Sumos In ASB: Galladiator vs TheMogRunner!!

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Galladiator said:
6v6 Singles
Max 2 FEs per team
3 day DQ, 5 if you're the ref
2 Substitutions
Switch=KO
2 recovers, 5 chills per 'mon
Items=Off
Abilities=All

Arena: Sumo Ring

Functionally the same as the ASB Arena, except Critical hits have a 1/8 chance of knocking the defender out of the ring, which is an instant KO.
Welcome all to this glorious event, the first ever Sumo match in ASB Stadium! The lines have been drawn according to Sumo standards and the rules readjusted to account for ring outs. How will tonight's competitors fare in this ancient Shinto tradition?

While the battling Pokemon are in the changing rooms, donning their mawashi as we speak, let's have a look at each team!


Of the Galladiator Stable:

Syclar [Hugo] (M)
Nature: Hasty (+Spe, +30% accuracy, -Def)

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 105 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Moves:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear

Earth Power
Superpower
Spikes

Ice Beam
Double Team
Acrobatics


Starly [Sora] (F) (OT: Metal Bagon)
Nature: Adamant (+1 Atk, -1 Sp.Atk)
Type: Normal/Flying
Normal STAB: adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying STAB: Immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.


Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 2/9
MC: 2
DC: 1/5

Moves:
Tackle
Growl
Quick Attack
Wing Attack
Double Team
Endeavor
Whirlwind
Aerial Ace

Fly
U-Turn
Protect

Roost
Detect
Revenge


Gallade (*) [Roman] (M)

Nature: Brave (+Attack, -15% Speed, -10% Evasion)
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.

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 will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 68 (80*.85) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 3
DC: 5/5 (Unlocked)

Moves:
Night Slash
Leaf Blade
Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Fury Cutter
Lucky Chant (*)
Magical Leaf (*)
Slash
Heal Pulse (*)
Feint
Psycho Cut
False Swipe
Close Combat
Stored Power

Confuse Ray (*)
Shadow Sneak (*)
Will-o-Wisp (*)
Encore

Return (*)
Psychic (*)
Shadow Ball (*)
Light Screen
Reflect
Stone Edge
Brick Break
Trick Room

Drain Punch

Ice Punch
Fire Punch
ThunderPunch


Archen [Gene] (M)

Nature: Mild (+1 Rank Sp. Atk., -1 Rank Def)
Type:
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.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Defeatist: (Innate) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 16

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

Moves:
Quick Attack
Leer
Wing Attack
Rock Throw
Double Team
Scary Face
Pluck
AncientPower
Agility
Quick Guard
Acrobatics
U-Turn

Dragon Pulse
Earth Power
Head Smash

Aerial Ace
Stone Edge
Bulldoze


Petilil [Lily] (F)
Nature: Modest (+ Sp. Atk, - Attack)

Type:
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Leaf Guard (DW) (Locked): (Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Moves:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore

Bide
Charm
Ingrain

Protect
Grass Knot
Substitute


Pyroak [Gary] (M)
Nature: Naughty (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Defense)
Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 60
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5 (Unlocked)

Moves:
Flare Blitz
Wood Hammer
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Petal Dance
Leaf Tornado
Synthesis
Iron Defense
Zap Cannon
Heat Crash

Blaze Kick
Dragonbreath
Seed Bomb
Counter
Earth Power

Fire Blast
Energy Ball
Flash Cannon
Will-o-Wisp
Flame Charge
Brick Break



Of TheMogRunner Stable:

Ambipom [Dexter] (M)

Nature:Jolly (Multiples 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. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)

Personality: (to be added)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

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.

(DW)Skill Link: (Innate)
This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).(UNLOCKED)

Stats:
Ambipom
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 132 (115 x 1.15^)(+)
Acc Boost: 15%
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

Attacks:
Scratch
Tail whip
Sand-Attack
Astonish
Baton pass
Tickle
Fury swipes
Swift
Screech
Double Hit
Last Resort

Fake out
Agility
Counter

Brick Break
Shadow claw
Grass knot
Acrobatics
Facade
U-Turn
Giga Impact
Thunder Punch
Taunt


Lucario [Rum] (M)

Nature:Rash (+1 SpA, -1 SpD)

Personality: (to be added)

Type:
Fighting:
These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage Pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost.
Summary: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Steel:
Steel-types are similar to Rock-types in that their skin is durable; however, they have several key differences. Unlike Rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them; however, they are not quite as adept at it as their Rock- or Ground-type counterparts. Steel-type skin isn't permeable by most toxins; however, Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge and Iron Defense can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, though Hail gives it dents and divots. Steel-types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability.
Summary: 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.


