Round 3: IAR vs Objection in the semifinals doubles match!

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#1
Welcome, welcome, welcome, to what is certain to be an incredibly exciting match! In one corner, weighing in at I have absolutely no idea pounds (or kilograms, as it were), we have the mean lean Ground-type machine, It's AAAAAAAAAA RANDOOOOOOMMM!! *crowd cheers enthusiastically*
And in the other corner, weighing in at how the fuck should I know pounds (or kilograms... again... grumble grumble metric grumble...) we have the same guy who eliminated me from the tournament with sheer skills, OOOOOOOOOOOBJECTION!! *crowd cheers enthusiastically again*

Now folks, even though you probably all know them by now, here are the rules for this match:
Da rulez said:
4v4 Doubles
-ASB Arena
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs (explained later)
-Self-KO clause; in the event of a double KO to end the match, the Pokemon that KOed itself through whatever means (self-KOing move, energy exhaustion, etc) loses.
Both IAR and Objection requested Switch = Ok for this match, and so it shall be! And now, let's see what these trainers brought to battle each other!
Its_A_Random said:

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): (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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round 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 (96/96)
PHYSICAL
Acrobatics
Aerial Ace
Aqua Tail
Brick Break
Bug Bite+
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
Sky Uppercut+
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 (-10% Evasion) (NC)

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): (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 and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mould Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (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: 0
DC: 5/5

ATTACKS (74/104)
PHYSICAL
Acrobatics
Body Slam
Bulldoze+
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 (R)
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
Sandstorm+
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Tailwind
Taunt
Torment+
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 (53/53)
PHYSICAL
Astonish
Facade
Frustration
Natural Gift
Return
Secret Power
Sucker Punch
Thief

SPECIAL
Charge Beam
Dark Pulse
Discharge
Dream Eater
Electro Ball
Electroweb+
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
Objection said:

Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)

Type: Fire/Flying
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 42

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

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

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower
Fire Spin+

Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch
Focus Punch+

Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
Aerial Ace
Substitute
Hidden Power Ice 7
Endure
Flame Charge

ThunderPunch
Blast Burn

Hydreigon [Maleficent] (F)
Nature: Hasty (+Speed, -Defence)

Type: Dark/Dragon
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.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 113 (+) (Accuracy boost: 15% (14.677011494252873563218390804598% unrounded))
Size Class: 4
Weight Class: 5
Base Rank Total: 22
Moves: 36

EC: 9/9
MC: 0

Abilities:
Levitate: (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.

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
DragonBreath
Roar
Crunch
Double Hit
Dragon Pulse
Outrage
Tri Attack
Dragon Rush
Scary Face

Dark Pulse
Earth Power
Ice Fang
Thunder Fang
Head Smash

Taunt
Protect
Thunder Wave
Fire Blast
Rock Slide
Acrobatics
U-Turn
Hidden Power Grass 7
Earthquake
Reflect
Torment
Focus Blast
Surf
Dragon Tail
Substitute
Fly

Draco Meteor

Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)

Type: Ghost
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 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 43

EC: 9/9
MC: 1

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
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight

Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge

Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute
Sleep Talk+
Bulldoze+

DynamicPunch
Sucker Punch
Counter
Endure

Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

Type: Flying/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 45

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

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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW UNLOCKED): (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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Rain Dance
Heat Wave
Hurricane
Hyper Voice
Sky Drop
Work Up
Rest
Superpower

Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin
Confuse Ray
Haze
Memento

Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect
Hidden Power Ice 7
Focus Blast
Protect
Double Team
Swagger
Grass Knot+
Flash+
Hyper Beam+

After You+
Tailwind+

Dispel
Now that I have the time, I should probably explain my situation. A bunch of people from my family are coming over for an early celebration of Rosh Hashanah, and my parents are making me do a ton of shit to prepare. They're leaving Thursday, so after that, I should be able to ref easily, but until then, expect delays. EDIT: Well, I'm retarded. PM me the starting mons, then coinflip which may or may not be the same... Grumble grumble I'm so damn stupid grumble grumble...

PM me your starting mons!
 
#3
-goes back to the mic after an unbearably long pause-
Wait, why the hell is everyone still here? Did you... did you all sleep here overnight? You people are weird. Well... now that our trainers have chosen what they will be starting with, here are the leading mons!

