Completed Take Two! Dummy007 vs. deadfox081 (4v4 Singles) - Its_A_Random Boogaloo!

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Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#1
Because Take One ended in DQ...

Once again, we see Dummy007 & deadfox081 duke it out at Warioware Inc. Here's the regs!

4 vs 4 Singles
5 Recovers / 5 Chills TOTAL
3 day DQ
NFE Mons
Switch = OK
Items = Off
All abilities

An artificial environment with no external water source or natural grass. Digging and seismic moves are allowed. Weather is allowed.

At the beginning of each round, the ref will give a task to the participating pokemon to perform during the round. It can be anything as long as all active pokemon can feasibly accomplish it (eg, use non-STAB moves only). Any pokemon that fail to complete the task take damage equal to 1/4 of their max HP.

Duosion [Ginny] (F)
Nature: Relaxed (Adds One (1) Rank to 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) on an opponent’s attacks)
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.

Abilities:
Overcoat: (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).
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Regenerator (DW): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 3(+)
SpA: Rank 5
SpD: Rank 2
Spe: 26 (30 / 1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 20

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

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power [Ice 7]
Light Screen
Charm
Recover
Psyshock
Future Sight
Psychic

Acid Armor
Confuse Ray
Imprison

Calm Mind
Thunder
Shadow Ball
Trick Room
---

Boldore [Goyle] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Rock
Rock: Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
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.
Sand Force (DW): (Innate) 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: 100
Atk: Rank 5(+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 2
Spe: 17 (20/1.15)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

EC: 4/9
MC: 0
DC: 1/5

Attacks:
Tackle
Harden
Sand-Attack
Headbutt
Rock Blast
Mud-Slap
Iron Defense
Smack Down
Stealth Rock
Sandstorm
Power Gem

Curse
Gravity
Lock-On

Earthquake
Explosion
Stone Edge
---

Vanillish [Albus] (M)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)
Typing: Ice
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.

Abilities:
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (DW): (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

Stats:
HP: 90
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 59
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 2/5

Attacks:
Icicle Spear
Harden
Astonish
Uproar
Icy Wind
Mist
Avalanche
Taunt
Ice Beam
Acid Armor
Mirror Coat

Autotomise
Iron Defense
Water Pulse

Hail
Blizzard
Flash Cannon
Toxic
---

Flarelm [Septimus Heap] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Fire/Grass
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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
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: 100
Atk: Rank 3(+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (55/1.15)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

EC: 4/9
MC: 0
DC: 1/5

Attacks:
Leaf Blade
Pound
Bullet Seed
Sweet Scent
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin
Synthesis
Lava Plume

Counter
Earth Power
Seed Bomb

Sunny Day
Swords Dance
Rock Slide

Duosion [Psycha] (F)
Nature: Relaxed (+1 Defence, -15% Speed, +10% Accuracy for oponent)

Type: Psychic
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 2
Def: Rank 3 (+)
SpA: Rank 5
SpD: Rank 2
Spe: 26 (30/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

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

Abilities:

Overcoat: (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Regenerator: (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Attacks:
Psywave
Reflect
Rollout
Snatch
Hidden Power (Ground, 7)
Light Screen
Charm
Recover
Psyshock
Psychic
Pain Split
Endeavor
Heal Block
Future Sight

Trick Room
Calm Mind
Thunder Wave
Shadow Ball
Flash Cannon
Energy Ball

Confuse Ray
Night Shade
Secret Power

Move Total: 23
---

Gurdurr [Puncha] (M)
Nature: Careful (+1 Special Defence, -1 Special Attack)

Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 6/9
MC: 0
DC: 5/5

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.

Sheer Force: (Can be enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

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)

Attacks:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Rock Slide
Hammer Arm
Focus Punch

Bulk Up
Taunt
Dig
Focus Blast
Poison Jab
Smack Down
Payback

Drain Punch
Mach Punch
Detect

Move Total: 21
---

Lairon [Splat] (F)
Nature: Adamant (+1 Atk, -1 SpA)

Type: Steel/Rock
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.
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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 5
Base Rank Total: 16

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

Abilities:

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

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.

