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Completed Solstice vs. penguin344 - The beautiful, muscular, graceful, lovely, sexy battle!

Discussion in 'ASB' started by Box, Oct 12, 2011.

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  1. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    Awwww yeaahhh, it's a fine morning to be reffin' it up here in the CAP ASB Tournament Arena! Today we have Solstice and penguin344 duking it out (with their Pokemon) like all real men do! The fight will be three-on-three, with each fighter sending out their Pokemon one by one!

    Will Solstice defeat penguin344 despite bringing a fish to a battle between men and dragons?

    Will penguin344 ever make it back to the North Pole?

    All this and more coming soon; so:

    Let's rumble!


    The Terms (open)



    Our battlers are in place! Over in the east corner of the Arena, we have Solstice, with his Mighty Mob of Murkrow plus Two!
    Rogue the Murkrow (open)
    [​IMG]
    [​IMG]
    Murkrow(M) (Rogue)
    Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks, Defense reduced by *.)
    Type: Dark-Flying
    Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
    Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 1
    SpA: Rank 3
    SpD: Rank 2
    Spe: 105 (91x1.15)

    EC: 4/6
    MC: 3
    DC: 2/5

    Abilities:
    Insomnia:
    (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
    Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
    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.

    Attacks:
    Peck(*)
    Astonish(*)
    Pursuit(*)
    Haze(*)
    Wing Attack(*)
    Night Shade(*)
    Assurance(*)
    Roost(*)
    Confuse Ray(*)
    Perish Song(*)
    Snarl(*)
    Shadow Ball(*)
    Psychic(*)


    Quickdraw the Remoraid (open)

    [​IMG]
    Remoraid (M) Quickdraw
    Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
    Type: Water
    Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpAtk: Rank 4 (+1)
    SpDef: Rank 2
    Speed: 57 (-10 Evasion)
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 15

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

    Abilities:
    Hustle (Can be Enabled):
    This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
    Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
    Moody (Dream World/Innate): This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

    Attacks:
    Water Gun
    Lock-On
    Psybeam
    Aurora Beam
    BubbleBeam
    Focus Energy

    Octazooka
    Acid Spray
    Water Spout

    Flamethrower
    Charge Beam
    Smack Down

    Total Moves: 12


    Knockout the Machop (open)

    [​IMG]
    Machop (M) Knockout
    Nature: Adamant
    Type: Fighting
    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: 100
    Atk: Rank 4 (+1)
    Def: Rank 2
    SpAtk: Rank 1 (-1)
    SpDef: Rank 2
    Speed: 35
    Size Class: 2
    Weight Class: 2
    Base Rank Total: 14

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

    Abilities:
    Guts (Innate):
    This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    No Guard (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.
    Steadfast (Dream World/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.

    Attacks:
    Low Kick
    Leer
    Focus Energy
    Karate Chop
    Low Sweep
    Foresight
    Seismis Toss
    Revenge

    Fire Punch
    Ice Punch
    Thunder Punch

    Payback
    Bulk Up
    Bulldoze

    Total Moves: 14



    And over in the west, we have penguin344, with his team of sand dwelling critters!
    Larvitar (open)

    [​IMG]
    Larvitar (*) Dust Devil (M)
    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
    Type: Rock / Ground
    Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
    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.

    Abilities:
    Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    Sand Veil (DW): (Innate, Locked) 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.

    Stats:

    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 35 (41 / 1.15) (-)

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

    Attacks:

    Bite (*)
    Leer (*)
    Sandstorm (*)
    Screech (*)
    Chip Away (*)
    Rock Slide (*)
    Scary Face (*)
    Thrash (*)
    Earthquake
    Stone Edge

    Dragon Dance (*)
    Pursuit (*)
    Stealth Rock (*)

    Brick Break (*)
    Dig (*)
    Protect (*)



    Diglett (open)

    [​IMG]
    Diglett (*) Monty (M)
    Nature: Naive (+15% Speed, +27% Accuracy, -1 SpD)
    Type: Ground
    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.

