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Smogon ASB tournament round 3: Flamestrike vs. Alchemator

Discussion in 'Tournament Arena' started by The Wanderer, Sep 16, 2012.

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  1. The Wanderer

    The Wanderer

    Joined:
    Nov 2, 2011
    Messages:
    2,790
    Evening, ladies and gents! Tonight's battle is the third round of the ASB tourney - in particular, the singles division of the Carnivorous Apples and Cruel Britannia!

    Now then...let's meet tonight's warriors, shall we?

    Flamestrike: (NOTE: Flamestrike's teammates will be filling in for him for most, if not all, of this battle)
    Shadowstrike the Golurk (open)
    [​IMG][​IMG]
    Golurk(*) - Shadowstrike (U)
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Ground/Ghost
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Abilities:
    Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
    Klutz: (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
    No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 3 (+)
    SpD: Rank 3
    Spe: 47 (55/1.15v)
    Size Class: 5
    Weight Class: 7
    Base Rank Total: 18
    Total Moves: 39

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

    Attacks:
    Pound(*)
    Astonish(*)
    Defense Curl(*)
    Mud-Slap(*)
    Rollout(*)
    Shadow Punch(*)
    Iron Defense(*)
    Mega Punch(*)
    Magnitude(*)
    DynamicPunch
    Night Shade
    Curse
    Heavy Slam
    Earthquake(*)
    Hammer Arm(*)
    Focus Punch(*)

    Toxic
    Ice Beam
    Protect
    Rain Dance
    Telekinesis
    Safeguard
    SolarBeam
    Thunderbolt
    Return(*)
    Psychic
    Shadow Ball
    Brick Break
    Double Team
    Facade
    Rest
    Giga Impact
    Rock Polish(*)
    Flash
    Stone Edge
    Gyro Ball
    Rock Slide(*)
    Substitute
    Fly
    Grass Knot+
    Swagger+

    Magic Coat+
    Thunderpunch+
    Shockstrike the Cyclohm (open)
    [​IMG]
    Cyclohm - Shockstrike (M)
    Nature: Modest (+1 SpA, -1 Atk)
    Type: Electric/Dragon
    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.
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities:
    Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
    Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
    Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20
    Total Moves: 46

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

    Attacks:
    Weather Ball
    Whirlwind
    Bide
    Tackle
    Growl
    Leer
    Dragon Rage
    Charge
    ThunderShock
    Rain Dance
    Twister
    Double Hit
    Spark
    Sonicboom
    Discharge
    Slack Off
    Hyper Beam
    Dragon Pulse
    Hurricane
    Zap Cannon
    Tri Attack+

    Heal Bell
    Hydro Pump
    Magnet Rise
    Mud-Slap
    Power Gem+
    Signal Beam+

    Draco Meteor

    Roar
    Hidden Power Grass (7)
    Hail+
    Sunny Day
    Ice Beam
    Light Screen
    Protect
    Thunderbolt
    Thunder
    Double Team
    Flamethrower
    Fire Blast
    Torment
    Volt Switch
    Thunder Wave
    Dragon Tail
    Substitute
    Trick Room
    Surf

    Endure
    Mindstrike the Gallade (open)
    [​IMG][​IMG]
    Gallade - Mindstrike (M)
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Psychic/Fighting
    Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
    Justified (DW): (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.

    HP: 100
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 4
    Spe: 69 (80/1.15v)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21
    Total Moves: 73

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

    Attacks:
    Leaf Blade
    Night Slash
    Leer
    Growl
    Confusion
    Double Team
    Teleport
    Fury Cutter
    Slash
    Lucky Chant
    Magical Leaf
    Calm Mind
    Heal Pulse
    Swords Dance
    Psychic
    Psycho Cut
    Imprison
    Helping Hand
    Feint
    Protect
    Hypnosis
    Close Combat
    Stored Power

    Confuse Ray
    Destiny Bond
    Disable
    Encore
    Shadow Sneak
    Skill Swap