Heavy Metal: (Innate) The Pokemon's body structure is immensely dense, doubling its actual weight. Additionally, when the Pokemon uses Giga Impact, Gyro Ball, Heat Crash, Heavy Slam, Tackle, recoil and uncontrollable attacks [Full list: Double-Edge, Giga Impact, Gyro Ball, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Jump Kick, Outrage, Petal Dance, Submission, Tackle, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge] it will calculate using a Weight Class that adds a value equal to the Pokemon's Weight Class divided by their Size Class, minus (-) one (1). [Ex. HM Aron WC = 5 + ((5 /1) - 1) = 9. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw will fail against this Pokemon unless the user is a Fighting-type.

Attacks:
Tackle
Harden
Mud Slap
Headbutt
Metal Claw
Iron Defence
Roar
Take Down
Iron Head
Heavy Slam

Dig
Rock Slide
Hone Claws
Sandstorm
Aerial Ace
Rock Polish

Head Smash
Superpower
Dragon Rush

Move Total: 19
---

Fraxure [Chompa] (M)
Nature: Jolly (+15% Speed, -1 Special Attack, +10% Accuracy)

Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 77 (67*1.15)
Size Class: 2
Weight Class: 3
Base Rank Total: 17

EC: 4/9
MC: 0
DC: 2/5

Abilities:

Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Unnerve: [DW LOCKED] (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Attacks:
Scratch
Leer
Assurance
Dragon Rage
Dual Chop
Scary Face
Slash
False Swipe
Taunt
Outrage

Dragon Claw
X-Scissor
Poison Jab
Dig

Counter
Endure
Night Slash

Move Total: 17

That's all I will try to get a reffing in daily. Now for some clean fighting that shouldn't end in DQ!

ORDER
Dummy007 sends in a Pokemon
deadfox081 sends in a Pokemon
I troll you two with a challange. ;)

GIMME A DUOSION VS. DUOSION!!!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#4

"Boo...We want to see some action! Use Three Different Attacking Moves of Different Types."

ORDER
deadfox081 issues actions.
Dummy007 issues actions.
I ref.
 
#5
Well then, the little challenge seems to have removed our need to taunt so lets just go for it.

X-Scissor > Night Slash > Dragon Claw
IF Hidden Power is ordered THEN use Dig, but not more than once
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#7
Take Two! Dummy007 vs. deadfox081 (4v4 Singles) - Its_A_Random Boogaloo! - Round 1

Sorry for the slight delay, overdue homework & other things IRL has slowed me quite a bit. Anyways, the round.
Dummy007 AOOO

Ginny
HP: 100
Energy: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Speed: 26
Size Class: 1
Weight Class: 1
Base Rank Total: 20
No Changes

deadfox081 AOOO

Chompa
HP: 100
Energy: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 77
Size Class: 2
Weight Class: 3
Base Rank Total: 17
No Changes


ROUND ONE: Fight!

Dummy's Ginny the Duosion vs. deadfox081's Chompa the Fraxure for Round One. Who will gain the early advantage? Let's see...

Chompa's first & he strikes with an X-Scissor, slashing Ginny with an X-Shaped slash of his arms. Ginny responds with a Psyshock, whacking Chompa with materialised brainwaves. Chompa then goes for a Night Slash, striking Ginny with dark energy for critical damage, but then Ginny had enough. Ginny blasted Chompa with a bolt of Thunder, which does some damage, & manages to paralyse Chompa. This leaves Chompa wide open for a HP Ice from Ginny, striking Chompa with cold orbs of ice, as Chompa slowly burrowed his way underground, whacking Ginny with a powerful Dig a few minutes later.

Both Pokemon pass the test with flying colours, as someone from the crowd gets ready to issue a challenge. Ginny has a slight advantage, but it is early days, we still have a long way to go!