Team IAR:

Utilitand
HP: 100
EN: 100
3/4/3/3/105

motoR
HP: 90
EN: 100
2/4/5/4/87

Team Objection:

Maleficent
HP: 100
EN: 100
4/2/5/3/113/ +15% Acc

Oogie Boogie
HP: 90
EN: 100
4/5/4/5/39/ -10 Eva

Wow, what strong Pokemon! Ladies and gentleman, this is sure to be one hell of a fight! And now, the coin toss, with an Australian dollar coin for a head and a British Pound Sterling coin for a tail, let's see who orders first! (1 = IAR, 2 = Obj) (result: 1)

Oh cool, an antique coin!
IAR orders first!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#4
Rest assured, the tl;dr shit you are about to read has been worded so it can be legal...Although I admit, it is pushing it...

"Predict THIS!"

Utilitand: Taunt (Oogie Boogie) > Substitute (15 HP) > Dig (Oogie Boogie)
(Once Only) IF Oogie Boogie uses Brick Break successfully, AND you are not Taunted, AND Maleficent does not use Taunt (Utilitand) that action, THEN use Encore (Oogie Boogie) next action.
IF you are Taunted when you are to use Substitute (15 HP), THEN use Sludge Bomb (Maleficent) that action.

motoR: Light Screen > Electroweb > Discharge
IF you are Taunted when you are to use Light Screen, THEN use Discharge that action.
(Once Only) IF Oogie Boogie uses Brick Break successfully, AND you are not Taunted, AND Maleficent does not use Taunt (motoR) that action, AND Maleficent does not use Taunt (motoR) next action, AND Utilitand does not use Encore next action, THEN use Discharge that action, AND use Light Screen next action.
 
#6
SO. MANY. ANDS.

Pre-Round stats:
Team IAR:

Utilitand
HP: 100
EN: 100
3/4/3/3/105

motoR
HP: 90
EN: 100
2/4/5/4/87

Team Objection:

Maleficent
HP: 100
EN: 100
4/2/5/3/113/ +15% Acc

Oogie Boogie
HP: 90
EN: 100
4/5/4/5/39/ -10 Eva

Speed order: Maleficent -> Utilitand -> motoR -> Oogie Boogie
Action 1
Taunt -> Oogie Boogie (12 EN)
Oogie was taunted!

Taunt -> Utilitand (9 EN)
Utilitand was taunted!

motoR used Light Screen! (8 EN)
IAR's team is protected by Light Screen!

Icy Focus Punch -> motoR ((10+6)1.5 = 24 EN)
RNG roll (to crit, <=625 crit) 7283 = no crit
RNG roll (to freeze, <=1000 freeze) 1528 = no freeze
((15+8)+(4-4)1.5)(1.5) = 34.5 DMG

Action 2
Maleficent flew up high! (11 EN)

Sludge Bomb -> Maleficent (6 EN)
But it missed!

Electroweb -> Both (7 EN)
Maleficent avoided the attack!
Oogie: RNG roll (to crit) 5749 = no crit
((6x.75)+3+(5-5)1.5) = 7.5 DMG
Oogie's speed fell!

Oogie Boogie must cool down!

Fly -> Utilitand
RNG roll (to crit) 282 = crit
(9+3+(4-4)1.5) = 12 DMG

Action 3
U-Turn -> motoR (5 EN)
RNG roll (to crit) 9166 = no crit
(7+(4-4)1.5)(1.5) = 10.5 DMG

Utilitand dug underground! (11 EN)

Discharge -> All (7 EN)
Utilitand avoided the attack!
Maleficent: RNG roll (to crit) 1418 = no crit
RNG roll (to para, <=3000 para) 2170 = para
((8x.75)+3+(5-3)1.5)(.67) = 8 DMG
Maleficent was paralyzed! (20%)
Oogie:
RNG roll (to crit) 7891 = no crit
RNG roll (to para) 2237 = para
(6+3+(5-5)1.5) = 9 DMG

Oogie was paralyzed! (20%)

RNG roll (for full para, <=2000 para) 5200 = no para
Bulldoze -> All (5 EN)
It doesn't affect Maleficent...
It doesn't affect motoR...
Utilitand: RNG roll (to crit) 8276 = no crit
((12x.75)+(4-4)1.5)(1.5) = 13.5 DMG
Utilitand's Speed fell!

Dig -> Oogie
RNG roll (to crit) 6470 = no crit
(8+3+(3-5)1.5) = 8 DMG

Maleficent was withdrawn! Hades was sent out!


And without any going over DQ, our trainers have issued their actions and begun the fight! IAR starts off the match with a Prankster-boosted Taunt at Oogie Boogie, cursing out his mom like a 10-year-old on XBox Live, and it enrages the Ghost-type, making it get ready to smash in as much face as he can with his fists! However, it appears that Oogie's Pressure is beginning to show its effects, and that might just be a thorn in IAR's side later on! Objection, realizing how much a threat that Prankster can really be, orders Maleficent to put Utilitand's girlfriend in a 100-year coma, enraging him too! What dicks these Pokemon are! Meanwhile, motoR the eht Rotom decides to go on the defensive and sets up a screen of light all around him and Utilitand, but it doesn't look like it is going to do much, as when Oogie Boogie lets loose his rage, his concentration, and an icy aura, he simply passes through it and pounds motoR with such force that he goes flying back dozens of feet (meters...), taking a massive amount of damage!