    Dual Chop
    Endure
    Fire Punch
    Ice Punch
    Icy Wind
    Knock Off
    Low Kick
    Magic Coat
    Mimic
    Mud-Slap
    Pain Split
    Role Play
    ThunderPunch
    Trick
    Vacuum Wave
    Zen Headbutt

    Taunt
    Light Screen
    Protect
    Telekinesis
    Safeguard
    Thunderbolt
    Earthquake
    Shadow Ball
    Brick Break
    Double Team
    Reflect
    Rock Tomb
    Torment
    Will-O-Wisp
    Stone Edge
    Thunder Wave
    Psych Up
    Rock Slide
    Poison Jab+
    X-Scissor
    Grass Knot
    Substitute
    Trick Room

    Focus Punch
    Snatch
    Drain Punch
    Sleep Talk

    Wish


    VS.

    Alchemator:
    Stevenson the Starmie (open)
    [​IMG][​IMG]
    Starmie [Stevenson] (N/A)
    • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
    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 attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Stats:

    HP: 90
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 3
    Spe: 133 (115*1.15^)
    Size Class: 2
    Weight Class: 4
    Base Rank Total: 19

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

    Abilities:
    • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
    • Natural Cure: (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 Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
    Attacks (46):
    Tackle (*)
    Harden (*)
    Water Gun (*)
    Rapid Spin (*)
    Recover (*)
    Camouflage (*)
    Swift (*)
    Aurora Beam (*)
    Supersonic (*)
    Barrier (*)
    Scald (*)
    Thunderbolt (*)
    Thunder Wave (*)
    Rain Dance
    Hydro Pump
    Thunder
    Blizzard
    Light Screen
    Reflect Type
    Power Gem
    Grass Knot
    Psyshock
    Reflect
    Hidden Power [Fire] [7]
    Double Team
    Substitute
    Bide
    Confuse Ray
    Protect
    Endure
    Ice Beam
    Psychic
    Minimize
    Pain Split
    Signal Beam
    Hyper Beam
    Cosmic Power
    Toxic
    Flash Cannon
    Dive
    Psych Up
    Zap Cannon
    Teleport
    Surf
    Flash
    Role Play
    Magic Coat+
    Shakespeare the Gallade (open)
    [​IMG][​IMG]
    Gallade [Shakespeare] (M)

    • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

    Type:

    • [Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
    • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 4 (+)
    SpA: Rank 2 (-)
    SpD: Rank 4
    Spe: 80
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 21

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

    Abilities:

    • Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
    • 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 (42):
    Growl
    Confusion
    Double Team
    Teleport
    Lucky Chant
    Magical Leaf
    Heal Pulse
    Calm Mind
    Disable
    Encore
    Will-o-Wisp
    Toxic
    Taunt
    Reflect
    Leaf Blade
    Night Slash
    Leer
    Fury Cutter
    Slash
    Swords Dance
    Close Combat
    Psycho Cut
    Pain Split
    ThunderPunch
    Shadow Sneak
    Fire Punch
    Protect
    Rock Slide
    Ice Punch
    Endure
    Imprison
    Snatch
    Feint
    Substitute
    X-Scissor
    Torment
    Aerial Ace
    Focus Punch
    Thunder Wave
    Low Kick

    Drain Punch+
    Trick Room+
    Dual Chop+
    Hypnosis+
    Orwell the Metagross (open)
    [​IMG][​IMG]
    Metagross [Orwell] (N/A)

    • Nature: Sassy (Adds one (1) Rank to Special Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)

    Type:

    • [Steel]: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    • [Psychic]: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 5
    SpA: Rank 3
    SpD: Rank 4 (+)
    Spe: 60 (70/1.15v)
    Size Class: 4
    Weight Class: 9
    Base Rank Total: 22

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

    Abilities:

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

    Attacks (46):
    Take Down
    Headbutt
    Iron Defense
    Iron Head
    Zen Headbutt
    Magnet Rise
    Metal Claw
    Confusion
    Scary Face
    Meteor Mash
    Earthquake
    Ice Punch
    ThunderPunch
    Psychic
    Hammer Arm
    Shadow Ball
    Pursuit
    Bullet Punch
    Agility
    Hidden Power [Fire] [6]
    Grass Knot
    Protect
    Rain Dance
    Rock Slide
    Reflect
    Light Screen
    Endure
    Double Team
    Gravity
    Hone Claws
    Aerial Ace
    Stealth Rock
    Hyper Beam
    Double-Edge
    Signal Beam
    Rock Smash
    Bulldoze
    Substitute
    Brick Break
    Signal Beam
    DynamicPunch
    Rest
    Sleep Talk
    Sludge Bomb
    Block
    Toxic+
    Giga Impact+
    Icy Wind+
    Telekinesis+

    Think well about which pokemon to open with. PM me your starters, and we'll get the fight going!
  2. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
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    Okay, an exchange of VM's has confirmed that Alch is still yet to send his Pokemon, so... Objection & Dogfish44 may feel free to send a Pokemon in his place, but I am going to give until 29/09/2012 at 00:00 GMT to do so. If The Wanderer has not recieved "Alch's" lead by then, then The Wanderer may call DQ if he wishes. As unbiased as I want to be, I am not going to let any match idle for an obnoxious amount of time... :/

    Also, yes, I did send a lead in for Flame about a week ago if anyone cares.
  3. The Wanderer

    The Wanderer

    Joined:
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    Well, it took a while, but we finally have our starting mons! Looks like the Apples have the lead typewise, but Illuminate could be a problem...

    Pre-battle (open)
    Flamestrike (OAO):
    [​IMG]
    Shockstrike
    HP: 110
    EN: 100
    Stats: 1/4/5/3/80
    Abilities: Shield Dust, Static, Overcoat
    Status ailments: None
    Stat changes: -1 Acc (6 actions)
    Other: None

    VS.

    Alchemator (AOO):
    [​IMG]
    Stevenson
    HP: 90
    EN: 100
    Stats: 2/3/4/3/133
    Abilities: Illuminate, Natural Cure, Analytic
    Status ailments: None
    Stat changes: +20 Accuracy
    Other: None​


    And now, the coin (heads goes to Flamestrike)...
    [​IMG]

    It's heads! Flamestrike orders first!
  4. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
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    Posting for Flamestrike. Let us do this, Shockstrike! I THINK Camouflage turns the Pokemon into a Normal-Type...

    Thunderbolt > Discharge > Thunderbolt
    IF Reflect Type is issued, THEN replace all instances of Thunderbolt with Dragon Pulse, AND replace all instances of Discharge with Ice Beam.
    IF (Evasive Damaging Move) is issued, THEN use Thunderbolt (Moat) that action, pushing actions back.
  5. Objection

    Objection

    Joined:
    Sep 27, 2008
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    5,695
    Posting for Alchemator. Actually, I think Camouflage would change the Pokemon into a Ground-type in the ASB arena, since it's not a building or artificial environment. Plus Nature Power turns into Earthquake here.

    Camouflage - Ice Beam - Blizzard
    If Camouflage would not change Starmie to a Ground-type, change action 1 to Light Screen
  6. Dogfish44

    Dogfish44 Banned from 22 Casinos
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    Can we have a ruling on Camouflage before reffing, since I suspect it effects orders somewhat.
  7. The Wanderer

    The Wanderer

    Joined:
    Nov 2, 2011
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    2,790
    EDIT: Well, looks like the ruling's out that it IS normal-type. So, without further ado...
    Pre-round (open)
    Flamestrike (OAO):
    [​IMG]
    Shockstrike
    HP: 110
    EN: 100
    Stats: 1/4/5/3/80
    Abilities: Shield Dust, Static, Overcoat
    Status ailments: None
    Stat changes: -1 Acc (6 actions)
    Other: None

    VS.