Dummy007 AOOO

Ginny
HP: 60
Energy: 82
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Speed: 26
Size Class: 1
Weight Class: 1
Base Rank Total: 20
No Changes

deadfox081 AOOO

Chompa
HP: 58
Energy: 79
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 77
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Paralysed (15%)

BEGIN ROUND ONE
Dummy007 sent out Ginny (Duosion)!
deadfox081 sent out Chompa (Fraxure)!
Chompa breaks the mold!
TASK: Use Three Different Attacking Moves of Different Types.
---
ACTION ONE
Chompa used X-Scissor!
(Crit Roll [<=63]: 197/1000; No)
Its Super Effective!
Ginny took 14 Damage! Chompa used 6 Energy!
Ginny used Psyshock!
(Crit Roll [<=63]: 102/1000; No)
Chompa took 14 Damage! Psycha used 5 Energy!
---
ACTION TWO
Chompa used Night Slash!
(Crit Roll [<=125]: 51/1000; Yes)
A Critical Hit! Its Super Effective!
Ginny took 17 Damage! Chompa used 5 Energy!
Ginny used Thunder!
(Hit Roll [<=700]: 199/1000; Yes)
(Crit Roll [<=63]: 112/1000; No)
(Effect Roll [<=300]: 281/1000; Yes)
Its not very effective...
Chompa took 11 Damage! Chompa is paralysed (20%)! Ginny used 8 Energy!
---
ACTION THREE
Ginny used HP Ice!
(Crit Roll [<=63]: 737/1000; No)
Its Super Effective!
Chompa took 17 Damage! Ginny used 5 Energy!
(Paralysis Roll [<=200]: 727/1000; No)
Chompa burrowed underground!
Chompa used Dig!
(Crit Roll [<=63]: 486/1000; No)
Ginny took 9 Damage! Chompa used 10 Energy!
Chompa's Paralysis weakened!
---
TASK REQUIREMENTS
Ginny: 0 Repeated moves, 0 Non-Attacking moves, 0 Types repeated; PASS
Chompa: 0 Repeated moves, 0 Non-Attacking moves, 0 Types repeated; PASS
---
END ROUND ONE


"I see a great start, let's ramp up the difficulty! Deal at least 35 HP Damage to your opponent."

ORDER
Dummy007 issues actions.
deadfox081 issues actions.
I ref.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#10
Take Two! Dummy007 vs. deadfox081 (4v4 Singles) - Its_A_Random Boogaloo! - Round 2

Dummy007 AOOO

Ginny
HP: 60
Energy: 82
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Speed: 26
Size Class: 1
Weight Class: 1
Base Rank Total: 20
No Changes

deadfox081 AOOO

Chompa
HP: 58
Energy: 79
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 77
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Paralysed (15%)


ROUND TWO: ATTACK!!!

Here's to a lot of the brute force that will occur this round...

So, Ginny opens the second round with a Psyshock, blasting Chompa with some materialised brainwaves. Chompa then shows a glint in his eye & then goes out on an Outrage, rampaging throughout the arena & whacking Ginny with brute force for quite a bit of damage. Ginny is a bit stunned by this force & tries to stop it with HP Ice, blasting Chompa with cold orbs, that he didn't seem to enjoy. That did, however, make Chompa even more enraged, as he continues his Outrage, slamming into Ginny again. Ginny then finds what she saw as a great idea to stop it, using Psychic to lift Chompa into the air & slam him into a wall. Chompa didn't stop, however, as he went ahead & went on his Outrage again, slamming into Ginny yet again.

At this point, Chompa snaps out of his rage & becomes fatigued, confused in all his glory. Both Pokemon looked battered & bruised as the two found out that they both passed the challenge. But it's not over yet, as another member of the crowd issues a challenge...