Seeing IAR's team prepare their attacks, Maleficent flies up into the sky, and Utilitand's dark ball of explosive toxic sludge sails harmlessly under her! motoR then summons its inner Bug-type and spits out a sticky web of electricity, which shocks Oogie a tiny bit, dealing only a marginal amount of damage, but still slowing it down a bit! And it looks like that wicked combination left Oogie just completely helpless this round, as right now, he's just staring at the ground regaining his breath... wait, do Ghost-types even need to breathe? I'm so confused... Aaaanyways, Maleficent is now descending, and it looks like he's going to deal a lot of damage to... Utilitand? All right, why not. I guess Objection knew that he was going to score a critical hit with this one, and just went with it!

Seeing that she doesn't really have an advantage against these opponents, Maleficent takes Peppy Hare's less-quoted by fans, oft-quoted by him advice and does a U-Turn, dealing a good amount of damage to motoR in the process! Utilitand then digs underground and starts tunneling towards Oogie, but by the look on Objection's face, it looks like he's planning something! MotoR, desperate to finally get a good amount of damage off, lets loose a giant discharge of electricity, not dealing too much damage to either of Objection's Pokemon, but it manages to paralyze both of them in the process! What a stroke of luck! However, its not all good for IAR, as Oogie lets off a pulse of energy that bulldozes straight over Utilitand, dealing quite a bit of damage to the Poison-type! Even worse, when Utilitand pops out and attacks, Oogie just shrugs off the damage!

With Maleficent gone and Hades in, it doesn't look so good for IAR, but will he find a way out of this predicament? Find out folks!

Post-Round stats:
Team IAR:

Utilitand
HP: 74
EN: 71
3/4/3/3/105
Taunted (3a)
-1 Spe
Light Screen (3a)

motoR
HP: 45
EN: 78
2/4/5/4/87
Light Screen (3a)

Team Objection:

Hades
HP: 100
EN: 100
4/2/4/3/100

Oogie Boogie
HP: 65
EN: 71
4/5/4/5/39/ -10 Eva
Paralyzed (15%)
Taunted (3a)
-1 Spe

Maleficent
HP: 92
EN: 75
4/2/5/3/113/ +15% Acc
Paralyzed (20%)


Objection orders first
 
#7
Just saying, since Hydreigon switched out, shouldn't its paralysis remain at 20%?

Hades: Flame Charge (motoR) - Will-O-Wisp (motoR) - Flame Charge (motoR)
If Utilitand uses Smack Down on you and you do not have a substitute up, change that action to Substitute (20 HP) and push actions back.
If motoR uses Thunder Wave on you and you do not have a substitute up and the above substitution does not kick in, change that action to Substitute (15 HP) and push actions back.
If motoR gets KO'd, redirect all attacks aimed at motoR to Utilitand.

Oogie Boogie: Fire Punch (motoR) - Ice Punch (motoR) - Fire Punch (motoR)
If motoR uses a protective/evasive move and did not use a protective/evasive move on the previous action, change that action to Earthquake.
If motoR has a Double Team up on your turn, change your action to Shadow Punch (motoR).
If motoR gets KO'd, replace all remaining actions with Earthquake.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#8

"I expected exactly that kind of move!"

Utilitand: Rock Slide > Stone Edge (Hades) > Rock Slide

motoR: Volt Switch (Hades) > Pain Split (Oogie Boogie) > Thunderbolt (Hades)
 
#9
Paralysis percentage has been fixed, and it looks like Hades is so screwed right now...

Pre-Round stats:
Team IAR:

Utilitand
HP: 74
EN: 71
3/4/3/3/105
Taunted (3a)
-1 Spe
Light Screen (3a)

motoR
HP: 45
EN: 78
2/4/5/4/87
Light Screen (3a)

Team Objection:

Hades
HP: 100
EN: 100
4/2/4/3/100

Oogie Boogie
HP: 65
EN: 71
4/5/4/5/39/ -10 Eva
Paralyzed (15%)
Taunted (3a)
-1 Spe

Speed order: Utilitand -> Hades -> motoR -> Oogie
Action 1
Rock Slide -> Both (8 EN)
Hades: RNG roll (to hit, <=9000 hit) 1980 = hit
RNG roll (to crit) 8206 = no crit
RNG roll (to flinch, <=3000 flinch) 4374 = no flinch
(6+(3-2)1.5)(2.25) = 16.875 DMG
Oogie: RNG roll (to crit) 1246 = no crit
RNG roll (to flinch) 9748 = no flinch
(6+(3-5)1.5) = 3 DMG

Flame Charge -> motoR (4 EN)
RNG roll (to crit) 4886 = no crit
(5+3+(4-4)1.5)(1.5) = 12 DMG
Hades' Speed rose!