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.

Inner Focus: (Innate)
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

(DW)Justified: (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 another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 2(-)
Spe: 90
Size Class: 3
Weight Class: 4
Base Rank Total: 20

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

Attacks:
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Copycat
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal sound
Quick Guard
Heal Pulse
Aura Sphere
Dragon Pulse
ExtremeSpeed

Bullet Punch
Hi Jump Kick
Blaze Kick
Ice Punch
Sky Uppercut

Swords dance
Brick Break
Shadow Claw
Substitute
Earthquake


Eevee [Olive Oil] (F)

Nature: Bashful (No effect on stats)

Personality: (to be added)

Type:Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Run Away: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Adaptability: (Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

(DW)Anticipation: (Innate)
This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2). (LOCKED)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Yawn
Wish
Flail

Facade
Work Up
Toxic
Frustration
Protect


Magneton(*) [UFO] (/)

Nature:
Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
Personality:(to be added later)

Type:
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
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.

Abilities:
Magnet Pull:(Can be Activated)
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse))

Sturdy:(Innate)
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

(DW)Analytic:(Can be Enabled)
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.(LOCKED)

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4(+)
Spe: 70

EC:7/9
MC:0
DC:3/5

Attacks:
Metal Sound(*)
Tackle(*)
ThunderShock(*)
Supersonic(*)
SonicBoom(*)
Thunder Wave(*)
Spark(*)
Electro Ball(*)
Lock-On(*)
Swift(*)
Gyro Ball
Zap-Cannon
Tri-Attack
Magnet Rise

Flash Canon(*)
Thunder(*)
Rain Dance(*)
ThunderBolt
Protect


Stunky[Diet Poison](M)

Nature:Lonely (+1 Atk, -1 Def)

Type:
Poison:
Poison shares a lot in common with Normal, at least as far as being generalist and having poor super effective coverage. Its greatest advantage though is its complete immunity to toxins. Poison-types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon. Poison-types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.
Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Dark:
Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark-types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark-types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, Dark-types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark-types are very vengeful by nature and happily use retaliatory attacks. In addition, Dark-types are more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.
Summary: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


Abilities:
Stench:(Innate)
This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.

Aftermath:(Innate)
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

(DW)Keen Eye:(Innate)
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.(LOCKED)

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 1(-)
SpA: Rank 2
SpD: Rank 2
Spe: 74
Size Class: 1
Weight Class: 2
Base Rank Total: 15


EC:4/6
MC:0
DC:3/5

Attacks:
Scratch
Focus Energy
Poison Gas
Screech
Fury Swipes
SmokeScreen
Toxic
Feint
Slash
Acid Spray
Night Slash

Crunch
Flame Burst
Foul Play

Venoshock
Explosion
Taunt
Hone Claws
Dark Pulse


Karrablast [Turkey] (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type:
Bug:Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one.
Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.


Abilities:
Swarm: (Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Shed Skin: (Innate)
This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
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.

Stats:
HP: 90
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (60 *-1.15=52)
-10% Evasion
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Peck
Leer
Endure
Fury Cutter
Fury Attack
Headbutt
False Swipe

Megahorn
Pursuit
Counter

Swords Dance
Protect
X-Scissor



Now that the competitors have been introduced, the ringside assistants will throw down ceremonial salt as each trainer sends out their first Pokemon. Good thing there aren't any Slugma or Shellos down there!

The chain of events are as follows:

Galladiator sends out his first Pokemon
TheMogRunner Sends out his and orders
Galladiator orders
Reffing occurs

Who will achieve the rank of yokozuna, and who will be left in the dust? Let The battle begin!
 
Battle in the Sumo Ring: Archen vs. Stunky!


Gene- Archen
Hp: 90
En: 100
Status: none
Other: none

v.s



Diet Poison- Stunky
Hp: 100
En: 100
Status: none
Other: none​


The trainer on the right orders his Archen, Gene, to the ring first. The prehistoric bird's entrance is threatening... or would be if it wasn't forced into the traditional garb of the Sumo wrestler. Well aware of its ridiculousness, the Pokemon leers about as it flies onto the ring.
The left-hand trainer's Stunky, Diet Poison, doesn't fare much better, as the audience snickering attests to, as he is led from the changing rooms.

Diet Poison, the faster of the two Pokemon, starts by emitting a loud Screech to catch Archen off guard.
Although, this attack dazes Gene, the bird manages to ignore the ringing in its ears and crash into Stunky with Head Smash. The collision may have been forceful, but Stunky stood its ground and manages to avoid getting knocked from the ring, while Archen gives itself a rather severe headache for the effort.

