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Completed Singles battle between two beginners, Nightrise Vs. Moai

Discussion in 'ASB' started by rickheg, Jun 1, 2012.

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  1. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    Alright, let's check out the rules for this beginner's battle;

    And now, for the all-important pokemon that will be duking it out in this battle here today!!

    First, the team from the man who laid down the challenge, Moai;
    Zigzagoon (open)

    [​IMG]
    Zigzagoon(*) Bolt (M)
    Nature: Adamant (+1 Atk, -1 SpA)
    Type:
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Pick Up: [Innate] This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
    Gluttony: [Innate] This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
    Quick Feet [DW - Locked]: [Innate] This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

    Stats:
    HP: 90
    Atk: Rank 3 (+)
    Def: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 60
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 11

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

    Attacks:
    Tackle (*)
    Growl (*)
    Tail Whip (*)
    Headbutt (*)
    Sand-Attack (*)
    Odor Sleuth (*)
    Mud Sport (*)
    Pin Missile (*)

    Rock Climb (*)
    Simple Beam (*)
    Pursuit (*)

    Thunder Wave (*)
    Dig (*)
    Swagger (*)


    Trapinch (open)

    [​IMG]
    Trapinch(*) Buzz (F)
    Nature:
    Type: Hasty (+15% Speed, +5% Accuracy, -1 Def)
    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:
    Hyper Cutter: [Innate] This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
    Arena Trap: [Innate] This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
    Sheer Force [DW - Locked] : [Innate] This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

    Stats:
    HP: 90
    Atk: Rank 4
    Def: Rank 1 (-)
    SpA: Rank 2
    SpD: Rank 2
    Spe: 12 (+)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

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

    Attacks:
    Bite (*)
    Sand Attack (*)
    Faint Attack (*)
    Sand Tomb (*)

    Quick Attack (*)
    Endure (*)
    Bug Bite (*)

    Earthquake (*)
    Dig (*)
    Rock Slide (*)


    And now, here's the team of the accepting competitor, Nightrise;
    Quise the Golett (open)

    [​IMG]
    Golett(Quise)(Male)*
    Type:Ghost/Ground
    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.
    Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
    Nature: Adamant(+Atk, -SpA)


    Stats:
    HP: 90
    Atk: Rank 4(+)
    Def: Rank 2
    SpA: Rank 1(-)
    SpD: Rank 2
    Spe: 35
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 13

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


    Level-up Moves
    Pound*
    Astonish*
    Defense Curl*
    Mud-Slap*
    Rollout*
    Shadow Punch*
    Iron Defense*
    Mega Punch*
    Magnitude*
    Dynamic Punch*
    Night Shade*
    Curse*
    Earthquake
    Hammer Arm

    TM/HM Moves
    Toxic
    Protect*
    Rock Slide*
    Substitute*

    Total Moves:16

    Abilities
    Iron Fist:
    Type: Innate
    The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

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

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

    Sesi the Mudkip (open)

    [​IMG]
    Mudkip(Sesi)(Female)*
    Type: Water
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Nature: Quiet(+SpA, -Speed)


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

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

    Level up Moves
    Tackle*
    Growl*
    Mud-Slap*
    Water Gun*
    Bide*
    Foresight*
    Mud Sport*

    Egg Moves
    Counter*
    Mirror Coat*
    Wide Guard*

    TM/HM Moves
    Toxic*
    Ice Beam*
    Dig*
    Waterfall

    Total Moves: 14

    Abilities
    Torrent:
    Type: Innate
    When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
    Damp:
    Type: Innate
    This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.


    Alright, since Moai laid down the challenge, he sends out his first pokemon. Then Nightrise will send out his first pokemon and issue his actions. Then, Moai will issue actions, then I will ref.

    Moai, your first pokemon, please!
  2. Moai

    Moai

    Joined:
    May 31, 2012
    Messages:
    55
    Go! Bolt!
  3. Nightrise

    Nightrise

    Joined:
    Oct 9, 2011
    Messages:
    51
    Quise, I need your power right now!