Volt Switch -> Hades (4 EN)
RNG roll (to crit) 6972 = no crit
(7+3+(5-3)1.5)(1.5) = 19.5 DMG

RNG roll (for full para, <=1500 para) 5551 = no para
Fire Punch -> motoR (6 EN)
RNG roll (to crit) 6328 = no crit
RNG roll (to burn) 4648 = no burn
(8+(4-4)1.5)(1.5) = 12 DMG

Action 2
Will-o-Wisp -> motoR (6 EN)
RNG roll (to hit, <=7500 hit) 5145 = hit
motoR was burned!

Stone Edge -> Hades (7 EN)
RNG roll (to hit, <=8000 hit) 1080 = hit
RNG roll (to crit, <=1250 crit) 524 = crit
(10+3+(3-2)1.5)(2.25) = 32.625 DMG

Pain Split -> Oogie Boogie (8+(62-21)/3 = 22 EN)
(62+21)/2 = 41.5
Oogie took 20.5 DMG!
motoR gained 20.5 HP!

RNG roll (for full para) 4373 = no para
Ice Punch -> motoR (6 EN)
RNG roll (to crit) 1630 = no crit
RNG roll (to burn) 4952 = no burn
(8+(4-4)1.5)(1.5) = 12 DMG

Burn -> motoR (2 DMG)

Action 3
Flame Charge -> motoR (4 EN)
RNG roll (to crit) 151 = crit
(5+3+3+(4-4)1.5)(1.5) = 16.5 DMG
Hades' Speed rose!

Rock Slide -> Both (8 EN)
Hades: RNG roll (to hit) 4428 = hit
RNG roll (to crit) 348 = crit
(6+3+(3-2)1.5)(2.25) = 23.625 DMG
Oogie: RNG roll (to crit) 7421 = no crit
RNG roll (to flinch) 7993 = no flinch
(6+(3-5)1.5) = 3 DMG

Thunderbolt -> Hades (6 EN)
RNG roll (to crit) 3573 = no crit
(10+3+(5-3)1.5)(1.5) = 24 DMG
Hades fainted!

RNG roll (for full para) 4276 = no para
Fire Punch -> motoR (6 EN)
RNG roll (to crit) 744 = no crit
(8+(4-4)1.5)(1.5) = 12 DMG
motoR fainted!


Sorry for the lack of flavor guys, but I have three other matches to ref and an hour to ref them in. :/

Post-Round stats:
Team IAR:

Utilitand
HP: 74
EN: 48
3/4/3/3/105

motoR
HP: -1
EN: KO
2/4/5/4/87

Team Objection:

Hades
HP: -17
EN: KO
4/2/4/3/100

Oogie Boogie
HP: 38
EN: 53
4/5/4/5/39/ -10 Eva
Paralyzed (10%)

Maleficent
HP: 92
EN: 75
4/2/5/3/113/ +15% Acc
Paralyzed (20%)


Objection sends out his next mon
IAR sends out his next mon and orders

I'm not entirely sure if the order of actions is correct, feel free to flame me if I'm wrong though.

IAR EDIT: This is correct, do not worry
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#11
Just a heads up - Fidgit should still be at -1 Speed due to the 4 Actions not passing since Fidgit's speed was lowered. Whether Fidgit is supposed to be at -1 Speed or not does affect my orders.

"Alright Capers, time to dance!"

Utilitand: Earth Power (Oogie Boogie) > Air Slash (Oogie Boogie) > Earth Power (Oogie Boogie)
IF Scar uses Protect (Oogie Boogie) successfully, THEN use Acrobatics (Scar) that action.
IF Scar does not use Taunt (Utilitand), AND you are not Taunted, THEN use Taunt (Oogie Boogie) on the first instance.
IF Oogie Boogie faints, THEN replace all remaining actions with Acrobatics (Scar).

