (agreed upon by both battlers)

Arena: The one you all know and love - ASB Arena!

Team Complications


Bisharp (Optimus) (M)
Nature: Adamant (+Atk, -SAtk)

Type:

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.


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:
Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are * decreased by an opponent's Attack or Ability, its Attack increases by *two (2) stages. Attack Boosts gained this way are not subject to *deterioration that 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.

Pressure (Unlocked) (DW)
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.


Stats:

HP: 100
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Metal Burst
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)
Iron Head
Night Slash

Sucker Punch (*)
Psycho Cut (*)
Stealth Rock (*)
Revenge

Swords Dance (*)
Taunt (*)
Brick Break (*)
Dig
Thunder Wave
Aerial Ace
Stone Edge

Background: Optimus, the chosen one. He is leader of Complications' Pokemon; his signature Pokemon. He is a true warrior, fighting with his blades for the honor of his companions, and will never go down without a final blow.

Gengar (Frenzy) (M)
Nature:
Timid (-Atk, +Spe, +19% ACC)

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.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (126.5>127)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks:
Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Night Shade (*)
Confuse Ray (*)
Sucker Punch (*)
Shadow Punch
Shadow Ball
Destiny Bond
Hex

Perish Song (*)
Disable (*)
Clear Smog (*)

Dream Eater (*)
Will-O-Wisp (*)
Sludge Bomb (*)
Thunderbolt
Hidden Power Ice (7)
Giga Drain (Past Gen)
Focus Blast

Pain Split

Background: Frenzy is a brute. He goes in and out, launching quick and powerful attacks, leaving the opponent maimed and out cold. He often does the dirty work of the team.

Starmie (Soundwave) (Genderless)
Nature:
Timid (-Atk, +Spe, +20% ACC)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Illuminate:
Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1). The accuracy drop will last six (6) actions after the Pokemon is released.
Command: (Ability: Illuminate)

Natural Cure:
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic: (DW)
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (132.25>132)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Attacks:
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Power Gem
Hydro Pump

Surf (*)
Ice Beam (*)
Thunderbolt (*)
Psychic
Zap Cannon (Past Gen)

Aurora Beam (*)
Barrier (*)
Supersonic (*)

Background: A high-pitched whining noise. A flash. A massive roar as the beam of energy launches into his opponent, knocking it into next week. Optimus often relies on Soundwave to help cover his weaknesses, just as Soundwave does for Optimus.

Lord Loss (Revenankh) [M]

Nature: Quiet (+SAtk, -Spe, -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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.

Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.

Infiltrator (DW): (Innate, Locked) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 56 (- 65/1.15~56)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 1
DC: 1/5

Moves:
Wrap (*)
Bide (*)
Sand Tomb (*)
Wring Out (*)
Rock Tomb (*)
Arm Thrust (*)
Mean Look (*)
Glare (*)
Shadow Punch (*)
Power Whip

Mach Punch (*)
Shadow Sneak (*)
Nasty Plot (*)

Bulk Up (*)
Shadow Ball (*)
Focus Blast (*)

Background: Lord Loss is a one-on-one type of guy. He relies on no one to help him, preferring to beat foes by himself, even if they have an advantage. He doesn't take being KOd lightly


Team Its_A_Random


Gliscor(*) [Capers] (M)
NATURE: Jolly (+14% Accuracy) (NC)

TYPE
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.

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.

STATS
HP: 100
Atk: Rank 3
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (94/96)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Brick Break
Bulldoze
Counter
Cross Poison
Cut
Dig
Double-Edge
Earthquake*
Facade
Faint Attack*
False Swipe
Feint
Fire Fang
Fling
Frustration
Fury Cutter*
Giga Impact
Guillotine
Headbutt
Ice Fang
Iron Tail
Knock Off*
Metal Claw
Natural Gift
Night Slash*
Payback
Poison Jab
Poison Sting*
Poison Tail
Quick Attack*
Return
Rock Climb
Rock Slide*
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Sky Attack
Slash
Steel Wing
Stone Edge
Strength
Thief
Thunder Fang
U-Turn
Wing Attack
X-Scissor

SPECIAL
Dark Pulse
Dream Eater
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Mud-Slap
Razor Wind
Round
Sludge Bomb
Snore
Struggle Bug
Swift
Venoshock

OTHER

Agility*
Attract
Baton Pass*
Captivate
Curse
Defog
Detect
Double Team
Endure
Harden*
Hone Claws
Mimic
Power Trick
Protect
Rain Dance
Rest
Rock Polish
Roost
Sand-Attack*
Sandstorm
Screech
Sleep Talk
Stealth Rock
Substitute
Sunny Day
Swagger
Swords Dance*
Tailwind
Taunt
Torment
Toxic

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (71/71)

PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall

SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Fire 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool

OTHER

Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
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
Persistent
: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (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.
Prankster (DW Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

ATTACKS (70)
PHYSICAL
Acrobatics
Body Slam
Circle Throw
Comet Punch
Dig
Earthquake
Knock Off
Low Sweep
Poison Jab
Rapid Spin
Retaliate
Rock Slide
Smack Down
Stone Edge
Strength
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Gust
Hidden Power (Ice 7)
Razor Wind
Shadow Ball
Sludge Bomb
Sludge Wave
Struggle Bug
Venoshock

OTHER

After You
Ally Switch
Block
Copycat
Disable
Dispel
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Protect
Quash
Reflect
Rest
Safeguard
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Tailwind
Taunt
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room