    Alchemator (AOO):
    [​IMG]
    Stevenson
    HP: 90
    EN: 100
    Stats: 2/3/4/3/133
    Abilities: Illuminate, Natural Cure, Analytic
    Status ailments: None
    Stat changes: +20 Accuracy
    Other: None​

    Round 1: A Song of Ice and...uh...Lightning
    ♫Challenger Invited

    And they're off! Stevenson's core begins to glow, and starts the fight off covering itself in a Screen of its Light to ward off Shockstrike's attacks. This turns out to be a wise move, as the Cyclohm shoots a Thunderbolt from one of his mouths that still does a hefty amount of damage. As the Starmie retaliates by shooting a Beam of its own (made of Ice, no less), Shockstrike begins to crackle with electricity and Discharge it all on Stevenson, paralyzing the giant starfish! Ouch! Now holding the speed advantage, Shockstrike drops another Thunderbolt on Stevenson...who in losing the initiative, gains a little power through Analytic, and drops the arena's temperature significantly, pelting the Cyclohm with a Blizzard of pain!

    Flamestrike is currently leading in terms of HP, but Alch might have a few tricks up his sleeve. How will this play out? Find out after the break!

    Crunch (open)
    Order: Starmie, Cyclohm

    Action 1
    Stevenson used Light Screen!
    Alchemator's team was protected against special attacks!
    (6 actions)
    Shockstrike used Thunderbolt!
    -Hit chance (hit <= 7500): 7110 = Hit
    -Crit chance (Crit <= 625 unless stated otherwise): 4065 = NOPE.
    -Damage: ((10 / 2) + 3 + 7.5 - 4.5) * 1.5 = 16.5 damage
    -Effect chance (Paralyzed <= 1000): 7963 = NOPE.
    Numbers:
    -Cyclohm: -6 EN
    -Starmie: -16.5 HP, -7 EN

    Action 2
    Stevenson used Ice Beam!
    -Hit chance: Irrelevant = Hit
    -Crit chance: 9324 = NOPE.jpg
    -Damage: (10 + 6 - 4.5) * 1.5 = 17.25 damage
    -Effect chance: Irrelevant = NOPE.
    Shockstrike used Discharge!
    -Hit chance (Hit <= 7500): 5875 = Hit
    -Crit chance: 8387 = NOPE.
    -Damage: ((8 / 2) + 3 + 7.5 - 4.5) * 1.5 = 15 damage
    -Effect chance (Paralysis <= 3000): 352 = EEEEEEEEEEEEYUP.
    Stevenson was paralyzed! (20%)
    Numbers:
    -Cyclohm: -17.25 HP, -5 EN
    -Starmie: -15 HP, -7 EN

    Action 3 (New order: Cyclohm, Starmie)
    Shockstrike used Thunderbolt!
    -Hit chance (Hit <= 7500): 2842 = Hit
    -Crit chance: 6175 = NOPE.
    -Damage: ((10 / 2) + 3 + 7.5 - 4.5) * 1.5 = 16.5 damage
    -Effect chance: Irrelevant = NOPE.
    -Move chance (Paralyzed <= 2000): 3506 = Move
    Stevenson used Blizzard!
    -Hit chance (Hit <= 9500): 5927 = Hit
    -Crit chance: 1837 = NOPE.
    -Damage: (12 + 2 + 6 - 4.5) * 1.5 = 23.25 damage!
    -Effect chance: Irrelevant = NOPE.
    Numbers:
    -Cyclohm: -23.25(!) HP, -6 EN
    -Starmie: -16.5 HP, -8 EN

    Final Numbers
    :
    -Cyclohm: -41 (40.5) HP, -17 EN
    -Starmie: -48 HP, -22 EN

    End Round 1 (open)
    Flamestrike (OAO):
    [​IMG]
    Shockstrike
    HP: 69
    EN: 83
    Stats: 1/4/5/3/80
    Abilities: Shield Dust, Static, Overcoat
    Status ailments: None
    Stat changes: -1 Acc (3 actions)
    Other: None

    VS.