Capers: Acrobatics (Oogie Boogie) > Sky Attack (Oogie Boogie) > Acrobatics (Oogie Boogie)
IF Scar uses Protect (Oogie Boogie) successfully, THEN re-direct your current attack to Scar.
IF Oogie Boogie uses (Damaging Ice Combo) (Capers), AND you are not Taunted, THEN use Dig (Suspend) that action, Dig (Release, Oogie Boogie) the next.
IF Oogie Boogie faints, THEN re-direct all remaining actions to Scar.
 
#12
Scar: Taunt (Utilitand) - Earth Power (Utilitand) - Earth Power (Utilitand)
If Oogie Boogie is fully paralysed on action 1, change action 2 to Protect (Oogie Boogie).

Oogie Boogie: Pain Split (Utilitand) - Will-O-Wisp (Capers) - Psychic (Utilitand)
If you are fully paralysed on action 1, change action 2 to Pain Split (Utilitand).
 
#13
One of the most hated Pokemon in all ASB and IAR's signature friend take the stage... this should be very, very good.

Pre-Round stats:
Team IAR: AAOX

Utilitand
HP: 74
EN: 48
3/4/3/3/105
-1 Spe

Capers
HP: 100
EN: 100
3/5/1/3/110/ +14% Acc

Team Objection: AAOX

Scar
HP: 110
EN: 100
1/3/5/3/85

Oogie Boogie
HP: 38
EN: 53
4/5/4/5/39/ -10 Eva
Paralyzed (10%)

Speed order: Capers -> Scar -> Utilitand -> Oogie Boogie
Action 1
Taunt -> Utilitand (10 EN)
Utilitand fell for the taunt!

Acrobatics -> Oogie (8 EN)
RNG roll (to crit) 6670 = no crit
(11+3+(3-5)1.5) = 11 DMG

Earth Power -> Oogie Boogie (8 EN)
RNG roll (to crit) 4626 = no crit
RNG roll (to lower SpD) 6002 = no lower
(9+3+(3-5)1.5) = 9 DMG

RNG roll (for full para, <=1000 para) 4381 = no para
Pain Split -> Utilitand (6+((74-18)/3) = 25 EN)
((74+18)/2 = 46)
Oogie gained 25 HP
Utilitand took 25 DMG!

Action 2
Capers was cloaked in a harsh light! (11 EN)

Earth Power -> Utilitand (7 EN)
RNG roll (to crit) 328 = crit
RNG roll (to lower SpD) 9448 = no lower
(9+3+(5-3)1.5)(1.5) = 22.5 DMG

Air Slash -> Oogie (6 EN)
RNG roll (to crit) 4375 = no crit
RNG roll (to flinch, <=3000 flinch) 8908 = no flinch
(8+(3-5)1.5) = 5 DMG

RNG roll (for para) 9842 = no para
Will-o-Wisp -> Capers (7 EN)
RNG roll (to hit, <=7500 hit) 1385 = hit
Capers was burned!

Sky Attack -> Oogie
RNG roll (to crit) 4953 = no crit
(11+3+(3-5)1.5) = 11 DMG

Burn -> Capers (2 DMG)

Action 3
Acrobatics -> Oogie (8 EN)
RNG roll (to crit) 2936 = no crit
(8+3+(3-5)1.5) = 8 DMG

Earth Power -> Utilitand (11 EN)
RNG roll (to crit) 8894 = no crit
RNG roll (to lower SpD) 1927 = no lower
(9+(5-3)1.5)(1.5) = 18 DMG

Earth Power -> Oogie Boogie (8 EN)
RNG roll (to crit) 9508 = no crit
RNG roll (to lower SpD) 6415 = no lower
(9+3+(3-5)1.5) = 9 DMG

RNG roll (for full para) 2660 = no para
Psychic -> Utilitand (5+(4/2) = 7 EN)
RNG roll (to crit) 3863 = no crit
(10+(4-3)1.5)(1.5) = 17.25 DMG
Utilitand fainted!

Burn -> Capers (2 DMG)


And this exciting round starts off with the ever-prank-loving trickster Scar yelling at Utilitand that it was actually his fault that Mufasa is dead, and because that is one the saddest movie moments ever, Utilitand takes it to heart and begins plotting his attacks! However, Capers beats him to the punch as he pulls off some Nightwing-esque moves and clamps down on Oogie with one of his claws, and it looks like the threads are coming apart on Oogie, and some of the bugs inside can start being seen! Good thing they're not creeping out of his skin, or we'd surely lose the audience, which is always the most important part of ASB, because that's who pays me afterwards! Utilitand then slaps the ground and a rift opens up beneath him and soars to Oogie, and the energy blasting from the rift hurts him even more! Almost at the point of fainting, Oogie gathers up almost all the energy he has left and shares some pain with Utilitand, sucking up all the HP he can, and it was actually quite a lot, as not only are all the holes patched up, but he seemed to have healed a few scratches as well!