Rotom [motoR] (-)
NATURE: Modest

TYPE
Electric
: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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.
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
Levitate
: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

STATS
HP: 90
Atk: Rank 1 2 (-)
Def: Rank 3 4
SpA: Rank 4 5 (+)
SpD: Rank 3 4
Spe: 91 87
Size Class: 1 2
Weight Class: 1 3
Base Rank Total: 16 20

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

ATTACKS (52/53)
PHYSICAL
Astonish
Facade
Frustration
Natural Gift
Return
Secret Power
Sucker Punch
Thief

SPECIAL
Charge Beam
Dark Pulse
Discharge
Dream Eater
Electro Ball
Hex
Hidden Power (Ground 7)
Leaf Storm
Mud-Slap
Ominous Wind
Round
Shock Wave
Shadow Ball
Signal Beam
Snore
Swift
Thunder
Thunderbolt
Thundershock
Uproar
Volt Switch

OTHER

Charge
Confuse Ray
Double Team
Endure
Flash
Light Screen
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Sleep Talk
Snatch
Spite
Substitute
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Will-O-Wisp


How it's gonna go down
  • Both players PM me with two pokemon to lead with
  • Objection flips a coin to determine who goes first
  • Both players post in the order determined by the coin flip
  • Objection refs
 
Team Complications


Optimus (M)
HP: 100 | EN: 100 | Spe: 70
Ranks: 6/4/1/3 | Total: 20
Size: 3 | Weight: 4
Abilities: Defiant, Inner Focus, Pressure
Other: None


Lord Loss (M)
HP: 100 | EN: 100 | Spe: 56 (-)
Ranks: 4/3/4/4 | Total: 20
Size: 3 | Weight: 3
Abilities: Shed Skin, Air Lock
Other: None

Team Its_A_Random


Utilitand (M)
HP: 100 | EN: 100 | Spe: 105
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: None


motoR (U)
HP: 90 | EN: 100 | Spe: 86
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: None

Roll a D2 for who orders first (1 = Complications, 2 = Its_A_Random): 2 - Its_A_Random
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Alright team, let us begin hard & strong! We may have to attack first for a few rounds, but it is for our own good!"

Utilitand: Earth Power (Optimus) > Earthquake > Earth Power + Earth Power combo (Optimus)
IF Optimus uses Taunt A1 OR A2, THEN use Taunt (Optimus) on the first instance.
IF Optimus uses Metal BurstA1 OR A2, THEN use Circle Throw (Optimus) that action.

motoR: Hidden Power (Optimus) > Volt Switch (Optimus) > Hidden Power (Optimus)
IF Optimus uses Metal Burst, THEN use Protect that action, pushing actions back IF Volt Switch was subbed, but do not play this substitution on consecutive actions.
IF Optimus uses Sucker Punch (motoR), THEN use Will-O-Wisp (Optimus) on the first instance, pushing actions back IF Volt Switch was subbed.
 
Fans roar. Tge stands shake. Four brief flashes are followed by the appearance of the most powerful creatures known to man. As Complications faces down one of the toughest opponents he's ever encountered, a single bead of sweat rolls down his forehead; his eyebrows creased with concentration. Complication's noble Pokemon; Optimus and Lord Loss, stare down IAR, ready to fight until the end.

"Lord Loss," Complications says, and Lord Loss turns to face his trainer. "Teach them the meaning of sorrow." If Lord Loss had a mouth to give a sad grin with, he would, but somehow Complications still hears the response: "I never deviated from that plan."
Lord Loss: Glare (Utilitand)- Wring Out (motoR)- Shadow Ball (motoR)

"Optimus," Complications says in turn, and Bisharp gives him a quick salute. "Chip away until there's nothing left." Optimus gives a harsh metallic screech in response.
Optimus: Thunder Wave (motoR)- Fury Cutter (motoR)- Fury Cutter (motoR)
 
Team Complications


Optimus (M)
HP: 100 | EN: 100 | Spe: 70
Ranks: 6/4/1/3 | Total: 20
Size: 3 | Weight: 4
Abilities: Defiant, Inner Focus, Pressure
Other: None


Lord Loss (M)
HP: 100 | EN: 100 | Spe: 56 (-)
Ranks: 4/3/4/4 | Total: 20
Size: 3 | Weight: 3
Abilities: Shed Skin, Air Lock
Other: None

Team Its_A_Random


Utilitand (M)
HP: 100 | EN: 100 | Spe: 105
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: None


motoR (U)
HP: 90 | EN: 100 | Spe: 86
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: None

Let's see here, we've got a Bisharp called Optimus and a Revenankh called Lord Loss fighting for Complications, while Its_A_Random has chosen a Fidgit called Utilitand and a Rotom in a lawnmower called motoR.

The combined efforts of Optimus and Lord Loss paralyse the opponents: motoR is overloaded with electricity now thanks to a Thunder Wave while Lord Loss' Glare has paralysed Utilitand with fear. This is only for a fleeting moment though as Utilitand calls upon the Earth Power to pulverise Optimus and motoR unleashes its Hidden Power to supplement the attack.

Optimus then charges in with a powerful Fury Cutter, severely injuring motoR. motoR's plight is worsened when Lord Loss tries to Wring Out the Rotom and separate appliance and possessor. Seeing that the situation is not good, motoR zaps Optimus with a bolt of electricity and then Volt Switches away. In doing so, it evades the sudden Earthquake caused by its ally. Lord Loss and Optimus are less fortunate.