    Alchemator (AOO):
    [​IMG]
    Stevenson
    HP: 42
    EN: 78
    Stats: 2/3/4/3/33(133 / 4)
    Abilities: Illuminate, Natural Cure, Analytic
    Status ailments: Paralysis (15%)
    Stat changes: +20 Accuracy
    Other: Natural Cure counter (5 actions), Light Screen (3 actions)​

    Your move, Britannia.
  8. Objection

    Objection

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  9. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
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    After a lengthy delay & bickering with Engineer...
    [​IMG][​IMG][​IMG]
    Earthquake > Low Kick > Earthquake
    IF Orwell is under the effects of Magnet Rise when you are to use Earthquake, THEN use Fire Punch that action.
    IF Reflect is issued, THEN use Brick Break as your next action, pushing actions back.
  10. Objection

    Objection

    Joined:
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    After a lengthier delay & discussing with Dogfish44 ...

    Protect - Stealth Rock - Protect
  11. The Wanderer

    The Wanderer

    Joined:
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    Pre-round (open)
    Flamestrike (OOA):
    [​IMG]
    Mindstrike
    HP: 100
    EN: 100
    Stats: 5/3/4/4/69
    Abilities: Steadfast, Justified
    Status ailments: None
    Stat changes: -10 evasion
    Other: None

    VS.

    Alchemator (OOA):
    [​IMG]
    Orwell
    HP: 100
    EN: 100
    Stats: 5/5/3/4/60
    Abilities: Clear Body, Light Metal
    Status ailments: None
    Stat changes: -10 Evasion
    Other: Light Screen (3 actions)​

    Round 2: Swap into Stalling

    We're back, folks! Both trainers have switched out their pokemon - Shockstrike has tagged off with Mindstrike the Gallade, while Stevenson has done the same with Orwell the Metagross!

    Mindstrike thrusts his fist into the ground, triggering a nasty Earthquake that Orwell Protects against, and follows up with a Low Kick that still does a substantial amount of damage in spite of Light Metal. Our Metagross from 1984 responds by hurling up a flurry of Stealth Rocks to discourage further switching, and Protects himself from a second Earthquake!

    Not much happened this round. Who will shake things up? Stay tuned!
    Crunch (open)
    Order: Gallade, Metagross

    Action 1 (Priority: Metagross, Gallade)
    Orwell used Protect!
    Orwell is protecting himself!

    Mindstrike used Earthquake!
    Orwell protected himself!
    -Damage (for energy cost): (10 + 7.5 - 7.5) * 1.5 = 15 damage
    -Energy Cost: 7 + (15 / 2.5) = 13 EN
    Numbers:
    -Gallade: -7 EN
    -Metagross: -13 EN

    Action 2
    Mindstrike used Low Kick!
    -Hit chance: Irrelevant = Hit
    -Crit chance: 2605 = NOPE.
    -Damage: 13 + 3 + 7.5 - 7.5 = 16 damage
    -Energy cost: 4 + (7 / 2) - 1 = 7.5 EN
    Orwell used Stealth Rock!
    Pointed stones surrounded Flamestrike's team!
    Numbers:
    -Gallade: -7.5 EN
    -Metagross: -13 HP, -12 EN

    Action 3 (Priority: Metagross, Gallade)
    Orwell used Protect!
    Orwell is protecting himself!

    Mindstrike used Earthquake!
    Orwell protected himself!
    -Damage (for energy cost): (10 + 7.5 - 7.5) * 1.5 = 15 damage
    -Energy Cost: 7 + (15 / 2.5) = 13 EN
    Numbers:
    -Gallade: -7 EN
    -Metagross: -13 EN

    Final Numbers:
    -Gallade: -22 (21.5) EN
    -Metagross: -13 HP, -38 EN

    End Round 2 (open)
    Flamestrike (OOA):
    [​IMG]
    Mindstrike
    HP: 100
    EN: 78
    Stats: 5/3/4/4/69
    Abilities: Steadfast, Justified
    Status ailments: None
    Stat changes: -10 evasion
    Other: Stealth Rock

    VS.