    Hammer Arm| Mud-Slap| Defense Curl
  4. Moai

    Moai

    Joined:
    May 31, 2012
    Messages:
    55
    A Ghost-Type will be a tough opponent for you, Bolt, but I trust you'll be able to pull through.

    Dig ~ Odor Sleuth ~ Rock Climb
  5. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    [​IMG]
    90 HP
    100 Energy

    Vs.

    [​IMG]
    90 HP
    100 Energy

    I'm sorry, I'm rushed for time. Work decided to change my schedule around on me. There will be flavor moving forward.

    Data (open)
    Zigzagoon
    Dig
    RNG roll to crit; 7070 = no crit
    [8 + (3 - 2)*1.5] = 9.5 Damage, 10 Energy

    Odor Sleuth
    5 Energy

    Rock Climb
    RNG roll to crit; 732 = no crit
    RNG roll for effect; 9865 = no confusion
    [9 + 3 + (3 - 2)*1.5] = 10.5 Damage, 6 Energy

    Golett
    Hammer Arm
    miss, 7 Energy

    Mud-Slap
    RNG roll to crit; 5742 = no crit
    [4 + 3 + (1 - 2)*1.5] = 5.5 Damage, 2 Energy

    Defense Curl
    5 Energy


    [​IMG]
    95 HP
    79 Energy
    Odor Sleuth (4a)

    Vs.

    [​IMG]
    70 HP
    86 Energy
    +1 Def

    Moai, you're up!
  6. Moai

    Moai

    Joined:
    May 31, 2012
    Messages:
    55
    That trickery kept us fighting a bit longer, let's take advantage of it!

    Headbutt ~ Rock Climb ~ Headbutt
    If Fighting-type attack, then use Dig.
  7. Nightrise

    Nightrise

    Joined:
    Oct 9, 2011
    Messages:
    51
    Due to an IRC that leads me under the impression that your substitute is invalid, I make the following actions

    Hammer Arm - Hammer Arm - Hammer Arm
  8. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    [​IMG]
    95 HP
    79 Energy
    Odor Sleuth (4a)

    Vs.

    [​IMG]
    70 HP
    86 Energy
    +1 Def

    That is unfortunately, an invalid sub. If you had specified Hammer Arm, it would be valid. So, Nightrise is correct, and I will have to ignore the sub.

    Alright, let's the match going again! Bolt, still able to smell Quise into a solid form, runs as fast as he can into Quise, ducking his head at the last second, nailing the Golett with a Headbutt. Ouch, that looks like it hurt! Quise can't get over the shock of being hit with a headbutt, and flinches, unable to act! How dreadful!

    Bolt continues his normal assault against the typically-immune ghost, and for no explicable reason starts Climbing the Rocks nearby. Why Bolt would do such a thing in the middle of a fight is beyond me. Quise puts an end to the nonsense and brings down the Hammer Arm on Bolt. However, Quise is so upset about Bolt just ignoring the battle that he is now confused!

    Bolt keeps up his haxxing ways, and rams into Quise with another Headbutt. And in a case of true deja-vu, the Headbutt causes Quise to flinch again. Such a haxxy Zigzagoon!

    Data (open)
    Zigzagoon
    Headbutt
    RNG roll to crit; 5453 = no crit
    RNG roll for effect; 1799 = flinch
    [7 + 3 + (3 - 2)*1.5] - 1.75 = 9.75 Damage, 4 Energy

    Rock Climb
    RNG roll to hit; 1547 = hit
    RNG roll to crit; 8321 = no crit
    RNG roll for effect; 1131 = confusion
    RNG roll for duration; (1,2,3/3) 3 = 4-Turn Confusion
    [9 + 3 + (3 - 2)*1.5] - 1.75 = 11.75 Damage, 6 Energy