Suddenly, the excess electricity in motoR causes it to spasm out of control! It won't be doing anything useful in that state. The sudden involuntary movements aren't even enough to throw off another Fury Cutter from Optimus and a Shadow Ball from Lord Loss. Utilitand, on the other hand, has just about had enough and conjures a Super Earth Power that nearly annihilates Optimus! But before the Bisharp falls, Its_A_Random recalls his Rotom and contemplates who to send out in its place.

Team Complications


Optimus (M)
HP: 6 | EN: 84 | Spe: 70
Ranks: 6/4/1/3 | Total: 20
Size: 3 | Weight: 4
Abilities: Defiant, Inner Focus, Pressure
Other: None


Lord Loss (M)
HP: 89 | EN: 80 | Spe: 56 (-)
Ranks: 4/3/4/4 | Total: 20
Size: 3 | Weight: 3
Abilities: Shed Skin, Air Lock
Other: None

Team Its_A_Random


Utilitand (M)
HP: 100 | EN: 51 | Spe: 105 26.25
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: 20% paralysis


??? (?)
HP: ??? | EN: ??? | Spe: ???
Ranks: ?/?/?/? | Total: ???
Size: ??? | Weight: ???
Abilities: ???
Other: ???


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Raw data

Turn order: Utilitand, motoR, Optimus, Lord Loss

Utilitand uses Earth Power on Optimus for 6 energy
Pressure increases the energy cost by 2
Roll a D16 for crit: 12 - no crit
Roll a D100 for special defence drop: 80 - no special defence drop
Optimus takes (9+3+(3-3)*1.5)*1.5=18 damage

motoR uses Hidden Power on Optimus for 5 energy
Pressure increases the energy cost by 2
Roll a D16 for crit: 11 - no crit
Optimus takes (7+(5-3)*1.5)*1.5=15 damage

Optimus uses Thunder Wave on motoR for 7 energy
motoR is inflicted with 25% paralysis

Lord Loss uses Glare on Utilitand for 6 energy
Roll a D100 for accuracy: 12 - hit
Utilitand is inflicted with 25% paralysis


Turn order: Optimus, Lord Loss, Utilitand, motoR

Optimus uses Fury Cutter on motoR for 4 energy
Roll a D100 for accuracy: 6 - hit
Roll a D16 for crit: 8 - no crit
motoR takes (4+(6-5)+(5-4)*1.5)*1.5=9.75 damage

Lord Loss uses Wring Out on motoR for 9 energy
Roll a D16 for crit: 3 - no crit
motoR takes (4+80.25/10+(4-4)*1.5)=12.025 damage

Roll a D100 for paralysis: 65 - no paralysis
Utilitand uses Earthquake for 6 energy
Pressure increases the energy cost by 2
motoR is immune to the move
Roll a D16 for crit against Optimus: 4 - no crit
Roll a D16 for crit against Lord Loss: 8 - no crit
Optimus takes (10*0.75+3+(3-4)*1.5)*1.5=13.5 damage
Lord Loss takes (10*0.75+3+(3-3)*1.5)=10.5 damage

Roll a D100 for paralysis: 29 - no paralysis
motoR uses Volt Switch on Optimus for 4 energy
Pressure increases the energy cost by 2
Roll a D16 for crit: 7 - no crit
Optimus takes (7+3+(5-3)*1.5)=13 damage
motoR will switch out at the end of the round


Turn order: Optimus, Lord Loss, motoR, Utilitand

Optimus uses Fury Cutter on motoR for 5 energy
Roll a D100 for accuracy: 70 - hit
Roll a D16 for crit: 10 - no crit
motoR takes (7+(6-5)+(5-4)*1.5)*1.5=14.25 damage

Lord Loss uses Shadow Ball on motoR for 5 energy
Roll a D16 for crit: 13 - no crit
Roll a D100 for special defence drop: 72 - no special defence drop
motoR takes (8+3+(4-4)*1.5)=11 damage

Roll a D100 for paralysis: 20 - motoR is fully paralysed
motoR's paralysis drops to 20%

Roll a D100 for paralysis: 68 - no paralysis
Utilitand uses a combo of Earth Power and Earth Power on Optimus for ((7+11)*1.75-1)=30.5 energy (round to 31)
Pressure increases the energy cost by 2
Roll a D16 for crit: 6 - no crit
Roll a D100 for special defence drop (20%): 45 - no special defence drop
Optimus takes (9*2.25+3+(3-3)*1.5)*1.5=34.875 damage


Once Its_A_Random says which pokemon is replacing motoR, Complications Its_A_Random is to order first.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Incorrect; Because of Volt Switch, I order first this round. Quote: "The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Volt Switch must attack first. A Pokemon switched out with Volt Switch can switch without initiating a Switch Phase, but only Pokemon that used Volt Switch, Teleport, or U-turn can be swapped out."

"Capers, Show the opposition why you are my main Pokemon!"

Utilitand: N/A > Safeguard > Acrobatics (Lord Loss)
IF
Optimus uses Taunt (Utilitand) A1, THEN use Acrobatics (Lord Loss) A2, AND use Earth Power (Lord Loss) A3.
IF Lord Loss uses Bide A2, THEN use Substitute (15 HP) A3.

Capers: Earth Power (Optimus) > Sky Attack (Lord Loss) > Acrobatics (Lord Loss)
IF Lord Loss uses (Paralysis Inflicting Move) (Capers) A1, THEN use Taunt (Lord Loss) A1, AND push actions back.
IF Lord Loss uses Bide A2, THEN use Substitute (15 HP) A3.
 