    Abilities:

    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.
    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.
    Sand Force (DW): (Innate, Locked) 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 the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

    Stats:

    HP: 80
    Atk: Rank 2
    Def: Rank 1
    SpA: Rank 2
    SpD: Rank 1 (-)
    Spe: 110 (95 * 1.15) (+)

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

    Attacks:

    Scratch (*)
    Sand-Attack (*)
    Growl (*)
    Astonish (*)
    Magnitude (*)
    Mud Slap (*)
    Bulldoze (*)
    Dig (*)
    Sucker Punch (*)
    Fury Swipes (*)

    Pursuit (*)
    Uproar (*)
    Reversal (*)

    Rock Slide (*)
    Aerial Ace (*)
    Sludge Bomb (*)



    Gible (open)

    [​IMG]
    Gible (*) Bruce (M)
    Nature: Lonely (+1 Atk, -1 Def)
    Type: Dragon / Ground
    Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
    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.

    Abilities:

    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.
    Rough Skin (DW): (Innate, Locked) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

    Stats:

    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 1 (-)
    SpA: Rank 2
    SpD: Rank 2
    Spe: 42


    EC: 2/9
    MC: 0
    DC: 2/5

    Attacks:

    Tackle (*)
    Sand-Attack (*)
    Dragon Rage (*)
    Sandstorm (*)
    Take Down (*)
    Sand Tomb (*)
    Slash (*)
    Dragon Claw

    Outrage (*)
    Iron Head (*)
    Body Slam (*)

    Earthquake (*)
    Stone Edge (*)
    Flamethrower (*)
    Toxic
    Dig



    Are you ready?

    Battle!

    Turn order:
    Solstice sends out and chooses abilities
    penguin344 sends out, chooses abilities and orders
    Solstice orders
    Reverse
    Rinse and repeat.

    gl;hf

    PS. SevenDeadlySins is my official tutor for this match.
  2. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok, c'mon out Quickdraw the Remoraid! Let's show that penguin our Hustle!
  3. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    Alright Bruce the Gible, it's your time to get hit in the face with a water gun.

    First, you should throw up a Sandstorm. Then, hit him with a Sand Attack. Finally, hit him with a Toxic.

    If, on any action, he uses the move Water Spout, use Dig on that turn instead and push all the actions down the queue.

    Ex: Water Spout on action 1, action 2 for Gible would be Sandstorm.
  4. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok Quickdraw this is your first battle, let's try something creative to start! Attack with a powerful Octazooka-Acid Spray combination to do some damage to Bruce and coat him in acidic oil! This should cause some problems! After that attack you'll need a rest, and then finish with Aurora Beam!

    Octazooka+Acid Spray Combo - Cooldown - Aurora Beam

    Combo Stats (open)
    Combo:
    Type: Water
    Attack Power: 11
    Energy: 11
    Effect Chance: 2 SpDef Drop is given
    25% Accuracy Drop
    Accuracy: 83

    Stats made from the Combo guide
  5. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Bruce the Gible
    HP : 90
    EN : 100
    Status : Healthy
    Stat modifiers : None
    [​IMG]
    Quickdraw the Remoraid
    HP : 90
    EN : 100
    Status : Healthy
    Stat modifiers : None

    Arena Conditions
    Clear skies

    ---

    ---
    Calculations (open)

    [​IMG]
    "I hate calculations"

    A1
    Bruce used Sandstorm!
    -9 Energy
    Bruce whipped up a sandstorm!

    Quickdraw used Machine Gun Venom Pew Pew Pew!
    RNG Roll (To hit) [<=664 Hit]: 904/1000 (No)
    The attack missed!
    -11 Energy

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP

    --
    A2
    Quickdraw must cool down!

    Bruce used Sand Attack!
    Quickdraw's Accuracy fell!
    -4 Energy

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP

    --
    A3
    Quickdraw used Aurora Beam!
    RNG Roll (To hit) [<=600 Hit]: 6/1000 (Yes)
    RNG Roll (To crit) [<=63 Hit]: 229/1000 (No)
    RNG Roll (To lower Attack) [<=100 Hit]: 201/1000 (No)
    [7 + (2 * 1.5)] * 2.25 = 22.5 ~ 23 Damage
    -5 Energy

    Bruce used Toxic!
    RNG Roll (To hit) [<=900 Hit]: 504/1000 (Yes)
    Quickdraw was badly poisoned!
    -7 Energy

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP

    Quickdraw is hurt by its poison!