Dummy007 AOOO

Ginny
HP: 9
Energy: 67
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Speed: 26
Size Class: 1
Weight Class: 1
Base Rank Total: 20
No Changes

deadfox081 AOOO

Chompa
HP: 10
Energy: 58
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 77
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Paralysed (10%), Confused (2)

BEGIN ROUND TWO
TASK: Deal at least 35 HP Damage to your opponent.
---
ACTION ONE
Ginny used Psyshock!
(Crit Roll [<=63]: 239/1000; No)
Chompa took 14 Damage! Psycha used 5 Energy!
(Paralysis Roll [<=150]: 151/1000; No...Just...)
Chompa used Outrage!
(Crit Roll [<=63]: 865/1000; No)
Ginny took 17 Damage! Chompa used 7 Energy!
---
ACTION TWO
Ginny used HP Ice!
(Crit Roll [<=63]: 617/1000; No)
Its Super Effective!
Chompa took 17 Damage! Ginny used 5 Energy!
(Paralysis Roll [<=150]: 982/1000; No)
Chompa used Outrage!
(Crit Roll [<=63]: 809/1000; No)
Ginny took 17 Damage! Chompa used 7 Energy!
---
ACTION THREE
Ginny used Psychic!
(Crit Roll [<=63]: 453/1000; No)
(Effect Roll [<=100]: 312/1000; No)
Chompa took 17 Damage! Ginny used 5 Energy!
(Paralysis Roll [<=150]: 944/1000; No)
Chompa used Outrage!
(Crit Roll [<=63]: 395/1000; No)
Ginny took 17 Damage! Chompa used 7 Energy!
Chompa's Paralysis weakened!
(Confusion Roll: 54/1000; Slight)
Chompa became confused due to fatigue (2)!
---
TASK REQUIREMENTS
Ginny: 48/35 Damage dealt; PASS
Chompa: 51/35 Damage dealt; PASS
---
END ROUND TWO


"Give these guys a break. Finish with more energy than you started with."

ORDER
deadfox081 issues actions.
Dummy007 issues actions.
I ref.
 
#11
Great job Chompa, Ginny was our main worry on his team and you've basically taken it out. This challenge is a very tough one for us with all the status building up, so just go all out.

Assurance > Chill > Assurance
IF you fail any action (due to paralysis or confusion) THEN push the queue back
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#13
Take Two! Dummy007 vs. deadfox081 (4v4 Singles) - Its_A_Random Boogaloo! - Round 3

Dummy007 AOOO

Ginny
HP: 9
Energy: 67
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Speed: 26
Size Class: 1
Weight Class: 1
Base Rank Total: 20
No Changes

deadfox081 AOOO

Chompa
HP: 10
Energy: 58
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 77
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Paralysed (10%), Confused (2)


ROUND THREE: A Short One...

Two battered & bruised mons, let's see what happens...

Ginny spends the action Chilling out, recovering some lost energy, but it turns out to be a fatal mistake, as Chompa flails his way over to Ginny & knocks her out with Assurance. This doesn't go down well with the crowd, who became angry & as a result, was repeatedly pelted with stale eggs to the point where he collapsed.

Both Pokemon knocked out, & it's an even first three rounds. Let's see what happens next...

Dummy007 XOOO (4 Chills Remaining)

Ginny
HP: KO
Energy: 79
Atk: Rank 2
Def: Rank 3
SpA: Rank 5
SpD: Rank 2
Speed: 26
Size Class: 1
Weight Class: 1
Base Rank Total: 20
No Changes

deadfox081 XOOO

Chompa
HP: KO
Energy: 54
Atk: Rank 4
Def: Rank 3
SpA: Rank 1
SpD: Rank 2
Speed: 77
Size Class: 2
Weight Class: 3
Base Rank Total: 17
Paralysed (10%), Confused (1)