As Complications watched the drama before him unfold, his expression did not change. He was not doing nearly as badly as gene could have been, and he even gotten chance to hear IAR's strategy first again. As he looked at his panting Pokemon, he frowned. Optimus was sure to faint. Complications gaves a weak smile, and said, "You did great Optimus. Let's go out with a bang.

Optimus: Taunt (Capers)- Sucker Punch~Sucker Punch (Capers)-Cool down
Lord Loss analyzes the battle coldly and growls, "Vengence will come on swift... bandages"
Lord Loss: Glare (Capers)- Shadow Ball (Utilitand)- Power Whip (Utilitand)
 
If you live in America and have watched the news any time recently, you probably saw that the east coast got nuked by Thundurus. As such, my power is out indefinitely, so I apologize for any delayed posting.
 
Team Complications


Optimus (M)
HP: 6 | EN: 84 | Spe: 70
Ranks: 6/4/1/3 | Total: 20
Size: 3 | Weight: 4
Abilities: Defiant, Inner Focus, Pressure
Other: None


Lord Loss (M)
HP: 89 | EN: 80 | Spe: 56 (-)
Ranks: 4/3/4/4 | Total: 20
Size: 3 | Weight: 3
Abilities: Shed Skin, Air Lock
Other: None

Team Its_A_Random


Utilitand (M)
HP: 100 | EN: 51 | Spe: 105 26.25
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: 20% paralysis


Capers (M)
HP: 100 | EN: 100 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: None


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


No flavour today due to unpacking requirements.

Team Complications


Optimus (M)
HP: KO | EN: 47


Lord Loss (M)
HP: 47 | EN: 67 | Spe: 56 (-)
Ranks: 4/3/4/4 | Total: 20
Size: 3 | Weight: 3
Abilities: Shed Skin, Air Lock
Other: Taunt (3 actions)

Team Its_A_Random


Utilitand (M)
HP: 75 | EN: 44 | Spe: 105 26.25
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: 10% paralysis


Capers (M)
HP: 78 | EN: 73 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: Taunt (3 actions), 1 KOC


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Raw data

Turn order: Capers, Optimus, Lord Loss, Utilitand

Capers uses Taunt on Lord Loss for 10 energy
Lord Loss is taunted for 6 actions

Optimus uses Taunt on Capers for 9 energy
Capers is taunted for 6 actions

Lord Loss cannot use Glare due to Taunt

Utilitand cools down

Lord Loss' Taunt counter drops to 5
Capers' Taunt counter drops to 5


Turn order: Optimus, Capers (1), Utilitand, Lord Loss, Capers (2)

Optimus uses a combo of Sucker Punch and Sucker Punch on Capers for ((6+10)*1.75-1)=27 energy
Roll a D16 for crit: 8 - no crit
Capers takes (8*2.25+3+(6-5)+(5-5)*1.5)=22 damage

Roll a D100 for paralysis: 17 - Utilitand is fully paralysed
Utilitand's paralysis drops to 15%

Capers uses Earth Power on Optimus for 6 energy
Pressure increases the energy cost by 2
Roll a D16 for crit: 6 - no crit
Roll a D100 for special defence drop: 9 - special defence drop
Optimus takes (9+3+(1-3)*1.5)*1.5=13.5 damage
Optimus is KO'd by the attack

Lord Loss uses Shadow Ball on Utilitand for 5 energy
Roll a D16 for crit: 6 - no crit
Roll a D100 for special defence drop: 94 - no special defence drop
Utilitand takes (8+3+(4-3)*1.5)=12.5 damage

Lord Loss' Taunt counter drops to 5
Capers' Taunt counter drops to 5


Turn order: Capers (1), Lord Loss, Utilitand, Capers (2)

Capers uses Sky Attack for 9 energy
Capers is glowing brightly

Lord Loss uses Power Whip on Utilitand for 8 energy
Roll a D100 for accuracy: 36 - hit
Roll a D16 for crit: 11 - no crit
Utilitand takes (12+(4-4)*1.5)=12 damage

Roll a D100 for paralysis: 43 - no paralysis
Utilitand uses Acrobatics on Lord Loss for 7 energy
Roll a D16 for crit: 4 - no crit
Lord Loss takes (11+(3-3)*1.5)*1.5=16.5 damage

Capers unleashes Sky Attack on Lord Loss
Accuracy boosted to 100%
Roll a D16 for crit: 8 - no crit
No flinch roll because Lord Loss has already acted
Lord Loss takes (14+3+(3-3)*1.5)*1.5=25.5 damage

Lord Loss' Taunt counter drops to 3
Capers' Taunt counter drops to 3


Complications now needs to send out a replacement for Optimus and then issue orders first.
 
Says I says I says go Frenzy!
(My power's supposed to return late tomorrow night :S)
No flavor; I've got to stop soon
Frenzy: Ice Beam-Aurora Beam-Ice Beam (All Capers)
Lord Loss: Shadow Ball-Power Whip-Shadow Ball (All Capers)
 
Dear Complications,

You sent out Frenzy the Gengar, who does not know Ice Beam or Aurora Beam. As a result, you will be required to re-order, and since you ordered first, Its_A_Random will also be required to re-order.

Sincerely yours,
Objection.
 
O.o that's what I get for rushing...