Diet Poison concentrates all his power into a single, precise Focused Slash that he intends to knock Archen out of the ring with. Too bad for the little skunk, Archen is much too quick to be hit by such a narrow attack.
Showing off his Agility, Gene merely sidesteps Stunky's attack and watches as he falls, exhausted, to the ring floor.

Gene, taking advantage of his foe's condition, blasts Stunky with a powerful force from the earth. This Earth Power hits Stunky super-effectively and serves to pour salt in his wounds.
Of course, with this arena, I mean that both figuratively and literally.



Gene- Archen
Hp: 79
En: 75
Status: -1 Def (1 round)
Other: It's own worst enemy

v.s



Diet Poison- Stunky
Hp: 61
En: 79
Status: none
Other: A bit bruised, but not yet beaten


Archen:

Head Smash: (13+3+4.5)=20.5~21 damage, 10.5~11 damage recoil, 10-1= 9 energy
roll=2039/10000; hit
roll=5277/10000; no crit

Agility (Evasive): 7 energy

Earth Power: ([9+3]*1.5)=18 damage; 7 energy
roll=708/10000; no crit

Total Hp Loss: 11
Total Energy Cost: 25

Stunky:

Screech: 7 energy
roll=704/10000, hit
Archen's Defense was sharply reduced!

Focused Slashing: Evaded, ([5+5]*1.5-1)=14 energy

Cooldown

Total Hp Loss: 39
Total Energy Cost: 21


Galladiator orders
TheMogRunner orders


Can Diet Poison and TheMogRunner make a comeback? Is Galladiator too skilled? Is it merely the second-order advantage?
We'll see next time:

Sumo Slamming: Stunky Makes a Scene!
 
When I said I wanted a sumo match, I only meant the ring-out-equals-KO bit. But w/e.

Acrobatics, Stone Edge, Earth Power

IF Stunky uses Night Slash (including combos) THEN replace action with Evasive Agility once and move actions down
IF Stunky uses Crunch (including combos) THEN replace action with evasive Agility once and push actions down
 
Sumo Slamming: Stunky Makes a Scene!

Oh, silly Galladiator, thinking I wouldn't go all out when you said it was a sumo match. :3




Gene- Archen
Hp: 79
En: 75
Status: -1 Def (1 round)
Other: It's own worst enemy

v.s



Diet Poison- Stunky
Hp: 61
En: 79
Status: none
Other: A bit bruised, but not yet beaten


The match starts out with a one-sided exchange between enemies. While Diet Poison seems to be wasting its time, Taunting Gene, the Archen attacks it head on with an Acrobatics. The attack leaves its mark on Stunky, but it seems that its inflammatory gestures also had an effect on Gene...

Seeing the Stunky go for another combo attack, Archen tries to again use its Evasive Agility to escape. However, Diet Poison's insults earlier have gotten the best of Gene, and instead of fleeing, the Archen holds its ground and faces Stunky head on.
Unfortunately for Gene, Diet Poison's combo seems to be made specifically for this arena and his ensuing Focused Slash guarantees a critical hit, knocking Archen clear out of the sumo ring.

The ceremonial salt flies into the faces of the crowd sitting on the north side of the arena, but no obscurity can hide Gene's shame at losing to a much "weaker" Pokemon...

"Archen has been disqualified! The Galladiator stable must send out its next battler!"



Gene- Archen
Hp: 64 Ring Out!
En: 62
Status: -1 Def (1 round)
Other: Them's the breaks in Sumo ASB Arena :/

v.s



Diet Poison- Stunky
Hp: 52
En: 56
Status: none
Other: A Winner Is YOU!!


Archen:

Acrobatics: (11+3+4.5)=18.5~19 damage; 7-1=6 energy
roll=8360/10000; no crit

Agility: FAILED; 7 energy

Total Hp Loss: 15 (KO)
Total Energy Cost: 13


Stunky:

Taunt: 10-1=9 energy
Archen is taunted!

Focused Slash: (7+3+3+1.75)=14.75~15 damage; 14 energy
roll=9100/10000; crit!!
Archen has been knocked from the ring!

Total Hp Loss: 19
Total Energy Cost: 23


Galladiator, send out your next Poke-participant!
TMR order!
Galladiator order!!


Next Time:

Match 2: Galladiator Must Go... For the Gold!
 
Feh, fair enough. I really ought to have expected to be done in by my own hax implements.

Again, sending in Hugo the Syclar.
 