    Alchemator (OOA):
    [​IMG]
    Orwell
    HP: 87
    EN: 62
    Stats: 5/5/3/4/60
    Abilities: Clear Body, Light Metal
    Status ailments: None
    Stat changes: -10 Evasion
    Other: None​

    Bench (open)
    Flamestrike:
    [​IMG]
    Shockstrike
    HP: 69
    EN: 83
    Stats: 1/4/5/3/80
    Abilities: Shield Dust, Static, Overcoat
    Status ailments: None
    Stat changes: None
    Other: None

    VS.

    Alchemator:
    [​IMG]
    Stevenson
    HP: 42
    EN: 78
    Stats: 2/3/4/3/133
    Abilities: Illuminate, Natural Cure, Analytic
    Status ailments: None
    Stat changes: +20 Accuracy
    Other: None​

    Britannia?
  12. Objection

    Objection

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    Low Kick should have 13 BAP against Metagross with Light Metal since its WC is 7 according to the DAT.

    Anyway, we discussed this part of our strategy earlier and ...
    [​IMG][​IMG][​IMG]
  13. Its_A_Random

    Its_A_Random The imitated
    is a Forum Moderatoris a Community Contributor
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    After an incredibly long delay...
    [​IMG][​IMG][​IMG]

    No Switch
  14. Objection

    Objection

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    Since Dogfish44 has no idea what to do, I guess it's up to me.

    Rain Dance - Hydro Pump - Surf
    If he uses a damaging Electric-type move and you have not used Reflect Type this round and you are not taunted, change that action to Reflect Type and push actions back.
    If he uses Light Screen, change all remaining instances of Surf to Dive.
  15. Its_A_Random

    Its_A_Random The imitated
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    We have enough tricks to stop that, Mindstrike!

    Encore > Thunderbolt > Leaf Blade
    IF Encore misses A1, THEN use Teleport (Evade) A2.
  16. The Wanderer

    The Wanderer

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    Pre-round (open)
    Flamestrike (OOA):
    [​IMG]
    Mindstrike
    HP: 100
    EN: 78
    Stats: 5/3/4/4/69
    Abilities: Steadfast, Justified
    Status ailments: None
    Stat changes: -10 evasion, -1 Acc (6 actions)
    Other: Stealth Rock

    VS.

    Alchemator (AOO):
    [​IMG]
    Stevenson
    HP: 42
    EN: 78
    Stats: 2/3/4/3/133
    Abilities: Illuminate, Natural Cure, Analytic
    Status ailments: None
    Stat changes: +20 Accuracy
    Other: None​

    Round 3: Swap into Shining

    We're back, ladies and gents! Alch has swapped back into Stevenson, who gleams brightly and messes with Mindstrike's vision! Hoping the drop in accuracy helps, the Starmie performs a Rain Dance to turn the tables...but unfortunately, it doesn't, and Mindstrike gives Stevenson a hearty Encore, forcing it to keep dancing! Taking advantage of the situation, Flamestrike's Gallade gathers electrical energy within his hands and fires a Thunderbolt, but the glare from Stevenson's core throws him off, and his shot goes wide! Deciding that close combat is the way to go while Stevenson is still dancing, Mindstrike rushes the Starmie and connects a Leafy Blade.

    Odds are still in favor of the Apples in terms of health, but with Encore wearing off, Alch might be able to turn this around. How will this play out? Find out after the break!

    Crunch (open)
    Order: Starmie, Gallade

    Action 1
    Stevenson used Rain Dance!
    It started to rain! (4 rounds)
    Mindstrike used Encore!
    -Hit chance (Hit <= 7500): 4572 = Hit
    Stevenson was flattered! (2 actions)
    Numbers:
    -Gallade: -10 EN
    -Starmie: -9 EN

    Action 2
    Stevenson used Rain Dance!
    But it failed!
    Mindstrike used Thunderbolt!
    -Hit chance (Hit <= 7500): 7928 = NOPE.
    Numbers:
    -Gallade: -7 EN
    -Starmie: -9 EN

    Action 3
    Stevenson used Rain Dance!
    But it failed!
    Mindstrike used Leaf Blade!