Hmm... Darn Protect passing...
Frenzy: Hidden Power Ice (Capers)-Giga Drain (Capers)-Hidden Power Ice (Capers)
If Utilitand uses Protect on Capers, sub that action for Disable Protect (Utilitand)

Lord Loss: Shadow Ball (Capers)-Power Whip (Capers)-Shadow Ball (Capers)
If Utilitand uses Taunt on Gengar followed by Protect on Capers during any given action, sub the action Utilitand uses Taunt on for Glare (Capers)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Take two..."

Utilitand: After You (Capers) > Acrobatics (Lord Loss) > After You (Capers)

Capers: Dig (Lord Loss) > Sky Attack (Lord Loss) > Dig (Lord Loss)
IF Lord Loss faints A2, THEN use Dig (Frenzy) A3.
 
Team Complications


Frenzy (M)
HP: 90 | EN: 100 | Spe: 127 (+) (Acc boost: 18%)
Ranks: 2/2/5/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Levitate
Other: None


Lord Loss (M)
HP: 47 | EN: 67 | Spe: 56 (-)
Ranks: 4/3/4/4 | Total: 20
Size: 3 | Weight: 3
Abilities: Shed Skin, Air Lock
Other: Taunt (3 actions)


Optimus (M)
HP: KO | EN: 47


Team Its_A_Random


Utilitand (M)
HP: 75 | EN: 44 | Spe: 105 26.25
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: 10% paralysis


Capers (M)
HP: 78 | EN: 73 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: Taunt (3 actions), 1 KOC


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


To assist Lord Loss, Complications sends out Frenzy the Gengar. The two ghosts focus their attacks on Capers. However, Utilitand encourages Capers to go After You and, before Frenzy and Lord Loss can hit with their Hidden Power and Shadow Ball attacks, Capers Digs underground. Once the coast is clear, he strikes Lord Loss from underground before charging up a powerful attack. Utilitand demonstrates stunning Acrobatics despite his paralysis, and Lord Loss is hurt badly by the spinning. Frenzy lands a Giga Drain on Capers, but all that excess vitality just dissipates before the Gengar can get a hold of it. Lord Loss cracks a Power Whip, striking Capers hard, but not hard enough. The Gliscor unleashes a powerful Sky Attack that knocks Lord Loss out! Frenzy attempts to avenge his comrade with a Hidden Power, but more encouragement from Utilitand for Capers to go After You causes the Gliscor to Dig and avoid the incoming attack. Frenzy knows what happens next and tries to float away from Capers' attack, but Capers' mastery of airborne movement ensures that his attack hits.

Can Complications pull off an epic comeback? Or has Its_A_Random got this in the bag?

Team Complications


Frenzy (M)
HP: 71 | EN: 78 | Spe: 127 (+) (Acc boost: 18%)
Ranks: 2/2/5/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Levitate
Other: None


Lord Loss (M)
HP: KO | EN: 54


Optimus (M)
HP: KO | EN: 47


Team Its_A_Random


Utilitand (M)
HP: 75 | EN: 25 | Spe: 105 26.25
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: 5% paralysis


Capers (M)
HP: 56 | EN: 46 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: 2 KOC


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Raw data

Turn order: Utilitand, Frenzy, Capers (1), Lord Loss, Capers (2)

Roll a D100 for paralysis: 21 - no paralysis
Utilitand uses After You on Capers for 6 energy
Capers will take its turn now

Capers uses Dig for 9 energy
Capers burrows underground

Frenzy uses Hidden Power on Capers for 5 energy
The move misses due to Dig

Lord Loss uses Shadow Ball on Capers for 5 energy
The move misses due to Dig

Capers unleashes Dig on Lord Loss
Roll a D16 for crit: 10 - no crit
Lord Loss takes (8+3+(3-3)*1.5)=11 damage

Lord Loss' Taunt counter drops to 2
Capers' Taunt counter drops to 2


Turn order: Capers (1), Frenzy, Lord Loss, Utilitand, Capers (2)

Capers uses Sky Attack for 9 energy
Capers is glowing brightly

Frenzy uses Giga Drain on Capers for 12 energy
Roll a D16 for crit: 8 - no crit
Capers takes (8+(5-3)*1.5)=11 damage
Frenzy restores 0 HP

Lord Loss uses Power Whip on Capers for 8 energy
Roll a D100 for accuracy: 41 - hit
Roll a D16 for crit: 8 - no crit
Capers takes (12+(4-5)*1.5)=10.5 damage

Roll a D100 for paralysis: 46 - no paralysis
Utilitand uses Acrobatics on Lord Loss for 7 energy
Roll a D16 for crit: 11 - no crit
Lord Loss takes (11+(3-3)*1.5)*1.5=16.5 damage

Capers unleashes Sky Attack on Lord Loss
Accuracy boosted to 100%
Roll a D16 for crit: 11 - no crit
No flinch roll because Lord Loss has already acted
Lord Loss takes (14+3+(3-3)*1.5)*1.5=25.5 damage
Lord Loss is KO'd by the attack

Capers' Taunt counter drops to 1


Turn order: Utilitand, Frenzy, Capers (1), Capers (2)

Roll a D100 for paralysis: 77 - no paralysis
Utilitand uses After You on Capers for 6 energy
Capers will take its turn now

Capers uses Dig for 9 energy
Capers burrows underground

Frenzy uses Hidden Power on Capers for 5 energy
The move misses due to Dig

Capers unleashes Dig on Frenzy
Roll a D16 for crit: 6 - no crit
Frenzy takes (8+3+(3-2)*1.5)*1.5=18.75 damage

Capers' Taunt counter drops to 0


Complications automatically sends out Soundwave the Starmie, so it's time for Its_A_Random to order.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"Sleast, come in for Capers! This should not be too difficult..."