Match 2: Galladiator Must Go... For the Gold!!

If y'all could, please delete your unnecessary posts (those not dealing with actions or sending out Pokemon) to prevent clogging up the thread.



Hugo- Syclar
Hp: 90
En: 100
Status: none
Other: Here comes a new challenger!

v.s



Diet Poison- Stunky
Hp: 52
En: 56
Status: none
Other: A Winner Is YOU!!


This match begins with Galladiator sending in his next combatant, Hugo, the Syclar. The frozen insect struts out into the ring, assured of its victory over such an in-formidable opponent. So sure is he of his success in the ring, that he has even adapted his ice structures into the traditional topknot of high-ranked sumo. The audience takes notice and begins to murmur amongst themselves...

Contrary to Gene in the last match, it is Hugo who moves first, not Stunky. His speed is so grand that he begins moving so fast that he creates four Double Team illusions.
Diet Poison is confused by his opponent's tactics, but nevertheless, tries Taunting one of the Syclar. Unfortunately for him, his rudeness falls on deaf eyes and ears as his attack hits a clone. The illusion dissipates and 4 images of Hugo remain...

Again, Hugo moves first, this time firing an Ice Beam at his still confused foe to do decent damage.
More phazed by the rapidly moving clones than the recent Ice Beam, Diet Poison charges up his Focused Slash again for the third time this match. Syclar's trickery will have none of that, though, and Stunky harmlessly crashes into another clone, dissipating it and leaving a total of 3 Hugo's on the field.

In a mirror of Gene and Archen's first round, Hugo takes advantage of his foe's exhaustion and blasts him with an Earth Power to deal some decent damage. The Stunky still remains in the ring and conscious, but for how much longer, no one can say...

"Well dear audience, how is the match going so far? Has it lived up to your every expectations? Or has the the duplicity of -certain Pokemon- belittled the name of sumo? I'll let you all decide..."



Hugo- Syclar
Hp: 90
En: 71
Status: 2 clones
Other: Trololololol

v.s



Diet Poison- Stunky
Hp: 21
En: 33
Status: none
Other: Unlucky... or Stupid?


Syclar:

Double Team: 16 energy
Syclar created 4 clones!

Ice Beam: (10+3+1.5)=14.5~15 damage; 7-1=6 damage
roll=8381/10000; no crit
roll=3050/10000; no freeze

Earth Power: ([9+1.5]*1.5)=15.75~16 damage; 7 energy
roll=5507/10000; no crit
roll=5927/10000; no Sp Def drop

Total Hp Loss: 0
Total Energy Cost: 29 energy


Stunky:

Taunt: 10-1=9 energy
roll=2662/10000; clone hit (<2000 is real hit, sooo close :p)
A clone disappeared!

Focused Slash: 14 energy
roll=7920/10000; clone hit
A clone disappeared!

Total Hp Loss: 31
Total Energy Cost: 23



Galladiator orders first!


Next Time:

Syclar vs. Stunky: Will the Skunk Get Stung?
 
Alright, time to use his own tactics against him.

Focus Energy + Slash combo, cool down, Earth Power

IF Stunky tries to use Taunt on A1 THEN replace A1 with Slash + Slash combo
 
Syclar vs. Stunky: The Skunk Makes a Scene!


Hugo- Syclar
Hp: 90
En: 71
Status: 2 clones
Other: Trololololol

v.s



Diet Poison- Stunky
Hp: 21
En: 33
Status: none
Other: Unlucky... or Stupid?


Wanting to go down in a blaze of glory, Diet Poison releases an Explosion while Syclar charges up his combo. The resulting attack does massive damage to Hugo and dissipates his clones.

That certainly was... climactic?



Hugo- Syclar
Hp: 50
En: 71
Status: none
Other: A bit on the charred side

v.s



Diet Poison- Stunky
Hp: KO
En: KO
Status: none
Other: One rather nasty floor stain about now...


Syclar:

Total Hp Loss: 40
Total Energy Cost: N/A

Stunky:

Explosion: (35+4.5)=39.5~40 damage; 25 energy
roll=1554/10000, no crit

Total Hp Loss: KO
Total Energy Cost: 25


TheMogRunner, send in your next Pokemon and orders!

Next time:

Bug vs. Brawn: A New Combatant Appears!
 
Well done Diet poison! You have earned yourself a good long rest...

Go Dexter you old monkey!

Bring in the big guns!

Taunt - Double hit + Double hit - Double hit
 
There isn't much honor in defeating an opponent that way, but at this stage I'll take what I can get.