Capers then springs into action once more as he cloaks himself in a harsh white light and trains himself right at Oogie, but Scar has other things on his mind as he follows Utilitand's example and rips open another hole in the ground, but this time, it did almost twice the damage! It looks like it scored a critical hit on the poor thing, and is simply reeling in pain! However, that doesn't stop the Fidgit from slicing through the air and sending a current straight at Oogie, but with his newfound HP, it looks like it didn't even phase him in the slightest! Suddenly, Capers began launching himself at full speed at Oogie, but as fast as the slow ghost could, he launched a ball of fire at Capers, which turned the white aura red for a split second, making a dazzling dispaly for the audience, before it turned into a burn for capers! And it looks like its effects are showing almost immediately, as the Sky Attack obviously does less than IAR had hoped, and Oogie is back where he began in terms of HP!

Trying an old trick that worked before, Capers begins his acrobatic routine once more, but that burn is helping him at all, and not only does it take away from the viewers (they like flashiness, what can I say?), it takes away a lot from the attack as well, allowing Oogie to easily tank the hit! However, the same can't be said for Utilitand as Scar raises another rift in the earth! Luckily for him, it doesn't score a critical hit this time, but it looks like anything can knock him out with a light push! However, this doesn't stop him from being the power of the earth to Oogie once more, but as soon as the attack ends, the Dusknoir picks the Fidgit up and flings him around wildly before slamming him into the ground, finally knocking out one of IAR's prizes mons! However, it looks like Oogie is almost in the same situation, as his threads are coming loose once more, and it appears that he's about to run out of energy as well!

Post-Round stats:
Team IAR: XAOX

Utilitand
HP: -9
EN: KO
3/4/3/3/105

Capers
HP: 96
EN: 73
3/5/1/3/110/ +14% Acc
Burned (2 DPA, -3 BAP from physical attacks)

Team Objection: AAOX

Scar
HP: 110
EN: 72
1/3/5/3/85

Oogie Boogie
HP: 10
EN: 14
4/5/4/5/39/ -10 Eva
Paralyzed (5%)

Maleficent
HP: 92
EN: 75
4/2/5/3/113/ +15% Acc
Paralyzed (20%)


IAR automatically sends out Sleast the Gastrodon (no post needed)
Objection orders first
 
#15


Counterswitch? No? OK.

Maleficent: Hidden Power (Sleast) x 3
If Sleast uses Mirror Coat, change that action to Dragon Pulse (Capers).
If Sleast uses a damaging evasive move not as part of a combo and you still have the paralysis status, change that action to Combo: Hidden Power + Dragon Pulse (Sleast).

Oogie Boogie: Shadow Sneak (Sleast) x 3
If Sleast uses a protective/evasive move and Capers does not, change that action to Shadow Sneak (Capers).
If Sleast and Capers both use a protective/evasive move, change that action to Chill.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#16

"The fight-back begins!"

Sleast: Ice Beam (Maleficent) > Dive (Suspend) > Dive (Release, Oogie Boogie)

Capers: Torment (Oogie Boogie) > Sky Attack (Maleficent) > Taunt (Maleficent)
 
#17
Looks like shit might be goin dooooown

Pre-Round stats:
Team IAR: AAXX

Sleast
HP: 110
EN: 100
3/3/4/3/33/ -10 Eva

Capers
HP: 96
EN: 73
3/5/1/3/110/ +14% Acc
Burned (2 DPA, -3 BAP from physical attacks)

Team Objection: AAOX

Maleficent
HP: 92
EN: 75
4/2/5/3/113/ +15% Acc
Paralyzed (20%)

Oogie Boogie
HP: 10
EN: 14
4/5/4/5/39/ -10 Eva
Paralyzed (5%)

Speed order: Capers -> Sleast -> Maleficent -> Oogie
Action 1
RNG roll (for para, <=500 para) 4554 = no para
Shadow Sneak -> Sleast (3 EN)
RNG roll (to crit) 410 = crit
(4+3+3+(4-3)1.5) = 11.5 DMG

Torment -> Oogie (12 EN)
Oogie became subject to Torment!

Ice Beam -> Maleficent (7 EN)
RNG roll (to crit) 5967 = no crit
RNG roll (to freeze) 3038 = no freeze
(10+(4-3)1.5)(1.5) = 17.25 DMG

RNG roll (for full para, <=2000 para) 3657 = no para
Hidden Power -> Sleast (5 EN)
RNG roll (to crit) 5357 = no crit
(7+(5-3)1.5)(2.25) = 22.5 DMG

Burn -> Capers (2 DMG)

Action 2
Oogie can't use Shadow Sneak due to Torment!