Initiating Switch Phase
Capers OUT
Sleast IN
Complications has no reserve


Utilitand: Gravity > Chill > Earthquake (Synchro if possible)
IF Frenzy uses Hypnosis, THEN use Taunt (Frenzy) on the first instance (i.e. Only do this once), pushing actions back.
IF you suffer from Full Paralysis, THEN push actions back.

Sleast: Sandstorm > Earth Power (Frenzy) > Earthquake (Synchro if possible)
IF Frenzy uses Giga Drain (Sleast), THEN use Mirror Coat that action, pushing actions back.
 
With the new rules that have been placed, I'll be posting for Comp.

I cannot at this moment because I have to get some work done. I should be done around 3-4 this afternoon. Please don't DQ Comp just yet. I know that today is the last day before DQ.

Edit:

Soundwave: Psychic (Utilihand)* ~ Ice Beam (Utilihand) ~ Psychic (Utilihand)
*use psychic to throw Utilihand into Sleast to hopefully prevent it from using Sandstorm
Frenzy: Shadow Ball ~ Hidden Power ~ Shadow Ball (All at Utilihand)
 
In future, if you're adding actions to an already-existing post, could you bump the thread so I know it's ready to be reffed?

Team Complications


Frenzy (M)
HP: 71 | EN: 78 | Spe: 127 (+) (Acc boost: 18%)
Ranks: 2/2/5/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Levitate
Other: None


Soundwave (U)
HP: 90 | EN: 100 | Spe: 133 (+) (Acc boost: 20%)
Ranks: 2/3/4/3 | Total: 19
Size: 2 | Weight: 4
Abilities: Illuminate, Natural Cure, Analytic
Other: None


Optimus (M)
HP: KO | EN: 47


HP: KO | EN: 54


Team Its_A_Random


Utilitand (M)
HP: 75 | EN: 25 | Spe: 105 26.25
Ranks: 3/4/3/3 | Total: 20
Size: 2 | Weight: 4
Abilities: Persistent, Vital Spirit, Prankster
Other: 5% paralysis, -1 accuracy (6 actions)


Sleast (M)
HP: 110 | EN: 100 | Spe: 33 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 2 | Weight: 3
Abilities: Sticky Hold, Storm Drain, Sand Force
Other: -1 accuracy (6 actions)


Capers (M)
HP: 56 | EN: 46 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: 2 KOC


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Complications plays his last card: Soundwave the Starmie. It looks like he is hoping that his team's speed will be enough to make a comeback. Its_A_Random does not seem concerned about speed as he withdraws Capers and sends out a fresh pokemon: Sleast the Gastrodon.

Soundwave begins by flashing a bright light at its opponents, blinding them briefly. Utilitand responds by increasing the Gravity in the arena, making it harder for everyone to evade incoming attacks. He is then picked up by Soundwave using its Psychic powers to throw him towards Sleast, but Frenzy's Shadow Ball strikes a weak spot on Utilitand and sends him spiralling off in a completely different direction! Sleast, puzzled by what just happened, summons a raging Sandstorm to buffet his opponents. The sand seems to be unlocking some hidden strength in the Gastrodon too.

Utilitand is in no condition to retaliate just yet, so he Chills out while Soundwave and Frenzy "help" with an Ice Beam and his Hidden Power respectively. This "help" results in Utilitand fainting! Sleast is not amused and he calls upon an Earth Power to strike Frenzy from below. The Gengar tries to float out of harm's way, but the intense gravity has made this impossible!

Soundwave's Psychic powers and Frenzy's Shadow Ball continue to harm the fainted Utilitand while the Gastrodon causes a huge Earthquake that, once again, Frenzy cannot seem to evade. Now Its_A_Random has to choose who to send in in place of Utilitand. Is this a sign of good things to come for Complications? Or is he doomed to defeat?

Team Complications


Frenzy (M)
HP: 21 | EN: 63 | Spe: 127 (+) (Acc boost: 18%)
Ranks: 2/2/5/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Levitate
Other: 1 KOC


Soundwave (U)
HP: 71 | EN: 81 | Spe: 133 (+) (Acc boost: 20%)
Ranks: 2/3/4/3 | Total: 19
Size: 2 | Weight: 4
Abilities: Illuminate, Natural Cure, Analytic
Other: None


Optimus (M)
HP: KO | EN: 47


HP: KO | EN: 54


Team Its_A_Random


Utilitand (M)
HP: KO | EN: 27


Sleast (M)
HP: 110 | EN: 78 | Spe: 33 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 2 | Weight: 3
Abilities: Sticky Hold, Storm Drain, Sand Force
Other: -1 accuracy (3 actions), Sand Force active


Capers (M)
HP: 56 | EN: 46 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: 2 KOC


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Arena effects: Gravity (4 more rounds), Sandstorm (3 more rounds)

Raw data

Turn order: Utilitand, Soundwave, Frenzy, Sleast

Roll a D100 for paralysis: 35 - no paralysis
Utilitand uses Gravity for 10 energy
The gravity intensifies for 5 rounds