    Quickdraw -1HP

    [​IMG]
    Bruce the Gible
    HP : 67
    EN : 80
    Status : Healthy
    Stat modifiers : None

    [​IMG]
    Quickdraw the Remoraid
    HP : 83
    EN : 84
    Status : Badly Poisoned (2)
    Stat modifiers : -1 Accuracy
    Arena Conditions
    Sandstorm active

    ---

    Looks like Quickdraw's ahead (for now).
    What will our combatants do next?
    We'll see!

    Solstice, you're up!
  6. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok QuickDraw that was a pretty rough round, now for your first action get in the water surrounding the arena, that should give you better mobility and clear the sand out of your eyes! Then use a Hustled Acid Spray followed by an Aurora Beam!

    Get in the Water-Hustled Acid Spray--Aurora Beam
  7. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    Alright Gible, first hit him with an Earthquake. Then, Dig and surface on action 3.
  8. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Bruce the Gible
    HP : 67
    EN : 80
    Status : Healthy
    Stat modifiers : None

    [​IMG]
    Quickdraw the Remoraid
    HP : 83
    EN : 84
    Status : Badly Poisoned (2)
    Stat modifiers : -1 Accuracy
    Arena Conditions
    Sandstorm active (3)

    ---

    ---

    Calculations (open)

    [​IMG]
    "These calculations took me 20 minutes"

    A1
    Remoraid did a Barrel Roll!
    Remoraid is submerged in water!
    Remoraid is purged of Sand Attack!
    Remoraid's Accuracy returned to normal levels!
    -3 Energy

    Gible used Earthquake!

    RNG Roll (To Crit)[<=63 Hit]: 364/1000 (No)
    10 + 3 + (2 x 1.5) = 16 Damage
    -6 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -2HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP

    --
    A2
    Remoraid used Acid Spray!
    RNG Roll (To Hit)[<=800 Hit]: 486/1000 (Yes)
    RNG Roll (To Crit)[<=63 Hit]: 663/1000 (No)
    [4 + (2 * 1.5)] * 0.67 = 4.69 ~ 5 Damage
    -3 Energy
    Gible's Special Defense fell harshly!

    Gible used Dig!
    Gible burrowed underground!
    Gible waits silently!

    -2 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -2HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP

    --
    A3
    Remoraid used Aurora Beam!
    The attack missed!
    -5 Energy


    Gible used Dig!
    RNG Roll (To Crit)[<=63 Hit]: 721/1000 (No)
    8 + 3 + (2 * 1.5) = 14 Damage
    -9 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -2HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP


    ---

    [​IMG]
    Bruce the Gible
    HP : 62
    EN : 63
    Status : Healthy
    Stat modifiers : -2 Special Defense
    [​IMG]
    Quickdraw the Remoraid
    HP : 41
    EN : 73
    Status : Badly Poisoned (3)
    Stat modifiers : None
    Arena Conditions
    Sandstorm active (2)

    ---

    Looks like things are going downhill fast for Quickdraw! Will his trainer be able to even the odds?

    We'll see, penguin344, you're up!
  9. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    Alright Gible, Dig and stay under all round. Do not Surface.
  10. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok hit him with an Aurora Beam before he goes under, then chill twice. Also why is my status badly poisoned 5? Should be badly poisoned 3.