BEGIN ROUND THREE
TASK: Finish with more energy than you started with.
---
ACTION ONE
Ginny Chilled Out!
Ginny Recovered 12 Energy!
Chompa is confused!
(Confusion Roll [<=500]: 992/1000; No)
(Paralysis Roll [<=100]: 368/1000; No)
Chompa used Assurance!
(Crit Roll [<=63]: 925/1000; No)
Its Super Effective!
Ginny took 10 Damage! Chompa used 4 Energy!
Ginny fainted! Chompa gained 1 KO Counter!
---
ACTION TWO
---
ACTION THREE
---
TASK REQUIREMENTS
Ginny: 79-67=+12 Energy; PASS
Chompa: 54-58=-4 Energy; FAIL
Chompa took 25 Damage!
Chompa fainted!
---
END ROUND THREE

ORDER
deadfox081 sends in a Pokemon
Dummy007 sends in a Pokemon
I proceed to troll you two
 
#15
Hold on. How did Assurance knock me out? I got (5 BP + 0.5 Rank Difference * 1.5) * 1.5 Type Effectiveness = (5+.75) * 1.5 = 8.625. I'll edit in my actions when my question is answered.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#16
Hold on. How did Assurance knock me out? I got (5 BP + 0.5 Rank Difference * 1.5) * 1.5 Type Effectiveness = (5+.75) * 1.5 = 8.625. I'll edit in my actions when my question is answered.
5+1.5 (Rank Difference)*1.5=6.25*1.5=9.75=10 Damage

EDIT: Even with your calcs, after rounding, Ginny would've been KOed anyway.
 
#17
(I derped for a minute and thought Ginny still had 10 HP left. But I'm pretty sure it should still have been 9 damage. Where did the 1.5 Rank Difference come from?)

"Hmm...There's really only one Pokemon I have who can sort of handle Gurdurr...Septimus Heap, you're up next!"
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#18

"Well, it's about time I've issued a challenge. Time to spice things up! Reduce your Opponents HP to anywhere in-between 67 & 73 HP."

ORDER
Dummy007 issues actions.
deadfox081 issues actions.
I ref.
 
#19
"This is interesting. Let's see if we can do enough damage consistently without going over..."

Summary:
Bullet Seed + Seed Bomb combo -> Cool Down -> Giga Drain; if Detect is ordered on Action 1, change actions to Swords Dance -> Seed Bomb x2 (or Leaf Blade x2 if I can still use it even though Deck Knight just removed it from Flarelm's movepool)
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#21
Take Two! Dummy007 vs. deadfox081 (4v4 Singles) - Its_A_Random Boogaloo! - Round 4

Dummy007 XAOO (4 Chills Remaining)

Septimus Heap
HP: 100
Energy: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Speed: 47
Size Class: 3
Weight Class: 4
Base Rank Total: 16
No Changes

deadfox081 XAOO

Puncha
HP: 100
Energy: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1
SpD: Rank 3
Speed: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
No Changes


ROUND FOUR: Why Combo Moves Are Overrated...


Septimus Heap vs. Puncha! Let's see what happens...

Septimus Heap starts by preparing a strange move, where Puncha sees this as a good time to make an escape, & he does so by burrowing his way underground. Septimus Heap then lets rips by firing a round of explosive seeds which miss the target, much to Septimus Heap's surprise, not knowing where Puncha went. A short time later, Puncha pops out of the ground, striking Septimus Heap from below for some damage.
Exhausted after the combination, Septimus Heap is forced to take a slight breather, leaving himself open to a powerful toxic filled thrust from Puncha's girder, taking a powerful hit, made more powerful from the Sheer Force of the impact.
Septimus Heap then tries to get his revenge by firing a red beam of light at Puncha, but he was having none of that, dodging the move & whacking the beam to one side with his girder.

Septimus Heap, like once before, became unpopular with the crowd to the point that he was repeatedly bashed by Its_A_Random's Gligars. At this point, another member of the crowd issues a Challenge.

