Smogon ASB tournament round 3: Flamestrike vs. Alchemator

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#1
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!

Da Rules said:
3v3 singles
2 subs
2 day DQ (players)
2/3 day DQ (refs)
2 recoveries/5 chills
Switch = OK (neither specified, so I flipped a coin)
Items = OFF
Abilities = ALL
Self-KO clause = ON
Arena = ASB arena
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)

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+

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

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:

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+

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+

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!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#2
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
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...

Flamestrike (OAO):

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):

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)...


It's heads! Flamestrike orders first!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#4
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
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
 
#7
EDIT: Well, looks like the ruling's out that it IS normal-type. So, without further ado...
Flamestrike (OAO):

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):

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!

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

Flamestrike (OAO):

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):

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.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#9
After a lengthy delay & bickering with Engineer...

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.
 
#11
Flamestrike (OOA):

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):

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!
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

Flamestrike (OOA):

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):

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​

Flamestrike:

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:

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
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 ...
 
#14
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.
 
#16
Flamestrike (OOA):

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):

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!

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

Flamestrike (OOA):

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):

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)​

Flamestrike:

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:

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
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.
 
#19
Nope.

After action:
Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Bide Stage, Yawn Stage, Taunt Stage, Disable Stage, Encore Stage, Magnet Rise Stage, Reflect Stage, Light Screen Stage, Telekinesis Stage.

After action effects occur after both Pokemon have completed their actions
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.
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
#21
Well, given that they're bringing the argument here, I might as well post an opposing case.
Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can’t help but repeat its last action for the next two (2) of its actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was a combo or a cooldown.
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.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#22
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
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.
 
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