    Aurora Beam-chill-chill
  11. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Bruce the Gible
    HP : 62
    EN : 63
    Status : Healthy
    Stat modifiers : -2 Special Defense
    [​IMG]
    Quickdraw the Remoraid
    HP : 41
    EN : 73
    Status : Badly Poisoned (3)
    Stat modifiers : None

    Round 3 (open)

    A1
    Remoraid used Aurora Beam
    648/1000 Hit
    160/1000 No Crit
    664/1000 No Attack Drop
    (7 + 5.5) * 2.25 = 26 Damage rounded down
    -5 Energy

    Gible used Dig
    Underground whole turn
    -9 Energy
    -2 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -3HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP


    --
    A2
    Remoraid chilled out
    +12 Energy

    Gible waits silently
    -6 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -3HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP


    --
    A3
    Remoraid chilled out
    +12 Energy

    Gible waits silently
    -10 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -3HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP


    [​IMG]
    Bruce the Gible
    HP : 36
    EN : 36
    Status : Healthy
    Stat modifiers : -1 Special Defense
    [​IMG]
    Quickdraw the Remoraid
    HP : 26
    EN : 92
    Status : Badly Poisoned (4)
    Stat modifiers : None
    --

    Solstice go.
  12. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Where did you get the energy for Dig? It takes 10 energy just to go under, and then more to prolong it. It should be -1 energy per action because of STAB, the first dig should have cost him 9, then 12, then 15 because he stayed under. He should have lost 36 energy, not 6.

    Ok Quickdraw he has to emerge eventually, this toxic stall won't last. We need to discover his location, lead off with a combination of Lock-On and Focus Energy to keep tabs on him, if he's still under after the combo use Psybeam, it could possibly penetrate the earth. If he's aboveground hit him with an Aurorabeam.

    Lock-On+Focus Energy - Cooldown - Psybeam/Aurorabeam
  13. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    In this case it doesn't matter because I consider the 'hit' action of Dig to deduct the 9 Energy, because that would be more strenuous than actually digging itself.

    In the case where it would have mattered I would have first consulted my tutor. Apologise for the confusion.

    Edit: It seems you are sadly mistaken. Staying underground costs 3 Energy per action, or 2 Energy due to Gible being a Ground type. Please read Dig's description next time.
  14. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    Stay Under All Three Turns

    I don't normally play like this, but that Remoraid had me worried :/
  15. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Bruce the Gible
    HP : 36
    EN : 36
    Status : Healthy
    Stat modifiers : -1 Special Defense
    [​IMG]
    Quickdraw the Remoraid
    HP : 26
    EN : 92
    Status : Badly Poisoned (4)
    Stat modifiers : None
    Arena Conditions
    Sandstorm active (1)

    ---

    This Round is sweet revenge for Remoraid (open)

    A1
    Remoraid is charging an attack!

    Gible waits silently
    -14 Energy

    Remoraid used Mentalist!
    Remoraid is locked on to Gible!
    Remoraid is getting pumped!
    Remoraid can see through dirt!
    -17 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -4HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP
    --
    A2
    Remoraid must cooldown!

    Gible waits silently

    -18 Energy

    Quickdraw is hurt by its poison!
    Quickdraw -4HP

    The sandstorm rages!
    Quickdraw was buffetted by the sandstorm!

    Quickdraw -2HP

    --
    A3
    Remoraid used Psybeam
    -irrelevant calcs because Gible dies anyway-
    -5 Energy

    Gible waits silently
    -22 Energy
    Gible has fainted from oxygen deprivation!

    [​IMG]
    Bruce the Gible
    HP : KO'd
    EN : From oxygen deprivation
    Status : Not very healthy
    Stat modifiers : None
    [​IMG]
    Quickdraw the Remoraid
    HP : 8
    EN : 70
    Status : Badly Poisoned (5)
    Stat modifiers : None
    Arena Conditions
    Normal

    ---
    SDS will justify my editing of the posts below.

  16. Seven Deadly Sins

    Seven Deadly Sins ~hallelujah~
    is a Site Staff Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    May 29, 2008
    Messages:
    4,267
    As Box's tutor ref, I am officially making a ruling on reffing that is occurring here. I am incurring the cumulative "repeat action" energy cost for each action of Dig staying underground. Anyone who wants to take it up with anyone should take it up with me.

    It may appear "unfair" but I find that the tactic that is happening here is easily far outside the intent of the low energy cost of the move, and this tactic here is easily broken as hell, and something needs to be done about it.
  17. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    yeah I'm not arguing against it being broken. The cumulative energy cost thing probably should apply to Dig. I'm just surprised no one had done that before :/

    Alright, Diglett is going out next. He will be using Arena Trap.