    -Hit chance (Hit <= 7500): 6229 = Hit
    -Crit chance (Crit <= 1250): 7003 = NOPE.
    -Damage: (9 + 7.5 - 4.5) * 1.5 = 18 damage
    Numbers:
    -Gallade: -7 EN
    -Starmie: -18 HP, -9 EN

    Final Numbers:
    -Gallade: -24 EN
    -Starmie: -18 HP, -27 EN

    End Round 3 (open)
    Flamestrike (OOA):
    [​IMG]
    Mindstrike
    HP: 100
    EN: 54
    Stats: 5/3/4/4/69
    Abilities: Steadfast, Justified
    Status ailments: None
    Stat changes: -10 evasion, -1 Acc (3 actions)
    Other: Stealth Rock

    VS.

    Alchemator (AOO):
    [​IMG]
    Stevenson
    HP: 24
    EN: 51
    Stats: 2/3/4/3/133
    Abilities: Illuminate, Natural Cure, Analytic
    Status ailments: None
    Stat changes: +20 Accuracy
    Other: None

    Field:
    Rain (3 rounds)​

    Bench (open)
    Flamestrike:
    [​IMG]
    Shockstrike
    HP: 69
    EN: 83
    Stats: 1/4/5/3/80
    Abilities: Shield Dust, Static, Overcoat
    Status ailments: None
    Stat changes: None
    Other: None

    VS.

    Alchemator:
    [​IMG]
    Orwell
    HP: 87
    EN: 62
    Stats: 5/5/3/4/60
    Abilities: Clear Body, Light Metal
    Status ailments: None
    Stat changes: -10 Evasion
    Other: None​

    Apples?
  17. Objection

    Objection

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    I'm pretty sure Starmie is supposed to use Surf on action 3 since Encore lasts for 2 actions including the action it's used on, meaning Starmie is only affected by it on action 1 and action 2.
  18. The Wanderer

    The Wanderer

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    I'm pretty sure that only applies if the one who uses encore goes first, and since Gallade went last...
  19. Objection

    Objection

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    Nope.

    After Gallade uses Encore, both pokemon have completed their actions, so its stage goes down. I even remember Deck Knight telling me to ref a Light Screen stage that way, saying that it was a benefit to being faster.
  20. The Wanderer

    The Wanderer

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    EDIT: Fix'd.
  21. Engineer Pikachu

    Engineer Pikachu Good morning, you bastards!
    is a Contributor to Smogon

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    Well, given that they're bringing the argument here, I might as well post an opposing case.
    A2 is clearly one action, while A2 and A3 together are clearly two. We ordered on the basis that what was listed in the move description was actually correct, and while I won't pursue a reordering if this turns out to be false (I don't know if IAR will), this should be resolved.
  22. Its_A_Random

    Its_A_Random The imitated
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    Nah, no re-order, but we really need to get a ruling on this. Naturally supporting Engineer's argument. We might refrain from ordering until this is resolved, though :S

    On another note, fuck Illuminate, seriously.
  23. Objection

    Objection

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    OK, we have a ruling.

    <~Deck_Knight> No, it starts ticking on the next relevant action. So if you're faster it affects that action, if you're slower it starts on the next action.

    As a result, Starmie remains encored on action 3. Now, the DAT says that moves that fail due to a move like Taunt will fail on their first use and be converted to Struggle on subsequent uses. However, Encore itself does not cause moves to fail. As a result, Starmie should use Rain Dance on action 3, not Struggle - if I had ordered Rain Dance x 3, you wouldn't have changed the last Rain Dance to Struggle now would you.
  24. Its_A_Random

    Its_A_Random The imitated
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    I know the thing is not fixed yet, but we better not waste any more time...
    [​IMG][​IMG][​IMG]
  25. The Wanderer

    The Wanderer

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    Alright, thanks for the clarification. Round's fix'd.

    God-Emperor, why is it always fucking encore...
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