Soundwave uses Psychic on Utilitand for (5+(4/2)-1)=6 energy
Roll a D16 for crit: 7 - no crit
Roll a D100 for special defence drop: 32 - no special defence drop
Utilitand takes (6+4+3+(4-3)*1.5+2)*1.5=24.75 damage

Frenzy uses Shadow Ball on Utilitand for 5 energy
Roll a D16 for crit: 1 - crit
Roll a D100 for special defence drop: 37 - no special defence drop
Utilitand takes (8+3+3+(5-3)*1.5)=17 damage

Sleast uses Sandstorm for 10 energy
The weather changes to sandstorm for 4 rounds
Sleast's Sand Force kicks in

Soundwave takes 2 Sandstorm damage
Frenzy takes 2 Sandstorm damage


Turn order: Utilitand, Soundwave, Frenzy, Sleast

Roll a D100 for paralysis: 86 - no paralysis
Utilitand chills and restores 12 energy

Soundwave uses Ice Beam on Utilitand for 7 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for freeze: 93 - no freeze
Utilitand takes (10+(4-3)*1.5+2)*1.5=20.25 damage

Frenzy uses Hidden Power on Utilitand for 5 energy
Roll a D16 for crit: 6 - no crit
Utilitand takes (7+(5-3)*1.5)*1.5=15 damage
Utilitand is KO'd by the attack

Sleast uses Earth Power on Frenzy for 6 energy
Roll a D16 for crit: 5 - no crit
Roll a D100 for special defence drop: 86 - no special defence drop
Frenzy takes (9+3+(4-3)*1.5+2)*1.5=23.25 damage

Soundwave takes 2 Sandstorm damage
Frenzy takes 2 Sandstorm damage


Turn order: Soundwave, Frenzy, Sleast, Utilitand

Soundwave uses Psychic on Utilitand for (5+(4/2)-1)=6 energy
Utilitand has already fainted

Frenzy uses Shadow Ball on Utilitand for 5 energy
Utilitand has already fainted
Roll a D100 for special defence drop: 37 - no special defence drop
Sleast takes (8+3+(5-3)*1.5)=14 damage

Sleast uses Earthquake for 6 energy
Roll a D16 for crit against Soundwave: 12 - no crit
Roll a D16 for crit against Frenzy: 15 - no crit
Soundwave takes (10*0.75+3+(3-3)*1.5+2)=12.5 damage
Frenzy takes (10*0.75+3+(3-2)*1.5+2)*1.5=21 damage

Soundwave takes 2 Sandstorm damage
Frenzy takes 2 Sandstorm damage


Its_A_Random, send in your next pokemon. Then, whoever is posting for Complications, it's your turn to order first.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
KS never made a KO Substitution to redirect attacks upon fainting, as a result, Gastrodon should be at fulll HP.

"Capers, Sleast, wrap this up."
 
As far as I am aware, there is no rule for how to handle the absence of a "If X is KO'd, redirect to Y" substitution and it is up to the ref to decide whether the attack should be automatically redirected or if it should simply not hit anyone. If you could show me where an official ruling has been made on the matter, then I will reset Gastrodon's HP to 110.

EDIT: Thank you for the VM. Gastrodon is back to full health.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus

"So Complications/Complications' Ghost...What are you going to do? Consider yourself lucky this has not ended with your disqualification as of yet!"
 
^ It I much appreciated.

No time for theatrics.
Frenzy: Giga Drain (Sleast)-Hidden Power Ice (Capers)-Giga Drain (Sleast)
If Sleast uses Protect A1 change actions to (Hidden Power Capers)-Giga Drain (Sleast)-Giga Drain (Sleast)

Soundwave: Ice Beam (Capers)-Psychic (Sleast)-Ice Beam (Capers)
If Capers uses Protect on any action, change that action to Psychic (Sleast), unless Sleast is also using Protect during that action, in which case sub that action for Recover.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Uhhh, yeah, Illuminate's effect is maintained at the end of each round, iirc.


"Okay folks, let us finish this business, shall we?"

Capers: Agility (Evade) > Sky Attack (Soundwave) > Quick Attack + Acrobatics combo (Soundwave)

Sleast: Mirror Coat > Earth Power (Soundwave) > Earth Power + Earth Power combo (Soundwave)
 
Actually Illuminate's effect only lasts for 6 actions because of how broken a permanent -1 accuracy would be.

Reffing coming later.
 
Team Complications


Frenzy (M)
HP: 21 | EN: 63 | Spe: 127 (+) (Acc boost: 18%)
Ranks: 2/2/5/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Levitate
Other: 1 KOC


Soundwave (U)
HP: 71 | EN: 81 | Spe: 133 (+) (Acc boost: 20%)
Ranks: 2/3/4/3 | Total: 19
Size: 2 | Weight: 4
Abilities: Illuminate, Natural Cure, Analytic
Other: None


Optimus (M)
HP: KO | EN: 47


HP: KO | EN: 54


Team Its_A_Random


Capers (M)
HP: 56 | EN: 46 | Spe: 110 (+) (Acc boost: 14%)
Ranks: 3/5/1/3 | Total: 19
Size: 3 | Weight: 3
Abilities: Hyper Cutter, Sand Veil, Poison Heal
Other: 2 KOC, Sand Veil active


Sleast (M)
HP: 110 | EN: 78 | Spe: 33 (-)
Ranks: 3/3/4/3 | Total: 18
Size: 2 | Weight: 3
Abilities: Sticky Hold, Storm Drain, Sand Force
Other: -1 accuracy (3 actions), Sand Force active


Utilitand (M)
HP: KO | EN: 27


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Arena effects: Gravity (4 more rounds), Sandstorm (3 more rounds)

Its_A_Random is confident that Capers can finish the job. But before he tries, he uses his Agility to evade an incoming Ice Beam from Soundwave. Frenzy sees a chance to hit Sleast where it hurts and profit from it with a powerful Giga Drain, but he wasn't prepared for the Gastrodon's Mirror Coat reflecting the attack back at him with more than enough power to bring him down.