Dummy007 XAOO (4 Chills Remaining)

Septimus Heap
HP: 48
Energy: 74
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Speed: 47
Size Class: 3
Weight Class: 4
Base Rank Total: 16
No Changes

deadfox081 XAOO

Puncha
HP: 100
Energy: 74
Atk: Rank 4
Def: Rank 2
SpA: Rank 1
SpD: Rank 3
Speed: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Sheer Force Activated

BEGIN ROUND FOUR
deadfox081 sent out Puncha (Gurdurr)!
Dummy007 sent out Septimus Heap (Flarelm)!
Puncha activated Sheer Force!
TASK: Reduce your Opponents HP to anywhere in-between 67 & 73 HP.
---
ACTION ONE
Puncha burrowed underground!
Septimus Heap used a Bullet Seed + Seed Bomb Combo!
Septimus Heap's attack missed! Septimus Heap used 15 Energy!
Puncha used Dig!
Septimus Heap took 10 Damage! Puncha used 10 Energy!
---
ACTION TWO
Septimus Heap must recharge!
Puncha used Poison Jab!
Its Super Effective!
Septimus Heap took 17 Damage! Puncha used 6 Energy!
---
ACTION THREE
Puncha used Detect!
Puncha protected himself! Puncha used 10 Energy!
Septimus Heap used Giga Drain!
(Crit Roll [<=63]: 931/1000; No)
Puncha protected himself! Septimus Heap used 11 Energy!
---
TASK REQUIREMENTS
Septimus Heap: Opponent's HP: 100 (67<=HP<=73? No); FAIL
Puncha: Opponent's HP: 73 (67<=HP<=73? Yes); PASS
Septimus Heap took 25 Damage!
---
END ROUND FOUR


"Let's dance, guys! I want to see some creativity! RP Your actions. In addition, don't use any moves you've used before in this battle."

ORDER
deadfox081 issues actions.
Dummy007 issues actions.
I ref.
 
#22
Ok Puncha, lets go for it! I think with these crafty actions we can hit him threefold. Deal damage, fulfil the criteria and set us up for some future rounds.

This arena doesn't look to contain any rocks and that could be a problem for our future attacking options. I do see some nice platforms that I reckon you're strong enough to shatter so that is our main priority.

Start off with a combination of Mach Punch and Smackdown. I want you to use the speed of the punch to close any distance between you and the Flarelm, then make sure it's a mighty uppercut to throw him into the air. Your Iron Fist will make sure you knock him nice and high. Then leap into the air nice and high and smack him down right through one of those floating platforms. Whack him hard with your steel girder and I know it will be hard enough to shatter the platform altogether. Then once you're done resting from the combo I want you to use your newly made shrapnel in a Sheer Force boosted Rock Slide!

But don't you fear Puncha, we have a plan for if it tried to counter your first action. If you see it lining up to use your own power against you then I think we have another way to break the platform. Use a combination of Bulk Up and Focus Blast to throw him through the platform instead. I don't want you to Bulk Up in the traditional sense, instead channel all your physical energy into the ball, boosting its power and hopefully making the ball you throw even bigger and therefore more accurate attack.

Phew, a mouthful but it will get the job done.

Summary
Mach Punch + Sheer Force combo > Cooldown > Sheer Force Rock Slide
IF Counter is used on action 1 THEN use Bulk Up + Focus Blast instead
 
#23
"Let's see what we can do to avoid taking damage. First, let's get him hot and show him what we've got with a Sunny Day. Also, I'm not certain that his combo is legal, since Smack Down involves "hurl[ing] an energized rock or other natural materials at its opponent," and I'm pretty sure a steel girder doesn't count as a natural material. Even if it does, it's the "energized field," not the impact, that causes the crashing down, so you should be pretty safe there. Next, with the Sun shining in the sky, you should easily be able to Synthesize a few extra HP. This will prepare you for Action 3, where you easily Counter that Rock Slide. Let's pray for loophole hax!"

Summary:
Sunny Day -> Synthesis -> Counter
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
#24
Take Two! Dummy007 vs. deadfox081 (4v4 Singles) - Its_A_Random Boogaloo! - Round 5

On the contrary, I don't see why the combo wouldn't work, it makes sense. Also, I don't see why Smack Down shouldn't be performed using a girder. Anyways, the Round.