Ice Shard, Ice Shard + Ice Beam combo, cool down

Also, he's using an action directly after a combo, which even with Skill Link is illegal, right?
 
Bug vs. Brawn: A New Combatant Appears!


Hugo- Syclar
Hp: 50
En: 71
Status: none
Other: A bit on the charred side

v.s



Dexter- Ambipom
Hp: 100
En: 100
Status: none
Other: I must defend my ally's honor! Prepare to Kung Fu fight! Ya!


With his last member in a sloppy mess on the arena floor, stable master TMR sends out one of his veteran fighters, Dexter the Ambipom.

The first actions commence with a speedy Ice Shard unleashed by Hugo. The attack does only minor damage, but it appears to have done what it was supposed to, plink away at the much stronger Ambipom's body.
Dexter, laughs at his opponent's pitiful strike, Taunting him relentlessly into a blind rage.

Unfortunately for the cocky Ambipom, the previous attack was merely a warm up (oddly cold for a warm up -rimshot-) for his next attack, a terrifying Flash Freeze made by combining another Ice Shard with a powerful Ice Beam blast.
Dexter, having enough of his foe's insolence, decides to show his opponent how a real combo works. He charges his twin tails with an extreme dose of energy, and... slaps his foe with them. That may not seem that impressive, but this Double Hit is so fast that each hit of his tails actually strikes twice! This Quadruple Hit is enough to severely injure Syclar, but not quite enough to KO it.

Afterwards, both combatants must rest from their combination attacks. Hugo seems greatly weakened by Ambipom's powerful combination, but Dexter also seems terribly exhausted due to his efforts...



Hugo- Syclar
Hp: 15
En: 47
Status: Taunted (4 actions)
Other: Pimp smacked^2

v.s



Dexter- Ambipom
Hp: 78
En: 56
Status: none
Other: Exhausted from his slap-happy endeavor


Syclar:

Ice Shard: (4+3)= 7 damage; 4-1=3 energy
roll=7907/10000; no crit

Flash Freeze: ([10+2]+3)/2= 7.5 special damage+([10+2]+3)= 7.5 physical damage=15 damage; [(7+[4+4]-1)*1.5]= 21 energy
roll=4528/10000; no crit

Total Hp Loss: 35
Total Energy Cost: 24


Ambipom:

Taunt: 10 energy

Quadruple Hit: ([(4*1.5+4*1.5)*2.25]+3+4.5)= 34.5~35 damage; [([6+1]+[6+1+4]-1)*2]= 34 energy
roll=1679/10000; no crit
roll=4147/10000; no crit

Total Hp Loss: 22
Total Energy Cost: 44 energy


Note: Although I called the combo Quadruple Hit, I only rolled for crits as two separate hits.


Galladiator orders first!


Next time:

Ambipom's Wrath: Will This Be Syclar's Defeat?
 
Superpower, Ice Beam, Earth Power

IF Ambi uses Evasive Agility THEN replace action with Leech Life and move actions down once
IF Ambi uses Double Hit on its own (i.e. not in a combo) THEN replace action with Ice Shard
 
lets start here
Flash Freeze: ([10+2]+3)= 15 damage; [(7+[4+4])*1.5]-1= 21.5~22 energy
roll=4528/10000; no crit
You forget that Ice shard is physical and ice beam is special so the calcs should be ([10+2+3=15/2=7.5>8 damage) eng(7+4x2=22-1= -22eng)

second Double hit, well I don't really know... ([4+2]+[4+2]+3+6-1.5=19.5>20) Now why does a x2.25 do less than 40? Also does skill link mean that it hits 5 times? and crit should have been rolled 4 times (I think)
 
lets start here

You forget that Ice shard is physical and ice beam is special so the calcs should be ([10+2+3=15/2=7.5>8 damage) eng(7+4x2=22-1= -22eng)

second Double hit, well I don't really know... ([4+2]+[4+2]+3+6-1.5=19.5>20) Now why does a x2.25 do less than 40? Also does skill link mean that it hits 5 times? and crit should have been rolled 4 times (I think)
On the first comment, I agree. I should have done separate calcs for Special and Physical hits, but I figured the special and physical damage would be the same, so why bother. Ultimately, the attack does the same damage as 7.5+7.5=15.

On the Double Hit Combo:
-I purposefully made it only two hits. Combos are not usually considered to add to the overall number of hits, and I used my discretion to ref it as two more powerful hits.
-Skill Link does not affect Double Hit, as two-hit moves and multi-hit moves are not the same thing.
-Also, your posted calc is incorrect for the damage as stat difference and STAB are added after the 2.25 multiplier to BAP.
 
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