Capers became cloaked in a harsh light! (9 EN)

Sleast dove underwater! (11 EN)

Sky Attack -> Maleficent
RNG roll (to crit) 2965 = no crit
RNG roll (to flinch, <=3000 flinch) 856 = flinch
(11+3+(3-3)1.5) = 14 DMG

Maleficent flinched!

Sleast is staying underwater! (6 EN)

Burn -> Capers (2 DMG)

Action 3

RNG roll (for para) 374 = para
Oogie couldn't move! He's fully paralyzed!

Taunt -> Maleficent (10 EN)
Maleficent fell for the Taunt!

Dive -> Oogie
RNG roll (to crit) 2473 = no crit
(8+3+(3-5)1.5) = 8 DMG

RNG roll (for full para) 6339 = no para
Hidden Power -> Sleast (5 EN)
RNG roll (to crit) 6738 = no crit
(7+(5-3)1.5)(2.25) = 22.5 DMG


Burn -> Capers (2 DMG)


And the shitton of hax that went on in this round, it seems that it didn't turn out right for either of our battlers! However, it looks like Sleast is quickly losing his health, and it looks like he might not be able to last much longer, but the same can still be said, and its a wonder that he's still alive at all!

Post-Round stats:
Team IAR: AAXX

Sleast
HP: 53
EN: 76
3/3/4/3/33/ -10 Eva

Capers
HP: 90
EN: 51
3/5/1/3/110/ +14% Acc
Burned (2 DPA, -3 BAP from physical attacks)

Team Objection: AAOX

Maleficent
HP: 60
EN: 65
4/2/5/3/113/ +15% Acc
Paralyzed (15%)
Taunted (5a)

Oogie Boogie
HP: 2
EN: 11
4/5/4/5/39/ -10 Eva

Scar
HP: 110
EN: 72
1/3/5/3/85
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#18

"Team...to work!"

Sleast: Recover > Ice Beam (Maleficent) > Ice Beam (Maleficent)
IF Maleficent is in the invulnerable stages of Fly when you are to use Ice Beam, THEN use Sandstorm on the first instance.
IF Maleficent uses (Damaging Grass Combo) (Sleast) successfully, THEN use Substitute (15 HP) that action, pushing actions back.

Capers: Acrobatics (Oogie Boogie) > Torment (Maleficent) > Chill
IF Maleficent is in the invulnerable stages of Fly when you are to use Torment, THEN use Chill that action, pushing actions back.
 
#19
Shouldn't Hidden Power have done 22.5 damage since Hydreigon's special attack rank is 5? I don't know if this affects Its_A_Random's orders at all.

IAR EDIT: This is correct, additionally, This does not affect my orders.
 
#21
Maleficent: Draco Meteor (Sleast) - Dragon Pulse (Capers) - Draco Meteor (Capers)
If you get fully paralysed, push actions back.

Oogie Boogie: Combo: Sucker Punch + Shadow Punch (Capers) - Cooldown (Ice Punch (Capers)) - Future Sight (Capers)
 
#22
Yay for suicides making it that much easier to ref!


Pre-Round stats:
Team IAR: AAXX

Sleast
HP: 53
EN: 76
3/3/4/3/33/ -10 Eva

Capers
HP: 90
EN: 51
3/5/1/3/110/ +14% Acc
Burned (2 DPA, -3 BAP from physical attacks)

Team Objection: AAOX

Maleficent
HP: 60
EN: 65
4/2/5/3/113/ +15% Acc
Paralyzed (15%)
Taunted (5a)

Oogie Boogie
HP: 2
EN: 11
4/5/4/5/39/ -10 Eva

Action 1
Suck-Shadow PAWNCH -> Capers ((4+6)1.5 = 15 EN)
RNG roll (to crit) 4526 = no crit
((4+6)+(4-5)1.5) = 8.5 DMG
Oogie fainted!

Acrobatics -> Oogie (8 EN)
But it failed!

Sleast used Recover! (2+(110/10) = 13 EN)
Sleast recovered 20 HP!

RNG roll (for full para, <=1500 para) 9807 = no para
Draco Meteor -> Sleast (9 EN)
RNG roll (to crit) 1801 = no crit
(14+3+(5-3)1.5) = 20 DMG
Maleficent's SpA fell!

Burn -> Capers (2 DMG)

Action 2
Torment -> Maleficent (10 EN)
Maleficent became subject to Torment!