Dummy007 XAOO (4 Chills Remaining)

Septimus Heap
HP: 48
Energy: 74
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Speed: 47
Size Class: 3
Weight Class: 4
Base Rank Total: 16
No Changes

deadfox081 XAOO

Puncha
HP: 100
Energy: 74
Atk: Rank 4
Def: Rank 2
SpA: Rank 1
SpD: Rank 3
Speed: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Sheer Force Activated


ROUND FIVE: RPing Is Cool...

So, it's time for Round 5, is it? Well, here goes...

And Puncha begins with a fast, powerful thrust towards Septimus Heap & then knocks him into the air with a powerful Iron Fist. After knocking Septimus Heap high into the air Puncha then makes a powerful thrust up & then somersaults & wallops Septimus Heap with an almighty thrust of his trusty girder, sending Septimus Heap crashing heavily through a hovering platform, breaking the platform into shreds as Septimus Heap crashes head-first into the ground, taking more damage. Ouch! Septimus Heap then lurched & got up before firing a red beam into the sky, making the sunlight even harsher than before, making the crowd & the trainers go for sunglasses.

Septimus Heap, at this point, decided that it was a great time to have a break, using lis leaves to put him through a process of photosynthesis. This went uninterrupted as Puncha was too exhausted to stop the process from completing. A few minutes later, & Septimus Heap was done, feeling significantly healthier than before & looks like he is raring to fight again!

Puncha then got up & took hold of the rubble that was formerly a platform, scooped most of it into his girder & then somersaulted into the air, chucking the rubble on Septimus Heap's head. Septimus Heap took the brunt of the damage, & turned it into energy after bracing the overhead rubble & used this energy against Puncha, focusing the energy to into a powerful fist which Puncha is walloped by for some mighty damage.

Round End & as the two combatants lick their wounds, it seems that the crowd had enjoyed the round's action, despite the fast-increasing damage bill. Now it's time for someone else to issue a challenge to these two combatants...

THE SUNLIGHT IS HARSH... (3)

Dummy007 XAOO (4 Chills Remaining, 4 Recoveries Remaining)

Septimus Heap
HP: 34
Energy: 39
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Speed: 47
Size Class: 3
Weight Class: 4
Base Rank Total: 16
Grounded (3)

deadfox081 XAOO

Puncha
HP: 70
Energy: 59
Atk: Rank 4
Def: Rank 2
SpA: Rank 1
SpD: Rank 3
Speed: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 16
Sheer Force Activated

BEGIN ROUND FIVE
TASK: RP Your actions. In addition, don't use any moves you've used before in this battle.
---
ACTION ONE
Puncha used a Mach Punch + Smack Down Combo!
(Passive < Set; Typing: Rock)
Its Super Effective!
Septimus Heap took 19 Damage! Septimus Heap took 5 Damage after crashing heavily through a platform! Septimus Heap became Grounded (6)! Puncha used 9 Energy!
Septimus Heap used Sunny Day!
The sun became harsh! Septimus Heap used 9 Energy!
The Sunlight is harsh...
---
ACTION TWO
Septimus Heap used Synthesis!
Septimus heap recovered 30 HP! Septimus Heap used 14 Energy!
Puncha must recharge!
The Sunlight is harsh...
---
ACTION THREE
Puncha used Rock Slide!
Its Super Effective!
Septimus Heap took 20 Damage! Puncha used 6 Energy!
Septimus Heap used Counter!
Puncha took 30 Damage! Septimus Heap used 12 Energy!
The Sunlight is harsh...
---
TASK REQUIREMENTS
Septimus Heap: Actions RPed? Yes, Any Repeated Moves? No; PASS
Puncha: Actions RPed? Yes, Any Repeated Moves? No; PASS
---
END ROUND FIVE


"I want to see these guys tire before they become more bruised! Use More Energy than the amount of damage you deal. Do not Spam a move three times, nor may you use more than one non-attacking move."

ORDER
Dummy007 issues actions.
deadfox081 issues actions.
I ref.
 
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