    Headbutt
    RNG roll to crit; 8640 = no crit
    RNG roll for effect; 2612 = flinch
    [7 + 3 + (3 - 2)*1.5] - 1.75 = 9.75 Damage, 4 Energy

    Golett
    Hammer Arm
    flinch

    Hammer Arm
    RNG roll for confusion; 3592 = success
    RNG roll to hit; 2208 = hit
    RNG roll to crit; 6684 = no crit
    [10 + (4 - 2)*1.5]*1.5 = 19.5 Damage, 7 Energy

    Hammer Arm
    flinch


    [​IMG]
    76 HP
    65 Energy
    Odor Sleuth (1a)

    Vs.

    [​IMG]
    39 HP
    79 Energy
    Confusion (3a)

    Nightrise, you're up!
  9. Nightrise

    Nightrise

    Joined:
    Oct 9, 2011
    Messages:
    51
    You don't even know how much this match pisses me off.

    Hammer Arm x3

    IF he uses Dig, then use Earthquake.
  10. Moai

    Moai

    Joined:
    May 31, 2012
    Messages:
    55
    (Sorry for that luck, but it can't be helped. Also, I seem to have forgotten it needs to be offensive-fighting type attack, rather than just fighting-type attack. Sorry for that confusion!)

    Keep up the good work, Bolt!

    Headbutt ~ Odor Sleuth ~ Headbutt
  11. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    I am late with this reffing, and I apologize.

    [​IMG]
    76 HP
    65 Energy
    Odor Sleuth (1a)

    Vs.

    [​IMG]
    39 HP
    79 Energy
    Confusion (3a)

    I will edit flavor in tonight when I get out of work. I am rushing this, so there may be mistakes. Be sure to look everything over and point out anything that seems out of place.

    Data (open)
    Zigzagoon
    Headbutt
    RNG roll to crit; 4575 = no crit
    RNG roll for effect; 9160 = no flinch
    [7 + 3 + (3 - 2)*1.5] = 11.5 Damage, 8 Energy

    Odor Sleuth
    5 Energy

    Headbutt
    RNG roll to crit; 1932 = no crit
    RNG roll for effect; 6970 = no flinch
    [7 + 3 + (3 - 2)*1.5] = 11.5 Damage, 4 Energy

    Golett
    Hammer Arm
    RNG roll for confusion; 4197 = success
    RNG roll to hit; 5218 = hit
    RNG roll to crit; 7013 = no crit
    [10 + (4 - 2)*1.5]*1.5 = 19.5 Damage, 7 Energy

    Hammer Arm
    RNG roll for confusion; 6973 = hit self
    [4 + (4 - 2)*1.5] = 7 Damage, 3 Energy

    Hammer Arm
    RNG roll to hit; 4571 = hit
    RNG roll to crit; 4132 = no crit
    [10 + (4 - 2)*1.5]*1.5 = 19.5 Damage, 7 Energy


    [​IMG]
    37 HP
    48 Energy
    Odor Sleuth (4a)

    Vs.

    [​IMG]
    9 HP
    62 Energy

    Moai, you're up next!
  12. Moai

    Moai

    Joined:
    May 31, 2012
    Messages:
    55
    Here's hoping I was able to figure out that damage calculator well enough.

    Tackle ~ Headbutt ~ Tackle
    If he uses Protect, then use Chill, and move actions down.
  13. Moai

    Moai

    Joined:
    May 31, 2012
    Messages:
    55
    I think I will go ahead and disqualify Nightrise now. This is taking too long!
  14. rickheg

    rickheg

    Joined:
    Aug 31, 2009
    Messages:
    2,533
    Alright, then, Nightrise is disqualified, Moai wins!

    Prizes;

    Moai; 2 CC
    Zigzagoon; 1 EC, 2 MC, 1 DC
    Trapinch; 1 EC, 2 MC, 1 DC

    rickheg; 1 UC
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