    First use Dig (but not the really stupidly overpowered kind, the normal surface on the same turn kind). Then hit him with with a Bulldozer. If he is still standing after that, use another Dig.
  18. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Wait a second... If I'm underwater and he's trying to use Dig... HE HAS TO SHOW HIMSELF! Im so excited!!!

    Ok Quickdraw whatever monstrosity is the lower half stay strong! Attack first with a Water Gun, then follow with an Aurorabeam, finish with another Water Gun!
  19. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Monty the Diglett
    HP : 80
    EN : 100
    Status : Healthy
    Stat modifiers : None
    [​IMG]
    Quickdraw the Remoraid
    HP : 8
    EN : 70
    Status : Badly Poisoned (5)
    Stat modifiers : None
    Arena Conditions
    Normal

    ---
    Round 5 (open)

    A1
    Diglett used Dig!
    Diglett burrowed underground!
    -9 Energy

    Remoraid used Water Gun!
    The attack missed!

    Diglett fired D(ig)eath Lazer!
    > No Crit
    11 Damage

    Remoraid fainted!


    ---
    [​IMG]
    Monty the Diglett
    HP : 80
    EN : 91
    Status : Healthy
    Stat modifiers : None
    [​IMG]
    Quickdraw the Remoraid
    HP : Fish outta water
    EN : 0
    Status : A little faint? Ohoho
    Stat modifiers : None
    Arena Conditions
    Normal

    ---
    Again, I apologise for the typo Solstice, in case you were hoping for Aurora Beam to hit Diglett.

    Solstice you're up.
  20. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok c'mon out Knockout the Machop, show them your Guts! Let's bring this mole down a peg huh? Lead off with a Leer to demoralize him, then rush forward with a Bulldoze, finish with an Ice Punch! If he uses Dig change your action to Bulk Up!
  21. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    Alright Digett, we aren't going to let him get a attack boost. First, hit him with a Growl. Then, use Aerial Ace on him to deal some serious damage. Then use Dig to hit him.
  22. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    [​IMG]
    Monty the Diglett
    HP : 80
    EN : 91
    Status : Healthy
    Stat modifiers : None
    [​IMG]
    Knockout the Machop
    HP : 100
    EN : 100
    Status : Healthy
    Stat modifiers : None
    Arena Conditions
    Normal

    ---
    Round 6 (open)

    [​IMG]
    Calcs are the worst

    A1
    Diglett used Growl!
    How cute, Machop's Attack fell!
    -4 Energy

    Machop used Ferocious Glare!
    Not cute! Diglett's Defense fell!
    -4 Energy

    A1 was a waste of time!

    --
    A2
    Diglett used Aerial Ace!
    > No Crit
    6 * 1.5 = 9 Damage
    -4 Energy

    Machop used Bulldoze!
    > No Crit
    (6 + 4.5) = 11 Damage
    -5 Energy

    --
    A3
    Diglett used Dig!
    Diglett burrowed underground!
    -9 Energy!

    Machop used Bulk Up!
    -7 Energy

    Diglett used Sodomy!
    > SUPER LOW BLOW
    > No Crit though
    8 - 1.75 = 6 Damage


    [​IMG]
    Monty the Diglett
    HP : 69
    EN : 74
    Status : Healthy
    Stat modifiers : None
    [​IMG]
    Knockout the Machop
    HP : 85
    EN : 84
    Status : Healthy
    Stat modifiers : +1 Attack, +1 Defense
    Arena Conditions
    Normal

    ---
    penguin, you're up.

  23. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Box in my instructions I said if he uses Dig I would switch the action to Bulk Up, could you make an edit?
  24. Box

    Box

    Joined:
    Jul 18, 2010
    Messages:
    2,123
    I noticed that when I was reading through the thread again, but sorry anyway.
  25. penguin344

    penguin344

    Joined:
    Aug 3, 2011
    Messages:
    343
    Alright Diglett, first use Mud Slap, then use Growl, Then use Mud Slap.
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