Ice Beam -> Maleficent (7 EN)
RNG roll (to crit) 3481 = no crit
RNG roll (to freeze) 9340 = no freeze
(10+(4-3)1.5)(1.5) = 17.25 DMG


RNG roll for full para) 5863 = no para
Dragon Pulse -> Capers (6 EN)
RNG roll (for crit) 3894 = no crit
(9+3+(5-3)1.5)-3.5 = 11.5 DMG

Burn -> Capers (2 DMG)

Action 3
Capers chilled! (+12 EN)

Ice Beam -> Maleficent (11 EN)
RNG roll (to crit) 5394 = no crit
RNG roll (to freeze) 6723 = no freeze
(10+(4-3)1.5)(1.5) = 17.25 DMG


RNG roll (for full para) 2763 = no para
Draco Meteor -> Capers (9 EN)
RNG roll (to crit) 5617 = no crit
(14+3+(5-3)1.5)-3.5 = 16.5 DMG
Maleficent's SpA fell!

Burn -> Capers (2 DMG)


As we kick off yet another exciting round, the ailing Oogie Boogie takes one last look at Objection, who gives a quick nod of approval, before sending a shadow-filled fist flying through the air before sucker punching Capers, not dealing too much damage to the flying scorpion, but still catching the mon off-guard! However, it looks like that attack was just too much for the ghost, and Oogie Boogie finally falls! However, it seems that Capers failed to realize this, as he goes and displays a feat of acrobatics before slamming into Oogie's semi-limp body, but its just a waste of energy! And ref's discretion! While Capers shamefully flies back into his place, Sleast stands and gathers up a lot of his energy to heal himself, gaining a respectable amount of HP back! And it looks like its going to come in handy too, as Maleficent just roared into the sky, sending a barrage of energy-infused rocks from space right on Sleast's head, completely nullifying the recovery that the slug just went through! However, Sleast isn't the only one paying, as Maleficent already looks a little weakened by the attack!

Trying to gain the tactical advantage once more, Capers torments Maleficent with comments about her spamming moves, and it looks like Maleficent is running out of good moves to use! Even worse, Sleast sends out a frigid beam that strikes Maleficent right in his left head, causing her to reel back in pain! However, Maleficent won't give up the offense, and sends out a beam of dragon aura straight at Capers, causing a fair amount of damage, but nothing it can't handle!

Suddenly a bit tired, Capers lands on the ground for a minute and takes a few deep breaths, restoring a good amount of energy, before launching off again, ready to fight! Not wanting to fix something that ain't broken, Sleast fires off yet another icy beam of energy, but it looks like its taking as much a toll on Maleficent as it is on Sleast's energy! Still enraged, Maleficent cries to the heavens once more, but this time, the rocks head straight for Capers' head, causing his health to dip into the yellow! To make things worse, that burn in still chipping away at IAR's mon!

With both our competitors down to their last two Pokemon, will IAR be able to turn this around, or will the healthy Scar find a way to dominate the battlefield?!

Post-Round stats:
Team IAR: AAXX

Sleast
HP: 53
EN: 45
3/3/4/3/33/ -10 Eva

Capers
HP: 47
EN: 45
3/5/1/3/110/ +14% Acc
Burned (2 DPA, -3 BAP from physical attacks)

Team Objection: AAOX

Maleficent
HP: 25
EN: 41
4/2/5/3/113/ +15% Acc
Paralyzed (10%)
Taunted (2a)
Torment (4a)
-3 SpA

Oogie Boogie
HP: KO
EN: -4
4/5/4/5/39/ -10 Eva

Scar
HP: 110
EN: 72
1/3/5/3/85


Objection automatically sends out Scar the Tomohawk
Objection orders first
 
#25
So I decided to check on Dogfish44's battle, and things are going pretty badly for him, so it looks like Cruel Britannia is going out this round for sure. With that in mind ...

Maleficent: Combo: Hidden Power + Focus Blast (Sleast) - Cooldown (Combo: Hidden Power + Focus Blast (Sleast)) - Outrage
If Sleast uses Mirror Coat on the action when you are using your Hidden Power + Focus Blast combo, change that action to Combo: Dragon Rush + Double Hit (Sleast) and push actions back.
If Sleast uses Double Team, change that action to Earthquake and push actions back.

Scar: Taunt (Capers) - Combo: Hidden Power + Aura Sphere (Capers) - Cooldown (Combo: Hidden Power + Aura Sphere (Capers))
If Capers is in the invulnerable stage of Dig on the action when you are using your Hidden Power + Aura Sphere combo, change that action to Combo: Hidden Power + Earth Power (Capers) and push actions back.
If Capers uses Substitute on the action when you are using your Hidden Power + Aura Sphere combo and is not taunted, change that action to Taunt (Capers) and push actions back.
 
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