In a desperate attempt to save face, Soundwave uses its Psychic powers to knock Sleast silly while Capers gathers energy for a powerful attack. The attack goes off without a hitch, but it does nothing to prevent Sleast from unleashing an Earth Power. The blast from the ground knocks the Starmie momentarily into the air despite the intense gravity, and it is at that moment that Capers unleashes a Sky Attack to knock Soundwave back into the ground.

Capers follows up by striking with Quickened Acrobatics. This, however, leaves him open to Soundwave's Ice Beam. The ray of frost deals heavy damage to the Gliscor, but it is too little too late as Sleast's Super Earth Power finishes off the Starmie, resulting in Complications' defeat.

Team Complications


Frenzy (M)
HP: KO | EN: 51
Other: 1 KOC


Soundwave (U)
HP: KO | EN: 61


Optimus (M)
HP: KO | EN: 47


HP: KO | EN: 54


Team Its_A_Random


Capers (M)
HP: 26 | EN: 16
Other: 2 KOC


Sleast (M)
HP: 72 | EN: 9
Other: 2 KOC


Utilitand (M)
HP: KO | EN: 27


motoR (U)
HP: 43 | EN: 87 | Spe: 86 21.5
Ranks: 2/4/5/4 | Total: 20
Size: 2 | Weight: 3
Abilities: Levitate
Other: 15% paralysis


Arena effects: Gravity (4 more rounds), Sandstorm (3 more rounds)

Raw data

Turn order: Capers, Soundwave, Frenzy, Sleast

Capers uses evasive Agility for 7 energy
Capers is evading attacks

Soundwave uses Ice Beam on Capers for 7 energy
The move misses due to evasive Agility

Frenzy uses Giga Drain on Sleast for 12 energy
Roll a D16 for crit: 15 - no crit
Sleast takes (8+(5-3)*1.5)*2.25=24.75 damage
Frenzy restores (24.75/2)=12.375 HP

Sleast uses Mirror Coat for (6+(24.75/2))=18.375 energy (round to 18)
Frenzy takes (24.75*1.5)=37.125 damage
Frenzy is KO'd by the attack

Soundwave takes 2 Sandstorm damage


Turn order: Capers (1), Soundwave, Sleast, Capers (2)

Capers uses Sky Attack for 9 energy
Capers is glowing brightly

Soundwave uses Psychic on Sleast for (5+(3/2)-1)=5.5 energy (round to 6)
Roll a D16 for crit: 13 - no crit
Roll a D100 for special defence drop: 14 - no special defence drop
Sleast takes (6+3+3+(4-3)*1.5)=13.5 damage

Sleast uses Earth Power on Soundwave for 6 energy
Roll a D16 for crit: 2 - no crit
Roll a D100 for special defence drop: 36 - no special defence drop
Soundwave takes (9+3+(4-3)*1.5+2)=15.5 damage

Capers unleashes Sky Attack on Soundwave
Accuracy boosted to 100%
Roll a D16 for crit: 14 - no crit
No flinch roll because Soundwave has already acted
Soundwave takes (14+3+(3-3)*1.5)=17 damage

Soundwave takes 2 Sandstorm damage


Turn order: Capers, Soundwave, Sleast

Capers uses a combo of Quick Attack and Acrobatics on Soundwave for ((3+7)*1.5-1)=14 energy
Accuracy boosted to 100%
Roll a D16 for crit: 8 - no crit
Soundwave takes (4/2+11+3+(3-3)*1.5)=16 damage

Soundwave uses Ice Beam on Capers for 7 energy
Roll a D16 for crit: 7 - no crit
Roll a D100 for freeze: 23 - no freeze
Capers takes (10+(4-3)*1.5+2)*2.25=30.375 damage

Sleast uses a combo of Earth Power and Earth Power on Soundwave for ((11+15)*1.75-1)=44.5 energy (round to 45)
Roll a D16 for crit: 13 - no crit
Roll a D100 for special defence drop (boosted to 20%): 61 - no special defence drop
Soundwave takes (9*2.25+3+(4-3)*1.5+2)=26.75 damage
Soundwave is KO'd by the attack


Prizes
  • Complications gets 3 CC
    • Optimus the Bisharp gets 3 MC
    • Frenzy the Gengar gets 3 MC and 1 KOC
    • Soundwave the Starmie gets 3 MC
    • Lord Loss the Revenankh gets 2 MC and 1 DC (unless its DC is already 5/5 fsr, in which case it gets 3 MC)
  • Its_A_Random gets 3 CC
    • Capers the Gliscor gets 3 MC and 2 KOC
    • Sleast the Gastrodon gets 3 MC and 2 KOC
    • Utilitand the Fidgit gets 3 MC
    • motoR the Rotom gets 3 MC
    • If any of Its_A_Random's pokemon have full movepools already, replace each applicable pokemon's MC reward with 5 CC
  • Objection gets (9+(5/2))=11.5 UC
 
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